[Dusk, Blue Magic] Sleight of Mind

Michael Morris

First Post
Blue. If you're familiar with Magic: The Gathering you either love it or hate it. No one has a neutral reaction to Magic's slighest and trickiest color. It has finally won, and now let the fun begin in earnest.

Below is a new version of sleight of mind. It has quite a long description, so it gets it's own post.

Sleight of Mind
Illusion (Pattern)
Level: Blue 4
Components: V, S
Casting Time: 1 action
Range: Close (25' + 5' / 2 levels)
Target: One creature , object or spell.
Duration: 1 hour / level (D) or permanent (see text)
Saving Throw: Will Negates or none (objects & spells)
Spell Resistance: Yes

Sleight of Mind is a highly flexiable spell which either assigns an attribute to a creature, object or spell and replaces any similiar attributes; or changes the attributes sought by spells and magic items when they make their determination whether or not they will work. Examples include:
  • Changing a magic circle against evil into a magic circle against law.
  • Changing an absolute law spell to from affecting red spells to affecting black spells.
  • Change a creature's apparent alignment from LG to NE so that they can move past a forbiddance spell.
  • Change a creature's apparent race from human to elf so that a magic bow will bestow special properties on him.
  • Change a magic axe so that it functions for elves instead of for dwarves.

Note that sleight of mind does not change the mental state of a creature, it only changes what magic items see. Sleight of Mind can be used to make a paladin appear to be chaotic evil as far as detection spells, abjurations and abilities are concerned, but the paladin's alignment does not actually change nor does he lose any of his special powers that require him to be LG.

If sleight of mind is cast upon a creature or an object in his possession a willpower saving throw is permitted against its effects.

If this spell is cast against a spell that is already in place you make a caster level check as if you were attempting to dispel it in order to affect the sleight of mind change.

You can ready an action and cast sleight of mind in a counterspell-like fashion. If you do this the sleight of mind over-rides any modes the caster might have chosen or can even change the spell (as in the case of sleighting a magic circle against evil into warding against a different alignment). There is no level check to do this.

If you sleight a summoning spell you can change attributes of the summoned creatures and they do not gain a saving throw. Hence a lantern achorn, which is a good celestial, could be given the apparent alignement of chaotic evil and then be subject to the effects of wards against evil creatures. Again, the creature's alignment does not actually change, only what magic items and spells see changes.

Cast upon a spell sleight of mind lasts as long as the target spell does. Cast upon a magic item or creature sleight of mind lasts one hour per level

Sleight of Mind is an illusion, and hence special spell effects that are dependent on the properties of a target are not triggered by it. For instance, fire based creatures take double damage from cold attacks and are immune to fire attacks. If you use sleight of mind to assign the illusionary type "cold" to the creature, it will not become immune to cold attacks. However, a symbol set to trigger when fire based creatures pass would be fooled by the sleight of mind.

As with most illusions, sleight of mind is defeated by true seeing or more powerful magics. Also, users of lesser divinations and intelligent magic items can make a willpower save to disbelieve the illusion or they might do so automatically. For instance, if sleight of mind is used to change the apparent alignment of a paladin to chaotic evil and that character is wielding an intelligent holy avenger he'd used for many years, that sword would be able to make it's save against the illusion automatically (though it would sense the nature of the casting).
 
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Very, very cool.
Maybe if the effects are as presented in the description it's a bit underpowered for a 4th level spell (maybe down to 3rd?). If there are ways of using it in a more powerful way than the examples listed, maybe you could add them to the list (so that it would be more clear that it has the power of a 4th level spell)
 

Very well...

Sleight of mind effectively emulates the following functions of the use magic device exclusive skill of the rogue or bard without the need of a skill check: emulate class feature (DC 20), emulate race (DC 25), emulate alignment (DC 30).

Sleight of mind can trick a symbol, which is an 8th level spell. It can also trick 9th level spells similiar to it. Summon Monster IX can be sleighted. In a pinch sleight of mind can be used with any absolute spell (such as absolute law) to counter a spell outright. When a foe starts a spell, sleight it to a color matching the absolute spell (red for absolute law). The spell then will not take effect because it can't (the absolute spells are attuned antimagic shells). Sympathy can be sleighted into antipathy, and both spells can have the creature they are attuned to changed. The spell is alright at 4th level, but any lower and it would get broken fast.
 

Summon Monster IX can be sleighted
What can you do:
1- simply cover the creature allineament with an illusion
2- change the summoned creature (but it still obejs to the caster)
3- take control of the summon spell, choosing the creature and having it act by it's own will (or your own will)

And for Symbol, can you change the type of the symbol, or only the activation effect ?

With the examples you have provided now, anyway, it's power is ok for a 4th level spell.
 

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