[Dusk, Blue Magic] The Counterspells

Michael Morris

First Post
Here they are, the counterspells, including counterspell itself.


Counterspell
Abjuration (Counter)
Level: Blue 4, Sor/Wiz 5
Components: V, S
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: A spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

“Can one so strong be denied by one so weak? Yes, for strength is nothing – timing is all” – Telsindria.

You must ready an action to use this spell. When cast, counterspell stops another caster's spell in midcasting as its name implies. Counterspell has no effect on spells or effects that are already in place – it only stops spells in casting.

Counterspell targets spells, not creatures, hence spell resistance never applies to it. The spell’s caster or source must be in range though.

Counterspell cannot target the activated abilities of magical items or the spell-like abilities of creatures.

Read that spell carefully. Many of the remaining spells in this post are based on it.


Spell Blast
Abjuration (Counter)
Level: Blue 2
Components: V, S, Spell Point
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spell
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

"A spell blast isn't the most efficient or the most elegant answer to a spell. But it is an answer, and sometimes that alone is enough." - Alblasker

Counter target spell as per counterspell. The spell point cost of this spell is 5+X, where X is the spell point cost of the targetted spell. If you cannot pay X, you cannot counter the target spell.

If the GM is not using spell point rules this spell is not available.


Syncopate
Abjuration (Counter)
Level: Blue 3
Components: V, S, Spell Point
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spell
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

Counter target spell as per counterspell unless it's controller pays X more spell points. X is set by the number of spell points you choose to spend. The total spell point cost of this spell is 8+X.

If the GM is not using spell point rules this spell is not available.


Memory Lapse
Abjuration (Counter)
Level: Blue 2
Components: V, S
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spell
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

Counter target spell as per counterspell. Spell preparation is not lost by the caster of the target spell, however spell points still are.


Force Spike
Abjuration (Counter)
Level: Blue 0
Components: V, S
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spell
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

Counter target spell as per counterspell unless it's controller pays 3 more spell points. If spell point rules are not used this spell is unavailable.


Force of Will
Abjuration (Counter)
Level: Blue 9, Wiz 9
Components: V, S
Casting Time: 1 action or Free action (see text)
Range: Medium (100' + 10' / level)
Target: One spell
Duration: 1 round / level (D)

Once each round you may counter a spell as a free action by choosing to take 1d6 damage and lose a spell preparation of your choice of at least the same level as the spell you counter. This free action counter does not count against your ability to cast quickened spells.

You may choose to take 2d6 damage and lose another 5th level or higher spell preparation to cast force of will as a free action and without paying its spell point cost.


Mana Drain
Abjuration (Counter)
Level: Blue 7
Components: V, S
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spellcaster
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You target a spellcaster while they are casting a spell and they make a willpower save at a -4 penalty. If they fail, add the spell point cost of the spell they were attempting to your spell point total and their spell, which now has no spell points to power it, fails. If spell point rules are not used this spell is unavailable.


Arcane Denial
Abjuration (Counter)
Level: Blue 7, Wiz 7
Components: V, S, Spell Point
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: One spell
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

As counterspell. After this spell completes choose a spell of you know up to 5th level. It is now prepared, occupying the slot arcane denial occupied. The caster who the lost a spell to arcane denial likewise chooses a spell up to 2 levels lower than the spell you countered and it is considered prepared. Spontaneous casters do not benefit from this secondary effect.


Interdict
Abjuration (Counter)
Level: Blue 5

As counterspell, targetting spell-like abilities and psionics.


Gainsay
Abjuration (Counter)
Level: Blue 3

As counterspell, targetting blue spells only.


Necroblast
Abjuration (Counter)
Level: Blue 3

As counterspell, targetting black spells only.


Hyrdroblast
Abjuration (Counter)
Level: Blue 3

As counterspell, targetting red spells only.


Wisesaying
Abjuration (Counter)
Level: Blue 3

As counterspell, targetting green spells only.


Truthsaying
Abjuration (Counter)
Level: Blue 3

As counterspell, targetting white spells only.


Foil
Abjuration (Counter)
Level: Blue 6, Wiz 6
Components: V, S

As counterspell. You may choose to drop a 5th level preparation or higher to cast foil as a free action and without paying its spell point cost.


Prohibit
Abjuration (Counter)
Level: Blue 3
Components: V, S

As counterspell, but the spellcaster of the spell must be at least 4 levels lower than you and no higher than 10th level.


Circular Logic
Abjuration (Counter)
Level: Blue 5

As counterspell with these changes. You may cast circular logic as a free action. You may only cast circular logic upon a spell that targets a spell you are casting. Do not ask how or why you can cast this spell while casting another spell. That is the reason this spell is known as circular logic.


Circumvent
Abjuration (Counter)
Level: Blue 2

Counter target spell as per counterspell unless it's caster chooses to lose another spell preparation of equal or greater level.

Ok, that is all for now. Happy spell dueling.
 
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Good ! Now spell duels can really happen (I've seen only once someone trying to counterspell in the normal 3ed D&D).

Just four comments:

1) If cast normally, Force of Will ends when a spell is countered ? or you can counter multiple spells.
It seems that the first one is the true (also considering what the MtG spell did), but it should be stated more explicitly in the spell description.

2) IMHO the mono-colored counterspells should be 2nd level: compared to Dispel Magic they are a bit weak; they are sideboard spells, and probably a sorcerer or bard wouldn't choose one of theese considering how many good 3rd level spells are available.

3) Arcane denial was a great MtG card, but it probably a bit too unrealistic for D&D: the targeted caster "instantly" memorizes a new spell ? even without the spellbook ?

(a bit OT)
4) The rules for resolving spells in D&D are the same as in MtG (that is, with the stack & so on) ? and, expecially, can you cast a quickened spell (and other spells casted as a free action) in response of some other spell ? (otherwise the duels could be a bit less powerful, because apart from Circular Logic only two spells can be cast (one spell and one counter, for example).
 

When two casters start up a mage duel instead of using the rules in Magic of Faerun I use a modified version of Magic: The Gathering to resolve the duel. The rules are still being worked out, but they are the only instance where cards are actually used and it works much faster than any D&D spell duel system I've seen.
 

The rules are still being worked out, but they are the only instance where cards are actually used and it works much faster than any D&D spell duel system I've seen.
Good idea
I suggest to try to keep it quick (in player time) also to avoid non spellcasters getting bored when a spell duel is up.

Also, please make rules for more than two spellcasters.It would be really cool !
 




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