[Dusk, Blue Spells] Ok, more fun.

Michael Morris

First Post
In addition to time magics and counterspells, blue mages call upon some of the most unique spells of any spellcaster in any setting.


Confiscate
Enchantment (Metamagic)
Level: Blue 5, Brd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25' + 5' / 2 levels)
Target: One Spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.

"Why destroy it when you can steal it?" - Markson of Altania

Choose a spell effect that affects one creature (or is centered on one creature) within the range of this spell and make a caster level check as if attempting to dispel it. If you succeed you become the new target of the spell (or the new centerpoint).


Illusions of Grandeur
Conjuration (Healing)
Level: Blue 4, Cleric (Rizaldi) 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Willing Creature touched
Duration: Concentration, up to 1 minute / level.
Saving Throw: None
Spell Resistance: No.

"Have no doubt that what I wish shall one day be. I shall have her once more" - Sirrom.

The touched creature gains 1d8 temporary hit points / level (max 15d8) for as long as that subject concentrates on maintaining the effect, up to 1 minute per level of the caster.


Mind Over Matter
Transmutation
Level: Blue 8
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level (D)

"Flesh and spirit each obey the ascendant mind. Once unionized, all is possible." - Listralan Teaching.

Damage dealt to you deals spell point damage instead of hit point damage. If you are reduced to 0 spell points while this spell is in effect you die.


Energy Sphere
Abjration (Ward)
Level: Blue 7
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Concentration, up to 1 minute / level (D) [see text]

You have DR 30 against all attack forms. If you take any action other than a move action this spell ends.


Ray of Command
Enchantment (Compulsion) [Mind-Affecting]
Level: Blue 2, Bard 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Target: One humanoid creature medium size or smaller
Duration: 1 round
Saving Throw: Will Neg.
Spell Resistance: Yes.

This spell is a single round dominate person effect. You make a ranged touch attack roll and if you hit the creature makes a willpower saving throw. If they fail they immediately perform one action of your choosing that can be completed in one round subject to the limitations of dominate person. Their initiative changes to match yours for the remainder of the combat.


Deflection
Enchantment (Metamagic)
Level: Blue 4, Sor/Wiz 5
Components: V, S
Casting Time: Ready Action
Range: Medium (100' + 10' / level)
Target: One Spell
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You must ready an action to use this spell and it is cast much as a counterspell is. Make a caster level check against the target spell. If you succeed you may change the targets within the limits possible for the original caster.


Back to Basics
Abjuration (Ward)
Level: Blue 3, Bard 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: 60'
Target: 60'-radius emenation, centered on you.
Duration: 1 minute / level
Saving Throw: No.
Spell Resistance: None.

All enchancement bonuses in the area of effect are suppressed as per anti-magic field.


Recall
Enchantment (Metamagic)
Level: Blue 5, Wiz 5
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous

You may choose to drop a number of preparations whose levels equal up to twice your own level. You may then instantaneously prepare half that many spells.


Mana Short
Enchantment (Metamagic)
Level: Blue 4, Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 Action
Range: Medium (100' + 10' / level)
Target: One spellusing creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The target creature loses all spell points. If spell point rules are not used the target creature cannot cast spells until it rests 8 hours.


Soar
Transmutation
Level: Blue 3, Sor/Wiz 4
Components: V
Casting Time: 1 minute or Free action
Range: Personal
Target: You
Duration: 10 minutes / level

You may choose to cast soar as a free action or as a 1 minute spell. If cast as a free action, its effect is as per feather fall with the changes noted above. If cast with a 1 minute casting time, its effect is as per fly with the changes noted above.
 

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First reactions.

Confiscate: The level may be a little high, just considering that the majority of buff spells used seem to be in the lower levels. Spending a 5th level slot is feasible, I suppose, but at 6th or 7th - much too high.

Illusions of Grandeur: Are the temporary hit points lost first, or can the caster be in a hole when the go away? (Like a barbarian's rage.)

Mind over Matter: I haven't looked too closely at your spell point rules, so I'm not sure how this will work.

Energy Sphere: Just change the first sentence to read "You gain DR 30/--." Just to maintain the same constant structure.

Ray of Command: Even with the one action stipulation, it's a little overpowered. I don't know what quite to do with it, though - it's a little weak for a 3rd level spell.

Deflection: Nifty idea. Personally, I'd make it into a feat that can be used a certain number of times per day.

Back to Basics: Very very nice. Does that include those of permanent magical items? If so, this is going to significantly lower the power of melee classes as opposed to that of casters, and you may want to consider bumping the level up.

Recall: I'm just confused, because I thought you were using spell points...

Mana Short: Wicked overpowered. A 4th/5th level spell that drains a target of all spells prepared, in effect. Heck, that's almost as nasty as just hitting a caster with Power Word: Kill. 7th level, at least.

Soar: Interesting. No real problems that I can see.
 

Terraism said:
First reactions.

Confiscate: The level may be a little high, just considering that the majority of buff spells used seem to be in the lower levels. Spending a 5th level slot is feasible, I suppose, but at 6th or 7th - much too high.

Check the Green Spell threads. Buff spells now run the full spectrum in the setting.


Illusions of Grandeur: Are the temporary hit points lost first, or can the caster be in a hole when the go away? (Like a barbarian's rage.)

Like the rage, the user is in a whole when they are gone. Hence the spell provides an illusion of grandeur - but if this spell is what's keeping you at 3 hit points you are in serious doo doo.

Mind over Matter: I haven't looked too closely at your spell point rules, so I'm not sure how this will work.

Sorcerers, the casters with the most spell points, clock around 240+ spell points at 20th level. So this is a serious enhancement on the number of effective hit points a character can have.


Ray of Command: Even with the one action stipulation, it's a little overpowered. I don't know what quite to do with it, though - it's a little weak for a 3rd level spell.

I think it's brevity will keep it under control. Dominate person is 5th but lasts for 1 day / level.


Back to Basics: Very very nice. Does that include those of permanent magical items? If so, this is going to significantly lower the power of melee classes as opposed to that of casters, and you may want to consider bumping the level up.

All enhancement bonuses, including items. I think it's level is appropriate, given anti-magic shell's standing.

Recall: I'm just confused, because I thought you were using spell points...

The spell point system I use calls upon casters who prepare spells to continue to prepare spells to determine their daily spell allowance. When they use spells the preparation is retained, only the spell points are lost. So preparations remain relevant.

Mana Short: Wicked overpowered. A 4th/5th level spell that drains a target of all spells prepared, in effect. Heck, that's almost as nasty as just hitting a caster with Power Word: Kill. 7th level, at least.

Feeblemind is worlds more powerful than this at 5th.
 
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Michael_Morris said:
All enhancement bonuses, including items. I think it's level is appropriate, given anti-magic shell's standing.
Personally, I'd consider this at least as powerful as anti-magic shell, if not moreso. It does a good chunk of what the shell does, and seriously cuts down on the power level of any PC's that are relying on magic items, but still lets the casters shine. I'm gonna stick to my original point on this one. :)
Michael_Morris said:
The spell point system I use calls upon casters who prepare spells to continue to prepare spells to determine their daily spell allowance. When they use spells the preparation is retained, only the spell points are lost. So preparations remain relevant.[/B]
You know, I've really got to take a deeper look at your setting. I keep finding things that I think are interesting. I think, in all honesty, it's the spells. Nice though they are, something about snagging 'em from Magic leaves a sour taste in my mouth. Not sour enough to keep me from enjoyin 'em, though! ;)
Michael_Morris said:
Feeblemind is worlds more powerful than this at 5th.[/B]
Point. And you're right, though I still think it's a bit overpowered. Ah, well. :)
 

More spells...

Deep Water
Evocation (Evoke) [Force]
Level: Sor/Wiz 3, Blue 3
Components: S, M
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Area: 20' radius sphere
Duration: Instantaneous
Saving Throw: Ref 1/2
Spell Resistance: No.

This spell briefly magnifies the water pressure surrounding all creatures in the area of effect. They are dealt 1d6 subdual damage / caster level (max 10d6). To be affected a creature must be completely submerged.

Material Component: A handful of sand from the ocean floor.


Brainstorm
Enchantment (Metamagic)
Level: Wiz 3, Blue 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous


Replace two spell preparations with two spells you have spell mastery in of the same level or lower.

Browse
Enchantment (Metamagic)
Level: Wiz 3, Blue 3
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous

Some students have the most atrocious studying habits.

Choose 4 spells that are no more than 1 level from each other and none of which are cantrips. Roll a d4 to determine which one of the four you memorize. The other 3 dissappear from your spellbook.
Arcane Focus: Your spellbook.


Mystical Tutor
Enchantment (Metamagic)
Level: Wiz 2, Blue 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous

As you prepare mystical tutor, choose a spell you could prepare. When you cast mystical tutor, choose a spell of the same level or higher than the spell you chose when you prepared mystical tutor. You replace that spell with the spell you chose when you prepared mystical tutor.

Example: Teresa knows that occasionally ice storm will come in useful against certain types of foes. However, she'd much rather have polymorph other and minor globe of invulnerability available as her 4th level slots. She prepares a mystical tutor with the ice storm. Later the party comes upon fire elementals, so she drops her polymorph other spell for the tutored ice storm.


Dessertion
Abjuration (Counter)
Level: Sor/Wiz 7, Blue 7
Components: V, S

As counterspell. If the countered spell was a summoning or calling then instead of being countered the spell completes normally. All creatures the spell summoned or called are under your control though.


Disrupt
Abjuration (Counter)
Level: Blue 2
Components: V, S

As counterspell, though the target spell must have a duration of instantaneous for disrupt to work.
 
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Deep Water

Like it, the underwater variety of Fireball. Its a good thing you removed the Verbal component, as it really ensures its effectiveness.


Brainstorm

Also, a good spell. It gives alot of extra usefullness to Spell Mastery which isn't normally so useful.


Browse
Nothing much to be said, I would avoid it, but I love my spells soooo much... :)


Dessertion
The "Blue" version of Banishment, eh? Even though its an offspring from Counterspell, I still have difficulties seeing the [Force] descriptor... Still, pretty powerful spell, Conjurers bane probably.


Disrupt
Not alot to be said again, as its an offspring of counterspell which is good. Its limited use compared to the allround counterspell is well-reflected in the level adjustment.


I normally like your spells Michael; nice, short and simple. Easy to use as well.
 

Re: Feeblemind and Manashort feeblemind is more powerful but can be cured easily with a cleric of appropriate level, Manashort is much tougher to get rid of and is just as lethal to an arcane caster under most circumstances.
 

Dessertion and Disrupt have the school of Abjuration (Counter). That's a cut and paste error. Mystical Tutor is misphrased - it should be "When you cast mystical tutor choose a spell of the same level or higher than the spell you chose when you prepared mystical tutor." Hence you could prepare mystical tutor, name teleport, then later replace any 5th level spell or higher with teleport by casting mystical tutor.

Feeblemind, barring a healer, is permanent. What if the big baddie hits the only cleric with it??? Mana short lacks the saving throw penalty. Also, it doesn't shut down your ability to think and use your magic items. Finally, it 8 hours rest will get rid of it, and under spell point rules there are other ways to recharge your spellpoint reserves after a mana short hits you other than rest.

That said, I might take it to 5th.
 

Terraism said:
Deflection: Nifty idea. Personally, I'd make it into a feat that can be used a certain number of times per day.

What about this:

Deflection [General]
You can choose to re-target spells instead of countering them
Prerequisites: Improved Counterspell
Benefit: To use this feat, you must successfully counter a spell with a single target using a spell that is at least one level higher than the countered spell. When you do this, you may choose to change the target of the spell instead of countering it. You may choose any legal target within range of the original caster as the new target.

(Improved Counterspell allows you to counter a spell with any spell of the same school that is at least one level higher than the spell you are attempting to counter)

-- Retan
 

Improved Counterspell, which is in Tome & Blood I believe, cannot be referenced by a Dusk item as it is not in the SRD.

That said, I have my doubts about deflection as a feat, especially when it's that flexiable.
 

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