Spells and Counterspells
Aether Flurry (Level 2): The caster creates a crinkle in space and ‘throws’ it at a 10’ area within 40’. All in that area are displaced 3d6 feet in a random direction (no save). by Steve MarshDispel Flurry: Hail Storm, Hellas Flame Mistworld resembles a ball of steel wool, formed as a side
effect of shunting a supernova so that another world would not be destroyed. The filaments range from hundreds of miles across to so fine that they cannot be seen by the human eye, crossing and interconnecting like an Escheresque, three-dimensional spider’s web. Upon this web are rocks, trees, rivers, life; all around it are a rust-like cosmic debris and haunting clouds of mist. In this fantastical setting, magic, monsters, technology, and much else have their own special character. In this article we will examine some of the spells and counterspells that the mages of Mistworld use in their magical duels.
Protect Single Person: Seraphim Shield
Blinding Bolt (Level 2): This spell causes a bolt of violet- white and blue fire to streak towards the target from the caster’s forehead. If a save is missed the target is blinded for 1-6 rounds and then at -2 to hit etc. for 1-6 more. Negated By: Gea’s Barding, Flaming Wheel
Half Duration: Seraphim Shield
50% to stop each effect: Hail Storm, Hellas Flame
Dancing Daggers (Level 2): 1d6 black daggers wreathed in red flames appear behind the caster’s head. They fly towards any targets chosen within 80’, doing 1d6 each. If you use these spells along with an initiative system, it is
recommended that you allow counterspelling wizards to cast their counterspells out of turn, using up their action for that round when they do so. This is especially true if you play with Vancian magic: it’s hard enough to use a memorized counterspell effectively even with this rule in play. Describe the offensive magics that others use and then let players abort their action for an instant counters- pell if desired. If enemy mages have counterspells, you may wish to have them make intelligence rolls or the like to figure out what is being thrown at them, so as not to make things too tough on PC mages. Magic items with embed- ded counterspells can make especially choice treasures.
All Deflected By: Seraphim Shield, Alia’s Cloak Up to 2 Deflected By: Whirlwind, Agni’s Breath Half Damage: Sparking Ice, Sun’s Eye
Freezing Lance (Level 2): The caster creates a brown- green shaft of paralytic, shocking cold that fires out to 80’. It does 2d6+2 damage and the target must make a save or be completely paralyzed for a full round.
Fully Deflected By: Sparkling Ice, Sun’s Eye
Half Damage and +3 Save: Alia’s Cloak, Flaming Wheel -2 Damage and +1 Save: Shattered Ice, Airy Eruption
Still Earth (Level 2): This spell creates 3d6 brown hands with green claws that boil along the plane of the caster’s feet towards the target to 80’. The target’s feet and legs are firmly grasped for 2d6 rounds, so that not even a giant can break free. The target can however fight, cast spells, etc. Hands Destroyed By: Sparkling Ice, Sun’s Eye
Half Duration: Shattered Ice, Airy Eruption
Extra Save Each Round: Alia’s Cloak, Flaming Wheel
Confusion Cloud (Level 3): The caster’s breath spews forth in a violet-white cloud over a single target within 80’, acting as confusion magic for 1d6+1 rounds on failed save. Dispelled By: Gea’s Barding
Duration Reduced to 1 Round By: Seraphim Shield Target Picks Better of 2 Confusion Rolls: Hellas Flame
Deafening Chimes (Level 3): Black chimes appear over the caster and float to a location within 40’. They play loudly and drown out all sound (no verbal spells) within 10’, as well as deafening targets for 1d6 rounds (save negs). Dispelled By: Hail Storm, Agni’s Breath
One Target Protected By: Sun’s Eye
Fireblast (Level 3): This spell functions familiarly.
Dissipates: Dusty Whirlwind
Protects 1 Target and Halves Damage for All: Sparkling Ice
Poseidon’s Trident (Level 4): The caster spits a blurry glob out to 40’, where it explodes in a 20’ blast of blue- green prongs. Everything within the blast radius takes 5d4 physical damage, with no save allowed.
Destroy All Prongs: Airy Eruption, Hail Storm Protect 1 Target: Flaming Wheel
Wind of Rust (Level 4): A blue wind flecked with red rises like a cloak from the caster, sweeping out a 10’ path 40’ in front of the caster. All non-magical metal armor and weapons in its path are disintegrated (no save).
Wind Dispersed By: Hail Storm, Dusty Whirlwind Target Protected By: Gea’s Barding
Blacklung (Level 5): The caster exhales a blue-black stream of smoke to 20’ that pours into the target’s lungs. The target must make a save immediately to avoid passing out and a second in 1d6+1 melee rounds to avoid dying. No effect on demons and creatures which don’t breathe. Blocked By: Alia’s Cloak, Flaming Wheel
50% Chance to Block: Airy Eruption, Hellas Flame, Dusty Whirlwind, Agni’s Breath
Enchamberment (Level 6): A black-brown ray stabs from the caster’s fingers towards a target within 20’. On a failed save the target is entombed inside the nearest body of metal, up to 2000’ below the caster’s feet.
Deflected By: Sparkling Ice, Alia’s Cloak
50% Dissipation: Airy Eruption, Hellas Flame, Dusty Whirlwind, Agni’s Breath
Medusa’s Gaze (Level 6): The caster’s head shimmers, and her eyes form violet-white rays that shoot into those of a target within 20’, petrifying it unless a save is made. Blocked By: Gea’s Barding, Sparkling Ice
Petrify Reduced to 3d6 Rounds By: Airy Eruption, Hellas Flame, Dusty Whirlwind, Agni’s Breath
Defensive Magic: These spells come in two types. Shields protect the caster (sometimes one other) and last the caster’s level in rounds. Whirlwinds last but one round but can protect a whole party (10’ radius).
Whirlwinds are all level 1 and include Hail Storm (a black and white explosion of hail), Airy Eruption (blue streamers), Hellas Flame (green pinpoints bursting into red-yellow flames), Dusty Whirlwind (blue stars fading to brown dust), Agni’s Breath (red flames come from caster’s body and condense into green dewdrops), and Shattered Ice (black crystals bursting into shattered snowflakes). During the round the whirlwind is up, missile attacks against anyone within are at -4.
Shields work as follows:
Seraphim Shield (Level 1): In addition to its magical defense, this black floating shield with fluid green device acts as a +1 shield that does not require a hand. It can be directed to protect any one person near the caster.
Sparkling Ice (Level 2): Green and black ice crystals form around and coat the caster’s body. In addition to their magical protection, these create a substantial glare, making it -3 to hit the caster and giving the caster a +3 bonus on saves against all targeted effects.
Gea’s Barding (Level 3): Brown bands solidify in circles around either the caster’s body or the body of a single chosen target. In addition to magical protection, these act as weightless plate mail for the person wearing them. Flaming Wheel (Level 4): A blazing red wheel with a black hub forms around the caster’s head. Along with spell protection, it will completely vaporize all normal missiles fired at the caster in flame.
Sun’s Eye (Level 4): A third eye of violet-red opens in the caster’s forehead (or in that of a designated target within 5’). In addition to magical protection, anyone facing the the third eye automatically acts after its host in battle (loses initiative to it) each subsequent round.
Alia’s Cloak (Level 5): A green cloak with blue patterns weaves around the caster. Aside from its magical defense, it can be used to completely shield the caster or a person held in his or her arms from one attack each round. Ω