As there is no list for this anywhere and I seem to be the only one actually using it I've decided to put up a topic for Counterspelling Magic. I'd appreciate someone getting back to me on some of these ideas as I have no real idea of the power balance and am merely throwing out genneral ideas.
- White Charisma.
**********************************************
The following spells have been ganked off my own character sheet and are apparently kosher with Jak as he's the one who gave the thumbs up.
(Counterspelling=1, Acane Lore=4, Time=4) Delay Arcane Might (8MP): Temporarily disrupt the flow of arcane energy in an opponent's spell as it is being cast. This delays the effect of the spell by one round.
(Counterspelling=4, Arcane Lore=4) Dismiss (One half of the affected spells MP): Attempt to dissapate the aracne energy of a spell as it is being cast, compleately negating it. This spell causes a Mag+Wis+Int+rank (of spell being cast) + 1d20 contest versus a Mag+Wis+Int+4+1d20. Should the dismissal roll tie or beat the effected spell roll the spell fizzles with no effect, otherwise it takes effect normally.
(Counterspelling=4, Arcane Lore: 4) Dispel Magic (10MP): Attempt to smother the magical energy of one permanent or semi-permanent magical effect. This forces a roll of Mag+Int+Wis (of the spell's caster at the time of casting) +rank (of the spell to be affected) +1d20 versus Mag+Int+Wis+4+1d20. Should the dispel check tie or exceed the check of the target effect that effect is dispelled.
**********************************************
Other Counterspelling Ideas:
Reflect Arcane Energy (Counterspelling=5, Arcane Lore=5) (30MP): Reflects all magical spells (harmful, beneficial or otherwise) directed against one target back to their originating source. Note: This does not protect against being in an area of effect, however should the target of a Reflect Arcane Engergy spell be the direct target of an area of effect spell that spell is reflected back at the originator (ie. the original caster becomes the center of the area of effect). This spell lasts for 1/2 rank (counterspelling) rounds before wearing off.
Absorb Arcane Might (Counterspelling=10, Arcane Lore=10) (5MP, 10TP): Attempt to absorb the arcane enegy of one incomming spell. This forces a check of spell damage+1d20 versus Sta+Mag+Wis+10+1d20. Should the absorb roll tie or exceed the damage roll the spell is absorbed and the caster gains Mp equal to the cost of the spell absorbed.
Antimagic Field (Counterspelling=?, Arcane Lore=?) (?MP): Disrupts the flow of arcane energy in an area (100 square feet) for rank rounds. For the durration of this spell all spells cast inside or passing through the effected area fizzle with no effect. (I suspect this to be a high level sort of thing, with a dreadful MP cost even if it is based on Concecrate and Desecrate.)
**********************************************
I'm out of other ideas for the moment. Feel free to chip in on this if you'd like.
- Blackwind.