A few new spells for casters looking to neutralize other casters or defend themselves from hostile magic.
Arcane Ruse
Spell Effects: Greater Create Magic.
Inherent Modifiers: Area of Effect + Bestows a Modifier, Rolls to discern the spells true nature + Meta-Magic, Illusory.
Greater Effects: 1 (x3).
This spell causes every spellcaster within its area (5-yards) think they are being attacked with an extremely powerful offensive spell. The caster may exclude up to six subjects of his choice when he casts this spell if he wishes. In fact, it’s so extremely obvious that those being “attacked” get a +5 to their Thaumatology or Path skill rolls to recognize the spell attacking them (the caster decides what it is). The GM then secretly makes a Quick Contest of the caster’s effective Path skill vs. the subject(s) Thaumatology at -5. If they succeed, they know the spell was a ruse, otherwise they believe the spell targeting them and will take appropriate action (at least an Active Defense or a Blocking spell).
Typical Casting: Greater Create Magic (6) + Area of Effect, 5 yards, 6 excluded subjects (10) + Bestows a Modifier, ±5 to rolls to discern the spells true nature of the spell (16) + Girded, Illusory* (20). 156 energy (52×3).
* Makes the spell “appear” to be twice as strong as it otherwise would. In this case, this spell “appears” to be 216 energy, not 156 energy.
Reflect Magic
Spell Effects: Greater Destroy Magic.
Inherent Modifiers: Altered Trait, Magic Resistance (Reflection).
Greater Effects: 1 (x3).
This spell temporarily grants the subject Magic Resistance 3 with the Reflection modifier (p. B46) for the next 10 minutes. If the subject has the ability to use magic, it is impaired (-6 to all casting rolls) for the duration of this spell.
Typical Casting: Greater Destroy Magic (5) + Altered Traits, Magic Resistance 3 (Reflection, +100%) (12) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 63 energy (21×3)
Sorcerous Restraints
Spell Effects: Lesser Create Magic ¥2.
Inherent Modifiers: Bestows a Bonus, Spellcasting + Bestows a Bonus, Binding Rolls.
Greater Effects: 0 (x1).
Restrains one target of choice using magical restraints. Treat this as a Binding with a ST equal to your Path of Magic + 5. Moreover, those so restrained take a -5 to spellcasting rolls until the binding is completely destroyed.
Typical Casting: Lesser Create Magic (6) + Lesser Create Magic (6) + Bestows a Bonus, +5 to Binding Rolls (12) + Bestows a Bonus, -5 to Spellcasting rolls (24) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4). 57 energy (57×1)
Suffocate Magic
Spell Effects: Greater Destroy Magic + Greater Strengthen Magic.
Inherent Modifiers: Area of Effect + Bestows a Bonus, Overcome Other Spells + Meta-Magic.
Greater Effects Multiplier: 2 (x5).
Temporarily surpasses ongoing magic in a five-yard area for the next ten minutes. This is effectively like Mana Damper (p. B67), but works only on magic that has already been cast. New spells can be cast without difficulty within the area of effect making this spell an excellent fight opener if a caster is worried about what sort of spells a foe might have already cast on himself. Resolve this as if you were dispelling any other type of magic, but add +5 to your effective skill and use the highest casting skill for all spells involved.
Typical Casting: Greater Destroy Magic (5) + Greater Strengthen Magic (3) + Area of Effect, 5 yards (6) + Bestows a Bonus, +5 to rolls to overcome other spells (12) + Duration, 6 minutes (5) + Meta-Magic (20). 255 energy (51×5).
Picking Over the Bones
These four spells were originally made for my Chronicles of Ceteri campaign. Originally specced for the modified RPM system I had, I converted them back to regular Ritual Path Magic for you, dear reader. What do you think? Usable in your campaign or no? Do you have any spells that are “anti-magic” you’ve used in past or current campaigns? How did they work out?