Counterspelling, Rigid spellcasting, and Psi-spells


Counterspelling and Rigid spellcasting were developed by a mage who was seeking a way to duplicate a Bataazu demon ability to disrupt someone else's spells using the large amounts of ambient magic available; and a way to prevent this. He discovered a way of reinforcing a spell's framework which not only made it harder to disrupt, but made it less succiptible to the wild fluxes of magic found on Sonari.

Rigid spellcasting:

As a game mechanic, rigid (or "static") spellcasting essentially makes the casting time for spells much longer, while reducing the flare/fizzle thresholds and makign them much harder to disrupt with counterspells. Some spells, such as long summoning rites (on which the technique was based) take no longer to cast in this way but are more mentally and physicall taxing instead. Under third edition rules, the ability to use static spellcasting should be a feat.

A rigid spell must be memorized as such, and requires roughly 10 times the casting time.. a first level spell has a casting time of 10 ticks (in most cases).. or roughly one round. A normal second level spell requires two rounds to cast, and higher level spells take multiple rounds. Given the increased power curve of spells in Sonari, this is not a major problem, as a single high level spell can do enormous amounts of damage.

In return for this extra slow preparation, the spell's flare thresholds are divided by 10, meaning in average circumstance it suffers only a one percent chance of flaring or fizzling (and, because the threshold is much smaller, is much easier to control when it does).

Semirigid spell casting

An advanced variant on rigid spellcasting (requiring on the latter feat, if using them), semirigid (or "fast static") casting allows the caster to choose any threshold divisor, with the advantages being that the casting time penalties are correspondingly lower. The choice is made when memorizing the spell, and if a divisor of N is chosen, the spell takes N+1 times longer to cast. This is marginally less efficient than full rigid casting, but can be adapted to the environment.

Counterspelling:

A counterspell is a special type of spell which can be cast, in the normal environment, from an open slot or memorized as such. They are used to disrupt the spell of an opposing mage as it goes off, and come in different varieties; some of which a DM may not introduce into the campaign. The existance of counterspells means that using one's highest level spells in the prseence of an opposing wizard of comparable level is a tricky proposition unless rigid casting is used. All counterspells have both verbal and somatic components (Although researching alternate versions which forgo a level of power to ignore one of the components is, as always, possible). Counterspells also work differently when cast from open slots, as specified. Because disruptive, force spike and power sink counterspells target the spell and not it's caster, any protective spells such as mage globes that the opponent may have in effect do not prevent the counterspell from taking effect. Contested counterspells target the caster of the spell, meaning that they are subject to normal spell protections.

There are only 4-6 demon races who use spellcasting extensively, but most don't get "memorized" counterspells. Also, not all of the demon races use counterspells, and only one is known to use an equivalent of rigid spellcasting (The Tan'ari of course)

Psiblasts and Psiscreens:

Psiblasts are new types of spells designed to target the mental barriers and resources of a demon. They are an ongoing development effort by a team of psionically aware mages, and are very difficult to develop. However, once the mechanics are developed they are no more difficult to cast than regular spells (Early in development stages, they are still quite crude and lacking in psionic damage potential though.)

The characters can be provided access to research notes (or possibly even memorisation scrolls) as they become available. The first iteration of includes only a basic psiblast at second level and a more powerful version at level 5. Both require a 'hitroll' against the target's MAC, and give a bonus to hit equal to the level of the spell (on top of any bonuses the mage gets from mental stats, equal to a psionicist). If they hit, the level two version does 15 PSPs and the level 5 does 40 PSPs damage. Neither has any effect on an open mind, nor will it drive an opponent below 0 PSPs (the "deep mind"). Finally, casting a psiblast spell will destroy any psiscreens present on the caster. They can, however, be cast as rigid spells. (Third Edition campaigns will have to adjust these to whatever system of psionics they use).

Psiscreens are defensive spells in a similar vein. Somewhat more refined, their development was aided by a gift from Demessus earned by the heroes of the war. The level 2 version gives a bonus of 3 MAC and lasts for 1 turn per level of the caster. The level 4 version gives 6 MAC but lasts only one round per level of the caster.

The interesting thing about psi screens is they come in different flavours, much like regular psionic defenses. Each flavour is stronger against one type of attack, weaker against two, and must be learned as a separate spell (with a 0.5 time modifier for all but the first). However, they can be memorized as one single spell and the flavour chosen at casting time (even as a static spell). Finally, they don't stack with spells like bless or recitation for MAC.


As the dwarves say "If the humans as a species have one thing going for them.. it's their ability to adapt."