[Dusk] Red Magic

Summon Warlord
Conjuration (Summoning)
Level: Sor/Wiz 9, Red 8
Components: V, S, M
Casting Time: One Round
Range: Close
Duration: 1 round/level
Saving Throw: n/a
Spell Resistance: n/a

A warlord comes on the field of battle lusting for carnage. Treat it as the same race as the caster, with HD (d10+5) equal to the number of conscious combatants, max of 20 HD. It has a BAB equal to its HD, and attacks with a flaming burst great sword +5. The warlord has a strength of 30 [+10 bonus]. Its saving throws are equal to a fighter with its HD equal to the fighter level, with a +5 bonus to Fort saves. Its AC is equal to 20 + 1/2 caster level, which is considered an armor bonus. If there are no visible conscious enemies, the warlord returns to its home plane of Keld.

Material Component: A miniature holding a greatsword.


I always loved Keldon Warlords...

Technik
 

log in or register to remove this ad

Great Idea, but some suggestions

I like the idea, but there are a couple of quirks. First, on the Dusk site (or any other d20 site for that matter) the proper nouns of MtG are off limits. So nowhere in the spell can Keldon be mentioned. The Carthasanan equivalent is Shun - but even then the open content version of the spell will not mention this location (This is the primary reason why I maintain a seperate section of the site).

Anyway, the concept is sound - I love it - but the execution needs some work.

Technik4 said:
Summon Warlord
Conjuration (Summoning)
Level: Sor/Wiz 9, Red 8
Components: V, S, M
Casting Time: One Round
Range: Close
Duration: 1 round/level
Saving Throw: n/a
Spell Resistance: n/a

Fine so far, but I'm inclined not to let a spell like this be open to non-magi at all. I'd also be inclined to drop the levels a bit. An 8th level summon monster can drop - among other things - a 21 HD fire elemental. I'm going to say 7th level since there is no guarantee it will always get to be 20th level and the spell lacks the flexiabilty of a summon monster spell.

A warlord comes on the field of battle lusting for carnage. Treat it as the same race as the caster, with HD (d10+5) equal to the number of conscious combatants, max of 20 HD. It has a BAB equal to its HD, and attacks with a flaming burst great sword +5. The warlord has a strength of 30 [+10 bonus]. Its saving throws are equal to a fighter with its HD equal to the fighter level, with a +5 bonus to Fort saves. Its AC is equal to 20 + 1/2 caster level, which is considered an armor bonus. If there are no visible conscious enemies, the warlord returns to its home plane of Keld.

Material Component: A miniature holding a greatsword.


I always loved Keldon Warlords...

Technik

While it might be fine for a magic card to have the attack power of a creature drop as the number of combatants drops, in D&D this could become a logistical nightmare to track. Let's try this wording.

You summon a warlord, a barbarian with a number of levels equal to the number of combatants within 60' of you at the time you cast this spell to a maximum of 20th level. This barbarian has ability scores of STR 20, DEX 20, CON 20, INT 10, WIS 10, CHR 10 and shares your race. It's only equipment is a flaming burst greatsword +5. When it appears it immediately rages and attacks the foes you designate. If no foes are available it may attack you and your allies or simply return to its home plane (50% chance of either).
 


Changes

I really had the idea more than the spell construction down, thanks for the help! I like your version much better so we can all just pretend thats what I posted the first time and/or thats how the spell will read forevermore.

Sorry about the refs to Magic, Ill leave those out next time. Heres a couple more.

Burrowing
Transmutation
Level: Sor/Wiz 4, Red 3
Components: V, S
Casting Time: One Action
Range: Personal
Duration: 10 min/level
Saving Throw: n/a
Spell Resistance: n/a

Your appearance takes on a dusty quality and you may move beneath any type of solid ground as if you had could Burrow 30ft. You also gain Blindsight 30 feet, though this only applies if you are standing on/in solid ground.


Earthbind
Enchantment
Level: Sor/Wiz 5, Red 4
Components: V, S, M
Casting Time: One Action
Range: Long
Target or Area: Your target must have a capacity for flight either through natural or magical means
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: See Text

You may choose to use Earthbind in one of three ways: suppressing a naturally flying creature's natural flight, dispelling magic flight, or a counterspell.

Natural: The entire creature is made too dense to compensate with its natural means of flying. It begins to fall if it is flying or if it is not, it cannot take off. Spell Resistance applies and there is a Fortitude save, though it is at a +2 DC if the target is flying.

Magical: This spell attempts to dispel the effect causing flight, consider the dispel roll to be 1d20+1 per caster level (max 20). If the effect comes from an item its properties are suppressed for 10d4 rounds. The dispel roll is at +2 if the target is flying. Spell Resistance does not apply, there is no save.

Counterspell: This spell may be used to counter any of the following spells: Feather Fall, Fly, or Wind Walk.

Material Component: A small stitched web.


Tunnel Knowledge
Divination
Level: Sor/Wiz 5, Red 4
Components: S
Casting Time: 1 Action
Range: Medium
Duration: 2 rounds
Saving Throw: None
Spell Resistance: None

You must target a wall whose area is up to one 10ft sq/level or a hemisphere or sphere with a radius of up to to 5 ft/2 caster levels. After casting this spell you are imbued with the exact knowledge of the type of wall, its caster level, its duration, and who cast it (you only learn the name of the caster). On the second round, you may choose to automatically dispel the entire thing or grant yourself immunity to that wall. This spell may also be used to counter any spell with "Wall" in the title, however it has no effect on non-magical walls.


Well, there they are I hope you like them. By the way I think No Quarter and Pandemonium make great spells for battles where the numbers are on your side. I wasnt sure if Earthbind and Tunnel were powerful enough, they are very specific...but it was fun making some non-damaging red spells.

Technik
 

More spells.. Good... Very good...

Burrowing

Here's a spell that provides a red mage with a mobility alternative to a blue mage, who has the lovely fly and teleport spells to call on. But burrowing allows the mage to get into some areas that would otherwise be inaccessable (dungeons come to mind) Indeed, underground this spell can be more useful than fly. I'd put the level at 4th level for a red mage only because the red magi cannot call upon the better mobility spells like teleport and dimension door. For other wizards it's along the lines of 6th level magic.

As to the wording, it needs to be clearer, providing information on what happens if the spell is dispelled. Using the entry on burrowing for the Xorn out of the Monster Manual, I came up with the following:

You gain the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other visible signs of it's presense. Under the scrutiny of a detect magic spell the area you've passed through glows dimly of magic for 10 minutes after your passage. A move earth spell cast on an area which contains you will fling you back 30 feet and stun you for 1 round unless you succeed at a Fortitude save. If this spell ends or is dispelled while you are in earth you are shunted to the nearest open space and you take 1d6 points of damage for every 10' you move this way.

Earthbind

This needs some major changes, but again I like the idea. By the way - red mages should not have the ability to dispel magic in any way.

Earthbind
Evocation (Force)
Level: Sor/Wiz 6, Red 4
Components: V, S, M
Casting Time: One Action
Range: Long
Target: One Creature
Duration: 10 minutes / level (D)
Saving Throw: None
Spell Resistance: Yes

Tendril's of magical force reach out and pull the targetted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty.

A few creatures may possess the strength to resist the force, but until they land all their actions are hampered as if they where grappled by an unseen foe.

Material Component: A small stitched web.

This new version of the spell is based off dimensional anchor.

Tunnel Knowledge
This one I don't like. Unlike MtG, walls don't play that big a role in D&D.
 

ATT: Technick & Thread Bump

Technick - if I am to include your spells on the Dusk website I will need to include your real name or a pen name.

All Others - please check the header message of this thread for the current versions of the spells I have posted. If no one posts a commentary to those spells in the next few days they'll be finallized, updated to the site then omitted and the thread will be reset starting with Technick's spells.
 

Cool deal.

Real Name: Nik Perez
Handle: Technik
no c's please :)

If you are going to do a color a month I would love to help out. Also, have you thought of making templates for the different colors? I will humbly suggest a Red template:

The base creature has been touched by red magic, either twisted by it or bound to it.

Creating a Red Creature

"Red" is a template that can be added to any creature of nonlawful alignment, (referred hereafter as the "base creature"). Beasts or animals which gain this template become magical beasts but otherwise the creature type is unchanged. A red creature uses all the base creature's stats and special abilities except where noted here.

Special Qualities: A red creature retains all the special qualities of the base creature and also gains the following:

+20 bonus to any non-flying speed
Fire Resistance 20
[Blue] and [White] resistance bonus +2
First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal.

If the base creature already has one or more of these special qualities, use the better value.
Saves: same
Abilities: same as base creature, Intelligence is at least 3
Feats: same
Climate/Terrain: Any land and underground
Organization: Same as base creature
CR: as base creature +1
Treasure: same
Alignment: Always Chaotic
Advancement: Same as base creature

Sample Red Creature

Red Ogre
Large Giant
Hit Dice: 4d8+8 (26 hp)
Speed: 50ft
AC: 16 (-1 size, -1 Dex, +5 natural, 3 hide)
Attacks: Huge Greatclub +8 melee; or Huge Longspear +1 ranged
Damage: Huge greatclub 2d6+7; or Huge Longspear 2d6+5
Face/Reach: 5 ft. by 5 ft./10 ft. (15-20 ft. with Longspear)
Special Attacks: none
Special Qualities: First Strike, Fire Resistance 20, [Blue] and [White] Resistance bons +2.
Saves: Fort +6 Ref +0 Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Feats: Weapon Focus (greatclub)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
CR: 3
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class

Combat:
First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal.
 

Technik4 said:
Cool deal.

Real Name: Nik Perez
Handle: Technik
no c's please :)

If you are going to do a color a month I would love to help out. Also, have you thought of making templates for the different colors? I will humbly suggest a Red template:


::snip::

I'm not sure what I'll be doing next month. I was thinking of doing something on Rizaldi, the court of Love, to jive with Valatine's Day next month... But I was thinking of getting around to all 5 colors at some point this year. I really need to build up traffic both on the Dusk site and on the messageboards though.

As to the Red template - it's interesting. The Summon monster spell shows which creatures can be summoned with red magic - that alone makes them red as far as warding spells are concerned. Also, I don't want any of the colors to be strongly aligned. Even black and white are neutral through most of their respective planes (Sodrea and Valrea). As to fire damage resistance - I've lightning bolted too many goblins in Sligh mirror matches to buy into that. Pretty much all red creatures are vulnerable to red spells. Remember that it is black that traditionally has a great deal of trouble dealing with black creatures.

But it is an interesting concept. By the way, check out the new Double Strike ability in the Legions card set...

Double Strike - This creature deals damage in both the first strike and normal combat phases.

Wicked...
 

The 2 things I really liked about the template were increased speed and first strike. In retrospect I think some sort of firebreathing special attack might be better than fire resistance (though also more powerful), and instead of the color resistances I was thinking a flat +2 Str, +2 Dex. Red creatures are stronger and faster than normal ones. Depending on the firebreath damage, that may make it more than a +1 CR boost though.

I understand what you mean with the summon monster spells, but this was more to spice up encounters. Maybe a red spell that binds creatures to you and gives the creature the red template? Would be interesting to get through a dungeon partially filled with red and black creatures to fight the boss, a red and black magi (is that even possible?).

Or how about as a result of being hit with say more than 3 red spells in a day you have to make a check to avoid turning into a red creature? This could be a special initiation ceremony among red magi...

Double strike sounds too cool! :)

Technik
 

Remove ads

Top