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Magedueling Spells
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<blockquote data-quote="Jeph" data-source="post: 734098" data-attributes="member: 6738"><p><strong>Steal Minor Spell</strong></p><p>Universal</p><p>Level: Sor/Wiz 2</p><p>Components: V, S, see text</p><p>Casting Time: 1 action and see text</p><p>Range: Close</p><p>Targets: Arcane Spellcaster</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>When you cast this spell, make a Spellcraft check (DC is equal to the target's Will save result). If you succeed, you may learn a number of 0 or 1st level spells that the target has prepaired (or knows in the case of a wizard or bard) equal to your Wisdom modifier or 1, whichever is greater. Choose one of those spells. You may not choose a spell that comes from your prohibited school.</p><p></p><p>The target no longer has that spell prepaired. In the case of a spontaneous caster, they lose a spell slot with a level equal to that of the stolen spell. (You may not steal a spell with a level higher than their highest remaining slot.) You may then cast that spell. If the casting time of the spell is 1 action or less, the spell is cast immediately. If the casting time of the spell is greater than one action, you must begin casting the spell on your next turn, or lose the ability to do so. You must satisfy all requirements of the stolen spell, including any components.</p><p>_______</p><p></p><p><strong>Steal Spell</strong></p><p>Level: Sor/Wiz 4</p><p></p><p>As <em>Steal Minor Spell</em>, except you may scan the target for and steal spells of 2nd level or lower.</p><p>_______</p><p></p><p><strong>Steal Greater Spell</strong></p><p>Level: Sor/Wiz 6</p><p></p><p>As <em>Steal Minor Spell</em>, except you may scan the target for and steal spells of 3nd level or lower.</p><p>_______</p><p></p><p><strong>Steal Master Spell</strong></p><p>Level: Sor/Wiz 8</p><p></p><p>As <em>Steal Minor Spell</em>, except you may scan the target for and steal spells of 4th level or lower.</p><p>_______</p><p></p><p><strong>Feedback Barrier</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting time: 1 action</p><p>Ranger: personal</p><p>Target: you</p><p>Duration: 1 round/level</p><p>Save: Will negates (see text)</p><p>Spell Resistance: None</p><p></p><p>You temporariliy gain SR equal to 12 plus your caster level. In order to eaffect a creqaute who has SR with a spell, a spellcaster must roll the creature's SR or higher on 1d20 + caster level. A creature with SR may voluntarily lower it in order to accept a sepll.</p><p></p><p>Any time that a caster fails to beat your SR, they must make a Will save. If they fail, they take damage equal to 1d6 + the level of the spell that they tried to effect you with. For instance, if a Fireball fails to get through, the caster takes 1d6+3 points of damage.</p><p>_______</p><p></p><p><strong>Invert Spell Resistance</strong></p><p>Level: Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close</p><p>Target: Creature with SR</p><p>Duration: Instantaneous</p><p>Saving Throw: Will Half</p><p>Spell Resistance: No</p><p></p><p>The target creaute takes damage equal to their SR. If they succeed at the save, this damage is halved. If the target gains their SR from a magic item, this item takes the damage, too.</p><p>_______</p><p></p><p><strong>Resistance Inversion Blast</strong></p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium</p><p>Effect: 20' radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Will Half</p><p>Spell Resistance: No</p><p></p><p>All creautes within the radius take 1d6 damage. If any creature has Spell Resistance, add that to the amount of damage taken. A successful Will save halves the amount of damage. If a target gains their SR from a magic item, this item takes the damage, too.</p><p>_______</p><p></p><p><strong>Magical Mirror Coccoon</strong></p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M (ounce of powedered mirror)</p><p>Casting Time: 1 action</p><p>Range: Short</p><p>Target: Arcane Spellcaster</p><p>Duration: 1 round / 2 levels</p><p>Saving Throw: Will Negates (see text)</p><p>Spell Resistance: Yes</p><p></p><p>The target is surrounded in a shimmering corona of magical energy. Whenever the target tries to cast a spell, they must succeed at a Will save. If they fail, the spell's magical energy reflects of the walls of the magical shell, bouncing around inside, and injuring the caster. They take damage equal to 1d6 plus the level of the spell that they tried to cast.</p><p>_______</p><p>_______</p><p>_______</p><p></p><p>So, whaddya think?</p></blockquote><p></p>
[QUOTE="Jeph, post: 734098, member: 6738"] [b]Steal Minor Spell[/b] Universal Level: Sor/Wiz 2 Components: V, S, see text Casting Time: 1 action and see text Range: Close Targets: Arcane Spellcaster Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes When you cast this spell, make a Spellcraft check (DC is equal to the target's Will save result). If you succeed, you may learn a number of 0 or 1st level spells that the target has prepaired (or knows in the case of a wizard or bard) equal to your Wisdom modifier or 1, whichever is greater. Choose one of those spells. You may not choose a spell that comes from your prohibited school. The target no longer has that spell prepaired. In the case of a spontaneous caster, they lose a spell slot with a level equal to that of the stolen spell. (You may not steal a spell with a level higher than their highest remaining slot.) You may then cast that spell. If the casting time of the spell is 1 action or less, the spell is cast immediately. If the casting time of the spell is greater than one action, you must begin casting the spell on your next turn, or lose the ability to do so. You must satisfy all requirements of the stolen spell, including any components. _______ [b]Steal Spell[/b] Level: Sor/Wiz 4 As [i]Steal Minor Spell[/i], except you may scan the target for and steal spells of 2nd level or lower. _______ [b]Steal Greater Spell[/b] Level: Sor/Wiz 6 As [i]Steal Minor Spell[/i], except you may scan the target for and steal spells of 3nd level or lower. _______ [b]Steal Master Spell[/b] Level: Sor/Wiz 8 As [i]Steal Minor Spell[/i], except you may scan the target for and steal spells of 4th level or lower. _______ [b]Feedback Barrier[/b] Abjuration Level: Sor/Wiz 6 Components: V, S Casting time: 1 action Ranger: personal Target: you Duration: 1 round/level Save: Will negates (see text) Spell Resistance: None You temporariliy gain SR equal to 12 plus your caster level. In order to eaffect a creqaute who has SR with a spell, a spellcaster must roll the creature's SR or higher on 1d20 + caster level. A creature with SR may voluntarily lower it in order to accept a sepll. Any time that a caster fails to beat your SR, they must make a Will save. If they fail, they take damage equal to 1d6 + the level of the spell that they tried to effect you with. For instance, if a Fireball fails to get through, the caster takes 1d6+3 points of damage. _______ [b]Invert Spell Resistance[/b] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close Target: Creature with SR Duration: Instantaneous Saving Throw: Will Half Spell Resistance: No The target creaute takes damage equal to their SR. If they succeed at the save, this damage is halved. If the target gains their SR from a magic item, this item takes the damage, too. _______ [b]Resistance Inversion Blast[/b] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium Effect: 20' radius burst Duration: Instantaneous Saving Throw: Will Half Spell Resistance: No All creautes within the radius take 1d6 damage. If any creature has Spell Resistance, add that to the amount of damage taken. A successful Will save halves the amount of damage. If a target gains their SR from a magic item, this item takes the damage, too. _______ [b]Magical Mirror Coccoon[/b] Level: Sor/Wiz 4 Components: V, S, M (ounce of powedered mirror) Casting Time: 1 action Range: Short Target: Arcane Spellcaster Duration: 1 round / 2 levels Saving Throw: Will Negates (see text) Spell Resistance: Yes The target is surrounded in a shimmering corona of magical energy. Whenever the target tries to cast a spell, they must succeed at a Will save. If they fail, the spell's magical energy reflects of the walls of the magical shell, bouncing around inside, and injuring the caster. They take damage equal to 1d6 plus the level of the spell that they tried to cast. _______ _______ _______ So, whaddya think? [/QUOTE]
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