Hey guys, Im new to this site and i was wondering how you have, if you have integrated certain magic the gathering spells into your game... i have some ideas, like Incinerate(evocation), Duress(what ever holdperson is), Time Walk, Time Twister, and i have some other ones... let me start...
Incinerate (Evocation)
Sor/Wiz 2
Area of Effect 1 Ray, so 1 creature or object
Casting Time: 1 action
Range: Close 25' +5'/2 levels
Save: Ref for half
SR: Yes
A ranged touch attack that deals 1d8 +1 points of searing heat damage per two caster levels, max of 5d8 +5.
Duress
Sor/Wiz 2
Area of Effect 1 Person
Casting Time: 1 action
Range: Close 25'+5'/2 levels
Save: Will Negates
SR: Yes
The spellcaster targets another spell caster with a mind affecting spell that causes that spellcaster to forget one of his perpared spells for the rest of the day. The spell level is determined by a die roll. If the caster is able to cast a 5th level spell, the caster of the spell rolls a d6, and ignores a roll of 6. Which ever spelllevel he rolls, he learns all spells the person has memorized of that spell, and he chooses which one that player forgets. Lets say the person has 3 fireballs memorized, then only one fireball can be made to be forgotten.
Time Walk
Sor/Wiz 2
Area of Effect: Caster
Casting Time: Free Action
Range: Self
Save: -
SR: -
This spell is cast only as a free action and allows the individual to take another full action at the end of the round. He has the rest of his own turn as well as at the very end of the round (i.e. after all other villians and good guys have gone, to do what ever he wants to do, cast more spells, flee, attack, etc...)
Time Twister
Sor/Wiz 3
Area of Effect: All Subjects Around
Casting Time: Free Action
Range: -
Save: -
SR: -
The spellcaster bends time to make everybody reroll initative. No body goes back in time, this is a defensive spell that allows the good guys the opportunity to get a better initative roll. Nothing changes according to this other than initiative order if it changes at all.
Incinerate (Evocation)
Sor/Wiz 2
Area of Effect 1 Ray, so 1 creature or object
Casting Time: 1 action
Range: Close 25' +5'/2 levels
Save: Ref for half
SR: Yes
A ranged touch attack that deals 1d8 +1 points of searing heat damage per two caster levels, max of 5d8 +5.
Duress
Sor/Wiz 2
Area of Effect 1 Person
Casting Time: 1 action
Range: Close 25'+5'/2 levels
Save: Will Negates
SR: Yes
The spellcaster targets another spell caster with a mind affecting spell that causes that spellcaster to forget one of his perpared spells for the rest of the day. The spell level is determined by a die roll. If the caster is able to cast a 5th level spell, the caster of the spell rolls a d6, and ignores a roll of 6. Which ever spelllevel he rolls, he learns all spells the person has memorized of that spell, and he chooses which one that player forgets. Lets say the person has 3 fireballs memorized, then only one fireball can be made to be forgotten.
Time Walk
Sor/Wiz 2
Area of Effect: Caster
Casting Time: Free Action
Range: Self
Save: -
SR: -
This spell is cast only as a free action and allows the individual to take another full action at the end of the round. He has the rest of his own turn as well as at the very end of the round (i.e. after all other villians and good guys have gone, to do what ever he wants to do, cast more spells, flee, attack, etc...)
Time Twister
Sor/Wiz 3
Area of Effect: All Subjects Around
Casting Time: Free Action
Range: -
Save: -
SR: -
The spellcaster bends time to make everybody reroll initative. No body goes back in time, this is a defensive spell that allows the good guys the opportunity to get a better initative roll. Nothing changes according to this other than initiative order if it changes at all.