Magic the Gathering Wiz/Sor Spells

Urza82

First Post
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.
 

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more spells, tell me what you think....

Holy Armor (Abjuration i think, what ever mage armor is)
Healing 3 Cleric 3
Target: Caster
Duration: 1hr/level
Casting Time: 1 Full Round

An aura of tangible divine magic surrounds your body creating the effect of armor. The difference between this armor and actual armor is that it does not impede your mobility at all and it does not actually create weight. It is a +8 AC bonus against all melee and ranged attacks of someone that is evil. This does not work for someone that is neutral.This does not stack with other worn armors.

Mana Drain (haven't figured one out)
Sor/Wiz 3
Target: 1 Spell Caster
Duration: 3 Rounds
Casting Time: 1 action
Range: Short 25' +5'/2 levels
Save: Will Negates
SR: Yes

You must make a ranged touch attack against another spellcaster. If a they fail their will save, then you suck some of their magical energy from their essence and place it into your own. You roll a d6 for mana drain damage. The number that is rolled is how many spell levels you take from him. IF he is not able to cast up to six level spells, then he loses spells of up to total of six levels to compensate for the loss. Like lets say you mana drain a wizard who can only cast 4th level spells. You roll a six on the d6. He must give you six spell levels.. he chooses either a 4th level spell and a second,, two third, any of the combinations... it is up to him to decide which spells he wants to loose. If he doesnt have enough spells for you to completely fill out the mana drain, all his spells are spent. For this purpose, level zero spells are .5 spell levels. If you are not able to use the spell levels that you earned the next round, then you take damage equal to the amount of draiined spell levels times 10, due to an overload of magic inside of you.
If you absorb five spell levels, you better cast a free 5th level spell, or your take 50 points of damage. Lets say for some reason you really want to cast a 3rd level spell with your absorbed 5 levels of spells.... then you take 20 points of damage after you cast that spell because you have 2 spell levels inside of you. If you have someway to cast a second spell that round, ie quicken spell, or something you wont take the damage, you take the damage at the end of the round...

Giant Growth (Transmutation)
Sor/Wiz 1 Drd 1
Casting Time: 1 action
Target: 1 creature
Range: Touch
Duration: 1 Round
Save: Will Negates
SR: Yes

You touch a creature and they get a temporary +6 to strength. This is mainly going to be used by a wizard boosting up a fighter in combat for one round. This +6 gives a temporary modifier to damage and attack of +3.

Disenchant
Sor/Wiz 2 Clr 2
Casting Time 1 action
Target: 1 object
Range: Touch
Duration: 1 Round/level of caster or until discharged
Save: Will Negates
SR: -

The caster imbues his weapon of choice, that he weilds the ability to make a weapon or item struck with a melee touch attack non magical for one full day. This action does draw an attack of opportnity. The item is allowed a will save as per the item or the owner of the item, which ever is better. After this hit is successful, whether or not the save is, the spell is discontinued through the caster. If a critical hit is rolled and confirmed, if the item fails its save, the item is forver discharged, and can only be restored via a wish or miracle spell.

I have more... let me know what you think so far... if im just repeatin stuff someone else did, let me know.. thanks bye...
 

Only had a quick look, but Giant Growth is too powerful. Bull's Strength, which is level 2, gives +1d4+1 Strength. Therefore, Giant Growth should be 3rd level as written.

You might want to check out the Dusk site, which is hosted here at EN World.
 

Eternalknight said:
Only had a quick look, but Giant Growth is too powerful. Bull's Strength, which is level 2, gives +1d4+1 Strength. Therefore, Giant Growth should be 3rd level as written.

You might want to check out the Dusk site, which is hosted here at EN World.


I was just going to say I thought that Giant Growth was underpowered given it's duration. I would make it a flat +10 to strength. +5 to hit/+5 to damage for one round doesn't seem like too much next to say a true strike spell.

I will second that bit about checking out Dusk, you can do so here: Dusk
 



Even at 1 round per level I might be inclined to allow Giant Growth.

Holy Armor needs a bonus name (divine?) for purposes of stacking, and does it stack with regular armor?

Relics and Rituals has a Manaspear spell compare it to Mana Drain for one way to handle this type of affect.

thullgrim
 

Hello Urza. Welcome to the boards, and welcome to ENWorld. On my site you can find a much more developed version of the ideas you're exploring in this post - the translation of the spells of Magic: The Gathering to a d20 equivalent. Because of the limits of the d20 license I don't explicitly state that Magic is the inspiration of many of the spells and classes, but rest assured that is the source. This month is Black magic month, the previous was dedicated to red magic and we'll be moving to green magic next month. Some spells for that color are already under development and your welcome to contribute your own ideas and spells. Those spells are in this thread.


Urza82 said:
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.

You forgot some of your fields. Duration: Instantaneous (I assume), Components: ?. In d20 an item has a target, an area or an effect - you'll not see the phrase "area of effect" anywhere in the 3e PHB, WotC books or better written d20 books.

This spell is weak. Compare against Magic Missile, which while having a lower die (d4) always hits and grants no save, therefore - over time it will deal more damage than this. Incinerate also, in my opinion, should be roughly equivalent to lightning bolt. Since there is a lightning bolot in d20 to measure against I arrived at this different spell named after the same card.

Incinerate
Evocation [Fire]
Level: Red 3, Sor/Wiz 4
Components: V, S, M
Casting Time: One action
Range: Long (400' + 40' / level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes

You throw a small fiery orb at a creature. Make a ranged touch attack. If you hit the orb deals 1d8 points of damage / caster level, maximum 15d8.
Material Component: A polished coal stone.

Now, both spells have a touch attack. However, if a spell requires the caster to make a to hit roll it usually should not allow a saving throw. Note also the entry of "Red 3" on the level line. This is a reference to the magi prestige classes. In the Dusk setting every spell has a color and level. Magi are the prestige class casters that work with spells according to color. Like a mono-colored deck, they are very powerful at what they do, but they lack flexiability. (A multicolor deck is much what the standard wizards / clerics / etc. represent).


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.

School? Enchantment (Metamagic) [Mind-Affecting] If I where the one writing it. Again you forgot the duration line. The ability to know which spells a subject has at all makes a spell second level, so this is correct. The revelation of the subject's level is broken however. While you can guess at the character level of an enemy, 2nd level magic should not be sufficient to learn it for certain (or at least within a level or two). This spell is also useless against bards, sorcerers and other spontaneous casters.

Duress has also been done on the Dusk site and it's always interesting to compare two spells inspired by the same thing but developed independently.

Duress
Enchantment (Metamagic)
Level: Black 3, Clr (Damosi) 3
Component: V, S
Casting Time: One Action
Range: Close (25' + 5' / level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

“Power is fleeting, let me show you why” – Chaldulsul.

The subject of this spell is unable to use any spell on the top two tiers of his spell progression. Hence an 11th level wizard targeted by duress cannot use 5th or 6th level spells.


To be under "duress" is to be pressured. Taking away a caster's top two tiers would definitely put them under duress. It isn't an exact attempt to duplicate the card because the card looks "non-land, non-creature" cards - items that have no real equivalent in d20 (well, the significance of summoning is much less in d20).



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...)

School? Duration? Making a free action into a full action is as dangerous to d20 as it was to magic. There is a reason why Time Walk is T1 restricted. Imagine casting a time stop, drop a few spells, when it ends use this to immediately let you cast another time stop... No, it could get ridiculous fast. Your wording isn't any help either since you can quite easily delay your action and cast the spell at round's end. Sure, everyone gets to act once, but that's not much help.

Unless worked in the very concept of this spell worries me. For one, since there is no mana in d20 green needs a replacement. That replacement in my mind needs to be fast deploy spells like alacrity and summer bloom. Time Walk allows extra actions before your opponent can react - essentailly it belongs to that group of spells that have been assigned to green in d20 terms. Therefore, I don't think the spell can be allowed, not in that form anyway.


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.

While an interesting concept, this spell in the end only serves to slow down combat and it creates headaches when resolving things like a monk's stunning fist or the like.
 

Michael_Morris, I really appretiate the constructive criticism. I have been playing magic for years, about 8 now, and i just started playing D&D 3E... played very little 2E. I wanted to combine the too since i saw that there were some similar spells.. fireball and and what not. I will most definitly check out your thread. I have a general understanding on how to convert certain spells, but have not played long enough to really get everything worked out.. i am workin on it. I was under duress while i was typing up the spells, both times i posted i kept getting interupted and lost my train of thought many times. I appretiate your help, and i would like to run some more by you later and see what you think. thanks bud

bye.... Urza 82
 

About Time Walk: written as it is it's really overpowered IMHO: a decent level sorceror could delay to go last in initiative and then use many of his 2nd level slots to actually cast lots of spells: assuming haste + quickened is 6 spells/1 round, only haste or only quickened spells is still 4 spells/round that is still really scary (consider save-or-die spells: if you have a 50% chance of passing one save, you'll have 1/16 chance of passing all of them, that means that you're probably dead by the end of the turn)
Apart from this I think that spells like TimeWalk, Ancestral Recall (I don't know how to fix it in D20 terms, but that is) & so where one of the main strenghts of blue (and one of the reasons for which most T1 decks have at least some blue). And so maybe won't steal this to blue only because green loses the ability of providig fast mana. But still I realize that d20 and MotG are not that similar, and that the job that Michael Morris is doing is already difficult. (but is giving great results. Go on with it !)


About Incinerate: what made this different from MotG Lightning Bolt (that is actually a d20 higher level Magic Missile: quick sure damage) was the fact that it didn't allow regeneration:

so maybe one could say:
Touch attack, fire damage, fort 1/2 (like the orbs form T&B). If you fail the fort save the damage from this spell can't be healed in the following round (or maybe in the next 1d4 rounds)
 

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