Magic the Gathering Wiz/Sor Spells

gpetruc said:


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:

Even among creatures with regeneration in d20, most can't regenerate fire damage. Why bother to make those few creatures that can regenerate fire damage unable to regenerate from this spell. Just extra unnecessary wording.
 

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Some more spells

Repercussion (Abjuration - or which ever fire shield is)
Sor/Wiz 5 Red 4
Casting Time: 1 action
Range: -
Target: Caster
Duration: 1Rnd/ Level
Save: Ref for half
SR: Yes
Components: V,S,M

This spell encapulates the caster in an invisible sphere of force. Once he/she is struck in melee, the invisible aura then strikes with an equal amount of force back at the attacker, in the exact same manner that was dealt to the caster. (If the attacker slashed the caster, then he takes slashing damage, if he bludgeoned the caster, then he takes bludgeoning damage.)

The attacker is allowed a reflex saving throw inorder to miss half the damage. The damage that is given is equal only to the force of the blow + the same roll of the dice used. So to calculate the damage, you add up the strength bonus and add the damage rolled on the dice. Take the amount that was rolled on damage by the attacker, do not add any other modifier than that of the strength bonus if any. This spell works with sneak attack. If the caster is hit in this manner, the force surrounding the caster strikes the rougish character in the same way. (unless they are immune to sneak attack of course)

You cannot add weapon specialization bonuses because that is a skill that the fighter learns how to systematically deal precise damage due to thier continuation of using their weapon of choice.
The material compoenent for this spell is a small sewing pin.(get it, the harder you push on it, the deeper it stabs you)


Drain Life (Necromantic)
Sor/Wiz 1 Black 1
Casting Time: 1 action
Range: Short - 25' +5'/2 levels
Duration: Instantaneous
Target: 1 living target
Save:No
SR: Yes
Components:V,S,M

You make a range touch attack with a black ray that slithers its way to its target. If a successful attack is rolled, then the target takes 1d6 points of life draining damage... and it heals the caster the amount of damage rolled on the dice. You may move this spell up level slots, by doing so, you raise the dice by +2d6 per level increased. So a 5th level Drain Life would deal 9d6 damage and heal that same 9d6. (1 for the initial level 1 spell, +8 more dice for the increase by 4 levels.) If the amount of damage rolled heals the caster over his maximum, then the hit points act as temporary hitpoints that last for 1 hour/3 caster levels.
The material component for this spell is a leach that is consumed when the spell is completed.((((If the target is not living then the spell is useless, considering the target has no life force to drain))))
 

Tremor (Evocation)
Level: Sor/Wiz 2 Earth 2 Red 2
Components: V,S
Casting Time:1 action
Range: -
Area Affected:5'radius/level
Duration:Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No

The wizard pulls forth magical energies and channels his powers into the ground(make it dramatic, like with his staff), causing a wave of earth to go flood out from his positioning in an equidistant circle of 5'radius/level. So a 10th level caster could affect an area with a 50' radius.

To be affected by this spell, a creature must depend on some form of limbs for mobile transport, cannot be off the ground, and cannot be already prone on the ground. If a person meets those requirements then they must make a reflex save or be thrown to the ground prone. A creature that has more than 2 legs gets a +1 to save for every leg over 2. So this spell would not be very effective against a millipede.
This spell does not deal any structural damage whatsoever.


Steamblast (Evocation)
Level: Sor/Wiz 1 Air 1 Red 1
Components: V,S
Casting Time: 1 action
Range-
Area Affected: 10' Radius
Save: Ref for half
SR: Yes

The mage emits a high tempetured billow of steam from himself scalding all that are surrounding him in a ten foot radius. Creatures affected may make a refles save to take half damage. Creatures take 1d4 +1/level (Max +10).
 

Mind Sludge (Enchantment {Mind-Affecting})
Level: Brd 3, Sor/Wiz 3
Components:V,S
Casting Time: 1 Action
Range: Medium(100' + 10'/level)
Target: 1 creature
Duration: 10 Minutes/level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell really only works against spellcasters. This spell makes the thinking process slow down to where it doubles all casting times. So a spell that is a standard action would be a full round action. A spell that is a free action would become a standard action, and a spell that took a whole round already(ie, sorcerer and a metamagic feat) takes two rounds to cast. A successful will save negates this effect.

Mind Burst (Enchantment {Mind-Affecting})
Level: Brd 4, Sor/Wiz 4
Components:V,S
Casting Time: 1 action
Range Medium (100' + 10'/level)
Target: 1 creature/ 3 levels of spell caster (Non of which can be more than 30' from the others)
Duration: See Text
Saving Throw: Will Negates
Spell Resistance: Yes

The wizard focuses on the minds of his enemies and sends out a surge of magic aimed directly at their brain. If the person is not able to resist the spell with a will save then the brain temporarily surges with a great pulse of energy sending him into a temporary state of shock. The player is treated as if he were stunned. The stunning lasts for 1d4+ 1 Rounds.
 

Reprecussion:
Should be higher level than Fire Shield as it does alot more damage. I think if it were a one off effect i.e. the next attack that hits the caster you could lower the level.

Drain Life:
See Vampiric Touch in the PHB, your spells is significantly more powerful and much lower level.

Tremor:
Works for me.

Steamblast:
Neat spell but the damage seems a little high to me, maybe 1d6+1/2 levels (or even 3).

Mindsludge:
Also a cute little spell, could maybe be 2nd level.

Mind Burst:
Could also be a lower level I think but maybe wait til somone else chimes in.
 

Ok, revision to spells ive posted

Drain Life is a 4th level spell (to make it higher than vamperic touch)

Steam Blast, absolutly nothing to be changed in regards to damage. I think it is very fair, and not over powered. The damage is nothing compared to a magic missile, or the strength of a true strike.

Mind Sludge, is a second level spell, since it is very specific towards spell casters only, i think thats fair.

Let me know what you think...
 

Alright Guys, this is the one i really want to be liked the most, this is my favorite spell in the game, and i really want it to be acceptable... so please try to work on it with me.


Counterspell (Abjuration- which ever Dispell Magic is)
Level: Wiz/Sor 2 Blue 2
Components: V,S
Casting Time:1 action
Range:Long (100ft +25ft/level)
Target: 1 spell
Duration: Instantaneous
Save: No
SR: No

You take you magical energies and skill and use them to make another arcane caster's spell falter into wasted energy. You must have a prepared action for the opposing caster to cast the spell. When he begins casting, you make a spellcraft check of 15 + the level of the spell. If you succeed the spell craft check, you know what you are countering and send the proper channels of energy to disrupt his spell. You try to impose your will upon his to force him to make a slight mistake to make the spell fizzle. You make an opposed roll, adding your level + your proper modifier against his level and proper modifier.

For example, if you are attempting to counter a Sorcerer's fireball. He has a charisma of 18(+4 mod) and is 10th level. You are a Wizard that has a 17(+3 Mod) Intelligence and are level 9. To his dice roll, the DM adds +14, to your dice roll, you add +12. He rolls a twelve lets say, and you also roll a twelve. He ends up with a 24 and you with a 22. You were not able to over ride his spell casting abilities and the counterspell goes unsuccessful. Its not that difficult.

This spell cannot counter divine magic, only Bards/Sorcerer/Wizards, and anyother forms of Arcane casters.

Let me know what you think... i really like it, i think the rolling ability puts the randomness back into the spell, and allows a nobody a chance to beat a somebody. It is only 2nd level, but it only affects arcane casters.... let me know what you think... please help me with this, i like it as it is, i dont think it is overpowered, or underpowered... i think it is appropriate considering the other counterspell spell, being dispell magic... let me know
 

More MtG spells

Here are some spells of various colors that I created while looking through my magic card collection, sorted by color.

White

Cooperation
Enchantment [Compulsion, Mind-Affecting]
Level: Clr 1, Pal 1, White 1
Components: V, S
Casting time: 1 action
Range: Close (25’ + 5’/2 levels)
Target: One creature / two levels (minimum two)
Duration: 1 minute / level
Saving throw: None (see text)
Spell Resistance: Yes (Harmless)
This spell can only be cast on willing recipients. This spell links the targeted creatures to each other, enabling them to cooperate towards defeating a single foe. Whenever a target attacks a creature, any subsequent targets that attack the same creature get a +2 insight bonus to hit rolls against that creature for one round.

Elemental Weakening
(Inspired by "Energy Storm")
Abjuration
Level: Clr 6, White 6
Components: V, S
Casting time: 1 action
Range: 0’
Area: 60’ emanation centred on you
Duration: 1 round / level
Saving throw: None
Spell Resistance: None
This spell weakens any link to the elemental planes. Any spell or spell-like ability that deals elemental damage within the area affected by this spell has that damage halved. Any elemental summoned into the area has half as many hit points as normal and deals only half as much damage with its attacks.

Negative Energy Barrier
(Created to be the good equivalent of "Gloom")
Abjuration [Good]
Level: Clr 6, White 6
Components: V, S
Casting time: 1 action
Range: 0’
Area: 60’ emanation centred on you
Duration: 1 round / level
Saving throw: None
Spell Resistance: None
This spell weakens any link to the negative energy plane. Any spell or spell-like effect that draws on negative energy (such as inflict spells) has its effect halved. A cleric rebuking undead affects only half as many undead as normal. The effects of energy-draining attacks or the ability-draining attacks of undead creatures are also halved.

Retribution
(Inspired by "Eye for an eye")
Necromancy
Level: Clr 6, White 6
Components: V, S
Casting time: Free action
Range: Long (400’ + 40’/level)
Target: See text
Duration: Instant
Saving throw: Will half
Spell Resistance: Yes
You may cast this spell immediately whenever you receive damage from a creature. That creature receives the same amount of damage that you just received. This damage is holy (or unholy) damage.

Red

Earthbind
(I made this as a 4th level spell because it is less powerful than the 5th level spell Hold Monster)
Transmutation
Level: Red 4, Sor/Wiz 4
Components: V, S
Casting time: 1 action
Range: Medium (100’ + 10’/level)
Target: One creature
Duration: 1 minute/level (D)
Saving throw: Fort Negates
Spell Resistance: Yes
This spell causes a target creature to loose its ability to fly. If it is currently flying it will fall at a rate of 60’ per round (as a Feather Fall spell). Flying creatures without a ground speed can move along the ground at a speed of 5’.

Black

Drain Life
Necromancy
Level: Black 6, Sor/Wiz 6
Components: V, S
Casting time: 1 action
Range: Medium (100’ + 10’/ level)
Target: One living creature
Duration: Instant / 1 hour
Saving throw: Fort half
Spell Resistance: Yes
As Vampiric Touch except that it may be used at range and has a saving throw.

Gloom
Abjuration [Evil]
Level: Black 6, Clr 6
Components: V, S
Casting time: 1 action
Range: 0’
Area: 60’ emanation centred on you
Duration: 1 round / level
Saving throw: None
Spell Resistance: None
This spell weakens any link to the positive energy plane. Any spell or spell-like effect that draws on positive energy (such as healing spells) has its effect halved. A cleric turning undead affects only half as many undead as normal.

Blue

Animate Item
(Although this is similar to the Animate Object spell in idea, it is quite different in implementation. The main idea is that you can animate a weapon to attack your foes.)
Transmutation
Level: Blue 3, Brd 3, Sor/Wiz 4
Components: V, S
Casting time: 1 action
Range: Close (25’ + 5’/2 level)
Target: One item
Duration: 1 round/level
Saving throw: Will Negates (Object)
Spell Resistance: Yes (Object)
This spell animates a single object weighing no more than 2 lbs. per level. The object gains a flying speed of 60’ (Good). It can attack by slamming into a creature. It attacks using your base attack bonus and no ability modifiers. If the object is a weapon, it receives any enhancement bonuses it has to hit rolls and inflicts its normal damage (with no strength modifiers). If it is any other object it inflicts 1d6 points of damage of a type appropriate to the object in question. A shield can instead be made into an Animated shield for the duration of the spell.

Feedback
Necromancy
Level: Blue 4, Sor/Wiz 4
Components: V, S
Casting time: 1 action
Range: Medium (100’ + 10’/level)
Target: One creature
Duration: 1 round/level
Saving throw: Will Negates
Spell Resistance: Yes
The target of this spell receives 1d4 points of arcane damage for each spell with a duration longer than “instant” other than Feedback that affects it. The target may make a will save each round to prevent the damage.

Minor Spell Scan
(This spell was inspired by the various magic cards that let you look at the opponent's hand)
Divination [Mind-affecting]
Level: Blue 4, Sor/Wiz 4
Components: V, S
Casting time: 1 action
Range: Close (25’ + 5’/2 level)
Target: One creature
Duration: Instant
Saving throw: Will Negates
Spell Resistance: Yes
This spell gives you knowledge of which spells the target has memorized into its highest-level spell slots. For spontaneous casters it instead lets you know which spells they know of their highest level.

Recall
Transmutation
Level: Blue 9, Sor/Wiz 9
Components: V, S
Casting time: 1 action
Range: Personal
Target: You
Duration: Instant
As Mordenkainen’s Lucubration except that you may recall any combination of spells whose total level is 8 or less.

Spell Scan
Divination [Mind-affecting]
Level: Blue 6, Sor/Wiz 6
Components: V, S
Casting time: 1 action
Range: Close (25’ + 5’/2 level)
Target: One creature
Duration: Instant
Saving throw: Will Negates
Spell Resistance: Yes
This spell gives you knowledge of which spells the target has memorized into its spell slots. For spontaneous casters it instead lets you know which spells they know.

Undecided

Titania’s Song
(This is essentially an improved version of "Animate Item". However, the card that inspired "Animate Item" is blue while the card that inspired this spell is green.)
Transmutation
Level: Brd 6, Sor/Wiz 8
Components: V, S
Casting time: 1 action
Range: Close (25’ + 5’/2 level)
Target: One item per two levels, no two of which can be more than 30’ apart
Duration: 1 round/level
Saving throw: Will Negates (Object)
Spell Resistance: Yes (Object)
As Animate Item except that it affects several items.

Medusa’s Gaze
(I first posted this spell in a thread for green spells because it was inspired by the green card "Venom". However, Michael Morris said that it was better in another color. It seems red because of its association with the element Earth. However, red doesn't have spells that instantly slay or disable creatures. Black, on the other hand, has many such spells. With the rewording that I have done since last time, I think that this spell is of comparable power to Wail of the Banshee, which kills one creature per level. This spell can potentially disable more than that but turning someone to stone is slightly less drastic than killing them. Flesh to Stone is a 6th level spell while Finger of Death is a 7th level spell.)
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving throw: Fort Negates
Spell Resistance: Yes
You gain a gaze attack with a 30’ range that requires a fortitude save at the DC of this spell. Any creature that fails this save is turned to stone permanently. Any creature that succeeds on this save can not be affected again by this particular casting of this spell.

-- Retan
 
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Drain Life

Overpowered - severely. Also, D&D does not have level sliding spells of this nature as they could too easily be abused by sorcerers. Compare against Vampiric touch (as has been mentioned).

Compare also against my Drain Life...

Drain Life
Necromancy [Evil]
Level: Black 7
Components: V, S
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes

“I care little for flesh. I crave the power within.” – Sirrom.

This spell deals 1d4 per level damage to a single creature, up to 20d4, and you are healed by the amount of damage you deal with this spell. For every two points beyond your maximum hit point total that this spell deals in damage you gain a temporary hit point that dissipates a number of minutes later equal to your level.


Repurcussion

Exactly how your post ties in with the infamous multiplayer "Every creature is now a Jackal Pup." enchantment. This is more akin to No Mercy from Urza's Legacy. The wording is very clumsy and hard to follow. There aren't many PHB spells to compare this to, but I've done a similar spell.

Sirrom’s Pain Link
Necromancy [Evil]
Level: Black 5, Pain 6
Components: V, S
Casting Time: One Action
Range: Personal
Effect: Creatures attacking you.
Duration: 1 round / level (D)
Saving Throw: Fort 1/2
Spell Resistance: Yes

“Las graci dol al requen” – Liternanin for “The Gift is always received.”

When a creature deals damage to you by any means, damage of the same amount is dealt to it in the form of negative energy. They gain a saving throw to reduce this to half.

For example, if you are hit by an enemy fireball spell and it deals 20 points to you, its caster will take 20 points of damage, fortitude save for half.

If an area of effect attack triggers multiple instances of this spell, only the strongest damage result returns to the creature.

For example, if a dragon breaths on three wizards with this spell for 40 points of damage, and two make their saving throw for ½ and one doesn’t, the dragon is subject to 40 points of damage (the strongest damage result), fortitude save for half.

As with all negative energy, this spell heals undead.

Divine Note: Among the followers of Tela this spell is known as Tela's Painlink.


The repurcussion card is much more similiar to this spell.

Repercussion
Enchantment (Metamagic)
Level: Red 7
Components: V, S
Casting Time: One Action
Range: Medium
Target: One caster
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: No

“All actions have repercussions. The less thought put into the actions, the more pain derived from the repercussions.” – Alblasker.

You alter the nature of the link between summoned creatures and their summoner such that all damage dealt to the summoned creatures is transferred back to the summoning caster. The casting of this spell is usually a prelude to a very fast dismissing of the summon spell in question, or a very dead caster.


Tremor

Why not just have the spell use the existing rules for tripping opponents. Try this wording:

Make a trip check against all creatures in the area of effect using your casting modifier instead of strength or dexterity and your caster level instead of your attack bonus. Creatures you fail to trip do not get an attempt to trip you in return.


Mind Sluge
The level is too high, and the color is wrong. Here again is a very similiar spell.

Telsindria's Belabored Casting
Enchantment (Metamagic)
Level: Blue 1
Components: V, S
Casting Time: One action
Range: Medium (100' + 10' / level)
Target: A spell user
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

“Learning speed is a matter of learning care.” – Telsindria.

Belabored casting is one of Telsindria’s earliest spells and in many areas it is no longer attributed to her. The victim of the spell has their casting times increased by one round. Creatures that can’t use spells ignore this spell’s effects. Magic items are not affected, and neither are spell-like abilities.


Mind Burst
A multi-round, multi-tartget Daze effect is not a 4th level spell. 2nd maybe, but not 4th.

Steam Blast
Overpowered. Compare to burning hands, which has half the area of effect, 1d4 damage / level, compared to 1d4+1 / level (max 10d4+10). If your only wanting the bonus to go up it should be phrased as 1d4 + caster's level (max +10) damage. Even then, damage from 1st level spells caps at +5 or 5 dice. This is a global d20 rule and no spell should be allowed to break it.


Counterspell

Again, why such a complex set up. The less complex the spell, the easier it is to use in play. Why not just say "As dispel magic, but only the countering mode is available."

BTW, again I already have a counterspell. Any spell named after that card should not be conditional. It should simply "counter target spell"


Counterspell
Abjuration (Counter)
Level: Blue 4, Sor/Wiz 5
Components: V, S
Casting Time: Ready action
Range: Medium (100' + 10' / level)
Target: A spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

“Can one so strong be denied by one so weak? Yes, for strength is nothing – timing is all” – Telsindria.

You must ready an action to use this spell. When cast, counterspell stops another caster's spell in midcasting as its name implies. Counterspell has no effect on spells or effects that are already in place – it only stops spells in casting.

Counterspell targets spells, not creatures, hence spell resistance never applies to it. The spell’s caster or source must be in range though.

Counterspell cannot target the activated abilities of magical items or the spell-like abilities of creatures.
 

Hey thanks for the replies,,, the steam blast is a max of 1d4 points of damage +1 damage per level. So the maximum damage that could ever be dealt is, 14. not 10d4... sorry for the unclarity of that.


I honestly dont think the counterspell is not that complicated, i just dont see it as too much different for yours. It follows the same rule at the first part(spell craft check), to determine the spell, then it allows an opportunity for the mage to roll a freakin d20(and actually have a bonus that helps them, their main stat) hehehe.... I like this spell the way i worded it, i think that is the only one that is clear.

The tremor spell, i dont see why a simple reflex save wouldnt work just as well.

The Mindblast spell, i agree, thanks for making me realize what i was doing wrong... to high a level, im too worried about putting a spell way to low...

Back to counterspell for a second. Micheal, Dispel Magic is only a third level spell right?, well why would you have a more restrictive dispell magic a level higher, i just want to know how your thinking, by no way im i attackin ya, i really really appetiate the help, and enjoy the exchange of ideas. I say keep it second level, because of the randomness of the final role. I am running this one by my DM this weekend, i hope he likes it... any more ideas let them fly guys,,, i will be posting more of my ideas later
 

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