Magic the Gathering Wiz/Sor Spells

Urza82 said:
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

My counterspell ALWAYS WORKS. There is no randomness to it. The 4th level spell stops their spell cold - it is automatic.
 

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I see, thats cool, what about mine though, what about a 2nd level spell that doesnt always work, is that alright to you, i think it is fair placement on the level scale,,
 

Paralyze (Enchantment{Mind-Affecting})
Level: Brd 4, Destruction 3, Sor/Wiz 3
Components:V,S
Casting Time: 1 action
Range: Medium (100ft +5ft/level)
Target: 1 creature
Duration: 1d4 +1 round
Saving Throw: Will Negates
SR: Yes

Magical energy you cast seeps into the brain of your opponent and renders him/her paralyzed. He is now helpless. He can continue to function mentally and may make mental actions(ie, activating a helm of teleportation) If the creature makes his saving throw, he shrugs it off and continues on what ever he is doing.

I made this third level, because it is inescence a save or die spell. I brought down the rounds it affects to significantly low, while increasing the range.
 

Michael>>>> How about using your 5th level spell as a better counterspell, and there is a perfect card in magic for it,, i think its kinda cool,,, Arcane Denial... huh,,huh, you like, you like?

Have Arcane Denial the one that there is no chance to fail, and you could leave me my counterspell the way is... you like huh? Im pretty pleased with that concept
 

Static Orb (Abjuration)
Level: Sor/Wiz 5 Magic 5
Components:V,S,M
Casting Time: 1 action
Range: Medium (100ft +5ft/level)
Area: 5'radius/ 2 levels
Duration: 1 Round/Level
Save: No
SR: Yes

The wizard slows time down to a halt in a specific area. A small ball floats from the spell casters hands and explodes and forms into a globe. Inside the globe, no time passes, it as if nothing happened. Outside the globe, rounds progress as normal. No spell may be cast at into the globe. Any spell affecting the persons inside the globe fizzle and are wasted. They are immune from all magic as if in an area of Mordicains Disjunction, except that magic items are not harmed at all. If anyone wanders inside the area of effect, they too are frozen in time temporarily. The main material component of the spell is a small hour glass.

This spell is designed for the spell caster to have an opportunity to flee, or cast buffing spells to help himself or his compatriots out. The players inside the globe cannot be harmed, everything that touches the globe is frozen in time. Lets say a huge rock is pushed off a mountain, it freezes in time once it hits the globe, once the globe goes away, it continues its path. Breath weapons are the same way, but any magic spell cast at it or the people inside the sphere is dispelled.... except that the sphere can be dispelled.
 

Urza82 said:
Michael>>>> How about using your 5th level spell as a better counterspell, and there is a perfect card in magic for it,, i think its kinda cool,,, Arcane Denial... huh,,huh, you like, you like?

Have Arcane Denial the one that there is no chance to fail, and you could leave me my counterspell the way is... you like huh? Im pretty pleased with that concept

I made my spell first. I'm not going to change the name.
 

Hey Michael, im cool with that, i was refering for me, let me use your spell, just change the name of it, i was asking if you thought you liked it.... and i was asking if the current way mine is made was alright in your opinion.
 

Fatigue (Necromancy)
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 action
Range: Touch
Duration: 1 round/level
Save: Fort negates
SR: Yes

The mage incapsulates his hand in negative energy that when a successful touch attack is made against an opponent he is drained 1d4 points of constitution. The opponent is allowed a fortitude saving throw to ignore this effect. If he fails he loses the rolled constitution for 1 hour per level of caster.
The material component for this spell is a bead of sweat
 

Forcefield Evocation
Sor/Wiz 6
Casting Time: 1 action
Components: V,S
Range: Personal
Duration: 1 minute per two levels
Save: -
SR: Yes

You encapsulate yourself inside a ward of shear force. This field surrounds you and hinders damage from being dealt. For every level of spellcaster you gain a damage reduction of 1/-. This does not stack with any other form of DR. So a 13th level wizard who casts this spell gets a DR of 13/-.
 

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