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Magic the Gathering Wiz/Sor Spells
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<blockquote data-quote="Urza82" data-source="post: 724307" data-attributes="member: 10673"><p>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...</p><p></p><p></p><p>Incinerate (Evocation)</p><p>Sor/Wiz 2</p><p>Area of Effect 1 Ray, so 1 creature or object</p><p>Casting Time: 1 action</p><p>Range: Close 25' +5'/2 levels</p><p>Save: Ref for half</p><p>SR: Yes</p><p></p><p>A ranged touch attack that deals 1d8 +1 points of searing heat damage per two caster levels, max of 5d8 +5.</p><p></p><p>Duress</p><p>Sor/Wiz 2</p><p>Area of Effect 1 Person</p><p>Casting Time: 1 action</p><p>Range: Close 25'+5'/2 levels</p><p>Save: Will Negates</p><p>SR: Yes</p><p></p><p>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.</p><p></p><p>Time Walk</p><p>Sor/Wiz 2</p><p>Area of Effect: Caster</p><p>Casting Time: Free Action</p><p>Range: Self</p><p>Save: -</p><p>SR: -</p><p>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...) </p><p></p><p>Time Twister</p><p>Sor/Wiz 3</p><p>Area of Effect: All Subjects Around</p><p>Casting Time: Free Action</p><p>Range: -</p><p>Save: -</p><p>SR: -</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Urza82, post: 724307, member: 10673"] 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. [/QUOTE]
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