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Magic the Gathering Wiz/Sor Spells
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<blockquote data-quote="Urza82" data-source="post: 724656" data-attributes="member: 10673"><p>more spells, tell me what you think....</p><p></p><p>Holy Armor (Abjuration i think, what ever mage armor is)</p><p>Healing 3 Cleric 3</p><p>Target: Caster</p><p>Duration: 1hr/level</p><p>Casting Time: 1 Full Round</p><p></p><p>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. </p><p></p><p>Mana Drain (haven't figured one out)</p><p>Sor/Wiz 3</p><p>Target: 1 Spell Caster</p><p>Duration: 3 Rounds</p><p>Casting Time: 1 action</p><p>Range: Short 25' +5'/2 levels</p><p>Save: Will Negates</p><p>SR: Yes</p><p></p><p>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. </p><p>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...</p><p></p><p>Giant Growth (Transmutation)</p><p>Sor/Wiz 1 Drd 1</p><p>Casting Time: 1 action</p><p>Target: 1 creature</p><p>Range: Touch</p><p>Duration: 1 Round</p><p>Save: Will Negates</p><p>SR: Yes</p><p></p><p>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. </p><p></p><p>Disenchant</p><p>Sor/Wiz 2 Clr 2</p><p>Casting Time 1 action</p><p>Target: 1 object</p><p>Range: Touch</p><p>Duration: 1 Round/level of caster or until discharged</p><p>Save: Will Negates</p><p>SR: -</p><p></p><p>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. </p><p></p><p>I have more... let me know what you think so far... if im just repeatin stuff someone else did, let me know.. thanks bye...</p></blockquote><p></p>
[QUOTE="Urza82, post: 724656, member: 10673"] 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... [/QUOTE]
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