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<blockquote data-quote="Michael Morris" data-source="post: 725636" data-attributes="member: 87"><p>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 <em>Magic: The Gathering</em> to a d20 equivalent. Because of the limits of the d20 license I don't explicitly state that <em>Magic</em> 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 <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=41793" target="_blank">this thread.</a></p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="font-size: 12px">Incinerate</span></p><p>Evocation [Fire]</p><p><strong>Level:</strong> Red 3, Sor/Wiz 4</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> One action</p><p><strong>Range:</strong> Long (400' + 40' / level)</p><p><strong>Target:</strong> One creature or object</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> No.</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p><em>Material Component:</em> A polished coal stone.</p><p></p><p>Now, both spells have a touch attack. However, if a spell requires the caster to make a to hit roll it usually should <strong>not</strong> 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 <em>Dusk</em> 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).</p><p></p><p></p><p></p><p>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.</p><p></p><p>Duress has also been done on the <em>Dusk</em> site and it's always interesting to compare two spells inspired by the same thing but developed independently.</p><p></p><p><span style="font-size: 12px">Duress</span></p><p>Enchantment (Metamagic)</p><p><strong>Level:</strong> Black 3, Clr (Damosi) 3</p><p><strong>Component:</strong> V, S</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Close (25' + 5' / level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round / level (D)</p><p><strong>Saving Throw:</strong> Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>“Power is fleeting, let me show you why” – Chaldulsul.</em></p><p></p><p>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. </p><p></p><p></p><p>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).</p><p></p><p></p><p></p><p></p><p>School? Duration? Making a free action into a full action is as dangerous to d20 as it was to magic. There is a <em>reason</em> 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.</p><p></p><p>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 <em>alacrity</em> and <em>summer bloom</em>. 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.</p><p></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 725636, member: 87"] 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 [i]Magic: The Gathering[/i] to a d20 equivalent. Because of the limits of the d20 license I don't explicitly state that [i]Magic[/i] 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 [url=http://enworld.cyberstreet.com/showthread.php?s=&threadid=41793]this thread.[/url] 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. [size=3]Incinerate[/size] Evocation [Fire] [b]Level:[/b] Red 3, Sor/Wiz 4 [b]Components:[/b] V, S, M [b]Casting Time:[/b] One action [b]Range:[/b] Long (400' + 40' / level) [b]Target:[/b] One creature or object [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] No. [b]Spell Resistance:[/b] 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. [i]Material Component:[/i] 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 [b]not[/b] 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 [i]Dusk[/i] 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). 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 [i]Dusk[/i] site and it's always interesting to compare two spells inspired by the same thing but developed independently. [size=3]Duress[/size] Enchantment (Metamagic) [b]Level:[/b] Black 3, Clr (Damosi) 3 [b]Component:[/b] V, S [b]Casting Time:[/b] One Action [b]Range:[/b] Close (25' + 5' / level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round / level (D) [b]Saving Throw:[/b] Will Negates [b]Spell Resistance:[/b] Yes [i]“Power is fleeting, let me show you why” – Chaldulsul.[/i] 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). School? Duration? Making a free action into a full action is as dangerous to d20 as it was to magic. There is a [i]reason[/i] 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 [i]alacrity[/i] and [i]summer bloom[/i]. 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. 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. [/QUOTE]
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