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Magic the Gathering Wiz/Sor Spells
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<blockquote data-quote="Urza82" data-source="post: 729449" data-attributes="member: 10673"><p>Some more spells</p><p></p><p>Repercussion (Abjuration - or which ever fire shield is)</p><p>Sor/Wiz 5 Red 4</p><p>Casting Time: 1 action</p><p>Range: -</p><p>Target: Caster</p><p>Duration: 1Rnd/ Level</p><p>Save: Ref for half</p><p>SR: Yes</p><p>Components: V,S,M</p><p></p><p>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.)</p><p></p><p> 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)</p><p></p><p>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. </p><p>The material compoenent for this spell is a small sewing pin.(get it, the harder you push on it, the deeper it stabs you)</p><p></p><p></p><p>Drain Life (Necromantic)</p><p>Sor/Wiz 1 Black 1</p><p>Casting Time: 1 action</p><p>Range: Short - 25' +5'/2 levels</p><p>Duration: Instantaneous</p><p>Target: 1 living target</p><p>Save:No</p><p>SR: Yes</p><p>Components:V,S,M</p><p></p><p>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. </p><p>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))))</p></blockquote><p></p>
[QUOTE="Urza82, post: 729449, member: 10673"] 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)))) [/QUOTE]
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