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<blockquote data-quote="Michael Morris" data-source="post: 731821" data-attributes="member: 87"><p><span style="font-size: 12px">Drain Life</span></p><p></p><p>Overpowered - severely. Also, D&D does not have level sliding spells of this nature as they could too easily be abused by sorcerers. Compare against Vampiric touch (as has been mentioned).</p><p></p><p>Compare also against my Drain Life...</p><p></p><p><span style="font-size: 12px">Drain Life</span></p><p>Necromancy [Evil]</p><p><strong>Level:</strong> Black 7</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Medium (100' + 10' / level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude Half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>“I care little for flesh. I crave the power within.” – Sirrom.</em></p><p></p><p>This spell deals 1d4 per level damage to a single creature, up to 20d4, and you are healed by the amount of damage you deal with this spell. For every two points beyond your maximum hit point total that this spell deals in damage you gain a temporary hit point that dissipates a number of minutes later equal to your level.</p><p></p><p></p><p><span style="font-size: 12px">Repurcussion</span></p><p></p><p>Exactly how your post ties in with the infamous multiplayer "Every creature is now a Jackal Pup." enchantment. This is more akin to <em>No Mercy</em> from Urza's Legacy. The wording is very clumsy and hard to follow. There aren't many PHB spells to compare this to, but I've done a similar spell.</p><p></p><p><span style="font-size: 12px">Sirrom’s Pain Link</span></p><p>Necromancy [Evil]</p><p><strong>Level:</strong> Black 5, Pain 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Personal</p><p><strong>Effect:</strong> Creatures attacking you.</p><p><strong>Duration:</strong> 1 round / level (D)</p><p><strong>Saving Throw:</strong> Fort 1/2 </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>“Las graci dol al requen” – Liternanin for “The Gift is always received.”</em></p><p></p><p>When a creature deals damage to you by any means, damage of the same amount is dealt to it in the form of negative energy. They gain a saving throw to reduce this to half.</p><p></p><p><em>For example, if you are hit by an enemy fireball spell and it deals 20 points to you, its caster will take 20 points of damage, fortitude save for half.</em></p><p></p><p>If an area of effect attack triggers multiple instances of this spell, only the strongest damage result returns to the creature.</p><p></p><p><em>For example, if a dragon breaths on three wizards with this spell for 40 points of damage, and two make their saving throw for ½ and one doesn’t, the dragon is subject to 40 points of damage (the strongest damage result), fortitude save for half.</em></p><p></p><p>As with all negative energy, this spell heals undead.</p><p></p><p><em>Divine Note:</em> Among the followers of Tela this spell is known as Tela's Painlink.</p><p></p><p></p><p>The repurcussion card is much more similiar to this spell.</p><p></p><p><span style="font-size: 12px">Repercussion</span></p><p>Enchantment (Metamagic)</p><p><strong>Level:</strong> Red 7</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Medium</p><p><strong>Target:</strong> One caster</p><p><strong>Duration:</strong> 1 round / level (D)</p><p><strong>Saving Throw:</strong> Will Neg.</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>“All actions have repercussions. The less thought put into the actions, the more pain derived from the repercussions.” – Alblasker.</em></p><p></p><p>You alter the nature of the link between summoned creatures and their summoner such that all damage dealt to the summoned creatures is transferred back to the summoning caster. The casting of this spell is usually a prelude to a very fast dismissing of the summon spell in question, or a very dead caster.</p><p></p><p></p><p><span style="font-size: 12px">Tremor</span></p><p></p><p>Why not just have the spell use the existing rules for tripping opponents. Try this wording:</p><p></p><p><em>Make a trip check against all creatures in the area of effect using your casting modifier instead of strength or dexterity and your caster level instead of your attack bonus. Creatures you fail to trip do not get an attempt to trip you in return.</em></p><p></p><p></p><p><span style="font-size: 12px">Mind Sluge</span></p><p>The level is too high, and the color is wrong. Here again is a very similiar spell.</p><p></p><p><span style="font-size: 12px">Telsindria's Belabored Casting</span></p><p>Enchantment (Metamagic) </p><p><strong>Level:</strong> Blue 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One action</p><p><strong>Range:</strong> Medium (100' + 10' / level)</p><p><strong>Target:</strong> A spell user</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>“Learning speed is a matter of learning care.” – Telsindria.</em></p><p></p><p>Belabored casting is one of Telsindria’s earliest spells and in many areas it is no longer attributed to her. The victim of the spell has their casting times increased by one round. Creatures that can’t use spells ignore this spell’s effects. Magic items are not affected, and neither are spell-like abilities.</p><p></p><p></p><p><span style="font-size: 12px">Mind Burst</span></p><p>A multi-round, multi-tartget Daze effect is not a 4th level spell. 2nd maybe, but not 4th.</p><p></p><p><span style="font-size: 12px">Steam Blast</span></p><p>Overpowered. Compare to <em>burning hands</em>, which has half the area of effect, 1d4 damage / level, compared to 1d4+1 / level (max 10d4+10). If your only wanting the bonus to go up it should be phrased as 1d4 + caster's level (max +10) damage. Even then, damage from 1st level spells caps at +5 or 5 dice. This is a global d20 rule and no spell should be allowed to break it.</p><p></p><p></p><p><span style="font-size: 12px">Counterspell </span></p><p></p><p>Again, why such a complex set up. The less complex the spell, the easier it is to use in play. Why not just say "As dispel magic, but only the countering mode is available."</p><p></p><p>BTW, again I already have a counterspell. Any spell named after that card should not be conditional. It should simply "counter target spell"</p><p></p><p></p><p><span style="font-size: 12px">Counterspell</span></p><p>Abjuration (Counter)</p><p><strong>Level:</strong> Blue 4, Sor/Wiz 5</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> Ready action</p><p><strong>Range:</strong> Medium (100' + 10' / level)</p><p><strong>Target:</strong> A spell</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>“Can one so strong be denied by one so weak? Yes, for strength is nothing – timing is all” – Telsindria.</em></p><p></p><p>You must ready an action to use this spell. When cast, counterspell stops another caster's spell in midcasting as its name implies. Counterspell has no effect on spells or effects that are already in place – it only stops spells in casting.</p><p></p><p>Counterspell targets spells, not creatures, hence spell resistance never applies to it. The spell’s caster or source must be in range though. </p><p></p><p>Counterspell cannot target the activated abilities of magical items or the spell-like abilities of creatures.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 731821, member: 87"] [size=3]Drain Life[/size] Overpowered - severely. Also, D&D does not have level sliding spells of this nature as they could too easily be abused by sorcerers. Compare against Vampiric touch (as has been mentioned). Compare also against my Drain Life... [size=3]Drain Life[/size] Necromancy [Evil] [b]Level:[/b] Black 7 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 action [b]Range:[/b] Medium (100' + 10' / level) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude Half [b]Spell Resistance:[/b] Yes [i]“I care little for flesh. I crave the power within.” – Sirrom.[/i] This spell deals 1d4 per level damage to a single creature, up to 20d4, and you are healed by the amount of damage you deal with this spell. For every two points beyond your maximum hit point total that this spell deals in damage you gain a temporary hit point that dissipates a number of minutes later equal to your level. [size=3]Repurcussion[/size] Exactly how your post ties in with the infamous multiplayer "Every creature is now a Jackal Pup." enchantment. This is more akin to [i]No Mercy[/i] from Urza's Legacy. The wording is very clumsy and hard to follow. There aren't many PHB spells to compare this to, but I've done a similar spell. [size=3]Sirrom’s Pain Link[/size] Necromancy [Evil] [b]Level:[/b] Black 5, Pain 6 [b]Components:[/b] V, S [b]Casting Time:[/b] One Action [b]Range:[/b] Personal [b]Effect:[/b] Creatures attacking you. [b]Duration:[/b] 1 round / level (D) [b]Saving Throw:[/b] Fort 1/2 [b]Spell Resistance:[/b] Yes [i]“Las graci dol al requen” – Liternanin for “The Gift is always received.”[/i] When a creature deals damage to you by any means, damage of the same amount is dealt to it in the form of negative energy. They gain a saving throw to reduce this to half. [i]For example, if you are hit by an enemy fireball spell and it deals 20 points to you, its caster will take 20 points of damage, fortitude save for half.[/i] If an area of effect attack triggers multiple instances of this spell, only the strongest damage result returns to the creature. [i]For example, if a dragon breaths on three wizards with this spell for 40 points of damage, and two make their saving throw for ½ and one doesn’t, the dragon is subject to 40 points of damage (the strongest damage result), fortitude save for half.[/i] As with all negative energy, this spell heals undead. [i]Divine Note:[/i] Among the followers of Tela this spell is known as Tela's Painlink. The repurcussion card is much more similiar to this spell. [size=3]Repercussion[/size] Enchantment (Metamagic) [b]Level:[/b] Red 7 [b]Components:[/b] V, S [b]Casting Time:[/b] One Action [b]Range:[/b] Medium [b]Target:[/b] One caster [b]Duration:[/b] 1 round / level (D) [b]Saving Throw:[/b] Will Neg. [b]Spell Resistance:[/b] No [i]“All actions have repercussions. The less thought put into the actions, the more pain derived from the repercussions.” – Alblasker.[/i] You alter the nature of the link between summoned creatures and their summoner such that all damage dealt to the summoned creatures is transferred back to the summoning caster. The casting of this spell is usually a prelude to a very fast dismissing of the summon spell in question, or a very dead caster. [size=3]Tremor[/size] Why not just have the spell use the existing rules for tripping opponents. Try this wording: [i]Make a trip check against all creatures in the area of effect using your casting modifier instead of strength or dexterity and your caster level instead of your attack bonus. Creatures you fail to trip do not get an attempt to trip you in return.[/i] [size=3]Mind Sluge[/size] The level is too high, and the color is wrong. Here again is a very similiar spell. [size=3]Telsindria's Belabored Casting[/size] Enchantment (Metamagic) [b]Level:[/b] Blue 1 [b]Components:[/b] V, S [b]Casting Time:[/b] One action [b]Range:[/b] Medium (100' + 10' / level) [b]Target:[/b] A spell user [b]Duration:[/b] 1 round / level (D) [b]Saving Throw:[/b] Will Negates [b]Spell Resistance:[/b] Yes [i]“Learning speed is a matter of learning care.” – Telsindria.[/i] Belabored casting is one of Telsindria’s earliest spells and in many areas it is no longer attributed to her. The victim of the spell has their casting times increased by one round. Creatures that can’t use spells ignore this spell’s effects. Magic items are not affected, and neither are spell-like abilities. [size=3]Mind Burst[/size] A multi-round, multi-tartget Daze effect is not a 4th level spell. 2nd maybe, but not 4th. [size=3]Steam Blast[/size] Overpowered. Compare to [i]burning hands[/i], which has half the area of effect, 1d4 damage / level, compared to 1d4+1 / level (max 10d4+10). If your only wanting the bonus to go up it should be phrased as 1d4 + caster's level (max +10) damage. Even then, damage from 1st level spells caps at +5 or 5 dice. This is a global d20 rule and no spell should be allowed to break it. [size=3]Counterspell [/size] Again, why such a complex set up. The less complex the spell, the easier it is to use in play. Why not just say "As dispel magic, but only the countering mode is available." BTW, again I already have a counterspell. Any spell named after that card should not be conditional. It should simply "counter target spell" [size=3]Counterspell[/size] Abjuration (Counter) [b]Level:[/b] Blue 4, Sor/Wiz 5 [b]Components:[/b] V, S [b]Casting Time:[/b] Ready action [b]Range:[/b] Medium (100' + 10' / level) [b]Target:[/b] A spell [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No [i]“Can one so strong be denied by one so weak? Yes, for strength is nothing – timing is all” – Telsindria.[/i] You must ready an action to use this spell. When cast, counterspell stops another caster's spell in midcasting as its name implies. Counterspell has no effect on spells or effects that are already in place – it only stops spells in casting. Counterspell targets spells, not creatures, hence spell resistance never applies to it. The spell’s caster or source must be in range though. Counterspell cannot target the activated abilities of magical items or the spell-like abilities of creatures. [/QUOTE]
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