Michael's MtG Spell thread (last update: Blockbuster 3/7/7)

Technik4 said:
Greetings Morris! I haven't posted in quite some time, but at one point I was in a (short) pbp Dusk game and I also remembering going through spells with you for a time.

At any rate, here's some feedback for Meteor Storm:

Noted, but keep in mind this spell can deal 30d6 damage over 15 rounds. That's more than meteor swarm. It can also deal even more damage if you chuck spell slots to it. It's rare that a caster will prepare nothing but offensive spells after all - but if the need arises being able to convert those higher level spells into damage dealing blasts can be useful.

I might increase this spell's level later, but want to test it as is for now.
 

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30d6 over 15 rounds? A 15th level caster can deal 30d6 over 15 rounds with the level 2 spell, Flaming Sphere... (although it would cost a move-equivalent to maneuver the sphere to continue to hit things, they could still cast another spell in the round - same concept as Meteor Shower, but way lower level). And clearly, you can nuke the heck out of things with Meteor Shower if you are willing to invest some spell slots (again, damage over time). As written it seems like it could as easily be a 5th level spell.

Technik
 

on the contrary, this could be an excellent spell for a wizard. The sorcerers wouldn't pick it up, because they could easily just cast a fireball (10d6 as opposed to 6d6), but a wizard could prepare ALL utility, and then with this spell be able to convert those spells to damage if the need arises.

Everyone can also deal 2d6 in a 10' burst as a free action every round. Granted that's not great damage, but it's an extra oomph to the spell. That mixed with the utility it can be used with makes it larger than 5th IMO, but 8th is a still a tad big, maybe 6-7..
 

Today

Essense of the Sacred Grove
Abjuration (Ward) [Green, White]
Acquisition: GGGWWW
Level: (5)
Components: V, S, M
Casting Time: 1 action
Range: Special [see text]
Effect: Your spells
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

Unique (When you cast this spell all other copies of this spell that you have cast are dispelled).

Each other spell that you have active cannot be the target of spells or effects, and cannot be dispelled by area dispel effects.

(Art of Magic has a more detailed explaination for what it "cannot be the target" really means in game terms - basically if you try to target a spell that cannot be targetted the effect you desire doesn't occur at all as if suppressed by antimagic field).
 

We call that "Your spell fizzles". I don't think you need AoM for that... the core RAW covers it already under spell failure.
 

These spells all seem to be awfully heavy on the colored mana. I.e GGGWWW instead of 2GGWW or whatever.

How do mages determine what colors they can cast? I am visualizing something like having 1 colored mana plus 1 colored mana for every spell level they can cast. And then they can cast any spell whose color requirements they meet.

But if I'm right, this means that an 18th level mage who can cast Vindicate (2WWWWBBBB) can't cast Essense of the Sacred Grove (GGGWWW) because he could only have 2 green mana. It seems that with little (or no) colorless mana in the costs, a mage has to be very careful in his advancement to have the right mix of colors available.

Or perhaps I am greatly mistaken. Has it been explained somewhere how mages get access to colored mana?
 

A casters chooses 1 sphere each time they gain a spell level. The 10th sphere is under the control of their alignment (so if the player plays a certain way, it could shift).

A typical D&D caster has spells scattered, more or less, over 3 colors, with maybe 1 exception spell per level. So most casters will have something like RRRBBBUUU by 17th level.

Multicolor spells, by their design, are meant to be restrictive in who and who can't choose them. I've only begun scratching the surface with them though - wait awhile, and the spectrum should loosen up a bit.
 


I was starting to wonder if interest was still about. Sure - I have a pair that are close to one another and rounds out the first multicolor cycle.

Absorb
Abjuration (Dispel), Conjuration (Healing) [Blue, White]
Level: 5
Acquisition: 2WWUU
Components: V, S
Casting Time: 1 ready action
Range: Medium
Target: 1 spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Counter target spell. You are healed 1d8 points / level of the countered spell.


Undermine
Abjuration (Dispel), Necromancy [Blue, White]
Level: 5
Acquisition: 2BBUU
Components: V, S
Casting Time: 1 ready action
Range: Medium
Target: 1 spell
Duration: Instantaneous
Saving Throw: Fort 1/2
Spell Resistance: No

Counter target spell. It's caster is dealt 1d6 point damage / level of the countered spell. The damage is of the same types as the countered spell (if any). Spell resistance cannot be rolled since the damaging energies come from the spell the enemy caster conjured.
 
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