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

Technik4 said:
Unless you rewrite it, there already exists a 2nd level spell that will counter all but 2 9th level spells ...

Although Silence could conceivably stop 9th level spells, I think its a stretch to make it sound as powerful as you do. The biggest weakness is it only prohibits Verbal spellcasting, so if you have any silent spells memorized or the appropriate feat, you can get around that. Second, only Bards and Clerics have access to it, which limits how often it will be used as a counterspell.

Theory v. practice. In theory silent spell thwarts silence counterspelling - in practice very few spellcasters take that feat or use it. 95% or more of the spells in the PHB have a verbal component.

Finally:

An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.

Sorry, but that only applies if you're character is stupid enough to actually target the creature. If you only want to counterspell with silence you target "a point in space" in which case there is no save and no spell resistance.

I'm not saying I don't like the concept of Dusk counterspells, but I think most counterspells should only counter their level or lower in spell level (especially if there is no save or SR allowed). With 2 casters dedicated to stopping a heavy magical threat (say, a single Wiz15) the other 2 party members are free to wail on him.

And how many spellcasting BBEG go against the party alone? Not many successful ones. I've tested this concept for sometime technik - it adds another dimension to the game but it's not overpowering. There are many ways to deal with counterspells - counterspells for one.

PS- A last thought, spells like Scraganoth were always fun. Do you plan on making any spells that are un-counterable?

Making a spell uncounterable is a feat that raises it's level by 3 (although the spell can still be "countered" by means other than counterspells).
 

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Today's spell is another bard cantrip which is more a flavor spell than a practical one.

Chorus
Illusion (Glamer) [Sonic, Blue]
Level: (0), Brd 0
Components: V, S, M
Casting Time: Free Action
Range: Personal
Target: You
Duration: Concentration (D)

This spell allows for two effects. First, you may use it to sing at any vocal range normal for your race. Second, you may cause a number of illusionary backup voices to join you per level, up to 10. This does effect the volumne of your song and therefore the distance at which you can be heard clearly. The radius of effect your bardic music is increased by 5' at 1st level, 10' at 5th and 15' at 10th level by this spell (spells with a song component are not similarly affected).
 

And now for a cycle, charms. Charms are trios of effects more powerful than cantrips by weaker (individually) than 1st level spells (in theory).

Piety Charm
Conjuartion (Healing) [White]
Level: (1) Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous or 1 round or 1 minute / level (see text).
Saving Throw: Will Neg. (Harmless)
Spell Resistance: Yes (Harmless)

Choose One: Target creature is healed 1d4 hit points, or Target creature gains +2 holy bonus to all actions during the next round, or target creature gains a +2 holy bonus to their next saving throw.

Thought Charm
Divination (Insight) [Blue]
Level: (1) Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous or 1 round or 1 minute / level (see text).
Saving Throw: Will Neg.
Spell Resistance: Yes

Choose One: Target creature gains a +10 insight bonus to their next knowledge check, or Target creature gains +2 insight bonus on their next save against any illusion spell or target creature gains a +1 insight bonus to the DC of the next illusion spell they cast.

Misery Charm
Necromancy [Black]
Level: (1) Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Target: 1 creature
Duration: 1 minute / level (see text).
Saving Throw: Will Neg.
Spell Resistance: Yes

Choose One: Target creature gains a -10 penalty to all concentration checks, or target creature takes 2 temporary points of strength damage or target undead creature gains turn resistance 2.

Fire Charm
Evocation [Red, Fire]
Level: (1) Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Target: 1 creature
Duration: Instantaneous or 1 min / level
Saving Throw: Will Neg.
Spell Resistance: Yes

Choose One: Target creature gains a +1 bonus to attacks and a -2 penalty to AC, or target creature is dealt 1d4 fire damage, or target creature raises the DC of his next fire spell by 1.

Growth Charm
Transmutation [Green, Enhancement]
Level: (1) Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Target: 1 creature
Duration: Instantaneous or 1 round / level
Saving Throw: Will Neg.
Spell Resistance: Yes

Choose One: Target creature gains a +2 enhancement bonus to strength, or target summoned creature is cured for 1d8+1 hit points / level (max +5), or target creature gains +10' of movement.
 

Ok, so obvious cycles aren't a popular thing. Too bad - they illustrate the concerns of the color. But let's go for a twist on this. I'm going to give the effect text, and let you guys shoot for the other details, including the names. If possible, overarching details like range, duration, effect should be the same. (actually, the range of these spells is going to be personal and the target "you"). The levels need to be reasonably close together.

White
The next time a creature would deal damage to you with a weapon, prevent that damage.

Blue
The next time a creature deals damage to you with a weapon, that creature must make a willpower save or be charmed as per charm person.

Black
The next time a creature deals damage to you with a weapon, that creature gains a temporary negative level.

Red
The next time a creature deals damage to you with a weapon, that creature is dealt the same damage as fire damage.

Green
The next time a creature deals damage to you with a weapon, you gain a +1 enhancement bonus to strength for each 5 points of damage dealt to you.
 

Flipping through my PHB it seems that the range for these spells should fall between 1 and 3 (charm person being 1 and Enervation, which drains 1d4 lvls, is at 4).

No special components should be required, so it can b V, S

Their durration should be something like 1 rnd per caster lvl or until discharge.

so using that as a baseline...

White
Abjuration
lvl: (1-2)
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 rnd / lvl or discharge
Saving Throw: Will Negates (harmless)
SR: Yes (harmless)
Description:
The next time a creature would deal damage to you with a weapon, prevent that damage. Once a single attack has been sucessfuly made against the caster the spell is discharged.

Blue
Enchantment (Charm) [Mind-Affecting]
lvl: 1
Components: V, S
Range: Personal
Duration: 1 rnd / lvl or discharge
Saving Throw: Will Negates (harmless)
SR: Yes (harmless)
Description:
The next time a creature deals damage to you with a weapon, that creature must make a willpower save or be charmed as per charm person.
Once a single attack has been sucessfuly made against the caster the spell is discharged.

/* what is the duration of the charm effect? */

Black
lvl: 2-3
Necromancy
Components: V, S
Range: Personal
Duration: 1 rnd / lvl or discharge
Saving Throw: Will Negates (harmless)
SR: Yes (harmless)
Description:
The next time a creature deals damage to you with a weapon, that creature gains a temporary negative level.
Once a single attack has been sucessfuly made against the caster the spell is discharged.

/* my problems with this spell are 1: temporary negative lvls are a pain to work with in game 2: I wonder if the creature receving the negative lvl should get a save to resist */

Red
Conjuration [fire]
lvl: 3
Components: V, S
Range: Personal
Duration: 1 rnd / lvl or discharge
Saving Throw: Will Negates (harmless)
SR: Yes (harmless)
Description:
The next time a creature deals damage to you with a weapon, that creature is dealt the same damage as fire damage.
Once a single attack has been sucessfuly made against the caster the spell is discharged.

/* as with the above spell I wonder if the attacking creature should get a reflex save for 1/2 damage /*

Green
Enchantment
lvl: ?
Components: V, S
Range: Personal
Duration: 1 rnd / lvl or discharge
Saving Throw: Will Negates (harmless)
SR: Yes (harmless)
Description:
The next time a creature deals damage to you with a weapon, you gain a +1 enhancement bonus to strength for each 5 points of damage dealt to you.
Once a single attack has been sucessfuly made against the caster the spell is discharged.

/*this looks to be the most troublesome of the spells. First, how long should the enhancemt last? secondly this can get REALY sick at higher lvls... which is mitigated slightly by the fact that only a spell caster can use it.

as an example: In my game last night 8th lvl characters without magic weapons were dealing damage at 30-40 on good hits, which would translate to 6-8 enhancemnt to strenght. This is not much of a problem when dealing with a pure caster (one who only has lvls in a casting class) but multiclassed caster (a wiz/ftr or wiz/bar) could easily soak the damage and get a HUGE bonus to strength.*/
 
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I'll take a stab at the names.

Stop the Blow
White
The next time a creature would deal damage to you with a weapon, prevent that damage.

Stop That
Blue
The next time a creature deals damage to you with a weapon, that creature must make a willpower save or be charmed as per charm person.

Retribution
Black
The next time a creature deals damage to you with a weapon, that creature gains a temporary negative level.

Burning Revenge
Red
The next time a creature deals damage to you with a weapon, that creature is dealt the same damage as fire damage.

Anger
Green
The next time a creature deals damage to you with a weapon, you gain a +1 enhancement bonus to strength for each 5 points of damage dealt to you.[/QUOTE]
 


Cool. You guys are awake.

Ok, these spells are Retributions - so Retribution should be their themed title. Here they go.

First, let's beef the white one up to be in line with it's kindred.

Retribution of the Meek
Conjuration (Healing) [White]
Level: (3), Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level.

The next time a creature would deal damage to you with a weapon, prevent that damage.


The blue one is boring. Charm is also very vulnerable to DM fudging - depending on how they rule the behavior of charmed creatures. Charm is also more a green thing than blue.

Retribution of the Mind
Necromancy [Blue]
Level: (3)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level.

The next time a creature deals damage to you with a weapon it must make a fortitude saving throw or be fatigued until the end of the duration of this spell.


Retribution of the Dead
Necromancy [Black]
Level: (3)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level.

The next time a creature deals damage to you with a weapon, that creature gains a temporary negative level until the end of the duration of the spell.


Retribution of Fire
Evocation [Fire, Red]
Level: (4)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until Discharged, 1 minute / level.

The next time a creature deals damage to you with a weapon, that creature is dealt the same damage as fire damage.

Retribution of the Heart
Enchantment (Charm) [Mind-Affecting, Green]
Level: (2)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until Discharged, 1 minute / level.

The next time a creature deals damage to you with a weapon, it must make a willpower save or be charmed until the end of the duration of the spell.


(Remember that this effect is equivalent to charm monster, not charm person).
 
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Soulburn would be ultimate treasure spell

If you only attack a targets soul and you manage to kill him/her, you don't destroy any items or even garments that target has.

I see that alone making it a very popular spell.

All my characters best shirts have a bloody hole in the back :)
 

How long does the charm effect last for Retribution of the Heart? Does it affect non-humanoids? If it is like charm monster with a limited duration (the duration of the spell, say) it still seems at least as powerful as the white and black spells.
 

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