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

Oxidize
Transmutation [Green]
Level: (6), Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Target: 1 construct
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Target construct whos body contains any metal must make a fortitude save or be utterly destroyed. If it makes it's save it takes 10d6 damage. Oxidize will affect creatures with global spell immunity unless that creature's description specifically mentions that it is immune to oxidize.
 

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Michael Morris said:
Oxidize will affect creatures with global spell immunity unless that creature's description specifically mentions that it is immune to oxidize.

I assume this is in reference to golems and such, those constructs with Magic Immunity?

I would rephrase this to specify that this trumps the Magic Immunity trait if so. ;)
 


You guys may have noticed that my spells depend heavily on templating to keep their effects clear. Not only does this echo how magic cards are written, but it speeds play, avoids ambiguity and makes it easier to learn the new spells.

So here's a challenge - a group of spells that, once cast, rob you of your casting ability while they are up. At the beginning of your turn, they do something. Here's an example.

Echoing Vitality

(Rewritten - see below)
 
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You might want to change the thread title to reflect the update.

I like Echoing Vitality. It seems like the kind of thing a cleric would use if he wants to go into melee for a few rounds. I could really see a solar or a planetar using this spell.
 

Ok, here's the whole cycle

Echoing Vitality
Conjuration (Healing) [White]
Level: (5), Clr 6, Drd 7
Components: V, S, DF
Casting Time: 1 full action
Duration: 1 round / level (D)
Range: Personal
Target: You

You can't cast spells.
At the beginning of each of your turns you may drop a spell slot. If you do you are healed 1d8 hit points level of the dropped spell. This is a free action.

Echoing Will
Abjuration (Dispel) [Blue]
Level: (6), Sor/Wiz 8
Components: V, S
Casting Time: 1 full action
Duration: 1 round / level (D)
Range: Medium
Target: 1 spell / round
Saving Throw: None
Spell Resistance: No.

You can't cast spells.
Once each round you may drop a spell slot to counter a target spell of equal or less level as a free action.


Echoing Hate
Necromancy [Black]
Level: (6), Sor/Wiz 8
Components: V, S
Casting Time: 1 full action
Duration: 1 round / level (D)
Range: Medium
Target: 1 creature / round
Saving Throw: Fort 1/2
Spell Resistance: Yes

You can't cast spells.
At the beginning of each of your turns you may drop a spell slot. If you do you target creature loses 1d8 hit points per level of the dropped spell, fortitude save for half. This is a free action.

Echoing Rage
Evocation [Red]
Level: (8), Sor/Wiz 8
Components: V, S
Casting Time: 1 full action
Duration: 1 round / level (D)
Range: Medium
Effect: All creatures in range
Saving Throw: None.
Spell Resistance: Yes.

You can't cast spells.
At the beginning of each of your turns you may drop a spell slot. If you do all damage dealt in range by any character to any character in range increases by twice the level of the dropped spell slot. You may choose the type of this damage from cold, fire, acid, sonic or electricity. This is a free action.

Echoing Growth
Transmutation [Green]
Level: (9), Drd 9
Components: V, S, DF
Casting Time: 1 full action
Duration: 1 round / level (D)
Range: Medium
Target: 1 creature / round
Saving Throw: Will Neg. (Harmless)
Spell Resistance: Yes (Harmless)

You can't cast spells.
At the beginning of each of your turns you may drop a spell slot. If you do target creature gains an enhancement bonus to STR, DEX and CON equal to the level of the dropped spell slot. This is a free action
 


Very nice conceptually... you continue to astound me in this thread. I didn't think I'd like Magic into DnD, but you've done very well with it.

The Homebrewed Monsters forum has a lot of MtG creatures in it, btw. Tons of slivers, for instance.
 


Cheiromancer said:
How long does the bonus from echoing growth last?

It seems kinda high level doesn't it? Why not, say, 6th or 7th level instead of 9th?

Echoing Growth (all of the echoing spells) last 1 round / level. +9 to three scores even for that short a time is VERY powerful.

Ok, today's spell is #3 of the tricolor spell cycle. It's a doozy too.

Cortex Bomb
Necrmancy [Red, Black, Blue, Metamagic]
Acquisition: RRBBBUU
Level: (6), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Range: Medium
Effect: 1 spell caster
Saving Throw: Will Neg.
Spell Resistance: Yes.

"I said 'jog his memory', not 'blow his mind!'" - Sirrom, to Razlin.

You know the spell preparations of the target spellcaster, then choose a number of those preparations equal to your level (max 15). The target loses those spells, then a fireball erupts centered on them with 1d6 damage / your caster level (max 15d6). The targetted spellcaster has no save against this effect - those within 20' have reflex saves DC 15 for half damage.
 
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