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

you should define "attack"... as in attack with a melee weapon, attack with a ranged weapon, blastify with magic missiles or all of the above...
 

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I think "attack" is defined in the context of invisibility, is it not? That's the first thing I thought of, anyway.

The spell could be very powerful against creatures with low hd but high CR. Although SR is often a factor. Epic Pseudonaturals or paragon critters will often be able to ignore the spell.
 

gamecat said:
you should define "attack"... as in attack with a melee weapon, attack with a ranged weapon, blastify with magic missiles or all of the above...

Attack in the same context as invisibility being dropped when you attack someone.
 

Watery Air
Evocation [Blue, Force, Air]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Duration: 1 minute / level
Range: Medium
Area: 30' radius sphere
Saving Throw: None
Spell Resistance: No

Force waves in the area of effect resist the movement of all creatures in the area as if the air were water. Hence all creatures in the area are hindered as if submerged (see the DMG section on underwater combat).
 

Scanning Saviors of Kamigawa to see if any spell titles inspire.. Some of these are probably half baked, beware.


Pain's Reward
Necromancy [Enhancement, Black]
Level: (4)
Components: V, S, M
Casting Time: 1 standard action
Duration: 1 round / level
Range: Touch
Target: 1 creature.
Saving Throw: Will Negates (Harmless, sort of - see below)
Spell Resistance: Yes (Harmless)

As you complete this spell attack the target. If you hit they gain a bonus to attack and damage equal to half the damage you deal to them in the attack, not including any magical bonuses to the damage.
 

One With Nothing
Necromancy [Black, Metamagic]
Level: (4), Wiz 4
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Range: Personal
Target: You

You lose all spell preparations. You may prepare new spells in place of all spells lost this way.
 

Freed from the Real
Illusion (Glamer) [Blue]
Level: (3)
Components: V, S
Casting Time: 1 standard action
Duration: 1 round / level (D)
Range: Touch
Target: Creature Touched
Saving Throw: Will Neg. (Harmless)
Spell Resistance: Yes (Harmless)

This weird spell allows the subject to be in two places at once. At any given moment one copy is an illusion and the other is real. Attacks on the subject have a 50% miss chance as the real copy flickers between the two locations. The copies must remain within medium range of each other or the spell fails.

Actions are split between both copies of the subject. Hence a character can attack at one location and move the other. If the character has a multiple attacks he may split them between both locations provided neither takes more than a 5' step.

Bonus attacks granted by cleave or similar feats must be taken in the same location as the felled creature. Full round special attacks such as whirlwind attack can only be made in one location at a time.

The character is eligable to make attacks of opportunity from both locations, but not on the same target for the same reason.

Two copies of the character do grant each other a flanking bonus if correctly positioned.

If a single copy of the character is caught in an area of effect spell there is a 50% chance it will miss outright just as with incorpreal creatures. If both copies of a character are caught in the area of the spell the character saves against the spell normally.
 
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Hail of Arrows
Evocation [Force, White]
Level: (3) Clr 3
Components: V, S, F
Casting Time: 1 round
Duration: Instantaneous
Range: Special
Target: Special
Saving Throw: Fort 1/2
Spell Resistance: Yes

This spell creates a number of force arrows equal to your level (up to 10) that strike (or miss) the same target you fire an arrow at as part of the casting of this spell (Consider the use of this spell to be a full attack action). Damage from the force arrows can be saved against to reduce it to half, and spell resistance can negate them, but not the original arrow.

Focus: The Arrow fired.

Divine Restriction: A cleric can only prepare this spell if the favored weapon of his deity is a bow.
 

Neverending Torment
Necromancy [Black, Evil]
Level: (3) Clr 3
Components: V, S, F
Casting Time: 1 standard action
Duration: 1 minute / level
Range: Touch
Target: Creature Touched
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature does not fall unconscious or suffer any of the normal penalties for having a hit point total less than 0, and the touched creature does not die from hit point loss. The touched creature has a penalty to all attack rolls, skill checks, ability checks and level checks equal to his current hit point total if it is less than 0. To cast any spell the touched creature must make a concentration check DC 10 at a penalty equal to his current hit point total if it less than 0.

This spell can be disenchanted.

The spell gets it's name not from what it does in and of itself, but on what it allows torturers to do to victims. Legend says that Sirrom of the Calishmere placed this spell upon a foe, made it permanent, then enclosed his body between two gates such that every time the gates swing open his body is ripped in half.
 
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Oh sure. Don't post anything for months, then deluge us with an avalanche of spells. ;)

When I saw "Watery Air" I thought that air-breathers would have to hold their breath in the vicinity. There should be a spell that does that, but what would it be called? Could your spell be called "viscous air" instead?

With "One with Nothing" how long does it take to reprepare spells? I know when folks leave slots open it takes 15 minutes per slot, but that could take a while. Could they use the "morning rules" of maximum 1 hour to prepare them all?

If someone casts Freed from the Real and both copies are in the region of a fireball, would they take double damage if they failed both saves?

Re: Neverending Torment- I note that if the victim is unconscious when the spell is cast, he gets no save. If the save was merely "Will Negates" instead of "Will Negates (harmless)" he would get a save, even if unconscious. Also, can you get below -10 hit points while the spell is in effect? IIRC the rules say that -10 is the most negative you can get- but I don't remember if the rule is linked with death in such a way that if the character doesn't die, he can go more negative.
 

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