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The Demented One
2007-05-28, 10:05 AM
Introduction
Is there anyone here who's never played, seen someone play, or thought about playing the card game Magic? Probably the most popular collectible card game ever, and definitely the first, it seems like almost everyone has played it at some time. It seems oddly fitting to integrate Magic into D&D - after all, Magic was originally conceived of as a short game that could be played between D&D sessions. In this thread, I'm planning to convert spells, creatures, and artifacts from Magic into D&D. I'm not aiming to make a Magic campaign setting, nor am I trying to make D&D more like Magic - others have already done that, and quite successfully. I simply want to make simple, easy, and fun conversions of Magic cards into D&D.

Spell List

Bard


1st Level
Pacifism: Prevent a creature from attacking or casting harmful spells.
Steelshaper's Gift: Summon a masterwork weapon.

3rd Level
Deep Analysis: Discover the answer to a single question.
Take Possession: Control a creature's actions for 1 round.

6th level
Relentless Assault: Allies can make full attacks with standard action.
Shatterstorm: Damage or destroy multiple items.

Cleric

1st level
Circle of Protection: Grant an ally protection against a chosen school of magic.
Dark Ritual: Gain bonus spell slots for evil spells.
Pacifism: Prevent a creature from attacking or casting harmful spells.
Steelshaper's Gift: Summon a masterwork weapon.

3rd level
Angel's Blessing: Become unkillable for 1 round.
Corpse Dance: Temporarily animate dead. You may expend another spell slot in place of one this spell is prepared in.
Detainment Spell: Block one of a creature's spell-like or supernatural abilities.
Evincar's Justice: Blast of negative energy that deals 1d8 damage/2 levels. You may expend another spell slot in place of one this spell is prepared in.

4th level
Aegis of Honor: Reflect damage from a spell back on its caster.

5th level
Abeyance: Prevent another spellcaster from using magic.
Gibbering Descent: Vortex of negative energy deals damage each round; casters lose spells.
Relentless Assault: Allies can make full attacks with standard action.
Shatterstorm: Damage or destroy multiple items.
Spirit Link: Link yourself to target; whenever it deals damage, you are healed.
Sudden Death: Deal 1d4 Strength and Constitution damage to an enemy.

6th level
Parallax Wave: Turn a creature ethereal. You may decrease this spell's duration to turn additional creatures ethereal.

9th level
Wrath of God: Blast of divine energy that kills all creatures - including you.

Druid


1st level
Chatter of the Squirrel: Summon a squirrel. You may expend another spell slot to regain a spell slot used to cast this spell.
Saproling Burst: Summon a saproling. You may decrease this spell's duration to summon additional saprolings.
Sylvan Might: Grant creature +4 enhancement bonus to Strength and Constitution for 1 round. You may expend another spell slot to regain a spell slot used to cast this spell.

2nd level
Explosive Growth: Cause a creature to grow one size category. Can be prepared as a 7th-level spell for additional effect.

3rd level
Blessing of Leaches: Leeches heal target, but deal Constitution damage.

4th level
Lightning Helix: Bolt of lightning deals 1d6 damage/level, you are healed.

5th level
Spirit Link: Link yourself to target; whenever it deals damage, you are healed.
Wrap in Vigor: Infuse your allies with healing magic that resurrects them if they are killed.

6th level
Call of the Herd: Summon an elephant. You may expend another spell slot to regain a spell slot used to cast this spell.
Overrun: Multiple creatures get +6 enhancement bonus to Strength and Constitution, Great Cleave as a bonus feat.

7th level
Multani's Decree: Dispel all spells in area, you are healed.

8th level
Death Mutation: Kill a creature, and transform its corpse into saprolings.

9th level
Roar of the Worm: Summon a purple worm. You may expend another spell slot to regain a spell slot used to cast this spell.
Stonewood Invocation: Grant creature +8 enhancement bonus to Strength, Constitution, and natural AC, spell resistance equal to 12 + your caster level for 1 round.

Paladin


1st level
Steelshaper's Gift: Summon a masterwork weapon.

3rd level
Angel's Blessing: Become unkillable for 1 round.
Aegis of Honor: Reflect damage from a spell back on its caster.



Ranger


1st level
Chatter of the Squirrel: Summon a squirrel. You may expend another spell slot to regain a spell slot used to cast this spell.
Steelshaper's Gift: Summon a masterwork weapon.
Sylvan Might: Grant creature +4 enhancement bonus to Strength and Constitution for 1 round. You may expend another spell slot to regain a spell slot used to cast this spell.

2nd level
Explosive Growth: Cause a creature to grow one size category.
Saproling Burst: Summon a saproling. You may decrease this spell's duration to summon additional saprolings.


Sorcerer/Wizard



1st level
Circle of Protection: Grant an ally protection against a chosen school of magic.
Dark Ritual: Gain bonus spell slots for evil spells.
Force Spike: Dispell a spell unless its caster expends another spell.

2nd level
Explosive Growth: Cause a creature to grow one size category. Can be prepared as a 7th-level spell for additional effect.
Incinerate: Cause an enemy to spontaneously combust, taking 1d6 damage/level, and risking catching on fire.
Volcanic Spray: Burst of lava deals 1d6 damage/2 levels. You may expend another spell slot to regain a spell slot used to cast this spell.

3rd level
Corpse Dance: Temporarily animate dead. You may expend another spell slot in place of one this spell is prepared in.
Deep Analysis: Discover the answer to a single question. You may expend another spell slot to regain a spell slot used to cast this spell.
Ertai's Meddling: Delay an enemy's spell.
Fervent Denial: Counter a spell. You may expend another spell slot to regain a spell slot used to cast this spell.
Ghostfire: Cone of force deals 1d4 damage/level.
Hammer of Bogardan: Hammer of fire deals 1d6 damage/level. You may expend another spell slot to regain a spell slot used to cast this spell.
Sudden Shock: Bolt of lightning deals 1d6 damage/2 levels.
Unstable Mutation: Grants creature +4 enhancement bonus to Strength and Constitution, but causes gradual damage to both.

4th level
Cackling Flames: Cone of fire deals 1d6 damage/level, more if you are out of spells.
Ertai's Trickery: Counter or dispell a spell, with a +5 bonus to your caster level check if a metamagic feat has been applied to it.
Flames of the Blood Hand: Touch attack deals 1d6 damage/level, prevents healing.
Hurkyl's Recall: Repair a damaged or destroyed item.
Necropotence: Prepare an extra spell at the cost of Constitution drain (Wizard only).
Probe: Copy the spell of another spellcaster. Can be prepared as a 7th-level spell for additional effect (Wizard only).
Take Possession: Control a creature's actions for 1 round.
Urza's Rage: Ray of fire deals 1d6 damage/level. Can be prepared as a 9th-level spell for additional effect.

5th level
Forbid: Dispell a spell with up to a +15 bonus on caster level check. You may expend another spell slot in place of one this spell is prepared in.
Shatterstorm: Damage or destroy multiple items.
Starstorm: Cylinder of fire deals 1d6 damage/level. You may expend a this spell to prepare a spell of a lower level.
Sudden Death: Deal 1d4 Strength and Constitution damage to an enemy.
Tinker: Destroy a magical item, and absorb bonus xp to use in crafting.

6th level
Parallax Wave: Turn a creature ethereal. You may decrease this spell's duration to turn additional creatures ethereal.

8th level
Spelljack: Dispell and copy a spell (Wizard only).

9th level
Paradox Haze: Aura of temporal energy allows all creatures to take two rounds worth of actions.

The Demented One
2007-05-28, 10:10 AM
Spells

Abeyance
Abjuration
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

You use your own force of will to hold a foe’s mystical abilities at bay. For the duration of this spell, the target cannot cast spells or manifest psionic powers. In addition, all of its spell-like, psi-like, and supernatural abilities are suppressed.

Angel’s Blessing
Abjuration
Level: Clr 3, Pal 3
Components: V, S, DF, XP
Casting Time: 1 instantaneous action
Range: Personal
Target: You
Duration: 1 round

Until end of turn, you gain immunity to death effects. In addition, you do not die if you are reduced to -10 hp or less. However, if, when this spell’s duration ends, you are still at -10 hp or less, you die. Angel’s blessing cannot be countered or dispelled.

XP Cost:
25 xp.

Aegis of Honor
Abjuration
Level: Clr 4, Pal 3
Components: V, S, M, DF
Casting Time: One minute
Range: Personal
Target: You
Duration: One minute/level or until discharged

A faint golden aura surrounds you. Whenever you are dealt damage by a spell while under the effect of aegis of honor, you may expend this spell. If you do, you and the caster of the spell that damaged you make opposed caster level checks. If you succeed on the check, then half of the damage that would have been dealt to you is instead dealt to the caster of the spell.

Material Component:
A model of a shield made out of gold, worth 50 gp

Blessing of Leaches
Conjuration and Necromancy (Healing)
Level: Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates, then Fortitude partial (see text)
Spell Resistance: Yes

You cover a creature with a swarm of conjured leeches, which affix to his flesh, both draining his lifeblood and purifying his body. The creature gains fast healing 5, but must make a Fortitude save each round or take 1d2 points of Constitution damage.

Cackling Flames
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 45 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You unleash a cone of scorching flames that deals 1d6 points of fire damage to all creatures caught in it, max 10d6.

If you have no other prepared spells or spell slots of 4th level or higher when you cast cackling flames, the range increases to 60 ft., and the max damage increases to 15d6.

Call of the Herd
Conjuration (Summoning)
Level: Drd 6
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elephant
Duration: 1 minute/level (D)

You summon an elephant to assist you in battle. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the elephant, using the speak with animals spell or similar means, you can direct it not to attack, to attack particular enemies, or to perform other actions. You cannot summon an elephant into an environment that will not support it.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 7th level or higher spell to regain a spell slot that had been used to cast call of the herd. Call of the herd remains prepared in that spell slot.

Material Component:
A ball of elephant dung, filled with dried grass.

Chatter of the Squirrel
Conjuration (Summoning)
Level: Drd 1, Rgr 1
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned squirrel
Duration: 1 minute/level (D)

You summon a squirrel to assist you in battle or scouting. Squirrels use the statistics of dire rats, except that they lack the rat's disease ability. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the squirrel, using the speak with animals spell or similar means, you can direct it not to attack, to attack particular enemies, or to perform other actions. You cannot summon a squirrel into an environment that will not support it.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 2nd level or higher spell to regain a spell slot that had been used to cast chatter of the squirrel. Chatter of the squirrel remains prepared in that spell slot.

Material Component:
A tuft of squirrel's hair and an acorn.

Circle of Protection
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you cast circle of protection, choose a school of magic. The targeted creature gets a +3 resistance bonus on saves against spells of that school.

Corpse Dance
Necromancy
Level: Clr 3, Sor/Wiz 3
Components: V, S
Duration: 1 minute/level (D)

This spell functions as animate dead, except as above. At the end of corpse dance’s duration, all undead created by it crumble to dust.

In addition, when you cast this spell, you may also expend a spell slot containing a 3rd level or higher spell. If you do, the spell slot containing this spell remains unexpended. You may not use this option if you cast this spell spontaneously.

Dark Ritual
Necromancy [Evil]
Level: Blk 1, Clr 1, Sor/Wiz 1
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

You expend your life force, and channel it into magical energy. You gain three bonus 1st-level spell slots. If you prepare spells, then you may prepare spells in those slots immediately. However, you may only prepare or cast spells with the [evil] descriptor with those spell slots. You cannot prepare dark ritual in any of the bonus spell slots. The bonus spell slots last until the next time you prepare or regain spells. In addition, you lose 10 hp. That loss of hp cannot be healed until the next time you prepare or regain spells.

Material Component:
An disc of onyx engraved with acid, worth 50 gp.

Death Mutation
Conjuration and Transmutation (Summoning) [Death]
Level: Drd 8
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous, then 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You twist and mutate a creature's body, destroying its physical form. It must make a Fortitude save or die. Even if it succeeds the save, it takes 1d6 points of Str damage and 1d6 points of Dex damage. In addition, if the creature dies, you can twist its body further and expend its waning lifeforce to summon a group of saproling (see below for stats), one for every HD of the killed creature. Each saproling appears within the range of this spell, with no two saprolings further than 30 ft. away from each other. The saprolings appear on your turn, and act immediately on your initiative. You have complete control over the saprolings, which remain for 1 minute/level.


Saproling Stats

Small Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Slam +2 melee (1d3)
Full Attack: Slam +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, vulnerability to fire
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 12, Int –, Wis 10, Cha 1
Skills: Listen +2, Spot +2
Feats: Weapon Focus (Slam)
Environment: Temperate Forests
Organization: Solitary, pair, or cluster (4-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always True Neutral
Advancement: 2-4 HD (Small), 5-12 HD (Medium), 13-18 HD (Large)
Level Adjustment: –

Saprolings are animate, motile fungi, common as vermin in some forests. Weak and small, they have a low place on the food chain, eating small vermin, and being preyed on by most herbivores. However, they have found some favor from druids, some of whom have developed a plethora of spells that can be used to summon saprolings. Saprolings come in several different shapes, though their abilities remain the same. The most common form is a featureless, vaguely serpentine or wormlike shape, though others have a vaguely humanoid form

Material Component:
A freshly picked mushroom placed in the skull of a creature that has been dead for at least ten years.

Deep Analysis
Divination
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

Through deep meditation and magical auguring, you unearth the answer to a single yes or no question. There is only a 25% chance that the answer is right, but you can increase that chance by studying the topic before hand. By spending an hour studying and making a DC 20 Knowledge check relevant to the subject, you increase your chances of success by 5%, up to a total of 80%.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 4th level or higher spell to regain a spell slot that had been used to cast deep analysis. Deep analysis remains prepared in that spell slot.

Detainment Spell
Abjuration
Level: Clr 3
Components: V, S
Casting Time: One standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You learn all the spell-like, psi-like, and supernatural abilities possessed by the target, and may choose one of them. That ability is suppressed for the duration of this spell.

Ertai's Meddling
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Until discharged, then one to five rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The next time the target creature casts a spell, that spell does not take immediate effect. Instead, its effect is suspended for between one and five rounds, your choice, after which it takes effect. If, when the spell takes effect, it cannot take effect normally - for example, because its targets are out of range - then the spell is countered.

Ertai's Trickery
Abjuration
Level: Sor/Wiz 4

Ertai’s trickery functions as dispel magic, except as above. In addition, if you target a spell that has had a metamagic feat applied to it, you gain a +5 circumstance bonus on the caster level check to dispel it.

Evincar's Justice
Necromancy
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

You create a blast of negative energy that deals 1d8 damage/2 levels to all creatures caught within it, max 5d8. Undead creatures are healed, rather than harmed, by this damage.

In addition, when you cast this spell, you may also expend a spell slot containing a 3rd level or higher spell. If you do, the spell slot containing this spell remains unexpended. You may not use this option if you cast this spell spontaneously.

Explosive Growth
Transmutation
Level: Druid 2, Rgr 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 full round action
Range: Touch
Target: Creature touched

Explosive growth functions as enlarge person, except as above.

In addition, when you cast or prepare explosive growth, you may do so with a 7th level or higher spell slot. If you do, then the target creature's size instead increases by two categories, and the bonus to Strength increases to +8, and it gains a +4 size bonus to Constitution. The penalty to Dexterity increases to -4. All other aspects of the spell remain unchanged.

Fervent Denial
Abjuration
Level: Sor/Wiz 3

Fervent denial functions as the counterspell function of dispel magic.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 4th level or higher spell to regain a spell slot that had been used to cast fervent denial. Fervent denial remains prepared in that spell slot.

Flames of the Blood Hand
Evocation and Necromancy [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous, then 1 round/level
Saving Throw: None, then Fortitude negates
Spell Resistance:

Your blood-stained hand bursts into flame as you make a touch attack against the target creature. If the attack is successful, that creature takes 1d6 points of fire damage/level, max 10d6. This damage ignores resistance (but not immunity) to fire. In addition, if that creature fails a Fortitude save, then it cannot be magically healed for 1 round/caster level.

Material Component:
The blood of a demon, smeared on your hand before casting the spell.

Forbid
Abjuration
Level: Sor/Wiz 5

Forbid functions as dispel magic, except that the maximum caster level on your dispel check is +15 instead of +10.

In addition, when you cast this spell, you may also expend a spell slot containing a 5th level or higher spell. If you do, the spell slot containing this spell remains unexpended. You may not use this option if you cast this spell spontaneously.

Force Spike
Abjuration
Level: Sor/Wiz 1
Range: Close (25 ft. + 5 ft./2 levels)

Force spike functions as dispel magic, except that the maximum caster level on your dispel check is +5, instead of +10. In addition, instead of making a caster level check, the caster of a spell you target may expend a prepared spell or spell slot of 1st level or higher. If he does so, then he is treated as having automatically succeeded on the check.

Ghostfire
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You fire a cone of force that takes on the appearance of ghostly white flames. All creatures caught in the cone take 1d4 points of force damage/level, max 10d4.

Gibbering Descent
Necromancy
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You create a vortex of negative energy that saps the minds and bodies of all creatures caught in it. Each round, all creatures in the area of this spell, including you and your allies, must make a Will save or take 1d8 points of damage, plus one point of damage per caster level. Undead creatures are healed, rather than harmed. In addition, creatures capable of casting spells that fail their first Will save must attempt another. If the fail that one, then they lose one prepared spell or spell slot of the highest level of spell they can cast. If they have multiple prepared spells of the highest level they can cast, then they lose a random spell.

If you have no other prepared spells or spell slots of 5th level or higher when you cast gibbering descent, then you are not affected by it. Your allies still have to save against it normally.

Hammer of Bogardan
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Flaming hammer
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a hammer of fire, and fling it at an opponent. You must succeed on a ranged touch attack to hit. If your attack is successful, the struck enemy takes 1d6 points of fire damage per level, to a maximum of 10d6.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 4th level or higher spell to regain a spell slot that had been used to cast Hammer of Bogardan. Hammer of Bogardan remains prepared in that spell slot.

Focus:
A model hammer made of obsidian, worth 500 gp.

Hurkyl's Recall
Transmutation
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can restore a damaged item to full hp. In addition, if used on a destroyed item, magical or otherwise, it completely repairs it and restores it to working order.

XP Cost:
150 xp.

Incinerate
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You channel elemental fire into a creature, causing it to spontaneously burst into flames. It takes 1d6 points of fire damage/level, max 5d6, Fortitude half. This damage ignores resistance (but not immunity) to fire. In addition, if the creature fails its save, it catches on fire for 1d4 rounds. The saves to avoid the fire damage are Fortitude saves, rather than Reflex saves.

Material Component:
A handful of ashes from a cremated skull.

Lightning Helix
Conjuration and Evocation (Healing) [Electricity]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You fire an arc of lightning at an enemy. You must succeed on a ranged touch attack to hit. If the attack is successful, the enemy takes 1d6 points of electricity damage per caster level, max 15d6. In addition, the power of the lightning is channeled into your body, healing you an amount of hp equal to the damage dealt.

Multani's Decree
Abjuration and Conjuration (Healing)
Level: Drd 7
Components: V, S, DF
Area: 30 ft.-radius burst

Multani's decree functions as the area dispel function of dispel magic, except as above and that the maximum caster level on your dispel check is +20 instead of +10. In addition, for every spell dispelled by Multani's decree, you are healed 1d6 hp, plus an amount of hp equal to that spell's level.

Necropotence
Necromancy
Level: Wiz 4
Components: V, S, F
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You gain a bonus spell slot of any level you can cast, in which you may prepare any spell you have in your spellbook. You take an amount of Constitution drain equal to the level of the spell slot gained. The Constitution drain cannot be restored by spells or other means, but is removed the next time you prepare spells. The bonus spell slot lasts until you cast the spell contained in it or until the next time you prepare spells.

Focus:
A humanoid skull, engraved with mystic sigils.

Overrun
Transmutation
Level: Drd 6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 creature/level
Duration: 1 round/2 levels (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All creatures targeted by this spell are filled with energy. They gain a +6 enhancement bonus to Strength and Constitution, and gain Great Cleave as a bonus feat for the duration of this spell.

Material Component:
The blood-stained hide of a tiger.

Pacifism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Clr 1
Components: V, S
Range: Close (25 ft. + 5 ft./2 levles)
Target: One creature
Duration: 1 round/level, see text (D)
Saving Throw: Will negates, then Will partial, see text
Spell Resistance: Yes

Whenever the target creature would make an attack or cast a spell that would deal damage or ability damage, or otherwise harm a creature, it must make a Will save. If it fails, it is incapable of doing so, and cannot attempt to harm a creature again for that round. If the creature succeeds on its save, then it is capable of doing so, and this spell is dispelled.

Paradox Haze
Transmutation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft.-radius emanation, centered on you
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

You distort the nature of time around you, temporarily fusing your timeline with another, and allowing the time of each to flow together. Each creature in the area of this spell may take two rounds worth of actions every round.

Focus:
A crystal vessel infused with a mist of temporal energy, worth 20,000 gp.

Parallax Wave
Conjuration (Teleportation)
Level: Clr 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: One round/2 levels (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Target creature becomes ethereal for the duration of the spell if it fails its save. In addition, each subsequent round, as a standard action, you may target an additional creature. That creature must also save or become ethereal. However, every time you do so, the remaining duration of this spell is decreased by one, regardless of whether the creature succeeds or fails its save.

Probe
Divination
Level: Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You peer into the mind of another spellcaster, and copy his magic. You learn which spells that your opponent has prepared or known, and may choose one spell of 3rd level or lower. You gain a bonus spell slot of that spell’s level, and may immediately prepare that spell in it. You may cast it as if you had prepared it normally, even if that spell is not on your class list. The bonus spell slot lasts until you cast the spell or until the next time you prepare spells.

In addition, when prepare probe, you may do so with a 7th level or higher spell slot. If you do, then you may choose a spell of 6th level or lower to copy. In addition, your opponent loses access to that spell–if he prepares spells, then one spell slot with that spell prepared in it is expended; if he casts spells spontaneously, he loses one spell slot of that spell’s level. All other aspects of the spell remain unchanged.

Relentless Assault
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Clr 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 creature/4 levels
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You incite a burning rage in the target creatures. Each target creature may use a standard action to make a full attack this round.

Roar of the Worm
Conjuration (Summoning)
Level: Drd 9
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned worm
Duration: 1 round/level (D)

You summon a purple worm to assist you in battle. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the worm using some means, you can direct it not to attack, to attack particular enemies, or to perform other actions. You cannot summon a purple worm into an environment that will not support it.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 9th level or higher spell to regain a spell slot that had been used to cast roar of the worm. Roar of the worm remains prepared in that spell slot.

Material Component:
The tooth of a purple worm, with spiraling designs carved into it with a stone blade.

Saproling Burst
Conjuration (Summoning)
Level: Drd 1, Rgr 2
Components: V, S, M, DF
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned saproling.
Duration: 1 round/level (see text)

You summon a saproling (see below for statistics). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You have complete control over the saproling. You cannot summon a saproling into an environment that will not support it.

In addition, each subsequent round, as a full round action, you may summon an additional saproling. However, every time you do so, the remaining duration of this spell is decreased by one.


Saproling Stats

Small Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Slam +2 melee (1d3)
Full Attack: Slam +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, vulnerability to fire
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 12, Int –, Wis 10, Cha 1
Skills: Listen +2, Spot +2
Feats: Weapon Focus (Slam)
Environment: Temperate Forests
Organization: Solitary, pair, or cluster (4-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always True Neutral
Advancement: 2-4 HD (Small), 5-12 HD (Medium), 13-18 HD (Large)
Level Adjustment: –

Saprolings are animate, motile fungi, common as vermin in some forests. Weak and small, they have a low place on the food chain, eating small vermin, and being preyed on by most herbivores. However, they have found some favor from druids, some of whom have developed a plethora of spells that can be used to summon saprolings. Saprolings come in several different shapes, though their abilities remain the same. The most common form is a featureless, vaguely serpentine or wormlike shape, though others have a vaguely humanoid form

Material Component:
A handful of freshly-gathered mushrooms.

Shatterstorm
Evocation [Sonic]
Level: Brd 6, Clr 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 1 non-magical item/2 levels or up to 1 magical item/3 level levels
Duration: Instantaneous
Saving Throw: Fortitude half, see text
Spell Resistance: No

Non-magical items targeted by this spell within the range of this spell are destroyed, with no save. Magical items targeted by this spell take 1d4 points of sonic damage/level, max 15d4.

Arcane Material Component:
A handful of shattered glass.

Spelljack
Abjuration
Level: Wiz 8
Casting Time: 1 swift action

Spelljack functions as the targeted dispel or counterspell function of greater dispel magic, except that the maximum caster level on your dispel check is +20 instead of +15. If you use the targeted dispel function, you may only target a spell.

In addition, if you successfully counter or dispel a spell, then you gain a bonus spell slot of that spell's level, with that spell prepared in it. You may cast that spell as if you had prepared it normally, even if it is not on your class spell list. The bonus spell slot lasts until you cast the spell or the next time you prepare spells.

Spirit Link
Conjuration (Healing)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/2 caster levels (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Whenever the targeted creature deals damage, you are healed an amount of hp equal to the damage dealt.

Starstorm
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (30 ft. radius, 60 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You call down a blazing pillar of fire that deals 1d6 points of fire damage/level, max 15d6, to all creatures in the area of this spell.

In addition, as a standard action, you may expend a spell slot containing starstorm. If you do, you gain a bonus spell slot of 4th level or lower, and may immediately prepare any spell from your spellbook in it.

Steelshaper's Gift
Conjuration
Level: Brd 1, Clr 1, Pal 1, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One conjured masterwork weapon
Duration: 1 round/level

You summon a masterwork weapon of any kind into your hands. If your hands are full, then it falls to your feet. If you summon a ranged weapon, then 20 arrows, bolts, or similar pieces of ammunition are also summoned. You are treated as being proficient with that weapon - but not others of its kind - for the duration of this spell. Other characters may use the weapon, but they do not automatically become proficient with it. At the end of this spell's duration, the weapon vanishes back to where it was summoned from.

Material Component:
A polished sphere of iron ore, worth 50 gp.

Stonewood Invocation
Abjuration and Transmutation
Level: Drd 9
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You endow the targeted creature with the strength of an ancient oak. It gains a +8 enhancement bonus to Strength, Constitution, and its natural AC. It also gains spell resistance equal to 12 plus your caster level. Stonewood invocation cannot be countered or dispelled.

Sudden Death
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You sap a creature’s lifeforce, dealing 1d4 points of Strength damage and Constitution damage to it. Sudden death cannot be countered.

Sudden Shock
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: 30 ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You swiftly fire a bolt of lightning at a creature. You must make a ranged touch attack to hit. If your attack is successful, the bolt deals 1d6 points of electricity damage/2 levels, max 5d6, to the struck creature. Sudden shock cannot be countered.

Sylvan Might
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Target creature gets a +4 enhancement bonus to both Strength and Constitution.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 2nd level or higher spell to regain a spell slot that had been used to cast sylvan might. Sylvan might remains prepared in that spell slot.

Take Possession
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Casting Time: 1 swift action
Duration: One round

Take possession functions as dominate monster, except as above. Take possession cannot be countered or dispelled.

Tinker
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One magical item
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The targeted magical item is destroyed, unless it makes its save. You gain bonus XP equal to half the XP cost of creating the targeted item. This bonus XP does not count towards your XP total for purposes of gaining levels and you cannot use it to pay the XP costs of spells, but you can use it to pay XP costs when crafting magical items.

Material Components:
A clockwork device made from platinum and electrum set with rare gems, worth 5,000 gp.

Unstable Mutation
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes

You transform and mutate a creature, bolstering its strength. It gains a +6 enhancement bonus to both Strength and Constitution. However, as time passes, its mutations become harmful and degenerative. At the end of each round, the target creature takes 1 point of Strength and Constitution damage.

Urza's Rage
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You launch a bolt of fire at a creature. You must succeed on a ranged touch attack to hit. If the attack is successful, that creature takes 1d6 points of fire damage/level, max 15d6. Urza's rage can't be countered.

In addition, when you cast or prepare Urza's rage, you may do so with a 9th level spell slot. If you do so, the max damage increases to 25d6. In addition, the damage dealt ignores resistance (but not immunity) to fire. All other aspects of the spell remain unchanged.

Volcanic Spray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell causes the earth below your feet to spew forth lava. All creatures in the area of this spell take 1d6 points of fire damage/2 levels, max 8d6. Airborne creatures that are 10 ft. or more above the ground do not take this damage.

In addition, if you prepare spells, then you may, as a swift action, expend a spell slot containing a 3rd level or higher spell to regain a spell slot that had been used to cast volcanic spray. Volcanic spray remains prepared in that spell slot.

Material Component:
A handful of obsidian dust.

Wrap in Vigor
Conjuration (Healing)
Level: Drd 5
Components: V, S, M, DF
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/3 levels
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You infuse your allies with sparks of latent lifeforce, waiting to be triggered. Should any of the targeted characters die during the duration of this spell, then they are brought back to life, as the spell resurrection. However, they do not lose a level upon being resurrected.

Material Component:
500 gp worth of powdered emeralds mixed with sprinkles of water taken from a fresh spring.

Wrath of God
Necromancy [Death]
Level: Clr 9
Components: V, S, F
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft. radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

You unleash a blast of divine power that destroys all - even you. All creatures in the area of this spell, including you and your allies, must make a Fortitude save or die. Creatures that succeed on their saves still take 5d6 damage plus 1 point of damage per caster level, max +30. Creatures killed by this spell cannot be resurrected except by other 9th level spells or epic magic.

Focus:
A platinum holy symbol of your deity, worth 2,500 gp.

Knight9910
2007-05-28, 10:27 AM
Not to go off topic...but this actually kinda piqued my curiosity so I did a search on trading card games. Apparently the first trading card game ever is the "Baseball Card Game" but that doesn't really count since you didn't actually "play" baseball cards. Aside from that the first is indeed Magic. Also, did you know they apparently made a SimCity TCG? Weird.


That said, are you doing this yourself or are other people invited to post their own ideas?

Tellah
2007-05-28, 11:18 AM
Ooh, I've played the Sim City CCG. It was great!

The Atog looks good, but I notice it has a level adjustment without further information for playing one as a character (favored class, racial ability modifiers, etc). Not that I'd want one of the nasty little buggers in my adventuring party, mind you...:smallsmile:

The Demented One
2007-05-28, 12:27 PM
That said, are you doing this yourself or are other people invited to post their own ideas?
I'm doing this myself, but I'd love to see other people's ideas.

JackMage666
2007-05-28, 04:21 PM
Unsummon
Abjuration
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Summoned creature touched
Saving Throw: Will partial
Spell Resistance: No

As you cast this spell, make a melee touch attack against a single creature that has been summoned with a spell such as summon monster I. If the touch attack is successful, that creature is allowed a Will save. If it succeeds on the save, the remaining duration of the effect that summoned it is halved. If it fails the save, the effect that summoned it is dispelled.

Focus:
A tiny, torn bag and the smashed remains of a candle

That's only alot too powerful - Especially for a 0-level spell. It can completely dispel Summon Monster IX spell, or, at least, half the duration. Too powerful. Boost it to 2nd level, and take away the Will Partial (Save completely protects, fail dispels). If you want to keep it level 0, they must save or lose 1 round from duration.

The Demented One
2007-05-28, 04:29 PM
That's only alot too powerful - Especially for a 0-level spell. It can completely dispel Summon Monster IX spell, or, at least, half the duration. Too powerful. Boost it to 2nd level, and take away the Will Partial (Save completely protects, fail dispels). If you want to keep it level 0, they must save or lose 1 round from duration.
I've bumped the level up to 1, and given the target a bonus on the save equal to the level of the spell that summoned it. That should help balance it out.

Closet_Skeleton
2007-05-28, 04:50 PM
Sorry to be harsh.


SpellsHurkyl's Recall
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 hour
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can restore a damaged item to full hp. In addition, if used on a destroyed item, magical or otherwise, it completely repairs it and restores it to working order.

There's already a repair spell that is more balanced.


SpellsNecropotence
Necromancy
Level: Wiz 4
Components: V, S, F
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You gain a bonus spell slot of any level you can cast, in which you may prepare any spell you have in your spellbook. You take an amount of Constitution drain equal to the level of the spell slot gained. The Constitution drain cannot be restored by spells or other means, but is removed the next time you prepare spells.

Focus:
A humanoid skull, engraved with mystic sigils.

Some wizard spells already exist that do this, in the PhB no less.


Spells

Terror
Enchantment (Compulsion) [Death, Fear, Mind-Affecting]
Level: Clr 5, Sor/Wiz 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude or Will partial
Spell Resistance: Yes

This spell instills its target's mind with horrific images drawn from the deepest recesses of its unconscious. It must make either a Fortitude or a Will save, its choice, or die. Even if it succeeds on its save, it is panicked for 1d4 rounds. Evil creatures automatically succeed on their save.

Phantasmal killer already exists.


SpellsUnsummon
Abjuration
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Summoned creature touched
Saving Throw: Will partial
Spell Resistance: No

As you cast this spell, make a melee touch attack against a single creature that has been summoned with a spell such as summon monster I. If the touch attack is successful, that creature is allowed a Will save. It receives an enhancement bonus on the save equal to the level of the spell that summoned it. If it succeeds on the save, the remaining duration of the effect that summoned it is halved. If it fails the save, the effect that summoned it is dispelled.

Focus:
A tiny, torn bag and the smashed remains of a candle.

Dismissal already exists and is better balanced.


SpellsWrath of God
Necromancy [Death]
Level: Clr 9
Components: V, S, F
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft. radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

You unleash a blast of divine power that destroys all - even you. All creatures in the area of this spell, including you and your allies, must make a Fortitude save or die. Creatures that succeed on their saves still take 5d6 damage plus 1 point of damage per caster level, max +30.

Focus:
A platinum holy symbol of your deity, worth 2,500 gp.

The Book of Exalted Deeds has a kamikaze spell.

Every thing else might be useful but some are a bit out of place. It's your game though so it doesn't matter.

The Demented One
2007-05-28, 08:22 PM
There's already a repair spell that is more balanced.
I think the intent of the repair series is mainly to heal constructs, whereas this focuses on fixing items. I do understand your balance concerns, I think I'll put a small xp cost on it.


Some wizard spells already exist that do this, in the PhB no less.
Not quite. Mnemonic enhancer, which I think is what you're referring to, lets you fill an empty spell slot after you've prepared spells normally. This gives you a bonus spell slot to fill. Similar, but different - and thus, the heightened cost.


Phantasmal killer already exists.
Again, similar, but different. This one's a bit stronger than phantasmal killer, but weaker than other kill spells.


Dismissal already exists and is better balanced.
Dismissal is a relatively high level anti-outsider spell. This is a low-level anti-summoning spell. I think there's room for both.


The Book of Exalted Deeds has a kamikaze spell.
I'm pretty sure they work differently - the exalted one deals damage, this is a kill spell. In addition, this is accessible to everyone, not just exalted spellcasters, which are rather rare. Finally, Wrath of God is probably one of the most iconic magic cards ever - there's no way I could do this without including it somehow.

JackMage666
2007-05-28, 11:12 PM
Wrath of God looks Epic, not 9th level.

PerasThorngage
2007-05-29, 01:29 AM
I wrote up some of my own spells, as strangely enough I actually have my own home brew partially based on Dominaria. Hope you like these sorry if its not as great as yours.

Plague
Necromancy
Level: Wiz/Sorc 6
Components: V, S.
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20 ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

As the spell casters gestures towards you, a black miasma drifts across the battlefield. When it touches the skin you see flesh wither and fall off the bone.
Plague targets a group of creatures in a 20 ft radius, those creatures must make a fortitude save, or take 2d6 constitution damage. In addition any creatures that were affected by this spell must make another fortitude save after 1 minute or take 2d6 strength and dexterity damage.


Congregate
Conjuration (Healing)
Level: Clr 4, Dru 5
Components: V, S.
Casting Time: 1 Standard Action
Range: 20 ft. radius centered on you
Duration: Instantaneous
Saving Throw: Yes (Harmless)
Spell Resistance: Yes (Harmless)

All find strength in the union of many, and as we gather for prayer, let us also gather for battle.

Heal all allies in a 20ft radius 1d8 +3 per ally in the radius. (I.E. five allies in the radius would heal them all 5d8 +15; while a group of two would heal only 2d8+6)

Shock
Abjuration
Level: Wiz/Sorc 1, Druid 1
Components: V, S.
Casting Time: 1 Swift Action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Your body acts as a lightning rod as electricity channels forth from the ground and out through your hands.

You may make a ranged touch attack to deal 1d4 +1 per caster levels points of electricity damage. No save, Fort Save to avoid daze for 1 round.

Life Force
Abjuration
Level: Dru 3
Components: V, S.
Casting Time: 1 Standard Action
Range: 20 ft radius centered on you
Duration: 1 minute/level concentration.
Saving Throw: None
Spell Resistance: None

The prayers of Gaea can be heard on the wind, and as the druid concentrates you see a palpable green aura surround you.

You and allies gain immunity to necromancy spells and effects in a 20 ft radius around the caster. During the duration the caster must concentrate to maintain the effect.

Phase
Conjuration
Level: Wiz/Sorc 3
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The hulking ogre charges in your direction axe held high, with a smile and a wave he dissipates with a confused look on his face.

A creature is thrown into an extra dimensional space similar to imprisonment this effect takes a creature out of combat for 1d4+1 rounds.

Time Spike
Transmutation
Level: Wiz/Sorc 3
Components: V, S.
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: will save negates.
Spell Resistance: Yes

The air in front of the mage ripples like a spike through water, as it strikes you energy is drained from your body and wrinkles appear across your skin.

The time surround the creature is drastically sped up albeit for a short time. The caster makes a ranged touch attack, target creature ages taking 4 points of strength, dexterity, and constitution damage. Will Negates. Duration 1 round/level.

Circle of Law and Grace
Abjuration
Level: Clr 5
Components: V, S.
Casting Time: 1 Immediate Action
Range: 20 ft radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

A wave of white energy washes over your group, as the dragon breathes the priest of Serra only looks on with a confident smile.

All allies within 10 ft radius gain Resist to Fire 20, death ward, and the effects of a Protection from Chaos and Evil.

Greater Circle of Protection
Abjuration
Level: Clr 7
Components: V, S, M.
Casting Time: 1 Immediate Action
Range: Medium (100 ft. + 10 ft./level)
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: None

Completing the ritual and sending sprays of silver dust into the air, prayers to your god begin to form around you protecting you from harm.

Create a 20 ft circle of protection, creatures with a lower hit dice than your caster level cannot enter or cast spells into the circle. You may sacrifice a spell slot to treat your caster level as an amount higher equal to twice your spell level sacrificed for one round. Creatures attacking out of the circle ends the effect.

Material Component: 25 gp of Silver Dust

DracoDei
2007-05-30, 08:35 PM
Probe as written seems to be something every wizard should get together with his friends and cast on eachother to avoid having to make spellcraft rolls to learn eachother's spells. Exponentially more broken for sorcerers if I read it right.

DracoDei
2007-05-30, 08:50 PM
Counterspelling is rarely seen in D&D, you MIGHT want to augment the spells that can't be countered by giving them them some free spell-penetration (IE bonuses on rolls to overcome spell resistance).

DracoDei
2007-05-30, 09:18 PM
Congregate
Almost certainly needs a cap on it... Also if summoned creatures count a Druid can just dump a spell (or more than one) he doesn't need into Summon Natures Ally III for 1d4+1 catagory I creatures and then cast this.


Shock
Abjuration
<Snip>
You may make a ranged touch attack to deal 1d4 +1 per caster levels points of electricity damage. No save, Fort Save to avoid daze for 1 round.

Wording on the save could be better maybe "... of electricity damage and dazes for 1 round. A successful fortitude save negates the dazing effect but does not alter the damage."



Time Spike

Specify the aging is temporary. That brings the fluff around to match the crunch you have provided.

The Demented One
2007-05-30, 09:29 PM
Probe as written seems to be something every wizard should get together with his friends and cast on eachother to avoid having to make spellcraft rolls to learn eachother's spells. Exponentially more broken for sorcerers if I read it right.
Note that you can only cast it once...you don't learn it permanently. Also, sorcerers don't even get it.

EDIT: Oh, I see. I used "learn" ambiguously there, I'll fix that.

Innis Cabal
2007-05-31, 12:07 AM
shame on all of you, where is the Dark Rit?

ZeroNumerous
2007-05-31, 01:02 AM
Where's the love for Burn decks? :smalltongue:

Fizban
2007-05-31, 02:31 AM
There's no reason the kicker cost spells shouldn't be allowed to work with the sorcerer, in fact there's a few kicker style spells out right now (Dragon Magic or Complete Mage I think) that let you sacrifice additional slots for more power, as if I needed justification. There seem to be a lot of spells that give a wizard more versatility with his slots, which I can't say I like, but most of them are direct damage and so aren't so bad at least.

As I remember it, the draw of Urza's Rage was that the damage was for all practical purposes unblockable, but your version has no such quality. It should at least ignore resistances if not immunities and needs to be uncounterable. That may have only been with the kicker but still...

Sir Kobold
2007-05-31, 02:43 AM
Where can I find the MTG versions of D&D? As a fan of both, It would be pretty cool if you could tell me where to find them.

The Demented One
2007-05-31, 11:37 AM
There's no reason the kicker cost spells shouldn't be allowed to work with the sorcerer, in fact there's a few kicker style spells out right now (Dragon Magic or Complete Mage I think) that let you sacrifice additional slots for more power, as if I needed justification. There seem to be a lot of spells that give a wizard more versatility with his slots, which I can't say I like, but most of them are direct damage and so aren't so bad at least.
I've got it worded so you can prepare or cast it with a higher slot, so pretty much everyone can use that one.


As I remember it, the draw of Urza's Rage was that the damage was for all practical purposes unblockable, but your version has no such quality. It should at least ignore resistances if not immunities and needs to be uncounterable. That may have only been with the kicker but still...
Good point. I'll change that.

The Demented One
2007-06-01, 06:36 PM
Where's the love for Burn decks? :smalltongue:
Okay, got a couple more classics of burn up there.

Vuzzmop
2007-06-01, 10:47 PM
I'm starting up my own campaign world based on Ravnica: City Of Guilds. Anyone else doing something similar?

Fizban
2007-06-02, 01:49 AM
Wait....did you just remove the xp cost from Paradox Haze? That can't be a good idea....

The Demented One
2007-06-02, 05:55 PM
I think the fact that it affects enemies as well as allies, and the expensive focus, keep it pretty balanced.

Fizban
2007-06-03, 06:19 PM
Material component I could see, but focuses aren't so bad, just buy and forget. Affecting enemies and allies is iffy, it depends on how far away the battle starts and continues. Plus, two rounds of action at once could easily be enough to end the battle before the enemy gets to take their two actions, assuming that they're in position.

I see the spell being used before combat begins in conjunction with something to boost initiative, and while the enemy is outside of the area. Which raises the question: do you have to be in range at the start of your turn to get both actions, or if you walk in during your turn do you get an extra?

Finally, how about saying that they get an extra turn one point after their first in the initiative order? It could get some interesting conflicts between initiatives.

The Demented One
2007-06-03, 06:58 PM
Uh-oh, seems I've deleted the main post...I'll see about fixing that.

Fizban
2007-06-05, 06:34 PM
Huh, doesn't look any different to me, but I could easily be missing something.

DracoDei
2007-06-05, 07:30 PM
The save DC for Blessing of Leeches should be reducable to the mininium that it could theoretically have for the level it is and the casting stat required to cast it. That way it doesn't become a WORSE spell to put on an ally the better a caster you are.

I guess the Squirrel in "Chatter of Squirrels" must be a fox squirrel (or some other very large squirrel species) to be even arguably that big and powerful... the ones I am more familar with would be like rats with a large racial bonus to Jump the Fox Squirrel also aborial and so would have a similar bonus to jump checks. I can't easily find information on non-north american species, but I don't think ground squirrels get much bigger than tree squirrels (oddly enough).

Fizban
2007-06-05, 11:38 PM
Okay, you really need to tell us when you update this, as you've been doing it without telling us. Anyway, nice implementation of threshold.

DracoDei
2007-06-06, 05:31 PM
Seconded, and more specificially it would be nice to have the individual spells added/edited in any particular edit mentioned so we know WHERE to look as well as WHEN to look.