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Thread: MTG: D20 Spells

  1. - Top - End - #1
    Dwarf in the Playground
     
    EENick's Avatar

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    Apr 2009

    Default MTG: D20 Spells

    This is the thread to work spells for the d20 MTG system being worked on in this thread here.

    I'll update this first post with spells as they're finalized.

    Here is the class as it stands right now

    Spoiler
    Show

    Walkers
    Game Rule Information
    Walkers have the following game statistics
    Abilities
    Charisma is key to walker’s abilities.
    Alingment
    Any

    HD: d4
    Walker
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Mana Focus. Plus one colored mana.

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Plus one colored mana.

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | Plus one colored mana.

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Plus one colored mana,

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Plus one colored mana, Instant 2.

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | Plus one colored mana.

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | Plus one colored mana.

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    | Plus one colored mana.

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | Plus one colored mana.

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Plus one colored mana, Instant 3.

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    | Plus one colored mana.

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | Plus one colored mana.

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    | Plus one colored mana.

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    | Plus one colored mana.

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    | Plus one colored mana, Instant 4.

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | Plus one colored mana.

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | Plus one colored mana.

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | Plus one colored mana.

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    | Plus one colored mana.

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    | Plus one colored mana, Plane Shift once per day. [/table]

    spells
    {table=head]Level| 1|2|3|4|5|6|7|8|9

    1st|2|0|0|0|0|0|0|0|0

    2nd|3|0|0|0|0|0|0|0|0

    3rd|3|1|0|0|0|0|0|0|0

    4th|4|2|0|0|0|0|0|0|0

    5th|4|3|1|0|0|0|0|0|0

    6th|4|4|2|0|0|0|0|0|0

    7th|4|4|2|1|0|0|0|0|0

    8th|5|4|3|2|0|0|0|0|0

    9th|5|5|3|2|1|0|0|0|0

    10th|5|5|3|3|2|0|0|0|0

    11th|5|5|4|3|2|1|0|0|0

    12th|5|5|5|3|3|2|0|0|0

    13th|5|5|5|4|3|2|1|0|0

    14th|5|5|5|5|3|3|2|0|0

    15th|5|5|5|5|4|3|2|1|0


    16th|5|5|5|5|5|3|3|2|0

    17th|5|5|5|5|5|4|3|2|1

    18th|5|5|5|5|5|5|3|3|2

    19th|5|5|5|5|5|5|4|3|3

    20th|5|5|5|5|5|5|5|4|4 [/table]

    Class Skills: A Walkrs's class skills (an the key ability of each skill) are: Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge: (All Skills taken individually), Spellcraft (Int), Survival (Wis)
    Skill Points at 1st Level: (4 + Int modifer) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armor Profiency: Walkers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a walkers’s movements, which can cause her spells with somatic components to fail.

    Spells: A walker casts mana spells which are drawn from the walker spell list. A walker must choose and prepare her spells ahead of time (see below) but must also use his or her mana to pay for them at the time of casting.
    To learn, prepare, or cast a spell, the walker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a walker’s spell is 10 + the spell level + the walker’s Intelligence modifier.

    Like other spellcasters, a walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the attached table.

    Unlike a bard or sorcerer, a walker may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spelldeck. While studying, the walker decides which spells to prepare.

    Spelldeck: A wizard must study her spelldeck, which is made up of Great Tarot like cards each representing a single spell, each day to prepare her spells. She cannot prepare any spell she does not have a card for.
    A walker begins play with a spellcards for three 1st-level spells of your choice. For each point of Intelligence bonus the walker has, the spelldeck holds one additional 1st-level spell of your choice. At each new walker level, she gains two new spell cards of any spell level or levels that she can cast (based on her new walker level) for her spelldeck. At any time, a walker can also add spells found in other wizards’ spellcards to her own deck.

    Mana: Mana is the energy drawn from the universe which a walker uses to cast their spells. A walker starts each turn with an amount of colored mana equal to their walker level plus one colorless mana for each plus to their intelligence modifier. In order to cast a spell or activate a mana based ability a walker must spend the correct amount of mana to do so.

    Mana Focus (Ex)
    Walker Picks a color of mana to gain access to. They may choose from White, Green, Red and Blue.
    Walkers may pick a color of mana to align with. While later colors can be gained with feats regardless of alignment this first color must correspond to the casters alignment. It is considered the players primary color.
    White – Any Non-Evil
    Red – Any Non-Lawful
    Green – Any Neutral
    Blue – Any Non-Chaotic
    Black – Any Non-Good

    Colored Mana
    At the start of each round a players gains an amount of mana according to their level. The color of the mana for each instance of this ability is chosen at the time the player levels up. Any color the player has access to maybe chosen at that time.

    Instant
    Instant allows a wizard to cast more than one spell on their turn. Additional spells may only be up to ˝ the maximum casting level of the first rounding down. So if a player can cast up to level 9 spells for their first spell there second can only be up to level 4, there third level 2 and their fourth level 1 and if a players first spells is up to level 6 their second is up to level 3 and their third is up to level 1.


    1st Level Spells (Untested)
    Spoiler
    Show

    White
    Healing Salve
    Color: White
    Level: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Touch
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel healing power into your target, healing him for 1d6 hit points

    Green
    Giant Growth
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Close (50 Feet)
    Duration: 1 Round
    Saving Throw: None
    Spell Resistance:No

    Effect:
    One willing target creature increases two size levels for one round.

    Wild Growth
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Personal
    Area of Effect: 10 foor radius
    Duration: Perminent
    Saving Throw: None
    Spell Resistance:No

    Effect:

    You channel the power of the wild, causing plantlife in the form of grass, flowers and furns, to rapidly spring up in a ten foot radius around you. The plants do not hinder your ability to act. While standing in the midst of these plants you gain one additional green mana each turn. The plants are otherwise normal plants and will wither over time if not cared for or planted in a place which can support them. So long as the plants are healthy the magical effect presists.

    Red
    Blaze
    Color: Red
    Level: Walker 1
    Mana: XR
    Casting time: 1 Standard Action
    Range: Medium 200 feet (+10 feet per mana spent on X)
    Duration: Instant
    Target: One Creature
    Saving Throw: Reflex Half
    Spell Resistance:Yes

    Effect:
    The caster of this spell sends a stream of burning fire towards his or her target. The flames do 1d4 fire damage with a reflex save for half damage. You may not spend more mana on this spell then your current caster level.

    Brute Force

    Color: Red
    Level: Walker 1
    Mana: R
    Casting time: 1 Standard Action
    Range: Close 50 feet
    Target: One Creature
    Duration: 1 turn
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The spell fills the enspelled creature with sudden and unspeakable ferocity granting them a +3 AC bonus and a +3 bonus to hit and damage on physical attacks.


    Blue
    Force Spike
    Color: Blue
    Level: Walker 1
    Mana: U
    Casting time: 1 standard action
    Range: Close (50 Feet)
    Duration: 1 turn
    Saving Throw: Fort Negates or Will
    Spell Resistance:Yes
    Effect:
    The target of this spell is hit with a massive jolt of power momentarily overwhelming the victim unless they make a fortitude save. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. The victim can choose up to take 1d2 points of temporary stat damage (stat chosen by the caster) in order to take a second saving throw.




    Level 2 Spells
    Spoiler
    Show

    White
    Sunlance
    Color: White
    Level: Walker 2
    Mana: W
    Casting time: 1 standard action
    Duration: 1 round
    Effect: Creates a lance of pure positive energy.
    Saving Throw: None
    Spell Resistance:No

    Effect:
    This spell creates a lance of pure positive energy that is dealy to evil. A non-good creature struck by it takes for 3d4 points of damage. The lance must be thrown as a missle attack and grants a +2 to hit rolls as well as for purpose of damage resistence. If the walker accidentally lances a creature that is not evil, the lance has no effect, but the spell is still used up for that day.



    Level 3 Spells

    Spoiler
    Show

    Green
    Stream of Life
    Color: Green
    Level: Walker 3
    Mana: XGG
    Casting time: 1 Standard Action
    Range: Touch
    Duration: Instant
    Effect: One Creature
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel the power of nature to reinforce your target's life force, healing him for xd4 health. X cannot be more then your current level.

    Blue
    Choking Tethers
    Color: Blue
    Level: Walker3
    Mana: 1UUU
    Casting time: 1 standard action
    Range: Medium (200 feet)
    Duration: Instantaneous (see text)
    Saving Throw: Reflex
    Spell Resistance:No

    You cast out magical chains against up to four creatures within the range of the spell. Each creature must make reflex save. Each creature that fails there save counts as pinned, and must make an opposed grapple check with you each round until one succeeds. For the purposes of these grapple checks, the caster may replace his strength with his intelligence. Once a creature succeeds at a grapple check, the chains lose their power and fade away and the creature is freed from the spell.

    Last edited by EENick; 2009-05-22 at 03:45 PM.
    Try my own recipie for web comic fantasy, humor and adventure in my comic .

  2. - Top - End - #2
    Dwarf in the Playground
     
    EENick's Avatar

    Join Date
    Apr 2009

    Default Re: MTG: D20 Spells

    Alright here are the first batch of spells purposed from the old thread.

    White
    Level 1

    Burst of Energy
    Color: White
    Level: 1
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: 1 round
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The next time the selected creature attack they can make an additional physical attack at +0.

    Level 3
    Angel's Grace
    Color: White
    Level: Walker 3
    Mana: W
    Casting time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None
    Spell Resistance:No


    Effect:
    Until end of turn if you would be brought below 0 HP you are reduce to 0 HP instead. If you are currently at negative HP this spell takes up to 0.

    Level 9
    Intervention Pact
    Color: White
    Level: Walker 9
    Mana: 0
    Casting time: 0 (see description
    Range: Personal
    Duration: Instant
    Saving Throw: None
    Spell Resistance:No

    Effect:
    When casting this spell the user warp time and space slightly to a possible present which otherwise would not have happen. Specifically to one where the caster was healed and not harmed this turn.

    You may cast this spell at any time regardless of what even spells or actions the walker has already cast, even when it is not their turn in response to an attack. After casting this spell the next time the caster would take damage this turn they instead gain that much life. When the user cast this spell in empties all their mana and they do not gain any mana the turn after using this spell.

    Blue
    Level 1
    Clock Spinning
    Color: Blue
    Level: Walker 1
    Mana: U
    Casting time: 1 standard action
    Range: Long 400 feet
    Target: One Spell
    Duration: Instant
    Saving Throw: None
    Spell Resistance:No

    Effect:
    Clock Spinning subtly effect the flow of time causing magical effects to either shorten or length by one round according to the caster’s whim.

    Buyback: If the caster spend 5 additional mana when casting this spell they will not forget it after casting it.


    Level 9
    Pact of Negation
    Color: Blue
    Level: Walker 9
    Mana: 0
    Casting time: 0 (see description)
    Range: Long 400 feet
    Target: One Spell
    Duration: Instant
    Saving Throw: Will Negates
    Spell Resistance:No

    Effect:
    When casting this spell the user warp time and space slightly to a possible present which otherwise would not have happen. Specifically to one where their opponent’s spell fizzled.

    You may cast this spell at any time regardless of what even spells or actions the walker has already cast, even when it is not their turn in response a spell being cast but before it take effect. The cast of the spell must make a will saving throw. DC 15+all blue mana the caster possessed at the time of casting this spell or their spell fizzles. When the user cast this spell in empties all their mana and they do not gain any mana the turn after using this spell.

    Red
    Level 1
    Blaze
    Color: Red
    Level: Walker 1
    Mana: XR
    Casting time: 1 Standard Action
    Range: Medium 200 feet (+10 feet per mana spent on X)
    Duration: Instant
    Target: One Creature
    Saving Throw: Reflex Half
    Spell Resistance:Yes

    Effect:
    The caster of this spell sends a stream of burning fire towards his or her target. The flames do 1d4 fire damage with a reflex save for half damage. You may not spend more mana on this spell then your current caster level.

    Brute Force

    Color: Red
    Level: Walker 1
    Mana: R
    Casting time: 1 Standard Action
    Range: Close 50 feet
    Target: One Creature
    Duration: 1 turn
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The spell fills the enspelled creature with sudden and unspeakable ferocity granting them a +3 AC bonus and a +3 bonus to hit and damage on physical attacks.

    Firebolt
    Color: Red
    Level: Walker 1
    Mana: R
    Casting time: 1 Standard Action
    Range: Close (50 ft.)
    Duration: Instant
    Effect: One Bolt of Fire
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You fire a small bolt of fire at the target. You must succeed on a ranged touch attack to hit your target. The bolt deals 1d6 points of fire damage. Then you may play its flashback ability if you so choose to fire a second firebolt. Flashback: 4R


    Glacial Ray [Arcane]
    Color: Red
    Level: Walker 1
    Mana: 1R
    Casting time: 1 Standard Action
    Range: Close (50 feet)
    Duration: Instant
    Effect: One Ray of Cold
    Saving Throw: None
    Spell Resistance:No

    Effect:
    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d4 points of cold damage.

    Splice - As long as you have this spell memorized you gain the spell like ability to pay 1R to add 1d4 points to cast a copy of this spell without loosing the spell slot. If the spell fizzles or is counter spelled this spell is lost as well.

    Level 2
    Aura Barbs
    Color: Red
    Level: Walker 2
    Mana: 1R
    Casting time: 1 Standard Action
    Range: Close (50 feet)
    Duration: Instant
    Target: One enchanted creature
    Saving Throw: None
    Spell Resistance:No

    Effect:
    This spell may only be cast on a creature that is currently enchanted. That creature takes 1d4 points of damage per spell level of the enchantment and the caster of the enchantment takes 1d4 points of damage per level of the enchantment.

    Char
    Color: Red
    Level: Walker 2
    Mana: 2R
    Casting time: 1 Standard Action
    Range: Long (400 Feet)
    Duration: Instant
    Saving Throw: Reflex for half
    Spell Resistance:Yes

    Effect:
    The spell opens a small portal to the plane of elemental fire within you allowing you to channel flame at one target creature. The spell deals 3d8 damage to the target, they may save (reflex) for half, and 2d4 damage to you (No save).

    Level 5
    Banefire
    Color: Red
    Level: Walker 5
    Mana: XRR
    Casting time: 1 Standard Action
    Range: Medium (200 feet+10 per mana spent on X)
    Duration: Instant
    Target: One Creature
    Saving Throw: None
    Spell Resistance:Yes

    Effect:
    Banefire is a horrible burst of darkly empowered fire of an insidious nature making it hard to resist. Banefire deals Xd6 fire damage to its target with a reflex save for half. If five or mana was spent on X saves vs bane fire at made at -5 and Banefire has a 25% chance of overcoming fire resistance or anti-magic. You may not spend more mana on this spell then your current caster level.

    Green
    Level 1

    Camouflage
    Color: Green
    Level: Walker 1
    Mana: XG
    Casting time: 1 Standard Action
    Range: Close (25 feet)
    Duration: X minutes
    Target: All Party Members
    Saving Throw: None
    Spell Resistance:No

    Effect:
    All party members effected by this spell become no descript semi-transparent humanoid shapes to any outside observers impossible to tell apart. While in this state all party members get a +5 bonus to move silently and hide checks. The spell ends prematurely if the PC attack anything as per invisibility.


    Giant Growth
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Close (50 Feet)
    Duration: 1 Round
    Saving Throw: None
    Spell Resistance:No

    Effect:
    One willing target creature increases one (two?) size levels for one round.

    Wild Growth
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Personal
    Area of Effect: ????
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance:No

    Effect:

    You channel the power of the wild, causing plantlife to rapidly spring up iin a ten foot radius around you. The plants do not hinder your ability to act. While the spell is in effect, you gain one additional green mana each turn. If the plants are destroyed before the spell's duration is over, the effect ends prematurely.

    Level 3

    Stream of Life
    Color: Green
    Level: Walker 3
    Mana: XG
    Casting time: 1 Standard Action
    Range: Touch
    Duration: Instant
    Effect: One Creature
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel the power of nature to reinforce your target's life force, healing him for xd4 health

    Level 4

    Overrun
    Color: Green
    Level: Walker 4
    Mana: 2GGG
    Casting time: 1 Standard Action
    Range: Close (50 Feet)
    Duration: 1 Round
    Effect: One creature per level
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The targets of the spell are charged with the power of the wild. For one round, they get +8 strength and +8 constitution, along with a +4 bonus to any bull rush attempt

    Level 5

    Hurricane
    Color: Green
    Level: Walker 5
    Mana: XG
    Casting time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: Instant
    Effect: One hurricane
    Saving Throw: Reflex half
    Spell Resistance:No

    Effect:
    You summon a small hurricane above your head, disrupting all flying creatures. The bottom of the hurricane is centered at where the spell is targeted, with a radius of 1000 feet and a height of 100 feet, all creatures caught in the winds take xd6 damage per turn (reflex half). The bottom of the hurricane must be at least 10 feet off the ground.
    This spell may only be cast outdoors.
    Last edited by EENick; 2009-05-21 at 10:59 AM.
    Try my own recipie for web comic fantasy, humor and adventure in my comic .

  3. - Top - End - #3
    Ogre in the Playground
     
    DruidGirl

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    Default Re: MTG: D20 Spells

    Alright, Formate TIEM!

    Burst of Energy
    Color: White
    Level: 1
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: 1 round
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The next time the selected creature attack they can make an additional physical attack at +0.


    Don't you think that looks better?
    Last edited by Lady Tialait; 2009-05-20 at 10:15 PM.


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  4. - Top - End - #4
    Dwarf in the Playground
     
    EENick's Avatar

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    Default Re: MTG: D20 Spells

    I agree that looks good but at the time there were so many of these I was just interested in getting them all organized. If I have time later I'll see about formating them so they are easier on the eyes.

    Edit: Formated

    Here are my thoughts on some of the spells I didn't suggest.

    Giant Growth Looks good. Lets go with two size levels.
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Close (50 Feet)
    Duration: 1 Round
    Saving Throw: None
    Spell Resistance:No

    Effect:
    One willing target creature increases one (two?) size levels for one round.

    Wild Growth
    Color: Green
    Level: Walker 1
    Mana: G
    Casting time: 1 Standard Action
    Range: Personal
    Area of Effect: ???? Twenty Foot Radius around the caster
    Duration: 1 minute/level I'd actually we suggest this is a semi-permanent change to the plant life in the area and simply force the caster to actually stand in the enchanted plants in order to get the effect.
    Saving Throw: None
    Spell Resistance:No

    Effect:

    You channel the power of the wild, causing plantlife to rapidly spring up iin a ten foot radius around you. The plants do not hinder your ability to act. While the spell is in effect, you gain one additional green mana each turn. If the plants are destroyed before the spell's duration is over, the effect ends prematurely.

    Level 3

    Stream of Life
    Color: Green
    Level: Walker 3
    Mana: XG I think we should increase the amount of G needed to kick off this spell so it isn't too efficent. This will be very powerful healing at the higher levels. That or drop in to 1 HP per X rather then d4.
    Casting time: 1 Standard Action
    Range: Touch
    Duration: Instant
    Effect: One Creature
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel the power of nature to reinforce your target's life force, healing him for xd4 health

    Level 4
    Overrun
    Color: Green
    Level: Walker 4
    Mana: 2GGG
    Casting time: 1 Standard Action
    Range: Close (50 Feet)
    Duration: 1 Round
    Effect: One creature per level I'd prefer to make all expandable effects mana rather then level dependant to help balance the class and make it different from wizards. I suggest this power just effect the whole party as per the original spell and perhaps increase its mana cost.
    Saving Throw: None
    Spell Resistance:No

    Effect:
    The targets of the spell are charged with the power of the wild. For one round, they get +8 strength and +8 constitution, along with a +4 bonus to any bull rush attempt

    Level 5

    Hurricane
    Color: Green
    Level: Walker 5
    Mana: XG
    Casting time: 1 Standard Action
    Range: Close (25 ft + 5 ft/2 levels) I suggest we either man this scale based on the mana put into the spell or make it centered around the caster with the walker at the eye of the storm which would be about 10 feet.
    Duration: Instant Seems like this is kind of short for a hurricane
    Area of Effect: 1000 feet
    Effect: One hurricane
    Saving Throw: Reflex half
    Spell Resistance:No

    Effect:
    You summon a small hurricane above your head, disrupting all flying creatures. The bottom of the hurricane is centered at where the spell is targeted, with a radius of 1000 feet and a height of 100 feet, all creatures caught in the winds who do not take cover take xd6 damage per turn ???? If this spell is instant I don't think per turn applies. Though perhaps we should drop the reflex save and just make it 1d damage per turn round in the hurricane and let the X mana cost determine how long the hurricane lasts (reflex half). The bottom of the hurricane must be at least 10 feet off the ground. This spell may only be cast outdoors. I think we should just specify the spell just makes a hurricane force storm high in the sky above the caster. Those are usually more then 10 feet off the ground and outside.

    I don't think this spell should focus so much on damage as making flight all but impossible for anything short of a skilled elder dragon. After all the hurricane itself could have many secondary out of the box uses like covering the parties retreat, obliterating their trail and hampering arrows.
    Last edited by EENick; 2009-05-21 at 11:20 AM.
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    Default Re: MTG: D20 Spells

    I think we should increase the amount of G needed to kick off this spell so it isn't too efficent. This will be very powerful healing at the higher levels. That or drop in to 1 HP per X rather then d4.
    Possibly... at level 11, say you have 15 mana... 14d4 is an average of 35hp. That's a little too much. Then at level 20... maybe you have 26 mana. 25d4 averages to 62.5hp.

    Ok, a cleric level 4 spell at this piont heals on average for 20 + 4*4.5 = 38.4hp. At level 6, heal gives you 150 hp. Looks like putting Stream of Life as a level 5 spell works perfectly. No change in the spell required.

    I like your wild growth idea.

    Overrun: All creatures within a 30 foot radius then? I'd rather nerf the effect ab it rather than increase the mana cost since the symmetry between the card game and the D20 version feels good. Increasing the level is also an option

    Hurricane was pretty poorly thought out now that I look at it again... yours is a pretty good idea. The size of the hurricane could scale based on mana, or perhaps the wind speed (although it would be annoying to be forced to know all the wind rules in order to judge the proper amount of mana to sink into the spell)

    Let's get a bit organized here. Let's try to get, for each color:
    4 level 1 spells
    4 level 2 spells
    3 level 3 spells
    3 level 4 spells
    2 level 5 spells
    2 level 6 spells
    2 level 7 spells
    1 level 8 spell
    1 level 9 spell

    Or something like that, so that we can start trying to judge relative power of spells and such (for example, being level 1 is inherently more powerful than being level 5 due to the instant rule... how much more powerful is it?). Sound like a plan?
    Last edited by Kornaki; 2009-05-21 at 12:36 PM.

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    Default Re: MTG: D20 Spells

    Quote Originally Posted by Kornaki View Post
    Possibly... at level 11, say you have 15 mana... 14d4 is an average of 35hp. That's a little too much. Then at level 20... maybe you have 26 mana. 25d4 averages to 62.5hp.

    Ok, a cleric level 4 spell at this piont heals on average for 20 + 4*4.5 = 38.4hp. At level 6, heal gives you 150 hp. Looks like putting Stream of Life as a level 5 spell works perfectly. No change in the spell required.
    Agreed, well make it level 5.


    Quote Originally Posted by Kornaki View Post
    Overrun: All creatures within a 30 foot radius then? I'd rather nerf the effect ab it rather than increase the mana cost since the symmetry between the card game and the D20 version feels good. Increasing the level is also an option
    Lets just table this spell for now and come back to it later.

    Quote Originally Posted by Kornaki View Post
    Hurricane was pretty poorly thought out now that I look at it again... yours is a pretty good idea. The size of the hurricane could scale based on mana, or perhaps the wind speed (although it would be annoying to be forced to know all the wind rules in order to judge the proper amount of mana to sink into the spell)
    Thanks. I agree about making size scale in addition to durration.

    Quote Originally Posted by Kornaki View Post
    Let's get a bit organized here. Let's try to get, for each color:
    4 level 1 spells
    4 level 2 spells
    3 level 3 spells
    3 level 4 spells
    2 level 5 spells
    2 level 6 spells
    2 level 7 spells
    1 level 8 spell
    1 level 9 spell

    Or something like that, so that we can start trying to judge relative power of spells and such (for example, being level 1 is inherently more powerful than being level 5 due to the instant rule... how much more powerful is it?). Sound like a plan?
    Well it is slightly more complicated 'cause we also need to consider color. What a spell does at which level is going to be very different depending on the color.

    I suggest we try and focus on some 1-3rd level spells of all colors figure thos out and then start to use that as a baseline.

    So far we have.

    1st Level Total 9 of 25
    Green
    Camouflage
    Giant Growth
    Wild Growth

    Red
    Blaze
    Brute Force
    Firebolt - Needs work
    Glacial Ray - May need work

    Black
    None

    Blue
    Clock Spinning

    White
    Burst of Energy

    2nd Level Total 2 of 25
    Green

    Red
    Char
    Aura Barbs - So-So

    Black
    None

    Blue
    None

    White
    None

    3rd Level Total 1 of 25
    Green
    None

    Red
    None

    Black
    None

    Blue
    None

    White
    Angel's Grace

    __________________

    I'll put forward our first black spell here.

    Darkness
    Color: Black
    Level: 1
    Mana: B
    Casting time: 1 Standard Action
    Area of Effect: 50 feet centered on the caster
    Duration: 1 turn
    Saving Throw: Will Negates
    Spell Resistance:No

    Effect:
    After casting this spell an unnatural darkness and silence immediately materializes around the caster cutting off all forms of sight and all sound. Anyone in the area other then the caster must make a will save or overcome with unnatural terror and disorientation unable to act for one round. All attacks made while under the cover this darkness are made at -5. Creature with Tremor sense are only at a -2 penalty.
    Last edited by EENick; 2009-05-21 at 02:23 PM.
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    Default Re: MTG: D20 Spells

    Instead of putting white in uh... white text, but it in italics. It tends to be easier to read

    Healing Salve
    Color: White
    Level: 1
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Touch
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel healing power into your target, healing him for 3d4 hit points

    Sunlance
    Color: White
    Level: 2
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Close
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You strike a non-good creature for 3d4 points of damage

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    Default Re: MTG: D20 Spells

    Fixed the white text. BTW please give me some feedback on the spells I'm suggesting too.

    Healing Salve
    Color: White
    Level: 1
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Touch
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance:No

    Effect:
    You channel healing power into your target, healing him for 3d4 This should probably be 2d4 so it isn't better then cure light wounds. hit points

    Sunlance
    Color: White
    Level: 2
    Prerequisites: Walker 1
    Mana: W
    Casting time: 1 standard action
    Range: Close
    Duration: 1 round
    Effect: Creates a lance of pure positive energy.
    Saving Throw: None
    Spell Resistance:No

    Effect:
    This spell creates a lance of pure positive energy that is dealy to evil. A non-good creature struck by it takes for 3d4 points of damage. The lance must be thrown as a missle attack and grants a +2 to hit rolls as well as for purpose of damage resistence. If the walker accidentally lances a creature that is not evil, the lance has no effect, but the spell is still used up for that day.

    Yes/No?

    ____________________

    Disarm
    Color: Blue
    Level: Walker 1
    Mana: U
    Casting time: 1 Standard Action
    Range: Short (50 Feet)
    Duration: Instant
    Effect: One Armed Human
    Saving Throw: Reflex Negates
    Spell Resistance:No
    Effect:
    The victim of this spell has all non-magical weapons and ammo teleported off their person and 5 feet from them in a random direction.

    Disembowel
    Color: B
    Level: Walker 1
    Mana: XB
    Casting time: 1 standard Action
    Range: Touch
    Duration: Instant
    Effect: One creature
    Saving Throw: Fortitude Negates
    Spell Resistance:No
    Effect:
    The caster of this spell must make a touch attack against the target. If they succeed and target creature’s hit points are under Xd4+1 it must make a fortitude save. If they fail the creature’s vital organs are exploded in a buster of gore within its chest and it is instantly killed. Creatures without vital organs such as constructs or undead are immune to this spell. If the creature has more hit points or passes their save they are aware of an unpleasant sensation but are totally unharmed.

    Feast of Flesh
    Color: Black
    Level: Walker 1
    Mana: BB
    Casting time: 1 Standard Action
    Range: Short (50 Feet)
    Duration: Instant
    Effect: One living create
    Saving Throw: None
    Spell Resistance:No
    Effect:
    Target creatures looses 1d4 hit points and you gain that amount. You may choose to lose multiple memorized copies of this spell at once to increase the damage dies according to the following chart.
    2 spells used 2d4
    3 Spells used 2d6
    4 Sells used 2d10
    5 Spells used 2d12
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    Default Re: MTG: D20 Spells

    Terror
    Color: Black
    Level: 6
    Mana: BB
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: None
    Saving Throw: Fortitude Negates, or Will Negates
    Spell Resistance: Yes

    Effect:
    You fill the target with pure terror. The target must be a living being with a mana alignment other then black. That target dies. They may not use a regeneration abilities.




    Wrath of God
    Color: White
    Level: 7
    Mana: 2WW
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: None
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    Effect:
    Each creature other then the caster within range dies. They may not use a regeneration abilities.

    Amidoinitrite?


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    Default Re: MTG: D20 Spells

    Hmmm sort of a Phantasmal Killer eh? Looks good but I'dlike to suggest a few changes.

    Quote Originally Posted by Tialait View Post
    TerrorDark Banishing
    Color: Black
    Level: 6
    Mana: 1BB
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: None
    Saving Throw: Fortitude Negates, or Will Negates
    Spell Resistance: Yes

    Effect:
    This spell unleashes pure negative energy on your foe forcing them to experience hours of otherworldly horror and terror in the blink of and eye. The victem must make a fortitude or will save or be instantly slain by the experience. The target must be a living non-evil being.

    (Kind of something between the 5th level Phantasmal Killer and the 6th level Finger of Death. I still think the might be over powered though with the multi-cast ability of Walkers.)


    I know this is a MTG classic but I really think something like WoG should be epic level magic given the number of uber demons and dragons this could instantly kill. Circle of death is only one level lower and very similar and it can't even effect creatures over 9 hit dice.

    Wrath of God
    Color: White
    Level: 7
    Mana: 2WW
    Casting time: 1 standard action
    Range: Close 50 feet
    Duration: None
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes

    Effect:
    Each creature other then the caster within range dies. They may not use a regeneration abilities.

    Amidoinitrite?
    Last edited by EENick; 2009-05-21 at 02:58 PM.
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    Default Re: MTG: D20 Spells

    Disembowel
    Color: B
    Level: Walker 1
    Mana: XB
    Casting time: 1 standard Action
    Range: Touch
    Duration: Instant
    Effect: One creature
    Saving Throw: Fortitude Negates
    Spell Resistance:No
    Effect:
    The caster of this spell must make a touch attack against the target. If they succeed and target creature’s hit points are under Xd4+1 it must make a fortitude save. If they fail the creature’s vital organs are exploded in a buster of gore within its chest and it is instantly killed. Creatures without vital organs such as constructs or undead are immune to this spell. If the creature has more hit points or passes their save they are aware of an unpleasant sensation but are totally unharmed.
    This could be a fairly reliable kill spell at level 1 if you have an 18 intelligence/take the Mana Touched feat. Maybe make it a level 2 spell. The problem is...

    By level 10 you can kill someone with an average of 35ish hit points, and all of a sudden it's useless. (you would previously be able to just light someone up for 35 points of damage by shooting a fireball) So it feels like the only way this spell helps is low level cheese at the moment

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    Default Re: MTG: D20 Spells

    Why are you giving planeswalkers 1 mana per level, if you are converting mana costs of cards on a 1-1 basis? This makes cards like Wrath of God able to be used whenever you feel like it, once you reach a certain level.

    I think that you need to either increase the mana costs of cards, or make your mana maximum start at 1, and increase by +1 each round, up to a maximum of 1 per X class levels (takes a move action, so you're not always at max?).

    I also think that you could do with less "spell levels". Relegating it to "common, uncommon, rare" would make life much easier for you. Certain bad rares or good commons could be manually changed.

    Why have you abbreviated "planeswalker" in your base class? I'm assuming that's what "walker" is short for? Seems like the core of your system is something you'd want to spell out correctly.

    P.S. Where are all of the creature cards? Those would be the hard part.

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    Default Re: MTG: D20 Spells

    Quote Originally Posted by Kornaki View Post
    This could be a fairly reliable kill spell at level 1 if you have an 18 intelligence/take the Mana Touched feat. Maybe make it a level 2 spell. The problem is...

    By level 10 you can kill someone with an average of 35ish hit points, and all of a sudden it's useless. (you would previously be able to just light someone up for 35 points of damage by shooting a fireball) So it feels like the only way this spell helps is low level cheese at the moment
    Is that bad? I kind of intended it to be like that. Lots of low level spells like sleep and even higher level ones like circle of death only work on lower level creatures. It seemed to kind of fit I thought.

    Quote Originally Posted by flyingpoo22 View Post
    Why are you giving planeswalkers 1 mana per level, if you are converting mana costs of cards on a 1-1 basis? This makes cards like Wrath of God able to be used whenever you feel like it, once you reach a certain level.

    I think that you need to either increase the mana costs of cards, or make your mana maximum start at 1, and increase by +1 each round, up to a maximum of 1 per X class levels (takes a move action, so you're not always at max?).
    We are not converting mana cards on a 1-1 basis though. Additionally walkers need to memorize spells so they could only cast WoG X times per day. The function of walkers to cast multiple spells per turn with metamagic mana powered options built into them forcing walkers to spend there mana wisely.

    The move action for mana is an interesting idea though. A really interesting one too. It would really help balance walkers if they had to use their move action to tap for their mana. I'll have to bring that up in the main thread.

    I also think that you could do with less "spell levels". Relegating it to "common, uncommon, rare" would make life much easier for you. Certain bad rares or good commons could be manually changed.
    It just doesn't really work out well with D&D. You need more then three spell levels to make sure higher level spells don't fall in players hands to early or deny them them the tools they'll need a certain levels.

    Why have you abbreviated "planeswalker" in your base class? I'm assuming that's what "walker" is short for? Seems like the core of your system is something you'd want to spell out correctly.
    'Cause the way I see it they are not planeswalkers till they hit the epic levels. Plus in D&D they are probably not going to be planeshifting a lot at the lower levels. Hence just plain old Walkers.

    P.S. Where are all of the creature cards? Those would be the hard part.
    We're still discussing how we want to handle creatures. They'll be added after we see how instants and sorceries work out.
    Last edited by EENick; 2009-05-21 at 03:15 PM.
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    Default Re: MTG: D20 Spells

    Your right about creature spells...hmmm that gives me an idea for Wrath...

    Planeswalkers often summon those who have alliances with. So, here are some Summoning rules:

    Summoned creatures are 'summoning sick' when they first are summoned. They cannot do any action other then Defend.

    Summoned creatures can be commanded each round once.



    Soo, what do you think?

    that would make Wrath of God destroy all SUMMONED creatures.


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    Default Re: MTG: D20 Spells

    Quote Originally Posted by flyingpoo22 View Post
    Why are you giving planeswalkers 1 mana per level, if you are converting mana costs of cards on a 1-1 basis? This makes cards like Wrath of God able to be used whenever you feel like it, once you reach a certain level.

    I think that you need to either increase the mana costs of cards, or make your mana maximum start at 1, and increase by +1 each round, up to a maximum of 1 per X class levels (takes a move action, so you're not always at max?).

    I also think that you could do with less "spell levels". Relegating it to "common, uncommon, rare" would make life much easier for you. Certain bad rares or good commons could be manually changed.

    Why have you abbreviated "planeswalker" in your base class? I'm assuming that's what "walker" is short for? Seems like the core of your system is something you'd want to spell out correctly.

    P.S. Where are all of the creature cards? Those would be the hard part.
    The creatures are getting put off because we're not trying to play MtG, we're trying to insert MtG into the D20 rules. So it's going to be a lot less creature oriented than the card game.

    You need the excess mana to be able to utilize the instant ability. wrath of god only costs 4 mana, but you can also cast a level 3 and a level 1 spell after it, so you'll want mana for those too.

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    Default Re: MTG: D20 Spells

    Thanks for all of you guy's work, and I understand if you don't want to be bound by my original idea for the game. Saying that, most of these spells fit right into my mana system detailed over in that other thread, and I don't see a problem with it really other than the class right now.

    As I said earlier, you are not a Planeswalker, and as you start in a universe of my own creation, the issue of you not being powerful enough should be overcome.

    And I agree, the game will be much less focused on creature summoning or creation, as the focus is supposed to be on one of the more powerful but not Planeswalkers in the world. So you could summon things, but most of the time you will be fighting against random creatures or forces opposed to you.

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    Default Re: MTG: D20 Spells

    Just a quick word on creatures.

    I do plan for creature spells to be covered, but in a more roll playing oriented way since MTG summons specific creatures rather then taking a pot luck of infernal creatures.

    Getting an elf shaman to serve you is clearly something that involes some rollplaying. Getting the spell to summon a legend is a whole quest unto itself.

    For now though I would just perfer to leave them out of things.

    mithrawnudo: Hmmm well if it is okay with you I think I'll just pirate the best of your ideas and adapt them to my own. It seems we developed in different directions and I'm reluctant to scrap my own ideas now. I might just split out my own thread for the Walker class.
    Last edited by EENick; 2009-05-21 at 03:45 PM.
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    Default Re: MTG: D20 Spells

    No worries. However, if this becomes public or published, a mention or an advisor position would not be refused. ;)

    And I am still interested in working with you for many of my things. I also have the soldier class nearly done now. I can send it to you or post it here.

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    Default Re: MTG: D20 Spells

    How about we keep this thread for the Walker class and the MTG: d20 thread for the direction you are going in?
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    Default Re: MTG: D20 Spells

    Sounds like a plan. I included the soldier class on the first post of my thread. Check it out if you want.

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    Default Re: MTG: D20 Spells

    Quote Originally Posted by mithrawnudo View Post
    No worries. However, if this becomes public or published, a mention or an advisor position would not be refused. ;)
    Ther is little fear of this going public since MTG is not open content stuff but if it happens you got it.
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    Default Re: MTG: D20 Spells

    Quote Originally Posted by EENick View Post
    It just doesn't really work out well with D&D. You need more then three spell levels to make sure higher level spells don't fall in players hands to early or deny them them the tools they'll need a certain levels.
    Make the spells relevant at all levels or scaling, and allow players to trade out old spells for new ones, as you would if you got a better card. See also: Warlock.

    Quote Originally Posted by EENick View Post
    'Cause the way I see it they are not planeswalkers till they hit the epic levels. Plus in D&D they are probably not going to be planeshifting a lot at the lower levels. Hence just plain old Walkers.
    Where are they walking to then?

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    Default Re: MTG: D20 Spells

    The pub.

    It's a rough neighborhood

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    Default Re: MTG: D20 Spells

    Quote Originally Posted by flyingpoo22 View Post
    Make the spells relevant at all levels or scaling, and allow players to trade out old spells for new ones, as you would if you got a better card. See also: Warlock.



    Where are they walking to then?
    They are walking the earth like Kain or Samuel L. Jackson.

    While I apreciate the idea that doesn't work for the concept as it has been developed. Since they can learn any spell and memorize it like a wizard tht totally invalidates the idea of spell swaping or any similarity to the warlock.

    It isn't that hard to assign a spell to level at least not for me and rares are not always top tear spells. Char for example is rare in MTG but not particularly good by D&D standard given the HUGE amount of spells at all levels which only harm your opponent.
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    Default Re: MTG: D20 Spells

    Anyway, to go back to disembowel; I hate the sleep spell. It just annoys me that it's completely useless after a couple levels. Daze is OK because it's just a cantrip, but daze monster is another one. Like, WTF are you doing in my spellbook? So I hate disembowel for that reason. It's tough to change though because you don't want it too overpowering at lower levels. I suppose at the very least you can kill a stupid wizard who lets you get too close, so I won't complain too much.

    By the way, if you're looking for spell ideas

    http://gatherer.wizards.com/Pages/Default.aspx

    You can search by color, name, type of spell, rules text etc. So if you want to find spells that destroy a creature, or spells that give a creature trample, etc. it's a lot easier to get ideas. Thought I'd post that in case you didn't know

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    Default Re: MTG: D20 Spells

    Well keep in mind it wasn't a very good spell in MTG either. And while I too prefer spells the scale rather then get kicked the curb some players do like those. I know a lot of people who swear by them.

    More spells will follow which will hopefully be more to your tastes.
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    Default Re: MTG: D20 Spells

    I'm thinking maybe a lot of spells should have their colorless mana converted into colored mana, in order to make multi-coloring a bit more difficult. If over half of a spell's converted mana cost is in colorless mana, you're essentially paying no penalty for splitting your mana pool up into two colors.

    Here's an idea
    Choking Tethers
    Color: Blue
    Level: 3
    Prerequisites: Walker 5
    Mana: 1UUU
    Casting time: 1 standard action
    Range: Medium
    Duration: Instantaneous (see text)
    Saving Throw: None
    Spell Resistance:No

    You cast out magical chains against up to four creatures within the range of the spell. Each creature must make an opposed grapple check against the caster. Each creature that loses the grapple check counts as pinned, and must continue to make an opposed grapple check with you each round until one succeeds. For the purposes of these grapple checks, the caster may replace his strength with his intelligence. Once a creature succeeds at a grapple check, the chains lose their power and the creature is freed from the spell

    I kind of like the idea of blue having a bunch of spells where the caster literally projects mental power to affect the world. Disarm could have a disarm attempt against the opponent

  28. - Top - End - #28
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    EENick's Avatar

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    Default Re: MTG: D20 Spells

    Quote Originally Posted by Kornaki View Post
    I'm thinking maybe a lot of spells should have their colorless mana converted into colored mana, in order to make multi-coloring a bit more difficult. If over half of a spell's converted mana cost is in colorless mana, you're essentially paying no penalty for splitting your mana pool up into two colors.
    Well go check out the new Walker thread. We put in the idea of making untap a move equivalent action and multi-casting a full round action to balance out the class.

    To explain: Before Billy the 13th level red walker started each round with 13 mana, at the end of the turn his mana pool emptied and he got 13 more at the start of next round. With that he could cast up to three spells each round.

    Now Billy has 13 mana he can potentially tap to cast spells. Once that mana is tapped it will not untap until Billy spends a move equivalent action to untap. Additionally Billy cannot untap in the same round he is casting multiple walker spells. Thusly mana and color management become a bit more important.


    Choking Tethers
    Color: Blue
    Level: Walker3
    Prerequisites: Walker 5
    Mana: 1UUU
    Casting time: 1 standard action
    Range: Medium 200 feet
    Duration: Instantaneous (see text)
    Saving Throw: None
    Spell Resistance:No

    You cast out magical chains against up to four creatures within the range of the spell. Each creature must make an opposed grapple check against the caster. Each creature that loses the grapple check counts as pinned, and must continue to make an opposed grapple check with you each round until one succeeds. For the purposes of these grapple checks, the caster may replace his strength with his intelligence. Once a creature succeeds at a grapple check, the chains lose their power and the creature is freed from the spell

    Not that it is mandatory but you might allow a reflex save to avoid getting pinned and only make those who failed there save use grapple checks in the following rounds to escape the chains.

    Quote Originally Posted by Kornaki View Post
    I kind of like the idea of blue having a bunch of spells where the caster literally projects mental power to affect the world.
    I always thought Psi was a large component of blue as well.

    Speaking a blue here is a little spell I would like to discuss:

    Force Spike
    Color: Blue
    Level: 1
    Mana: U
    Casting time: 1 standard action
    Range: Close (50 Feet)
    Duration: 1 turn
    Saving Throw: Fort Negates or Will
    Spell Resistance:Yes
    Effect:
    The target of this spell is hit with a massive jolt of power momentarily overwhelming the victim unless they make a fortitude save. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. The victim can choose up to take 1d2 points of temporary stat damage (stat chosen by the caster) in order to take a second saving throw.


    I think for tax type spells allowing player to take ability score damage is the closest we can come to MTG's "Unless the pay X". All classes can pay it and it actually has some effect of the game.
    Try my own recipie for web comic fantasy, humor and adventure in my comic .

  29. - Top - End - #29
    Ogre in the Playground
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    Default Re: MTG: D20 Spells

    I like the tax concept.

    For choking tethers, that's a good idea. That way at higher levels against larger monsters it's still got a 1 turn pin effect, and maybe more if you've optimized your character for psionic grappling against smaller and weaker guys

    EDIT: I saw the untap thing... but consider: I'm level 14. Seven red mana and seven green mana. My important spells cost:

    3R
    2GG
    4RR
    2G

    Then as long as I tap the colorless in the right proportions of red and green, the fact that I'm two colored has no impact on my mana capabilities. For example, the 3R spell I would spend GGRR on. The 2GG spell I would spend GGRR on. The 4RR spell, GGG RRRR. The only problem I might run into is when I'm down to 3 mana or less and trying to cast some 1 mana spells
    Last edited by Kornaki; 2009-05-22 at 10:49 AM.

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    Default Re: MTG: D20 Spells

    I just don't see the problem. How is that different from playing with a well established mana base in magic? Typically two color decks don't have that much problem with mana bases unless they get really unlucky on their land draws, it is only when you get into 3 and 4 color mana that things start to become an issue.

    Lets try that again with three mana.

    Barry (Billy's older brother) is a 14th level Red, Green mage who took a feat to pick up 1 black mana.

    So he has 7 Red, 6 Green, Black

    He opens up with a spells barrage

    3RR (GGRRR)
    2G (RGG)
    1B (RB)

    Next round Barry has GG & RR left. Barry is still able to cast Green and Red pretty easily but he is totally locked out of black. He'll have to untap this round if he wants to cast any more black spells and he'll still have to wait until turn 3 to cast them.

    At least in my mind that is more or less as intended. I think playing mono and duel colored spells (at the low levels) should be pretty easy and only get color intensive in 6th and higher level spells for the most part.

    Also keep in mind in order to cast most decent black spells Barry is going to have to burn two feats (in addition to the one he took for getting green) in a class that doesn't get any bonus feats.
    _____________
    Edit:

    Also consider that most abilities are going to be color intensive. IE:

    Gigadrowse
    Color: Blue
    Level: Walker 1
    Mana: U
    Casting time: 1 Standard Action
    Range: 100 Feet
    Duration: 1 Round
    Effect: 1 Creature (see description)
    Saving Throw: Will Negates
    Spell Resistance:No
    Effect:
    The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
    Replicate U – The caster may pay extra mana on this spells replicated ability when they cast it. For each extra U they spend this way the spell can target on additional creature.

    ______________

    Additional Spell ideas

    Holy Armor
    Color: W
    Level: Walker 1
    Mana: W
    Casting time: 1 Standard Action
    Range: Touch
    Duration: See Description
    Saving Throw: None
    Spell Resistance:No
    Effect:
    The walker casts himself or another being in a magical cloak of armor. Each round the walker can spend white mana on the armor and for each point of mana spent this way the armor offers a +1 AC bonus for that round. The spell ends as soon as a round goes by that the walker does not spend mana on the armor. You cannot spend more than 10 mana on the armor each round.

    Hidden Predators
    Color: Green
    Level: Walker 2
    Mana: GG
    Casting time: 1 Standard Action
    Range: Close 100 feet
    Duration: Permanent
    Target: One caster
    [B]Effect:[/] 4 Predators
    Saving Throw: None
    Spell Resistance:No
    Effect:
    When the walker casts this spell he names a color, domain or school of magic; this must be said aloud. The next time the victim casts a spell from the selected color, domain or school monstrous predators appears and attempt to eat them. They will attack until they are either slain or they’ve eaten the victim of this curse at which point the predator will vanish.
    Hidden Predator
    Large Animal
    Hit Dice: 4d8+11 (29 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+12
    Attack: Claws +7 melee (1d6+5)
    Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +6, Will +2
    Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
    Skills: Climb +14, Listen +6, Spot +6
    Feats: Alertness, Toughness
    Challenge Rating: 2

    Dark Ritual
    Color: B
    Level: 3
    Mana: B
    Casting time: 1 Standard Action
    Range: Personal
    Duration: Instant
    Saving Throw: None
    Spell Resistance:No
    Effect:
    The caster gains three black mana. They must use this mana this round or it is lost.

    Hail of Arrows
    Color: White
    Level: Walker 2
    Mana: XW
    Casting time: 1 standard Action
    Range: Long (400 feet)
    Duration: Instant
    Saving Throw: None
    Spell Resistance:No
    Effect:
    The caster tosses up his hand a X magical arrows appear in the air. These arrows them immediately fly in a strait line towards any targets specified by the caster, each arrow may be directed to a different target. The arrows do 1d4 damage and require a to hit roll using the casters to hit. The arrows break on impact and cannot be recovered. X may not be greater than your current level.
    Last edited by EENick; 2009-05-22 at 02:48 PM.
    Try my own recipie for web comic fantasy, humor and adventure in my comic .

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