Post by meribson on Feb 27, 2017 4:04:11 GMT
I would like some feedback on a few spells I've converted from MtG for use in my Pathfinder games. The current MtG spell list that I've converted consists of: Mind Rot, Blightling, Holy Strength, Unholy Strength and Claws of Valakut.
Mind Rot
School Enchantment Level Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (a rotten fruit)
Range close (25 ft. + 5 ft./2 levels)
Target one creature that can cast spells
Duration 1 min./level (max 10)
Saving Throw Will negates; Spell Resistance yes
Palming a rotten peach, the sorcerer's eyes bore into the wizards. A moment later, the sorcerer bites into the ripe peach as the wizard struggles to remember his most powerful spells.
You cause the target spellcaster to lose one spell slot per four caster levels (max 5) of the highest level they can cast. If this would be more spell slots than they possess of their highest level, then the rest are wasted. Multiple uses of this spell do not stack. If the target succeeds on his Will save, then he cannot be the target of the spell by the same caster for 24 hours.
Hellbolt
School Evocation [electricity, evil] Level Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (a pinch of sulfur and saltpeter)
Range 120 ft.
Area 120 ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
The smell of brimstone and ozone fills the air as a bolt of red lightning flies from the wizard's outstretched fingers, the crack of thunder sounding suspiciously like laughter.
You release a powerful stroke of corrupted electrical energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. Half this damage is electricity and the other half is negative energy. The bolt begins at your fingertips.
The bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Ash Armor
School Abjuration Level Cleric 3, Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (pinch of ash)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
A stream of ash flows from the witch's hand to cover her skin in a layer of white that made the bandit's arrows bounce off as if it were dragon hide.
A protective layer of ash covers the subject's skin offering protection and enhancing strength. The subject gains a +2 enchantment bonus to Strength and a +4 natural armor bonus to their Armor Class for the duration of the spell.
Dark Armor
School Abjuration Level Cleric 3, Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (piece of charcoal)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
From the crushed charcoal in the sorcerer's hand, a web of black lines flows over his body until the only color is the white of his teeth and the slit, draconic eyes.
A protective layer of charcoal covers the subject's skin offering protection and enhancing strength. The subject gains a +4 enchantment bonus to Strength and a +2 natural armor bonus to their Armor Class for the duration of the spell.
Lava Claws
School Evocation [fire] Level Bloodrager 2, Druid 4, Magus 4, Ranger 2, Wizard/Sorcerer 4
Casting Time 1 standard action
Components V, S, M (a flake of obsidian)
Range personal
target you
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
At first the bandits thought the lone traveler in patchwork hides was an easy target. Then blades of molten rock popped out from his knuckles.
From the knuckles of both hands claws made from lava form. You take no damage from these, but they can be used to deal 1d6/caster level fire + Strength damage. These claws are treated as natural weapons.
Mind Rot
School Enchantment Level Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (a rotten fruit)
Range close (25 ft. + 5 ft./2 levels)
Target one creature that can cast spells
Duration 1 min./level (max 10)
Saving Throw Will negates; Spell Resistance yes
Palming a rotten peach, the sorcerer's eyes bore into the wizards. A moment later, the sorcerer bites into the ripe peach as the wizard struggles to remember his most powerful spells.
You cause the target spellcaster to lose one spell slot per four caster levels (max 5) of the highest level they can cast. If this would be more spell slots than they possess of their highest level, then the rest are wasted. Multiple uses of this spell do not stack. If the target succeeds on his Will save, then he cannot be the target of the spell by the same caster for 24 hours.
Hellbolt
School Evocation [electricity, evil] Level Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (a pinch of sulfur and saltpeter)
Range 120 ft.
Area 120 ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
The smell of brimstone and ozone fills the air as a bolt of red lightning flies from the wizard's outstretched fingers, the crack of thunder sounding suspiciously like laughter.
You release a powerful stroke of corrupted electrical energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. Half this damage is electricity and the other half is negative energy. The bolt begins at your fingertips.
The bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Ash Armor
School Abjuration Level Cleric 3, Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (pinch of ash)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
A stream of ash flows from the witch's hand to cover her skin in a layer of white that made the bandit's arrows bounce off as if it were dragon hide.
A protective layer of ash covers the subject's skin offering protection and enhancing strength. The subject gains a +2 enchantment bonus to Strength and a +4 natural armor bonus to their Armor Class for the duration of the spell.
Dark Armor
School Abjuration Level Cleric 3, Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S, M (piece of charcoal)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
From the crushed charcoal in the sorcerer's hand, a web of black lines flows over his body until the only color is the white of his teeth and the slit, draconic eyes.
A protective layer of charcoal covers the subject's skin offering protection and enhancing strength. The subject gains a +4 enchantment bonus to Strength and a +2 natural armor bonus to their Armor Class for the duration of the spell.
Lava Claws
School Evocation [fire] Level Bloodrager 2, Druid 4, Magus 4, Ranger 2, Wizard/Sorcerer 4
Casting Time 1 standard action
Components V, S, M (a flake of obsidian)
Range personal
target you
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
At first the bandits thought the lone traveler in patchwork hides was an easy target. Then blades of molten rock popped out from his knuckles.
From the knuckles of both hands claws made from lava form. You take no damage from these, but they can be used to deal 1d6/caster level fire + Strength damage. These claws are treated as natural weapons.