New C&C spells to represent some Warcraft mage spells

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Digital_Thaumaturgy
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New C&C spells to represent some Warcraft mage spells

Post by Digital_Thaumaturgy »

Hello all. I'm still tinkering with running the world of Azeroth with the C&C ruleset. Some classes can be used right out of the box, but a couple require additions or tweaks for my purposes.

What does everyone think of the following new wizard spells, which are representations of Warcraft spells interpreted for C&C?

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MAGE ARMOR, Level 1 wizard

Casting Time: 1

Range: Touch

Duration: 1 hour/level

Save: None (h)

Spell Resistance: Yes

Components: V, S, M

This spell creates a tangible field of force around the target, giving the creature touched a +4 deflection bonus to their armor class.

The material component for this spell is a small piece of iron.
FROST ARMOR, Level 2 wizard

Casting Time: 1

Range: Touch

Duration: 1 turn/level

Save: None (h)

Spell Resistance: Yes

Components: V, S, M

This spell functions like Mage Armor, except that any creature that strikes the subject in melee must succeed at a Constitution save or be chilled, reducing movement speed by 50%.

The material component for this spell is a small piece of iron that has been submerged in cold water for at least an hour some time in the past week.
MANA BURN, Level 5 wizard

Casting Time: 1

Range: 50 feet

Duration: Instant

Save: Wisdom negates

Spell Resistance: Yes

Components: V, S

This spell detonates the magical energy of its targets stored spells. On a failed save, the target loses a spell of the highest level it has remaining as though it were cast and takes 1d6 damage per level of that spell. The caster of mana burn can detonate no spell of a level that he could not cast himself. In no case can a spell of higher than 7th level be detonated by this spell.

The material component for Mana Burn is a fractured of flawed quartz worth at lest 5gp per level of spell to be detonated.
BLIZZARD, Level 4 wizard

Casting Time: 1

Range: 150 feet

Duration: 1 round/2 levels

Save: Constitution to resist the cold damage

Spell Resistance: No

Components: V, S, M

Blizzard summons a localized and extremely violent ice storm in an cylinder 20 feet in diameter and 50 feet high. Heavy ice and sleet beat down upon within this area, causing 2d10 damage per round. Half of this damage comes from the impact of the falling material, and the other half comes from the bitterly intense cold.

The material component for this spell is a small glass vial of water, which is crushed in the casters hand during casting.
FLAMESTRIKE, Level 4 wizard

Casting Time: 1

Range: 150 feet

Duration: Instant

Save: Dexterity half

Spell Resistance: No

Components: V, S, M

Flamestrike creates a violent explosion of flame that begins at the ground level and rushes upward, filling a cylinder 20 feet in diameter and extending 50 feet high. Creatures caught in the spells area of effect take 5d10 points of damage.

The material component for this spell is a small big of coal.
FROSTBOLT, Level 2 wizard

Casting Time: 1

Range: 50 feet

Duration: Instant

Save: Constitution half

Spell Resistance: Yes

Components: V, S

Frostbolt sends a projectile of primal cold at the target. The caster must make a ranged touch attack to hit. If successful, the target takes 1d8 points of damage, plus 1 per caster level (maximum 1d8+10).
FIREBOLT, Level 2 wizard

Casting Time: 1

Range: 50 feet

Duration: Instant

Save: Constitution half

Spell Resistance: Yes

Components: V, S

Firebolt sends a projectile of primal flame at the target. The caster must succeed at a ranged touch attack to hit. If successful, the target takes 1d8 points of damage, plus one per caster level (maximum 1d8+10).
FROSTFIRE BOLT, Level 3 wizard

Casting Time: 1

Range: 50 feet

Duration: Instant

Save: Constitution half

Spell Resistance: Yes

Components: V, S

Frostfire Bolt sends a projectile of opposing fire and cold energies hurtling at the target. The caster must succeed at a ranged touch attack to hit. If successful, the target takes 2d8 points of damage, plus one per caster level (maximum 2d8+10).

If a target is resistant to cold, Frostfire Bolt deals fire damage. Likewise, if a target is resistant to fire, it deals cold damage. If a target is resistant to both or neither, the damage is half frost and half fire.

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That's all I plan to do to the wizard spell list, since everything else works just fine. Is any of this out of balance with the rest of the spells on the wizard spell list? Is there anything I should've done differently to capture the flavor of mages a little better?

Treebore
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Post by Treebore »

Looks good! How long does the Chill effect on the Frost Armor last when the save is failed?
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gideon_thorne
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Re: New C&C spells to represent some Warcraft mage spell

Post by gideon_thorne »

I'm tickled by the "Mage Armor" spell, since it actually came out a fair long time before WoW did. I believe its a 2e spell actually.
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Digital_Thaumaturgy
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Post by Digital_Thaumaturgy »

Treebore wrote:
Looks good! How long does the Chill effect on the Frost Armor last when the save is failed?

Nice catch! I'll have to think about that... Maybe 1d3 rounds?
gideon_thorne wrote:
I'm tickled by the "Mage Armor" spell, since it actually came out a fair long time before WoW did. I believe its a 2e spell actually.

Well, that's just me being lazy and not wanting to make Mana Shield work like it should. "Better to borrow from brilliance than to create mediocrity" and all that.

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Rigon
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Post by Rigon »

Those are some pretty cool spells. You should post them in the Society's Grimoire Crusadus forum.

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