Dungeons & Dragons..... The Contest
Hello again, it's MagicChess back with a new contest!
I've been getting into Dungeons & Dragons lately (it's a great game), and noticed that many of the spells one can cast in D&D seem to be the precursors for MTG cards. For example, Polymorph (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191380) is presumably based off of the D&D spell Polymorph. D&D being the precursor to Magic, it's not surprising, but I thought that it would be cool to see what you come up with when translating these spells into cards. Go to this website for the spells and their descriptions: https://www.dnd-spells.com/spells
The Rules:
-3 entries max per smith
-No nudity, swearing, etc.
-Only serious cards. No joke or un-cards.
-No existing MTG card images, please.
-You can edit your entry as many times as you want as long as the contest is going on.
-Please, please, please, PLEASE use correct MTG language and general grammar.
-Your card(s) must be based on one of the D&D spells. You must state the name of the spell it's based off of and paste the spell onto the comment as well so I don't have to look everything up in my Player's Handbook.
The Judging:
I will judge your cards based on:
Creativity, originality, utility, realistic-ness (??), and how well it emulates the spell that you choose while still being an MTG card.
The Prizes:
1st place: I will favorite five of your cards and you will get to chose an Honorable Mention!
2nd place: I will favorite three of your cards and you will get to choose an Honorable Mention!
3rd place: I will favorite two of your cards!
Honorable Mention(s): I will favorite your entry!
Everybody, not just the winners, will get feedback on their cards, and feel free to ask me any questions that you may have.
The date of judging is still to be determined.
Okay, I think that sums it up. Oh, one more thing. Before you read this, you must make a Wisdom (Perception) check and add the relative modifiers against a DC of 8 or you will not be able to understand the nuances of the contest. (If you don't play D&D, ignore the last two sentences; just like most people wouldn't understand me if I said "Response: tap 4 onto a CoCo," which is MTG talk, you probably don't comprehend D&D speak.)
Hold onto your NPCs and your arcane focuses (more D&D speak); it's going to be a wild ride. Commence!
I've been getting into Dungeons & Dragons lately (it's a great game), and noticed that many of the spells one can cast in D&D seem to be the precursors for MTG cards. For example, Polymorph (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191380) is presumably based off of the D&D spell Polymorph. D&D being the precursor to Magic, it's not surprising, but I thought that it would be cool to see what you come up with when translating these spells into cards. Go to this website for the spells and their descriptions: https://www.dnd-spells.com/spells
The Rules:
-3 entries max per smith
-No nudity, swearing, etc.
-Only serious cards. No joke or un-cards.
-No existing MTG card images, please.
-You can edit your entry as many times as you want as long as the contest is going on.
-Please, please, please, PLEASE use correct MTG language and general grammar.
-Your card(s) must be based on one of the D&D spells. You must state the name of the spell it's based off of and paste the spell onto the comment as well so I don't have to look everything up in my Player's Handbook.
The Judging:
I will judge your cards based on:
Creativity, originality, utility, realistic-ness (??), and how well it emulates the spell that you choose while still being an MTG card.
The Prizes:
1st place: I will favorite five of your cards and you will get to chose an Honorable Mention!
2nd place: I will favorite three of your cards and you will get to choose an Honorable Mention!
3rd place: I will favorite two of your cards!
Honorable Mention(s): I will favorite your entry!
Everybody, not just the winners, will get feedback on their cards, and feel free to ask me any questions that you may have.
The date of judging is still to be determined.
Okay, I think that sums it up. Oh, one more thing. Before you read this, you must make a Wisdom (Perception) check and add the relative modifiers against a DC of 8 or you will not be able to understand the nuances of the contest. (If you don't play D&D, ignore the last two sentences; just like most people wouldn't understand me if I said "Response: tap 4 onto a CoCo," which is MTG talk, you probably don't comprehend D&D speak.)
Hold onto your NPCs and your arcane focuses (more D&D speak); it's going to be a wild ride. Commence!
This discussion has been closed.
Comments
If you want to post an image use this: http://forums.mtgcardsmith.com/discussion/809/tutorial-forum-post-coding
Also, D&D is my life. There will be entries. Oh yes there will be entries. My WIS MOD is to high... I can't even fail the check.
Here's the D&D spell: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
ALTER SELF: You assume a different form.
When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any.
You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
ACID SPLASH: You hurl a bubble of acid.
Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Shocking Grasp:
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
A 60-foot-radius sphere of light spreads out from a point you choose within range.
The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
https://www.dnd-spells.com/spell/daylight
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
https://www.dnd-spells.com/spell/magic-missile
The quote is from Dragonlance, written by Margaret Weis.
I edited this entry on 4.3.2017.
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
A 10-foot-radius invisible sphere of antimagic surrounds you.
This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
A classic for our gaming sessions.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw ifit’s triggered by damage. On a success, the spell ends.
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
A storm made up of sheets of roaring flame appears in a location you choose within range.
The area of the storm consists of up to 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
The effect:
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
http://mtgcardsmith.com/view/animate-objects
Objects come to life at your command.
Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damagfe on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Could we translate creatures to mtg cards as well? Or is it only spells?
And for funsies can we translate mtg cards into D&D things ?