So I decided that it would be fun to create all of the swords from Mirrodin and Scars of Mirrodin in a D&D setting. Not too much explanation needed, let me know what you think!
Sword of Body and Mind
Legendary Longsword (Versatile)
Upon each successful hit of a turn, this sword glows with green energy and summons a wolf adjacent to the enemy. The wolf is under the command of the wielder and follows its commands. Lasts for 1 round.
The target also makes an intelligence saving throw with a DC of 12. On a failed save, the target loses one of its lowest level spell slots, and stores it in the weapon. The user can use the stored spell slot to cast one of their own spells. Cannot exceed current maximum spell slot. Sword loses all charges at dawn.
Sword of Feast and Famine
Legendary Longsword (Versatile)
Upon the first successful hit of a turn, you gain temporary hit points equal to half the amount of the damage done. You may choose to keep the previous amount of temporary hit points gained or choose the new number.
The target also makes a constitution saving throw with a DC of 12. On a failed save the target has disadvantage on attack rolls for 1 round.
Sword of Fire and Ice
Legendary Longsword (Versatile)
Upon speaking the command word, the sword ignites in flame. Resembles that of torchlight. In addition, each attack while this weapon is bound to you deals an additional 1d6 fire damage. Damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
The target also makes a constitution saving throw with a DC of 12. On a failure, the target is considered restrained until it breaks through the ice.
Sword of Light and Shadow
Legendary Longsword (Versatile)
Upon the first successful hit of a turn, you heal the closest ally within 30 feet with the least amount of health remaining (can heal yourself) for half of the damage dealt.
The target also makes a wisdom saving throw with a DC of 12. On a failed save, you may cast Bestow Curse on the target. (PHB 218). This feature cannot be used more than twice each long rest.
Sword of War and Peace
Legendary Longsword (Versatile)
While wielding this weapon, you may choose to make your melee attacks at advantage, if you do, the next attack made against you is made at advantage. Additionally, you may use a bonus action to be under the effects of the Haste spell (PHB 250). You cannot benefit from the Haste spell in this way more than twice each long rest.
Additionally, whenever an ally, (including yourself) within 30 feet of you receives any healing, they heal for an addition 2d10. Also, allies within 30 have advantage on death saving throws, and when they are stabilized they are healed for 2d10 hit points.
Basically, I would just like some more input on if any of them seem overpowered or underpowered, or not consistent with their original MTG conceptions.
Honestly, none of these do a really good job representing the sword cycle. I'd have to think about it a little bit, but I'm sure there has to be a better way to represent what those weapons do.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
None of them? Body and Mind literally summons a wolf in both iterations. Losing spell slots equate to milling the opponent's deck (both are resources used by the enemy/planeswalker). The only 2 that I think need improvements in flavor are War and Peace as well as the shadow side of Light and Shadow and probably War and Peace.
I'm open to hear ideas though, its pretty difficult to equate some of the MTG mechanics to D&D terms.
Sword of Body and Mind - Maybe that it is just how you formatted the abilities, but it seems like every time you hit with the sword two things happen. First, a wolf gets summoned, and then the target makes a save or loses a spell slot. The wolf only lasts one turn before disappearing? That seems fine, though odd thematically to just keeping having a wolf blink in and out of existence each time you connect. Also the sword doesn't need to store the stolen spell slots for use later, that is not what the example weapon does.
I would suggest that instead, maybe the sword can steal spell slots and then convert those slots into some form of spirit wolf. Level 1-3 slots would generate a regular wolf, 4-6 a dire wolf, 7-9 some sort of more powerful wolf spirit. That way there is a cap and a progression and the effect is all in one. The target makes the save to lose the slot and then the sword makes a wolf spirit out of what it gets. The spirit lasts until the end of combat or until it is killed.
Sword of Feast and Famine - Neither temporary hit points not disadvantage match up well this this swords ability to untap your lands and make your opponent discard cards. I'm getting neither feast nor famine from this card.
I would suggest maybe a sword that grants or recharges the fighter ability "Action Surge" on the first hit of the turn and maybe drains some sort of action from the opponent (bonus, reaction, a monster's recharge power, etc.). This of course would require a save of some kind to avoid.
Sword of Fire and Ice - In Magic this sword is the most basic "do extra damage and draw a card" sort of sword. Just because it is made partially of ice, doesn't mean you need to abandon the draw aspect of the card.
I would suggest a sword that, on a hit, forces a save or the target takes a small amount of fire damage and also the attacker is granted something similar to a Bardic Inspiration dice to use on the next turn.
Sword of Light and Shadow- This one seems sort of as close as you can get since there really isn't a good way to handle this sword's ability to bring back creatures from the graveyard.
I would still suggest you tweak it a bit. The healing still seems a bit strong. Also, like the other swords, I'd suggest you tie both abilities together under a single saving throw so that the attacker gets both affects or neither effect when they attack.
Sword of War and Peace - I'm sort of at a loss for this one right now. I just know that your version seems way off the mark. It would take a while longer for me to sort out what might be better though.
All of that aside, these should also all be +2 weapons (to align with the +2/+2 bonus of the swords) and require attunement.
I could just change it so that the wolves last for 1 minute, I don't want my players to have to keep track of a bunch of different types of wolves. Also, I forgot to edit out the part about storing the spell slots, that is no longer part of the sword.
Feast and Famine might not seem in line with the sword itself, but think about the feast spell in D&D, you gain some temporary HP for the players, that's where I got that idea from. The disadvantage comes from the enemy being literally famished from the strike of the weapon. They have little energy to swing their weapon or cast their spell so its more difficult to hit.
I don't really get how bardic inspiration or something like it represents ice. I think you're too focused on the MTG color pie and not what really makes sense as far as Dungeons and Dragons mechanics and the name of the swords.
This is really supposed to be a re-imagining of these swords into a D&D world, not an identical translation.
I'm open to new ideas, but I'm not too concerned with making them EXACTLY like they are in MTG.
I don't really get how bardic inspiration or something like it represents ice. I think you're too focused on the MTG color pie and not what really makes sense as far as Dungeons and Dragons mechanics and the name of the swords.
It doesn't. It represents the sword's ability to let you draw a card. It's more metaphorical, in the sense of "cooler heads prevail."
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I understand where you're coming from, but like I said, I think that you're too focused on the flavor of the MTG color pie. The sword of fire and ice, to me at least, should be a literal sword of fire and ice, a primal weapon that uses the literal elements at its disposal. I think we just disagree on the interpretation of the swords themselves. I'm more concerned with re-imagining, making the names of the swords make sense in D&D terms.
Thanks for the input though, I appreciate it!
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Hello everyone!
So I decided that it would be fun to create all of the swords from Mirrodin and Scars of Mirrodin in a D&D setting. Not too much explanation needed, let me know what you think!
Sword of Body and Mind
Legendary Longsword (Versatile)
Upon each successful hit of a turn, this sword glows with green energy and summons a wolf adjacent to the enemy. The wolf is under the command of the wielder and follows its commands. Lasts for 1 round.
The target also makes an intelligence saving throw with a DC of 12. On a failed save, the target loses one of its lowest level spell slots, and stores it in the weapon. The user can use the stored spell slot to cast one of their own spells. Cannot exceed current maximum spell slot. Sword loses all charges at dawn.
Sword of Feast and Famine
Legendary Longsword (Versatile)
Upon the first successful hit of a turn, you gain temporary hit points equal to half the amount of the damage done. You may choose to keep the previous amount of temporary hit points gained or choose the new number.
The target also makes a constitution saving throw with a DC of 12. On a failed save the target has disadvantage on attack rolls for 1 round.
Sword of Fire and Ice
Legendary Longsword (Versatile)
Upon speaking the command word, the sword ignites in flame. Resembles that of torchlight. In addition, each attack while this weapon is bound to you deals an additional 1d6 fire damage. Damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
The target also makes a constitution saving throw with a DC of 12. On a failure, the target is considered restrained until it breaks through the ice.
Sword of Light and Shadow
Legendary Longsword (Versatile)
Upon the first successful hit of a turn, you heal the closest ally within 30 feet with the least amount of health remaining (can heal yourself) for half of the damage dealt.
The target also makes a wisdom saving throw with a DC of 12. On a failed save, you may cast Bestow Curse on the target. (PHB 218). This feature cannot be used more than twice each long rest.
Sword of War and Peace
Legendary Longsword (Versatile)
While wielding this weapon, you may choose to make your melee attacks at advantage, if you do, the next attack made against you is made at advantage. Additionally, you may use a bonus action to be under the effects of the Haste spell (PHB 250). You cannot benefit from the Haste spell in this way more than twice each long rest.
Additionally, whenever an ally, (including yourself) within 30 feet of you receives any healing, they heal for an addition 2d10. Also, allies within 30 have advantage on death saving throws, and when they are stabilized they are healed for 2d10 hit points.
Basically, I would just like some more input on if any of them seem overpowered or underpowered, or not consistent with their original MTG conceptions.
Thanks
Looking to implement these into my campaign, any suggestions?
Honestly, none of these do a really good job representing the sword cycle. I'd have to think about it a little bit, but I'm sure there has to be a better way to represent what those weapons do.
None of them? Body and Mind literally summons a wolf in both iterations. Losing spell slots equate to milling the opponent's deck (both are resources used by the enemy/planeswalker). The only 2 that I think need improvements in flavor are War and Peace as well as the shadow side of Light and Shadow and probably War and Peace.
I'm open to hear ideas though, its pretty difficult to equate some of the MTG mechanics to D&D terms.
Here's what I mean:
Sword of Body and Mind - Maybe that it is just how you formatted the abilities, but it seems like every time you hit with the sword two things happen. First, a wolf gets summoned, and then the target makes a save or loses a spell slot. The wolf only lasts one turn before disappearing? That seems fine, though odd thematically to just keeping having a wolf blink in and out of existence each time you connect. Also the sword doesn't need to store the stolen spell slots for use later, that is not what the example weapon does.
I would suggest that instead, maybe the sword can steal spell slots and then convert those slots into some form of spirit wolf. Level 1-3 slots would generate a regular wolf, 4-6 a dire wolf, 7-9 some sort of more powerful wolf spirit. That way there is a cap and a progression and the effect is all in one. The target makes the save to lose the slot and then the sword makes a wolf spirit out of what it gets. The spirit lasts until the end of combat or until it is killed.
Sword of Feast and Famine - Neither temporary hit points not disadvantage match up well this this swords ability to untap your lands and make your opponent discard cards. I'm getting neither feast nor famine from this card.
I would suggest maybe a sword that grants or recharges the fighter ability "Action Surge" on the first hit of the turn and maybe drains some sort of action from the opponent (bonus, reaction, a monster's recharge power, etc.). This of course would require a save of some kind to avoid.
Sword of Fire and Ice - In Magic this sword is the most basic "do extra damage and draw a card" sort of sword. Just because it is made partially of ice, doesn't mean you need to abandon the draw aspect of the card.
I would suggest a sword that, on a hit, forces a save or the target takes a small amount of fire damage and also the attacker is granted something similar to a Bardic Inspiration dice to use on the next turn.
Sword of Light and Shadow - This one seems sort of as close as you can get since there really isn't a good way to handle this sword's ability to bring back creatures from the graveyard.
I would still suggest you tweak it a bit. The healing still seems a bit strong. Also, like the other swords, I'd suggest you tie both abilities together under a single saving throw so that the attacker gets both affects or neither effect when they attack.
Sword of War and Peace - I'm sort of at a loss for this one right now. I just know that your version seems way off the mark. It would take a while longer for me to sort out what might be better though.
All of that aside, these should also all be +2 weapons (to align with the +2/+2 bonus of the swords) and require attunement.
I could just change it so that the wolves last for 1 minute, I don't want my players to have to keep track of a bunch of different types of wolves. Also, I forgot to edit out the part about storing the spell slots, that is no longer part of the sword.
Feast and Famine might not seem in line with the sword itself, but think about the feast spell in D&D, you gain some temporary HP for the players, that's where I got that idea from. The disadvantage comes from the enemy being literally famished from the strike of the weapon. They have little energy to swing their weapon or cast their spell so its more difficult to hit.
I don't really get how bardic inspiration or something like it represents ice. I think you're too focused on the MTG color pie and not what really makes sense as far as Dungeons and Dragons mechanics and the name of the swords.
This is really supposed to be a re-imagining of these swords into a D&D world, not an identical translation.
I'm open to new ideas, but I'm not too concerned with making them EXACTLY like they are in MTG.
I understand where you're coming from, but like I said, I think that you're too focused on the flavor of the MTG color pie. The sword of fire and ice, to me at least, should be a literal sword of fire and ice, a primal weapon that uses the literal elements at its disposal. I think we just disagree on the interpretation of the swords themselves. I'm more concerned with re-imagining, making the names of the swords make sense in D&D terms.
Thanks for the input though, I appreciate it!