Boros DeckWins (MTG R/W)


Level


KXP

Wiz/Pri/Psi11RW
123 456 789


TH

1

0

2-- --- ---

+0

2

8

21- --- ---

+1

3

16

22g --- ---

+2

4

32

221 g-- ---

+3

5

64

222 f-- ---

+4

6

128

322 1f- ---

+5

7

256

332 2e- ---

+6

8

512

333 21e ---

+7

9

1000

333 32d ---

+8

10

2000

433 321 ---

+9

11

3000

444 321 ---

+10

12

4000

444 322 d--

+11

13

5000

444 432 c--

+12

14

6000

544 432 1--

+13

15

7000

555 432 2c-

+14

16

8000

655 443 2b-

+15

17

9000

655 443 21-

+16

18

10000

655 543 22b

+17

19

11000

655 544 32a

+18

20

12000

655 544 321

+19

21

13000

665 554 322

+20

22

14000

666 654 332

+21

23

15000

776 655 432

+22

24

16000

776 655 443

+23

25

17000

777 665 543

+24

26

18000

777 665 554

+25

27

19000

887 666 654

+26

28

20000

887 776 655

+27

29

21000

888 777 665

+28

30

22000

888 777 766

+29

31

23000

988 887 776

+30

32

24000

999 888 777

+31

33

25000

999 988 887

+32

34

26000

999 999 888

+33

35

27000

999 999 998 a

+34

36

28000

999 999 999 1

+35

borosRequisites:

Str 16, Int 16, Wis 16

 

Class Slots 2

Alignment:

CG

HD/level:

d8

Weapon Prof.:

3+level/2

To Hit Table:

War

Reference:

RDM

Groups:

Warrior, Wizard, Priest

Complexity:

CF=3

 

 

Saving Throws:

 

PPD:

level+5

RSW:

level+5

PP:

level+5

BW:

level+5

Spell:

level+8

Fort:

level+2

Reflex:

level+5

Will:

level+5

 

 

 

 

May specialize in MTG Red, White, or Psi11RW school, if you do, pick a major opposite school. Spells are on next page. May still cast normal wizard/priest spells.

Can cast Wizard, Priest or MTG Red or White spells.

Level 1: +1 number of attacks with each weapon.

Level 2: 1V: Remove "summoning sickness" and/or "teleport sickness" from target.

Level 2: 1V: You will win initiative next segment.

Level 5: 1V: You may substitute the eelement ďpinkĒ for your dmg types instead of the normal type of damage.

Level 9: 1V: Target gains Free Action until end of turn.

Level 18: At the end of each round, cure your summons to max rhps.

Level 27: At the end of each segment, cure your summons to max rhps.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

School/Sphere

SL

Spell

Effect

Gold

N, min1

Figure of Destiny N

Summon a DL N Kithkin. At SL=2, it's a Kithkin Spirit. At SL=5, it's a Kithkin Spirit Warrior. At SL=8, it's a flying Kithkin Spirit Warrior Avatar with +1IF

Gold

N, min3

Energy Bolt N

Deal 10*(N-2) magic dmg to one group, cure that amount to another target

Gold

N, min5

Brightflame N

Deal 10*(N-4) dmg to a group, you cure the total damage done (to all creatures) to one target.

Gold

N, min 3

Aureliaís Fury N

Deal 10*(N-2) fire dmg among any number of targets. Those targets canít act the following segment

White

1

Path to Exile

1bM: One target teleported CL miles away.

Red

1

False Orders

(1bM to cast) Force a monster to attack someone else (he will only attack his enemies)

Red

1

Earthbind

Target loses flying and takes double normal falling damage (no save).

White

1

Death Ward

1bM, cannot act next segment: Avoid a slay effect on someone.

White

1

Healing Salve

One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.

Gold

1

Duergar Assailant

Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.

Red

1

Lightning Bolt

Target takes 30 lightning dmg (Spell save for 0)

White

1

Angel's Grace

1bM: Damage that would put you below 1 hp this segment puts you at 1 hp

Red

2

Shatter

Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).

Red

2

Raging River

Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.

White

2

Abeyance

Target cannot use M actions this segment (Will save)

White

2

Circle of Protection

When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.

White

2

Disenchant

Dispel an effect.

Gold

2

Lightning Helix

Deal 30 fire dmg to one target, cure another target 30 hp.

Gold

2

Boros Charm

Choose one Ė Do 40 fire dmg to a creature, or you and your items are indestructible this segment, or one target does double physical damage this segment

Red

2

Echoing Ruin

Destroy all magic items of the same exact type (Disint. save each)

White

3

Oblivion Ring

One item, creature or spell effect imprisoned for CL segments.

Red

3

Stone Rain

Deal CL Hull dmg to one inanimate object (no save)

White

3

Reverse Damage

1bM: One effect that's damaging you heals you for that amount instead.

Red

3

Fervor

You and your summons are not summoning sick.

Gold

3

Intimidation Bolt

1bM: deal 30 damage to a target and no creatures in that target's group can attack you this segment.

White

3

Arenson's Aura

0, sacrifice a maintained effect: Dispel a maintained effect.

Gold

4

Ajani Vengeant

Summon a DL3 Cat that can cast Sleep, Lightning Helix and Earthquake. +1 summon slot too.

White

4

Day of Judgement

Slay a group (save, MR)

Red

4

Fork

1bM or 1 OppM: Copy target magical/psionic effect you control.

Red

4

Orcish Oriflamme

All your subordinates get +1 offensive DL.

Gold

4

Master Warcraft

1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).

Gold

4

Glory of Warfare

Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.

Red

4

Mana Echoes

Whenever a creature is summoned, regain 1SL for each summon you control that shares a type with it.

Red

4

AEther Flash

Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)

White

4

Resurrection

Resurrect someone who's slain within CL s.

White

4

Congregate

Target gains 10*N hp, where N is the number of people in the party+summons

White

5

Conquerer's Pledge

Summon 6 DL I Kor Soldiers(one group). If you spend an additional 6th level SL, you summon 12 instead.

White

5

Baneslayer Angel

Summon a DL V flying Angel with +1IP and Vampiric regen(you gain the life), Immune demons and dragons.

Red

5

Siege-Gang Commander

Summon 4 DL1 Goblins. As each one dies, it deals 20 dmg or 2 rdmg to one target.

Gold

5

Waves of Aggression

Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)

Gold

5

Reflect Damage

1bM: Reflect all damage done by one effect to one target.

Red

5

Fissure

Slay target creature (RSW save), or Earthquake the floor

White

5

Angelic Chorus

Whenever you summon a creature, cure it's hp on yourself

Red

6

Hellkite Charger

Summon a DL VI dragon with +1F action.

Red

6

Gravity Sphere

No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)

Red

6

Dragon Roost

Once per round, get a DL V Dragon as a summon (limit=LVL/3)

White

6

Beacon of Immortality

Double current hp (like a Tenser's, but a different source)

Red

7

Flame Wave

CL/3 groups each take 40 eldritch fire dmg (no save)

White

7

Look at Me, I'm the DCI

An effect is banned from the room (x1 Special)

Red

7

Devastation

Slay a group (no save) and deal CL Hull dmg to all objects in that group.

Red

7

Vicious Shadows

For CL s, when a creature is slain, you may deal a target 10*itís Int score shadow dmg.

Red

8

Insurrection

Charm a group (Will save, ignores charm immunity)

White

8

Reverse the Sands

Switch current hp totals with someone (no save)

White

8

Storm Herd

Summon X DLI flying Pegasi where X=current hp.

Red

8

Lavaball Trap

1bM: Deal CL Hull dmg to two objects. Deal 40 earth dmg to one group(no save).

White

9

Blessed Wind

Target's current hp becomes 200.

Red

9

Searing Wind

1bM: Target is dealt 100 dmg.

White

9

Blazing Archon

Summon a DL VI Archon. You canít be attacked but still can attack as long as you control this summon.

White

9

Iona, Shield of Emeria

Summon a DL VII Angel. Choose a school/sphere. Spells from the chosen school/sphere canít be cast in the room.