I solved at-will powers.
If you use this, please give me credit.
The formula is [now] spot on for 22 of the 33 powers. A few are over cost, a few under, and a few are total mysteries. With this you can make all the 1st level at-wills listed in the classes, except the "?"s below. Feel free to check this against the books. If you solve any of the ones I couldn't, or catch a flub, let me know. Have fun, make new powers and please post 'em.
This is a first draft, work in progress. It took me a few hours today and it's late. Thought I'd post and see what people think.
At-Will Powers
Base Power
Pick damage type
Standard Action
Target: One creature
Attack: Stat vs. Defense
Hit: 1d6 and 10 range or 1[w] and no range + attack stat modifier of a given type damage.
Double damage + attack stat modifier at 21st level.
The individual effects and modifications to the above basic power cost points. All powers are build using five (5) points. Point costs of powers are detailed below.
Increasing Range: Weapon power range is zero (0). Die type range starts at 10 and can be moved one step on the chart below for a one (1) point. Increasing range one step costs one (1) point, decreasing range one step grants one (1) point. For example: decreasing range to 5 squares would grant two (2) points.
Range Chart: 0 / 3 / 5 / 10 / 20
Target: Additional attacks are covered elsewhere. Adding an area effect is covered elsewhere.
Attack: You pick the attack stat and the defense targeted. No cost.
Damage: You can increase the die type to d8 for two (2) point, or to d10 for four (4) points. You can also earn back one (1) point be decreasing the die type. Base die type is d6. For example: reducing damage to d4 would give you an additional point. You can drop the +stat mod damage to gain two (2) points. You can drop the die type and only deal stat mod damage to gain four (4) points. You can add an additional damage die for 2 two (2) points.
Effects: There are many effects possible with powers. Consult the chart below for effects and costs.
Effect: Cost:
Area of effect 4
Invisibility (one round) 6
Avoid opportunity attacks 7
Ignore shift / OA prevention 7
Move (1 square) 3
Temporary hit points (by stat mod) 4
Temporary hit points (one-half level) 3
Make saving throw 6
Attack bonus (+1) 3
Attack bonus (+1 per adjacent enemy) 6
Attack bonus (by stat mod) 5
Attack penalty (-1 to target) 3
Shifting (1 square) 4
Additional 1[w] attack (damage, no stat mod) 8
Additonal attack (stat mod) 4
Additional attack (on hit, no new roll, damage by stat mod) 6
Additional dx attack w/ stat mod 7
Damage bonus (second stat mod) 6
Damage on miss (half stat mod) 3
Damage on miss (conditional full stat mod) 3
Push (1 square) 2
Push (by stat mod) 4
Basic attack 2
Duration (until end of next round) 1
AC bonus (+1) 3
Target slowed (until end of next turn) 6
Conditional effect -1
1[w] damage vs Will/Reflexes 6
1[w] damage vs Fortitude 3
Cleric powers: Lance of Faith, 6pts. Priest’s Shield, 6pts. Righteous Brand, 6pts. Sacred Flame, 6pts.
Fighter powers: Cleave, 6pts. Reaping Strike, 6pts. Sure Strike, 6pts. Tide of Iron, 6pts.
Paladin powers: Bolstering Strike, 4pts, Enfeebling Strike, 6pts. Holy Strike, 5pts. Valiant Strike, 6pts.
Ranger powers: Careful Attack, 4pts. Hit and Run, 6pts. Nimble Strike, 4pts. Twin Strike, 6pts.
Rogue powers: Deft Strike, 6pts. Piercing Strike, 6pts. Riposte Strike, 7pts? Sly Flourish, 6pts.
Warlock powers: Dire Radiance, 6pts. Eldritch Blast, 6pts. Eyebite, 6pts. Hellish Rebuke, 6pts.
Warlord powers: Commander’s Strike, ?pts. Furious Smash, 7pts. Viper’s Strike, 6pts. Wolf Pack Tactics, 4pts.
Wizard powers: Cloud of Daggers, 10pts. Magic Missile, 4pts. Ray of Frost, 6pts. Scortching Burst, 4pts. Thunderwave, 6pts.
If you use this, please give me credit.
The formula is [now] spot on for 22 of the 33 powers. A few are over cost, a few under, and a few are total mysteries. With this you can make all the 1st level at-wills listed in the classes, except the "?"s below. Feel free to check this against the books. If you solve any of the ones I couldn't, or catch a flub, let me know. Have fun, make new powers and please post 'em.
This is a first draft, work in progress. It took me a few hours today and it's late. Thought I'd post and see what people think.
At-Will Powers
Base Power
Pick damage type
Standard Action
Target: One creature
Attack: Stat vs. Defense
Hit: 1d6 and 10 range or 1[w] and no range + attack stat modifier of a given type damage.
Double damage + attack stat modifier at 21st level.
The individual effects and modifications to the above basic power cost points. All powers are build using five (5) points. Point costs of powers are detailed below.
Increasing Range: Weapon power range is zero (0). Die type range starts at 10 and can be moved one step on the chart below for a one (1) point. Increasing range one step costs one (1) point, decreasing range one step grants one (1) point. For example: decreasing range to 5 squares would grant two (2) points.
Range Chart: 0 / 3 / 5 / 10 / 20
Target: Additional attacks are covered elsewhere. Adding an area effect is covered elsewhere.
Attack: You pick the attack stat and the defense targeted. No cost.
Damage: You can increase the die type to d8 for two (2) point, or to d10 for four (4) points. You can also earn back one (1) point be decreasing the die type. Base die type is d6. For example: reducing damage to d4 would give you an additional point. You can drop the +stat mod damage to gain two (2) points. You can drop the die type and only deal stat mod damage to gain four (4) points. You can add an additional damage die for 2 two (2) points.
Effects: There are many effects possible with powers. Consult the chart below for effects and costs.
Effect: Cost:
Area of effect 4
Invisibility (one round) 6
Avoid opportunity attacks 7
Ignore shift / OA prevention 7
Move (1 square) 3
Temporary hit points (by stat mod) 4
Temporary hit points (one-half level) 3
Make saving throw 6
Attack bonus (+1) 3
Attack bonus (+1 per adjacent enemy) 6
Attack bonus (by stat mod) 5
Attack penalty (-1 to target) 3
Shifting (1 square) 4
Additional 1[w] attack (damage, no stat mod) 8
Additonal attack (stat mod) 4
Additional attack (on hit, no new roll, damage by stat mod) 6
Additional dx attack w/ stat mod 7
Damage bonus (second stat mod) 6
Damage on miss (half stat mod) 3
Damage on miss (conditional full stat mod) 3
Push (1 square) 2
Push (by stat mod) 4
Basic attack 2
Duration (until end of next round) 1
AC bonus (+1) 3
Target slowed (until end of next turn) 6
Conditional effect -1
1[w] damage vs Will/Reflexes 6
1[w] damage vs Fortitude 3
Cleric powers: Lance of Faith, 6pts. Priest’s Shield, 6pts. Righteous Brand, 6pts. Sacred Flame, 6pts.
Fighter powers: Cleave, 6pts. Reaping Strike, 6pts. Sure Strike, 6pts. Tide of Iron, 6pts.
Paladin powers: Bolstering Strike, 4pts, Enfeebling Strike, 6pts. Holy Strike, 5pts. Valiant Strike, 6pts.
Ranger powers: Careful Attack, 4pts. Hit and Run, 6pts. Nimble Strike, 4pts. Twin Strike, 6pts.
Rogue powers: Deft Strike, 6pts. Piercing Strike, 6pts. Riposte Strike, 7pts? Sly Flourish, 6pts.
Warlock powers: Dire Radiance, 6pts. Eldritch Blast, 6pts. Eyebite, 6pts. Hellish Rebuke, 6pts.
Warlord powers: Commander’s Strike, ?pts. Furious Smash, 7pts. Viper’s Strike, 6pts. Wolf Pack Tactics, 4pts.
Wizard powers: Cloud of Daggers, 10pts. Magic Missile, 4pts. Ray of Frost, 6pts. Scortching Burst, 4pts. Thunderwave, 6pts.
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