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<blockquote data-quote="Veep" data-source="post: 6745448" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Multiclassing, Skill Powers and Rituals</strong></span></p><p></p><p><strong><u>Multiclassing Options</u></strong></p><p>[sblock]Multiclassing can be a nice option for many characters. </p><p></p><p>Thunder and Cold blasters will mostly <strong><span style="color: #00ccff">Multiclass Swordmage</span></strong> for the Malec-Keth Janissary Paragon Path. </p><p></p><p>Orb of Imposition (Imposers) and Illusionists will find <strong><span style="color: #00ccff">MC Cleric and Bard</span></strong></p><p><strong></strong>very useful for the leader options and the paragon paths Divine Oracle and Lifesinger</p><p></p><p>MC Invoker is nice for the similar role and stats match you have: you also gain access to <strong><span style="color: #0000ff">Hammer of Vengeance Paragon Path</span></strong> which has a static -2 to saves which is very valuable for orb of imposition users (you will need high wisdom, though). Invoker has nice summons, too, and a vast feat support. Mc invoker may get you into the so-called "radiant mafia", which is abusing radiant vulnerability by using a radiant weapon, the<strong><span style="color: #0000ff"> sun domain channel divinity</span></strong> and/or the <strong><span style="color: #00ccff">Morninglord paragon path</span></strong>. It's not at all bad choice, but it's not generally the way to go for wizards (at least for what i consider a wizard).</p><p></p><p>Finally the Warlock is a very strong strikery options, expecially for power swapping. Warlock powers are more strikerish than Wizard's but they have an huge controller-ish flavour (generally). This is nice expecially for <strong><span style="color: #0000ff">high-charisma tiefling wizards </span></strong>and expecially <strong><span style="color: #00ccff">enchanter mages</span></strong></p><p></p><p><strong>MC shaman</strong> was another nice choice to get the free spirit at will, but was badly nerfed in the may errata. It is still nice, but not so much.</p><p>[/sblock]</p><p></p><p><strong><u>Hybrid Options</u></strong></p><p>[sblock]</p><p>The hybrid wizard is one of the best hybrid in the game (as most arcane characters). The wizard has very little features and very very little armor proficiency (let’s draw a veil over weapon proficiencies). You lose the spellbook feature, and you can't recover it even with the Hybrid Talent feat. This can be somewhat important, so evaluate carefully before choosing the "hybrid path". </p><p>You can gain back Arcane Implement Mastery with Hybrid Talent, though.</p><p></p><p>Why hybridizing? For example, If you played a campaign in the paragon tier, let's say level 15-19, you may have noticed that wizard powers in that level are a bit weaker than in others (since 9-13 powers are overpowered you may not care about this, but this is only my opinion EDIT: this is not more true, fortunately, after HoFL... slumber of the white court, mass charm and wrath of battle deleted this problem). This may be changed by hybriding into another class. Maybe your party has already another controller, or need an help for leading. In these cases, hybridizing can be a really nice choice.</p><p></p><p>Another reason could be boosting toughness of the class: the wizard is considered, rightfully, one of the most fragile classes (even if it has many ways to escape/reduce damage of attacks). Unless you multiclass it with another controller class or the assassin, you will get a bonus in your HP and surges.</p><p></p><p>The third reason could be focusing of a theme. I'm quoting <strong>JoeMama1512</strong>: <em>Say you are making a radiant-wizard. Wizard+invoker will cover your bases where wizard alone would be pretty limited in power selection. Ditto with a cold or fire or stun or whatever build. In general the wizard has enough good powers for general purpose, so the only time I feel the need to expand power selection is with a theme-build.</em></p><p></p><p>Last but not least, and again suggested by <strong>JoeMama1512</strong>, hybrids can use more implements than "normal" wizards: <em>Maybe I want to use a holy symbol or sword as an implement without spending a feat (or impossible in the case of symbol).</em></p><p></p><p>Which class? You have essentially 3 "simple choices", which are intellect based as the wizard and more choices that requires heavy investment in a secundary stat.</p><p></p><p><strong><u>Share intellect as main stat</u></strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff"><strong>Artificer</strong></span>: nice leader-y choice, very nice summonings, extremely nice utilities. Can work very well as a second leader in a large party and remains a decent controller. </p><p></p><p><span style="color: #00ccff"><strong>Psion</strong></span>: this is a very strong controller, with a great power selection. You can cherry-pick the best from both classes, or choose specific builds. </p><p></p><p><span style="color: #00ccff"><strong>Swordmage</strong></span>: the classical "gish". Nearly all swordmages build are swordmage|wizard or swordmage|warlock. A very nice defensive character, strong controller and decent defender</p><p>[/sblock]</p><p></p><p><strong><u>Intellect as secundary, or good general choices</u></strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Bard</span></strong>: similar to the cleric, the bard opens quite few option. It has very nice ally movement and damage prevention features and its powers (expecially the cunning bard ones) are very nice for a controller. You won't have implement issues.</p><p></p><p><span style="color: #0000ff"><strong>Cleric</strong></span>: the cleric, expecially the pacifist cleric, is a strong controller. You can create a tiefling radiant/fire blaster that abuses of cleric powers and is a decent leader. Or choose non damaging wizard powers (these are few, but nice: web and visions of avarice, for example) and welcome the way of the pacifism. Plus, using the holy symbol as implement is probably the best choice.</p><p></p><p><strong><span style="color: #0000ff">Invoker</span></strong>: the invoker has a nice power selection and its powers are generally friendly AOE even at low level. Good feat support and Hammer of Judgement feature make this a very nice choice. </p><p></p><p><strong>Shaman</strong>: you will bring good dpr-boosting leader powers, the ability to use the spirit and a nice all-around leading ability.</p><p></p><p><span style="color: #00ccff"><strong>Warlock</strong></span>: going for charisma-warlock is very nice for some races (tiefling, gnome, shardmind for example): your powers will be much more offensive and you will gain very nice defensive abilities typical of the class. Constitution warlock are also very nice, even if there are less races available</p><p></p><p><span style="color: #0000ff"><strong>Warlord</strong></span>: The synergy between our class and the warlord is surprisingly strong. Naturally i'm referring to the Tactical Warlord, that is intellect based. You have two solutions: </p><p>1) Being a Lazy Warlord: there are a lot of warlord powers that do not require hit. You can safely dump into the ground Strength, use you free Hide Armour and enable and control at the same time. </p><p>2) being a Genasi with very high strength (on par with Intellect) so you can choose between all kind of warlord powers and possibly even take a warlord paragon path. </p><p>Both builds are a bit feat starved: in my opinion there are some required feats: Hybrid talent (warlord armour) is needed, because you are often in melee and you need that AC. If you want to use heavy swords you have to take arcane implement proficiency to use them as implements.</p><p>That said, the warlord is one of the most powerful classes in the game and the mix between wizard and warlord can be truly devastating.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p><strong><u>Themes</u></strong></p><p>[sblock]</p><p></p><p><strong><span style="color: #0000ff"><strong>Order Adept (D 399)</strong></span></strong></p><p>[sblock]</p><p>This is probably a good choice for wizards, since it has really good specialized features:</p><p></p><p><strong>Argent Rain</strong></p><p><em>Reflex, Fire, Zone</em>: better for blasters, decent for controllers. The zone damage isn't iterative but works also on entering the zone. </p><p><span style="color: #0000ff"><strong>Level 5 Feature </strong></span>: +2 to Arcana and another utility power just because you can. Really good.</p><p><span style="color: #00ccff"><strong>Level 10 Feature</strong></span>: the bonus to arcana becomes +4 and you gain an incredibly good power bonus to Will. Again, why not?</p><p><span style="color: #008000"><strong>Extension </strong></span><em>Daily</em>: Like Mordenkainen's Lucubration but without the sustain. Surely not needed at level 2, but it scales very well.</p><p><span style="color: #00ccff"><strong>Far Reaching</strong></span></p><p><em>Encounter</em>: personally i like having 20 range on some dailies, and it's a free action. </p><p><strong>Mnemonic Enhancer </strong><em>Daily</em>: the limitation to the lowed level encounter power ruins a bit this utility.</p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #0000ff"><strong>Scholar (D 399)</strong></span></strong></p><p>[sblock]</p><p>A really good benefit, especially since as a wizard you will be expected to make a lot of monster knowledge checks. </p><p></p><p><span style="color: #0000ff"><strong>Use Vulnerability</strong></span>: if you beat the hard DC you are untouchable for one round and you deal extra int damage to the target. For a free action, what do you want more?</p><p><span style="color: #008000"><strong>Level 5 Feature</strong></span>: additional training to a knowledge skill or a +2 bonus to one knowledge skills if you are well prepared... and an extra language. Why not, i'd say??</p><p><span style="color: #008000"><strong>Level 10 Feature</strong></span>: you know <strong><u>all</u></strong></p><p><strong></strong>languages and you can decipher arcane stuff quite easily. A lovely benefit</p><p><span style="color: #008000"><strong>Useful Lore </strong></span><em>Daily</em>: +5 to a skill, but as a daily... there are surely better choices</p><p><strong>Inimical Lore </strong><em>Encounter</em>: as encounter power you can exploit vulnerabilities or change damage types. Its only issue is the range... which is really bad.</p><p><strong>Defensive Lore </strong><em>Daily</em>: full enemy weakening and -defense. Great, but the range kills the power. It's really better in the hand of a swordmage or a melee artificer.</p><p>[/sblock]</p><p></p><p><strong><strong>Wizard's Apprentice (D 399)</strong></strong></p><p>[sblock]</p><p>This are nice benefits, but Order Adept is overall stronger in my opinion</p><p></p><p><strong>Color Orb</strong></p><p><em>Will, Radiant</em>: a single target daze is strong at level 1, but scales so&so and the range is crappy.</p><p><strong>Level 5 Feature</strong>: there are some nice choices, but common items are fairly limited</p><p><strong>Level 10 Feature</strong>: take a look to Order Adept level 10 feature, now look back. You aren't on a boat.</p><p><span style="color: #ff00ff"><strong>Disappear</strong></span></p><p><span style="color: #ff00ff"></span><em>Daily</em>: a daily single round invisibility... mmm, ok? </p><p><span style="color: #0000ff"><strong>Winged Step</strong></span><em> Encounter:</em> an encounter fly is really good in my book, definitely better than dimension door.</p><p><span style="color: #008000"><strong>Minor Polymorph</strong></span></p><p><em>Daily</em>: mainly a scouting power. You should have your familiar for this kind of stuff.</p><p>[/sblock]</p><p></p><p><strong><span style="color: #0000ff"><strong>Veiled Alliance (DSCS)</strong></span></strong></p><p>[sblock]</p><p>This is a very control-focused theme (which is good for us) but with a slightly leaderish hint. As a nice mechanic boost, all three encounter powers can be enhanced by expending an extra minor action when casting.</p><p></p><p><span style="color: #0000ff"><strong>Excise from Sight</strong></span></p><p><em>Will, Psychic</em>: eyebite on steroids, and the slide with minor action can be handy. A nice benefit at level 1.</p><p><strong>Veiled Arcana</strong></p><p><em>Encounter</em>: gaining CA as minor action 1/encounter can be a good little perk.</p><p><span style="color: #0000ff"><strong>Dazzling Flash</strong></span><strong></strong></p><p><strong></strong><em>Fortitude, Radiant</em>: Friendly CB 5 slow + big penalty on OAs is a really good mix. With the minor action expense enemies can't basically punish marks or do anything when they're not in their turns. </p><p><span style="color: #ff0000"><strong>Psychic Veil</strong></span></p><p><em>Will, Psychic</em>: this instead is really bad. Deafening (WHY??) and little penalty on out-of-turn actions is really too few for a daily to be viable.</p><p><strong>Veiled Escape </strong><em>Encounter:</em> minor action shift enhancer... with an extra bonus for nethermancers</p><p><span style="color: #0000ff"><strong>Sandman's Veil</strong></span></p><p><em>Reflex, Psychic, Teleportation</em>: "cannot see" is a nice bonus, especially if you have a ranged-based party. It is a strong incentive to defender-attacking. </p><p><span style="color: #0000ff"><strong>Sequestering Veil</strong></span></p><p><em>Fortitude, Psychic</em>: wow, this power is good, especially with the extra free penalty tackled with a minor action. The only thing keeping it out from max rank is the little area. </p><p><span style="color: #ff00ff"><strong>Sensory Absorbtion</strong></span></p><p><em>Daily</em>: this is a bit like Evard's All Seeing Worm (from nethermancer enigmatic mage), but worse. Overall quite underwhelming. </p><p></p><p><strong>Veiled Alliance Paragon Paths</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Master Preserver (DSCS)</strong></span>: nice leader-ish features, as Praetor Legate. You lose the ability to defile (which doesn't seem to be a really harsh loss) but you gain a nice bonus on ritual skills. Powers are very strong, indeed. Expecially the level 20 daily is really a jewel.</p><p></p><p><span style="color: #ff0000"><strong>Veiled Guardian (DSCS)</strong></span>: not made for you.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p><strong><strong>Templar (DSCS)</strong></strong></p><p>[sblock]</p><p>Based on Dark Sun tyrannical leaders, the templar is good for arcane leaders, but works also for wizard</p><p></p><p><span style="color: #0000ff"><strong>Templar's Fist</strong></span></p><p><em>Will, Psychic</em>: Psychic damage, hits will and adds a good attack bonus to the next ally. While not exactly wizard-ly it is a really good benefit.</p><p><span style="color: #0000ff"><strong>Reward the Obedien</strong><em>t </em></span><em>Encounter</em>: fits greatly the leaderish theme and healing surge + saving throw is really good. Requires a bit of positioning to be workable, though.</p><p><span style="color: #ff00ff"><strong>Fearsome Command</strong></span></p><p><em>Will, Fear, Psychic</em>: aoe slow burst 2 is decent at 3rd level, but wizard has better choice.</p><p><strong>Glare of Oppression</strong><em> Will, Healing, Radiant</em>: aoe immobilisation + regeneration 3 is a good benefit. Naturally it's not really comparable to dailies like Visions of Avarice or Stinking Cloud</p><p><span style="color: #ff00ff"><strong>Mantle of Might </strong></span><em>Daily, Fear</em>: it would be really strong, but not for you. This is really good for a melee bard or a melee artificer.</p><p><span style="color: #ff00ff"><strong>Fettering Glare </strong></span>(violet) Will, Psychic: CB 2 + proning is quite meh. Overall nothing incredible and the ally reroll is frankly out-of-character.</p><p><strong>Imperious Gaze</strong></p><p><em>Will, Psychic:</em> CB 2 dazing + regain encounter for an ally. Overall a nice benefit, but not so incredible</p><p><span style="color: #0000ff"><strong>Berate the Weak</strong></span></p><p><span style="color: #0000ff"></span><em>Daily, Healing</em>: naturally better for a leader, but that's really a good backup benefit. Removing dazing and stunning, especially, is incredible.</p><p></p><p><strong>Templar Paragon Paths</strong></p><p>[sblock]</p><p><strong>Master Defiler (DSCS)</strong>: thematically tied to defiling (obvious), which frankly seems a quite underwhelming mechanic (free to contradict me). Powers, though, are really nice (especially the level 12 utility).</p><p><strong>Prateor Legate (DSCS)</strong>: overall a quite nice, even if a bit leaderish theme: being able to put out a little distance between you and enemies, though, is quite strong. Overall quite decent. The entry theme power is pretty nice.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Skill Powers</u></strong></p><p>[sblock]</p><p></p><p>As usual non-combat skill powers will be rated green. All skill powers presented here, unless written otherwise, are in PHB 3.</p><p>Combat skill powers will be rated according to their power. </p><p>I'll rate only skill powers tied to standard wizard skills (so, no Heal or Endurance ones)</p><p></p><p><strong>Arcana (Int)</strong></p><p>[sblock]</p><p><span style="color: #ff00ff"><strong>Arcane Senses</strong></span></p><p><em>2 Encounter</em>: you know how many creatures surrounds you, but you don't know where they are. Imho underwhelming</p><p></p><p><span style="color: #008000"><strong>Arcane Mutterings</strong></span></p><p><em>2 Encounter</em>: very nice way to become the party face</p><p></p><p><span style="color: #008000"><strong>Experienced Arcana</strong></span></p><p><em>6 Daily</em>: can be useful for some rituals (scrying, for example).</p><p></p><p><span style="color: #ff00ff"><strong>Warp In the Weave (D 385)</strong></span> 6 Encounter: a little expensive. Can have its uses in some context (your leader is sleeping). <strong>Better</strong> at higher level since you can also avoid bad effects like stunning or dominating, but nothing exceptional.</p><p></p><p><span style="color: #0000ff"><strong>Insightful Warning</strong></span></p><p><em>6 Encounter</em>: overall probably one of the best skill powers. With the slight nerf of Wizard's Escape this can prove very useful. </p><p></p><p><span style="color: #00ccff"><strong>Elemental Countermeasures</strong></span></p><p><em>16 Encounter</em>: this is also very nice. Resist 15-17 elemental damage is a very nice effect and you can keep Fly or Spectral Vision in your Spellbook. [/sblock]</p><p></p><p><strong>Diplomacy (Cha)</strong></p><p>[sblock]</p><p><strong>Soothing Words</strong></p><p><em>2 Daily</em>: nice if you have high charisma, expecially for MC bards.</p><p></p><p><span style="color: #008000"><strong>Haggle</strong></span></p><p><em>6 Encounter</em>: you shouldn't be the party face, generally. If you are this can be useful</p><p></p><p><span style="color: #0000ff"><strong>Stirring Speech</strong></span></p><p><em>6 Daily</em>: a nice power expecially if you know how to use it correctly.</p><p></p><p><span style="color: #008000"><strong>Befriend</strong></span></p><p><em>10 Encounter</em>: decent bonus to bluff and diplomacy checks</p><p></p><p><strong>Cry for Mercy </strong><em>10 Encounter</em>: nice effect, expecially for you. It's a pity that level 10 is full of win for wizards</p><p></p><p><span style="color: #ff0000"><strong>Noble Sacrifice</strong></span></p><p><em>10 Encounter</em>: bad idea as a wizard <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p><span style="color: #ff00ff"><strong>Indomitable Ally</strong></span></p><p><em>16 Encounter</em>: can save a life, sometimes. Quite situational, though.</p><p>[/sblock]</p><p></p><p><strong>Dungeoneering (Wis)</strong></p><p>[sblock]</p><p><span style="color: #ff00ff"><strong>Deep Shadows</strong></span></p><p><em>2 Encounter</em>: not so great in general</p><p></p><p><span style="color: #ff00ff"><strong>Otherwordly Lore </strong></span><em>2 Encounter</em>: very situational power</p><p></p><p><strong>Eyes of the Deep Delver</strong></p><p><em>6 Encounter</em>: blindsight 10 is very strong, but lasts really too little time</p><p></p><p><span style="color: #008000"><strong>Stonecunning</strong></span></p><p><em>6 Encounter</em>: hopefully in your party there's someone with an high perception score</p><p></p><p><span style="color: #ff00ff"><strong>Trap Sense</strong></span></p><p><em>10 Encounter</em>: again, situational.</p><p>[/sblock]</p><p></p><p><strong>History (Int)</strong></p><p>[sblock]</p><p></p><p><span style="color: #ff0000"><strong>Legend Lore</strong></span></p><p><em>2 Encounter</em>: you are usually good at knowledge checks. Pass.</p><p></p><p><span style="color: #ff0000"><strong>Perfect Recall</strong></span></p><p><em>2 At-will</em>: as legend lore</p><p></p><p><span style="color: #0000ff"><strong>Strategist's Epiphany</strong></span></p><p><em>2 Daily</em>: this is a quite strong effect, but usually your initiative check is higher than your history roll. However, rerolling for all your party is quite nice.</p><p></p><p><span style="color: #ff0000"><strong>Historical Revelation</strong></span></p><p><em>6 Encounter</em>: quite shabby</p><p></p><p><strong>Tactician's Measure </strong><em>10 Encounter</em>: not too bad but there are many better choices</p><p></p><p>[/sblock]</p><p></p><p><strong>Insight (Wis)</strong></p><p>[sblock]</p><p></p><p><span style="color: #ff0000"><strong>Anticipate Maneuver </strong></span><em>2 Encounter</em>: the range is really bad. Overall underwhelming</p><p></p><p><span style="color: #008000"><strong>Emphatic Read</strong></span></p><p><em>6 Encounter</em>: quite nice to help the party face</p><p></p><p><span style="color: #ff00ff"><strong>Insightful Counter</strong></span></p><p><em>6 Encounter</em>: imho better for a defender, a little situational for you</p><p></p><p><span style="color: #0000ff"><strong>Prescient Maneuver</strong></span><em> 6 Encounter</em>: an out of round movement, probably superior to some teleport power. Not too bad.</p><p></p><p><span style="color: #008000"><strong>Insightful Comment</strong></span></p><p><em>10 Encounter</em>: nice for chit-chatting imposers</p><p></p><p><strong>Prescient Defense</strong></p><p><em>10 Encounter</em>: not at the level of your usual powers (name: shield, wizard's escape)</p><p></p><p><span style="color: #0000ff"><strong>Insightful Riposte</strong></span></p><p><em>16 Encounter</em>: quite similar to the Deva Racial, a little better (since you can add the bonus after you know you missed). Some DM <strong><span style="color: #ff0000">doesn't approve</span></strong> this kind of power, though. Pay attention.</p><p></p><p>[/sblock]</p><p></p><p><strong>Nature (Wis)</strong></p><p>[sblock]</p><p></p><p><strong>Mounted Coordination</strong></p><p><em>2 Encounter</em>: decent bonus if you are mounted. Nothing game-breaking, though.</p><p></p><p><span style="color: #0000ff"><strong>Nature Sense</strong></span></p><p><em>2 Daily</em>: it makes you and your friends nearly unhittable in the first round of combat. Quite nice.</p><p></p><p><span style="color: #ff0000"><strong>Path of the Bounding Stag</strong></span></p><p><em>6 Encounter</em>: teleport powers are better.</p><p></p><p><span style="color: #008000"><strong>Practiced Rider</strong></span></p><p><em>6 At-will</em>: if you play a mounted-campaign, this can be a nice choice.</p><p></p><p><strong>Spot the Path </strong><em>10 Encounter</em>: not too shabby but not incredibly strong</p><p></p><p>[/sblock]</p><p></p><p><strong>Religion (Int)</strong></p><p>[sblock]</p><p></p><p><span style="color: #ff0000"><strong>Faith Healing</strong></span></p><p><em>2 Daily</em>: standard action & melee touch aren't a nice business card for this power.</p><p></p><p><span style="color: #ff0000"><strong>Censure the Unholy</strong></span></p><p><em>6 Encounter</em>: not made for you, the zone is too little to be really useful.</p><p></p><p><strong>Theologian's Shield</strong></p><p><em>6 Encounter</em>: this can vary from <strong><span style="color: #ff00ff">situational</span></strong> to <strong><span style="color: #0000ff">great</span></strong>. Generally it's not bad, necrotic is fairly common.</p><p></p><p><span style="color: #ff0000"><strong>Conviction</strong></span></p><p><em>10 Encounter</em>: imho underwhelming.</p><p></p><p><span style="color: #ff0000"><strong>Recitation</strong></span></p><p><em>10 Daily</em>: a bad bless. If you want to waste a feat, take bless. </p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p></p><p><strong><u>Rituals</u></strong></p><p>[sblock]</p><p>I'll start ranking rituals from PHB, PHB2 and AP. Since there are many rituals, for semplicity, I'll rate only black+ rating ones</p><p></p><p>As already said, the wizard is probably the best ritualist among all classes. It gets, during its chareer, 10 free rituals and this is very very nice. Plus it has as class skills all skills needed to perform the most common rituals, and intellect is a great stat for "knowledge skills" like arcana and religion.</p><p>Remember that, unlike the "classical" 4e wizard, mages don't get ritual casting as free feature and they don't get free rituals.</p><p></p><p>How to read rituals: <strong>Name (Source)</strong>, <em>Level of the ritual, Key Skill</em>. Rituals are divided into three tiers. Divination Rituals are rated <strong><span style="color: #008000">Green</span></strong> because they're really too much player-dependant to judge them.</p><p></p><p><strong>Heroic Rituals</strong></p><p>[sblock]</p><p><span style="color: #0000ff"><strong>Animal Friendship (PHB2)</strong></span></p><p><em>5 Nature</em>: the watch feature is fairly nice and the cast time is short.</p><p><span style="color: #0000ff"><strong>Arcane Lock (PHB)</strong></span></p><p><em>4 Arcana</em>: i actually used it to flee. A very nice ritual, quite cheap too.</p><p><strong>Beast Growth (AP) </strong><em>4 No Check</em>: at this level you are still tied to mundane travel methods and this makes your donkey more strong are more able to transport heavy weights</p><p><strong>Bloom (PHB2)</strong></p><p><em>2 No Check</em>: I've used it to prepare a battlefield for an incumbent battle. Didn't regret it but probably it's very situational.</p><p><strong>Brew Potion (PHB)</strong></p><p><em>5 No Check</em>: if your party lacks a leader, this ritual can be very useful to save you by creating an <strong><span style="color: #00ccff">incredible </span></strong>number of potion of healing</p><p><span style="color: #008000"><strong>Call Wilderness Guide (PHB2)</strong></span></p><p><em>6 Nature</em>: a cool choice but probably covers the same area as divination rituals.</p><p><span style="color: #008000"><strong>Consult Mystic Sages (PHB)</strong></span><em> 10 Religion</em>: Quite decent, as usually this kind of powers should be used in combo with your DM. Try to talk with him first</p><p><span style="color: #ff9900"><strong>Create Campsite (PHB2)</strong></span></p><p><em>1 Nature</em>: Wow, a really nice low level ritual, and is also reliable for avoiding night ambushes. Imho it's a must have ritual, at least at low level.</p><p><span style="color: #0000ff"><strong>Create Holy Water (DP) </strong></span><em>1 Religion:</em> this is a really good way to add extra damage against demons or undeads, and it's quite cheap too.</p><p><strong>Cure Disease (PHB)</strong></p><p><em>6 Heal</em>: very nice.... if you have heal. If you don't, <strong><span style="color: #ff0000">stay far</span></strong> from this ritual.</p><p><span style="color: #00ccff"><strong>Detect Secret Doors (PHB)</strong></span></p><p><em>3 Arcana</em>: you have cleared the dungeon but you suspect there's something hidden? Use this.</p><p><strong>Detect Treasure (AP)</strong><em> 9 Arcana</em>: i find Detect Secret Doors much more useful</p><p><strong>Discern Lies (PHB)</strong></p><p><em>6 Religion</em>: decent sometimes. </p><p><span style="color: #0000ff"><strong>Disenchant Magic Item (PHB)</strong></span></p><p><em>6 No Check</em>: your DM hates you and you have found the #6 Useless Orb of Fickle Fate +2? Disenchant it in front of his face</p><p><span style="color: #ff9900"><strong>Enchant Magic Item (PHB)</strong></span></p><p><em>4 No Check</em>: take it. End of Transmission</p><p><span style="color: #0000ff"><strong>Endure Elements (PHB)</strong></span><em> 2 Arcana or Nature</em>: i've used this ritual a couple of times (in Calimshan) and i've found it incredibly useful.</p><p><span style="color: #00ccff"><strong>Fool's Gold (AP)</strong></span></p><p><em>3 Arcana</em>: too cool to pass, too useful and too fun to skip its use.</p><p><strong>Gentle Repose (PHB)</strong></p><p><em>1 No Check:</em> cheap way to help you have time to raise money for your fallen comrade </p><p><span style="color: #0000ff"><strong>Hallucinatory Item (PHB)</strong></span></p><p><em>5 Arcana</em>: the little brother of Hallucinatory Creature: try to create something believable</p><p><strong>Hand of Fate (PHB)</strong></p><p><em>4 No Check</em>: "should we get killed trying to steal the diamond from the evil god's den or should we play poker instead?" "<u>NATURALLY THE DIAMOND OMG !!!ONE111!!!</u>". Except for this little issue, a good ritual.</p><p><span style="color: #0000ff"><strong>Ironwood (PHB2)</strong></span><em> 6 Nature</em>: nice to change the Indiana Jones style bridge in a Golden Gate</p><p><span style="color: #0000ff"><strong>Iron Vigil (DP)</strong></span></p><p><em>4 No Check</em>: another way to be aware in the sleeping time, but probably create campsite is better</p><p><span style="color: #00ccff"><strong>Knock (PHB) </strong></span><em>4 Arcana</em>: i've found that this ritual is too useful to pass. </p><p><strong>Leomund's Secret Chest (PHB)</strong></p><p><em>6 No Check</em>: nice if you want to enlist the army. Don't let that evil sergeant steal your stuff!!</p><p><span style="color: #00ccff"><strong>Linked Portal (PHB)</strong></span></p><p><em>8 Arcana</em>: take it and love it. From now on you don't have to ride an horse/camel/elephant/goliath anymore.</p><p><strong>Lower Water (AP) </strong><em>2 Nature</em>: play Moses for an hour, the area is quite little at low level, though</p><p><span style="color: #00ccff"><strong>Magic Map (AP) </strong></span><em>9 Arcana</em>: THE creature location ritual. Really really nice to find someone.</p><p><strong>Magic Mouth (PHB)</strong></p><p><em>1 Arcana</em>: nice for dungeon exploration and for other uses.</p><p><span style="color: #0000ff"><strong>Make Whole (PHB) </strong></span><em>1 No Check</em>: living in a metric-system country i had a problem to quantify how much material is a 20foot cube... it's quite a lot. Nice to repair Indiana Jones' style bridges and such.</p><p><span style="color: #008000"><strong>Object Reading (AP)</strong></span></p><p><em>5 Arcana</em>: rituals like this often clears darkness out of your path. Very useful</p><p><strong>Phantom Steed (PHB)</strong></p><p><em>6 Arcana</em>: it seems nice, but 2 levels after you have Linked Portal that is much better.</p><p><strong>Pyrotechnics (PHB2) </strong><em>2 No Check</em>: wow, fireworks. Cool as ever and situationally useful</p><p><span style="color: #00ccff"><strong>Raise Dead (PHB)</strong></span></p><p><em>8 No Check</em>: yes, you can raise dead. </p><p><strong>Remove Affliction (PHB)</strong></p><p><em>8 Heal</em>: unless you have <strong><span style="color: #0000ff">trained heal</span></strong>, please <strong><span style="color: #ff0000">leave this ritual</span></strong> to the Cleric.</p><p><strong>Sending (PHB)</strong></p><p><em>6 Arcana</em>: nice if you DM likes to split you, to harass you or to make you part of an army</p><p><strong>Silence (PHB) </strong><em>1 No Check</em>: there are better level 1 choices, but this is cheap. Get a perception master instead</p><p><span style="color: #0000ff"><strong>Snare (PHB2) </strong></span><em>4 Nature</em>: This + create campsite = you can sleep well</p><p><span style="color: #008000"><strong>Speak with Dead (PHB)</strong></span></p><p><em>6 Religion:</em> again this is a divination ritual that is difficult to rate. Sometimes useful.</p><p><span style="color: #008000"><strong>Speak With Nature (PHB2)</strong></span></p><p><em>5 Nature</em>: another divination ritual, probably more useful than speak with dead.</p><p><span style="color: #00ccff"><strong>Tenser's Floating Disk (PHB)</strong></span><em> 1 Arcana</em>: your multitasking disk. If you think you can't do something with it, think again. There's a whole thread(x) about using efficiently the disk.</p><p><strong>Thief's Lament (DP)</strong></p><p><em>6 Arcana or Religion</em>: one of those rituals difficult to use correctly, and it's quite expensive too.</p><p><strong>Tree Shape (PHB2) </strong><em>2 No check</em>: unfortunately it has a quite long cast time, otherwise it would be really useful.</p><p><span style="color: #0000ff"><strong>Tree Stride (PHB2) </strong></span><em>6 Nature</em>: you may want it at level 6, but at level 8 there's the incredible Linked Portal.</p><p><span style="color: #0000ff"><strong>Unseen Servant (AP)</strong></span></p><p><em>1 No Check</em>: another way to gain something that lift weights for you, cleans up for you and builds the campsite for you.</p><p><span style="color: #0000ff"><strong>Water Breathing (PHB) </strong></span><em>8 Arcana or Nature</em>: one of those rituals that is always nice to have.</p><p><span style="color: #0000ff"><strong>Water Walk (PHB) </strong></span><em>2 No Check</em>: guess what? Walk on the water, simply. Nice to have.</p><p><strong>Wizard's Sight (PHB) </strong><em>8 Arcana</em>: has a situational use, since it is limited to a 20 squares distance, but can be useful for a number of things (getting around corners or locked doors, dungeon walls, etc...)</p><p><span style="color: #00ccff"><strong>Wyvern Watch (PHB2)</strong></span></p><p><em>6 Arcana</em>: the arcana version of snare, even better, since the area is larger and the trap attacks will (and is an arcana check).</p><p>[/sblock]</p><p></p><p><strong>Paragon Rituals</strong></p><p>[sblock]</p><p><strong>Adjure (DP)</strong></p><p><em>16 Religion</em>: you compel an immortal creature to your service. This is only limited by your imagination, but usually can be a risky thing, since the creature's big brother can come back for your head after the service ends.</p><p><span style="color: #0000ff"><strong>Arcane Barrier (AP)</strong></span><em> 12 Arcana</em>: it's the higher level version of Arcane Lock and it's quite cool, since it can also be made permanent.</p><p><span style="color: #008000"><strong>Consult Oracle (PHB) </strong></span><em>16 Religion</em>: this is better than consult mystic sages, and you get immediately the answer. Remember to talk with your DM before using the ritual. </p><p><strong>Control Weather (PHB2)</strong><em> 14 Nature</em>: creating a storm or a blizzard is quite cool, but i wouldn't know how to use it (for a good alignment non-troll wizard)</p><p><strong>Drawmij's Instant Summons (PHB)</strong></p><p><em>12 No Check</em>: probably can be useful sometimes, if your DM likes to imprison you like I do.</p><p><strong>Farsight (AP) </strong><em>16 Arcana</em>: as its lower level brother Wizard's Sight it could be useful, but it's quite limited for its short duration.</p><p><span style="color: #00ccff"><strong>Forbiddance (PHB) </strong></span><em>20 Arcana</em>: if you have the time to prepare the ritual for the fight, some monsters are really screwed. A lovely ritual.</p><p><span style="color: #0000ff"><strong>Guards and Wards (AP)</strong></span><em> 18 Arcana</em>: the healing surge cost keeps it from being much better, but it's really a nice collection of rituals</p><p><span style="color: #0000ff"><strong>Hallowed Temple (DP) </strong></span><em>12 No Check</em>: it's the little brother of Mordenkainen's Mansion, but with a long casting time and creature type limitation. It is quite nice, though.</p><p><span style="color: #0000ff"><strong>Hallucinatory Creature (PHB)</strong></span></p><p><em>12 Arcana</em>: one of the funniest things in the game. Try to use your brain and create something believable</p><p><span style="color: #008000"><strong>History Revealed (AP) </strong></span><em>11 Arcana</em>: an arcane divination ritual, with the style of Speak with Dead.</p><p><span style="color: #00ccff"><strong>Passwall (PHB)</strong></span></p><p><em>12 Arcana</em>: i see this ritual as Knock's bigger brother . Even more useful, though.</p><p><span style="color: #00ccff"><strong>Planar Portal (PHB) </strong></span><em>18 Arcana</em>: simply Linked Portal's bigger brother. Even better, naturally, since it can be used to travel between planes.</p><p><strong>Shadow Walk (PHB) </strong><em>12 No Check</em>: imho linked portal is better, but this can be useful if you often travel in the wilderness. A bit risky, though, the shadowfell isn't often the best of the places to be in</p><p><strong>Silt Walk (DSCS) </strong><em>12 No Check</em>: if you play in a desertic landscape or in Dark Sun, this is useful</p><p><span style="color: #00ccff"><strong>Succor (DP)</strong></span></p><p><em>20 No Check</em>: costy, but it can literally save your entire party life. A really good addition to your arsenal.</p><p><span style="color: #008000"><strong>Summon Demon (Demonomicon)</strong></span></p><p><span style="color: #008000"></span><em>16 Arcana or Religion</em>: more risky than asking to gods, actually... but it could be more rewarding.</p><p><span style="color: #0000ff"><strong>View Location (PHB) </strong></span><em>14 Arcana</em>: this ritual has great uses if you have to exit a dungeon for the night or if you left something important at the inn. A very nice choice.</p><p><span style="color: #0000ff"><strong>View Object (PHB)</strong></span></p><p><em>18 Arcana</em>: as view location, but you can choose an object instead. It is probably better since you don't have to have seen the object.</p><p>[/sblock]</p><p></p><p><strong>Epic Rituals</strong></p><p>[sblock]</p><p><strong><span style="color: #008000">Ease Spirit (DP) </span></strong><em>25 No Check</em>: if someone in your party happens to die quite often, here is your favourite ritual.</p><p><span style="color: #00ccff"><strong>Imprisonment (AP) </strong></span><em>28 No Check</em>: this was one of the most incredible spells in 3.5 editions. Now it's a nice ritual</p><p><strong>Observe Creature (PHB)</strong></p><p><em>24 Arcana</em>: it costs a lot, but can be really useful. Use it wisely.</p><p><span style="color: #00ccff"><strong>True Portal (PHB) </strong></span><em>28 Arcana</em>: the biggest brother of linked portal, without limitations.</p><p><span style="color: #008000"><strong>Voice of Fate (PHB) </strong></span><em>26 Religion</em>: the capstone of divination rituals, asks directly to a god and the reply is accurate.</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6745448, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Multiclassing, Skill Powers and Rituals[/b][/size][/CENTER] [b][u]Multiclassing Options[/u][/b] [sblock]Multiclassing can be a nice option for many characters. Thunder and Cold blasters will mostly [b][COLOR=#00ccff]Multiclass Swordmage[/COLOR][/b] for the Malec-Keth Janissary Paragon Path. Orb of Imposition (Imposers) and Illusionists will find [b][COLOR=#00ccff]MC Cleric and Bard[/COLOR] [/b]very useful for the leader options and the paragon paths Divine Oracle and Lifesinger MC Invoker is nice for the similar role and stats match you have: you also gain access to [b][COLOR=#0000ff]Hammer of Vengeance Paragon Path[/COLOR][/b] which has a static -2 to saves which is very valuable for orb of imposition users (you will need high wisdom, though). Invoker has nice summons, too, and a vast feat support. Mc invoker may get you into the so-called "radiant mafia", which is abusing radiant vulnerability by using a radiant weapon, the[b][COLOR=#0000ff] sun domain channel divinity[/COLOR][/b] and/or the [b][COLOR=#00ccff]Morninglord paragon path[/COLOR][/b]. It's not at all bad choice, but it's not generally the way to go for wizards (at least for what i consider a wizard). Finally the Warlock is a very strong strikery options, expecially for power swapping. Warlock powers are more strikerish than Wizard's but they have an huge controller-ish flavour (generally). This is nice expecially for [b][COLOR=#0000ff]high-charisma tiefling wizards [/COLOR][/b]and expecially [b][COLOR=#00ccff]enchanter mages[/COLOR][/b] [b]MC shaman[/b] was another nice choice to get the free spirit at will, but was badly nerfed in the may errata. It is still nice, but not so much. [/sblock] [b][u]Hybrid Options[/u][/b] [sblock] The hybrid wizard is one of the best hybrid in the game (as most arcane characters). The wizard has very little features and very very little armor proficiency (let’s draw a veil over weapon proficiencies). You lose the spellbook feature, and you can't recover it even with the Hybrid Talent feat. This can be somewhat important, so evaluate carefully before choosing the "hybrid path". You can gain back Arcane Implement Mastery with Hybrid Talent, though. Why hybridizing? For example, If you played a campaign in the paragon tier, let's say level 15-19, you may have noticed that wizard powers in that level are a bit weaker than in others (since 9-13 powers are overpowered you may not care about this, but this is only my opinion EDIT: this is not more true, fortunately, after HoFL... slumber of the white court, mass charm and wrath of battle deleted this problem). This may be changed by hybriding into another class. Maybe your party has already another controller, or need an help for leading. In these cases, hybridizing can be a really nice choice. Another reason could be boosting toughness of the class: the wizard is considered, rightfully, one of the most fragile classes (even if it has many ways to escape/reduce damage of attacks). Unless you multiclass it with another controller class or the assassin, you will get a bonus in your HP and surges. The third reason could be focusing of a theme. I'm quoting [b]JoeMama1512[/b]: [i]Say you are making a radiant-wizard. Wizard+invoker will cover your bases where wizard alone would be pretty limited in power selection. Ditto with a cold or fire or stun or whatever build. In general the wizard has enough good powers for general purpose, so the only time I feel the need to expand power selection is with a theme-build.[/i] Last but not least, and again suggested by [b]JoeMama1512[/b], hybrids can use more implements than "normal" wizards: [i]Maybe I want to use a holy symbol or sword as an implement without spending a feat (or impossible in the case of symbol).[/i] Which class? You have essentially 3 "simple choices", which are intellect based as the wizard and more choices that requires heavy investment in a secundary stat. [b][u]Share intellect as main stat[/u][/b] [sblock] [COLOR=#00ccff][b]Artificer[/b][/COLOR]: nice leader-y choice, very nice summonings, extremely nice utilities. Can work very well as a second leader in a large party and remains a decent controller. [COLOR=#00ccff][b]Psion[/b][/COLOR]: this is a very strong controller, with a great power selection. You can cherry-pick the best from both classes, or choose specific builds. [COLOR=#00ccff][b]Swordmage[/b][/COLOR]: the classical "gish". Nearly all swordmages build are swordmage|wizard or swordmage|warlock. A very nice defensive character, strong controller and decent defender [/sblock] [b][u]Intellect as secundary, or good general choices[/u][/b] [sblock] [b][COLOR=#0000ff]Bard[/COLOR][/b]: similar to the cleric, the bard opens quite few option. It has very nice ally movement and damage prevention features and its powers (expecially the cunning bard ones) are very nice for a controller. You won't have implement issues. [COLOR=#0000ff][b]Cleric[/b][/COLOR]: the cleric, expecially the pacifist cleric, is a strong controller. You can create a tiefling radiant/fire blaster that abuses of cleric powers and is a decent leader. Or choose non damaging wizard powers (these are few, but nice: web and visions of avarice, for example) and welcome the way of the pacifism. Plus, using the holy symbol as implement is probably the best choice. [b][COLOR=#0000ff]Invoker[/COLOR][/b]: the invoker has a nice power selection and its powers are generally friendly AOE even at low level. Good feat support and Hammer of Judgement feature make this a very nice choice. [b]Shaman[/b]: you will bring good dpr-boosting leader powers, the ability to use the spirit and a nice all-around leading ability. [COLOR=#00ccff][b]Warlock[/b][/COLOR]: going for charisma-warlock is very nice for some races (tiefling, gnome, shardmind for example): your powers will be much more offensive and you will gain very nice defensive abilities typical of the class. Constitution warlock are also very nice, even if there are less races available [COLOR=#0000ff][b]Warlord[/b][/COLOR]: The synergy between our class and the warlord is surprisingly strong. Naturally i'm referring to the Tactical Warlord, that is intellect based. You have two solutions: 1) Being a Lazy Warlord: there are a lot of warlord powers that do not require hit. You can safely dump into the ground Strength, use you free Hide Armour and enable and control at the same time. 2) being a Genasi with very high strength (on par with Intellect) so you can choose between all kind of warlord powers and possibly even take a warlord paragon path. Both builds are a bit feat starved: in my opinion there are some required feats: Hybrid talent (warlord armour) is needed, because you are often in melee and you need that AC. If you want to use heavy swords you have to take arcane implement proficiency to use them as implements. That said, the warlord is one of the most powerful classes in the game and the mix between wizard and warlord can be truly devastating. [/sblock] [/sblock] [b][u]Themes[/u][/b] [sblock] [b][COLOR=#0000ff][b]Order Adept (D 399)[/b][/COLOR][/b] [sblock] This is probably a good choice for wizards, since it has really good specialized features: [b]Argent Rain[/b] [i]Reflex, Fire, Zone[/i]: better for blasters, decent for controllers. The zone damage isn't iterative but works also on entering the zone. [COLOR=#0000ff][b]Level 5 Feature [/b][/COLOR]: +2 to Arcana and another utility power just because you can. Really good. [COLOR=#00ccff][b]Level 10 Feature[/b][/COLOR]: the bonus to arcana becomes +4 and you gain an incredibly good power bonus to Will. Again, why not? [COLOR=#008000][b]Extension [/b][/COLOR][i]Daily[/i]: Like Mordenkainen's Lucubration but without the sustain. Surely not needed at level 2, but it scales very well. [COLOR=#00ccff][b]Far Reaching[/b][/COLOR] [i]Encounter[/i]: personally i like having 20 range on some dailies, and it's a free action. [b]Mnemonic Enhancer [/b][i]Daily[/i]: the limitation to the lowed level encounter power ruins a bit this utility. [/sblock] [b][COLOR=#0000ff][b]Scholar (D 399)[/b][/COLOR][/b] [sblock] A really good benefit, especially since as a wizard you will be expected to make a lot of monster knowledge checks. [COLOR=#0000ff][b]Use Vulnerability[/b][/COLOR]: if you beat the hard DC you are untouchable for one round and you deal extra int damage to the target. For a free action, what do you want more? [COLOR=#008000][b]Level 5 Feature[/b][/COLOR]: additional training to a knowledge skill or a +2 bonus to one knowledge skills if you are well prepared... and an extra language. Why not, i'd say?? [COLOR=#008000][b]Level 10 Feature[/b][/COLOR]: you know [b][u]all[/u] [/b]languages and you can decipher arcane stuff quite easily. A lovely benefit [COLOR=#008000][b]Useful Lore [/b][/COLOR][i]Daily[/i]: +5 to a skill, but as a daily... there are surely better choices [b]Inimical Lore [/b][i]Encounter[/i]: as encounter power you can exploit vulnerabilities or change damage types. Its only issue is the range... which is really bad. [b]Defensive Lore [/b][i]Daily[/i]: full enemy weakening and -defense. Great, but the range kills the power. It's really better in the hand of a swordmage or a melee artificer. [/sblock] [b][b]Wizard's Apprentice (D 399)[/b][/b] [sblock] This are nice benefits, but Order Adept is overall stronger in my opinion [b]Color Orb[/b] [i]Will, Radiant[/i]: a single target daze is strong at level 1, but scales so&so and the range is crappy. [b]Level 5 Feature[/b]: there are some nice choices, but common items are fairly limited [b]Level 10 Feature[/b]: take a look to Order Adept level 10 feature, now look back. You aren't on a boat. [COLOR=#ff00ff][b]Disappear[/b] [/COLOR][i]Daily[/i]: a daily single round invisibility... mmm, ok? [COLOR=#0000ff][b]Winged Step[/b][/COLOR][i] Encounter:[/i] an encounter fly is really good in my book, definitely better than dimension door. [COLOR=#008000][b]Minor Polymorph[/b][/COLOR] [i]Daily[/i]: mainly a scouting power. You should have your familiar for this kind of stuff. [/sblock] [b][COLOR=#0000ff][b]Veiled Alliance (DSCS)[/b][/COLOR][/b] [sblock] [COLOR=#0000ff][b][/b][/COLOR]This is a very control-focused theme (which is good for us) but with a slightly leaderish hint. As a nice mechanic boost, all three encounter powers can be enhanced by expending an extra minor action when casting. [COLOR=#0000ff][b]Excise from Sight[/b][/COLOR] [i]Will, Psychic[/i]: eyebite on steroids, and the slide with minor action can be handy. A nice benefit at level 1. [b]Veiled Arcana[/b] [i]Encounter[/i]: gaining CA as minor action 1/encounter can be a good little perk. [COLOR=#0000ff][b]Dazzling Flash[/b][/COLOR][b] [/b][i]Fortitude, Radiant[/i]: Friendly CB 5 slow + big penalty on OAs is a really good mix. With the minor action expense enemies can't basically punish marks or do anything when they're not in their turns. [COLOR=#ff0000][b]Psychic Veil[/b][/COLOR] [i]Will, Psychic[/i]: this instead is really bad. Deafening (WHY??) and little penalty on out-of-turn actions is really too few for a daily to be viable. [b]Veiled Escape [/b][i]Encounter:[/i] minor action shift enhancer... with an extra bonus for nethermancers [COLOR=#0000ff][b]Sandman's Veil[/b][/COLOR] [i]Reflex, Psychic, Teleportation[/i]: "cannot see" is a nice bonus, especially if you have a ranged-based party. It is a strong incentive to defender-attacking. [COLOR=#0000ff][b]Sequestering Veil[/b][/COLOR] [i]Fortitude, Psychic[/i]: wow, this power is good, especially with the extra free penalty tackled with a minor action. The only thing keeping it out from max rank is the little area. [COLOR=#ff00ff][b]Sensory Absorbtion[/b][/COLOR] [i]Daily[/i]: this is a bit like Evard's All Seeing Worm (from nethermancer enigmatic mage), but worse. Overall quite underwhelming. [b]Veiled Alliance Paragon Paths[/b] [sblock] [COLOR=#0000ff][b]Master Preserver (DSCS)[/b][/COLOR]: nice leader-ish features, as Praetor Legate. You lose the ability to defile (which doesn't seem to be a really harsh loss) but you gain a nice bonus on ritual skills. Powers are very strong, indeed. Expecially the level 20 daily is really a jewel. [COLOR=#ff0000][b]Veiled Guardian (DSCS)[/b][/COLOR]: not made for you. [/sblock] [/sblock] [b][b]Templar (DSCS)[/b][/b] [sblock] Based on Dark Sun tyrannical leaders, the templar is good for arcane leaders, but works also for wizard [COLOR=#0000ff][b]Templar's Fist[/b][/COLOR] [i]Will, Psychic[/i]: Psychic damage, hits will and adds a good attack bonus to the next ally. While not exactly wizard-ly it is a really good benefit. [COLOR=#0000ff][b]Reward the Obedien[/b][i]t [/i][/COLOR][i]Encounter[/i]: fits greatly the leaderish theme and healing surge + saving throw is really good. Requires a bit of positioning to be workable, though. [COLOR=#ff00ff][b]Fearsome Command[/b][/COLOR] [i]Will, Fear, Psychic[/i]: aoe slow burst 2 is decent at 3rd level, but wizard has better choice. [b]Glare of Oppression[/b][i] Will, Healing, Radiant[/i]: aoe immobilisation + regeneration 3 is a good benefit. Naturally it's not really comparable to dailies like Visions of Avarice or Stinking Cloud [COLOR=#ff00ff][b]Mantle of Might [/b][/COLOR][i]Daily, Fear[/i]: it would be really strong, but not for you. This is really good for a melee bard or a melee artificer. [COLOR=#ff00ff][b]Fettering Glare [/b][/COLOR](violet) Will, Psychic: CB 2 + proning is quite meh. Overall nothing incredible and the ally reroll is frankly out-of-character. [b]Imperious Gaze[/b] [i]Will, Psychic:[/i] CB 2 dazing + regain encounter for an ally. Overall a nice benefit, but not so incredible [COLOR=#0000ff][b]Berate the Weak[/b] [/COLOR][i]Daily, Healing[/i]: naturally better for a leader, but that's really a good backup benefit. Removing dazing and stunning, especially, is incredible. [b]Templar Paragon Paths[/b] [sblock] [b]Master Defiler (DSCS)[/b]: thematically tied to defiling (obvious), which frankly seems a quite underwhelming mechanic (free to contradict me). Powers, though, are really nice (especially the level 12 utility). [b]Prateor Legate (DSCS)[/b]: overall a quite nice, even if a bit leaderish theme: being able to put out a little distance between you and enemies, though, is quite strong. Overall quite decent. The entry theme power is pretty nice. [/sblock] [/sblock] [/sblock] [b][u]Skill Powers[/u][/b] [sblock] As usual non-combat skill powers will be rated green. All skill powers presented here, unless written otherwise, are in PHB 3. Combat skill powers will be rated according to their power. I'll rate only skill powers tied to standard wizard skills (so, no Heal or Endurance ones) [b]Arcana (Int)[/b] [sblock] [COLOR=#ff00ff][b]Arcane Senses[/b][/COLOR] [i]2 Encounter[/i]: you know how many creatures surrounds you, but you don't know where they are. Imho underwhelming [COLOR=#008000][b]Arcane Mutterings[/b][/COLOR] [i]2 Encounter[/i]: very nice way to become the party face [COLOR=#008000][b]Experienced Arcana[/b][/COLOR] [i]6 Daily[/i]: can be useful for some rituals (scrying, for example). [COLOR=#ff00ff][b]Warp In the Weave (D 385)[/b][/COLOR] 6 Encounter: a little expensive. Can have its uses in some context (your leader is sleeping). [b]Better[/b] at higher level since you can also avoid bad effects like stunning or dominating, but nothing exceptional. [COLOR=#0000ff][b]Insightful Warning[/b][/COLOR] [i]6 Encounter[/i]: overall probably one of the best skill powers. With the slight nerf of Wizard's Escape this can prove very useful. [COLOR=#00ccff][b]Elemental Countermeasures[/b][/COLOR] [i]16 Encounter[/i]: this is also very nice. Resist 15-17 elemental damage is a very nice effect and you can keep Fly or Spectral Vision in your Spellbook. [/sblock] [b]Diplomacy (Cha)[/b] [sblock] [b]Soothing Words[/b] [i]2 Daily[/i]: nice if you have high charisma, expecially for MC bards. [COLOR=#008000][b]Haggle[/b][/COLOR] [i]6 Encounter[/i]: you shouldn't be the party face, generally. If you are this can be useful [COLOR=#0000ff][b]Stirring Speech[/b][/COLOR] [i]6 Daily[/i]: a nice power expecially if you know how to use it correctly. [COLOR=#008000][b]Befriend[/b][/COLOR] [i]10 Encounter[/i]: decent bonus to bluff and diplomacy checks [b]Cry for Mercy [/b][i]10 Encounter[/i]: nice effect, expecially for you. It's a pity that level 10 is full of win for wizards [COLOR=#ff0000][b]Noble Sacrifice[/b][/COLOR] [i]10 Encounter[/i]: bad idea as a wizard :D [COLOR=#ff00ff][b]Indomitable Ally[/b][/COLOR] [i]16 Encounter[/i]: can save a life, sometimes. Quite situational, though. [/sblock] [b]Dungeoneering (Wis)[/b] [sblock] [COLOR=#ff00ff][b]Deep Shadows[/b][/COLOR] [i]2 Encounter[/i]: not so great in general [COLOR=#ff00ff][b]Otherwordly Lore [/b][/COLOR][i]2 Encounter[/i]: very situational power [b]Eyes of the Deep Delver[/b] [i]6 Encounter[/i]: blindsight 10 is very strong, but lasts really too little time [COLOR=#008000][b]Stonecunning[/b][/COLOR] [i]6 Encounter[/i]: hopefully in your party there's someone with an high perception score [COLOR=#ff00ff][b]Trap Sense[/b][/COLOR] [i]10 Encounter[/i]: again, situational. [/sblock] [b]History (Int)[/b] [sblock] [COLOR=#ff0000][b]Legend Lore[/b][/COLOR] [i]2 Encounter[/i]: you are usually good at knowledge checks. Pass. [COLOR=#ff0000][b]Perfect Recall[/b][/COLOR] [i]2 At-will[/i]: as legend lore [COLOR=#0000ff][b]Strategist's Epiphany[/b][/COLOR] [i]2 Daily[/i]: this is a quite strong effect, but usually your initiative check is higher than your history roll. However, rerolling for all your party is quite nice. [COLOR=#ff0000][b]Historical Revelation[/b][/COLOR] [i]6 Encounter[/i]: quite shabby [b]Tactician's Measure [/b][i]10 Encounter[/i]: not too bad but there are many better choices [/sblock] [b]Insight (Wis)[/b] [sblock] [COLOR=#ff0000][b]Anticipate Maneuver [/b][/COLOR][i]2 Encounter[/i]: the range is really bad. Overall underwhelming [COLOR=#008000][b]Emphatic Read[/b][/COLOR] [i]6 Encounter[/i]: quite nice to help the party face [COLOR=#ff00ff][b]Insightful Counter[/b][/COLOR] [i]6 Encounter[/i]: imho better for a defender, a little situational for you [COLOR=#0000ff][b]Prescient Maneuver[/b][/COLOR][i] 6 Encounter[/i]: an out of round movement, probably superior to some teleport power. Not too bad. [COLOR=#008000][b]Insightful Comment[/b][/COLOR] [i]10 Encounter[/i]: nice for chit-chatting imposers [b]Prescient Defense[/b] [i]10 Encounter[/i]: not at the level of your usual powers (name: shield, wizard's escape) [COLOR=#0000ff][b]Insightful Riposte[/b][/COLOR] [i]16 Encounter[/i]: quite similar to the Deva Racial, a little better (since you can add the bonus after you know you missed). Some DM [b][COLOR=#ff0000]doesn't approve[/COLOR][/b] this kind of power, though. Pay attention. [/sblock] [b]Nature (Wis)[/b] [sblock] [b]Mounted Coordination[/b] [i]2 Encounter[/i]: decent bonus if you are mounted. Nothing game-breaking, though. [COLOR=#0000ff][b]Nature Sense[/b][/COLOR] [i]2 Daily[/i]: it makes you and your friends nearly unhittable in the first round of combat. Quite nice. [COLOR=#ff0000][b]Path of the Bounding Stag[/b][/COLOR] [i]6 Encounter[/i]: teleport powers are better. [COLOR=#008000][b]Practiced Rider[/b][/COLOR] [i]6 At-will[/i]: if you play a mounted-campaign, this can be a nice choice. [b]Spot the Path [/b][i]10 Encounter[/i]: not too shabby but not incredibly strong [/sblock] [b]Religion (Int)[/b] [sblock] [COLOR=#ff0000][b]Faith Healing[/b][/COLOR] [i]2 Daily[/i]: standard action & melee touch aren't a nice business card for this power. [COLOR=#ff0000][b]Censure the Unholy[/b][/COLOR] [i]6 Encounter[/i]: not made for you, the zone is too little to be really useful. [b]Theologian's Shield[/b] [i]6 Encounter[/i]: this can vary from [b][COLOR=#ff00ff]situational[/COLOR][/b] to [b][COLOR=#0000ff]great[/COLOR][/b]. Generally it's not bad, necrotic is fairly common. [COLOR=#ff0000][b]Conviction[/b][/COLOR] [i]10 Encounter[/i]: imho underwhelming. [COLOR=#ff0000][b]Recitation[/b][/COLOR] [i]10 Daily[/i]: a bad bless. If you want to waste a feat, take bless. [/sblock] [/sblock] [b][u]Rituals[/u][/b] [sblock] I'll start ranking rituals from PHB, PHB2 and AP. Since there are many rituals, for semplicity, I'll rate only black+ rating ones As already said, the wizard is probably the best ritualist among all classes. It gets, during its chareer, 10 free rituals and this is very very nice. Plus it has as class skills all skills needed to perform the most common rituals, and intellect is a great stat for "knowledge skills" like arcana and religion. Remember that, unlike the "classical" 4e wizard, mages don't get ritual casting as free feature and they don't get free rituals. How to read rituals: [b]Name (Source)[/b], [i]Level of the ritual, Key Skill[/i]. Rituals are divided into three tiers. Divination Rituals are rated [b][COLOR=#008000]Green[/COLOR][/b] because they're really too much player-dependant to judge them. [b]Heroic Rituals[/b] [sblock] [COLOR=#0000ff][b]Animal Friendship (PHB2)[/b][/COLOR] [i]5 Nature[/i]: the watch feature is fairly nice and the cast time is short. [COLOR=#0000ff][b]Arcane Lock (PHB)[/b][/COLOR] [i]4 Arcana[/i]: i actually used it to flee. A very nice ritual, quite cheap too. [b]Beast Growth (AP) [/b][i]4 No Check[/i]: at this level you are still tied to mundane travel methods and this makes your donkey more strong are more able to transport heavy weights [b]Bloom (PHB2)[/b] [i]2 No Check[/i]: I've used it to prepare a battlefield for an incumbent battle. Didn't regret it but probably it's very situational. [b]Brew Potion (PHB)[/b] [i]5 No Check[/i]: if your party lacks a leader, this ritual can be very useful to save you by creating an [b][COLOR=#00ccff]incredible [/COLOR][/b]number of potion of healing [COLOR=#008000][b]Call Wilderness Guide (PHB2)[/b][/COLOR] [i]6 Nature[/i]: a cool choice but probably covers the same area as divination rituals. [COLOR=#008000][b]Consult Mystic Sages (PHB)[/b][/COLOR][i] 10 Religion[/i]: Quite decent, as usually this kind of powers should be used in combo with your DM. Try to talk with him first [COLOR=#ff9900][b]Create Campsite (PHB2)[/b][/COLOR] [i]1 Nature[/i]: Wow, a really nice low level ritual, and is also reliable for avoiding night ambushes. Imho it's a must have ritual, at least at low level. [COLOR=#0000ff][b]Create Holy Water (DP) [/b][/COLOR][i]1 Religion:[/i] this is a really good way to add extra damage against demons or undeads, and it's quite cheap too. [b]Cure Disease (PHB)[/b] [i]6 Heal[/i]: very nice.... if you have heal. If you don't, [b][COLOR=#ff0000]stay far[/COLOR][/b] from this ritual. [COLOR=#00ccff][b]Detect Secret Doors (PHB)[/b][/COLOR] [i]3 Arcana[/i]: you have cleared the dungeon but you suspect there's something hidden? Use this. [b]Detect Treasure (AP)[/b][i] 9 Arcana[/i]: i find Detect Secret Doors much more useful [b]Discern Lies (PHB)[/b] [i]6 Religion[/i]: decent sometimes. [COLOR=#0000ff][b]Disenchant Magic Item (PHB)[/b][/COLOR] [i]6 No Check[/i]: your DM hates you and you have found the #6 Useless Orb of Fickle Fate +2? Disenchant it in front of his face [COLOR=#ff9900][b]Enchant Magic Item (PHB)[/b][/COLOR] [i]4 No Check[/i]: take it. End of Transmission [COLOR=#0000ff][b]Endure Elements (PHB)[/b][/COLOR][i] 2 Arcana or Nature[/i]: i've used this ritual a couple of times (in Calimshan) and i've found it incredibly useful. [COLOR=#00ccff][b]Fool's Gold (AP)[/b][/COLOR] [i]3 Arcana[/i]: too cool to pass, too useful and too fun to skip its use. [b]Gentle Repose (PHB)[/b] [i]1 No Check:[/i] cheap way to help you have time to raise money for your fallen comrade [COLOR=#0000ff][b]Hallucinatory Item (PHB)[/b][/COLOR] [i]5 Arcana[/i]: the little brother of Hallucinatory Creature: try to create something believable [b]Hand of Fate (PHB)[/b] [i]4 No Check[/i]: "should we get killed trying to steal the diamond from the evil god's den or should we play poker instead?" "[u]NATURALLY THE DIAMOND OMG !!!ONE111!!![/u]". Except for this little issue, a good ritual. [COLOR=#0000ff][b]Ironwood (PHB2)[/b][/COLOR][i] 6 Nature[/i]: nice to change the Indiana Jones style bridge in a Golden Gate [COLOR=#0000ff][b]Iron Vigil (DP)[/b][/COLOR] [i]4 No Check[/i]: another way to be aware in the sleeping time, but probably create campsite is better [COLOR=#00ccff][b]Knock (PHB) [/b][/COLOR][i]4 Arcana[/i]: i've found that this ritual is too useful to pass. [b]Leomund's Secret Chest (PHB)[/b] [i]6 No Check[/i]: nice if you want to enlist the army. Don't let that evil sergeant steal your stuff!! [COLOR=#00ccff][b]Linked Portal (PHB)[/b][/COLOR] [i]8 Arcana[/i]: take it and love it. From now on you don't have to ride an horse/camel/elephant/goliath anymore. [b]Lower Water (AP) [/b][i]2 Nature[/i]: play Moses for an hour, the area is quite little at low level, though [COLOR=#00ccff][b]Magic Map (AP) [/b][/COLOR][i]9 Arcana[/i]: THE creature location ritual. Really really nice to find someone. [b]Magic Mouth (PHB)[/b] [i]1 Arcana[/i]: nice for dungeon exploration and for other uses. [COLOR=#0000ff][b]Make Whole (PHB) [/b][/COLOR][i]1 No Check[/i]: living in a metric-system country i had a problem to quantify how much material is a 20foot cube... it's quite a lot. Nice to repair Indiana Jones' style bridges and such. [COLOR=#008000][b]Object Reading (AP)[/b][/COLOR] [i]5 Arcana[/i]: rituals like this often clears darkness out of your path. Very useful [b]Phantom Steed (PHB)[/b] [i]6 Arcana[/i]: it seems nice, but 2 levels after you have Linked Portal that is much better. [b]Pyrotechnics (PHB2) [/b][i]2 No Check[/i]: wow, fireworks. Cool as ever and situationally useful [COLOR=#00ccff][b]Raise Dead (PHB)[/b][/COLOR] [i]8 No Check[/i]: yes, you can raise dead. [b]Remove Affliction (PHB)[/b] [i]8 Heal[/i]: unless you have [b][COLOR=#0000ff]trained heal[/COLOR][/b], please [b][COLOR=#ff0000]leave this ritual[/COLOR][/b] to the Cleric. [b]Sending (PHB)[/b] [i]6 Arcana[/i]: nice if you DM likes to split you, to harass you or to make you part of an army [b]Silence (PHB) [/b][i]1 No Check[/i]: there are better level 1 choices, but this is cheap. Get a perception master instead [COLOR=#0000ff][b]Snare (PHB2) [/b][/COLOR][i]4 Nature[/i]: This + create campsite = you can sleep well [COLOR=#008000][b]Speak with Dead (PHB)[/b][/COLOR] [i]6 Religion:[/i] again this is a divination ritual that is difficult to rate. Sometimes useful. [COLOR=#008000][b]Speak With Nature (PHB2)[/b][/COLOR] [i]5 Nature[/i]: another divination ritual, probably more useful than speak with dead. [COLOR=#00ccff][b]Tenser's Floating Disk (PHB)[/b][/COLOR][i] 1 Arcana[/i]: your multitasking disk. If you think you can't do something with it, think again. There's a whole thread(x) about using efficiently the disk. [b]Thief's Lament (DP)[/b] [i]6 Arcana or Religion[/i]: one of those rituals difficult to use correctly, and it's quite expensive too. [b]Tree Shape (PHB2) [/b][i]2 No check[/i]: unfortunately it has a quite long cast time, otherwise it would be really useful. [COLOR=#0000ff][b]Tree Stride (PHB2) [/b][/COLOR][i]6 Nature[/i]: you may want it at level 6, but at level 8 there's the incredible Linked Portal. [COLOR=#0000ff][b]Unseen Servant (AP)[/b][/COLOR] [i]1 No Check[/i]: another way to gain something that lift weights for you, cleans up for you and builds the campsite for you. [COLOR=#0000ff][b]Water Breathing (PHB) [/b][/COLOR][i]8 Arcana or Nature[/i]: one of those rituals that is always nice to have. [COLOR=#0000ff][b]Water Walk (PHB) [/b][/COLOR][i]2 No Check[/i]: guess what? Walk on the water, simply. Nice to have. [b]Wizard's Sight (PHB) [/b][i]8 Arcana[/i]: has a situational use, since it is limited to a 20 squares distance, but can be useful for a number of things (getting around corners or locked doors, dungeon walls, etc...) [COLOR=#00ccff][b]Wyvern Watch (PHB2)[/b][/COLOR] [i]6 Arcana[/i]: the arcana version of snare, even better, since the area is larger and the trap attacks will (and is an arcana check). [/sblock] [b]Paragon Rituals[/b] [sblock] [b]Adjure (DP)[/b] [i]16 Religion[/i]: you compel an immortal creature to your service. This is only limited by your imagination, but usually can be a risky thing, since the creature's big brother can come back for your head after the service ends. [COLOR=#0000ff][b]Arcane Barrier (AP)[/b][/COLOR][i] 12 Arcana[/i]: it's the higher level version of Arcane Lock and it's quite cool, since it can also be made permanent. [COLOR=#339966][b][/b][/COLOR][COLOR=#008000][b]Consult Oracle (PHB) [/b][/COLOR][i]16 Reli[COLOR=#339966][b][/b][/COLOR]gion[/i]: this is better than consult mystic sages, and you get immediately the answer. Remember to talk with your DM before using the ritual. [b]Control Weather (PHB2)[/b][i] 14 Nature[/i]: creating a storm or a blizzard is quite cool, but i wouldn't know how to use it (for a good alignment non-troll wizard) [b]Drawmij's Instant Summons (PHB)[/b] [i]12 No Check[/i]: probably can be useful sometimes, if your DM likes to imprison you like I do. [b]Farsight (AP) [/b][i]16 Arcana[/i]: as its lower level brother Wizard's Sight it could be useful, but it's quite limited for its short duration. [COLOR=#00ccff][b]Forbiddance (PHB) [/b][/COLOR][i]20 Arcana[/i]: if you have the time to prepare the ritual for the fight, some monsters are really screwed. A lovely ritual. [COLOR=#0000ff][b]Guards and Wards (AP)[/b][/COLOR][i] 18 Arcana[/i]: the healing surge cost keeps it from being much better, but it's really a nice collection of rituals [COLOR=#0000ff][b]Hallowed Temple (DP) [/b][/COLOR][i]12 No Check[/i]: it's the little brother of Mordenkainen's Mansion, but with a long casting time and creature type limitation. It is quite nice, though. [COLOR=#0000ff][b]Hallucinatory Creature (PHB)[/b][/COLOR] [i]12 Arcana[/i]: one of the funniest things in the game. Try to use your brain and create something believable [COLOR=#008000][b]History Revealed (AP) [/b][/COLOR][i]11 Arcana[/i]: an arcane divination ritual, with the style of Speak with Dead. [COLOR=#00ccff][b]Passwall (PHB)[/b][/COLOR] [i]12 Arcana[/i]: i see this ritual as Knock's bigger brother . Even more useful, though. [COLOR=#00ccff][b]Planar Portal (PHB) [/b][/COLOR][i]18 Arcana[/i]: simply Linked Portal's bigger brother. Even better, naturally, since it can be used to travel between planes. [b]Shadow Walk (PHB) [/b][i]12 No Check[/i]: imho linked portal is better, but this can be useful if you often travel in the wilderness. A bit risky, though, the shadowfell isn't often the best of the places to be in [b]Silt Walk (DSCS) [/b][i]12 No Check[/i]: if you play in a desertic landscape or in Dark Sun, this is useful [COLOR=#00ccff][b]Succor (DP)[/b][/COLOR] [i]20 No Check[/i]: costy, but it can literally save your entire party life. A really good addition to your arsenal. [COLOR=#008000][b]Summon Demon (Demonomicon)[/b] [/COLOR][i]16 Arcana or Religion[/i]: more risky than asking to gods, actually... but it could be more rewarding. [COLOR=#0000ff][b]View Location (PHB) [/b][/COLOR][i]14 Arcana[/i]: this ritual has great uses if you have to exit a dungeon for the night or if you left something important at the inn. A very nice choice. [COLOR=#0000ff][b]View Object (PHB)[/b][/COLOR] [i]18 Arcana[/i]: as view location, but you can choose an object instead. It is probably better since you don't have to have seen the object. [/sblock] [b]Epic Rituals[/b] [sblock] [b][COLOR=#008000]Ease Spirit (DP) [/COLOR][/b][i]25 No Check[/i]: if someone in your party happens to die quite often, here is your favourite ritual. [COLOR=#00ccff][b]Imprisonment (AP) [/b][/COLOR][i]28 No Check[/i]: this was one of the most incredible spells in 3.5 editions. Now it's a nice ritual [b]Observe Creature (PHB)[/b] [i]24 Arcana[/i]: it costs a lot, but can be really useful. Use it wisely. [COLOR=#00ccff][b]True Portal (PHB) [/b][/COLOR][i]28 Arcana[/i]: the biggest brother of linked portal, without limitations. [COLOR=#008000][b]Voice of Fate (PHB) [/b][/COLOR][i]26 Religion[/i]: the capstone of divination rituals, asks directly to a god and the reply is accurate. [/sblock] [/sblock] [/QUOTE]
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The Power of Knowledge (Old Wizard's Handbook)
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