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4E Arcane Power II - ideascape

Garthanos

Arcadian Knight
One of th
witch_and_cat_by_maiarcita.jpg
e books really expected before 4e development took a side shoot.... I am am wondering what people might have wanted to see in APII

I think I would have liked a ritual cost revision so Rituals were not quite so free at high level nor quite so expensive at low levels

I would have also wanted so see some ritual summoning and other effects of that ilk

Perhaps the Witch might have been a Warlock type... I mean the flavor text really really did have that so but the Wizard of essentials had to eat everything ;)

Speaking of which maybe the Wizards essentials types would have been presented with a better eye towards the core balance
 
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Larrin

Entropic Good
Just going to throw a few things that come to mind in terms of class options and powers:

Bard, swordmage, artificer: No desires whatsoever.

Warlock:
-New Pact: Celestial (standard and hex blade)
-Hexblades: Summer Fey version of fey pact, Star pact , vestige? (I think some of these may have been done in Class act on-line...?) Find ways for hexblades to benefit from standard warlock encounters [like they could take a warlock encounter instead of their weapon encounter].
-Binder: Rework the binder so it can piggy back off existing warlock spells while still being a controller. Fix some of the problems it had (like how their pact boon triggers when they kill [which is rare] or something next to the is killed [something they should avoid], make it key off something that a controller should be doing with their action) then make versions of it for the main warlock pacts. [OR just forget the binder and spend precious time and energy and pages on good versions of the warlock]

Sorcerer:
-New bloodlines/spells: shadow, aberration, Law (in opposition to the chaos sorcerer...)
-A written apology to the elementalist sorcerer. Not for him, to him. He was done a great wrong, Rules-as-written, and this is an important step to take before the healing can begin.

Wizard:
-Mage: mage class abilities for abjuration, divination, conjuration, transmutation, etc.
-Add abjuration, divination type spells (or the keyword to applicable existing spells), including at-wills and cantrips. I always wanted abjuration/divination at-will attacks (and encounter/daily I guess) because I think they could make for an interesting style of play.
-make fireball a spell people will use
-some method by which learing one spell gives you an at-will, encounter, and daily version in your spell book. Like if lightning bolt gave you a single target at-will, and multi-target encounter, and a daily that used the wall template. And have that count as learning one daily spell. I'm not sure if that's balanced, or balanceable, but I feel like lots of people would like having a thematic spell progression.
-classic/signature spells that scale with level, so you don't have to forget your favorite 3rd level encounter at level 17 or whatever it was, you can just do more damage, more aoe, better control, etc. [probably would be combined with the above idea]

Rituals: Yeah, figuring out rituals would be a good thing. They're just kinda tacked on and were either forgettable or problematically priced. They don't fit within the system as written with any sense of cohesion, and maybe that's just the way it needs to be, but it needs to be better at its job if it's going to be such an eyesore while doing it.
 

Garthanos

Arcadian Knight
-make fireball a spell people will use
I have been working on making Both fireball and Lightning bolt have controller options ... which one might trade out for blaster mages (perhaps with a feat - the feat cause your fireball to burn cleaner not leaving bat quano odors - yes I just went there )
 

Garthanos

Arcadian Knight
-some method by which learing one spell gives you an at-will, encounter, and daily version in your spell book. Like if lightning bolt gave you a single target at-will, and multi-target encounter, and a daily that used the wall template.
I have ideas for a multi-action well casting and maneuvers system - with disabling aftermaths and similar things. Not specific to spells. But the spell stuff is easiest to visualize anyway so it might be the coolest intro.
One feature is things like your "sandmans sleep magic" makes you sluggish during the round after casting it.
 

Garthanos

Arcadian Knight
There is a spell in Harry Potter flicks (and featured in the recent offshoot) where those subject to it get somewhat selective amnesia - It is often used by Comic book mages as well. We could call it Blessed Forgetfulness. This is probably too vague but its a first flash of idea.

Blessed Forgetfulness
: Subject loses memories of recent negative experiences this effect is typically "permanent" the memories are actually buried and it should be considered a mental affliction (and thus can be affected by both the psychotherapy practice and the remove affliction ritual).
The subject will generally lose recently acquired negative reaction modifiers. They also will tend to fill in the blanks with normal everyday stuff for example instead of their aunt being ripped to pieces by the monster your character failed to defeat they might remember her dying of some common illness. Attitudes toward the party will generally now reset to a neutral state.
 

Garthanos

Arcadian Knight
i wonder what it would take to make the Witch build be a Warlock and match the flavor text because it really reads like it was intended to be one
 

Larrin

Entropic Good
i wonder what it would take to make the Witch build be a Warlock and match the flavor text because it really reads like it was intended to be one
While the flavor is absolutely a fit for a warlock (they receive their spells from a patron via their familiar), the mechanical benefits of making them a warlock aren't really obvious to me.

If you simply made them a warlock, just a search and replace conversion of wizard to warlock and maybe Int becomes Cha on powers, this gives them access to warlock spells, warlock paragon paths, and warlock feats, none of which really make the witch, as it is currently written, better at being a witch. They're designed to be a wizard, drawing from wizard spells, feats and path, with a couple of thematic powers and skills and a familiar, and simply making them a warlock makes them a bit worse if anything.

What you'd need would be to start over keeping just a few things. You can probably adapt some of the coven benefits and keep the written AEDU powers, but the basic class abilities would need to be from scratch. Declare a pact, get a curse (cuz it's a witch!) that does controller effects, get a pact boon that enhances your controller powers when someone kills your cursee, maybe the coven powers can fit into your pact, maybe you get a skill based on pact, maybe you get a familiar that fits in with your curse and pact. In the end its going to be a 60-80% new class (not counting the powers which you might as well keep) whether you're still calling it a Witch or not.

So I think it would really take a full front-end overhaul of the class features to make the witch into a warlock class, if you want the change to be beneficial to the class. To the extent it would be a different class. But that's not a criticism of the idea, the witch isn't really much of a class as written, giving it a full overhaul and taking it into warlockdom just might be what it needs.
 

Garthanos

Arcadian Knight
While the flavor is absolutely a fit for a warlock (they receive their spells from a patron via their familiar), the mechanical benefits of making them a warlock aren't really obvious to me.

If you simply made them a warlock, just a search and replace conversion of wizard to warlock and maybe Int becomes Cha on powers, this gives them access to warlock spells, warlock paragon paths, and warlock feats, none of which really make the witch, as it is currently written, better at being a witch. They're designed to be a wizard, drawing from wizard spells, feats and path, with a couple of thematic powers and skills and a familiar, and simply making them a warlock makes them a bit worse if anything.

What you'd need would be to start over keeping just a few things. You can probably adapt some of the coven benefits and keep the written AEDU powers, but the basic class abilities would need to be from scratch. Declare a pact, get a curse (cuz it's a witch!) that does controller effects, get a pact boon that enhances your controller powers when someone kills your cursee, maybe the coven powers can fit into your pact, maybe you get a skill based on pact, maybe you get a familiar that fits in with your curse and pact. In the end its going to be a 60-80% new class (not counting the powers which you might as well keep) whether you're still calling it a Witch or not.

So I think it would really take a full front-end overhaul of the class features to make the witch into a warlock class, if you want the change to be beneficial to the class. To the extent it would be a different class. But that's not a criticism of the idea, the witch isn't really much of a class as written, giving it a full overhaul and taking it into warlockdom just might be what it needs.
To me though it had neat creative elements it demonstrates some strange thinking like "wizards must do it all" even though the story and flavor is Warlock. Entirely acknowledging your analysis that it takes more than a casual bleep it needs Warlock pact treatment etc and heck yes curse == witch.
 

Larrin

Entropic Good
I would maybe have wanted to see an spellbased (no weapons) defender for the arcane power type. Some kind of abjurationist that wards ally's from attacks and reactively blasts violator of the wards. Maybe give them some trap-like sigils and zone type powers for an area control style of defending, funneling movement away from weaker allies. Maybe they have high AC/NADs and some damage resistance features but only for when you need them, in general you'll be a short distance from the front lines if things are going to plan. Turn the role on it's head a little.
 

Garthanos

Arcadian Knight
Ritual Casting possible ways of adjusting it
Variable Casting Cost based on a skill roll so that skill in the rituals area is actually important not just being trained
Adjusting the Casting cost low levels are cheaper with a somewhat faster rate of increase making them more attractive at low levels... make some of the lower level rituals with scaling benefits dependent on using higher costs. So at higher levels you still want to spend more on them Alarm which catches extra dimensional enemies needs to be a scaled version for instance.
Channelling Allow Healing Surges to cast (a daily resource available to everyone.)
Make disenchant and sales efficiency relative to your effective level vs the item this functionally similar in some ways to rarity rules except the players in effect determine what is important to them and the payback for items sold is greater after you have in a sense achieved better contacts through levelling.
Ritual Mastery Feat(s) to allow casting more rituals of kinds as though you were higher level.
 
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Garthanos

Arcadian Knight
More...
Rituals that are what ifs like Alarm would also have trivial cost unless the What if condition was hit then they would have the normal for the level.
 
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Garthanos

Arcadian Knight
Maybe have more scroll cast rituals
Maybe have more 1 minute rituals
that could theoretically be guarded during combat a classic scene where you guard the ritualist.
Allow any spell to be cast as a ritual
 

Larrin

Entropic Good
The bug got planted in my brain so here is a quick and dirty writeup of a VERY controllery Arcane defender at level 1:


Syglamancer (names are hard :p)
Role: Defender
Power Source: Arcane
Key Abilities: Intelligence, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
Weapon Proficiencies: Staffs, daggers, slings, darts, clubs, and one simple weapon of choice.
Bonus to defense: +1 fort, +1 will
Implements: Staffs, wands, and armor. (can use the enhancement bonus to armor as implement bonus)

1st level HP: 15+con score
HP/Level: 6
Healing Surges: 9+con bonus
Trained skills: Arcana, choose three from list: Bluff, Diplomacy, Endurance, Heal, Insight, Intimidate, Perception

Class Features: Sygil’s Sheild, Sudden Warding,Subclass choice and benefit

Sygil’s Shield: Once during each of your turns, you may mark any number of enemies adjacent to sygils your control and/or within zone’s you’ve created. You gain “Sygil of Sheilding” as a power.

Sygil is a keyword that some powers will have. Allies, enemies, and spaces can bear sygils. They do not occupy the space or hinder movement unless specified. Sygils are considered adjacent to squares and creatures they are on.

Sygil of Sheilding: At-will, minor, sygil, Close Burst 5
Target: one ally in burst (two allies at 11, three at 21)
Effect: Until you use this power again the ally is bearing a sygil of shielding. While bearing the sygil they get +1 to the defense of their choice.


Sudden Warding: You gain the powers “Warding Defense” and “Warders Fury”

Warding Defense: Encounter power, immediate interrupt, close burst 5
Trigger: you or are hit with an attack
Effect: you gain +2 to all defense until the end of your next turn
(each ‘subclass’ gets its own 2nd effect’)
Earth warder: you gain resistance to the trigger attack equal to your Con bonus+x?
Special: Regain use of this power when you become bloodied for the first time in an encounter

Warders fury: At-will, immediate interrupt, close burst 5
Trigger: an ally bearing your sygil is attacked
Effect: Attacking creature in burst takes damage equal to 2+your Int bonus [will increase with level]
(each ‘subclass’ gets its own 2nd effect’)
Earth Warder: Triggering Ally gains temp HP equal to your con bonus
Note: this triggers on any sygil, not just the sygil of shielding.

Subclass: Chose Earth Warder or _ .
Earth Warder: Gain +2 endurance skill, and allies adjacent to sygils or within zones gain x more hp or temp hp when healed/granted temp hp. [not feeling this one so much]

Powers:
(apparently I got lazy but the sygils all last until the end of your next turn, maybe?)

Sygil of Motion: At-Will, standard, implement, sygil, close burst 5.
Effect: you place a sygil of motion in a square within the burst. Slide one ally adjacent to the sygil 2 squares. Make an attack against one enemy adjacent to the sygil.
Attack: Int vs Ref: Hit: 1d6+int force dmg, slide the target 2 squares.

Sygil of Forbearance: At-Will, standard, implement, sygil, close burst 5
Effect: you place a sygil of forbearance on a square. That square, and all adjacent squares are difficult terrain for your enemies. Attack one enemy in close burst 3 of the sygil.

Attack: Int vs Fort: Hit: 1d8+int force damage and movement through the difficult terrain created by the sygil cost the target 4 move instead of 2.

Earth Warder: Allies adjacent to the sygil have cover from ranged attacks.



Sygil of Reflections: encounter, standard, implement, sygil, close burst 5
Effect: You place a sygil of reflections on an ally within the burst. The next time the ally is hit by an attack the ally only takes half damage and the attacker takes an equal amount of damage of the same type. When you place the sigil you may attack one enemy adjacent to the sygil.

Attack: Int vs Ref: Hit: 2d8+int damage

Warded Circle of the Earthen Protectorate: Daily, standard, implement, close burst 5, zone
Effect: Create a zone within the bust. Allies in the zone gain X temp hp and may shift 1 square as a free action. The zone lasts until the end of your next turn and is difficult terrain for your enemies. Make an attack against each enemy in the burst:

Int vs fort: Hit: 2d6+int damage and push 3.
Miss: Half damage and push 1.

Sustain minor: the zone persists
 

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