Kirnon_Bhale said:My take on how I feel defilers should work.
Arcane Power Source Feature
Defile
Encounter*Free Action
Special: Must be used in conjunction with an Arcane Power
Effect: The Arcane Power can be used as a Minor Action.
Secondary Effect
Burst(Spell Level)
Effect: Vegetation in the burst is destroyed. Living Vegetation is granted a save to resist or take 2d4 damage.
I think that this encompasses the fluff regarding defilers being able to cast spells quicker it also covers the increase in spell level, it is very tempting to use because you could with action points cast 3 spells in a round and you have an additional effect against sentient plants. On top of that it takes into account the increased Arcane power by basing the burst off the Power level.
I also think that possibly at Paragon level a stun effect for powers of Paragon level should be included for non-vegetation and once you get to epic you should have the damage to vegetation increase to 3d4 and animals take 2d4 to power epic level powers.
I don't think it is game breaking look at dwarves being able to use minor actions for second wind instead of standard.
Being able to use any wizard power as a minor action is much more powerful than being able to use second wind as a minor action. And the stun effect makes it even worse. Sure, it hits your allies too, but what do you care? If your friends are stunned, and your enemies are stunned, but you yourself are not stunned, it's a big net gain for your team.
(And that's if you're talking about 4E-style stunning, where it just limits your actions a bit. If you mean 3E-style stunning, then defiling becomes pure and total Win.)
If you want a good way to implement defiling messing up nearby creatures, in a way that's almost purely detrimental to the PCs, here's a thought: Defiling magic takes away healing surges. Since PCs need healing surges far more than NPCs do, the PCs take much more pain from this.
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