Dispel Magic

baberg said:
Concise, to the point, and simple. I like it.

Daily, though? I'd expect it to be encounter at worst, since the enemy could potentially just refresh the conjuration or zone after it's been dispelled.


Unless the powers that create them are themselves dailies. Actually, that wouldn't really matter, since the enemy casters are likely to be dead at the end of the fight. I imagine the true purpose of making it a daily is so that every encounter isn't "wiped clean" by the wizard.

What are the implications of the new Dispel Magic for counterspelling?
 

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I guess we will also have something like

Counter Spell Wizard Utility
Daily + Arcane, Implement
Immediate Interrupt Ranged
10
Target: One creature casting an arcane spell
Attack: Intelligence vs. Will
Hit: The target's spell fails.
 


baberg said:
Concise, to the point, and simple. I like it.

Daily, though? I'd expect it to be encounter at worst, since the enemy could potentially just refresh the conjuration or zone after it's been dispelled.
I'm not surprised to see it as Daily, honestly. Greater invisibility, fly, resistance, and Bigby's grasping hands are all dailies. To me, in comparison to what we've seen so far, "conjuration" and "zone" effects sound like dailies, for the most part. So dispel magic is pretty powerful - you can basically destroy someone else's daily power.
 

Fallen Seraph said:
This is also a level 6 one, it could be replaced by a per-encounter or at-will one at higher levels.
You could be right, but looking at some of the D&D Mini RPG stats (particularly this one) we have a level 9 wizard with the ability:

Area: Shard Storm; Burst 2; range 20; +11 vs Ref; 1d10+4 (half on miss). Area becomes difficult terrain 1 round, then 1d10+4 automatic to creatures in or adjacent to area. Recharge 3

Now I know there was some discussion on what "Recharge 3" meant - if it recharges on a 3 exactly or on a 3 or higher (personally I think it's 3 exactly) - but still, if we're talking about combat that lasts 10ish rounds odds are this guy's going to be able to recharge and re-use the Shard Storm ability. Odds are, if he opens with that to keep his enemies at range, he's going to be able to re-use it by the middle of the combat (if he's not dead already - only 48 HP).

Still... "Trust in WotC" I guess. But Daily definitely seems like a long time for the Dispel Magic ability.
 


baberg said:
You could be right, but looking at some of the D&D Mini RPG stats (particularly this one) we have a level 9 wizard with the ability:

Area: Shard Storm; Burst 2; range 20; +11 vs Ref; 1d10+4 (half on miss). Area becomes difficult terrain 1 round, then 1d10+4 automatic to creatures in or adjacent to area. Recharge 3

Now I know there was some discussion on what "Recharge 3" meant - if it recharges on a 3 exactly or on a 3 or higher (personally I think it's 3 exactly) - but still, if we're talking about combat that lasts 10ish rounds odds are this guy's going to be able to recharge and re-use the Shard Storm ability. Odds are, if he opens with that to keep his enemies at range, he's going to be able to re-use it by the middle of the combat (if he's not dead already - only 48 HP).

Still... "Trust in WotC" I guess. But Daily definitely seems like a long time for the Dispel Magic ability.
But that shard storm only lasts for one round. The article says that such effects are not the target of dispel magic. Dispel magic targets the type of effects that last a whole encounter - adding a new element, or changing the terrain for the rest of the encounter.
 

*Has narrative brain explosion*

Lord Sessadore's comment on changing the landscape of the battlefield gave me huge brainstorm. I would love to see someone possibly house-rule, a variant rule to this. Where it becomes a longer lasting battle of wills, with the one wizard trying to disperse the magic the other keep the magic going.

It could lead to a real, exciting and tense fight.

The two wizards on either side of the room, shifting around their arms outstretched as in the centre of the room a pool of pure magic, twists and churns; reshaping then returning to normal the landscape.

Around them the rest of the party and enemies continue to fight, wary of slipping into this vortex of magic.
 

Lord Sessadore said:
But that shard storm only lasts for one round. The article says that such effects are not the target of dispel magic. Dispel magic targets the type of effects that last a whole encounter - adding a new element, or changing the terrain for the rest of the encounter.
I must be reading it differently than you are. Here's how I read it:

Shard Storm; Burst 2; range 20; +11 vs Ref; 1d10+4 (half on miss).
Simple enough, if you're in the area and the wizard hits, you get 1d10+4, otherwise take half.

Area becomes difficult terrain 1 round
The burst area becomes difficult terrain for 1 round, then the terrain effect disappears

then 1d10+4 automatic to creatures in or adjacent to area.
From then on, there's 1d10+4 damage to any creatures in or around the area until the wizard is killed

Again, I could be wrong about my reading of it, but to me it sounds like there's a storm that continues on for a long time. It's only a D&D Mini card description though, and so it could be completely different from what is generally used in the RPG. But my initial reading says that this storm continues forever.

Though, now that I think about it, some of the other abilities we know about explicitly state that it requires a minor action to "upkeep" the effect, so maybe your reading is right. In that case I can see a Daily power being more balanced with that kind of effect. I guess we'll know more when we have the PHB/DMG/MM in hand.
 

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