Mistwell said:You mean the attack spells do damage?
Both the Hound and Wall spells are utility, and both have solid application outside of combat. I see no problem with attacks doing damage.
As for generic, that sounds a bit redundant. Attack spells do damage and sometimes add a condition. The list of conditions is finite. They become less generic when you look at utility spells, as they should.
Metus said:I couldn't readily play switcheroo with 3rd edition spells - Alarm was different from Obscuring Mist which was different from Mount which was different from Enlarge Person. It actually felt like it was bringing something fresh to the table, rather than just switching out a name, or a saving throw.
Exactly. It's got to be missing a duration note. The obvious solution is to do the same as the other sustainable illusion powers in the article: Sustain Minor up through the end of the encounter.Plane Sailing said:Nice,
but shouldn't phantasmal terrain have some kind of duration to it?
Boarstorm said:I notice that none of those spells do damage.
Edit: Now then, do Wizards get enough of these utility powers? Well, maybe and maybe not. I'll have to play higher than 2nd level before I'm willing to make that call.
Metus said:But to be fair, while I plan on running a game, I have yet to run it and see 4E in action. So maybe wizards (or any other class) DO get enough use out of their utility powers. My intuition says no, but I've been wrong before.
Plane Sailing said:Also, the Insight skill is explicitly includes 'seeing through illusions' as part of its schtick now. Some of these illusion things ought to involve insight in one way or another (illusory wall at least, for instance).
Phantasmal Terrain probably ought to have the Zone keyword and either a Sustain: Minor or "zone lasts until the end of the encounter or 5 rounds"
Mouseferatu said:Aw, dammit. Now I have to have Rodney's babies, and my wife's gonna be pissed...