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<blockquote data-quote="Goumindong" data-source="post: 4804193" data-attributes="member: 70874"><p>A wall of fire spell creates a wall of fire, which is a wall of fire. A sleep spell makes you unconscious, the name is not important, the effect is. Just as "that its a spell or power" is not important, as anything can be defined as a spell or power, what is important is the effect. The "unconscious effect" from a sleep spell is no different mechanically than the "unconscious effect" from any other instance or power except as specifically enumerated within the power.</p><p></p><p>Do these effects have specific enumerations that exempt them from being hindering terrain while the other effects do not?</p><p></p><p>A: No, they do not.</p><p></p><p>Are there any specific rules that exempt zones from being hindering terrain?</p><p></p><p>A: No, there are not.</p><p></p><p>Such, is there any reason to treat zones differently?</p><p></p><p>A: No, there is not.</p><p></p><p></p><p></p><p>even with saving throws, these powers are easily the most strong wizard powers of their level. There is just no underestimating the massive amount of damage and effect they have in the majority of situations, when combined with push powers they are, absolutely insane. You can, theoretically, get two instances of damage per turn per monster, you can use readied action tricks to damage groups of monsters without hindering your players, you can block off ranged attackers, etc etc etc</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4804193, member: 70874"] A wall of fire spell creates a wall of fire, which is a wall of fire. A sleep spell makes you unconscious, the name is not important, the effect is. Just as "that its a spell or power" is not important, as anything can be defined as a spell or power, what is important is the effect. The "unconscious effect" from a sleep spell is no different mechanically than the "unconscious effect" from any other instance or power except as specifically enumerated within the power. Do these effects have specific enumerations that exempt them from being hindering terrain while the other effects do not? A: No, they do not. Are there any specific rules that exempt zones from being hindering terrain? A: No, there are not. Such, is there any reason to treat zones differently? A: No, there is not. even with saving throws, these powers are easily the most strong wizard powers of their level. There is just no underestimating the massive amount of damage and effect they have in the majority of situations, when combined with push powers they are, absolutely insane. You can, theoretically, get two instances of damage per turn per monster, you can use readied action tricks to damage groups of monsters without hindering your players, you can block off ranged attackers, etc etc etc [/QUOTE]
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