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Forked Thread: Name exactly what 4E is "missing"
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<blockquote data-quote="Ourph" data-source="post: 4500499" data-attributes="member: 20239"><p>I have no idea where this meme is coming from, as it's completely and utterly wrong. Just in the heroic tier we have...</p><p></p><p>Bless, Cure Light Wounds, Divine Aid, Sanctuary, Shield of Faith, Bastion of Health, Cure Serious Wounds, Divine Vigor, Holy Lantern, Astral Refuge, Knight of Unyielding Vigor, Mass Cure Light Wounds and Shielding Word for the Cleric...</p><p></p><p>Beguiling Tongue, Ethereal Stride, Fiendish Resilience, Shadow Veil, Dark One's Own Luck, Fey Switch, Shroud of Black Steel, Spider Climb, Ambassador Imp, Shadow Form, Shielding Shades and Warlock's Leap for the Warlock, and...</p><p></p><p>Ghost Sound, Light, Mage Hand, Prestidigitation, Expeditious Retreat, Feather Fall, Jump, Shield, Dimension Door, Disguise Self, Invisibility, Levitate, Wall of Fog, Arcane Gate, Blur, Mirror Image and Resistance for the Wizard.</p><p></p><p>None of these spells deal damage. Some of them restore HP, but even if you eliminate all of the spells that are pretty much only effective in combat (like Sanctuary), each class still has half a dozen or more spells that are useful in out-of-combat situations.</p><p></p><p>I don't get how someone could read through the utility powers for any of the spellcasting classes and come away with the impression that spells only deal damage in 4e. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="Ourph, post: 4500499, member: 20239"] I have no idea where this meme is coming from, as it's completely and utterly wrong. Just in the heroic tier we have... Bless, Cure Light Wounds, Divine Aid, Sanctuary, Shield of Faith, Bastion of Health, Cure Serious Wounds, Divine Vigor, Holy Lantern, Astral Refuge, Knight of Unyielding Vigor, Mass Cure Light Wounds and Shielding Word for the Cleric... Beguiling Tongue, Ethereal Stride, Fiendish Resilience, Shadow Veil, Dark One's Own Luck, Fey Switch, Shroud of Black Steel, Spider Climb, Ambassador Imp, Shadow Form, Shielding Shades and Warlock's Leap for the Warlock, and... Ghost Sound, Light, Mage Hand, Prestidigitation, Expeditious Retreat, Feather Fall, Jump, Shield, Dimension Door, Disguise Self, Invisibility, Levitate, Wall of Fog, Arcane Gate, Blur, Mirror Image and Resistance for the Wizard. None of these spells deal damage. Some of them restore HP, but even if you eliminate all of the spells that are pretty much only effective in combat (like Sanctuary), each class still has half a dozen or more spells that are useful in out-of-combat situations. I don't get how someone could read through the utility powers for any of the spellcasting classes and come away with the impression that spells only deal damage in 4e. :erm: [/QUOTE]
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