Friendly Fire

There is a Paragon tier feat called "War Wizardry" that gives your attacks against allies a -5 penalty and halves their damage against allies.

There is an Epic tier feat that I can't remember the name of that allows you to ignore a number of squares in your area attacks up to your wisdom modifier.
 

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For eladrin wizards there's the feat Twist the Arcane Fabric from Arcane Power that lets you fey step an ally from an area or close power.
 

I'm pretty sure there is also a feat that allows you to switch to-hit rolls between 2 targets in an area attack.

There are also any number of other clever tricks you can pull with a little forethought. A bunch of PCs with the right damage resistance can pretty much laugh off your attacks within reason for instance and a wizard could pretty easily make potions of resistance to do that. There are some other ways to do the same thing.

Some classes, like Invoker, tend to specialize in spells that don't hit allies too. Warlocks tend to be pretty ally-friendly as well. Overall I'd say its a good bit easier to avoid damaging your allies than in older editions. Its also a bit less critical since a few die of damage to an ally once in a while is not likely to be catastrophic except in a tight situation. Often its worth doing a bit of damage to a party member if it will end a fight a round quicker and overall save them taking damage from the monsters.
 

Some classes, like Invoker, tend to specialize in spells that don't hit allies too. Warlocks tend to be pretty ally-friendly as well.

It's not too tricky for a Wizard either, really. My 11th-level wizard favours bursts and blasts, yet he only has one indiscriminate multi-target spell (barring a couple gathering dust in his spellbook), and that's Thunderwave. Admittedly, he did have to take a 5th-level Daily in his 9th-level slot to achieve that, but it's proven such a useful one that I can't regret it.
 

Its also a bit less critical since a few die of damage to an ally once in a while is not likely to be catastrophic except in a tight situation. Often its worth doing a bit of damage to a party member if it will end a fight a round quicker and overall save them taking damage from the monsters.
Yeah usualy it's not a big deal, but there are occasions where attacking allies can lead to trouble such as when my party's sorcerer critted our avenger dealing more damage than his bloodied value, knocked him prone and pushed him into a room full of monsters.
Or the time when I was playing a wizard and critted MYSELF bringing me 1 hp away from my negative bloodied value and death.
 



Yeah usualy it's not a big deal, but there are occasions where attacking allies can lead to trouble such as when my party's sorcerer critted our avenger dealing more damage than his bloodied value, knocked him prone and pushed him into a room full of monsters.
Or the time when I was playing a wizard and critted MYSELF bringing me 1 hp away from my negative bloodied value and death.

Regarding the force movement, you didn't have to apply that, the listed value is the max value you can move the target.
 

actually, you are right, but i would not be so generous as a DM and call that 20 a fumble. Everything is maximized, incoulding the push. (Especially if the player who is targeted aproved this tactic. If he was not fond of this tactic, i would make sure he won´t die because of this.)
 

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