Grasping Shadows... too powerful?

Rafe

First Post
What do you all think? I'm a player looking to use Grasping Shadows from the June '08 "Class Acts: Wizards" PDF. However, for a 1st level encounter power, the damage seems fairly high (2d8 + Int psychic damage). For me, that would be 2d8 + 6. It's also a burst 1 within 10 squares and, if it hits, slows the creature. Any creature entering the area takes Int damage and is slowed.

Compare that to Icy Terrain which does 1d6 + Int cold damage, burst 1 within 10 squares. The only difference is that the terrain is difficult and, if the attack hits, the creature is knocked prone. In my opinion, Slowed > difficult terrain, and 2d8 > 1d6 + knocked prone.

I've been given permission to use it, but feel sort of guilty because it seems a little overpowered vs the PHB encounter power options.

Thoughts?

Secondary question: Does 'residual' damage (enter the area, take Int damage, for instance) gain the enhancement bonus from an Implement? I have a +1 Orb, so would my secondary, residual damage be 6 (5+1) or 5 (Int mod only)?
 

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To answer the last question first: don't add your enhancement damage to anything that doesn't have a damage roll. If it says damage equal to your intelligence, deal damage eaqual to your intelligence, its if its 1d6+int, THEN add enhnacements. Thats the rule of thumb that seems to have surfaced...I would claim it could be better defined (basically the enhancement bonus description mentions it being added to 'damage rolls' and nothing else). Its the same a a fighter's cleave not benefiting from his +2 axe.

As for the original question.....I have to agree its really about the most powerful encounter power i can find....Burning hands does only 2d6 (though close and greater area) and force orb does 2d8 to its initial target only, then 1d10, and you have to hit with the first one (but it has greater range). I'm sure when it first came out this was noticed and discussed to death somewhere...
 

Hmmm... well, my DM took a good look at Grasping Shadows in comparison to other 1st level Encounter powers (especially Burning Hands and Force Orb) and thought it was on par.

Regardless, I'm going to suggest lowering damage to 2d6 to balance it between Burnings Hands and Force Orb damage. Force Orb is essentially the same... except it does less damage to secondary targets and has no additional effects (slow, weaken, etc.). Grasping Shadows does 2d8 to all in the burst area AND slows them... and it targets Will, generally a low monster defense. It is also a zone of sorts in that it remains in play and can damage and slow other creatures entering it.

Thanks for the response, Larrik! And a special thanks for clarifying my second question. Good example with Cleave and I ought to have thought of that, having played a Fighter before this Wizard.
 

You have the wrong version of the Class Act article. The final version in the Dragon release has Grasping Shadows reduced to 1d8 + Int mod damage. Best to go look for it, as a number of other changes were made also.
 

You have the wrong version of the Class Act article. The final version in the Dragon release has Grasping Shadows reduced to 1d8 + Int mod damage. Best to go look for it, as a number of other changes were made also.

Excellent! That seems more on par. Thanks, Malicea. There were no other changes to that power except the damage change.
 

They had been missing some 'Psychic' tags and other things... but yeah, rule is to always use the final PDF for best results, seems like.
 

You have the wrong version of the Class Act article. The final version in the Dragon release has Grasping Shadows reduced to 1d8 + Int mod damage. Best to go look for it, as a number of other changes were made also.

Do you have a link to the final version of the article? I just tried searching for it and redownloading it, but it still listed the 2d8 damage for Grasping Shadows.
 



Also remember that Prone and Difficult Terrain interact in a very nice way. If you're prone, you have to spend an action to stand. If you've already spent your move action to stand, and nobody is within melee reach, the only way you can attack is to use a ranged attack, or to charge. You can't charge across difficult terrain. This spell probably laid down difficult terrain in between you and your intended charge target.

So aimed right, it can deny your opponents a turn.
 

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