ravenheart
Explorer
Ok, I reworked my ward mechanism a bit and added one for the psion.
Too strong, too weak? Unnecessary, imbalanced?
WARDED
✦ You are warded against attacks. If a creature makes an attack that includes you as a target as long as you are warded, it takes a -2 penalty to one defense of your choice. The penalty lasts until the end of your next turn.
✦ A creature can only be subject to a single ward at a time. A new ward supersedes a ward that was already in place.
Druid's Ward
You chant the secret names of the primal spirits, daring your foe to attack you and face nature's wrath in the form of viny growths.
At-will ✦ Primal
Minor Action Personal
Effect: You are warded until the start of your next turn. If a creature makes an attack that includes you as a target before the start of your next turn, it takes a -2 penalty to one defense of your choice and is slowed until the end of your next turn. A creature can only be subject to a single ward at a time. A new ward supersedes a ward that was already in place.
Special: You can only use this power once per round.
Invoker's Ward
You channel the power of the gods and fortify yourself and your allies, with a promise of swift retribution to those who oppose you.
At-will ✦ Divine
Minor Action Close burst 2
Target: You or one ally
Effect: You are warded until the start of your next turn. If a creature makes an attack that includes you as a target, it takes a -2 penalty to one defense of your choice until the end of your next turn. A creature can only be subject to a single ward at a time. A new ward supersedes a ward that was already in place.
Special: You can only use this power once per round.
Wizard's Ward
You whisper a simple word of power that you learned when you began your studies, ready to trigger should your enemy wish to hurt you.
At-will ✦ Arcane
Minor Action Personal
Effect: You are warded until the start of your next turn. If a creature makes an attack that includes you as a target before the start of your next turn, it takes a -2 penalty to one defense of your choice until the end of your next turn. It is also pushed 1 square. A creature can only be subject to a single ward at a time. A new ward supersedes a ward that was already in place.
Special: You can only use this power once per round.
Psion's Ward
Unbeknownst to your enemies, you have set a series of mental traps of paranoid delusion around your person should they choose to challenge you.
At-Will ✦ Psionic
Minor Action Personal
Effect: You are warded until the start of your next turn. If a creature makes an attack that includes you as a target before the start of your next turn, it takes a -2 penalty to one defense of your choice until the end of your next turn. You can then force the creature to be marked by another enemy within 5 squares of it until the end of your next turn. A creature can only be subject to a single ward at a time. A new ward supersedes a ward that was already in place.
Special: You can only use this power once per round.
So... questions? Thoughts?FEATS (HEROIC)
Improved Psion's Ward
Prerequisite: Psion, psion's ward
Benefit: While you are warded by psion's ward, a creature making an attack that includes you as a target can be forced to be marked by all enemies within 5 squares of it until the end of your next turn.
Improved Wizard's Ward
Prerequisite: Wizard, wizard's ward
Benefit: While you are warded by wizard's ward, a creature making an attack that includes you as a target takes an additional -2 penalty to the defense of your choice against attacks made by you until the end of your next turn. This penalty stacks with wizard's ward.
Improved Invoker's Ward
Prerequisite: Invoker, invoker's ward
Benefit: While an ally of yours is warded by invoker's ward, you can transfer the ward to another ally within the burst as a free action once per round.
Improved Druid's Ward
Prerequisites: Druid, druid's ward
Benefit: While you are warded by druid's ward, you can choose to forego slowing a creature making an attack that includes you as a target. You can instead cause it to become immobilized until the end of it's next turn (only flying creatures) or fall prone (only non-flying creatures).
Too strong, too weak? Unnecessary, imbalanced?
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