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PHB2 - Character Options - Wizard
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<blockquote data-quote="stonegod" data-source="post: 3690478" data-attributes="member: 36973"><p>Okay, lets look at them:</p><p>- All are nominally immediate actions usable 1 per Int bonus, spell level 1/2 wiz level, save 10+Int+1/2 wiz level if any. Can't use against unaware attacks, and lasts a round usually. Only specialists benefit. Can assume SR applies, though no mention is made.</p><p>- Abjuration (Urgent Shield): Small shield affect. Good for "Oh bleep" moments, but not unduly powerful. I'd okay it</p><p>- Conjuration (Abrupt Jaunt): Short range teleport, cannot bring others. Automatic get out of a hit free card as an immediate action. I'd okay it as a swift action as it main benefit then would be get out of grapple free card assuming you can make the concentration check (which, by a strict reading, would get harder each level you gained, which is sorry for the grappled wizard.</p><p>- Divination (Glimpse Peril): Small insight bonus on next save. Fine.</p><p>- Enchantment (Instant Daze): Daze melee attackers if they fail save and have less HD than you. Another instant attack nullifier, but at leas this one requires a save. Need to look at.</p><p>- Evocation (Counter fire): Fire force bolt at someone attacks you at range, neither can disrupt the other. Fine.</p><p>- Illusion (Brief Figment): Create a single mirror image, effectively giving you a 50% miss chance until it is hit or 1 round expires. Another in the nullify attack theme, and will on average half your damage on the next hit. Need to look at.</p><p>- Necromancy (Cursed glance): When targeted w/in 60 ft., cause a -2 penalty to AC and saves if they fail a save. Fine.</p><p>- Transumtation (sudden shift): Temporary climb/swim/fly. Fine.</p><p></p><p>Its the conjuration, enchantment, and illusions ones that need closer look.</p></blockquote><p></p>
[QUOTE="stonegod, post: 3690478, member: 36973"] Okay, lets look at them: - All are nominally immediate actions usable 1 per Int bonus, spell level 1/2 wiz level, save 10+Int+1/2 wiz level if any. Can't use against unaware attacks, and lasts a round usually. Only specialists benefit. Can assume SR applies, though no mention is made. - Abjuration (Urgent Shield): Small shield affect. Good for "Oh bleep" moments, but not unduly powerful. I'd okay it - Conjuration (Abrupt Jaunt): Short range teleport, cannot bring others. Automatic get out of a hit free card as an immediate action. I'd okay it as a swift action as it main benefit then would be get out of grapple free card assuming you can make the concentration check (which, by a strict reading, would get harder each level you gained, which is sorry for the grappled wizard. - Divination (Glimpse Peril): Small insight bonus on next save. Fine. - Enchantment (Instant Daze): Daze melee attackers if they fail save and have less HD than you. Another instant attack nullifier, but at leas this one requires a save. Need to look at. - Evocation (Counter fire): Fire force bolt at someone attacks you at range, neither can disrupt the other. Fine. - Illusion (Brief Figment): Create a single mirror image, effectively giving you a 50% miss chance until it is hit or 1 round expires. Another in the nullify attack theme, and will on average half your damage on the next hit. Need to look at. - Necromancy (Cursed glance): When targeted w/in 60 ft., cause a -2 penalty to AC and saves if they fail a save. Fine. - Transumtation (sudden shift): Temporary climb/swim/fly. Fine. Its the conjuration, enchantment, and illusions ones that need closer look. [/QUOTE]
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