Siberys
Adventurer
I am going through QW, to decide what powers and other options to allow in my games. I thought I'd share my thoughts as I go along. If I don't post about a power, I think it's balanced.
Powers, levels 1-16
Acid Pool: Strictly better than Scorching Burst, but so is the Invoker's vanguard's lightning. This one's fine. Same with adder's bite, electrocution, and revealing light, though this last one seems very leadery.
Cunning Thrust: HUGE ATTACK BONUS ALERT! Prof. + Int + 2? VS. WILL? It'd be fine if it didn't have the weapon keyword or targeted AC. As is, I'd say "Intelligence -2 vs. Will". That way, max drops from 9 (+4 int + 3 Prof + 2) to 5, which is still more accurate than other wizard at-wills.
Death's Breath: Additional effects on hit too big. Should be -1 Fortitude, nothing else. Same for mind assault, only should be -1 Will.
Arcane Ghost: Eh... Halve the range, then remove everything after the damage, and add the following:
Flash of Light: Good against artillery. Not sure if damage should be lowered, though...
Scorching Weapon: One again, set the attack to "Intelligence -2". I don't think the designers of QW realized that weapon powers add the weapon's prof bonus to attack rolls.
Arcane Storm: They said "Salve" instead of "Salvo" in the flavor text. That made me giggle. Other than that, though, this one's fine.
Mark of Light: This one's fine, but very warlordy. It seems to me the Radiant powers will be sorta leaderish.
Scent of Decay: Don't know what to think of this one. If you pushed the target, it'd definitely be broken, but with the target controlling its own movement, I guess its fine.
Strike and Run: Targets AC. This one's fine.
Authority: Make this one a daily. It's just like Astral speech, but with a lower bonus and increased versatility.
Enchanted Crossbow: Make the tertiary attack's damage 1d10. Other than that, I like this power.
Fierce Will: Change this to say "and one target takes a penalty to a defense of your choice equal to one-half your Charisma modifier until the end of your next turn".Otherwise, way, WAY too good.
Deafening Blast: Increase damage to 2d8. yes, increase. Otherwise, it's like a weak fireball that deafens.
Wizened Features: Is exactly the same as Serpent's Grasp, but deals necrotic damage and the side effects are save-ends. Halve the attack penalty.
Steelskin: Not sure about this one. Is Resist All 5 for a whole encounter 1/day too powerful for a lvl 6 utility?
Whirlwind: Should this be sustain Move instead of sustain minor?
Choking Viper: Replace held with immobilized. Held doesn't exist
.
Mystical Swing: Change to "Intelligence -2"... Again.
Field of the Dead: Replace held with immobilized. Again.
Uncertainty: make it -3/-1.
Weapon of Elemental Might: Change to "Intelligence -2"... Again.
Intangbility: Hrm... Not sure. The wizard'll be able to bypass obstacles easily enough with this, but that's ignoring the rest of the party. Of course, there's also arcane gate. This power gets a pass.
Acid Fumes: Remove the Miss line.
Dancing Blades: Change to "Intelligence -2"... Again.
Soul Vermin: Clever requirement for sustaining. Great for clearing mobs.
Deceiving Grasp: Up damage to 6d8. Replace held with immobilized. Otherwise, it's a weaker blast of cold.
Moment of Prescience: Make this Daily, and make the resist last until the beginning of your next turn.
Powers, levels 1-16
Acid Pool: Strictly better than Scorching Burst, but so is the Invoker's vanguard's lightning. This one's fine. Same with adder's bite, electrocution, and revealing light, though this last one seems very leadery.
Cunning Thrust: HUGE ATTACK BONUS ALERT! Prof. + Int + 2? VS. WILL? It'd be fine if it didn't have the weapon keyword or targeted AC. As is, I'd say "Intelligence -2 vs. Will". That way, max drops from 9 (+4 int + 3 Prof + 2) to 5, which is still more accurate than other wizard at-wills.
Death's Breath: Additional effects on hit too big. Should be -1 Fortitude, nothing else. Same for mind assault, only should be -1 Will.
Arcane Ghost: Eh... Halve the range, then remove everything after the damage, and add the following:
That should balance it out.Effect: One target grants combat advantage until the end of your next turn.
Flash of Light: Good against artillery. Not sure if damage should be lowered, though...
Scorching Weapon: One again, set the attack to "Intelligence -2". I don't think the designers of QW realized that weapon powers add the weapon's prof bonus to attack rolls.
Arcane Storm: They said "Salve" instead of "Salvo" in the flavor text. That made me giggle. Other than that, though, this one's fine.
Mark of Light: This one's fine, but very warlordy. It seems to me the Radiant powers will be sorta leaderish.
Scent of Decay: Don't know what to think of this one. If you pushed the target, it'd definitely be broken, but with the target controlling its own movement, I guess its fine.
Strike and Run: Targets AC. This one's fine.
Authority: Make this one a daily. It's just like Astral speech, but with a lower bonus and increased versatility.
Enchanted Crossbow: Make the tertiary attack's damage 1d10. Other than that, I like this power.
Fierce Will: Change this to say "and one target takes a penalty to a defense of your choice equal to one-half your Charisma modifier until the end of your next turn".Otherwise, way, WAY too good.
Deafening Blast: Increase damage to 2d8. yes, increase. Otherwise, it's like a weak fireball that deafens.
Wizened Features: Is exactly the same as Serpent's Grasp, but deals necrotic damage and the side effects are save-ends. Halve the attack penalty.
Steelskin: Not sure about this one. Is Resist All 5 for a whole encounter 1/day too powerful for a lvl 6 utility?
Whirlwind: Should this be sustain Move instead of sustain minor?
Choking Viper: Replace held with immobilized. Held doesn't exist

Mystical Swing: Change to "Intelligence -2"... Again.
Field of the Dead: Replace held with immobilized. Again.
Uncertainty: make it -3/-1.
Weapon of Elemental Might: Change to "Intelligence -2"... Again.
Intangbility: Hrm... Not sure. The wizard'll be able to bypass obstacles easily enough with this, but that's ignoring the rest of the party. Of course, there's also arcane gate. This power gets a pass.
Acid Fumes: Remove the Miss line.
Dancing Blades: Change to "Intelligence -2"... Again.
Soul Vermin: Clever requirement for sustaining. Great for clearing mobs.
Deceiving Grasp: Up damage to 6d8. Replace held with immobilized. Otherwise, it's a weaker blast of cold.
Moment of Prescience: Make this Daily, and make the resist last until the beginning of your next turn.
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