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Quintessential Wizard: Balancing
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<blockquote data-quote="Siberys" data-source="post: 4613838" data-attributes="member: 30619"><p>Rituals</p><p></p><p>Bind Animal/extraordinary/magic Familiar: I like it, but it violates the EoA. Could simply say that commanding takes an action of the same type as the action to be performed.</p><p></p><p>PPs</p><p></p><p>Cryomancer</p><p></p><p>Arctic Catharsis: Instead of ongoing damage, immobilize.</p><p>Ice Bridge: A width is never mentioned. I'd set it at 2 squares.</p><p>Blood Ice: Reduce to 3d8 damage. Then it's a single-target Storm Cage with ongoing damage and no wall.</p><p>Frozen Shards: Add "You may ignore the effects of the zone"</p><p></p><p>Dawn Disciple</p><p></p><p>Light Action: Replace with the following; When you spend an action point to take an extra action, you may regain hit points equal to half your level or make an immediate saving throw against one effect.</p><p>Light of the Rising Dawn: Increase damage to 3d8.</p><p>Light Mantle: Replace Invisible with Insubstantial</p><p>Regenerating Light: Add "<strong>Effect:</strong> You may spend a healing surge".</p><p></p><p>Geminus</p><p></p><p>Combined Attack: Up from 3 empty squares to 6.</p><p>Clone War: The effect line isn't really necessary.</p><p></p><p>Geomancer</p><p></p><p>Advantageous Position: Change to 1/2 Intelligence modifier.</p><p></p><p>Gloom Necromancer</p><p></p><p>Decaying Action: Reduce penalty to -1</p><p>Deadly Might: Replace with the following; When you are bloodied, you gain a +1 power bonus to attack rolls and to all defenses whenever an enemy drops to 0 hit points or fewer and is within 3 squares of you until the end of the encounter. (note that it doesn't stack. As previously worded, it would.)</p><p>Raise and Walk: A player raised by this ability only appears to be a zombie. The character continues to use its normal statistics. Remove "The ally is under your control"</p><p></p><p>Hypnomancer</p><p></p><p>Hypnotic Action: Change to 1/2 Intelligence modifier.</p><p>Mirror of the Deep: Reduce penalty to -1</p><p>Small Death: The effect line isn't really necessary.</p></blockquote><p></p>
[QUOTE="Siberys, post: 4613838, member: 30619"] Rituals Bind Animal/extraordinary/magic Familiar: I like it, but it violates the EoA. Could simply say that commanding takes an action of the same type as the action to be performed. PPs Cryomancer Arctic Catharsis: Instead of ongoing damage, immobilize. Ice Bridge: A width is never mentioned. I'd set it at 2 squares. Blood Ice: Reduce to 3d8 damage. Then it's a single-target Storm Cage with ongoing damage and no wall. Frozen Shards: Add "You may ignore the effects of the zone" Dawn Disciple Light Action: Replace with the following; When you spend an action point to take an extra action, you may regain hit points equal to half your level or make an immediate saving throw against one effect. Light of the Rising Dawn: Increase damage to 3d8. Light Mantle: Replace Invisible with Insubstantial Regenerating Light: Add "[B]Effect:[/B] You may spend a healing surge". Geminus Combined Attack: Up from 3 empty squares to 6. Clone War: The effect line isn't really necessary. Geomancer Advantageous Position: Change to 1/2 Intelligence modifier. Gloom Necromancer Decaying Action: Reduce penalty to -1 Deadly Might: Replace with the following; When you are bloodied, you gain a +1 power bonus to attack rolls and to all defenses whenever an enemy drops to 0 hit points or fewer and is within 3 squares of you until the end of the encounter. (note that it doesn't stack. As previously worded, it would.) Raise and Walk: A player raised by this ability only appears to be a zombie. The character continues to use its normal statistics. Remove "The ally is under your control" Hypnomancer Hypnotic Action: Change to 1/2 Intelligence modifier. Mirror of the Deep: Reduce penalty to -1 Small Death: The effect line isn't really necessary. [/QUOTE]
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