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<blockquote data-quote="James McMurray" data-source="post: 4513519" data-attributes="member: 743"><p><em>Miscellaneous Spells in Combat:</em></p><ul> <li data-xf-list-type="ul">Ghost Sound: make them think enemies are coming</li> <li data-xf-list-type="ul">Light: As above</li> <li data-xf-list-type="ul">Light: cast it on something they're carrying to negate their ability to hide</li> <li data-xf-list-type="ul">Mage Hand: it doesn't matter who is carrying what gear, because the party wizard can move potions and similar small objects around the battlefield at will</li> <li data-xf-list-type="ul">Mage Hand: great for when the combat includes a trap and you can't get to the deactivator switch</li> <li data-xf-list-type="ul">Presitidigation: Put out the light sources. Best at higher levels when everyone has Goggles of Night or something else to help with the darkness.</li> <li data-xf-list-type="ul">Prestidigiatation: make the rogue's blade invisible. That should be worth a bonus to his bluff check</li> <li data-xf-list-type="ul">Feather Fall: your warrior mage can grab someone and carry them both off a cliff, using FF to survive. Not spectacularly powerful, but could be fun.</li> <li data-xf-list-type="ul">Disguise Self: Whose orders will they follow when you and their Leader look and sound the same (sound requires Bluff for disguise).</li> <li data-xf-list-type="ul">Levitate: not being in melee range of your enemies is some good.</li> <li data-xf-list-type="ul">Arcane Gate: who needs your enemies near a hazard to push them onto it? This plus an action point thunderwave can drive all sorts of people off cliffs, into fires, etc.</li> <li data-xf-list-type="ul">(Mass) Fly: see Levitate, but better</li> <li data-xf-list-type="ul">Mordenkainen's Mansion: Fight going badly? Jump in and then Planar Portal home.<br /> <br /> I didn't include anything that was obviously combat oriented but didn't deal damage, but those all break your "spells = powers = damage" paradigm as well.</li> </ul><p></p><p><em>Out of Combat spells with no cost:</em></p><ul> <li data-xf-list-type="ul">All of the cantrips</li> <li data-xf-list-type="ul">Many damaging spells can affect the envronment in interesting ways</li> <li data-xf-list-type="ul">Jump: very love level pseduo-flight. Great for some kinds of skill challenges</li> <li data-xf-list-type="ul">Dimension Door: nuff said</li> <li data-xf-list-type="ul">Disguise Self: You'll probably want a feat to train in Bluff, but looking like someone else can have amazing benefits with planning</li> <li data-xf-list-type="ul">Invisibility: sustains as a standard, but I doubt anyone will argue that being unseen isn't worthwhile.</li> <li data-xf-list-type="ul">Levitate: not quite flight, but can help a lot in skill challenges or with obstacles</li> <li data-xf-list-type="ul">Wall of Fog: with the proper environmental conditions this might not even be seen as magic, and can cover an attack or retreat pretty well.</li> <li data-xf-list-type="ul">Blur: you have to stay 5 squares away, but this invisibility spell doesn't need to be sustained</li> <li data-xf-list-type="ul">Arcane Gate: like dim. door, but for as many people as can run through it in five minutes</li> <li data-xf-list-type="ul">Resistance: there are many times you might take damage that don't involve combat</li> <li data-xf-list-type="ul">(Mass) Fly: yep, it's good</li> <li data-xf-list-type="ul">Greater Invisibility: less restrictive than blur, and easier to sustain than the lower level version</li> <li data-xf-list-type="ul">Mordenkainen's Mansion: Long rest anywhere? Yes, please.</li> </ul><p></p><p><em>Spell with negligible cost:</em></p><p>Any rituals several levels lower than you has a cost that is as close to 0gp as you can get when compared to what you find at that level.</p><p></p><p>I didn't look beyond the PHB, and didn't call out each ritual and what level their price becomes near-meaningless. It's definitely nowhere near the swiss army knife that past edition's mages have been, but a dislike of that is easily remedied by playing those editions. "One man does all if he survives a few levels" is the opposite of the 4e design goal, which is more akin to "let's let everyone have fun all the time."</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4513519, member: 743"] [I]Miscellaneous Spells in Combat:[/I] [LIST] [*]Ghost Sound: make them think enemies are coming [*]Light: As above [*]Light: cast it on something they're carrying to negate their ability to hide [*]Mage Hand: it doesn't matter who is carrying what gear, because the party wizard can move potions and similar small objects around the battlefield at will [*]Mage Hand: great for when the combat includes a trap and you can't get to the deactivator switch [*]Presitidigation: Put out the light sources. Best at higher levels when everyone has Goggles of Night or something else to help with the darkness. [*]Prestidigiatation: make the rogue's blade invisible. That should be worth a bonus to his bluff check [*]Feather Fall: your warrior mage can grab someone and carry them both off a cliff, using FF to survive. Not spectacularly powerful, but could be fun. [*]Disguise Self: Whose orders will they follow when you and their Leader look and sound the same (sound requires Bluff for disguise). [*]Levitate: not being in melee range of your enemies is some good. [*]Arcane Gate: who needs your enemies near a hazard to push them onto it? This plus an action point thunderwave can drive all sorts of people off cliffs, into fires, etc. [*](Mass) Fly: see Levitate, but better [*]Mordenkainen's Mansion: Fight going badly? Jump in and then Planar Portal home. I didn't include anything that was obviously combat oriented but didn't deal damage, but those all break your "spells = powers = damage" paradigm as well. [/LIST] [I]Out of Combat spells with no cost:[/I] [LIST] [*]All of the cantrips [*]Many damaging spells can affect the envronment in interesting ways [*]Jump: very love level pseduo-flight. Great for some kinds of skill challenges [*]Dimension Door: nuff said [*]Disguise Self: You'll probably want a feat to train in Bluff, but looking like someone else can have amazing benefits with planning [*]Invisibility: sustains as a standard, but I doubt anyone will argue that being unseen isn't worthwhile. [*]Levitate: not quite flight, but can help a lot in skill challenges or with obstacles [*]Wall of Fog: with the proper environmental conditions this might not even be seen as magic, and can cover an attack or retreat pretty well. [*]Blur: you have to stay 5 squares away, but this invisibility spell doesn't need to be sustained [*]Arcane Gate: like dim. door, but for as many people as can run through it in five minutes [*]Resistance: there are many times you might take damage that don't involve combat [*](Mass) Fly: yep, it's good [*]Greater Invisibility: less restrictive than blur, and easier to sustain than the lower level version [*]Mordenkainen's Mansion: Long rest anywhere? Yes, please. [/LIST] [I]Spell with negligible cost:[/I] Any rituals several levels lower than you has a cost that is as close to 0gp as you can get when compared to what you find at that level. I didn't look beyond the PHB, and didn't call out each ritual and what level their price becomes near-meaningless. It's definitely nowhere near the swiss army knife that past edition's mages have been, but a dislike of that is easily remedied by playing those editions. "One man does all if he survives a few levels" is the opposite of the 4e design goal, which is more akin to "let's let everyone have fun all the time." [/QUOTE]
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