Spell components gone

Stonesnake said:
We had a delve with Mike Perkins and he even briefly mentioned about being able to now cast spells underwater if you want.

WotC are going to such lengths to streamline 4E that they're merging their designers? Where will it end?!?
 

log in or register to remove this ad

Wednesday Boy said:
Does that mean without somatic spell components there is no arcane spell failure for armor and mages can wear any type or armor? Or is there some other rule/mechanic to keep mages in robes?

They have said there are no arcane spell failure (sorry, no link at the moment).

The rule/mechanic to keep them in robes are armor proficieny rules.
 

Li Shenron said:
Judging from the preview characters, is it true that spell somatic/verbal/material components are GONE?

Some of the class powers say "Implement", which makes me think that you need (or can benefit from) some focus, which is one of those already mentioned in various articles.

Otherwise, there is no mention of the other 3. Does it mean that powers have NO S/V/M components at all, or that all powers have all three S/V/M components by default?

Frankly, I'm hoping for the first option. It would get rid of a lot of things I dislike such as:

- not being able to cast without advertising it to everyone around

- grappling as universal anti-caster method

- Silence as best anti-caster spell ever

- discussions about how many free hands you have/need

- lame attempts at circumventing the need of a free hand like leather straps on a cleric's mace

If components are required by rituals rather than spells, then it's not a big deal since rituals are for out-of-combat only.

It is funny because what you mentioned are things that I don't like in 4e. More specifically there is still some situation where a caster can't use his spells and must limit himself to swing with a weapon? The only thing semm to be if they lose their implement. If 3e teached me something tihs mean that a) it will never ever happen or b) every casters will have a dozen spare implements always on himself at any time and even more in easy to reach places.
But outside form that, what about dead magic zones? beholders antimagic rays? or other things like that?

I have this weird hunch that they made it like this to easily strip characters of their uber-attacks and "force" players to roleplay every now and then. The Gm have only to say "before to meet the king/the archpriest/ the merchant guildì's leader you must leave behind all your weapons and implements" and voila they are not superheroes anymore (well, except for the super-regeneration)
 

Just Another User said:
It is funny because what you mentioned are things that I don't like in 4e. More specifically there is still some situation where a caster can't use his spells and must limit himself to swing with a weapon? The only thing semm to be if they lose their implement. If 3e teached me something tihs mean that a) it will never ever happen or b) every casters will have a dozen spare implements always on himself at any time and even more in easy to reach places.

"This implement was your daddy's implement. He was wearing it when he went too far into the dungeon and got captured by dragonborn. Dragonborn women. With breasts. Where was I? Oh yes, this is the implement your daddy was using when he was captured. Well, there was no way he was gonna let those scaly mammary-endowed dragonborn get their hands on his implement. So he hid it in the only place he knew he could hide something. His ass. Ten long years, he hid his implement up his ass. And you know what that says about your daddy? It says he had a very flexible implement."
 

Just Another User said:
It is funny because what you mentioned are things that I don't like in 4e. More specifically there is still some situation where a caster can't use his spells and must limit himself to swing with a weapon? The only thing semm to be if they lose their implement. If 3e teached me something tihs mean that a) it will never ever happen or b) every casters will have a dozen spare implements always on himself at any time and even more in easy to reach places.
But outside form that, what about dead magic zones? beholders antimagic rays? or other things like that?

I have this weird hunch that they made it like this to easily strip characters of their uber-attacks and "force" players to roleplay every now and then. The Gm have only to say "before to meet the king/the archpriest/ the merchant guildì's leader you must leave behind all your weapons and implements" and voila they are not superheroes anymore (well, except for the super-regeneration)

And why is it good to take away character abilities? It was only necessary to bring the super-casters on non-caster level. Heck, even in the LotR movie they allowed Gandalf to keep his implement/staff. Would be the scene better without it?
And what uber-attacks? I have not see enough of the game to say anything about the player power vs world power.

@hong: Did you channel Pulp Fiction?
 

Li Shenron said:
That is a separate matter. Even in 3e ASF doesn't depend on the somatic components!

Maybe I'm misunderstanding what you're saying, but doesn't ASF depend exactly on somatic components?

As per SRD: "Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor." "If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure."
 



Lizard said:
So how do you keep captured wizards from casting spells?
Most spells require line of sight and require you to target a living creature. So if you put a hood over their head I believe that will prevent most spells. Oh yeah, and knocking them unconscious probably won't hurt either!

And personal spells like teleport are extremely different now. For example, teleport now requires that you teleport to a specific "key" and there is a very limited range. So you can't just teleport anywhere you want now, you need to have a key setup that you can teleport to.

On the other hand, Eladrin can teleport up to 5 squares per encounter no matter what is done to them (as long as they are conscious they can use that ability). So holding down people in 4th edition is going to be MUCH harder it seems!
 

Charwoman Gene said:
Cold Iron shackles enchanted with mageblock rituals.

Joining the 10' pole and 12 iron spikes in every adventurer's backpack from here on...

On the plus side, it means less "Cut out the mage's tongue!" threats from the orcs.
 

Remove ads

Top