Spell Disruption

Falling Icicle said:
They could do counterspell like this:

Counterspell
Wizard Utility

You call upon arcane forces to unravel the delicate fabric of your enemy's spell, preventing it from taking shape.

Daily * Arcane, Implement
Immediate Interrupt
Ranged
20
Target: One creature
Attack: Int vs. Will
Hit: You negate another caster's spell or prayer as it is being cast. The power is used up as if cast, but has no effect.

Nice, but should it be an encounter power maybe?

I can see ENworld being flooded with custom powers/prayers/exploits in June. :D They are so crunchy....
 

log in or register to remove this ad

What I want to know is, if you cast a "close" or "ranged" spell, which provokes an opportunity attack, and the OA successfully hits and does damage, do you lose the spell?
 

Steely Dan said:
What I want to know is, if you cast a "close" or "ranged" spell, which provokes an opportunity attack, and the OA successfully hits and does damage, do you lose the spell?

I'd say no, we haven't seen anything of that nature and it would not seem to fit with 4e's philosophy.
 

Falling Icicle said:
They could do counterspell like this:

Counterspell
Wizard Utility

You call upon arcane forces to unravel the delicate fabric of your enemy's spell, preventing it from taking shape.

Daily * Arcane, Implement
Immediate Interrupt
Ranged
20
Target: One creature
Attack: Int vs. Will
Hit: You negate another caster's spell or prayer as it is being cast. The power is used up as if cast, but has no effect.

Not bad but this way it is easier to counterspell wizards than priests or bards

I'd make int vs (stat used by the spell)

and daily seems too weak, you are using an action to stop someone from using his action. And if you fail you just used an action with no effect

if you want daily I'd do something like inflict a penalties to a spell's attack
And I think utilities powers don't have attacks rolls, BTW. That is what make them Utility and not Attack

So, something like this

Counterspell
Wizard Utility

You call upon arcane forces to unravel the delicate fabric of your enemy's spell, preventing it from taking shape.

Daily (or even encounter) * Arcane, Implement
Immediate Interrupt
Ranged
20
Target: One creature (or a spell, if it would be possible)
Hit: You counter another caster's spell or prayer as it is being cast. the spell/prayer's attack(s) roll gain a penality equal to your int modifier.
 
Last edited:

I was at DDXP and played 4 delves and both LFR campaigns.

Casting a spell or using a ranged weapon allowed an enemy next to you to take an AOO and I think they also had combat advantage (don't quite remember this, but I'm pretty sure they did). But the spell/arrows always successfully went off.

There appears to be no way to ever "prevent" someone from doing actions on their turn. Much like how "grapple" is simply "you can't move but you can do anything else you want" in the game. In 4th edition you can ALWAYS do SOMETHING unless you are stunned, sleeping, or dying ... and even then you STILL have something do you as you get to roll saving throws.

Of course my friends argued that why can't you simply attack someone and then forcibly put your hand over their mouth so that they can't cast any spells? Nobody we played with seemed to have a good answer for that. In fact, Chris Perkins was our DM for one delve and he said you could even cast spells underwater now ... so you might be able to cast spells in just about any environment or condition in 4th edition.
 


Maybe the spellcaster could take a penalty to his magical attack roll if threatened in melee? Seems simple and logical, and doesn't require additional rolls.
 

If it's a daily, I'd go with cancelling their spell on a hit, giving a penalty on a miss. If it's a per-encounter, giving them a penalty on a hit seems about right. Especially since subtracting your primary spellcasting stat is likely to amount to -4 or -5, and that's fairly serious.
 
Last edited:

WyzardWhately said:
If it's a daily, I'd go with cancelling their spell on a hit, giving a penalty on a miss. If it's a per-encounter, giving them a penalty on a hit seems about right. Especially since subtracting your primary spellcasting stat is likely to amount to -4 or -5, and that's fairly serious.
OK, make it (Int modfier + 1/2 level), I thought it was automatically included, but now I'm not so sure.
 
Last edited:

concentration skill is no longer needed, because you can easily give penalties to the attack value of the spell.

and since you usually have to roll for spells, you can also call for a spell attack roll vs a DC if you are falling etc. Concentration was a tax you had to pay. a simple caster level check would have been equally useful.
 

Remove ads

Top