The Sandmans Sleep Wizard Attack 1

Garthanos

Arcadian Knight
Those who like the vestige of save or dies in 4e probably wont care much for this ... but me I dont think I need or like them (they taint solo and elite design more than I care for making them have more complicated defenses I dont want to worry about as a dm)

We allow free form adapting the Defeated condition in appropriate ways based on the nature of the power (I like to include such in the core description of spells.) A mechanic that is experimental .. is spells having an effect line damages caster.... basically bringing in a bloodmage like sacrifice effect .... the following has a larger area of effect than I would have included without this. ( though I considered increasing the damage of the effect and leaving the area of effect burst 1).

The Sandmans Sleep: Wizard Attack 1
A sparkling shower of spectral sand brings drowsiness to all in a location, subjects if not outright driven in to the embrace of sleep (zero hit points) are pulled closer to and more vulnerable to unconsciousness. The sandman refers to a lesser god who is often referred to as deaths sibling...

Daily ✦ Implement, Arcane, Sleep
Standard Action Area burst 2 within 10 squares
Target:Each creature in burst
Attack:Int vs. Fort
Hit: 2d10 + Intelligence modifier damage. The target is slowed and grants combat advantage (save ends both).
Aftereffect: the target grants combat advantage until the end of your next turn.
Miss:1d6 + Intelligence modifier, and the target is slowed and grants combat advantage until the end of your next turn.

Effect: Caster is slowed until the end of the next turn and loses 3 hit points. Contact even by the caster with the sandman is itself fatiguing in a frightening way. (the caster is otherwise unaffected by his magic even if himself the center of the burst)

Finishing Effect: If this attack reduces the enemy to zero hit points or less may be a full comatose state an affliction which few recover from.
 
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I just make damage taken by any creature affected by the Wizard Sleep grant an save against the effect.

I have bardic lullabies and druidic sleep gas and a clerical,
wave of peace, and various effects of that sort .. I dont
want to pattern them after sleep ... orbwizards creating
permanent lock down... is another thing I dont want to
see...
 

I had written a version of sleep that did ongoing psychic at one point, though I think I don't have that file anymore... by having it do ongoing, it automatically dropped all minions in its area on their next turn on misses, which was a bit of a nod to previous editions, and ongoing let it have people falling asleep steadily instead of just in one whack which I thought was thematic.

I'd like to see more things that were save ends + ENT on hit, ENT on miss. As is, we have too much where missing (ENT) is better than hitting (save ends)
 

I had written a version of sleep that did ongoing psychic at one point, though I think I don't have that file anymore... by having it do ongoing, it automatically dropped all minions in its area on their next turn on misses, which was a bit of a nod to previous editions, and ongoing let it have people falling asleep steadily instead of just in one whack which I thought was thematic.

I'd like to see more things that were save ends + ENT on hit, ENT on miss. As is, we have too much where missing (ENT) is better than hitting (save ends)

i like that ongoing psychic idea...
 

I'd like to see more things that were save ends + ENT on hit, ENT on miss. As is, we have too much where missing (ENT) is better than hitting (save ends)

Yes the miss duration being potentially longer than a hit duration annoys me too but we do get more complex spells with after effects and such.
 


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