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*Pathfinder & Starfinder
The Whole Implement - Wizard Powers for Arcanists
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<blockquote data-quote="Octangula" data-source="post: 5955597" data-attributes="member: 6691124"><p>Well, RAW, Magic Missile doesn't benefit from DIS, Focus, or item bonuses (which all explicitly say "damage rolls"), and your wording supports this. That's part of what makes the power not be as broken. I do wonder if your rate of increment is too fast, though. Maybe 1 per tier instead of 1 per half-tier?</p><p></p><p>Two potential aspects for brokenness are Wizard's Fury, which has the potential to get slightly silly at late heroic or beyond, and the fact that it's the ultimate minion plinking power.</p><p></p><p>As for Arcane Bolt(s), I agree that this should have the potential of affecting multiple targets as well, but I don't feel comfortable with the way that it automatically increases in power. This is how I would word it:</p><p></p><p><strong>Arcane Bolts</strong> * <strong>Wizard Attack 3+</strong></p><p><em>Silver arrows of force appears next to you. You gesture toward your foes, sending the arrows on an unerring path toward them.</em></p><p><strong>Encounter</strong> * <strong>Arcane, Evocation, Force, Implement</strong></p><p><strong>Standard Action</strong> * <strong>Ranged</strong> 10</p><p><strong>Special:</strong> You may take this power as an encounter power of any level. The number of bolts that are created by this power are determined by the level that this power is taken at.</p><p><em>Level 3:</em> One bolt.</p><p><em>Level 7:</em> Two bolts. Each bolt must be assigned to a different target.</p><p><em>Level 13:</em> Three bolts. Each bolt must be assigned to a different target.</p><p><em>Level 17:</em> Four bolts. Upto two bolts may be assigned to a single target.</p><p><em>Level 23:</em> Five bolts. Upto two bolts may be assigned to a single target.</p><p><em>Level 27:</em> Six bolts. Upto two bolts may be assigned to a single target.</p><p><strong>Target:</strong> One or more creatures. The number of creatures that may be targeted is limited by the number of bolts that the power will create.</p><p><strong>Effect:</strong> Assign each bolt to a target. The target takes force damage equal to 5 + your Intelligence modifier + the enhancement bonus of your implement for each bolt assigned to it.</p><p><strong>Wand of Accuracy (Effect):</strong> Add your Dexterity modifier to the force damage dealt by each bolt, and each bolt pushes the target 1 square.</p><p><strong>Special:</strong> Insubstantial creatures take full damage from this power.</p><p></p><p>In theory, yes, you could make the power available from level 1, and adjust the levels accordingly, but I think that that would be too powerful. I also heavily adjusted the way that the bolts are assigned, as the ability to stack two bolts onto a single target makes the power quite frightening (doing roughly the same amount of single target damage that other classes can do with their encounter powers, but without the need for an attack roll), especially with the implement rider. You could reduce the damage to 2 + modifiers to account for this, but then the power doesn't do enough to justify it taking a slot at lower levels. Better might be to remove the damage from the implement rider (and also from Magic Missile), as the push is enough of a bonus, especially because the Wizard is supposed to be a controller.</p></blockquote><p></p>
[QUOTE="Octangula, post: 5955597, member: 6691124"] Well, RAW, Magic Missile doesn't benefit from DIS, Focus, or item bonuses (which all explicitly say "damage rolls"), and your wording supports this. That's part of what makes the power not be as broken. I do wonder if your rate of increment is too fast, though. Maybe 1 per tier instead of 1 per half-tier? Two potential aspects for brokenness are Wizard's Fury, which has the potential to get slightly silly at late heroic or beyond, and the fact that it's the ultimate minion plinking power. As for Arcane Bolt(s), I agree that this should have the potential of affecting multiple targets as well, but I don't feel comfortable with the way that it automatically increases in power. This is how I would word it: [B]Arcane Bolts[/B] * [B]Wizard Attack 3+[/B] [I]Silver arrows of force appears next to you. You gesture toward your foes, sending the arrows on an unerring path toward them.[/I] [B]Encounter[/B] * [B]Arcane, Evocation, Force, Implement[/B] [B]Standard Action[/B] * [B]Ranged[/B] 10 [B]Special:[/B] You may take this power as an encounter power of any level. The number of bolts that are created by this power are determined by the level that this power is taken at. [I]Level 3:[/I] One bolt. [I]Level 7:[/I] Two bolts. Each bolt must be assigned to a different target. [I]Level 13:[/I] Three bolts. Each bolt must be assigned to a different target. [I]Level 17:[/I] Four bolts. Upto two bolts may be assigned to a single target. [I]Level 23:[/I] Five bolts. Upto two bolts may be assigned to a single target. [I]Level 27:[/I] Six bolts. Upto two bolts may be assigned to a single target. [B]Target:[/B] One or more creatures. The number of creatures that may be targeted is limited by the number of bolts that the power will create. [B]Effect:[/B] Assign each bolt to a target. The target takes force damage equal to 5 + your Intelligence modifier + the enhancement bonus of your implement for each bolt assigned to it. [B]Wand of Accuracy (Effect):[/B] Add your Dexterity modifier to the force damage dealt by each bolt, and each bolt pushes the target 1 square. [B]Special:[/B] Insubstantial creatures take full damage from this power. In theory, yes, you could make the power available from level 1, and adjust the levels accordingly, but I think that that would be too powerful. I also heavily adjusted the way that the bolts are assigned, as the ability to stack two bolts onto a single target makes the power quite frightening (doing roughly the same amount of single target damage that other classes can do with their encounter powers, but without the need for an attack roll), especially with the implement rider. You could reduce the damage to 2 + modifiers to account for this, but then the power doesn't do enough to justify it taking a slot at lower levels. Better might be to remove the damage from the implement rider (and also from Magic Missile), as the push is enough of a bonus, especially because the Wizard is supposed to be a controller. [/QUOTE]
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