Wizard Spells 10-16 Two Page Spread

IceFractal said:
...it doesn't last long enough to fly around avoiding floor traps. And in combat, the minor action necessary to sustain it is a significant hinderance, preventing you from sustaining any other spells.
You're saying this like it's a bad thing.
 

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Incenjucar said:
Overland travel flight really should be obtained by something that can be removed from the player, at least until epic level, whether we're talking Hippogriffs or Flying Carpets.

Flight is -extremely- powerful and completely changes the game if you make it reliable.
This.

3.0 Fly, in particular, was flat out ludicrous.
 

Perhaps there is a ritual that allows flight for travel purposes. This is a battle spell...it is tactical short-term flight, not a replacement mode of transportation.
 

Kenku17 said:
One of the 2 sided displays they had was the more desciptive armor page, and someone had copied it. In there is a mention that donning armor you are not proficient in gives a -2 to reflex(and something else I can't remeber.

Its also good to mention that Heavy Armors give Zero Reflex Bonus to AC.

Also worth noting is that you get to add Dex OR Int modifier to AC if you're wearing light (or no) armor, so the wizard has pretty good AC even naked. (And it looks like if he can get leather armor proficiency for one feat, with 20 Int he can have 18 AC at first level - more than a fighter in scale mail with no shield.)
 

ppaladin123 said:
Perhaps there is a ritual that allows flight for travel purposes. This is a battle spell...it is tactical short-term flight, not a replacement mode of transportation.

A very good point.

If nothing else, summoning flying steeds is certainly within reason.
 

I don't really remember seeing this mentioned.
Did they say that these couple of pages were literally directly from the book? Or were these just parts of pages. Maybe they just took a few spells from the book and made them look impressive. They do that sort of thing all of the time with adventures on the site.
 

Hypersmurf said:
Always keep some kobold minions on hand for breaking through Walls of Ice. If you do it yourself, you take 2d6 damage for attacking, plus more for being close to the Wall. If your minion does it, he's effectively immune, since the damage he takes doesn't result from an attack roll (similar to how they're apparently immune to a Fighter's Cleave).

Blatant misreading of the intent to create nonsensical results if you ask me!
 

Primal said:
Yep. Just cast Resistance on one of the Defenders and the Pit Fiend -- or even an *army* of Pit Fiends -- can't touch him!

Not correct, since it appears that the Pit Fiends damage is Weapon AND fire. You'll be immune to the fire aura (which is a big thing) but still subject to his attacks.
 

I especially like the displacement spell. I hope there is some energy immunity spell which are also immediate reactions. ANd if you ask me, that is one of the things i like most in that edition. I hope we see some feats/powers for reach weapons and spears which make use of that mechanic.
 


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