Wizard Spells 10-16 Two Page Spread

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!
That's assuming that elemental resistance works the same way that it did in 3E.
 

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Zelster said:
I couldn't be happier that the overpowered utility spells like Fly and Greater Invis Sphere have been nerfed. Those wizard spells that allow bypassing of encounters and plot points need to get out of D&D and back into the 1980s where they belong.

This.

Wizards have plenty of ways to bypass the normal rules of physical reality--see mage hand, available at 1st level. That doesn't mean they can bypass the rules of reality any way they like. Since flying and teleportation happen to be colossal headaches for a DM (I concluded a while ago that greater teleport was the single most abusive spell in D&D), those capabilities get a heavy whacking with the nerf bat.
 

Resiliant Sphere (and thus, likely many entrapping force effects) has hit points.

Now, if some spell-slinger captures me in some kind of mystic prison I can --in a manly way-- bust myself out without the need for teleporting mojo.

The wizard in me cries a bit at this knowledge, but every other class in me is giving each other high fives and blowing the wizard the raspberry.

I approve.
 

Alraiis said:
I think 4th Edition keywords are making fuzzy distinctions like this clearer. In this case, an "attack" is not anything that requires an attack roll, but any power with the "attack" keyword (and basic and opportunity attacks). Hence: "Wall of Ice - Wizard Attack 15"

But "hit" and "miss" are also 4th Edition keywords, and Wall of Ice doesn't use the hit/miss mechanic. So the minion can't be hit by the Wall of Ice effect, because the Wall of Ice neither hits nor misses, it merely deals damage.

-Hyp.
 

I'd assume attacks that don't use the hit/miss mechanic but still do damage are "hitting" for that much damage, even though it comes under an "Effect:" entry instead of a "Hit:" entry (if the spell did use a "Hit:" entry, users would start wondering about misses). Without a 4th Edition PHB in front of me, I can only speculate as to whether or not they put a rule in for this, or if we're just supposed to use our judgment. I concede the point that the entry itself doesn't suggest that Wall of Ice "hits" when it deals damage; however, if a rule somewhere else doesn't cover it, individual interpretations, house rules, or common sense can always fill in the blank. I certainly don't expect 4th to be flawless in this regard.
 

Nytmare said:
All encounters are now five minutes long.

I, for one, welcome our new abstract measurement overlords.

"In 15 minutes the ritual to summon the Great Devourer will be complete, to reach me you must pass 4 rooms guarded each by a single kobold. you will never be able to defeat all in time to stop me. HAHAHAHAHAHAH!!!!"
 

Just Another User said:
"In 15 minutes the ritual to summon the Great Devourer will be complete, to reach me you must pass 4 rooms guarded each by a single kobold. you will never be able to defeat all in time to stop me. HAHAHAHAHAHAH!!!!"
The only thing worse than players who abuse the system, is DMs who abuse the system.

One of Wilde's.
 

Hypersmurf said:
But "hit" and "miss" are also 4th Edition keywords, and Wall of Ice doesn't use the hit/miss mechanic. So the minion can't be hit by the Wall of Ice effect, because the Wall of Ice neither hits nor misses, it merely deals damage.

-Hyp.

Things would have been so much better if they just gave those damnable kobold minions 1 hp. :mad:
 

Personally, I wouldn't have objected to nerfing fly and greater invis, or pushing them back in the spell list. But they pushed them back in the spell list, nerfed them *and* made them daily spells. I'll take the per encounter displacement spell for the win, Alex.
 

I like the "minor action to sustain"
It really cuts down on the amount of spells active at one time. Fitting my picture of a spellcaster better.

I don't like the number of powers avalible to choose from, but I guess that can be fixed in splatbooks. The small number of spells makes them seem more like superpowers and less like magic. Oddly I don't mind the change for clerics, or warlocks, but wizardry is rubbing me the wrong way.

Perhaps this is balanced by rituals - How many more months before I can give 4e a fair evaluation?
 

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