Wizard Spells 10-16 Two Page Spread

korjik said:
Which is pretty dumb in my opinion. I have found that having the slightest clue about the capabilities of my players, having the slightest clue about what they like and dont like, is usually a better solution to limiting their abilities just to make my life easier.

I don't get what you mean here. Does it take some kind of deep psychological insight into your players to figure out that a level 5 wizard is gonna be able to fly over a cliff?

ALSO

I think it was mentioned in the podcast that at some levels, you upgrade existing powers rather than picking new ones. That would seem to be what's going on at level 11 here. (I'm guessing that all utility powers are at even levels and combat powers at odd levels, but clearly you don't get new utility stuff EVERY even level either.)

I'm wondering how convoluted the level-up chart is gonna look...

Level - Bonuses
1 - feat, class abilities, a bunch of powers
2 - utility power, feat
3 - new encounter combat power
4 - attribute bonus, feat
5 - ne wdaily combat power
6 - feat
7 - upgrade encounter combat power
etc.....
 

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Wizard changes are pretty darn weak. There just aren't enough spells. I've played a lot of wizards in my time... And here's how I go about doing it... I want to play a wizard. What's my theme? Maybe this wizard is a fire wizard? Maybe earth? Maybe he's an illusionist. With this dearth of spells, a wizard is a wizard is a wizard. Boring.

I'm sure there's going to be more wizard spells put out in supplements, and so I suppose it is better to start with fewer spells and add to them. But it annoys me that supplements will be needed to support my play style.
 

Can I be the first to ask why the heck there's exactly ONE spell that makes use of Wisdom instead of Int in this list? If they're gonna try to make it an important wizard stat, I'm thinking they'll have to try a bit harder than that...
 

ZombieRoboNinja said:
Can I be the first to ask why the heck there's exactly ONE spell that makes use of Wisdom instead of Int in this list? If they're gonna try to make it an important wizard stat, I'm thinking they'll have to try a bit harder than that...

It's two pages.
 

I'm thinking this is only a small fraction of the spells available. I think there will be plenty more to choose from as you go up in level, but you can only know a relatively small number of them. . . kinda like a sorcerer today.
 

Falling Icicle said:
Eh? Minions are immune to area effect attacks? Where did you get that from? That would be absurd.

No, not immune to area effect attacks.

The Kobold Minion has no hit points; rather, he dies if he is hit by an attack that deals damage.

Something like a fireball is an attack (likely Intelligence vs Reflex); if the attack roll beats the minion's Reflex Defence, he is hit and takes damage, thus he dies.

Something like the Wall of Ice is not an attack; rather, it deals damage when certain conditions are met. There is no attack that hits the minion; instead, when the minion starts his turn close to the Wall, he takes X damage. He has no hit points, so this is meaningless, and he was not hit by an attack, so he doesn't die.

-Hyp.
 


Hypersmurf said:
(Crossposted from the News thread)

As I understand it, this means that Mirror Image is no longer any sort of defense against most targeted spells and many powers, right?

The Power Bonus to AC is effectively the same as a 3E Armor Bonus - that is, an Armor Bonus has no effect on touch attacks. So while the 3E Mirror Image can protect you from Magic Missile, Scorching Ray, or Charm Person, because they might target an image, 3E Mage Armor can't, because Magic Missile always hits, Scorching Ray ignores Armor Bonus, and Charm Person is a Will Save.

In 4E, Mirror Image increases your AC, so Magic Missile ignores it (since it opposes Reflex), and Charm Person ignores it (since it opposes Will)... but oddly, if the Magic Missile or Charm Person fails, it will still diminish your Mirror Image bonus (since they are attacks that missed).

Also, in 3E a Fireball would ignore the Mirror Image, but not diminish the protection; in 4E, a Fireball will likely ignore the Mirror Image (opposing Reflex instead of AC), but if the attack misses you, as well as taking half damage, you'll lose some of your Mirror Image.

I guess one balancing factor is that you'll be able to replenish the bonus back up to +6 any time you have a minor action available.

I notice that the Flying, Invisible, Blasting Wizard will be trickier to pull off - since both the Fly and Invisibility require a Sustain Minor, that leaves you with only a standard action, and if you blast you'll become visible...

Of the eight spells listed with an attack roll, seven use Intelligence - why does Thunderlance use Wisdom?

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).

-Hyp.

I am going to take my first shot at 4e rules adjudication.... I think since Mirror Image adds only to AC defense, it will only be diminished by attacks that miss when going against AC defense. Therefore, I do not think Magic Missile or anything else that does not attack Ac will have an effect on Mirror Image function.

But that is pure conjecture.
 

Mouseferatu said:
It's been suggested in some of the designers' comments (all the way back to last year's GenCon, IIRC) that spells that allow you to bypass "natural" challenges--such as being able to fly over pits, for instance--have largely and deliberately been pushed back to paragon tier, at least.

Yet there is an entire race which can bypass terrain at 1st level.
 

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