Wizard Spells 10-16 Two Page Spread

Loincloth of Armour said:
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.
Let us know how it goes when the paladin issues you a Divine Challenge right before the wizard traps you in the sphere. :D
 
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danskcarvalho said:
Hi! This is my first post here!
Welcome!

danskcarvalho said:
Have anyone noticed that the book jumps from Level 13 to Level 15 Spells? It means that there won't be level 14 spells?
It was suggested on another thread (and seems likely) that those levels are where you get abilities from your Paragon Path.


glass.
 

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!!!!"
Er, why would it take you over 15 minutes to defeat four kobolds? Its not like you are going to need your per encounter powers back!


glass.
 

SoulStorm said:
Don't your characters ever do anything besides run through DM prepared adventures? It doesn't take that long for characters to describe what they do in their downtime between adventures but it gives them a lot more depth. It not like an in-depth narrative is required. Two or three sentences usually do the trick. Then if you have a good DM, subplots can develop around each character's narratives that the entire party can participate in. In fact, our DM required us to periodically write narratives about what we did in our downtime in order to develop character centric plots. Often the narratives of multiple characters would dovetail. Are the games you've played in really so different?

Bolded for emphasis. This is okay. Ijust hate it if some player trys to solo-play and the other players are left behind. Or mechanics who support this.
Played shadowrun with a hacker character :(
 

Walking Dad said:
Bolded for emphasis. This is okay. Ijust hate it if some player trys to solo-play and the other players are left behind. Or mechanics who support this.
Played shadowrun with a hacker character :(

No, I'm not so fond of solo-play myself, but there's nothing wrong with characters having abilities that make them unique. Characters should be balanced, but I don't think that means that every character has to have the same range of abilities as every other character. I think the more character concepts a game system can successfully accomodate without sacrificing game balance and individual contribution, the wider the audience the game will have.

Having 15 different ways of blasting my enemies to bits is meaningless to me. I'd rather have a character that can cast magnificent mansion to evacuate the townspeople who are under attack by rampaging undead than to have 20 ways of blowing said undead to bits. I want a fantasy world that lets my character do fantastic things that have nothing to do with blowing things up.
 


glass said:
Er, why would it take you over 15 minutes to defeat four kobolds? Its not like you are going to need your per encounter powers back!

It was a joke, based on something Nytmare said:

Nytmare said:
All encounters are now five minutes long.

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

fafhrd said:
Let us know how it goes when the paladin issues you a Divine Challenge right before the wizard traps you in the sphere. :D

What's the problem? You don't take damage from not attacking the paladin. You take damage if you make an attack that doesn't include the paladin.

Not attacking is a fine option!
 

Plane Sailing said:
What's the problem? You don't take damage from not attacking the paladin. You take damage if you make an attack that doesn't include the paladin.

Not attacking is a fine option!
Provided you're willing to wait, potentially a very long time. It presents the trapped creature with different considerations: bust out and take a lot of damage while doing so, or wait until either the wizard drops concentration or allies come to the trapped entity's aid.
 

hong said:
One of the core precepts of 4E is to remove/reduce instances where only one character can do stuff, sidelining the other characters. So, unless your weather mage and sharky druid obtain their weathery and sharky powers in a manner available to everyone, that's right out.
Eladrin. 1st level. Fey step. Chasm. Honestly, I love the idea of nerfing plot-breaking travel and divination spells and cannot understand how having a particular race able to bypass natural challenges with Fey Step is consistent with the new philosophy. For NPC sidhe-type entities, cool, but I don't feel good about a subset of 1st level PCs (ok, to be frank, any 1st level PCs) having that ability, so far as I understand it at this point.
 

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