Wizard Spells 10-16 Two Page Spread

DM: The door is locked.
Rogue: Ok, I use open-
Wizard: I cast knock.
DM: With an arcane word and a gentle rap, the door comes open.
Rogue: What? You can do that?
Wizard: Yep.
Rogue: We're like... 4th level. Why did I bother putting ranks in Open Lock?
Wizard: Why, in case I ever run out of knock spells, silly.
Rogue: How many can you cast?
Wizard: I have a wand of fifty- make that forty-nine- charges.
Rogue: I call shenanigans on the game designers.
 

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Henry said:
Now, if there's no exception to this, it'd be a darned stupid rule; it would be like saying you are a normal person, except you take no injury if you are ever hit by an ice cream truck. Even if that Ice Cream Truck were barrelling at you at 90 kph, and had spikes and whirling saw blades on its grill, you'd be unscathed. :)

That totally happened to me.
 

Magus Coeruleus said:
Eladrin. 1st level. Fey step. Chasm.
Seriously, how often does it break the game that one character can teleport across a 10' wide chasm? IIRC, they can only pop 3 squares at a time, and have to recharge five minutes between. That means they can cross 10' gaps. Whoop-de-doo. So can a DC 15 jump check, if you get a running start. How many of your adventures rely on the PCs being, to a man, unable to make DC 15 jump checks?
 


I don't see the Eladrin power as a problem, either. The range is too limited for it to be much of a concern, and we still don't know if it can take the character to places that he can't see.
 

Magus Coeruleus said:
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.

Hopefully nobody ever has a 30-foot rope and a grappling hook, then... ;D

Fey Step at most makes a little easier to get by obstacles that any right-thinking PCs can manage to circumvent anyway, and it won't help anyone except the eladrin.
 

Also if you really wanted to, Fey Step is the easiest ability to nerf and still keep it thematic.

Simply state that since Fey Step is the Eladrin stepping through into the Feywild and coming out of the Feywild in another location.

That you still have to travel to that location in the Feywild, it simply happens spontaneously in the World. By this token you can state that since the Feywild is a mirror of our World that chasm or river exists in the Feywild as well.

Now if you wanted to then, you could have the character try to cross this the normal way, but that would just be doing the same as the others in the World. Could be good strategy for getting the slip on someone.
 

fafhrd said:
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.

Do you think attacking an inanimate object triggers the divine challenge damage? I don't think the sphere counts as a paladin's ally...I certainly wouldn't assign damage to a player trying to break free.
 

Kishin said:
QFT.

20 second battles were always a hard sell for me.

Abstraction of largely irrelevant details are nice.

naw just about every German broadsword fight is over in about 2 seconds. :p

very quick and to the point (if you catch my drift)
 


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