Wizards still cast Enchantment, Illusions, Necromancy

Traycor said:
Personally, I'm curious to find out what spells they mean by, "classic illusions and classic necromancy spells"

Any suggestions on which spells will be considered "classic" from these catagories?

Let's try to give this a shot. Trying to remember that they want the new wizard to be more of a controller type


Classic Illussion Spells

  • Color Spray
  • Blur
  • Invisibility
  • Minor Image
  • Mirror Image
  • Major Image
  • Phantasmal Killer
  • Persistant Image
  • Mislead
  • Shadow Walk
  • Project Image
  • Weird

Classic Necromancy Spell
  • Cause Fear
  • Ghoul Touch
  • Scare
  • Vampiric Touch
  • Enervation*
  • Fear
  • Symbol of Pain
  • Eyebite
  • Symbol of Fear
  • Undeath to Death
  • Finger of Death*
  • Horrid Wilting
  • Energy Drain*
  • Wail of the Banshee*

* yeah, yeah, I know, no instakill or level drain spells... but these are classics and I hope for revsions of them.

Edit: Just because I'm biased

Classic Conjuration Spells (other than summons)
  • Grease
  • Obscuring Mist
  • Mage Armor
  • Mount
  • Fog Cloud
  • Glitterdust
  • Web
  • Phantom Steed
  • Sleet Storm
  • Stinking Cloud
  • Dimensional Door **
  • Evard's Black Tentacles
  • Solid Fog
  • Cloudkill
  • Wall of Stone
  • Acid Fog
  • Wall of Iron
  • Incendiary Cloud
  • Maze
  • Gate ***

** I'm actually a fan of Dimensional Door-like spells, and hope to see others like it in the vein of Benign/Baleful Transposition, Dimensional Jumper, etc.
*** Trasnport mode only. I'd actually like to see Bigger summon spells (perhaps in rituals?) like bindings and such
 
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Plus, animate dead.

Minions sure would be handy for control. Plus, it's cool, and you shouldn't have necromancy if you can't animate the dead, IMO.
 

DSRilk said:
Here are a couple things to think about:

1. At GenCon, there's something called the Iron Man tournament. Everyone creates the toughest character possible and they duke it out until only one is left standing. It's the true definition of min/maxing. I mention this because if you placed in the top 50%, virtually all your levels were in cleric or wizard. The reason was because the spells from those two classes buffed the character to a melee combatant that far outclassed any non-caster while at the same time allowing for blaster spells and combat utility spells. In theory, 4e is helping fix this by not giving one class the ability to buff themselves to become melee monsters while at the same time having unsurpassed mobility (teleport, dimension door, traveling through the earth, etc.), senses (true sight, see invisible...), defenses (blink, ethereal form...), attack spells and combat buffs, and adaptive shapeshifting, and mind control... and that doesn't even cover the all the utility spells. That could be fixed by lowering the power of buff spells and combat spells, or by eliminating the ability for one class to have it all. Due to the reasons below (and the ones they gave), they seem to have taken the second tact, which I think is good.

2. There were no real specialist wizards in 3e. In 1e there were illusionists and wizards. Both had some basic illusions at all spell levels, but illusionists had a bunch of illusions that wizards could not get and wizards had spells illusionists could not get. 3e gave everything to wizards for consistency and to make things easier to look up and remember. Then "specialists" got one extra spell per level. That's basically it. A transmuter and an illusionist could both blast stuff just as well as an evoker -- just one less time per day per spell level. To me, that's not a specialist - they weren't different. 4e seems to be going back to this 1e idea. Wizards will have some "basic" (or "common") illusions while illusionists (or perhaps bards -- whatever class is the "master" of illusions) get those plus more while not being able to have the same powers as a wizard has. True specialists. I prefer this.

3. Scrolls and wands. No self respecting mage memorized knock in order to outdo the rogue. And no self respecting wizard didn't have scrolls or wands of knock, invisibility, and all those other utility spells. Wizards could memorize all the combat spells while still "casting" all the buffs and utility spells as needed. This was one of the key reasons wizards could out-do everyone -- because they had combat spells memorized and utility as needed in their hip pocket. In 4e, wizards won't be able to do this. If they don't get knock (for example), they won't be able to step on anyone's toes. It's not a matter of "I don't memorize combat spells (so I'm ineffective)" or "I have money, and thus have all the utility I need while still being effective in combat." They simply can't do it. Because the "mastery" of unlocking stuff (just as an example) was given to someone else -- the rogue. Or, perhaps a better example given this discussion is something like dominate. I'd carry it in a wand so I could bypass diplomacy, bluff, sense motive checks and the like when necessary without giving up combat readiness. Now, that utility will be moved to another character class. So if I want to be someone that controls minds, I play a bard or enchanter (or whatever the "mind control" class will be) and if I want to play a blaster with some minor enchantments spells (but not ones that steal the thunder of the specialist class), I play a wizard. Before, it wasn't a matter of "do I give up combat for utility" it was a question of "do I have some gold." Now you simply can't do it. There are more general classes like the wizard (who have some spells of all types) and specialists like the warlock (for blasting) or bard (for manipulation). Again, I like this.

Some people want the wizard to be like he was in 3e. Everything. It's not an invalid archetype. It's not my preference, however, and I think it's not good for the game overall. If you don't like it, I can't imagine it'd be hard to simply state "wizards can pick powers or spells from any arcane list."

4. House rules. If you've played D&D for more than a couple months, you've probably house ruled at least one thing. No game is perfectly designed for everyone; it can't be. So we all tweak it to get the feel we want. I prefer that wizards have the new limitations. It's easy under this system to expand a repertoire. In 3e it was hard to limit it -- you either had access to a school or you didn't. There was no way to say "you get basic (not just low level) illusions and all evocations," so this is also better for tweaking.

Happy gaming!

This pretty much sums up my feelings on the issue.

Classes should be balanced against each other. Cleric, Wizard and Druid way tipped the scales.
 

Reynard said:
3E actually broadened the assumed playstyle quite a bit by giving both players and DMs a lot of flexibility through feats, skills and other choices. Fighters didn't have to be tanks. Rogues didn't have to be thieves. The idea that class=role (primarily combat role) is a bug, not a feature of 4E.
The problem is, a lot of the supposed flexibility of 3E was really just an illusion.

Sure, in 3E you can play a fighter who emphasizes Dexterity over Strength and dual-wields two shortswords. But you'll be vastly less effective than the big hulking brute swinging a greatsword.

Freedom to suck is no freedom at all.
 

WarlockLord said:
Plus, animate dead.

Minions sure would be handy for control. Plus, it's cool, and you shouldn't have necromancy if you can't animate the dead, IMO.

True, I forgot about that one. Still, I wonder if animating the dead won't run into the same trouble summoning did: it slows down the game. They're quite similar, after all.
 

Conjurer said:
True, I forgot about that one. Still, I wonder if animating the dead won't run into the same trouble summoning did: it slows down the game. They're quite similar, after all.
It's possible that animate dead will be considered less problematic because it's a) premeditated (you can't just call up a zombie on the fly in combat), b) long-term (you're not summoning a creature for a couple of rounds), and c) easily limited to a few creatures (unlike a summoner who can bring out a new Pokemon each round).

I imagine that animate dead would be reflavoured as a ritual, just like magic item creation. Hell, why not count zombie minions against a character's "treasure"? I'd be willing to bet golem creation will be similar.
 

Rechan said:
That's fine. When he masters another form of magic, he just takes another class. Just like if you want to master archery you become a ranger, if you want to master melee you become a fighter. .

Grr, rangers are not and never should be "masters of archery"...GAH!! Sorry, rangers are "masters of the wild/hunting/tracking/survival and non-magical combat in the wild".

The "two weapon" silliness of AD&D PO'd me off enormously. 3.5 fixed things, though why a woodsman would actually have speical stuff with dual wielding is ludicrous. They should be very good with hunting weapons, you don't hunt deer etc with two scimitars! :p

Fighters train all the time to be masters of combat, nothing else. They, and only they, are the masters of weaponry, though other folk can of course, be very good, but not as good, note the only class to get weapon specialization!

I really hope 4th ed can fix that, and make rangers actual RANGERS and not some weird thing which they have been until 3.5 and even then to an extent. Perosnally I'd suggest giving rangers instead of two wepaon fighting and species benefits, an increasing benefit while fighting in their "chosen environment", like +2 all hit/damage/skill checks in "temperate Forest" or the like :)

Sorry for the derial :)


Anyway, back to the wizards! ;)
I think this is a load of hooey on the part of the designers (though we sitll don't know eveyrthing and thus I maybe wrong)

-As folk note, many people won't use/allow psionics. It's simply ridiculous to force folk to use psionics or wait months or years for books with "enchanters" etc.

-Classic fantasy/mythological wizards used charms etc. To remove that is actually MORE foolish thna removing fireballs, which are usually NOT parts of mythological wizard's arsenal! ;)

The answer is quite easy, really, paragon/epic paths for specialization in certain areas, thus your classic "necromancer", "enchanter" etc.

We don't know the 4th ed mehcanics yet, but surely the designers can work it so that wizards can play as more than simple damned blasters! I love playing wizards as blaster's last, "thinkers, talkers and McGuyvers 1st!"

FOlk say wizards are too powerful, they cna do everything...well, duh, wizards are smart, of ocurse they iwll thus come up with ways to deal with problems ;) On a more seriosu note, the thing is, wizards have limited uses of these abilities in 1st to 3.5 ed, or did folk not notice that eensy wensy wee problem? ;)

Also I think too many DMs and the rules were a tad easy on wizards. "Knock" should never have been allowed to open any lock, I won't allow it in my games. Easy locks, npb, but well made locks, nah, give it a Open Lock with +1 per caster level +Int modifier, and problem solved.

FLy over that booby trapped hall? Fine, did you Spot the trip wire further up the hall? Ah well...too bad... :D
etc

The REAL problem has been that fighters in particular, but also barbarians, paladins and rangers to increasingly lesser degrees, were stuck in a "cave man" routines, where their ability to do "useful" things was limited by game mechanics. I always let 'em roleplay, based on their characterization notes, before 3rd ed, 3rd ed, while it's superb, put a logical crimp in that: Joe the great RPer, with 2 skill point per levle fighte,r si gonna suck at negotiations....

THAT's what caused problems and resentments: some folk looked at wizards as "do anything" where in fact, it was their characters who'd been gimped by the rules.
4th ed, if it follows SWSE type rules for skills, will let everyone be useful at skills. So, Joe the fighter if he wants can Climba nd Disarm Traps. THat's cool, but it also means no more need ot be envious of wizards.

That's not to say that there may not be some problems with wizards needing redress...I'm sure there's plenty of ways munchkins use the rules to over power things, sigh.

The mechanics of 4th ed sound good, the "feel" of it, meh, feels off from what has been said.
I know the designers want to freshen it up, improve things, but for every two goods thing I hear, I hear one that's bad.
 

Silverblade The Ench said:
-As folk note, many people won't use/allow psionics. It's simply ridiculous to force folk to use psionics or wait months or years for books with "enchanters" etc.

The Arcane book is one of the first splatbooks planned.

-Classic fantasy/mythological wizards used charms etc. To remove that is actually MORE foolish thna removing fireballs, which are usually NOT parts of mythological wizard's arsenal! ;)

They've already confirmed charm person will be available.

The answer is quite easy, really, paragon/epic paths for specialization in certain areas, thus your classic "necromancer", "enchanter" etc.

I want to play an illusionist, necromancer or enchanter from the start - I don't want to play a generic wizard for 10 levels.

FOlk say wizards are too powerful, they cna do everything...well, duh, wizards are smart, of ocurse they iwll thus come up with ways to deal with problems ;) On a more seriosu note, the thing is, wizards have limited uses of these abilities in 1st to 3.5 ed, or did folk not notice that eensy wensy wee problem? ;)

Scrolls and wands make limited uses all but limitless.

FLy over that booby trapped hall? Fine, did you Spot the trip wire further up the hall? Ah well...too bad... :D

Who would put a trip wire in the air?
 


Khuxan said:
1) The Arcane book is one of the first splatbooks planned.
2) They've already confirmed charm person will be available.
3) I want to play an illusionist, necromancer or enchanter from the start - I don't want to play a generic wizard for 10 levels.
4) Scrolls and wands make limited uses all but limitless.
5) Who would put a trip wire in the air?

1) And Specialist wizards were in the 2nd and 3ed PHB! No need for another book, pfft ;)
2) Available, but, what will it be like?
3) Even Sauron had to spend time as a noobling! :p
4) Where do your characters get all the MONEY for that though, hm? 3rd and 4th level wanrs are extremely expensive. (Rightfully so)
5) ...*holds finger in the air* :D If an area has been designed ot prevent inflitration/theft by a wizard, or, by someone with smarts who knows about magic, they should be really on the ball about ways to deal with arcanes. I'm sure thieves guilds have come up with ways to deal with mages ;)

-When I design trapped areas, usually the trap is meant to stop serious invasion (major barriers are created), or penetraiton of sensitive areas, or ward specific places because I don't think to put traps in just to mess with the party, I think about what "this type of enemy would do to protect his demense"?.

Nearly always, there's an easy way to avoid the trap, because the user doesn't want to *die* on his own booby trap, lol. That's what Annoys me in many traps in games: WTH would anyone risk killing themselves just to open their wardrobe or go to the john? :lol:

So, a classic method is to have the "Ultra lethal dead end". That is, a direction down which the defenders know not to go, because it's guaranteed death. This includes methods to deal with mages. Like....pit traps on floor...if that's defeated perhaps by flying, a trip wire up high is triggered (add in suitable effect). Simple traps like flour, or more complex GLitterdust, deal with invisible folk. For those who like SUmmoned cirtters to trip traps, try making a "Dimensional Lock" or better yet...a Dimensional Booby trap, setting off a lower powered Gate effect whenever a monster is summoned, instead of the normal monster being summoned, it's always of the opposite alignment if fiend/cleestial and hostile :p

Even simpler and far cheaper/effective for arcanes, is to have Alarm spells, permanent, tied to a Detect magic Effect. That's pretty low level and thus easy to sprinkle all over...so you cast a spell and ..."Intruders have entered the building! The use of excessive force in their apprehension has been approved!" :D
 

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