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4E Hints: Some Wizard Spells

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4E Hints: Some Wizard Spells Empty 4E Hints: Some Wizard Spells

Post  KevinBlaze Mon Mar 03, 2008 7:34 pm

Level 10 Utility Spells

Mirror Image Wizard Utility 10
'Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.'
Daily * Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disap-
pears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.

Resistance Wizard Utility 10
'You make yourself or another creature in range resistant to a particular kind of damage.'Daily * Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.


Level 13 Encounter Spells

Frostburn Wizard Attack 13
'You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.'
Encounter * Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power's area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.

Mesmeric Hold Wizard Attack 13
'You immobilize your foes by commanding them to remain still.'
Encounter * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
Hit: ?d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.

Prismatic Burst Wizard Attack 13
'You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.'
Encounter * Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.

Thunderlance Wizard Attack 13
'A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.'
Encounter * Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 4d6 + Intelligence moidifer thunder damage, and you push the target 4 squares.


Level 15 Daily Spells

Bigby's Grasping Hands Wizard Attack 15
'Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target.
Sustain Minor: The hands persist.

Blast of Cold Wizard Attack 15
'You create a tremendous blast of supernatural cold, freezing your enemies.'
Daily * Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier cold damage, and target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).

Otiluke's Resilient Sphere Wizard Attack 15
'You trap your enemy in a transparent, immobile globe of impenetrable force.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: You conjure a sphere of force that fills the target's entire space until the end of your next turn. The target is immobilized and can't attack anything outside its own space. Creatures outside the sphere can't attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points.
Sustain Minor: If your attack roll was successful, you can sustain the sphere.
Miss: The target is immobilized (save ends).
Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.

Prismatic Beams Wizard Attack 15
'Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.'
Daily * Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target's Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target's Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on
how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

Wall of Ice Wizard Attack 15
'A wall of glittering, jagged ice appears at your command.'
Daily * Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.


Level 16 Utility Spells

Displacement Wizard Utility 16
'The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to kill him.'
Encounter * Arcane, Illusion
Immediate Interrupt Ranged 5
Trigger: A ranged or a melee attack hits or one ally in range
Effect: The attacker must reroll the attack roll.

Fly Wizard Utility 16
'You leap into the air and don't look back.'
Daily * Arcane
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain it, you float to the ground without taking falling damage.

Greater Invisibility Wizard Utility 16
'With a wave of your hand, you or another creature nearby fades away, becoming invisible'
Daily * Arcane, Illusion
Standard Action Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Minor: If the target is within range, you can sustain the effect.
KevinBlaze
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Post  Wade8813 Mon Mar 03, 2008 11:07 pm

With Mirror Image, you shouldn't lose one every time they miss you - if the opponent rolls a '1', they didn't hit you and woulnd't have hit a duplicate either. It should be if they miss you, but would have hit you if you didn't have the extra AC, then a mirror image goes away (or somethin like that).
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Post  KevinBlaze Tue Mar 04, 2008 12:55 am

At some point for spell effects you have to stop adding sentences, srsly, 3rd and 3.5 still didnt learn that lesson for spell effects. Missing by auto fail is a miss just like a 9 vs an AC of 12, its not like natural one means by definition your attack = fail, it means it didn't deal damage.

Invis looks super toned down, and at about twice the spell level it used to be. Though there may be a daily version of invis earlier that is more powerful.
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Post  Wade8813 Tue Mar 04, 2008 1:12 am

But a person who literally can't hit you except on an auto-hit (even without the mirror images) can make you lose all of your duplicates with no problem.

Yeah, I noticed Imp Invis, but wasn't sure what that 'sustain minor' thing means.
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Post  KevinBlaze Tue Mar 04, 2008 2:09 am

In the 4E primer, from the other thread: Each turn you get 1 each of three diff actions: standard, move, and minor. I assume minor sustain means the duration keeps running as long as you use your minor on it each turn.
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Post  Alfax Tue Mar 04, 2008 9:15 pm

I'm happy to see that invisibility and flying got toned down. And I wish I knew how the new spell system works. Level 10 spells? Level 16? I can guess it means that a caster of that level can cast them, but that's just a guess.
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Post  FarceQactuar Wed Mar 05, 2008 2:24 am

Really. Thunder damage. As if sonic wasn't descriptive enough.
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Post  Alfax Wed Mar 05, 2008 4:09 am

Let's not forget necrotic. It's a type of damage now!
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