Oh, oh, it's magic


4th Edition

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A look at some wizard spells. For those who can't see the pics...

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.


Sacred cows are now ground beef for a big MacMinis game.


Hmmm...

The suspension of disbelief takes a hit with those spell names.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Watcher wrote:

Hmmm...

The suspension of disbelief takes a hit with those spell names.

Not sure what you mean

Fly
Greater Invisibility
Displacement

(The Wizard Attack LVL is a formating issue with the OP)

Sovereign Court

Interesting stuff. It's good to see some of the "Batman" spells show up. The character sheets seemed to be missing a number of those, but of course since those characters were focused on a dungeon crawl tournament game that's to be expected.

So my understanding of the materials I've read so far from D&D exp, it seems that there is no separate spells section in the PHB. The spell info is contained within the particularly classes.

I'm also assuming that these "levels" are the level of the wizard involved, not the level of the spell. I.E. the old system of "3rd level wizards get 2nd level spells, 5th level wizards get 3rd level spells" is gone.

Going with those two assumptions, these spells seem somewhat underpowered for the level of wizard mentioned. You don't get Mirror Image until 10th level? Hmmm... Is that correct or am I misinterpreting the information? It seems at odds with the fairly strong evocation spells the 1st level character sheet had listed.

Do you suppose this is a symptom of the "wizard power down" that was mentioned as a goal of the game?

-Pete


Watcher wrote:

Hmmm...

The suspension of disbelief takes a hit with those spell names.

I think all of those are 3.5 spells right? Maybe not Frostburn but I know the rest of them sound familiar ...


Along with the new save mechanic and the Pit Fiend preview, I'm done. I will take a look at the rituals, but I'm pretty sure.

Paizo, stick with 3.5 please.

Dark Archive

Hmm, the spells shown (and I presume that they are only a small part of the spells in th PGB) are mostly encounter related. Either dealing damage or helping to avert damage.
Fly and Invisibility are the only spells that are really usefull out of combat.
Adding the spells we knwo from the PC Sheets we have a lot of damage dealers but not a lot of battlefield controlling spells (like web) or utility spells (spider climb, darkvision etc.).

If (and that is a big IF) we can assume that the shown spells ar representative for the spells the wizard will have, the fears that some of us (me included) had are somewhat confirmed: The Wizard is diminished insofar as he is more the Blaster than a "I have just the spell for this situation" Caster.

I certainly hope that there are a lot of utility spells that make the wizard more than a damage dealer.

Looking at the Wizard from the PC Sheet I would like to play him for a session but think that he will get boring after 6 hours. There is not much he can do besides blasting MM again and again. Which is just another "crossbow" IMO.

But as we do not know the PHB spells yet, this is just speculation!

The Exchange

Interesting to note that durations are encounter or 5 minutes on some spells. Looks like time based duration is still alive and kicking.

RPG Superstar 2008 Top 32

Interesting to note the Bigby's Grasping Hands make no mention of what happens if it can't slam the foes together because, say, there's a wall between them. Does it just bop them into the wall? Does it smash the wall? If the halfway point between the two enemies is over a pit, why can't I drop them? What if my foes are a Red Wyrm and his imp familiar? Surely that hurts one of them more than the other.

Sovereign Court

Ross Byers wrote:

Interesting to note the Bigby's Grasping Hands make no mention of what happens if it can't slam the foes together because, say, there's a wall between them. Does it just bop them into the wall? Does it smash the wall? If the halfway point between the two enemies is over a pit, why can't I drop them? What if my foes are a Red Wyrm and his imp familiar? Surely that hurts one of them more than the other.

Each of these I would rule at the table, IMHO. You can't cover every case in the ruleset, some things just have to be called by the DM.


Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Ross Byers wrote:
Interesting to note the Bigby's Grasping Hands make no mention of what happens if it can't slam the foes together because, say, there's a wall between them. Does it just bop them into the wall? Does it smash the wall? If the halfway point between the two enemies is over a pit, why can't I drop them? What if my foes are a Red Wyrm and his imp familiar? Surely that hurts one of them more than the other.

To me, it seems that those problems follow from the rather poor spell descriptions (which look like they were added as an afterthought).

Don't take this as base 4E-bashing ... but it's actually the first thing that sprang to my mind when I read this PHB excerpt on spells: 4E has 1 line of fluff and 8 lines of numerical stats; this is a major change from spells of previous versions, which had 8 lines of numerical stats and maybe 3-4 paragraphs explaining what the spell did.

It seems to me that, in previous versions, the designers started with an informal description of the spell then tried to turn it into game rules. Here, it seems that they went the other way around, by finding some cool formulas, then sticking a one-line fluffy description on it.

The two main benefits I can see with this are (1) that it makes it easier to balance spells from a numerical point of view, and (2) that you can find precise information more easily if you do not have to wade through several paragraphs of text.

The two main disadvantages I can see with this are (1) that the fluffy description does not always makes sense, especially when you consider special cases, and (2) that it does not help with making those spells feel "real"/with getting under my wizard character's skin.

Once again, this - to me - feels like huge benefits for a miniature game, but also huge disadvantages for roleplaying game.

(As a side note, I had similar reactions when reading the very short and disappointing descriptions for most powers and magic items shown at D&D Experience).

RPG Superstar 2008 Top 32

Pete Apple wrote:
Each of these I would rule at the table, IMHO. You can't cover every case in the ruleset, some things just have to be called by the DM.

True, but these are fairly obvious ones to cover. The idea that SOMETHING might be between the enemies you're crushing, be it a wall, a pit, or even a third foe are the ones I really want to get a ruling for.

As for the pit or mismatched enemies, I can just let suspension of disbelief take a hit and say 'the spell doesn't deal with that.'

The Exchange

Ross Byers wrote:
Pete Apple wrote:
Each of these I would rule at the table, IMHO. You can't cover every case in the ruleset, some things just have to be called by the DM.

True, but these are fairly obvious ones to cover. The idea that SOMETHING might be between the enemies you're crushing, be it a wall, a pit, or even a third foe are the ones I really want to get a ruling for.

As for the pit or mismatched enemies, I can just let suspension of disbelief take a hit and say 'the spell doesn't deal with that.'

... or perhaps that mechanic is covered elsewhere in the rules. Bull rush will need it as will other push/collision effects.

RPG Superstar 2008 Top 32

crosswiredmind wrote:
... or perhaps that mechanic is covered elsewhere in the rules. Bull rush will need it as will other push/collision effects.

I hope you're right, but I doubt it. Since the spell puts everything back after the smashy-smashy, I get the feeling that it's not really intended to move anything. It's a straight up collision of fluff and crunch.


Ross Byers wrote:


I hope you're right, but I doubt it. Since the spell puts everything back after the smashy-smashy, I get the feeling that it's not really intended to move anything. It's a straight up collision of fluff and crunch.

I'd guess being smashed against a wall would do just as much as being smashed together, but having a third creature in between is a good case.

Cheers! :)

RPG Superstar 2008 Top 32

Actually, a few more:

What if the space between is blocked by a non-physical barrier, like a Wall of Fire or a Blade Barrier? What if one of the two creatures is something with a damaging touch, like a Fire Elemental? What about smashing against a soft or squishy creature, like a Gelatinous Cube or an Air Elemental?

They could have just concepted the fluff to involve more squishing in place, instead of having a glossed over didn't-really-move mechanic. Why would the wizard put the foes back afterward, anyway, except to allow the mechanic to ignore side effects of battlefield positioning?

The Exchange

Ross Byers wrote:

Actually, a few more:

What if the space between is blocked by a non-physical barrier, like a Wall of Fire or a Blade Barrier? What if one of the two creatures is something with a damaging touch, like a Fire Elemental? What about smashing against a soft or squishy creature, like a Gelatinous Cube or an Air Elemental?

They could have just concepted the fluff to involve more squishing in place, instead of having a glossed over didn't-really-move mechanic. Why would the wizard put the foes back afterward, anyway, except to allow the mechanic to ignore side effects of battlefield positioning?

If you squish critters that have some form of contact effect, or there is an interposing effect then it would be triggered. That is how it happens now so I don't see it happening any differently in 4E. I don't think the spell needs to specify all of the possible effects as you interact with the environment. Those elements all have their own rules.


Ross Byers wrote:

Actually, a few more:

What if the space between is blocked by a non-physical barrier, like a Wall of Fire or a Blade Barrier? What if one of the two creatures is something with a damaging touch, like a Fire Elemental? What about smashing against a soft or squishy creature, like a Gelatinous Cube or an Air Elemental?

They could have just concepted the fluff to involve more squishing in place, instead of having a glossed over didn't-really-move mechanic. Why would the wizard put the foes back afterward, anyway, except to allow the mechanic to ignore side effects of battlefield positioning?

What's strange is looking at that, if you cut the line about smashing the hands together from the text, the spell seems like it'd be perfectly fine. By being able to move the enemies once grappled, it seems to indicate that the hands themselves can move, yet nothing else appears to show this. Can the hands only move towards one another and then back?

Also, it seems like Otiluke's Sphere cannot be cast just anywhere. If I wanted to cast it in a doorway to prevent someone from entering it, can I do that under this rule set or no? Do I need a person standing in the door in order for it to work?

I am really hoping to see a lot of Utility spells from the Wizard, or potentially a different class in the future who focuses on Utility mechanics.

RPG Superstar 2008 Top 32

I'm not saying the spell needs to spell out every possibility, but it should give me enough of a guideline to figure it out. In this case, telling me at what point the foes meet, and from there how far they each travel, would be useful in figuring out the interaction with Wall of Flame and Blade Barrier.


I very much do like the shorter spell descriptions. Most of the current spells are hideously over-written and have been ever since AD&D1E; Stephen King has nothing on Gygax. If you can't get the point of a spell across in a three or four sentences, then it's probably trying to do too much or has so many special cases that it needs revision.


Ross Byers wrote:
I'm not saying the spell needs to spell out every possibility, but it should give me enough of a guideline to figure it out. In this case, telling me at what point the foes meet, and from there how far they each travel, would be useful in figuring out the interaction with Wall of Flame and Blade Barrier.

It doesn't seem hard to assume that they meet halfway. Note the range of the spell is 50', so at most only 25' between the two targets, not really across the whole battlefield. Re-reading the spell, I suspect the new grappling rules will come into play here, but again I don't really know. Hopefully once the books are out you'll have all the answers you need! :)


My question is about the Spell Level.

Has anyone figured out how this works yet? Does my wizard have to be 16th level to fly? or does he just need the ability to cast 16th level spells.

The Exchange

Threeblood wrote:

My question is about the Spell Level.

Has anyone figured out how this works yet? Does my wizard have to be 16th level to fly? or does he just need the ability to cast 16th level spells.

It would seem that spell level is directly tied to class level though the multi-classing rules may tweak that.

The Exchange

crosswiredmind wrote:
Interesting to note that durations are encounter or 5 minutes on some spells. Looks like time based duration is still alive and kicking.

There are 2 ways of resting now, the 5 minute rest and the 6 hour rest. You need to rest for 5 minutes to be able to recharge certain things like Healing Surge so they are gonna use that as a determiner for spell durations also. Just how I understand it....

and now, my anti-4E part,
YUCK!!!


crosswiredmind wrote:


It would seem that spell level is directly tied to class level though the multi-classing rules may tweak that.

It could be character level, instead of class level, but that is just wild speculation.


Eh none of them really impress me. The only one I kinda like is mirror image. It feels cleaner than the random roll.

The amount of damage types, which Resistance resists, seems to be way too many now. It also seems to take a little away from the Cleric with poison and necrotic. Granted Clerics could get the spell as well.


Wildly speculative theory...

What if the "Spell Levels" serve two purposes:
1) They show the minimum Intelligence score needed to cast
and
2) Provide limitations to "secondary casters" (i.e. "After 6th level, members of this class can cast any Magic-User spells of up to 12th level").

Then the spell system COULD look something like this:
1) All magic-users know all spells that their Intelligence allows.
2) If a character's level is below the spells level, they may cast that spell once per day, and may suffer hit point loss in the process (since they seem to be "personal energy/resolve/bruising" instead of "damage" now), probably equal to Spell Level -(Character's Level + INT modifier) - or may cast once "for free" and suffer increasing damage (say double Spell Level the third time, triple it the fourth, etc.) for each subsequent casting after the first.
3) If a Character's level equals the spell, they may cast it once per Encounter with no penalty. May have a 1 hp cost to cast again during the encounter.
4) If a character's level is above the spell level, they may cast it once per Round with impunity.


Lazaro wrote:

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.

Why the damage? Can't there be a non-damage attack spell any more? Not cool enough?


Wayne Ligon wrote:
I very much do like the shorter spell descriptions. Most of the current spells are hideously over-written and have been ever since AD&D1E; Stephen King has nothing on Gygax. If you can't get the point of a spell across in a three or four sentences, then it's probably trying to do too much or has so many special cases that it needs revision.

Huh???

Okay, just to give this the benefit of the doubt I double checked in the actual AD&D PHB. All I see are page after page of little one paragraph descriptions. Except for polymorph other.
And not even big paragraphs at that. Short, straight to the point little descriptions.
I think either you are very much mistaken or greatly exagerrating.

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