Difference between revisions of "Wizard (4E)"

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(→‎New Powers: Assumed Shape keyword mods)
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=== Metamagician (Wizard Variant)===
 
''By Kzach on EN World''
 
  
Replace the Spellbook class feature of the wizard with the following:
 
 
====Metamagic Mastery====
 
 
Others may throw spells about with callous abandon, but the wizard is the true master of spell casting and shows off this talent through the control he wields over his own spells.
 
 
Choose one of the following abilities as a daily power for the wizard:
 
 
All metamagic abilities must be chosen before casting the spell to be altered. Only one metamagic ability can be used per day, even if you have multiple abilities through a feat or paragon path or epic destiny feature.
 
 
====Extend Spell====
 
'''''Wizard Class Feature'''''
 
''You extend the reach of your spell.''
 
'''Daily • Arcane'''
 
'''Free Action'''
 
'''Personal'''
 
'''Effect''': Add 5 squares of range to any ranged spell.
 
 
====Enlarge Spell====
 
'''''Wizard Class Feature'''''
 
''You enlarge the area of effect of your spell.''
 
'''Daily • Arcane'''
 
'''Free Action'''
 
'''Personal'''
 
'''Effect''': Add burst 1 to any burst spell.
 
 
====Expand Spell====
 
'''''Wizard Class Feature'''''
 
''You expand the area of effect of your spell.''
 
'''Daily • Arcane'''
 
'''Free Action'''
 
'''Personal'''
 
'''Effect''': Add blast 1 to any blast spell.
 
 
====Empower Spell====
 
'''''Wizard Class Feature'''''
 
''You increase the power of your spell.''
 
'''Daily • Arcane'''
 
'''Free Action'''
 
'''Personal'''
 
'''Effect''': Reroll any 1's rolled for damage.
 
 
====Feats====
 
 
'''Metamagic Masteries (heroic)'''
 
 
'''Prerequisite''': Wisdom 13, ''metamagic mastery'' class feature.
 
 
'''Benefit''': Gain one extra Metamagic Mastery. This feat can only be taken once.
 
 
'''Maximise Spell (paragon)'''
 
 
'''Prerequisite''': Constitution 13, ''metamagic mastery'' class feature, empower spell.
 
 
'''Benefit''': Maximise the dice of any damage that hits its target when using the empower spell metamagic mastery class feature.
 
  
 
== New Powers ==
 
== New Powers ==

Revision as of 15:35, 25 September 2008

4ED&D 4E
4th Edition Dungeons & Dragons

Wizard class options.

Class Skills

Add Bluff and Thievery to the list of wizard class skills.

Options

Comment: Wozard variants oare very much open to debate and might only apply in some campaigns.

Spontaneous Spellcaster (Wizard Variant)

Your magic is more an inborn talent than something you’ve studies to achieve. You do not have or need a spellbook. You do not learn any free rituals or the Ritual Casting feat. You excel at Arcane Implement Mastery. If you master the orb, the effect applies to all targets of one use of one power, not just one target. If you select the staff, you can use any melee weapon (not just the staff) as an implement and to gain the AC bonus. If you select the Wand, the attack bonus applies to all targets until the end of your current turn. You cannot use a book as an implement.



New Powers

Brute Transformation Wizard Attack 5
You take on the shape of a fearsome monster.
DailyArcane, Polymorph, Assume Form
Minor Action      Personal
Effect: When preparing this spell, select one creature; it must be a brute, of your level (it is permissible to level up a lower-level creature) and it must not be a flier, minion, leader, elite, or solo. When you use the spell, you turn into the selected creature, including equipment and abilities. The power lasts for the rest of the scene, until the assumed form is reduced to 0 hit points, or until you spend a minor action in the assumed form to end it.
Elemental Transformation Wizard Utility 6
You take on the shape of an elemental creature.
DailyArcane, Polymorph, Assume Form
Minor Action      Personal
Effect: When preparing this spell, select one creature; it must be of the elemental origin but not a demon, of your level (it is permissible to level up a lower-level creature) and it must not be a minion, leader, elite, or solo. When you use the spell, you turn into the selected creature, including equipment and abilities. When you use the spell, you turn into the selected creature, including equipment and abilities. The power lasts for the rest of the day, until the assumed form is reduced to 0 hit points, or until you spend a minor action in the assumed form to end it.