Difference between revisions of "Wizard (4E)"

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(→‎New Powers: Illusory Creature)
m (→‎New Powers: Illusory Creature polish)
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|text=
 
|text=
 
'''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 or until you spend a minor action in the assumed form to end it.  
 
'''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 or until you spend a minor action in the assumed form to end it.  
}}
 
{{4E power
 
|name=Soldier Transformation
 
|class=Wizard
 
|type=Utility
 
|level=10
 
|fluff=You take on the shape of a hardy monster.
 
|use=Daily
 
|keywords=Arcane, Polymorph, [[Keywords  (4E)#Assume Form|Assume Form]]
 
|action=Minor Action
 
|target=Personal
 
|text=
 
'''Effect:''' When preparing this spell, select one creature; it must be a soldier, 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 or until you spend a minor action in the assumed form to end it.
 
 
}}
 
}}
 
{{4E power
 
{{4E power
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You create the illusion of a creature of your level or less (it is permissible to level up lower-level creatures). You cannot create spectral leader, minion, elite, or solo monsters.  
 
You create the illusion of a creature of your level or less (it is permissible to level up lower-level creatures). You cannot create spectral leader, minion, elite, or solo monsters.  
 
*It acts only as you direct. Making it take an action costs you the same kind of action (standard/move/minor).
 
*It acts only as you direct. Making it take an action costs you the same kind of action (standard/move/minor).
*It counts as a minion when taking damage; it has 1 hp, but a missed attack never damages it. Unlike a minion it has a full range of powers and rolls for damage. It does not die, it simply disappears. Any effects based on the death of another creature, such as the warlock’s curses, does not trigger when an Illusory Monster are defeated.
+
*It counts as a minion when taking damage; it has 1 hp, but a missed attack never damages it. Unlike a minion it has a full range of powers and rolls for damage.  
 +
* It does not die, it simply disappears. Any effects based on the death of another creature, such as the warlock’s curses, does not trigger when an Illusory Creature is defeated.
 
* All the damage it does is converted to psychic damage after passing damage resistance or vulnerability. Apply resistance and vulnerability to both psychic damage and the attack’s apparent damage to the damage it inflicts, applying resistance/vulnerability to psychic damage last.
 
* All the damage it does is converted to psychic damage after passing damage resistance or vulnerability. Apply resistance and vulnerability to both psychic damage and the attack’s apparent damage to the damage it inflicts, applying resistance/vulnerability to psychic damage last.
 
* Any character trying to interact with it can make an Insight check against your Will defense as a standard action; on a success it disappears.  
 
* Any character trying to interact with it can make an Insight check against your Will defense as a standard action; on a success it disappears.  
 
'''Sustain Special''': If you don't spend any actions on the Illusory Creature, it disappears at the end of your turn.
 
'''Sustain Special''': If you don't spend any actions on the Illusory Creature, it disappears at the end of your turn.
 +
}}
 +
{{4E power
 +
|name=Soldier Transformation
 +
|class=Wizard
 +
|type=Utility
 +
|level=10
 +
|fluff=You take on the shape of a hardy monster.
 +
|use=Daily
 +
|keywords=Arcane, Polymorph, [[Keywords  (4E)#Assume Form|Assume Form]]
 +
|action=Minor Action
 +
|target=Personal
 +
|text=
 +
'''Effect:''' When preparing this spell, select one creature; it must be a soldier, 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 or until you spend a minor action in the assumed form to end it.
 
}}
 
}}
 
{{4E power
 
{{4E power

Revision as of 11:15, 10 November 2008

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

Arcane Implement Mastery

Wand of Accuracy: If used with a spell that affects multiple targets, the attack bonus applies to all of them.

Options

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

Cumulative Spellbook (Wizard Variant)

In this variant, you only begin knowing one daily and utility spell each time you gain a new one. You have to quire and scribe new spells into your spellbook, most often by capturing the spellbooks of other wizards. The market price of a wizard spell is 1/5 the cost of a magic item of the same level as the power, but they are only rarely available for sale.

Spontaneous Spellcaster (Wizard Variant)

Your magic is more an inborn talent than something you’ve studied 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.

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 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 or until you spend a minor action in the assumed form to end it.
Illusory Creature Wizard Utility 10
You create an illusory creature.
DailyArcane, Illusion, Psychic
Standard Action      Ranged 20
Effect:

You create the illusion of a creature of your level or less (it is permissible to level up lower-level creatures). You cannot create spectral leader, minion, elite, or solo monsters.

  • It acts only as you direct. Making it take an action costs you the same kind of action (standard/move/minor).
  • It counts as a minion when taking damage; it has 1 hp, but a missed attack never damages it. Unlike a minion it has a full range of powers and rolls for damage.
  • It does not die, it simply disappears. Any effects based on the death of another creature, such as the warlock’s curses, does not trigger when an Illusory Creature is defeated.
  • All the damage it does is converted to psychic damage after passing damage resistance or vulnerability. Apply resistance and vulnerability to both psychic damage and the attack’s apparent damage to the damage it inflicts, applying resistance/vulnerability to psychic damage last.
  • Any character trying to interact with it can make an Insight check against your Will defense as a standard action; on a success it disappears.

Sustain Special: If you don't spend any actions on the Illusory Creature, it disappears at the end of your turn.

Soldier Transformation Wizard Utility 10
You take on the shape of a hardy monster.
DailyArcane, Polymorph, Assume Form
Minor Action      Personal
Effect: When preparing this spell, select one creature; it must be a soldier, 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 or until you spend a minor action in the assumed form to end it.
Skirmisher Transformation Wizard Utility 16
You take on the shape of a swift monster.
DailyArcane, Polymorph, Assume Form
Minor Action      Personal
Effect: When preparing this spell, select one creature; it must be a skirmisher, 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 or until you spend a minor action in the assumed form to end it.
Lurker Transformation Wizard Utility 22
You take on the shape of a sneaky monster.
DailyArcane, Polymorph, Assume Form
Minor Action      Personal
Effect: When preparing this spell, select one creature; it must be a lurker, 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 or until you spend a minor action in the assumed form to end it.