Wizard (4E)

From Action
Revision as of 13:58, 25 September 2008 by Starfox (talk | contribs) (→‎Options: polish)
Jump to navigation Jump to search
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.


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

Brute Transformation Wizard Attack 5
You take on the shape of a fearsome monster.
DailyArcane, Polymorph
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. Remove your character from play and replace it with the selected creature; you now play the creature for the rest of the encounter, until you spend a minor action dismissing the power, or until the creature dies. When the power ends, replace the creature with your character once again. If there is not enough room for the transformed creature, it must squeeze. If there is not room to squeeze, the spell fails.
Elemental Transformation Wizard Utility 6
You take on the shape of an elemental creature.
DailyArcane, Polymorph
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. Remove your character from play and replace it with the selected creature; you now play the creature until you next rest, until you spend a minor action dismissing the power, or until the creature dies. When the power ends, replace the creature with your character once again. If there is not enough room for the transformed creature, it must squeeze. If there is not room to squeeze, the spell fails.