4th edition dragonlance

Post/Author/DateTimePost
#1

stunspore

Mar 17, 2009 3:55:33
4th edition dragonlance suggestions - just playing around with some ideas
with the wizard of high sorcery - only looked at my favourite colours - Black and White.

Wizards of High Sorcery

If the wizard is not of the right alignment, they take a -2 to rolls per tier until
end of turn if they use that feat.This is due to the contrasting philosphies and
incompatible arcane energies which only grow stronger as the wizard grows in strength.


Feat

Magic of Defence (White robe)

You may expend an arcane power and a standard action to add a bonus to 2 of you or an ally's defences
(choose from AC, fort, will or reflex) for a round. If this is an at-will power, add +1
and it is unavailable for use until end of encounter or 5 minutes. If this is
an encounter power,add +3 and it is unavailable until 10 minutes. If this is a
daily power, add +5 and it is unavailable until extended rest.
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Magic of sustenance (white robe)

While you sustain an arcane power, you may expend a healing surge
and recover your hit points.
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Magic of Truth (white robe)

You may expend an arcane power and a standard action to add a bonus to you or an ally's perception checks,
Insight checks or saves against illusion powers for a round.If this is
an at-will power, add +1 and it is unavailable for use until 5 minutes.
If this is an encounter power,add +3 and it is unavailable until 10 minutes.
If this is a daily power, add +5 and it is unavailable until extended rest.
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Magic of Radiance (white robe)

You may add +1 damage to radiance powers.
If you score a critical hit with an arcane power, you may add radiance subtype
to that power and to your next arcane power in addition to its normal types.
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Magic of Counterspells (white robe) Utiliy power level 6
At-will, Arcance, Interrupt
If you see an enemy using an arcane or divine power and identify (use Identify magic effect, Arcana skill)
it correctly, you may
cause that attack to fail and it is expended. If you fail to identify it,
you may instead have the power attack with a -5 penalty. You must expend
the same type or greater as the enemy's power (at-will, encounter or daily power).

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Magic of Hunger (black robe)

You may add +1 damage to powers with necrotic keyword.If you score a critical hit,
you gain hit points equal to the level of the power.
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Magic of Fear (black robe)

You may add +1 damage to powers with fear keyword.These powers have rattling (see
martial powers).
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Magic of Pain (black robe)

You may add +1 damage to powers with psychic or necrotic keywords.If these
powers hit , the enemies take -2 to defence rolls until end of turn.
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Magic of Darkness (black robe)

You may add +1 damage to necrotic powers.
If you score a critical hit with an arcane power, you may add necrotic subtype
to that power and to your next arcane power in addition to its normal types.
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Magic of Betrayal (black robe)

Deal 5 damage to each ally within 2 squares.Your next arcane power deals an
additional 1d6 for each ally damaged (maximum 2d6 for each tier of that power) to an enemy in which you have combat advantage.
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Too many of these are probably not suitable for feats, but I do like to keep the flavours of previous editions and the non-one shot use of abilities/power.