Forgotten Realms Spells

Post/Author/DateTimePost
#1

The_Silversword

Sep 03, 2009 4:18:46

One of the things i didn't like about the 4th edition Forgotten Realms was the lack of original Realms spells. All the previous editions had spells that were unique to the realms and i always liked that, it really set the world apart from the other settings. Sure they had some rituals in the 4e Realms but it just wasn't the same, so i took it upon myself to rework some of the older Forgotten Realms spells into the 4e system. Some of them need to be altered to fit in but I'm trying to keep the spirit of the spell alive.


I'm really hopin to make this a community endeaver. If some one else wants to post some spells or rituals or offer suggestions or fixes to ones we already have please do!


Here's what we've come up with so far:


Agannazar's Scorcher                                                                                Alamanther's ReturnAlcimer's Flying FistBeltyn's Burning BloodBlacklightBladethristBowgentle's Fleeting JourneyCaligarde's ClawCatapult DecastaveDhulark's GlassstrikeDire CharmFire GateGhost ArmorGrimwald's GreymantleHalaster's BlacksphereHold VaporIce LanceIlyykur's MantleIronguardKaupaer's Skittish NervesKhelben's Warding WhipLaeral's Silver LanceMissle MasteryMummy TouchNightscarParalyzePhaze TrapPlagueScatterspray  SilverbeardShroud of FlameSnilloc's Major MissleSnilloc's Snowball                                                                                                                                                    Snilloc's Snowball SwarmSpendelard's ChaserWall of Sand
#2

Diffan

Sep 03, 2009 5:50:33

Awesome work man. I was thinking of thumbing through the Spell Compendium for some neat Forgotten Realm spells as well.


Off the top of my head:


Alamanther's return


Ghorus Toth's metal melt


Grimwald's greymantle


hand of Torm


Dhulark's glassstrike


Horizikaul's boom


Horizikaul's cough


Horizikaul's versatile vibration


and


Kaupaer's skittish nerves


 


When I get a chance I'll figure out what levels to place them at and which will be attack, utility, and rituals.

#3

LordManshoon

Sep 03, 2009 8:26:41

The ones that immediately leap to mind are Elminster's Evasion, Laeral's Silver Hand, and Khelben's Warding Whip. Not too sure how to do a write-up for them, though.

#4

38delta

Sep 03, 2009 10:14:52

What about Blackstaff. Make it a Zone maybe.


Great idea.

#5

Diffan

Sep 03, 2009 16:08:11

Hmm, well the basic work is:


1st- What level will it be


2nd- Is it an attack or utility (if we're not making up rituals)


3rd- Is it a swordmage, sorcerer, or wizard power?


What I do, is break up the old 3E style of spells into Tiers.


1-3 level would be Heroic tier generally.
4-6 level would be Paragon tier generally.
7-9 level would be Epic tier generally. 


Then you go into who's class would it apply to.
For spells that deal straight damage to one target, I'd make it a Sorcerer power (since they're strikers).
For spells that have area effects and/or hit multipul targets or control an area, I'd make it a Wizard powers.
For spells that have a personal effect which relates to combat in a direct way, I'd make it a Swordmage power.


This is by no means an exact formula, but rather a starting block for conversions between the two editions.  

#6

The_Silversword

Sep 03, 2009 17:16:49


Hmm, well the basic work is:


1st- What level will it be


2nd- Is it an attack or utility (if we're not making up rituals)


3rd- Is it a swordmage, sorcerer, or wizard power?


What I do, is break up the old 3E style of spells into Tiers.


1-3 level would be Heroic tier generally.
4-6 level would be Paragon tier generally.
7-9 level would be Epic tier generally. 


Then you go into who's class would it apply to.
For spells that deal straight damage to one target, I'd make it a Sorcerer power (since they're strikers).
For spells that have area effects and/or hit multipul targets or control an area, I'd make it a Wizard powers.
For spells that have a personal effect which relates to combat in a direct way, I'd make it a Swordmage power.


This is by no means an exact formula, but rather a starting block for conversions between the two editions.  





All excellent points. I was just thinking that some of the older Realms spells maybe be better suited to other arcane classes. Looking at Decastave right now. Pretty straightfoward spell, The caster summons a 10 foot long pole which can be used as a reach weapon, it does 1d6 points of damage, and can drain an aditional 1d4 of hit points which can be used to heal the caster for the same amount. Sounds more like a warlock thing to me.

Some of the spells would definatly be better suited as rituals. Looking at Cloak Undead, Cloak From Undead, and Bladethrist, these would all probably be rituals. The Corpselight spell i beleive was already written up as a ritual in the Open Grave book.


Another good point you brought up is what level to make the updated spells. You got a good frame work there makes sense. I'm thinkin i might need to up Agannazar's Scorcher. It was orgianlly a 2nd level spell which i equated to being a 1st level daily. But it might be better suited to a level 3 encounter or 5th level daily. I had trouble figuring that spell out in general. Ideally it would be a wall of fire from the caster to the target. You would cast it at the guy in the back and get the guys in front of him too, but with the way line of effect works and the guys in front of him would be providing cover that woudn't really work in 4e. As it is i just basically ripped off Acid arrow but instead of onging damage you get an extra attack the next round, which is keeping with the nature of the original spell, but thinking on it I'm thinking maybe it should just be a jazzed up Burning Hands?

#7

The_Silversword

Sep 03, 2009 17:35:34


The ones that immediately leap to mind are Elminster's Evasion, Laeral's Silver Hand, and Khelben's Warding Whip. Not too sure how to do a write-up for them, though.





All good ones! Definalty cant have Realms Spell Compendium with out Elminster's Evasion. I'm just using the old 2e Forgotten Realms Adventures as a reference for right now i dont think Laeral's Silver Hand is in that one. Is it in the 3e Magic of Faerun? By the way Lord Manshoon are you going to share your Stasis Clone spell with us? I'm guessing it's a ritual.
#8

38delta

Sep 03, 2009 17:43:22

Yes, please share Stasis Clone with us Manshoon...I mean LordManshoon.

#9

The_Silversword

Sep 03, 2009 17:46:54

Hell yeah Diffan you mentioned Grimwald's Greymantle. That one was always one of my favs. I think every wizard I've ever played had that spell along with magic missle and firball. That's one that will definalty have to be worked up. I'm basically going in order through the FR Adventures so it will probably take me awhile to get to that one, but if you or anyone else whats to do that one please do. 

#10

LordManshoon

Sep 03, 2009 18:01:21

I'm just using the old 2e Forgotten Realms Adventures as a reference for right now i dont think Laeral's Silver Hand is in that one. Is it in the 3e Magic of Faerun?


Actually, in my haste, I've accidentally crossed two spells. They are Laeral's Cutting Hand (MoF) and Laeral's Silver Lance (CoS:W).  Woops.


By the way Lord Manshoon are you going to share your Stasis Clone spell with us? I'm guessing it's a ritual.

If and when I convert it, sure. At first glance, I'm pretty sure it's an Epic Tier ritual.

Also a few others: Alamanther's Return, Azuth's Exalted Triad (divine), Azuth's Spell Shield (divine), Balagarn's Iron Horn, Combust, Darkfire (divine), Curse of Ill Fortune (divine), Battletide (divine), Dark Way (divine), Darsson's Potion, Dhulark's Glasstrike, Doomtide (divine), Elminster's Effulgent Epuration, Forceward (divine), Fortunate Fate (divine), Ghorus Toth's Metal Melt, GUTSNAKE, Horizikaul's Bom, Horizikaul's Cough, Horizikaul's Versatile Vibration, Igedrazaar's Miasma, Kaupaer's Skittish Nerves, Khelben's Suspended Silence, Lutzaen's Frequent Jaunt, Mestil's Acid Breath, Mestil's Acid Sheath, Nybor's Gentle Reminder, Nybor's Mild Admonishment, Nybor's Stern Reproof, Nybor's Wrathful Castigation, Shelgarn's Peristent Blade, Simbul's Spell Matrix, Simbul's Skeletal Deliquescence, Simbul's Spell Sequencer, Simbul's Spell Trigger, Simbul's Synostodweomer, Tirumael's Energy Spheres, Zajimarn's Avalanche, Zajimarn's Ice Claw Prison, Zajimarn's Field of Icy Razors


No one ask me to convert these. I don't have the time.



Yes, please share Stasis Clone with us Manshoon...I mean LordManshoon.



Gee, a Cyricist asking politely. I'm sure there's no hidden agenda or anything.

#11

Aegeri

Sep 03, 2009 20:23:35

Snilloc's Snowball             Wizard Attack 1
You hurl a mystical snowball at your enemy
At-Will ✦ Arcane, Cold, Implement
Standard Action                      Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage.
Increase damage to 2d6 at 21st level
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


This isn't really very good. 1d6 damage and range basic attack, for cold damage type (some critters are resistant to cold) doesn't compare favourably with magic missile (2d4 damage + int, RBA and ranged 20). This also doesn't compare very well with ray of frost either, which while this is a RBA it doesn't actually do anything that helps the wizard be an actual controller (Ray of Frost at least slows).


Catapult                              Wizard Attack 1
You point at an enemy and hurl a small unattended object backed by magical force in their direction
Encounter  ✦ Arcane, Implement, Force
Standard Action                     Ranged 20
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage and the target is knocked prone.


Seems okay. I would consider using that.


Scatterspray                       Wizard Attack 1
You create an area of flying debris that flies in all directions, rebounding off the limits of the spell.
Encounter  ✦ Arcane, Implement, Force
Standard Action                   Area Burst 1within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage
Effect:The power's area is filled with flying debris. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The scatterspray remains in place until the end of your next turn. You can dispel it earlier as a minor action. The
caster of the spell is immune to its effects


Although the range is decent, it's a really poor encounter power given that it looks remarkably similar to cloud of daggers but is much worse than that at-will power. It needs a damage upgrade to be considered worthwhile taking as an encounter power (In fact, I believe this is the same power as cloud of daggers, yet it's an encounter power and not an at-will? Was that a mistake?).


It would be okay as an at-will, but it's far too similar to cloud of daggers and is definitely not worth taking as an encounter power.


 


Agannazar's Scorcher Wizard Attack 1
A jet of flame appears at your fingertips and blasts towards your target. If they don't take cover they'll surely regret it.
Daily  ✦ Arcane, Fire, Implement
Standard Action                     Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
   Secondary Attack: Intelligence vs. Reflex
   Hit: 1d8 + Intelligence modifier fire damage.
Miss: Half damage and no secondary attack
Special: If the target is still in range of the spell on your next turn, you must repeat the attack (both primary and secondary) as a standard action.


The special seems a bit silly, but this power is pretty solid and if you made it a power you could sustain the standard of for another turn to get its effect two turns in a row it would be a really solid daily power.

#12

The_Silversword

Sep 04, 2009 3:24:13

Yes i realize Snilloc's Snowball is weak compared to magic missle, but thats basically how the spell was orginally written. Theres even a statement about it being weaker than a magic missle in the spell description. I agree though it should have something a little extra but i dont want it to outshine magic missle or ray of frost. Maybe add in a push or a slide in there?


Yes Scatterspray is pretty much cloud of dangers but i thought i upgraded it enough to be a viable encounter power but it could always be redone. Any suggestions?


And yeah Agannazar's Scorcher could use some work. I'm thinkin of upin it to a 3rd or 5th level spell as the orginal was 2nd level in 2e terms. I had a tough time figuring out how to do that one in 4e. The special maybe a little silly but thats the way the spell worked. It was a jet of flame that lasted 2 rounds and the caster couldnt take any other actions, but i figured that would be too harsh and just made so they had to use a standard action to do the spell again so you would still get a move and minor action. I'm thinkin it might be better to have it set up as a zone effect, but the way the orginal spell was written it followed the target and zones don't work that way so i dont know maybe just do a more powerful version of Burning Hands? or just do it like you suggest and do it as a sustainable power.

#13

The_Silversword

Sep 04, 2009 3:31:06

But you liked Catapult? Kool i got one right!


Thanks for the input by the way.

#14

The_Silversword

Sep 04, 2009 4:54:27

ok i converted another spell. Made this one for Warlocks as the life draining thing seemed to vibe more with them.


 


Decastave                                        Warlock Attack 5You call forth the power of the Decastave, a long staff of Force energy capable of drawing life energy from your foes and feeding it to you.  Encounter ✦ Arcane, Implement, Force, NecroticStandard Action                Ranged 5Target: One creatureAttack: Constitution vs. ReflexHit: 2d10 + Constitution modifier Force Damage. Make a secondary attack against the same target.Miss: The power is not expendedSecondary attack: Constitution vs. WillHit : 1d10 + Constitution modifier Necrotic damage and you gain temporary hit points equal to 5 + your Constitution modifier

I'm really unsure on this one. Most other 5th level warlock powers give you half damage on a miss but i thought that might be a bit munch as you get temp hit points with the secondary attack, also i wasnt sure on the amount of temp hit points. I thought about making it equal to the damage dealt by the secondary attack but none of the other warlock powers were written that way. Also I'm not sure if 5 plus con is good. I thought of maybe 10 plus con but that seemed like too much. Suggestions anyone?

#15

Diffan

Sep 04, 2009 7:52:01

Well, I already converted Mystra's Miasma and Darkbolt but they're paragon path powers. I will however post them here as well since it's all about FR spells.


Mystra's Miasma; Dweomerkeeper Attack 20 or Wizard Attack 19
Daily - Divine, Implement, Radiant, Zone
Standard Action          Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence or Wisdom vs. Will
Hit: 4d8 + Intelligence or Wisdom modifier radiant damage.
Effect: The burst creates a zone that siphons magic and blocks line of sight until the end of your    next turn. Creatures that enter the zone or start their turns there take 10 radiant damage and a -4 penalty to attack rolls and damage rolls when using a ranged or area attack power.
Sustain Minor: The zone persists


And for Darkbolt


Darkbolt; Shadow Adept Attack 11 or Cleric Attack 13
A bolt of black power springs forth from your hand, hitting your target and showering other foes with dark matter.
Encounter ♦ Arcane (or Divine if cleric), Cold, Implement
Standard Action        Ranged 10
Primary Target: One creature
Attack: Intelligence or Wisdom vs. Reflex
Hit: 3d6 + Intelligence or Wisdom modifier cold damage. Make a secondary attack
  Secondary Target: Each enemy adjacent to the primary target
  Secondary Attack: Intelligence or Wisdom vs. Reflex
  Secondary Hit: 1d6 + Intelligence or Wisdom modifier cold damage and targets are dazed until the end of your next turn.

#16

The_Silversword

Sep 04, 2009 8:59:00


Well, I already converted Mystra's Miasma and Darkbolt but they're paragon path powers. I will however post them here as well since it's all about FR spells.





Looks good.

I'm happy someone else is postin some spells as well. I don't want to be the only one. Theres a ton of Realms spells, it'd take me forever to do em all by myself.


 I'd love to see the Paragon Paths you got worked up. I did play a Shadow Adept back in the 3.x days. They were pretty sweet with the shadow shield and the shadow duplicate and all. The Dm at the time killed me off and wouldnt let me roll up another one as he thought they were too powerful. He also didnt let any one play paladins for the same reason. Go figure.

#17

Aegeri

Sep 04, 2009 10:02:47

Mystra's Miasma; Dweomerkeeper Attack 20 or Wizard Attack 19
Daily - Divine, Implement, Radiant, Zone
Standard Action          Area burst 2 within 20
Target: Each creature in burst
Attack: Intelligence or Wisdom vs. Will
Hit: 4d8 + Intelligence or Wisdom modifier radiant damage.
Effect: The burst creates a zone that siphons magic and blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 10 radiant damage and a -4 penalty to attack rolls and damage rolls when using a power with the Arcane or Divine power source.
Sustain Minor: The zone persists


This spell is nice, up until the final part where it is pretty useless. For one thing, virtually no monster in the game uses powers with the arcane or divine power source. Those keywords are absent from about 99% of creatures (I won't say 100%, because there are some statted with PC powers but I don't believe their powers get these keywords), so this spells effect (the -4 penalty to attack and damage rolls) is almost going to never apply to anything. It will however, because it affects creatures actually penalize the parties own arcane users (Swordmage and such) and divine users (Avengers, Clerics etc).


I would make the penalty ranged or area attacks myself. This makes it great to stick on artillery or similar monsters that like to hang back, forcing them out of advantageous cover. The power is good in most other ways and I think is a pretty good effect. As a general rule, powers that affect power sources are pretty pointless in 4E. Monsters don't use power sources, so curiously this spell is only going to end up penalizing your party and nobody else. Seems a bit backwards and weakens the spell a bit.


Darkbolt; Shadow Adept Attack 11 or Cleric Attack 13
A bolt of black power springs forth from your hand, hitting your target and showering other foes with dark matter.
Encounter ♦ Arcane (or Divine if cleric), Cold, Implement
Standard Action        Ranged 10
Primary Target: One creature
Attack: Intelligence or Wisdom vs. Reflex
Hit: 3d6 + Intelligence or Wisdom modifier cold damage. Make a secondary attack
  Secondary Target: Each enemy adjacent to the primary target
  Secondary Attack: Intelligence or Wisdom vs. Reflex
  Secondary Hit: 1d6 + Intelligence or Wisdom modifier cold damage and targets are dazed until the end of your next turn.


That's an interesting power. I like that.


Returning to The_Silversword


Commenting on Decastave



Miss: No secondary attack



You don't need this line as you've specified that the secondary attack already only occurs on a hit because you put "Make a secondary attack" on the hit line of the power. That automatically means you need to hit witht he power to get the secondary attack. Effect is good though and the temporary hit points are good as well (suits an infernal or vestige pact warlock well).


The other part is very clumsy, what you could do is specify if the primary attack misses the power is not expended. Having it able to be sustained on a miss with either the primary or secondary is far too powerful and leads to the odd situation that you want to miss with the secondary (to keep repeating the primary).


Returning to the previous points:


Yes i realize Snilloc's Snowball is weak compared to magic missle, but thats basically how the spell was orginally written. Theres even a statement about it being weaker than a magic missle in the spell description. I agree though it should have something a little extra but i dont want it to outshine magic missle or ray of frost. Maybe add in a push or a slide in there?


This is true, but unlike in previous editions you can't just change the spell out and you're pretty much stuck with what you have got. An underpowered at-will really shows throughout the game. There is basically no incentive for a wizard to ever take this power.

On thinking about it if the power could slide or push it might be somewhat useful. A little like the Druid at-will chill wind. 1d6 + int mod damage and a slide 1 would be okay. It's probably unlikely to be taken over magic missile, but it would have a distinct use.


Yes Scatterspray is pretty much cloud of dangers but i thought i upgraded it enough to be a viable encounter power but it could always be redone. Any suggestions?



Needs more damage and possibly a better effect than cloud of dagger. The main problem with the effect is if you can do it at will there isn't really a lot of reason to take an encounter power to do the same thing. I would make it more violent than cloud of daggers, making the burst difficult terrain and doing 1d6 + wis secondary damage (or something similar). The primary effect could be 2d6 + int and the secondary effect 1d6 + wis secondary damage to enemies in the zone. It should also count as difficult terrain (representing it being filled with debries and other bits and pieces). That makes it a far more "controller" like power and makes it distinct enough from cloud of daggers.


And yeah Agannazar's Scorcher could use some work



Actually IMO this is the best of the powers you made. All you need to do to this is make an effect line to sustain standard. To keep the flavor of the old spell, simply specify that you can only repeat the attack against the original target and I think that is a pretty functional spell.

#18

Diffan

Sep 04, 2009 15:47:04


This spell is nice, up until the final part where it is pretty useless. For one thing, virtually no monster in the game uses powers with the arcane or divine power source. Those keywords are absent from about 99% of creatures (I won't say 100%, because there are some statted with PC powers but I don't believe their powers get these keywords), so this spells effect (the -4 penalty to attack and damage rolls) is almost going to never apply to anything. It will however, because it affects creatures actually penalize the parties own arcane users (Swordmage and such) and divine users (Avengers, Clerics etc).


I would make the penalty ranged or area attacks myself. This makes it great to stick on artillery or similar monsters that like to hang back, forcing them out of advantageous cover. The power is good in most other ways and I think is a pretty good effect. As a general rule, powers that affect power sources are pretty pointless in 4E. Monsters don't use power sources, so curiously this spell is only going to end up penalizing your party and nobody else. Seems a bit backwards and weakens the spell a bit.



Good points on Mystra's Miasma. I thought some monster for the most part used Power sources, but that's not the case. Quickly fixed and the power will now just force a -4 penalty to ranged and area attacks/damage within the zone.


Darkbolt; Shadow Adept Attack 11 or Cleric Attack 13
A bolt of black power springs forth from your hand, hitting your target and showering other foes with dark matter.
Encounter ♦ Arcane (or Divine if cleric), Cold, Implement
Standard Action        Ranged 10
Primary Target: One creature
Attack: Intelligence or Wisdom vs. Reflex
Hit: 3d6 + Intelligence or Wisdom modifier cold damage. Make a secondary attack
  Secondary Target: Each enemy adjacent to the primary target
  Secondary Attack: Intelligence or Wisdom vs. Reflex
  Secondary Hit: 1d6 + Intelligence or Wisdom modifier cold damage and targets are dazed until the end of your next turn.

That's an interesting power. I like that.



Thanks. I think that was one of my easiest conversions.


 @ The_silversword- You can view all my Homebrew FR paragon path and epic destinies here

#42

The_Silversword

Sep 12, 2009 0:37:00

Snilloc's Snowball             Wizard Attack 1
You hurl a mystical snowball at your enemy
At-Will ✦ Arcane, Cold, Conjuration, Implement
Standard Action                      Ranged
20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage and you slide the target 1 square.
Increase damage to 2d6 at 21st level
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


Catapult                              Wizard Attack 1
You point at an enemy and hurl a small unattended object backed by magical force in their direction
Encounter  ✦ Arcane, Implement, Force
Standard Action                     Ranged
20
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage and the target is knocked prone.


Scatterspray                       Wizard Attack 1
You create an area of flying debris that flies in all directions, rebounding off the limits of the spell.
Encounter  ✦ Arcane, Implement, Force, Zone
Standard Action                   Area
Burst 1within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage
Effect:You create a zone filled with flying debris. The zone is difficult terrain. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The zone remains in place until the end of your next turn. You can dispel it earlier as a minor action. The caster of the spell is immune to its effects.


Agannazar's Scorcher Wizard Attack 1
A jet of flame appears at your fingertips and blasts towards your target. If they don't take cover they'll surely regret it.
Daily  ✦ Arcane, Fire, Implement
Standard Action                     Ranged
20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
   Secondary Attack: Intelligence vs. Reflex
   Hit: 1d8 + Intelligence modifier fire damage.
Miss: Half damage and no secondary attack
Sustain Minor: If the original target is still in range of the spell on your next turn, you can repeat the attack as a standard action.

#43

The_Silversword

Sep 13, 2009 15:56:28

Ok i moved some stuff around and indexed the spells. Took me a little while to figure out how to link to a particular post instead of just the page, but i think i got it!


I left Mystra's Miasma and dark bolt of the index as they're part of  Diffan's Paragon Paths. I also left Dhulark's Glassstrike off as we're still workin on that one. Actually all of these are still a work in progress but i'll wait till we got something a little more final.



man this was a headache settin up. i need a stiff drink now

#44

orc_clayben

Sep 14, 2009 1:53:46

I have moved this thread at VCL request.  Smile

#45

The_Silversword

Sep 14, 2009 6:55:17

What! spells dont count as lore?

#46

The_Silversword

Sep 19, 2009 1:55:22

Ok i changed up Paralyze. An at-will imobilize? i dont know what i was thinking. I think this works out better. Still seems kinda weak to me even as an at-will, was thinkin about makin it a minor action, but i dont know, then you could pull it off twice or no three times in a round. I dont know that might be a bit much. I set a time limit on the slowed and stunned, instead of a save ends, because i dont want to have a buhch of different saves going on at the same time. I dont know im still a little unsure on it. Anyone got some suggestions how to pull this one off?


Paralyze                                             Wizard Attack 1


"Don't move!"At-will     ✦   ArcaneStandard Action               Melee TouchTarget: One creatureAttack: Intelligence vs. ReflexHit: The target is Dazed (save ends)1st failed save: the target is slowed until the end of your next turn. 2nd failed save: the target is stunned until the end of your next turn.

Changed this one up a little. I still think its a little weak, considering dropping the level down. Might make it an At-will too. Its highly situational.


Hold Vapor                                       Wizard Utility 6


That cloudkill isn't going anywhereEncounter    ✦    ArcaneStandard Action                           Range: 20Effect: By chanting mystical wards you halt the spread and movement of any cloud or vapor within the spell's range.Sustain Minor: The effect persists until the end of the encounter or 5 minutes.As a move action, You can move the cloud or vaper 3 squares. The cloud or vaper must remain in your line of sight.