1st Edition Magic-User Flavor for 4e Wizards

Post/Author/DateTimePost
#1

febo

Mar 20, 2009 17:36:05
One of the things I miss about 1st edition Magic-Users are their insanely low hit points and... Two of the things I miss about 1st edition Magic-User are their insanely low hit points, the need to be defended by fighters while they cast spells with long casting times, and... Three! Three of the things...

Amongst the things I miss about 1st Edition Magic-Users are such diverse elements as: insanely low hit points, the need to be defended by fighters while they cast spells with long casting times, and their ability to do things that are way more powerful than what everyone else can do... just not that often.

I want to introduce a homebrew feature/power/feat/whatever to give Wizards the ability to take an extra round or two or more to cast a spell, and have it be way more effective for their troubles. This is what I have so far:

When using an Orb or Staff to cast any encounter or daily spell with the implement keyword, you can choose to spend one or more rounds concentrating on focusing you spell's energy. You must must not make a standard, move, minor, or free action for an entire round, and you must not be interrupted (take damage or be targeted by a melee attack).

It will be obvious to your enemies that you are preparing to cast a bad-ass spell, since you will be standing perfectly still with your hand and/or implement raised in a threatening manner, and wisps of arcane energy will be building up around you... you may even start to glow with a color indicative of the sort of energy your spell will be producing.

If you manage to cast the spell unmolested, you receive an additional bonus equal to your Intelligence Modifier to both the attack and damage rolls of the spell, for each round you spent concentrating on focusing your energy. Alternatively, you may increase the area of effect of a blast or burst by 1 for each round you spent concentrating on focusing your energy. Or any combination thereof.

If you take damage or are targeted by a melee attack while concentrating you may choose to either abort the spell or let it go off early, at either the original target or the enemy who caused you to break your concentration. If you choose to let the spell go off early, you get no bonuses from concentration, the spell only does half damage, and there is a 10% chance that the spell will backfire and strike either you or an adjacent creature.

Does this seem overpowered? I am going to playtest this idea this week, telling my group's Wizard it is an experimental class feature which will be an optional replacement for implement mastery, but I'm not sure... maybe this should be a feat or even a power? Advice, please.
#2

jimprofit

Mar 20, 2009 17:48:48
This seems like a fun idea, I'll help you.

The proficientcies and stuff can stay the same. Just change HP amount.

Starting HP: 0+Constitution score.
HP gained per level: 1
Healing surges per day: 0+con modifier.

However, the powers would be buffed immensely.

Ray of Frost
Hit: 2d6+int modifier damage, and target becomes slowed untill the end of the encounter.
Increase to 3d6+int modifier damage at 21st level.

Cloud of Daggers
Attack: Intelligence +4 vs Reflex
Hit: 1d6+int modifier damage.

Magic Missle
Hit: 4d4 force damage.
Increase to 6d4 force damage at 21st level.

Scorching Burst
Hit: Every round the foes within the burst take 1d3 fire damage untill they make a succesful saving throw equal to your intelligence score.

Thunderwave
Hit: 1d8+int mod damage. Your opponent moves back a number of sqaures equal to your wisdom modifier.
Miss: Your opponent moves back a number of sqaures equal to your wisdom modifier.


And those are the first level at-will!