4e Update--Mage of the Arcane Order

Post/Author/DateTimePost
#1

eldritch_lord

Jun 18, 2008 20:31:16
Well, folks seem to think that the wizard doesn't have quite enough versatility as-is with the relegation of most utility spells to rituals, preventing their creative use in combat, and many don't like that wizards have an upper cap on powers known. Soooo...to that effect, here's an update to the Mage of the Arcane Order that hopefully addresses those issues to some degree. Enjoy!


[b]Mage of the Arcane Order[/b]
And you call yourself an arcanist? I've forgotten more spells than you'll ever know!

Prerequisites: Wizard class, Spellbook class feature

Mages of the Arcane Order are members of an exclusive guild of wizards whose purpose is to find and collect as much arcane knowledge (and as many spells and rituals) as possible. Their signature possession is the Spellpool, a magical construct by which members can access spells and rituals they do not personally know as long as they replenish the pool with some power of their own.

Mage of the Arcane Order Path Features

Spellpool (11th Level): Once per encounter, a Mage of the Arcane Order may draw a single spell from the Spellpool--as a standard action, he may replace one of his encounter powers with any other wizard encounter spell which he is high enough level to use and for which he meets any and all prerequisites. Until the Mage takes a short rest, this spell is treated like any other in his repertoire for the purposes of spell recovery and other effects; the next time the Mage takes a short rest, the borrowed spell vanishes and the Mage's own spell is returned to him.

Lucubration Action (11th Level): When a Mage of the Arcane Order spends an action point, he may replace a number of daily or per-day utility spells equal to his Intelligence modifier with others in his spellbook. The Mage does not regain any spent spells; he may only replace those he has not yet used, and must replace daily spells with daily spells and utility spells with utility spells.

Spell Preparation (16th Level): A Mage of the Arcane Order has exceptional facility with rituals. A 16th-level Mage, called a Regent by other Mages, may cast a ritual without having its effects take place immediately; instead, the ritual is prepared for use and may be used at any time before the Mage's next extended rest by spending a standard action and sustaining it with a minor action for each round of its duration. All costs and casting times are unaffected; other than the effect being delayed, rituals cast with this ability follow all normal rules for rituals. A Regent of the Arcane Order may have a number of prepared rituals at any one time equal to his Wisdom modifier; any rituals performed while the Regent has the maximum number prepared must either be performed as a normal ritual (not using this ability) or replace a currently-prepared ritual, which dissipates without effect.

Mage of the Arcane Order Spells

[b]Agressive Divination[/b] Mage of the Arcane Order Attack 11
You launch small spheres of many different types of energy at your opponent, discerning your opponent's weaknesses and vulnerabilities.
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Encounter ~ Arcane
Standard Action Ranged 5
Attack: Intelligence vs. Reflex
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Hit: 2 damage each of fire, lightning, cold, thunder, acid, poison, psychic, radiant, necrotic, and force
Miss: 1 damage each of fire, lightning, cold, thunder, acid, poison, psychic, radiant, necrotic, and force
Effect: You know if the target did not take damage from a particular type (though you do not know whether it is resistant or immune) and you know if the target took extra damage from a particular type.


[b]Cooperative Spell[/b] Mage of the Arcane Order Utility 12
Using your extensive knowledge of the arcane, you lend a bit of power to enhance another's spells.
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Encounter ~ Arcane
Minor Action Close burst 1
Target: Ally in burst
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Effect: You add your Intelligence modifier to any attack and damage rolls the target makes when casting a spell before the end of your next turn. The target only gains the benefits of this spell if they remain adjacent to you. Powers other than spells (those not of the Arcane source) are unaffected.


[b]Spellpool Cascade[/b] Mage of the Arcane Order Attack 20
You open a connection the the spellpool but, instead of retreiving or donating a spell, you let random arcane energies flow uncontrolled in your enemies' general direction.
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Daily ~ Arcane
Standard Action Area 4 squares within 10 squares
Target: Special; see Effect description
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Effect: You cast all of your at-will powers once each, your lowest-level encounter power remaining (if any), and your lowest-level remaining daily power (if any) as part of casting this spell. Each may be targeted on a different creature or area, but single-target powers must target a creature in this power's area and area powers must have their origin inside this power's area.
#2

ff6shadow

Jun 18, 2008 23:53:04
I think it looks really cool, but I'm not to skilled at balancing for 4th yet.
#3

chimaera2000

Jul 06, 2008 20:13:32
It looks quite interesting! I think that Aggressive Divination is a particularly nice touch, though I think that its range should be increased to ten squares. The wizard is too vulnerable to be that close to the melee.

I don't feel that Cooperative Spell is that appropriate as a utility spell: it depends far too much on party composition. In a party without a warlock or second wizard, this ability may never be used.
#4

eldritch_lord

Jul 06, 2008 20:46:15
It looks quite interesting! I think that Aggressive Divination is a particularly nice touch, though I think that its range should be increased to ten squares. The wizard is too vulnerable to be that close to the melee.

Thanks! I figured I'd decrease the range because as it is a wizard doesn't have to be in danger of melee, and I thought I'd mix it up a bit; if you feel it should be longer, though, I can increase it.

I don't feel that Cooperative Spell is that appropriate as a utility spell: it depends far too much on party composition. In a party without a warlock or second wizard, this ability may never be used.

This was mostly a flavor thing; in 3e the MotAO had to have the Cooperative Spell feat as a prerequisite. I was going to make it any power, but it didn't seem to work right flavor-wise, linking with a non-arcanist to assist their powers...and if it didn't affect exploits, well, why should it affect prayers?

Hmm...how about I change the fluff a bit and allow it to affect any ranged abilities, Arcane or not?