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| #1amperageAug 06, 2010 16:56:31 | I'm not sure if this is the proper subforum or not and if not I apologize.... OK, so our DM, as an excercise in creative thinking, asked us to create either a power or a feat of our own design and pitch it to him. I play a human wizard who is currently at 4th level. Having said that, I do NOT like any of the current level 3 encounter powers, so I knew that's what I wanted to create a power for. I pitched it to our DM and he liked it for the most part but we have changed it several times. I want to post it here to see both what ya'll think of it, what ya'll think should be changed, if you feel it's fair, and anything else in general related to the power. My 1st iteration -------------------- Confounding Blast Wizard Attack 3 Illusory demons spring fourth from your hand and prey upon your enemies, who are left pained and open for attack. Encounter * Implement, Illusion, Psychic, Zone Standard action Area burst 1 within 10 Target: Each emeny in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage. Effect: The burst creates a zone of psychic befuddlement that lasts until the end of your next turn. Any enemy that enters the zone or begins their turn in the zone takes psychic damage equal to your intelligence modifer and grants combat advantage to the next person who attacks them. 2nd Iteration ----------------- Confounding Blast Wizard Attack 3 Illusory demons spring fourth from your hand and prey upon your enemies, who are left pained and open for attack. Encounter * Implement, Illusion, Psychic, Zone Standard action Area burst 1 within 10 Target: Each emeny in burst Attack: Intelligence vs. Will Hit: 1d6 + Int mod psychic damage Effect: The burst creates a zone of mental disruption that lasts until the end of your next turn. Any enemy that enters or starts its turn in the zone grants combat advantage until the end of your turn. Any enemy that leaves the zone on its turn takes psychic damage equal to your Int mod. 3rd Iteration - on this iteration I decided to pitch the idea that it would attack all creatures but daze as part of the hit line ---------------- Confounding Blast Wizard Attack 3 Illusory demons spring fourth from your hand and prey upon your enemies, who are left pained and open for attack. Encounter * Implement, Illusion, Psychic, Zone Standard action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Int mod psychic damage, and the target is dazed (save end). Effect: The burst creates a zone of mental disruption that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes psychic damage equal to your Int mod. 4th Iteration - this iteration doesn't have a zone and doesn't deal extra damage, but it works well for the defender ----------------- Confounding Blast Wizard Attack 3 Illusory demons spring fourth from your hand and prey upon your enemies, who are left pained and open for attack. Encounter * Implement, Illusion, Psychic, Zone Standard action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Int mod psychic damage, and the target is dazed (save end). Miss: The target grants combat advantage until the end of your next turn. 5th Iteration(?) - someone made note of a status effect on a miss so I re-worked it slightly if this is an issue --------------------- Confounding Blast Wizard Attack 3 Illusory demons spring fourth from your hand and prey upon your enemies, who are left pained and open for attack. Encounter * Implement, Illusion, Psychic, Zone Standard action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Int mod psychic damage, and the target is dazed until the end of your next turn. Miss: half damage. Effect: The burst creates a zone of mental disruption that lasts until the end of your next turn. Any creature that starts its turn in the zone grants combat advantage until the end of your next turn. Any thoughts, questions, comments, or concerns? So far I think the 4th iteration is the one we are going with in terms of the wording and whatnot but I figured I'd poll some of the smart folks here at Wizards... The basic tactic that I was trying to achieve was this: I tell my defender to shift back and then I drop this on top of the enemy. If I daze enough of them he(and anyone else who wants to) can then move themselves into the best possible position while not incurring opportunity attacks. I would like there to be a zone which deals damage to enemies who end their turn in the zone thereby forcing the dazed ones to decide to either use their turn to move out to avoid damage or just do something else and take the damage...also I would like to effect the ones missed by the hit somehow even it's just forcing them to move out of that zone... but I understand that may be a bit much.... |
| #2NamagemAug 06, 2010 17:31:07 | Half damage on an encounter power with an effect is a no-no. Edit ^^^ In response to iter. 5 |
| #3amperageAug 06, 2010 17:42:25 | OK so drop the miss line from iteration 5.....do you think it's better to leave it as Iteration 5 without half damage or just write it as Iteration 4? They do almost the same thing.....with the difference being when the CA takes effect Even if the zone didn't give CA, it would be cool to effect those who were dazed in such a way as to force them to either move out of the zone(wasting their entire turn) or take extra damage.....also it'd be nice to get the added bonus of doing something to those missed... maybe: Confounding Blast Wizard Attack 3 Standard action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. Effect: The burst creates a zone of mental disruption that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes psychic damage equal to your Intelligence modifier. ideally this would be what I would want: Confounding Blast Wizard Attack 3 Standard action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. Effect: The burst creates a zone of mental disruption that lasts until the end of your next turn. Any enemy that starts its turn in the zone grants combat advantage to you are your allies. Any enemy that ends its turn in the zone takes psychic damage equal to your Intelligence modifier. heck I'd be willing to drop it to 1d4 + int mod to get it....or just make it a 1d6 with no mod damage on the hit line....or make it a static damage(like 5 or 3) on the effect line...or some combination of these... |