| Post/Author/DateTime | Post |
|---|---|
| #1swxpertAug 12, 2009 18:01:10 | do any classes in 4ed have powers that stop time or anything like that, basically anything connected to time in any way. |
| #2sallaAug 12, 2009 18:02:28 | Wizards have Time Stop. I think that's about it. |
| #3misterfido_dupAug 12, 2009 18:05:42 | Otherwise, beyond Time Stop, you're actually probably looking at A) psionics (psionics used to deal a lot with time in 3.5, and they're updating it) or B) rituals. I can imagine a paragon or epic-level Time Portal ritual, maybe only as a scroll. Or things of that nature. |
| #4Titanium_DragonAug 12, 2009 18:53:54 | You could always flavor your use of an AP as this. |
| #5nachtsiegerAug 12, 2009 19:30:30 | Wizards have a level 27 Encounter Spell that stuns a creature and hands you an extra standard action called Steal Time. |
| #6koukAug 12, 2009 19:35:38 | Not exactly time alteration, but some powers transport either you, a friend, or an enemy to a different plane. While there they are disconnected from the world and can take certain actions (or no actions). |
| #7pbnAug 12, 2009 21:47:13 | I was working on a "Time lord" concept - the only "true" powers are the ones above - Time Stop and Steal Time. (and by the way, between tome of readiness, opal ring, and phoenix ring - it's a NASTY combination) Other than that there are a bunch that can be nicely reflavored. Note: he was built with some quirks (he's a linguist, for one) so not everything is purely time related. stats ====== Created Using Wizards of the Coast D&D Character Builder ====== Wil, level 30 Human, Wizard, Academy Master, Lorekeeper Build: Control Wizard Arcane Implement Mastery: Tome of Readiness Second Implement: Orb of Imposition Lorekeeper's Revelation: Time Stop Lorekeeper's Revelation: Clever Escape Quickened Spellcasting: Ray of Frost Background: Occupation - Scholar (+2 to Arcana) FINAL ABILITY SCORES Str 12, Con 13, Dex 12, Int 28, Wis 22, Cha 10. STARTING ABILITY SCORES Str 10, Con 11, Dex 10, Int 18, Wis 14, Cha 8. AC: 34 Fort: 29 Reflex: 37 Will: 36 HP: 139 Surges: 7 Surge Value: 34 TRAINED SKILLS Nature +26, Arcana +42, Insight +26, History +35, Religion +33 UNTRAINED SKILLS Acrobatics +16, Bluff +15, Diplomacy +17, Dungeoneering +21, Endurance +16, Heal +21, Intimidate +15, Perception +21, Stealth +16, Streetwise +15, Thievery +16, Athletics +16 FEATS Wizard: Alchemist Human: Mark of Scribing Level 1: Arcane Familiar Level 2: Expanded Spellbook Level 4: White Lotus Defense Level 6: Arcane Reserves Level 8: Spellseer Familiar Level 10: White Lotus Hindrance Level 11: Second Implement Level 12: Improved Orb of Imposition Level 14: Point-Blank Shot Level 16: Alert Familiar Level 18: Skill Focus (Arcana) Level 20: Action Surge Level 21: Paragon Defenses Level 22: Robust Defenses Level 24: Implement Expertise (orb) Level 26: Arcane Mastery Level 28: Quickened Spellcasting Level 30: Improved Tome of Readiness POWERS Bonus At-Will Power: Ray of Frost Tome of Readiness: Lost in the Mists Wizard at-will 1: Thunderwave Wizard at-will 1: Magic Missile Wizard encounter 1: Grasping Shadows Wizard daily 1: Sleep Wizard utility 2: Shield Wizard utility 2 Spellbook: Arcane Insight Wizard encounter 3: Shock Sphere Wizard daily 5: Bigby's Icy Grasp Wizard utility 6: Invisibility Wizard utility 6 Spellbook: Summon Iron Cohort Wizard encounter 7: Twist of Space Wizard daily 9: Face of Death Wizard utility 10: Feywild Spell Surge Wizard utility 10 Spellbook: Blur Wizard encounter 13: Twist of Space Wizard daily 15: Soul Puppets Wizard daily 15 Spellbook: Wall of Ice Wizard daily 15 Spellbook: Glitterdust Wizard utility 16: Clever Escape Wizard utility 16 Spellbook: Displacement Wizard encounter 17: Ice Tomb Wizard daily 19: Entombing Earth Wizard daily 19 Spellbook: Plague of Illusions Wizard daily 19 Spellbook: Evard's Ebon Bindings Wizard utility 22: Time Stop Wizard utility 22 Spellbook: Mordenkainen's Mansion Wizard encounter 23: Thunderclap Wizard daily 25: Entombing Earth Wizard daily 25 Spellbook: Prismatic Spray Wizard daily 25 Spellbook: Bubbling Acid Wizard encounter 27: Steal Time Wizard daily 29: Visions of Wrath Wizard daily 29 Spellbook: Summon Living Mountain Wizard daily 29 Spellbook: Elemental Maw ITEMS Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Implement, Tome, Orb of Impenetrable Escape +6, Vengeance Sash (epic tier), Opal Ring of Remembrance (epic tier), Ring of the Phoenix (epic tier) RITUALS Secret Page, Amanuensis, Comprehend Language, Loremaster's Bargain, True Portal, Divine Sight, Forbiddance, View Object, Planar Portal, Memory Seal, Guards and Wards, Safeguard, Consult Oracle, Create Teleportation Circle, Astral Sojourn, View Location, Time Ravager, Astral Guide, History Revealed, Scribe, Detect Object, Magic Map, Seal Portal, Linked Portal, Disenchant Magic Item, Enchant Magic Item, Magic Circle, Transfer Enchantment, Object Reading ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== |
| #8HerrozerroAug 12, 2009 21:49:31 | Here is an artifact from my current game I have given to the party. +3 Eonic Warhammer The weight of eons pulls the foe backwards against the normal flow of time leaving the foe dazed at the reaction. Enhancement Bonus: Attack Rolls and Damage Power Daily(Immediate Interrupt): Use this power when an enemy strikes you or an ally within 5 squares, The Target's entire turn is reversed and is reset as it was when it started its turn, the target is dazed until the end of its next turn. |
| #9veritascitorAug 13, 2009 3:11:59 | I'm betting you could easily reflavour any power you like to make it time-related in some way. For example, just to start with some wizard powers: Cloud of Daggers -> You created a localized disturbance in space/time that causes damage to all those who enter it. (Most force powers can be explained this way). Thunderwave -> You create a time-funnel in front of you, sucking in air at an accelerrated rate, and compressing it. By collapsing the funnel back into normal space/time, the compressed air is blasted forward. (Most thunder powers can be explained this way). Ray of Frost -> You create a beam of slow-time. To the outside world, the air particles within this beam have cooled to incredibly cold temperatures. (Most cold powers can be explained this way). Alternatively, you create a small portal between the present and the ends of time, where the universe is dead and the temperature is near absolute zero. Ray of Enfeeblement -> You hyper-accellerate the life processes in your target's body. He's temporarily weakened as he ages a day in a matter of seconds. (Most necrotic powers can be explained this way). Flaming Sphere -> You conjure up a roving portal to the beginnings of time (the Big Bang, the first day of creation, whatever), and let some of that energy burst out into the present. (Most fire powers can be explained this way). Etc, etc, etc. Hrm, come to think of it, this is kinda neat. I may have to make my next character a time-mage. ![]() |
| #10AlasAug 13, 2009 8:49:21 | Another area ripe for temporal-themed refluffing is summoning. The time mage could be in two places at once (certainly puts a neat spin on the healing surge loss), or plucking warriors from history. Hm-- I'd also look for powers that slow targets, allow teleportation or shifting, or grant interrupts or initiative bonuses. Those all lend themselves nicely to timey-wimey explanations. As for developing new time-based powers... the obstacle there is that the economy of actions in 4th edition D&D is a critical part of the framework. Any suite of powers that really messes around with initiative, turns, and rounds like we'd expect of a time mage has the potential to be disproportionately game altering. I do think there's room in the system for such powers (for instance, I think it'd be neat to have powers that require multiple actions to execute), but they'd certainly require a bit more caution then, say, introducing just another lightning-based blast. |