(Msg. 1) Posted: Fri Aug 14, 2009 7:42 am
Post subject: Ideas On Making 4e Spells Scalable Archived from groups: rec>games>frp>dnd (more info?)
The Mage Class
The mage strives to understand the secrets of the universe by learning
arcane lore and using non-combat rituals and combat spells.
Equipment: spell book
Armor Proficiency: cloth
Weapon Proficiency: staff
Starting Hit Points: 10 + constitution ability score
Hit Point Gain: 5 hit points every level-up.
Healing Surges: 5 healing surges + the constitution modifier per day
Mage Class Bonuses: A Mage character receives a +1 Intelligence class
bonus and +1 to Will Defense class bonus.
Mage Spells: Effects improve at +1 square, +1 speed, +1 Pascal of
pressure, +50 kilograms, +1 opponent per class level and +1 radius
burst, +1d# every 5 class levels. Mages are not required to give up
any powers and retrain. They are restricted to encounter, daily and
utility uses of those powers as any 4th Edition Player Character.
Mages may learn 3 new spells every level-up which means at level 30,
they can acquire all spells listed and may chose from that list every
new encounter and day when they need them.
Control Mage Effect:
At 5th class level, limit the damage -1d8, -2d8, etc. or the squares,
speed, duration -1, -2, etc. of the effect.
Trigger Mage Effect:
At 10th class level, delay an effect. For example, mark a square when
entered triggers the effect.
Permanent Mage Effect:
At 15th class level, you can chose to make an effect permanent.
Telekinetic Abjuration
Force Shield | available at 1st level | power: telekinetic abjuration
utility | action: trigger | effect: cast a telepathic sphere that
deflects physical attacks for the duration of the combat encounter by
expending one utility power at the beginning. Add +5 to the armor
class and +5 to the reflex defense. Every 5 level-ups add +1 to the
armor class and +1 to the reflex defense.
Endure Element | available at 2nd level | prerequisites: Force Shield
| power: telekinetic abjuration utility | action: non-combat and
trigger | effect: Cast a sphere of telepathic warmth in a cold
environment or coolness in a hot one for an indefinite duration. | As
a triggered utility power, reduce ongoing force, fire, lightning, acid
and cold damage by -1 per class level and end all ongoing damage. | As
a standard action +1 ally can be protected every 5 class levels if
they are within line of sight and a +1 square range per class level.
Dispel Magic | available at 3rd level | prerequisites: Force Shield
and Endure Element | power: telekinetic abjuration utility | action:
trigger | target: 1 spell or prayer | attack: the mage rolls a 1d20 +
intelligence modifier + 1/2 class level versus the foe caster’s base
10 + will defense + 1/2 class level | hit: the foe caster’s spell or
prayer is negated. All ongoing foe spell or prayer effects end.
Element Wall | available at 10th level | prerequisites: Force Shield,
Endure Element and Dispel Magic | power: telekinetic abjuration
utility | action: trigger | target: 1 melee attacker | attack: the
mage rolls a 1d20 + intelligence modifier + 1/2 class level versus the
foe caster’s base 10 + reflex defense + 1/2 class level | hit: the
melee attacking foe takes +1d6 + ongoing fire damage, or +1d8 +
becomes stunned granting combat advantage +2 and can’t take actions
for 1 turn, or +1d10 cold damage + knocked prone.
Protective Ward | available at 10th level | prerequisites: Force
Shield, Endure Element, Dispel Magic and Element Wall | power:
telekinetic abjuration utility | action: non-combat trigger | target:
1 object | effect: one object is protected by the mage’s warding
symbol which has the powers of Force Shield, Endure Element, Dispel
Magic, and Element Wall to attack any seeker who disturbs the object.
This spell can be combined with Lock Unlock.
Telekinetic Anti-Gravity
Feather Fall | available at 1st level | power: telekinetic anti-
gravity utility | action: trigger or movement | effect: Slow +5
squares per class level. Remaining fall, slam and crush damage is +1d4
every set of remaining 5 squares. | As a standard action +1 ally can
be protected every 5 class levels if they are within line of sight and
a +1 square range per class level.
Spider Climb | available at 2nd level | prerequisites: Feather Fall |
power: telekinetic anti-gravity utility | action: movement | effect:
Climb surfaces and cling like an insect for +1 turn per class level.
If this spell is interrupted, Feather Fall is activated.
Force Jump | available at 3rd level | prerequisites: Feather Fall and
Spider Climb | power: telekinetic anti-gravity utility | action:
movement | effect: Jump +1 square out per class level. If this spell
is interrupted, Feather Fall is activated.
Force Levitate | available at 4th level | prerequisites: Feather Fall,
Spider Climb and Force Jump | power: telekinetic anti-gravity utility
| action: movement | effect: Levitate +1 square high per class level
and float for +1 turn per class level. If this spell is interrupted,
Feather Fall is activated.
Force Fly | available at 5th level | prerequisites: Feather Fall,
Spider Climb, Force Jump and Force Levitate | power: telekinetic anti-
gravity utility | action: movement | speed: fly 8 | effect: At 5th
level, fly freely for +1 turn per class level. At 10th level, fly
indefinitely an unlimited distance. If this spell is interrupted,
Feather Fall is activated.
Telekinetic Teleportation
Blink Shift | available at 6th level | power: telekinetic
teleportation utility | action: movement | effect: Teleport to any
place within your line of sight at a distance of +1 square per class
level. If the spell is interrupted, you are returned to the starting
square.
Pass Wall | available at 7th level | prerequisites: Blink Shift |
power: telekinetic teleportation utility | action: movement | effect:
Phase through any barrier at +1 square per class level. If the spell
is interrupted or the destination is solid, you are returned to the
starting square.
Force Invisibility | available at 8th level | prerequisites: Blink
Shift and Pass Wall | power: telekinetic teleportation utility |
action: movement | effect: Become invisible for +1 turn per class
level. If you attack an opponent, you become visible.
Teleport Portal | available at 9th level | prerequisites: Blink Shift,
Pass Wall and Force Invisibility | power: telekinetic teleportation
utility | action: movement | effect: Teleport to any previously
visited location. If the spell is interrupted, you are returned to the
starting square. | As a standard daily action +1 ally can be
teleported with the caster every 5 class levels if they are touching
the caster.
Stop Time | available at 10th level | prerequisites: Blink Shift, Pass
Wall, Force Invisibility and Teleport Portal | power: telekinetic
teleportation utility | action: movement | effect: Stop time for
everything but yourself for 1 turn. If you attack an opponent, time
around you returns to normal speed and foes can react.
Telekinetic Tools
Mage Hand | available at 1st level | power: telekinetic tool | action:
non-combat utility or standard at-will attack | effect: shape a
telekinetic orb into a telepathic hand to move +50 kilograms, +1
square in any direction, +1 speed, +1 Pascal of pressure and +1 turn
per class level. | target: +1 foe and +1 radius burst every 5 class
levels up to a distance of +1 range per class level | attack: As a
standard at-will attack the mage rolls a 1d20 + intelligence modifier
+ 1/2 class level versus the foe’s base 10 + fortitude defense + 1/2
level | hit: Foes are tossed in the air doing +1d4 damage every +5
squares high. Or they are slammed against objects doing +1d4 damage
every +5 speed. Or they are crushed doing +1d4 damage every +5 Pascals
of pressure squeezed. Mages can increase height, speed and pressure
every 5 class level-ups. Objects telekinetically thrown at foes do
+1d4 damage every 5 mage class level-ups.
Lock Unlock | available at 2nd level | prerequisites: Mage Hand |
power: telekinetic tool | action: non-combat ritual | effect: Tap into
universal knowledge to mimic the Rouge’s Thievery Skill. Roll a 1d20 +
your Intelligence modifier + 1/2 your class level +5 Trained to defeat
the Difficulty Class of the lock. | Create a lock with a Power Level
equal to your Class level.
Floating Disk | available at 3rd level | prerequisites: Mage Hand and
Lock Unlock | power: telekinetic tool | action: non-combat ritual |
effect: Create a permanent telepathic floating tray that holds +50
kilograms of your stuff per class level. This spell contains the
Enlarge Shrink spell if the mage has learned it.
Secret Chest | available at 4th level | prerequisites: Mage Hand, Lock
Unlock, and Floating Disk | power: telekinetic tool | action: non-
combat ritual | effect: As with Floating Disk, but this is an improved
invisible floating chest that holds +50 kilograms of your stuff per
class level. This spell contains the Force Invisibility and Enlarge
Shrink spells if the mage has learned them.
Tiny Hut | available at 5th level | prerequisites: Mage Hand, Lock
Unlock, Floating Disk and Secret Chest | power: telekinetic tool |
action: non-combat ritual | effect: The Mage casts a protective
shelter around the party that lasts for one day at any size up to a
maximum of +1 radius burst every 5 class level-ups. Known spells such
as Enlarge Shrink of allies, Force Invisibility, Force Shield, Endure
Element and Element Wall can be combined with this spell to make the
shelter more powerfully resistant to the intrusion of foes.
(Msg. 2) Posted: Sat Aug 15, 2009 8:00 am
Post subject: Re: Ideas On Making 4e Spells Scalable [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On Aug 14, 7:42 am, Ren wrote:
> The Mage Class
> The mage strives to understand the secrets of the universe by learning
> arcane lore and using non-combat rituals and combat spells.
>
> Equipment: spell book
>
> Armor Proficiency: cloth
>
> Weapon Proficiency: staff
>
> Starting Hit Points: 10 + constitution ability score
>
> Hit Point Gain: 5 hit points every level-up.
>
> Healing Surges: 5 healing surges + the constitution modifier per day
>
> Mage Class Bonuses: A Mage character receives a +1 Intelligence class
> bonus and +1 to Will Defense class bonus.
>
> Mage Spells: Effects improve
*Snip* This is where my eye's glazed over.
As much as I like 4e, this is one of the really bad things about it.
I start reading a new class and my eyes glaze over before I get very
far, and I don't have the faintest idea of what the hell makes this
class any different from any other class.
This is not Ren's fault, it's all through every 4e book with classes.
(Msg. 3) Posted: Sat Aug 15, 2009 6:26 pm
Post subject: Re: Ideas On Making 4e Spells Scalable [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
On Aug 16, 12:00 am, Justisaur wrote:
> *Snip* This is where my eye's glazed over.
But the spells are the point. I tried to implement a mana cost like in
the Diablo game which was too hard. But having only two at-wills and
30th level was too boring.
I settled on letting players eventually learn all listed spells in
their class but be restricted to 4 encounter powers of their choice
every encounter to be chosen during each encounter, 4 daily spells of
their choice a day to be chosen during the day, and 7 utility powers
an encounter to be chosen as needed during the encounter.
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