Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - magie di mago!!!!!

grazie ad Alabardo del .5clone. riporto questa bella bella notizia:
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Parte delle magie del wizard dal 10 al 16 livello, fotografate dal phb
e trascritte!
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Click here for the first photo, and here for the second.
Level 10 Utility Spells
Mirror Image Wizard Utility 10
'Three duplicate images of you appear, imitating your actions
perfectly and confusing your enemies.'
Daily * Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and
you gain a +6 power bonus to AC. Each time an attack misses you, one
of your duplicate images disap-
pears and the bonus granted by this power decreases by 2. When the
bonus reaches 0, all your images are gone and the power ends.
Otherwise, the effect lasts for 1 hour.
Resistance Wizard Utility 10
'You make yourself or another creature in range resistant to a
particular kind of damage.'Daily * Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the target
gains resistance equal to your level + your Intelligence modifier
until the end of the encounter or for 5 minutes. Choose the damage
type from the following list: acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder.
Level 13 Encounter Spells
Frostburn Wizard Attack 13
'You whisper a word of elemental power and hurl a flaming ball of ice.
Waves of fire and ice explode outward from the point of impact.'
Encounter * Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power's area is difficult terrain until the end of your
next turn. Any creature that starts its turn in the area takes 5 cold
and fire damage. You can dismiss the effect as a minor action.
Mesmeric Hold Wizard Attack 13
'You immobilize your foes by commanding them to remain still.'
Encounter * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you gain a
+4 power bonus to the attack roll.
Hit: ?d6 + Intelligence modifier psychic damage, and the target is
immobilized until the end of your next turn.
Prismatic Burst Wizard Attack 13
'You lob a fist-sized orb of pulsating white light some distance away,
blasting creatures in the area with rays of multicolored light.'
Encounter * Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is
blinded until the end of your next turn.
Thunderlance Wizard Attack 13
'A thunderous pulse of concussive energy rolls from your hand, bowling
over your enemies.'
Encounter * Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 4d6 + Intelligence moidifer thunder damage, and you push the
target 4 squares.
Level 15 Daily Spells
Bigby's Grasping Hands Wizard Attack 15
'Two hands of glowing golden force materialize, grab a couple of your
foes, and slam them together.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot tall hands of force, each one occupying
1 square within range. Each hand attacks one adjacent creature. A hand
that is not grabbing a target can be moved and made to attack a new
target within range as a move action. The hands last until the end of
your next turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the
target. If the target attempts to escape, the hand uses your Fortitude
or Reflex defense.
Special: If the hands have each grabbed an enemy, you can slam the
enemies into each other as a standard action dealing 2d10 +
Intelligence modifier force damage to each grabbed target. After the
attack, each hand returns to its original square with its grabbed
target.
Sustain Minor: The hands persist.
Blast of Cold Wizard Attack 15
'You create a tremendous blast of supernatural cold, freezing your
enemies.'
Daily * Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier cold damage, and target is
immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Otiluke's Resilient Sphere Wizard Attack 15
'You trap your enemy in a transparent, immobile globe of impenetrable
force.'
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: You conjure a sphere of force that fills the target's entire
space until the end of your next turn. The target is immobilized and
can't attack anything outside its own space. Creatures outside the
sphere can't attack the target, and the sphere blocks objects and
creatures attempting to pass through it. The sphere, though
impenetrable, is not impervious to damage. Attacks against the sphere
automatically hit, and it has 100 hit points.
Sustain Minor: If your attack roll was successful, you can sustain the
sphere.
Miss: The target is immobilized (save ends).
Special: Instead of attacking an enemy, you can put the sphere around
yourself or a willing ally within range without making an attack
roll.
Prismatic Beams Wizard Attack 15
'Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.'
Daily * Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target's Fortitude defense,
the target takes 2d6 + Intelligence modifier poison damage, and
ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target's Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and ongoing 5
fire damage (save ends).
Hit (Will): If the attack hits the target's Will defense, the target
is dazed (save ends).
Special: You make only one attack per target, but compare that attack
result against all three defenses. A target might be subject to any,
all, or none of the effects depending on
how many of its defenses were hit. The target must make a saving throw
against each ongoing effect separately.
Wall of Ice Wizard Attack 15
'A wall of glittering, jagged ice appears at your command.'
Daily * Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with
arcane ice. The wall can be up to 12 squares long and up to 6 squares
high. Any creature that starts its turn adjacent to the wall takes 2d6
+ Intelligence modifier cold damage. The wall blocks line of sight and
prevents movement. No creature can enter a square containing the
wall.
Special: As a standard action, a creature can attack one square of the
wall. Each square has 50 hit points. Any creature that makes a melee
attack against the wall takes 2d6 cold damage. The wall has
vulnerability 25 to fire. If the wall is not destroyed, it melts away
after 1 hour.
Level 16 Utility Spells
Displacement Wizard Utility 16
'The recipient of this spell appears to be standing slightly to the
left or right of his actual position, making it harder for enemies to
kill him.'
Encounter * Arcane, Illusion
Immediate Interrupt Ranged 5
Trigger: A ranged or a melee attack hits or one ally in range
Effect: The attacker must reroll the attack roll.
Fly Wizard Utility 16
'You leap into the air and don't look back.'
Daily * Arcane
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the
encounter or for 5 minutes. If you don't sustain it, you float to the
ground without taking falling damage.
Greater Invisibility Wizard Utility 16
'With a wave of your hand, you or another creature nearby fades away,
becoming invisible'
Daily * Arcane, Illusion
Standard Action Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If
the target attacks, the target becomes visible.
Sustain Minor: If the target is within range, you can sustain the
effect.
--
Fabio

e trascritte!
una nota dolente questo post... gli incantesimi di utilità mi sembrano
in effetti incantesimi di combattimento...
spero ci sarà un minimo d'altro.
anche se a pensarci bene, non è detto che sia davvero necessario.
-- 
 Domon

 spero ci sarà un minimo d'altro.
Penso di no, da quel che si è capito hanno distinto gli incantesimi
utili in combattimento dagli altri (che in combattimento non si
potranno usare affatto, al di là dell'utilità, e che probabilmente
saranno gli unici ad essere gestiti ancora come incantesimi veri e
propri, ovvero con ricerca, libro degli incantesimi e componenti più o
meno costosi). "Utility" sta per "non d'attacco" -- in pratica sono
gli incantesimi per cui non serve un tiro per colpire.
G.

 spero ci sarà un minimo d'altro.
RITUALS
--
Fabio

Agathokles ha scritto:

Spero proprio che consentano di usare anche i non di attacco in 
combattimento...
Era troppo bello "ungere" il terreno sotto i piedi del nemico...

 Era troppo bello "ungere" il terreno sotto i piedi del nemico...
Quello sarebbe probabilmente gestito come un attacco (se richiedesse
un tiro salvezza) o un'utility (se alterasse soltanto il terreno).
GP



giusto.
sinceramente, mi andrebbero un po di info su queste abilità "out of
combat", e anche sulla gestione delle challenges out of combat---
ma credo che prima di giugno qualcosa arriverà.
-- 
 Domon