Post by wildhare on Dec 12, 2009 12:16:10 GMT -5
It's just a rough draft, will need some playtesting for sure.
I borrowed from the sorcerer and the wizard classes.
AS for the BCS role I would say controller with Striker tendancies.
Not sure about the cantrips, I think that with the exception of magehand they make a nice addition.
As far as the implements go they sound ok the way they are.
I followed Beowulf's lead and used the ten BCS spells from the d20 game as the keywords.
Mostly just the three though for now, Lightning Hand Mind Charm and Net as they were the most offensive minded but the other seven will get some use in the utility powers.
Not to sure about Mend, I guess I could add it as a free encounter power like the leaders have?
Level 1 At-Will Spells
Electric Pulse Wizard Attack 1
You launch a bolt of Lightning at an enemy.
At-Will ✦ Arcane, Lightning, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier lightning damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Aon Flux: If you rolled an even number for the
primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 Lightning damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a
single use of this power.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Mind Bolt Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will + Arcane, Illusion, Mind Charm
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Intelligence modifier psychic damage.
Webcasting Wizard Attack 1
You launch sticky strands of webbing to entangle your foes.
At-Will + Arcane, Implement, Net
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + intelligence modifier bludgeoning damage.
Target is slowed (save ends).
Level 21: 2d6 + Intelligence modifier bludgeoning damage.
Wave of Thunder Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Lightning, Implement
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier, minimum 1.
Increase damage to 2d6 + Intelligence modifier at 21st Level.
Level 1 Encounter Spells
Sparking Steel Wizard Attack 1
You touch the end of a weapon and imbue it with electrical energy to scorch you foes.
Encounter✦ Arcane, Lightning, Implement
Standard Action Range Touch
Effect: Until the end of the encounter all targets hit by the enchanted weapon take additional lightning damage equal to your Intelligence modifier.
Hypnotic Pattern Wizard Attack 1
A swirling pattern of colours appears before your foes. Their eyes glaze over as the pattern enthrals them and lures them closer..
Encounter ✦ Arcane, Mind Charm
Standard Action Ranged 10
Target: Each creature in Area Blast 3
Attack: Intelligence vs. Will
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can make the following attack, using the pattern's square as the origin square.
Opportunity Action Close burst 3
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in burst
Attack: Intelligence vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the patterns square.
Binding Blast Wizard Attack 1
You single out a foe and try to neutralize his effectiveness by enveloping him in a net
Encounter ✦ Arcane, Net, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier Bludgeoning damage, and the target is immobilized (save ends).
Level 1 Daily Spells
Daziarn Orb Wizard Attack 1
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.
Daily ✦ Arcane, Implement; Varies
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage. Roll a d6 to
determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to
the target takes fire damage equal to your Dexterity
modifier.
3. Green: Poison damage, and ongoing 5 poison damage(save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a –2
penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Lightning Breath wizard Attack 1
You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers.
Daily ✦ Arcane, Implement, Lightning
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square.
Sustain Minor: The effect persists.
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Mind Charm
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Brotherhood’s Fury Wizard Attack 1
You begin to fling lightning bolts with the flick of your wrist.
Daily ✦ Arcane, Implement, Lightning
Minor Action
Prerequisite: You must know the Electric pulse at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, You can cast Electric Pulse.
Level 2 Utility Spells
Gentle Glide Wizard Utility 2
You or a creature you choose, falls gently like a feather.
Daily Arcane Levitation
Free action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Deflecting Hand Wizard Utility 2
You throw up your hand and a shield of arcane energy springs into existence, protecting you against eminent attacks.
Encounter Arcane Invisible Shield
Immediate Interrupt Personal
Trigger: Your are hit by an attack
Effect: You gain a +4 Power bonus to AC and Reflex defense until the end of your next turn.
Quiet Footfalls Wizard Utility 2
A bubble of arcane energy surrounds you creating an area of silence
Encounter Arcane Silence
Standard Action Personal
Effect: until the end of the encounter you gain a +5 bonus to all your stealth checks.
Man-at-Arms Wizard Utility 2
A useful spell for Brotherhood members anticipating combat
Daily Arcane Vigour
Standard Action Personal
Effect: until the end of the encounter this spell grants the caster the ability to wield any weapon as if he was proficient in its use. He may also wear armour of any kind and even bear a shield but he cannot cast any other Brotherhood spells until the end of the encounter.
Dismiss as a minor action.
Level 3 Encounter Spells
Sticky Terrain Wizard Attack 3
With a subtle gesture you litter the ground before you with adhesive goo.
Encounter + Arcane, Net,
Standard Action Area burst 2 within 10 squares.
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
Mind Spray Wizard attack 3
A brilliant blast of flashing colors springs from you outstretched fingers, knocking nearby enemies senseless.
Encounter + Arcane, Mind Charm
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Shocking Sphere Wizard attack 3
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter + Arcane, Lightning Hand
Standard Action Area burst 2 within 10 squares.
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 +Intelligence modifier lightning damage.
I borrowed from the sorcerer and the wizard classes.
AS for the BCS role I would say controller with Striker tendancies.
Not sure about the cantrips, I think that with the exception of magehand they make a nice addition.
As far as the implements go they sound ok the way they are.
I followed Beowulf's lead and used the ten BCS spells from the d20 game as the keywords.
Mostly just the three though for now, Lightning Hand Mind Charm and Net as they were the most offensive minded but the other seven will get some use in the utility powers.
Not to sure about Mend, I guess I could add it as a free encounter power like the leaders have?
Level 1 At-Will Spells
Electric Pulse Wizard Attack 1
You launch a bolt of Lightning at an enemy.
At-Will ✦ Arcane, Lightning, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier lightning damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Aon Flux: If you rolled an even number for the
primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 Lightning damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a
single use of this power.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Mind Bolt Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will + Arcane, Illusion, Mind Charm
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Intelligence modifier psychic damage.
Webcasting Wizard Attack 1
You launch sticky strands of webbing to entangle your foes.
At-Will + Arcane, Implement, Net
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + intelligence modifier bludgeoning damage.
Target is slowed (save ends).
Level 21: 2d6 + Intelligence modifier bludgeoning damage.
Wave of Thunder Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Lightning, Implement
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier, minimum 1.
Increase damage to 2d6 + Intelligence modifier at 21st Level.
Level 1 Encounter Spells
Sparking Steel Wizard Attack 1
You touch the end of a weapon and imbue it with electrical energy to scorch you foes.
Encounter✦ Arcane, Lightning, Implement
Standard Action Range Touch
Effect: Until the end of the encounter all targets hit by the enchanted weapon take additional lightning damage equal to your Intelligence modifier.
Hypnotic Pattern Wizard Attack 1
A swirling pattern of colours appears before your foes. Their eyes glaze over as the pattern enthrals them and lures them closer..
Encounter ✦ Arcane, Mind Charm
Standard Action Ranged 10
Target: Each creature in Area Blast 3
Attack: Intelligence vs. Will
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can make the following attack, using the pattern's square as the origin square.
Opportunity Action Close burst 3
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in burst
Attack: Intelligence vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the patterns square.
Binding Blast Wizard Attack 1
You single out a foe and try to neutralize his effectiveness by enveloping him in a net
Encounter ✦ Arcane, Net, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier Bludgeoning damage, and the target is immobilized (save ends).
Level 1 Daily Spells
Daziarn Orb Wizard Attack 1
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.
Daily ✦ Arcane, Implement; Varies
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage. Roll a d6 to
determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to
the target takes fire damage equal to your Dexterity
modifier.
3. Green: Poison damage, and ongoing 5 poison damage(save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a –2
penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Lightning Breath wizard Attack 1
You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers.
Daily ✦ Arcane, Implement, Lightning
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square.
Sustain Minor: The effect persists.
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Mind Charm
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Brotherhood’s Fury Wizard Attack 1
You begin to fling lightning bolts with the flick of your wrist.
Daily ✦ Arcane, Implement, Lightning
Minor Action
Prerequisite: You must know the Electric pulse at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, You can cast Electric Pulse.
Level 2 Utility Spells
Gentle Glide Wizard Utility 2
You or a creature you choose, falls gently like a feather.
Daily Arcane Levitation
Free action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Deflecting Hand Wizard Utility 2
You throw up your hand and a shield of arcane energy springs into existence, protecting you against eminent attacks.
Encounter Arcane Invisible Shield
Immediate Interrupt Personal
Trigger: Your are hit by an attack
Effect: You gain a +4 Power bonus to AC and Reflex defense until the end of your next turn.
Quiet Footfalls Wizard Utility 2
A bubble of arcane energy surrounds you creating an area of silence
Encounter Arcane Silence
Standard Action Personal
Effect: until the end of the encounter you gain a +5 bonus to all your stealth checks.
Man-at-Arms Wizard Utility 2
A useful spell for Brotherhood members anticipating combat
Daily Arcane Vigour
Standard Action Personal
Effect: until the end of the encounter this spell grants the caster the ability to wield any weapon as if he was proficient in its use. He may also wear armour of any kind and even bear a shield but he cannot cast any other Brotherhood spells until the end of the encounter.
Dismiss as a minor action.
Level 3 Encounter Spells
Sticky Terrain Wizard Attack 3
With a subtle gesture you litter the ground before you with adhesive goo.
Encounter + Arcane, Net,
Standard Action Area burst 2 within 10 squares.
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
Mind Spray Wizard attack 3
A brilliant blast of flashing colors springs from you outstretched fingers, knocking nearby enemies senseless.
Encounter + Arcane, Mind Charm
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Shocking Sphere Wizard attack 3
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter + Arcane, Lightning Hand
Standard Action Area burst 2 within 10 squares.
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 +Intelligence modifier lightning damage.