Lateral
2010-10-23, 04:25 PM
Okay, so my little brother is DM'ing a D&D 4th edition game (he can't understand 3.5). I'm one of the party, and I want to play a wizard, eventually going into Wizard of the Spiral Tower for paragon. However, I don't want to just stay back and blast until 11th level... I wanna get up close and personal with those sons-of-bitches. Can I get a "Hell, yes"?
...
Okay, so I homebrewed up some modified 1st level Wizard spells so I can channel them through a bastard sword. (My brother wants to run high-power so we all got free weapon and armor proficiency, plus I can replace "longsword" with "bastard sword" for WotSPT.) I'm just not good at balancing them with respect towards each other, the ordinary spell I modded from and towards other melee combatants. Could someone tell me if they balance? (Also, if this build is viable.) Thanks!
Cloud of Daggers:
Daggerwind Blade (Wizard At-Will 1)
With a lunge and an arcane call, you your blade into your foe. Invisible daggers follow your strike and form a whirling cloud.
At-Will ~ Arcane, Force, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage.
Increase to 2[W] at 21st level.
Effect: The square the target currently occupies is filled with sharp daggers of force. Any creature that enters or starts its turn in the area takes force damage equal to your Wisdom modifier (min 1). Remains in place until end of next turn, dismiss as a minor action.
Ray of Frost:
Gelid Thrust (Wizard At-Will 1)
Strokes of boreal energy erupt from the blade now resting in your foe's thigh, chilling your foe to the bone.
At-Will ~ Arcane, Cold, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase to 2[W] at 21st level.
Scorching Burst:
Scorching Arc
A scything motion burns foes with golden flames.
At-Will ~ Arcane, Fire, Weapon
Standard Action --- Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage.
Increase to 2[W] at 21st level.
Thunderwave:
Thunderous Pulse
You plunge your weapon downward, creating an explosive sonic burst.
At-Will ~ Arcane, Thunder, Weapon
Standard Action --- Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2[W] at 21st level.
And, just one encounter power, 'cause I feel like it:
Chill Strike:
Hyperborean Rend
Your foe's last breath... shall also be his mintiest.
Encounter ~ Arcane, Cold, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
(I just did that last one because I wanted to use the "minty last breath" quote.)
...
Okay, so I homebrewed up some modified 1st level Wizard spells so I can channel them through a bastard sword. (My brother wants to run high-power so we all got free weapon and armor proficiency, plus I can replace "longsword" with "bastard sword" for WotSPT.) I'm just not good at balancing them with respect towards each other, the ordinary spell I modded from and towards other melee combatants. Could someone tell me if they balance? (Also, if this build is viable.) Thanks!
Cloud of Daggers:
Daggerwind Blade (Wizard At-Will 1)
With a lunge and an arcane call, you your blade into your foe. Invisible daggers follow your strike and form a whirling cloud.
At-Will ~ Arcane, Force, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage.
Increase to 2[W] at 21st level.
Effect: The square the target currently occupies is filled with sharp daggers of force. Any creature that enters or starts its turn in the area takes force damage equal to your Wisdom modifier (min 1). Remains in place until end of next turn, dismiss as a minor action.
Ray of Frost:
Gelid Thrust (Wizard At-Will 1)
Strokes of boreal energy erupt from the blade now resting in your foe's thigh, chilling your foe to the bone.
At-Will ~ Arcane, Cold, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase to 2[W] at 21st level.
Scorching Burst:
Scorching Arc
A scything motion burns foes with golden flames.
At-Will ~ Arcane, Fire, Weapon
Standard Action --- Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage.
Increase to 2[W] at 21st level.
Thunderwave:
Thunderous Pulse
You plunge your weapon downward, creating an explosive sonic burst.
At-Will ~ Arcane, Thunder, Weapon
Standard Action --- Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2[W] at 21st level.
And, just one encounter power, 'cause I feel like it:
Chill Strike:
Hyperborean Rend
Your foe's last breath... shall also be his mintiest.
Encounter ~ Arcane, Cold, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
(I just did that last one because I wanted to use the "minty last breath" quote.)