Category Archives: arcane power

Review: Arcane Power


Arcane Power is the latest power source-specific supplement released by Wizards of the Coast, adding new options for the bard, sorcerer, swordmage, warlock, and wizard. Like its predecessor Martial Power, each class gets their own individual chapter, which adds new class features, powers, and paragon paths to each class. There’s a section on feats, and in touting the new tome implement a magic item section that offers a small selection of magic tomes. Its a great book with a lot of great stuff to offer any arcane character (except the artificer, who gets to wait for Eberron Player’s Guide).

Before I dive into the classes, I want to mention the sidebars. This book is laden with sidebars in each chapter, most of them talking about what races would commonly pick whatever class you find yourself in, and why. I think these are useful resources for new players or players looking to try out a new class (or just want to try an unconventional race). However, some also explain some of the new stuff, and I found the ones on illusion and summoning magic to be particularly interesting. I’m sure a lot of people hate them for taking up valuable page space, but not myself.

Bards are one of the new kids on the block, receiving a new virtue that lets them boost an allies defense by 5 against an attack. Its an interrupt, which makes it similarp-but-better than the wizard’s shield utility since it can apply to any defense and grants a slightly better bonus. Otherwise its a big chapter with more bard spells. What makes it interesting is that many of them require ranged weapons, making an archery-themed bard viable at this point, and the euphonic bow paragon path further emphasizes this build by letting you use a bow as an implement.

Sorcerers get two new spell sources: cosmic and storm. Cosmic sorcerers gain benefits that change with each rest you take, which represent reoccuring cosmic cycles. Some powers let you change it to one of your choice, or set it to a specific one. I already pegged sorcerer to be a class that appeals more to the “dedicated” crowd, and this just further reinforces the fact that if you are a casual gamer the sorcerer is probably not for you.
Storm sorcerers gain lightning and thunder resistance, and can push enemies when they crit them. Its easier to manage that the cosmic sorcerer, so if you are itching to try one but want to avoid bookkeeping you could certainly do worse.
The new powers obviously cater to the new spell sources, but they supplement chaos and dragon sorcerers as well. My favorite goes to wyrm form, which is a level 29 spell that lets you take the form of a dragon, granting you three new attack forms while the spell lasts. The reason why I like it is because you take the form of a Huge dragon. So…yeah. Oh, dragon sorcerers get an attack bonus with all the attack forms granted by the spell, to boot.

Swordmages get a new aegis that lets you teleport a monster and also disorient it so that it grants combat advantage. The swordmage saw some expansion in Dragon, but otherwise not much. The new class feature is interesting, and it gets a bunch of powers and paragon paths, but not much else. I’d say this is the most lackluster of all the class chapters, but probably because I dont play a lot of defenders anymore, instead getting shoehorned into the leader role.

Warlocks get a new pact (vestige), but not much else aside from powers. Its not surprising since they already got a lot of love so far in the form of Class Acts articles and the dark pact in Forgotten Realms Player’s Guide. Even so, they get a lot of new powers in this book that are tied to all five pacts that they can now pick from. Likewise they get some very interesting paragon paths that work with each pact as well as some generic ones.

Wizards, I think, see the most improvement across the board. I felt that wizards were playable originally but seemed a bit pruned when compared to bygone editions. In 2E and 3E you had a bunch of spells that did a lot of (often useless) things, existing mostly to justify how a NPC might conjure a magical disk to carry luggage, or an invisible butler to serve drinks. The most common archetype was the blaster-mage, capable of dealing high damage to a high concentration of targets. This is the one that 4E emphasized the most, though to be fair there were plenty of utility spells and rituals to give the wizard some wide coverage.

Dragon articles expanded them a bit, providing some thematic illusion and necromancy powers, but Arcane Power ironically blows the doors wide open by providing a heap of new illusion and summoning powers. There’re three, count ’em three, new forms of implement mastery to compliment this expanded selection to boot.
Orb of deception is ideal for tieflings, since its keyed to Charisma. Once per encounter if you miss an enemy with an illusion attack, you can redirect it to another creature instead, adding in your Cha bonus to the attack.
The tome is a new implement, and they give you two options to play with. Once gives your summoned monsters bonus damage, and the other lets you drop an encounter attack spell into it that you can cast by burning an encounter attack of an equal or higher level. You only get to change it when you level up, but it adds a bigger degree of flexibility to wizards when you consider their spellbook class feature.

The best thing is that they’re globally fucking useful. Determining how effective an illusion was could fall to DM fiat, assuming that the monster could even be affected by it in the first place (I’m looking at you, Undead type). Also, if you specialized on illusions you probably wanted to go about problem solving a “different” way, which is another way of saying that you wanted to trick a monster with some trite illusion and hog the spotlight. Kind of like how only rogues got to tackle locks and traps, except that its more like playing Metal Gear Solid 4 where everyone shows up hoping to play but has to watch and illusionary movie.

Illusionists now actively participate in the challenges instead of (maybe?) soloing them through a convoluted scheme that has to get bantered back and forth until the DM finally caves. They mostly focus on psychic damage and their utilities do what you expect by allowing them to conjure up illusionary terrain and obstacles. All in all a major step forward over prior editions and its become a very attractive choice for my players.

Summons are likewise spells that you would want to take, since you can summon things that arent several levels weaker than the weakest crap you’d fight for your own level. If you didnt play 3E summons worked like this: you took an entire round casting the spell, and at the start of your next turn a creature would appear and you could make it attack. Now, imagine that you’re a level 3 wizard, which means you can only summon stuff that is level 1. Now imagine how in the hell this thing is going to achieve any purpose aside from provoking opportunity attacks or just trying to get in the way. Dont get me wrong, I really like summoners and the concept behind them, I just rarely tried to play one because I didnt want to be about as useless as the bard.
I’m sure Red Jason would love to tell you about how he summoned a shitload of devil spiders only to have them all die in one hit. In the same round. Using his highest level summon spell.

Since summons have stats based on your own, they can actually survive and contribute more reliably. I’ve got a fire-base tiefling summoner in Adrian’s Scales of War game, and it was fun to be able to finally summon a monster that landed a hit. Several times. In the same battle.

Now that we’re done with the classes its time to get to the feats. Chapter 6 rolls out new feats for all classes, for all tiers. They each do their part in modifying/improving the way class features work or by tying racial characteristics into classes (such as drow gaining combat advantage against cursed targets), but best addition by far are familiars. Yes, familiars. I’ve really never liked familiars until now. Sure, they sounded neat in concept, and rarely could provide some form of comfort in social roleplaying, but they were mostly just worthless mobile XP sinks.

It takes some time and money to get one, and if it ties its sure to be remembered not for the fond memories but for the assload of XP (or perhaps a Constitution point) that it takes to the grave. Oh, and in case you are feeling particularly risky, you have to wait 100 days or so to snag another one.

Any arcane class can snag a familiar with a feat, and there’s no charge. They are formed out of arcane energy and actually give you benefits since they cost a feat and all, though the better ones require that you keep your famliar active. Active mode lets your familiar run around and get attacked. If you are feeling protective or just dont want/need the active benefits, you can shift it to passive in order to render it invulnerable from harm. Best of all if it dies, it reforms after the encounter without any lingering penalty.
Every familiar has something to offer, and the problem with me is that its hard to pick which one I want.

There’s a section on customizing your familiar’s appearance (within reason) and to determine how it enters passive and active modes. Good stuff, as it adds a lot to a formerly underwhelming class feature. Finally, there is a small section on feats that let you boost your attacks, protect yourself from harm, or communicate telepathically with it.

Next, we get to epic destinies. Almost all of them are for generic arcane classes, though there is one for the swordmage, fey warlock or fey character, and wizard. The parable is a master of illusions that considers existence to be merely a story that she has learned to write and rewrite for herself. You get to avoid difficult terrain, ignore damage from missed attacks, and appear elsewhere when a monster tries to hit you, but its the base concept that makes it so appealing.

And then we arrive at the end of the book. Magic tomes, new rituals (of course), and some arcane backgrounds round out the last part. This is an excellent supplment. Almost everyone in my group bought a copy (except Jen, but she’s poor), even the guys that dont seem to arcane characters. I think it shows a major increase in quality from Martial Power, which makes sense since it was the first of the power source books. I’m already using a good deal of it for my bard and wizard, and given the chance would jump at playing a starlock or sorcerer (probably cosmic, since it amuses me the most).

I’m not exactly a fan of rating systems, but I think that they really help you determine at a glance if something is generally good. For now, my recommendation is to get this book if you like arcane characters on the whole. If you like only one specific arcane class, I’d still recommend it unless you are only into swordmages. That section is pretty spartan and you might not get your money’s worth out of it. That being said, its got a decent chunk of content, I just think it got the short stick. Hell, get it for the familiars alone.

Dragon: Get Familiar


This. Is. Awesome.

Before Arcane Power is even out, we get a slew of new familiars for all tiers: 13 for Heroic, 14 for Paragon, and 4 for Epic. There’s a section on choosing a familiar based on your personality, class, or spell style, personalities and quirks given for each individual familiar, a paragon path that enhances it, and four new feats.

This is an excellent article, filled with crunch that everyone can use if you like familiars at all. There’s a lot of cool stuff packed here that I’m looking forward to using with my tiefling bard and fire-based wizard. Hell, I’m tempted to take Arcane Familiar with basically every arcane character I play, now.

Archlich Is (Not) Fail?

Apparently the archlich is broken. Or its too powerful? I know a lot of people are clamoring from both sides of the fence, but I think I’ll just stick to the fence and actually, you know, try it before picking a side.

I actually didnt notice when I read the excerpt, but I guess that purely as written the archlich immediately crumbles to dust at 0 hit points. Immediately. You dont get any death saves, you dont get any chance to get a healing surge in, nothing. Add to the mix that Mastery over Death only triggers when you actually die, which occurs at negative hit points equal to half your total. Basically, unless a monster deals a retarded amount of damage, there is just no way this is ever going to happen.

I mean, Orcus cant even do this with his attack that deals half your total hit point damage to you, even if you were at 1 hit point.

I guess when I read the article that my brain just interpreted everything in the way it was intended: if you die-die, you crumble to dust, but at level 24 you can instead just empower yourself once per day. Obviously it was not the intent of the designer to create an epic destiny that could not in fact use one or more of its features. This is a pretty simple and obvious “fix” that I’m more than happy to use, since thats the way I was going to use it.

The Archlich Excerpt and PC Death

Another Arcane Power excerpt is out, something that wasnt covered on RPGnet because they didnt want to waste the poster’s time. The archlich is an arcane epic destiny that does what the cover advertises: you become a lich. Becoming a lich in past editions was never this easy or cheap, and I’m kind of on the fence about it. On one hand, its a simple matter of making the decision at level 21. On the other hand, it used to take a long time and a lot of cash to seal the deal…

I guess my feelings to this are “at least it’ll get used”. I mean, I’ve always wanted to make a necromancer-type character that did become a lich, but since it took much longer to level up in 3rd Edition it was always felt like Duke Nukem Forver: I’ll get to it when I get to it.

Also, its really badass. See, when 4th Edition came out I always felt that the archmage was the best possible epic destiny for wizards, since you could cast a daily spell twice per day, recall any one spell you want with shape magic, and change a daily spell into an encounter spell.

This one ramps up your Int by 2, makes it so that you cannot die if you have your phylactery, deal necrotic or radiant damage to enemies that get too close, and grants necrotic and poison resistance. As an opener. Once you hit 24th level you can opt to empower yourself instead of dying, which heals you halfway and also inflicts 20 necrotic damage on any creature that damages you at all. At level 30 you can regain spent encounter powers whenever an enemy dies too close to you.

I dont think that their utility power is as good as the archmage’s, as it only works on necrotic or fear powers. Sure, you get resist all 20 for the rest of the encounter, but…eh. Its still very useful.

Moving things back a bit, there are a few concerns about the fact that you cannot die as an archlich. Everytime you die, you reform one day later next to your phylactery. Now, if you have it on your person, then you would just reappear in the same spot. If you hide it, well…then you’ll end up wherever the hell you dropped it. There is no limit on this, just that it takes a day for it to kick in and reconstruct you. It can be destroyed, in which case you have to dump 10 days and 50,000 gp (kind of like a Raise Dead).

Is this a problem?

Well…maybe? In my games, I’ve yet to actually fully kill a player. Sure, they get knocked out plenty, but I’ve never killed anyone. Not that slaughtering the party is my aim: I’m an entertainer, damn it. If I had to call this an issue, I’d actually say that the placement of the phylactery is the problem, not its function.
If you die, you dont reform for an entire day, so you have to play the waiting game. Or rather, the rest of the party gets to do stuff (assuming they survived) until they take an extended rest. You also appear adjacent to it, so if the party is really really far away…well, that could cause a problem. I’m not a fan of splitting the party up and running little solo sessions, and that causes the rest of the party to have to stop playing while I figure out other things.
Of course, True Portal can get you where you need to go in most cases, and as long as you’re level 28 (and not, say, 21). It also costs 50,000 gp per shot, which isnt cheap (accounting for roughly one treasure parcel at that level, unless you’re level 21 when it accounts for basically all your treasure for that level).

You might call it DM fiat, but I think that having a phylactery could be an interesting element to add in the game for social and immersion purposes. Its very valuable, obviously, and it gives the archlich something to worry about. At epic tier you probably made a lot of enemies as you crawled your way to the top, so it makes a very obvious (perhaps heavy-handed) adventure hook to play with.

The archlich looks really cool. Is it a no-brainer epic destiny? I guess if your DM is really good at killing you off, then assuming you can make it to level 21, then it might be handy for you and you alone. I can see the merits of other epic destinies, however, so its not an automatic choice for myself. If I was going for sheer firepower, I’d still go with the archmage.

Arcane Power "Prerelease", Part 2

SpringsBoundlessThorns has posted like, all of the familiars on RPGnet. If you like these, then look forward to this Monday when Dragon introduces even more familiars to the mix.

FEATS

First, feats. You need to take Arcane Familiar to get one, and you can apparently take the feat more than once to give it a defense bonus.

Bonded Familiar allows you to communicate via telepathy.

Shielding Familiar grants you a Reflex bonus while your familiar is passive, and you can destroy your familiar to reduce the damage from an attack that hits you.

Spellseer Familiar grants you a bonus to attacks against creatures next to your familiar and lets you reroll a missed arcane attack once per day.

I like these because these are feats I’d actually want to take. 3rd Edition had some minor feat trees for familiars, but were generally far too underpowered to make it worth your while. I can see many arcanists picking up at least Spellseer Familiar just for the reroll. I mean, I’d even consider Shielding Familiar for the Reflex boost and ability to take half damage from an attack. Those are pretty cool.

FAMILIAR LIST

Bats have blindsight, can fly, grant you +2 on Perception and Stealth, and can remove concealment from enemies adjacent to them.

The book imp flies, grants a bonus to Arcana and History, helps you understand Infernal, grants fire resistance, and it can turn invisible until the end of your next turn. I really wanted a bat familiar just to irk Adrian, but this seems perfect for a fire-based tiefling. Le sigh…

Cats can have vestigial wings as a quick (see below).

A craft homunculus not only turns enemies into statues, but also imposes a penalty to use alchemical items and is itself immune to them.

Dragonlings can fly, give you Draconic, grant bonus hit points with a healing surge usage, and it can use a breath attack.

Falcons can fly, grant a bonus to Perception and against opportunity attacks, let you determine range from their position once per encounter, and can go twice as far from you as normal.

Owls have low-light vision, fly, add a variable bonus to Insight checks, and you can see through its eyes as a standard action.

Rats grant a bonus to Stealth, can carry objects up to 2 lbs., and can make Thievery checks with a +2 bonus! Thats fucking rad. Also, they get a +5 to Stealth.

Serpents grant a bonus to Bluff, let you ignore a difficult terrain space for shifting, and they can stop all adjacent creatures from making opportunity attacks for a turn.

Spiders can climb, grant a bonus to Athetics for climbing purposes, impose a penalty to saves against immobilize and slow conditions, and can slide an object within 5 squares 2 squares as long as it doesnt weigh more than 5 lbs.

Ravens can fly, grant a big Perception bonus to find hidden stuff, and can speak any language you know. They can converse with other creatures, and you can hear everything it says and also dictate what it says. Interesting.

Now, these are much, much better than their 3rd Edition counterparts, which were almost entirely character dressing that didnt do much except perform as a Tiny-sized XP writeoff. They couldnt really do much of anything because they were too stupid until you hit a certain level, and honestly you were probably better off just not taking one until higher level because they instantly got all the cool shit. That is, assuming you didnt prestige-out into something actually useful, like elemental savant or mage of the arcane order, of course.

I have a couple arcane characters right now, and I’m going to give a bat to my tiefling cunning bard, and probably a book imp to my tiefling summoner wizard.

Quirks are suggestions for various familiars to make them more interesting, I suppose. SpringsBoundlessThorns didnt really go into detail on this. There is apparently a section on how your familiar changes from passive to active mode (appearing in a puff of smoke, changing from a stone statue to flesh, etc).

Familiars cannot be attacked unless they are in active mode. This makes it a lot easier to manage them in 3E where it was possible for t hem to randomly die due to an area attack unless your DM was kind and/or forgot that they were even there.
They only got 1 hit point, basically functioning as a minion. If they die, they dont hurt you in any way, and reform after a short/extended rest. They arent magically treated animals: they are “mystic energy given form”, which sounds a lot more thematic and interesting than before.

Arcane Power "Prerelease"

The new bard virtue is prescience, and allows her to grant an ally hit by an attack a bonus to a defense once per encounter. Apparently its good for a “ranged” bard build.

Sorcerers get two new spell sources: storm and cosmic. We’ve already seen cosmic on a preview, and storm magic lets you shear away defenses and gain flight if you crit with an arcane power. There are a lot of new powers for all four spell sources.

We already knew about the aegis of ensnarement, for swordmages, and there are new powers for all three aegis types. Aegis of ensnarement is linked to Constitution.

Likewise, we also already got the vestige pact preview. Some of the new powers function for two pacts, giving you a different kicker effect depending on which pact you have.

Wizards get the tome implement, but there is also a new implement feature for the other implements (Orb of Deception being cited). Lots of illusion and summoning powers, including globe of invulnerability, prismatic wall, and “spells that summon abyssal hordes and living mountains that occupy a 3 x 3 square space”.
The new wizard at-wills are illusory ambush, phantom bolt, and storm pillar (a one-turn summon that deals damage if creatures get too close).
This is good to know, as I’m going to rebuild Ignus in Adrian’s game completely to a summoner (I was just cobbling together the stuff I had based on previews).

There is also a listing of paragon paths for each class, but nothing mentioned about any of them so far.

The current list of familiars is bat, book imp, bound demon, cat, crafter homunculus, dragonling, falcon, owl, rat, raven, serpent, and spider. The homunculus apparently turns every creature it kills into a statue.

Excerpt: Grave Caller

Grave callers apparently belong to an order of assassin-bards that basically function as normal assassins, except that they probably listen to The Cure and Nirvana while doing the rounds. Its a sound concept, I suppose, and will probably work out well if your group is tired of the same-old boring assassins that do things the old fashioned way (durn kids and their music).

Not much is said about the “shadowy organization henceforth referred to as the Grave Callers,” but I dont think its necessary since it operates much as I would expect any other order of super secret assassins to: they single out people to kill and then forward you the instructions. The only difference is that the required class is bard instead of rogue.

The key feature of the grave caller is the “deathmark”, which can be used once per encounter and lasts for the entire duration. By itself it allows you to deal damage to an affected creature even if you miss, but your grave caller spells only work on a creature affected by your deathmark so its kind of a required opening act.

Nothing really comes out and grabs me. Its standard fare, good if you wanted to play a bard that kills people for reasons other than pure personal gain. Perhaps if you wanted to play an assassin of another tune? Maybe they should have called it a deathnote instead…

Okay, I’m done.

Preview: The Vestige Pact

The latest preview for Arcane Power is up, giving us a sneak peak at the new warlock pact that will debut in the book, the vestige pact.

Vestiges were originally introduced in Tome of Magic (3E), where they were associated with the binder class. Binders were one of three new spellcasting classes that Wizards created to try out different spellcasting mechanics. Binders selected vestiges that they could make deals with and bind to themselves in exchange for power. This gave them quite a bit of flexibility, but most of their powers were under par. On the other hand, many of the abilities granted by vestiges refreshed every 3-5 rounds, so they saw more use.

The vestige pact draws on the same theme as the binder did, having the warlock make a bargain with similarly displaced entities and what-have-you. What sets the vestige pact apart from other pacts is complexity: your vestige pact power is eyes of the vestige, and it gets augmented depending on which vestige you have active. Also, your pact boon can get switched about depending on your active vestige.
For example, if you make Ugar the Unforviging active, eyes of the vestige deals fire damage, disables concealment on the target, and lets you move the vestige of Ugar zone effect 3 squares whenever you drop a cursed target.

Is this bad? Perhaps. If you have players that have a hard time tracking their at-wills, this is certainly a road to madness. However with a normal amount of prep time I dont think it will overwhelm them despite augmentations. The vestige pact looks interesting, and I’m looking forward to using it when the book comes out next month.