wizard power Phantom Foes

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I'm a little confused about this power. If the enemy makes a burst or blast attack against each creature, how to change the target? What about if the attack is against only enemies? Can I change the area of the blast or ranged  burst, or only the target within the original area?
I think you'd only be able to change the target after the blast or burst area is decided.

What I want to know is what do you do if there is multipe target options for the attack, say "one or two creatures within range."
I think you pick one target and reassign it. But you're right. This should be clarified. Try asking Wizards?

    Both close and area attacks are a single attack that just happens to use multiple attack rolls. When the close or area attack is made, each target is targeted individually and rolled against individually despite it all being part of the same attack - so any one target of the attack is fair game for having the specific attack roll that targeted it switched to another single creature within the attack's original area and range.
 (Phantom Foes specifies the first attack the opponent makes on their turn, which means that since a close/ranged attack is stilll all one attack despite having multiple attack rolls, that makes any target of the close/area attack eligible to have the attack roll that targeted it redirected onto another creature.)

Note: As written, the power states that you can change the target to another creature, but doesn't specify that that creature necessarily has to be a valid target of the attack, just that it has to be a creature within range. So there may be some debate over whether or not you could redirect an attack that only affected enemies of the original attacker onto one of it's allies. Attacks that simply target "creatures" are fair game, though.

What I want to know is what do you do if there is multiple target options for the attack, say "one or two creatures within range."

As explained above, for close and area attacks they're all still one attack despite the multiple rolls so any one target the attack was rolled against could be chosen to have the roll that targeted it switched to someone else.
For melee and ranged attacks, however, each target of the power gets hit with a completely separate attack (and attack roll) and each one is resolved fully before the next one happens - a melee or ranged power that targets "one or two creatures" makes one attack per target, so if an opponent affected by Phantom Foes used a melee or ranged attack that targeted two creatures, only the attack against it's first target would be eligible to be redirected to another creature within that attack's original range.


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So if the enemy make a blast attack against each creature, and there are two of my allies and one enemy in the blast, I can change the target to only the enemy? Does it suffer three attacks or only one?
If the attack is against each enemy, I can't change the  target? 
Personally i let them re-center the burst/blast.

Not sure how RAW that is.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide


4e stuff

List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

According to RC 308, "attack" can mean either "attack power" or the following definition:

  • An attack roll and its results, or

  • An attack power with a "Target" line but no "Attack" line.

Looking at the context, I don't think it makes sense for "attack" in the phantom foes effect to refer to the monster's entire attack power.

I'd say that one of the targets of the burst/blast could be changed.
I was looking at this power and I got similar doubts... plus one more: when choosing a different creature for the attack, can it target itself?
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