Dispel Magic

9 posts / 0 new
Last post
Looks good. Snappy. Daily?

Discuss.
counterspelling gone? it was never very viable, but it was a neat concept some spellcasters could specialise around

(not sure if this has been gone over yet, but are schools gone? we just have "utility" as a description)
If you can't convince them, confuse them. -Harry S Truman
I don't think this is as good as I've seen. If your buddy gets charmed (do they still have the charm spell?), by definition, you can't dispel it now. Charm affects one creature, not a zone and it doesn't magically constuct anything. So what's the deal?

Counterspelling might have been nice in 4e but I guess it tied the caster up as a defensive guy in any fights, usually not as fun as an active character.
From the view of rules so far, it looks like your "charmed buddy" will get at least one saving throw to shake off the compulsion each round anyway; add to that the extra saves granted by any Leaders from their abilities and possibly other racial or class feats that give more save rolls. On top of that, all of those saves have over a 50% chance of suceeding (rather than being based on a Base Save progression as with 3.5E).

With all that, Dispelling an effect on another party member could be seen as a little lacking (especially with the opposed roll mechanics being used in Dispel Magic) and I can see why they chose to focus the ability on the spells that won't get Save rolls to "dispel naturally".

That said, this is only the change being made to Dispel Magic: Counterspelling could still be an option in 4E...
I'm guessing that Break Enchantment might still be in to deal with these kinds of controlling spells but with a narrower focus so it wouldn't cover all zones and ongoing effects.

Charm was traditionally a long-term spell and could lead to interesting role playing. I'd be happier with a save once per day unless the character is conflicted in which case they'd get a standard saving throw each round. So in the middle of combat against the charming wizard you'd get a save every round but in ordinary circumstances just once per day. This method means that long term charms can't be used to recruit cannon fodder because the charm will likely break at the first sign of trouble.

The question is should the daily save be a contest rather than a normal saving throw? Or put another way, should a level 1 minion charmed by a 17th level wizard be as capable of breaking her influence as a level 11 cleric? Personally I think a Will Attack vs Will Defence contest should be used for the daily save.
This flavor text is terrible.

You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.

1. How many spell effects are already visualized as a 'ray of crackling arcane energy'? 0/5 for originality.

2. Is it impossible for a wizard to be subtle? Certainly any opposing spellcasters might be able to use Spellcraft (or 4.0 equivalent) to determine what I'm doing when I cast Dispel Magic, but does it have to be a big, obvious effect so that any Big Dumb Fighter can figure it out as well? It is possible to cast this subtly, or does the dumb flavor text force the visual effect?

3. The word 'opponent' should not be there. It assumes too much about the usage of this type of highly versatile utility spell. What if I'm dispelling something cast by an ally (such as an entangle or Evard's type effect), maybe he's unconscious or absent and can't dismiss the effect.

One of my pet peeves of box text and flavor text is their tendency to assume too much about the attitude, situation, role etc of the players. Please fix this, Wizards.
Flavour is always mutable, but things are balanced on being obvious and easy for everyone to determine whats going on, so perhaps say it's invisible, but still give everyone involved the check to find out what happened.
I'm guessing that Break Enchantment might still be in to deal with these kinds of controlling spells but with a narrower focus so it wouldn't cover all zones and ongoing effects.

Charm was traditionally a long-term spell and could lead to interesting role playing. I'd be happier with a save once per day unless the character is conflicted in which case they'd get a standard saving throw each round. So in the middle of combat against the charming wizard you'd get a save every round but in ordinary circumstances just once per day. This method means that long term charms can't be used to recruit cannon fodder because the charm will likely break at the first sign of trouble.

The question is should the daily save be a contest rather than a normal saving throw? Or put another way, should a level 1 minion charmed by a 17th level wizard be as capable of breaking her influence as a level 11 cleric? Personally I think a Will Attack vs Will Defence contest should be used for the daily save.

If it's not that way in RAW, then I'll be house ruling it that way since, to me, it makes sense.
One of my pet peeves of box text and flavour test is the tendency of players to lack the creativity to re-imagine it to fit the situation. Please fix this, Wizards.
Sign In to post comments