In today’s Arcane Power preview, we introduce new summoning magic for wizards!
"Spells trip from my tongue and sizzle from my finger tips. Few can gainsay me. A lifetime of arcane study is my burden, but also my delight."
The wizard embodies arcane magic to most people, and rightfully so. Of all who deal in the arcane, you truly understand the magical principles that underlie reality. Others might exploit its power, but only imperfectly.
As a painter composes an image on a blank canvas or a sculptor reveals the form imprisoned in dull stone, you manipulate magic to create expressions of power. Your art, although beautiful, is also lethal. You are driven to constantly improve your craft, studying ever more intricate rituals, acquiring newer and more powerful implements, and developing even mightier spells.
Beyond the orbs, rods, staffs, and wands familiar to arcane casters, another implement is the purview of wizards alone. Your tome is a repository of scribbled arcane secrets through which to channel your power. Whether you prefer to attack your foes directly or work your devious will against them, Arcane Power contains something for every kind of wizard.
Powers that have the summoning keyword bring creatures from other planes to serve you in a variety of ways.
A creature you summon uses these rules, unless a power description says otherwise.
- Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears.
- Your Defenses: The summoned creature’s defenses equal yours when you summon it, not including any temporary bonuses or penalties to your statistics.
- Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value.
No Healing Surges: The summoned creature lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The summoned creature then gains the benefit of the healing surge, instead of your gaining it.
- Speed: The summoning power determines the summoned creature’s speed.
- Commanding the Creature: The summoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses.
As a minor action, you can command the summoned creature to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk.
The summoning power determines any special commands you can give the summoned creature and gives an action type for each command. If a special command is a minor action, you can give that command only once during each of your turns.
- Attacks and Checks: If a summoning power allows t he summoned creature to attack, you make an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check, you make the check. Attacks and checks you make through the creature do not include temporary bonuses or penalties to your statistics.
- Duration: Unless the summoning power states otherwise, the summoned creature lasts until the end of the encounter and then disappears. As a minor action, you can dismiss the summoned creature.
Wizards who use summoning magic can call a host of monstrosities from other locations or produce lingering effects from magical energy to harry, attack, and block their foes. A summoner wizard might call forth an arrowhawk, a creature of elemental wind and fury, to slash at enemies throughout a battle. A snarling mastiff leaps to fasten jaws upon a foe, then returns to the wizard’s side, ready to attack again upon command. Alternatively, a stolid defender appears at the wizard’s side to interpose itself between its master and an enemy’s attack.
Despite the name, a summoner wizard doesn’t always summon creatures. His or her repertoire includes conjuration spells that manipulate magical energy: a pillar of persistent lightning in the midst of enemies, blasting those that remain too close; a pool of slippery oil bubbling up from the ground around a foe’s feet; or a wall of scintillating colors that lashes nearby creatures with a variety of effects.
Summoning vs. Conjuration: Summoning spells are daily powers and produce long-lasting, physical effects in the form of creatures. Some conjuration spells (mostly at-will and encounter powers) create temporary effects that take the form of creatures. Such conjured attackers don’t have hit points or act at the wizard’s command, but they behave much like creatures and exert control over a specific area.
Meriele sighed as the fiery soldiers surrounded the paladin. "Well, Daren," she said, "looks like I’m saving your hide again."
She drew a slow breath and closed her eyes for a moment, fixing the darkness in her mind. The first syllable that issued from her mouth came out as a screeching sound near Daren’s position that made the paladin cringe. Meriele extended her wand and flexed the fingers of her other hand into a claw, and her next syllable opened the rift into darkness.
From that point, the creature she was calling aided her in the spell. She summoned, it answered, and it worked its tentacles into the breach to open a clear pathway into the world from whatever space Beyond it normally inhabited.
To Meriele, the seconds stretched as the black devourer wormed its way through the tear in space, unfurled its long tentacles, and took up its position near the fire archons. Then the spell was cast, time resumed its normal pace, and the black devourer began its devastation.
Wizard Attack 1
A crystalline wasp with gossamer wings appears next to your foe and stings it, then buzzes about, waiting for another opening to attack.
Arcane, Conjuration, Implement
Standard Action Ranged
Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage.
Effect: You conjure an astral wasp that appears in 1 square within the target’s space. It lasts until the end of your next turn.
If the target moves out of the astral wasp’s square, it takes damage equal to your Constitution modifier. If the target ends its turn more than 2 squares away from the astral wasp, it takes damage equal to your Constitution modifier.
Summon Fire Warrior
Wizard Attack 1
A soldier of flame strides through a planar veil. It lifts a shimmering axe above its head as it moves to attack.
Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands.
Monday 03/30: A look at the sorcerer!