First Impressions of Arcane Power.

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Arcane Power is out!  I’ve spent a few hours with it.  The quick verdict?  All is well in the Magic Kingdom.  Each arcane class gets at least one new build (sorcerors, the lucky SOBs, get two) plus a grip of paragon paths.   There are a host of new feats and rituals, and familiars are back! I’ve always been a fan of the little buggers, though they have a tendency to be forgotten.

The Important Bits

Familiars.  They’ve made a return, and there’s a lot to like.  First, any arcane character can have a familiar –it’s not just wizards getting all the fun anymore.  This should open up a range of new character concepts.  I’m picturing a swordmage with his pet pseudodragon, or a warlock with a pet imp.  Like everything in 4e, it’s easy to skin the basic familiar templates provided you to fit your tastes. Familiars are also more spirits than actual living creatures.

So now I’ll answer the question you’re asking — what are the mechanics? ? You acquire your familiar with a feat.  when you get the familiar, it alternates between a passive “sit on your shoulder” mode, and an active “fly around and do stuff” mode.  The familiar can’t be killed in passive mode, but in active mode it becomes a minion with one measly HP.  It can’t attack, but it can scout, run reconnaisance, and can be positioned near enemies in combat to gain an advantage of some type.

Also, there is the no more tears mechanic.  Basically, when/if your familiar gets popped, you can resummon it on your next short or extended rest.

My favorite part of the familiar rules?  The “muzzle” rule.  This is the part of the rules where you are told not to have you and your familiar talking to each other at the table for half-hour stretches.  They explicitly even made it so the familiar can only talk to you.  It can’t argue with or harass anyone else at the table.  It made me laugh out loud.

Wizards.  Wizards got the biggest bump in this book.  The first gift recieved: rider effects for implements.  Not only does this separate the different elements much better, it also lets them beef up the power level of the wand and the staff.  The next gift? More powers, dude.  We got some classics like Grease and Globe of Invulnerability.  The latter is meh at the level you get it, but the former is a controller powerhouse.  Basically anything in it gets knocked prone or slid three squares, dependent on hitting or missing.  There’s more damage here if you want to go straight artillery, but there’s also more controlling powers should you wish it.  The third gift can be thought of as a summation of gifts one and two:  more versatility.  Wizards were already pretty versatile, but they get feats that let them tune their powers to anything they might need in a day, which is cool.

File Under Meh

Feats.  They’ve got five classes in the book, so I’m going to give them a pass on this, but I was hoping for a touch more on the feats level.  The arcane classes aren’t hurting for good feats, but I’m greedy.  I’m that guy who likes flipping through and finding that perfect combination of feats with which to rule the world, so more feats always equals good times.

Epic Paths. On my first pass, nothing was really catching me.  Just felt a touch flat, but I’ll take a look at it soon.  There’s also not that pressing need, since my players are so far from epic, it’s…epic?

I’m excited to get some of this material in my games. What did you think of Arcane Power?

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter