Edit - After all those misses; the Auto Hit version of magic missile is looking good.
Hell, technically you could be flinging that version of the spell while blind and still hitting.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
Yea, I know...that's why I didn't take it. The auto-hit version of MM takes out all the joy/fun/agony/enthusiasm out of the game. Because if I know I am gonna hit with a guaranteed 6 damage every single time, why bother risking anything else? Nah, I'll keep my roll to attack, it's more fun that way...less min/max more player fun.
Yea, I know...that's why I didn't take it. The auto-hit version of MM takes out all the joy/fun/agony/enthusiasm out of the game. Because if I know I am gonna hit with a guaranteed 6 damage every single time, why bother risking anything else? Nah, I'll keep my roll to attack, it's more fun that way...less min/max more player fun.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
lol thank you. Plus the idea of an auto-hit is just too boring. It doesn't make sense that I can be prone, blinded, deafend, stunned, granting CA, holding my hand over my eyes, and shooting with my big toe at an enemy with total cover and concealment...and yet still...I will hit every time! Bah!! All mechanical no fun!
hehe i agree reaping strike is the same i hate getting corralled into using the same attack over and over again because its an auto. tho right now a hit would be pretty nice haha
Woogity on
Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will
hehe i agree reaping strike is the same i hate getting corralled into using the same attack over and over again because its an auto. tho right now a hit would be pretty nice haha
I chose for my at-wills: one melee, one high damage (ranged), and one high accuracy (ranged)
Personally I don't mind the auto hits, particularly if they are encounter or daily.
You often give up alot of damage or other features for the ability to always inflict damage.
However, when your target is a minion, there is no reason to NOT use them (reaping strike
can't auto kill a minion, because miss results never hurt minions)
But the new magic missile is an at-will, so I agree it is somewhat broken for several reasons...
Magic missile deals 6 points per round
Cloud of daggers is also an at will that would deal 1d6+ Int modifer and additional damage on the following round equal to Wis modifier (auto hit on addition daamge).
Assuming an Int of +4 and Wis of +2 and assuming you miss every other round with it, you would deal an average of 11.5 over two rounds (hit for 7.5, +2 the next round, miss for 0, plus 2 the next round)
So it works out about the same damage wise (initially).
But it can be used as a basic attack, has better range, and at higher levels does more damage on average.
If they reduced the damage by 2 points across the board, then I would be inclined to think it was more balanced, but still not as fun.
There are alot of other ways I can think of to fix it - make it like reaping strike, deals 1d6 + Int mod on a hit or Dex mod on a miss (min 1). Anyway - I digress...
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
So, what does everyone think of this? I'm not sure this works quite right.
According to the rules, when you become unconscious, you make death saving throws, if you fail 3, you die.
Also, you can continue to take damage if you reach negative numbers = to your bloodied value, you die also.
Any healing you get sets you to 0 hp, then the healing is applied from there.
However, with the heal skill, you can
DC10: allow the character to use second wind.
DC15: stabilize the character.
So, it's EASIER to let the character use second wind (providing they still have it), setting them to 0 hps, then gaining their second wind value on top of it. than it is to stop their bleeding, but not give them any healing at all?
Well, I think it is assumed that a character that let themselves down to 0 probably used their SW already. If not, than it is a little bonus to them for waiting to use it? I dunno.
So, what does everyone think of this? I'm not sure this works quite right.
So, it's EASIER to let the character use second wind (providing they still have it), setting them to 0 hps, then gaining their second wind value on top of it. than it is to stop their bleeding, but not give them any healing at all?
Well, I think it is assumed that a character that let themselves down to 0 probably used their SW already. If not, than it is a little bonus to them for waiting to use it? I dunno.
I would say 'safety net' more than bonus, but yes I agree.
One could argue, that the DC 15 keeps Zan from dying, and then the 10 brings him back to consciousness. So once the person is no longer in threat of iminent death, then you can rouse them from unconsciousness easier. (plus the person giving first aid is less stressed and feels less rushed, knowing that their patient isn't about to die).
Or you could argue that the DC 10 check allows the target to spend a healing surge as a free action, and being unconscious prevents you from taking any actions, so he can't do it. (but according to the RAW it says "without the character having to spend an action")
I'm inclined to the former, if Zan hasn't spent his second wind yet, then a DC 10 check can bring him around.
If he has, then we have to wait until he heals or wakes up naturally. (I am also of the mind that time spent unconscious from almost dying does not count as a rest either)
I have more of a problem with the DC being a static number, I think it should scale based on the target's level ... a higher level character took more damage to be knocked out, so should be harder to stabilize (Like 15 + half target's level) - then again I think that about all static DC numbers, otherwise at some point it becomes virtually impossible to fail.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
Assuming you are allowing the DC 15 to stabalize and the DC 10 to allow a surge,
We could ret-con the story so that Rolan and Amos (working together) stabilized Zan
and brought him back to consciousness.
Edit: They got the required two numbers, just in the wrong order.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
hehe i got critted! that's my excuse! also my high dmg attack is also my high to hit attack atm i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?
Woogity on
Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will
i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?
Depends on if you want to go for high damage or high accuracy.
Barbarians often rely on charging, so you might also consider powers that prevent or reduce attacks of opportunity.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?
Depends on if you want to go for high damage or high accuracy.
Barbarians often rely on charging, so you might also consider powers that prevent or reduce attacks of opportunity.
Or just save up 520 gold, and buy a badge of the berserker
I have thought that through as well, i want to try and get a badge of the berzerker eventually, so ill avoid drawing OAs if i can until my little dream comes true, he is fine in melee, but i dont want to take 1 or two feats that are then moot if i can get that item at some point. i was also considering fast runner for the +2 to speed on a charge bonus since i can only move 5. but i think with so many controllers, it might be nice to have a little more explosive dmg, esp with me being the only other mixed striker... tho Zan's melee output has been pretty impressive, esp for a swordmage.
Woogity on
Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will
So you have the option to move 1-5, then charge 5 in a straight line
However, with a badge of a berserker, the initial 1-5 move would be subject to OAs, the 5 part of the charge is "part of a charge attack"
fast runner would make it 1-5, then 7 straight as part of a charge.
yup thats why im thinking power now speed later, if i can buy a badge at some point, then ill worry about speed, till then its just more chances to draw an oa, or get myself in way over my head haha.
Woogity on
Rad Anvilspit hp 23/29 surge value 7 surges 1/10 17:ac 16:fort 12: ref 13: will
it might be nice to have a little more explosive dmg, esp with me being the only other mixed striker... tho Zan's melee output has been pretty impressive, esp for a swordmage.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
hehe i didnt forget you, i know Zan is a defender XD
Yeah - he did some massive damage last battle - but it was with a daily I believe.
Still, a defenders ability to deal damage against a marked target if it attacks someone
else can bring most defenders up into the striker level for overall damage per round.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
Since it's 3:30pm, I'm going to give everyone the rest of the afternoon/evening to post where they'd like to be standing while Toman goes down the hallway, or even to say they don't want to let him go alone.
I'm going to be looking at more houses this evening and it might end up being a late night, but I'll get something up sometime tonight.
If I cast something that exists in a certain space (like flaming sphere or shock pillar...what happens)?
Conjurations that occupy a space typically have to be placed into an unoccupied square, but are not subject to terrain or enviornment. This means you can summon them into mid air, underwater, etc. and they have normal effect,
CONJURATION
4E Player's Handbook 2 A conjuration you create uses these rules, unless a power description says otherwise.
✦ Occupies No Squares: The conjuration occupies no squares.
✦ Unaffected by the Environment: Terrain and environmental phenomena have no effect on the conjuration. For example, a conjuration that is an icy hand functions in an inferno without penalty.
The conjuration does not need to be supported by a solid surface, so it can float in the air.
✦ Your Defenses: Normally, a conjuration cannot be attacked or physically affected. If a conjuration can be attacked or physically affected, it uses your defenses.
Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration. This means, even if it can be attacked, a conjuration normally can't be slowed, stunned, knocked prone, etc. by the attack
✦ Attacking with a Conjuration: If you can attack with a conjuration, you make the attack. You determine line of sight normally, but you determine line of effect from the conjuration.
✦ Movable Conjurations: If the power you use to create a conjuration allows you to move it, it’s a movable conjuration. At the end of your turn, the movable conjuration ends if you are not within range of at least 1 square it’s in (using the power’s range) or if you don’t have line of effect to at least 1 square it’s in.
When you move a conjuration, you can’t move it through a solid obstacle.
✦ Death Ends: If you die, the conjuration ends immediately.
If you attempt to place them in the same square as a creature it won't work. If you do attempt to do so, I suppose it is up to the DM to decide if the conjuration is placed in another square instead or if the power fails, and if it fails if the power is expended (although with at-wills it doesn't matter).
Aside from that if you cast a spell that has is 'Ranged' or 'Area' while adjacent to an enemy you provoke an attack of opportunity... on the other hand if an adjacent enemy does the same - like most of the Hexer's powers other than its melee strike with the rod, you can make a attack of opportunity yourself, if you don't have a weapon at the ready it is an unarmed attack
Which is basically a Strength attack vs AC that deals 1d4
Effects that trigger off movement are generally not triggered by forced movement, so if you place Shock Pillar next to an enemy and then use push, pull, or slide to force it to move, they take no damage from the pillar.
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
That's what I'm wondering, because I could do a flaming sphere behind the goblin, and could cast shock pillars all around him to do massive damage out of the gate. But it all depends on if I can do those spells or not
That's what I'm wondering, because I could do a flaming sphere behind the goblin, and could cast shock pillars all around him to do massive damage out of the gate. But it all depends on if I can do those spells or not
Well - you would provoke an attack of opportunity for each one you cast, since those are [Strike]Area and[/Strike] Both Ranged spells [Strike]respectively[/Strike]. (although a single enemy can only make one attack of opportunity against you during your turn - if you could somehow cast more than one of them during the same turn)
If you have a spell with a 'close' range, like thunderwave or burning hands, it would be castable without provoking.
Edit: looked up flaming sphere, it is ranged not area
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
HP: 18/29 | Surge Value: 7 (7/7) | AP 1/1
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT Darkspiral Aura: 0 Cursed: Drake, Boss
Posts
Still, after last round, at least it is a hit.
Edit - After all those misses; the Auto Hit version of magic missile is looking good.
Hell, technically you could be flinging that version of the spell while blind and still hitting.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
However, the cloud is gone now. (let me make that clear in the thread)
Also, the room was pretty restricted, but all ranged classes COULD have moved out of the cloud, and only been taking -2.
Melee characters are pretty screwed by it.
It's a fairly potent power.
Now that you guys have faced a hexer, you'll likely kill him quick
I weep for joy at your dedication
If only my RL players were like you
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
Henry Teach, human cutthroat
the game assassino_O
I chose for my at-wills: one melee, one high damage (ranged), and one high accuracy (ranged)
Personally I don't mind the auto hits, particularly if they are encounter or daily.
You often give up alot of damage or other features for the ability to always inflict damage.
However, when your target is a minion, there is no reason to NOT use them (reaping strike
can't auto kill a minion, because miss results never hurt minions)
But the new magic missile is an at-will, so I agree it is somewhat broken for several reasons...
Cloud of daggers is also an at will that would deal 1d6+ Int modifer and additional damage on the following round equal to Wis modifier (auto hit on addition daamge).
Assuming an Int of +4 and Wis of +2 and assuming you miss every other round with it, you would deal an average of 11.5 over two rounds (hit for 7.5, +2 the next round, miss for 0, plus 2 the next round)
So it works out about the same damage wise (initially).
But it can be used as a basic attack, has better range, and at higher levels does more damage on average.
If they reduced the damage by 2 points across the board, then I would be inclined to think it was more balanced, but still not as fun.
There are alot of other ways I can think of to fix it - make it like reaping strike, deals 1d6 + Int mod on a hit or Dex mod on a miss (min 1). Anyway - I digress...
P.S. Being a barbarian... You're doing it wrong
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
So, what does everyone think of this? I'm not sure this works quite right.
According to the rules, when you become unconscious, you make death saving throws, if you fail 3, you die.
Also, you can continue to take damage if you reach negative numbers = to your bloodied value, you die also.
Any healing you get sets you to 0 hp, then the healing is applied from there.
However, with the heal skill, you can
DC10: allow the character to use second wind.
DC15: stabilize the character.
So, it's EASIER to let the character use second wind (providing they still have it), setting them to 0 hps, then gaining their second wind value on top of it. than it is to stop their bleeding, but not give them any healing at all?
Does that make sense? Doesn't to me.
One could argue, that the DC 15 keeps Zan from dying, and then the 10 brings him back to consciousness. So once the person is no longer in threat of iminent death, then you can rouse them from unconsciousness easier. (plus the person giving first aid is less stressed and feels less rushed, knowing that their patient isn't about to die).
Or you could argue that the DC 10 check allows the target to spend a healing surge as a free action, and being unconscious prevents you from taking any actions, so he can't do it. (but according to the RAW it says "without the character having to spend an action")
I'm inclined to the former, if Zan hasn't spent his second wind yet, then a DC 10 check can bring him around.
If he has, then we have to wait until he heals or wakes up naturally. (I am also of the mind that time spent unconscious from almost dying does not count as a rest either)
I have more of a problem with the DC being a static number, I think it should scale based on the target's level ... a higher level character took more damage to be knocked out, so should be harder to stabilize (Like 15 + half target's level) - then again I think that about all static DC numbers, otherwise at some point it becomes virtually impossible to fail.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
We could ret-con the story so that Rolan and Amos (working together) stabilized Zan
and brought him back to consciousness.
Edit: They got the required two numbers, just in the wrong order.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
This is the second bigot we've had in the party
Also, CP, you're really helping dispel the Elven camp stereotype
fear the shadows!
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
Henry Teach, human cutthroat
the game assassino_O
Hope you guys don't advance the story to far without me
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
BTW: For those who eventually ask of Toman's past it is posted here
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
_____________________________________________
HoTS: Schmutz#1686
Nobody's done anything except LOOK at the door.
_____________________________________________
HoTS: Schmutz#1686
hehe i got critted! that's my excuse! also my high dmg attack is also my high to hit attack atm i am actually considering taking power attack at next lvl, before i get jumped its to go with howling strike which already has a +6 to dmg, and a +1 to attack ( being a charge) so cumulatively with power attack it would be +9 dmg for a -1 instead of -2 to attack...thoughts?
Henry Teach, human cutthroat
the game assassino_O
Depends on if you want to go for high damage or high accuracy.
Barbarians often rely on charging, so you might also consider powers that prevent or reduce attacks of opportunity.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
Or just save up 520 gold, and buy a badge of the berserker
Henry Teach, human cutthroat
the game assassino_O
So you have the option to move 1-5, then charge 5 in a straight line
However, with a badge of a berserker, the initial 1-5 move would be subject to OAs, the 5 part of the charge is "part of a charge attack"
fast runner would make it 1-5, then 7 straight as part of a charge.
yup thats why im thinking power now speed later, if i can buy a badge at some point, then ill worry about speed, till then its just more chances to draw an oa, or get myself in way over my head haha.
Henry Teach, human cutthroat
the game assassino_O
You can always use the retrain option to get rid of the feat when you get the item.
*Ahem* Warlock = Striker
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
hehe i didnt forget you, i know Zan is a defender XD
Henry Teach, human cutthroat
the game assassino_O
_____________________________________________
HoTS: Schmutz#1686
Yeah - he did some massive damage last battle - but it was with a daily I believe.
Still, a defenders ability to deal damage against a marked target if it attacks someone
else can bring most defenders up into the striker level for overall damage per round.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
I'm going to be looking at more houses this evening and it might end up being a late night, but I'll get something up sometime tonight.
Conjurations that occupy a space typically have to be placed into an unoccupied square, but are not subject to terrain or enviornment. This means you can summon them into mid air, underwater, etc. and they have normal effect,
CONJURATION
A conjuration you create uses these rules, unless a power description says otherwise.
✦ Occupies No Squares: The conjuration occupies no squares.
✦ Unaffected by the Environment: Terrain and environmental phenomena have no effect on the conjuration. For example, a conjuration that is an icy hand functions in an inferno without penalty.
The conjuration does not need to be supported by a solid surface, so it can float in the air.
✦ Your Defenses: Normally, a conjuration cannot be attacked or physically affected. If a conjuration can be attacked or physically affected, it uses your defenses.
Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration.
This means, even if it can be attacked, a conjuration normally can't be slowed, stunned, knocked prone, etc. by the attack
✦ Attacking with a Conjuration: If you can attack with a conjuration, you make the attack. You determine line of sight normally, but you determine line of effect from the conjuration.
✦ Movable Conjurations: If the power you use to create a conjuration allows you to move it, it’s a movable conjuration. At the end of your turn, the movable conjuration ends if you are not within range of at least 1 square it’s in (using the power’s range) or if you don’t have line of effect to at least 1 square it’s in.
When you move a conjuration, you can’t move it through a solid obstacle.
✦ Death Ends: If you die, the conjuration ends immediately.
If you attempt to place them in the same square as a creature it won't work. If you do attempt to do so, I suppose it is up to the DM to decide if the conjuration is placed in another square instead or if the power fails, and if it fails if the power is expended (although with at-wills it doesn't matter).
Aside from that if you cast a spell that has is 'Ranged' or 'Area' while adjacent to an enemy you provoke an attack of opportunity... on the other hand if an adjacent enemy does the same - like most of the Hexer's powers other than its melee strike with the rod, you can make a attack of opportunity yourself, if you don't have a weapon at the ready it is an unarmed attack
Which is basically a Strength attack vs AC that deals 1d4
Effects that trigger off movement are generally not triggered by forced movement, so if you place Shock Pillar next to an enemy and then use push, pull, or slide to force it to move, they take no damage from the pillar.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
Well - you would provoke an attack of opportunity for each one you cast, since those are [Strike]Area and[/Strike] Both Ranged spells [Strike]respectively[/Strike]. (although a single enemy can only make one attack of opportunity against you during your turn - if you could somehow cast more than one of them during the same turn)
If you have a spell with a 'close' range, like thunderwave or burning hands, it would be castable without provoking.
Edit: looked up flaming sphere, it is ranged not area
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss
edit: and as soon as I cast flaming sphere it's pretty much over
Shame to waste a daily, but with -4 to hit you'd be hard pressed to finish it off in melee.
But you shouldn't need to use your AP.
AC 15 | Fort 13 | Ref 15 | Will 16
Insight: 16 | Perception: 19
Condition: Concealment until EoMNT, +2 Bonus to all Def until EoMNT
Darkspiral Aura: 0
Cursed: Drake, Boss