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| Age | Height | Weight | Total XP |
| 43 | 39 | 43 | 40 | 141 | 25 |
| AC | FORT | REF | WILL | HP | INIT |
Melee Basic Attack
You resort to the simple attack you learned when you first picked up a melee weapon.
HIT: 1[W] + Strength modifier damage.
Ranged Basic Attack
You resort to the simple attack you learned when you first picked up a ranged weapon.
HIT: 1[W] + Dexterity modifier damage.
Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.
EFFECT: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
EFFECT: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
EFFECT: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Prestidigitation
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
EFFECT: Use this cantrip to accomplish one of the effects given below: * Change the color of items in 1 cubic foot. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Clean or soil items in 1 cubic foot. * Instantly light (or snuff out) a candle, a torch, or a small campfire. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to 1 hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn.
Thunderwave
You create a whip-crack of sonic power that lashes up from the ground.
HIT: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level.
Magic Missile
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
EFFECT: 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage.
Use Vulnerability
You know the strengths and weaknesses of the creature you're facing.
EFFECT: If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists. If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
Heroic Effort
Your grim focus and unbridled energy means that failure is not an option.
EFFECT: You gain a +4 racial bonus to the attack roll or the saving throw.
Staff of Defense
This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells.
EFFECT: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.
Dispel Magic
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
HIT: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
Repelling Shield
A sudden shield of arcane energy blocks an attack and pushes the enemy away.
EFFECT: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves.
Forceful Retort
The power and certainty of your words knock your enemies off their feet.
HIT: 3d8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone.
Arcane Arrows
You create a pair of arcane darts and send them speeding toward your enemy. No amount of armor or arcane defenses can protect it.
EFFECT: Each target takes force damage equal to 10 + your Intelligence modifier + your implement's enhancement bonus.
Flame's Protection
You summon flashing wreaths of fire to buffer your allies from heat and cold, and woe to the careless enemy who tries to pierce that protection.
EFFECT: The target gains resist 10 cold and resist 10 fire until the end of your next turn. Whenever a creature makes a melee attack against the target, the attacker takes 15 fire damage. No creature can take this damage more than once per turn.
Force Volley
Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with a staggering impact.
HIT: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Staffstrike Shock
You grip your staff as you shout a mystic phrase. The staff transforms into a crackling bolt of lightning that hurls you away from an attack.
HIT: 3d10 + Intelligence modifier lightning damage.
Confusion
You magically compel your enemy to attack its ally.
HIT: 3d10 + Intelligence modifier psychic damage.
EFFECT: At the start of the target's next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.
Feather Fall
You or a creature you choose falls gently, like a feather.
EFFECT: The target takes no damage from the fall, and consequently does not fall prone at the end of it.
Expeditious Retreat
Your form blurs as you hastily withdraw from the battlefield.
EFFECT: You shift up to twice your speed.
Refocus
You take a deep breath and picture the pages of your spellbook in your mind.
EFFECT: You can replace an unexpended wizard utility or daily power with another power of the same level that is in your spellbook. You gain a +1 power bonus to attack rolls with that power until the end of your next turn.
Symphony of the Dark Court
Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy.
HIT: The target is dazed and immobilized (save ends both).
EFFECT: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.
Ice Storm
A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.
HIT: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
EFFECT: The burst creates a zone of difficult terrain that lasts until the end of the encounter.
Blur
You cloak yourself with a shimmering aura, making your outline almost impossible to discern.
EFFECT: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.
Arcane Rejuvenation
In a bad spot, you draw on arcane energy to help you stay on your feet.
EFFECT: You regain hit points equal to your level + your Intelligence modifier.
Courageous Determination
Your enemy's success pales before your stalwart resolve. You refuse to give up.
EFFECT: You can spend a healing surge and shift up to your speed. Until the start of your next turn, you gain a +2 power bonus to all defenses.
Oppressive Force
A massive barrage of arcane energy slams your foe to the ground and grinds it into the dirt.
HIT: 3d10 + Intelligence modifier force damage, and the target is knocked prone and affected by oppressive force (save ends). While affected by oppressive force, the target takes ongoing 10 force damage and can't stand up from prone.
Evard's Ebon Bindings
With incantations of imprisonment, you trap your foe in writhing black runes that seem almost alive, forcing it to obey your command.
HIT: The target is immobilized (save ends).
Closing Spell
You save the best for lastâa devastating display of pure elemental power that your enemies aren't likely to see again.
HIT: 3d10 + Intelligence modifier damage of a particular damage type, chosen by you from the following list: cold, fire, lightning, or thunder. Add 5d10 damage of the same damage type if you have no other daily powers remaining.
Wall of Force
A transparent barrier of force springs up where you command.
EFFECT: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall. Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.
Arcane Recall
You seek the arcane power within yourself, grasping and rebuilding the shards of a spell still echoing in your mind.
EFFECT: You regain the use of one of your expended wizard utility powers of level 16 or lower.
Delayed Blast Fireball
You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold it, the greater its power becomes.
EFFECT: You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed.
Prismatic Spray
A dazzling spray of multicolored light springs from your hands, enveloping your enemies.
Shape Magic
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
EFFECT: You regain one arcane power you have already used.
Visions of Wrath
At your command, your enemies fall upon each other with bloodcurdling cries.
HIT: The target is dominated (save ends). If you or your allies attack the target, it gets a saving throw against this effect. If you do not compel the target to make any attack rolls during its turn, it automatically succeeds on its saving throw against this effect at the end of that turn. If you compel the target to make one or more attack rolls but it does not hit any targets, it automatically fails its next saving throw against this effect.
False Reality
Your enemy is suddenly transfixed by the bliss of a pleasant dream, ignoring the tumult of battle as your allies close in for the kill.
HIT: The target is helpless and stunned (save ends both).
Spellbook
Adventurer's Kit
Tenser's Floating Disk
âOh, this? It follows me everywhere, like a porter that never needs to rest.â
Arcane Mark
Onto the object's surface you etch a glowing rune, which shimmers for a moment before fading, marking the item as your own.
Brew Potion
Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.
Speak with Nature
Animals and plants respond to your queries, revealing what they have seen and what they know.
Dark Light
An opaque ball of darkness forms in your hands, and a purple light shines forth from it, throwing everything around you into sharp relief.
Cure Disease
Even the most horrid affliction disappears in response to your healing touch.
Raise Dead
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Telepathic Bond
You link hands with your allies, joining your minds with a psychic bond. Now, no matter where you each are, you can speak mind to mind.
Waterborn
You shiver as a cool, liquid sensation rolls over your body. Your skin adopts a blue cast, and water flows freely into your lungs as easily as a breath of air.
True Sending
Your mental voice can reach anywhere and everywhere, across planar boundaries or within them.
Observe Creature
You covertly spy on a creatureâwhether friend, rival, or enemyâthrough the power of your scrying magic.
Divine Sight
An hour of meditation and devoted prayer bestows upon you a divine vision of the world.
View Object
Whether it's a magic sword, a map of the catacombs, or the jeweled cup that used to be on your mantelpiece, you can observe the location where a specific item is.
Staff of Missile Mastery +6
This dark wooden staff empowers a wizard's most basic attack.
Power * Daily (Free Action) Use this power when you cast magic missile. Target one, two, or three creatures with the attack. No target can be more than 5 squares from any other target.
+6 Attack rolls and damage rolls
Leather Armor
Battle Harness +6
Attack first, have your weapons ready, keep your vitals safeâthis armor does it all.
+6 AC
Crownring of Tchazzar
A simple mithral circlet engraved with Iokharic runes reads: âThrough worship ascended, by fire consumed, a god-king is rebornâ.
Power * Daily (Standard Action) You conjure an abishai vestige, which lasts until the end of the encounter. The vestige allows you to fly with a speed of 8, and it also allows you to use the following at-will power.
Power * Daily (Standard Action) You conjure an abishai vestige, which lasts until the end of the encounter. The vestige allows you to fly with a speed of 8, and it also allows you to use the following at-will power.
Amulet of Bodily Sanctity +6
This heart-shaped ruby keepsafe is set in a gold cage.
Power * Daily (Minor Action) You and all allies within a number of squares of you equal to 2 + the amulet's enhancement bonus roll a saving throw against any current ongoing damage effect.
+6 Fortitude, Reflex, and Will
Diamond Bracers (paragon tier)
These clear crystal vambraces of interlocking plates can protect you from virtually anything, for a time.
Power * Daily (Minor Action) Until the end of the encounter, gain resist 15 against a damage type from which you were dealt damage since the end of your last turn.
Floorfighter Straps
Scuffed and worn, these rawhide bands keep you dangerous even when on the ground.
Breakchain Tattoo (paragon tier)
One broken link is enough for the symbolism, but many use a full chain.
Silver Sky Tabard
This rich blue coat carries a silver dragon's head as a crest, and grants you the unstoppable resilience of a dragon.
Hero's Gauntlets (paragon tier)
When you push past your limits, the magic of these gauntlets backs up the fury of your attack.
Shadow Band
Shadows leak from this ring to fill the space around you. When needed, you can call upon the ring to fully cover yourself in obscuring shadows.
Utility Power * Daily (Minor Action) Effect: You gain total concealment until the end of your next turn. Milestone: If you've reached at least one milestone today, the effect lasts until the end of the encounter.
Ring of Circling Fangs
This slim, silver ring is engraved with a simple circle.
Power (Force) * Encounter (Standard Action) Effect: One creature within 3 squares of you takes 20 force damage.
Syllable of Life
When Hoon shines, you feel vigorous and youthful, as if no hurt could ever stop you.
Power * Consumable (Standard Action) Requirement: You must be able to speak Abyssal or Supernal. Effect: You speak the syllable and it orbits your head. Until the end of the encounter you gain regeneration 10 while you are bloodied.
Sliver of Stability
Even when the ground shakes and shudders, you know how to stay on your feet.
Power * Consumable (Minor Action) The next time you fall prone before the end of the encounter, you can stay standing instead.
Improved Initiative
+4 to initiative checks
Ritual Caster
Master and perform rituals
Distant Advantage
Gain combat advantage with ranged and area attacks against flanked enemies
Armor Proficiency: Leather
Training with leather armor
Arcane Reserves
+2 to damage with at-will powers when encounter powers are expended
World Serpent's Grasp
Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Staff Expertise
While using a staff as a weapon or implement: +1/2/3 to attack rolls, ranged attacks don't provoke opportunity attacks, +1 reach
Vicious Advantage
Gain combat advantage against slowed or immobilized targets
Mettle
No damage from missed area or close attacks against Fortitude or Will
Devastating Critical
Deal additional 1d10 damage on a critical hit
Stoneroot's Endurance
Whenever you are subjected to a critical hit, roll a d20. On a 10 or higher, the attack is a normal hit, not a critical hit.
Frantic Recovery
Use second wind as minor action when you spend action point
Superior Fortitude
Gain +2/3/4 (by tier) to Fortitude, and resist 3/6/9 to ongoing damage
Destructive Wizardry
+2 to damage if you hit two or more creatures
Superior Will
+2/3/4 (by tier) to Will. Additional saving throw vs. dazed or stunned at start of turn, even if condition is not (save ends)
Long Step
Add 1 square to any shift you make
Superior Reflexes
+2/3/4 (by tier) to Reflex. Gain combat advantage against all enemies during your first turn in an encounter.
Focused Wizardry
+2 to attack against single creature in burst or blast area
Reaper's Touch
You gain a benefit with some attack powers.
Tenser's Floating Disk
âOh, this? It follows me everywhere, like a porter that never needs to rest.â
Arcane Mark
Onto the object's surface you etch a glowing rune, which shimmers for a moment before fading, marking the item as your own.
Brew Potion
Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.
Dark Light
An opaque ball of darkness forms in your hands, and a purple light shines forth from it, throwing everything around you into sharp relief.
Speak with Nature
Animals and plants respond to your queries, revealing what they have seen and what they know.
Raise Dead
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Cure Disease
Even the most horrid affliction disappears in response to your healing touch.
Waterborn
You shiver as a cool, liquid sensation rolls over your body. Your skin adopts a blue cast, and water flows freely into your lungs as easily as a breath of air.
Telepathic Bond
You link hands with your allies, joining your minds with a psychic bond. Now, no matter where you each are, you can speak mind to mind.
View Object
Whether it's a magic sword, a map of the catacombs, or the jeweled cup that used to be on your mantelpiece, you can observe the location where a specific item is.
True Sending
Your mental voice can reach anywhere and everywhere, across planar boundaries or within them.
Divine Sight
An hour of meditation and devoted prayer bestows upon you a divine vision of the world.
Observe Creature
You covertly spy on a creatureâwhether friend, rival, or enemyâthrough the power of your scrying magic.