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Arcane Power OCR
Arcane Power OCR
Arcane Power OCR
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D&D Design Manager Game rules based on the original DUNG EONS & DRAGONS"
James Wyatt rules created by E. Gary Gygax and Dave Arneson, and the
later editions by David "Zeb" Cook (2 nd Edition);Jonathan
D&D Development and Editing Manager Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Andy Collins Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and
James Wyatt (4th Edition).
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ISBN: 978·0·7869 ·4957·1
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DUNGEONS & DRAGONS, D&D. d20. d20 System, W,ZARDS OF TH E COAST, Player's Handbook, Dunaeon Moster's Guide, Monster Manual, Arcane Power, FORGOnEN REALMS, all other
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C HAPTER 1 I Bard
The new Virtue of Prescience option for the Bardic
Virtue class feature is available to any bard. You can
choose this option i.nstead of Virtue ofC1Inning or
Virtue of Valor.
Virtue of Prescience: Once per encounter as an
immediate interrupt, when an enemy bHs one aDy
within 5 qua res of you, you grant that any a power
bonus equal to your Wisdom modifier to the defense
targeted by the triggering enemy until the end of that
enemy's turn.
PRESCIENT BARD
You have the foresight to navigate the twisting road of
luck a nd fate, emulating those heroes who were able
to sense the truths beyond mere reality. By manipu-
lating luck and glimpsing the future, you help your
allies exploit every advantage, attacking your enemies
weakest defenses and avoidi.ng mishaps in combat.
You wield a ranged weapon, Witll which you can cast
speTIs at enemies from a distance while inspiring
allies. As with otller bards, you use Charisma for your Bards lead by emulating great heroes oflegend,
attack powers, so it should be your highest ability score. swaying the battle with exhortations to glory. T he
Choose Wisdom as your second-highest score, since prescient bard leads from the rear, literally calling
it enhances ilie effects of powers that lise tlle Virtue the shots. This section e..xpand lhe abilities of all
of Presc ience. A decent Intelligence score is useful for bards, with some powers focused on ilie presdent
improving your Armor Class and Reflex defense, as bard build and other, general spells suited to the rep-
well as boosting the knowledge skills that you often use. ertoire of any bard.
Suggested Class Feature: Virtue of Prescience
Suggested Feat: Extended Prescience*
Suggested Skills: Arcana, Diplomacy, History,
LEVEL 1 AT -WILL SPELLS
Insight, Perception
Suggested At-Will Powers: 8uidin8 striket,jinx hot*
Your expert shot renders your foe unaccountably clumsy.
Suggested Encounter Power: prophesied strike"
Suggested Daily Power: arrow ofwamin8* At-Will + Arcane, Weapon
Standard Action Ranged weapon
*New option presented in this book
Target: One creature
fPresented in Player's Handbook 2 Attack: Charisma vs. AC
Hit: 1 [W] + Charisma modifier damage. The first time the
DRAGONBORN BARDS target misses with an attack before the end of your next
turn, it falls prone.
With their naturally high Charisma scores, dragonborn Level 21: 2[W] + Charisma modifier damage.
make admirable bards. Proud and honorable, many
choose the Virtue of Valor in order
•
to emulate the battle
exploits of racial warrior-heroes. Dragonborn bards keep
alive the sagas of ancient Arkhosia.
CHAPTER 1 I Bard
til
LEVEL 1 ENCOUNTER SPELLS LEVEL 1 DAILY SPELLS 0:
UJ
CHAPTER 1 I Bard.
Moment of Escape Bard Utility 2
You mock your foe's luck, usina your "erse to make your insults You distract your enemies with a quick refrain, aivina your em-
come painfully true. battled aCly a chance to aet away.
Daily. Arcane, Implement, Psychic Encounter + Arcane
Standard Action Ranged 10 Move Action Ranged 10
Target: One creature Target: One ally
Attack: Charisma vs. Will Effect: You slide the target 4 squares.
Hit: 2d8 + Charisma modifier psychic damage.
Miss: Half damage. Words of Protective Fate Bard Utility 2
Effect: The next time an ally misses the target with an at-
tack during this encounter, you roll a d20 and replace the
Your voice shields your allies aaainst misfortune, rumina ot11er-
wise deadly blows into less damaaiJla strikes.
ally's attack roll with yours.
Daily + Arcane
Standard Action Close burst 1 0
LEVEL 2 UTILITY SPELLS Target: You and each ally in burst
Effect: Until the end of the encounter, whenever a critical
Canon of Avoidance Bard Utility 2 hit is scored on the target, you roll a d20. If you roll a 10
Your son8 ojprotection trips from ally to art)\ c10akina each one or higher, the attack hits but is not a critical hit.
in a maaical shield.
Daily + Arcane LEVEL 3 ENCOUNTER SPELLS
Standard Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to all defenses
until the end of your next turn.
Fate has nothilla kind in storefor your enemies.
Sustain Minor: The effect persists. When you sustain the Encounter + Arcane, Weapon
effect, you can transfer it to another ally within 10 squares Standard Action Ranged weapon
of you. Target: One creature
Attack: Charisma vs. AC
Hit: l1W1 + Charisma modifier damage. The next time the
Clockwork Precision Bard Utility 2
target is hit by an attack before the end of your next turn,
You hum tLsimple tune of uni"/;)\ a Ilowina you and your allies to the attacker rerolls the attack's damage and uses the
better work toaether. higher result.
Daily + Arcane
Standard Action Close burst 1 0 Entangling Opening Bard Attack 3
Target: You and each ally in burst
A well-pLaced shot creates an openin8Jor a follow-up attack that
Effect: Until the end of the encounter, each target gains a
+2 bonus to skill checks and to attack rolls made to aid knocks your foe prone. •
another. When a target successfully a ids another, he or Encounter + Arcane, Psychic, Weapon
she grants a + 3 bonus instead of a +2 bonus. Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Will
Concerted Effort Bard Utility 2
Hit: 2[W] + Charisma modifier psychic damage. The next
Your maBic hums around your allies, srowin8 in power as they time the target is hit by an attack before the end of your
redoubLe their if[orts toward the task at hand. next turn, it is knocked prone.
Daily. Arcane
Standard Action Close burst 10 Recitation of Foreknowledge Bard Attack 3
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a
You recount rhe tale oj asreat trickster-warrior, whose uncanny
+1 power bonus to attack rolls. Whenever a target hits awareness flusters opponents and inspires allies.
with at least one attack during his or her turn, the bonus Encounter + Arcane, Implement, Psychic
increases by 1 for each target whose turn has not yet Standard Action Ranged 10
started. Target: One creature
Attack: Charisma vs. Will
Hit: 1 d6 + Charisma modifier psychic damage. Until the
HALF-ELF BARDS end of your next turn, the target grants combat advan-
tage to one ally within 1 0 squares of you.
With their innately superior Constitution and Charisma Effect: One ally within 10 squares of you gains a +4 bonus
scores, half-elves make excellent bards. Such charac- to AC against opportunity attacks until the end of your
ters gravitate to diplomatic roles, including t he half-elf next turn.
emissary paragon path (page 21). Though half-elves can Virtue of Prescience: The ally's bonus to AC against op·
readily exploit the Virtue of Cunning and the Virtue of portunity attacks equals 3 + your Wisdom modifier.
Prescience, most are drawn to the Virtue of Valor so that
they can inspire allies to greatness.
e RA P TE R 1 I Bard
Rhyme of the Bard Attack 3
Blood-Seeking Blade You -whisper of the unquenchable fire that burns at the heart of
You swiftly loose a sltot while cltantin8 of sundered metal, and the world, causirlBflames to erupt deep within YOllr enem)~
your foe s amlOr no 10nBer withsta1lds your friend's strike. Daily .. Arcane, Fire, Implement
Encounter" Arcane, Weapon Standard Action Ranged 10
Immediate Interrupt Ranged weapon Target: One creature
Trigger: An a lly misses w ith a me lee attack Attack: Charisma vs. Fortitude
Target: The target of the triggering ally's attack Hit: 2d6 + Charisma modifier fire damage.
Attack; Charisma vs. Reflex Miss: Half damage.
Hit: 1 [W] + Charisma modifier damage. The target takes a -4 Effect: Until the end of the encounter, whenever an ally
penalty to all defenses against the triggering ally's attack. hits the target, the target takes fire damage equal to your
Virtue of Prescience: The target's penalty to all defenses Charisma modifier.
equals 3 + your Wisdom mod ifier.
Strictures of Fortune Bard Attack 5
Song of the New Dawn Bard Attack 3 Your sona offorhme assists your all.ies and impedes your
You caUl/pon the sun's liaIrt to sear your foe and sh ine hope on enemies.
•
your allies. Daily .. Arcane, Implement, Psychic
Encounter" Arcane, Implement, Radiant Standard Action Ranged 10
Standard Action Ranged 1 0 Target: One creature
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier psychic damage.
Hit: 2d8 + Charisma modifier radiant damage. Each ally Miss: Half damage.
adjacent to the target makes a saving throw, rolling twice Effect: The next time the target would recharge a power
and using the higher resu lt. before the end of the encounter, the power instead does
not recharge, and you or an ally within 1 0 squares of you
regains the use of an encounter power.
LEVEL 5 DAILY SPELLS
Vigorous Cadence Bard Attack 5
Arrow of III Omen Bard Attack 5
Your chant inspires Ilea l.th and \lalor. With each ofyour enemy's
The arrow you fire is a harbillaer ofyourfoe's doom. VVhere it attacks, an ally's wounds are mended.
strikes, death follows. Daily .. Arcane, Healing, Implement
Daily .. Arcane, Weapon Standard Action Ranged 10
Standard Action Ranged weapon Target: One creature
Target: One creature Attack: Charisma vs. Fortitude
Attack: Charisma vs. AC Hit: 2d6 + Charisma modifier damage.
Hit: 2[WJ + Charisma modifier damage. Miss: Half damage.
Miss: Half damage. Effect: Until the end of the encounter; whenever the target
Effect: Choose an ally within 10 squares of you. Until the makes an attack roll, your ally nearest to it regains hit
end of the encounter; when that ally hits the target but points equal to your Charisma modifier.
does not score a critical hit, you roll a d20.lfyou roll a
15 or higher, that attack becomes a critical hit, and this
effect ends. LEVEL 6 UTILITY SPELLS
Chord of Resilience Bard Utility 6
You croon a beauilinB melody. inducina your foe to wander vVith notes of steel and stone, you preseTlle your an)' from harm.
wherever YOll direct it. Encounter" Arcane
Daily .. Arcane, Charm, Implement, Psychic Immediate Interrupt Ranged 1 0
Standard Action Ranged 10 Trigger: An attack hits an ally
Target: One creature Target: The ally who was hit
Attack: Charisma vs. Will Effect: The damage the target takes is reduced by an
Hit: 2d8 + Charisma modifier psychic damage, and you amount equal to 5 + your Charisma modifier.
slide the target 5 squares either at the start of its turn or
at the end of its turn (save ends). Until it saves, the target
cannot take move actions on its turn. You recite YO l!r allies' alor-iolLS tale, helpin8 to set th em in posi-
Miss: Half damage. You slide the target 5 squares either at tion for triumph.
the start of its turn or at the end of its next turn, and it
Encounter. Arcane
cannot take move actions on its next turn.
Minor Action Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, each target can shift
as a minor action.
CHAPTER 1 I Bard
Glimpse the Future Bard Utility 6 Rewrite the Future Bard Attack 7
Just as you, uphold t he examples of the past so too do YOll draw With a wave of the hand, this shot's arcane energy can change
on thefuture to inspire YOUT compan ions. an enemy's f Utt/,re.
Daily .. Arcane Encounter " Arcane, Weapon
Minor Action Personal Standard Action Ranged weapon
Effect: Roll a d20 three times and keep the highest roll. Target: One creature
Once before the end of the encounter; you can use this roll Attack: Charisma vs. AC
to r~place a d20 roll of an ally within 10 squares of you. Hit: 1 [W] + Charisma modifier damage, and you roll a d20.
Until the end of your next turn, you can replace an ally's
Song of Speed Bard Utility 6 attack roll against th e target with your d20 roll or re place
the target's attack roll with your d20 roll as a free action.
With a rousinB Tefrain, you imbue an aUy or yourself with supe-
rior speed and agility.
Song of Duplicitous Allure Bard Attack 7
Encounter" Arcane
Minor Action Ranged 1 0 The soft tones ofyoUT voice draw)'ouT foe closer.
Target: You or an ally Encounter" Arcane, Charm, Implement, Psychic
Effect: Until the end of your next turn, the target gains a Standard Action Ranged 1 0
+4 power bonus to speed and can shift 1 extra square Target: One creature
whenever he or she shifts. Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you
Synchronicity Bard Utility 6 pull the target 2 squares. Until the end of your next turn,
each time the target is hit by a ranged attack, you pull it
A Single chord is all it takes to spur YOllr allies fo n vard. 1 square.
Daily .. Arcane
No Action Close burst 10
Target: You and each ally in burst
Trigger: You roll initiative As you shout a wOTd of power; health and vitality drain from
Effect: Each target gains a +5 bonus to initiative during this your foe and refresh a nearby all)(
e ncounte r. Encounter " Arcane, Healing, Implement
Standard Action Ranged 1 0
Target : One creature
LEV EL 7 ENCOUNTER SPELLS Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage.
Chillsong Stroke Bard Attack 7 Effect: An ally adjacent to the target can spend a healing
YOUT rhythm of winter draws viBorfromyour foe and inf uses it surge and also gains te mporary hit points equal to your
into your ally, who leaps fo rward. Intelligence modifie r.
Encounter" Arcane, Cold, Weapon
Standard Action Melee weapon Timely Distraction Bard Attack 7
Target: One creature "Lookl An owlbear!"
Attack: Charisma vs. AC
Encounter " Arcane, Charm, Implement, Psychic
Hit: 2[W] + Charisma modifier cold damage, and t he
Standard Action Ranged 1 0
target is slowed until the e nd of your next turn. An ally
Target: One creature
within 3 squares of you can shift 4 squares as a free
Attack: Charisma vs. Will
action.
Hit: 2d8 + Charisma modifier psychic damage, and the
target grants combat advantage until the end of your
Insightful Shot Bard Attack 7 next t urn.
As your arrow streaks forth, it Buides the way to ),olllJoe's most
vulnerable spot. L EVEL 9 DAILY SPEL L S
Encounter" Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Refl ex Yo ur son8 1nimics the beat ofyour foe's attacks, 50 that your
Hit: 2[Wj + Charisma modifie r damage. All th e target's allies match them strikefo r strike.
defenses are equal to its lowest defe nse unt il th e next Daily .. Arcane, Implement
time it is hit by an attack. Standard Action Ranged 1 0
Virtue of Prescience: The next attack t hat hits the target Target : One creature
gains a bonus to the damage roll equal to your Wisdom Attack: Cha risma vs. Will
modifier. Hit: 2d8 + Charisma modifie r damage.
Miss: Half damage.
Effect: Whenever the target misses with an attack, it pro-
vokes opportunity attacks from you and your allies (save
ends).
CHAPTER 1 I B ard
R~in of Starlight Bard Attack 9 LEVEL 10 UTILITY SPELLS
You address art ode to the stars, ca/li118 their brilliance to shower
down upon. your foes. Break Enchantment Bard Utility 10
Daily'" Arcane, Radiant, Implement Your arcane poemfreesyour aWes' minds.
Standard Action Area burst 1 within 1 0 squares
Daily ... Arcane, Implement
Target: Each creature in burst
Minor Action Area burst 1 within 10 squares
Attack: Charisma vs. Reflex
Target: Each ally in burst
Hit: 2d6 + Charisma modifier radiant damage.
Effect: The target rolls a saving throw. If the saving throw
Miss: Half damage.
Effect: The target is affected by showering sparks (save
is against a charm, a fear, or an illusion effect, the target $
gains a bonus to the saving throw equal to your Charisma IJJ
ends). While affected by showering sparks, the target Z
modifier.
grants combat advantage. In addition, it gains no benefit
from concealment, total concealment, or invisibility.
Chant of Accuracy Bard Utility 10
Saga of Vengeance Bard Attack 9 You recite the le8etld of the arrow thatfound the sin8le 8ap in a
You punctuate a tale of bloody ven8ea.nce with your shot, each
foe's annol; insprrin8 )'0111" companions to strike true.
1V0rd inspirina your aWes. Daily'" Arcane
Minor Action Close burst 1 0
Daily ... Arcane, Healing, Weapon
Target: You and each ally in burst
Standard Action Ranged weapon
Effect: Each target gains a +2 power bonus to attack rolls
Target: One creature
until the end of your next turn.
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage. Idyll of Calm Bard Utility 10
Effect: Until the end of the encounter, whenever an ally You hum a soft sona that cools your allies' tempers and helps
hits the target with an attack, that ally can choose to roll themfocus.
a saving throw or to regain hit points equal to your Cha-
Daily ... Arcane, Zone
risma modifier.
Minor Action Close burst 5
Effect: The burst creates a zone of calm that lasts until the
Symphony of Misfortune Bard Attack 9 end of the encounter. When you move, the zone moves
Yon unleash a 50na of missed chances, lost hope, and traaic ac· with you, remaining centered on you. Each ally within the
cidents, brinaina bad luck to your enemies. zone gains a +2 power bonus to Will, and any penalty to
attack rolls that such an ally takes is lessened by 2.
Daily ... Arcane, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst Illuminating Stars Bard Utility 10
Attack: Charisma vs. Will You invoke the Haht of the full moon and the allidina star of the
Hit: 1 dl 0 + Charisma modifier damage. north, revealina hidden foes to your allies.
Miss: Half damage.
Daily ... Arcane
Effect: The burst creates a zone of misfortune that lasts until
Minor Action Personal
the end of your next turn. Choose one of the follOWing mis-
Effect: Until the end of the encounter, you and any allies
fortune effects; until the end of your next turn, each enemy
within 5 squares of you gain a +5 power bonus to InSight
that starts its turn within the zone is subject to that effect.
checks and Perception checks .
... The enemy is slowed .
.... The enemy takes psychic damage equal to your Cha-
risma modifier_ Mantle of Unity Bard Utility 10
... The enemy grants combat advantage to your allies. A 5wellina chonts of confidence elifolds your allies, 50 that the
Sustain Minor. The zone persists. You can choose a new strenaths of each mask another's weakness.
misfortune effect for the zone when you sustain this power. Encounter'" Arcane
Minor Action Close burst 5
Wail of Anguish Bard Attack 9 Target: You and each ally in burst
A threnodx ofIoss and sorrow saps your foes' ability to escape Effect: Determine the highest AC, Fortitude, Reflex, and
harm. Will among all the ta rgets. Until the end of your next
turn, use these values for the corresponding defenses of
Daily'" Arcane, Implement
all the targets.
Minor Action Personal
Effect: Until the end of your next turn, you can make the
following attack. Savior's Song Bard Utility 10
Opportunity Action Close burst 3 You inspire determination and focus in )four aWes with 110peful
Trigger: An enemy startS its turn within 3 squares of you verses of battles IVan despite dalmtina odds.
Target: The triggering enemy in burst Daily'" Arcane
Attack: Charisma vs. Will Minor Action Personal
Hit: 1 dl 0 + Charisma modifier damage, and the target Effect: Until the end of the encounter, each ally who ends
cannot shift until the end of your next turn. his or her turn within 5 squares of you can reroll one sav-
Sustain Minor: The effect persists. ing throw that he or she fails during that turn.
CHAPTE R 1 I Bard
LEVEL 13 ENCOUNTER SPELLS LEVEL 15 DAILY SPELLS
Couplet of Deceptive Weakness Bard Attack 1 3 Fated Vulnerability Bard Attack 15
You draw on a le8endal)' strataaem,fei8nin8 vulnerability to Your foe cannot escape the terrible doom YO IL dictatejor it.
Jure your joe into a trap. Daily .. Arcane, Weapon
Encounter" Arcane, Weapon Standard Action Ranged weapon
Immediate Reaction Melee weapon Target: One creature
Trigger: An enemy moves into a square adjacent to you Attack: Charisma vs. Reflex
Target: The triggering enemy Hit: 2[W] + Charisma modifier damage. Choose acid, cold,
Attack: Charisma vs. AC fire. force, lightning. or thunder. The target grants combat
Hit: 1 [WJ + Charisma modifier damage, and an ally within advantage and gains vulnerable 10 to attacks that have
5 squares of you can shift 5 squares as a free action. That the chosen keyword (save ends both).
ally must end this movement adjacent to the target and Miss: Half damage. Choose acid, cold, fire, force, lightning. or
then can make a melee basic attack against the target as thunder. Until the end of your next turn, the target grants
a free action. combat advantage and gains vulnerable 10 to attacks that
have the chosen keyword.
Enduring Struggle Bard Attack 1 3
You shout a verse of triumph as you fire, uraina your allies to
JW1t to tile end. Your maddenin8 chant sears YOlLr enemy's thouahts, blindina it
Encounter" Arcane, Healing, Weapon to your ally's threat.
Standard Action Ranged weapon Daily" Arcane, Implement, Psychic
Target: One creature Standard Action Ranged 1 0
Attack: Charisma vs. AC Target: One creature
Hit: 3[w1 + Charisma modifier damage, and each ally Attack: Charisma vs. Will
within 3 squares of the target regains hit points equal to Hit: 3d8 + Charisma r psychic damage, and one
your Charisma modifier. ally within 10 squares of you becomes invisible to the
target (save ends).
Insult of Passivity Bard Attack 1 3 Miss: Half damage. One ally within 10 squares of you becomes
invisible to the target until the end of your next turn.
Under a barraae ofjeers, your foe is rendered hesitant and
j earful.
Encounter .. Arcane, Fear, Implement, Psychic
Standard Action Ranged 10 You chant a verse ofthe northern ice as you draw your bow, and
Target: One creature hoarfrost alitters on the arrowhead as it leaps to its taraet
Attack; Charisma vs. Will Daily" Arcane, Cold, Weapon
Hit: ld8 + Charisma modifier psychic damage, and the Standard Action Ranged weapon
target is dazed until the end of the encounter or until it is Target: One creature
hit or missed by an attack. Attack: Charisma vs. AC
Hit: 1 [W] + Charisma modifier cold damage.
Miss: Half damage.
Effect: The target takes ongoing 1 0 cold damage (save
Your qUick rejoinder speaks of endurin8 pain and misfortune, ends). If you or an ally hits the target with an attack, it
hinderina your enemy's aLlempt 10 throw off a harmful effect. automatically fails its next saving throw against this effect.
Encounter" Arcane, Implement, Psychic
Immediate Interrupt Ranged 1 0
Trigger: An enemy rolls a saving throw
Target: The triggering enemy Your piercina wit mocks your enemy's defensive maneuvers and
Attack: Charisma vs. Will renders it more easi~1 "It it.
Hit: 2d8 + Charisma modifier psychic damage, and the Daily .. Arcane, Implement
target takes a -2 penalty to the saving throw. Standard Action Ranged 10
Virtue of Prescience: The target's penalty to the saving Target: One creature
throw equals 1 + your Wisdom modifier. Attack: Charisma vs. Will
Hit: ld6 + Charisma modifier damage, and the target is
Slippery Feet Bard Attack 1 3 affected by your satire of evasion (save ends). While the
target is affected by the satire, whenever an ally misses it
YOII recite an ode to the winter wind, coatil!a your foe's steps in ice.
with an attack, you can roll a dl0 and replace the ally's
Encounter" Arcane, Cold, Implement die roll with yours.
Standard Action Ranged 1 0 Miss: Half damage. Until the end of your next turn,
Target: One creature whenever an ally misses the target with an attack, you can
Attack: Charisma vs. Reflex roll a d20 and re place the ally's die roll with yours.
Hit: 2d8 + Charisma modifier cold damage. and the target
is slowed until the end of your next turn. Wheneve r the
target is hit by an attack while it is slowed by this power,
you slide the target 1 square.
CHAPTE R 1 I BaTd
til
a:
A snimmerina, poundina wall of thunder mmbles into existence. You brieflyaestilre, and your companion suddenly acts in a blur UJ
C HAP TE R] I Bard
Strings of Fate Bard Attack 1 7 Mocking Epigram Bard Attack 19
As you make an appeal to the fates ofbclttle, your arrows streak YOUT vidous lampoon enra8es your foe, cOllSine it to swin8
toward your enemies, by passin8 their annOT to bind theiT doom. bUndly.and harm its allies.
Encounter + Arcane, Weapon Daily .. Arcane, Charm, Implement
Standard Action Ranged weapon Standard Action Ranged 1 0
Target One, two, or three creatures Target: One creature
Attack: Charisma vs. Reflex Attack: Charisma vs. Will
Hit: 1 [WI + Charisma modifier damage. Until the end of Hit 3d8 + Charisma modifier damage, and the target is
your next turn, attacks against the target's AC instead affected by your mocking epigram (save ends). While
target its ReAex. affected by the mocking epigram, the target is weakened,
and whenever it hits an ally with an attack, that attack
Turning the Tide Bard Attack 1 7 also hits one enemy of your choice within range of that
attack, including the target itself. The target cannot hit a
You calL upon the le8ends ofBreat heroes' perseverance to inspire given enemy more than once with a Single attack.
your allies in their hour of need. Miss: Half damage. Until the end of your next turn, the target
Encounter" Arcane, Healing, Implement is weakened, and whenever it hits an ally with an attack,
Standard Action Close blast 3 that attack also hits one enemy of your choice within range
Target: Each enemy in blast of that attack, including the target itself. The target cannot
Attack: Charisma vs. Reflex hit a given enemy more than once with a single attack.
Hit 2d8 + Charisma modifier damage. Until the end of
your next turn, each ally who hits the target can spend a
Saga of the Harrying Foe Bard Attack 19
healing surge. An ally can spend only one healing surge
in this way. You declaim eL tale of810rious sin8le combat, compellin8 your
enemy to seek alit and do battle with your ally.
Daily .. Arcane, Psychic, Weapon
LEVEL 19 DAILY SPELLS Standard Action Ranged weapon
Target: One creature
Corralling Song Bard Attack 19 Attack: Charisma vs. Will
Be811iHn8 wOTds entice your foes to duster to8etller, exposin8 Hit: 2LWI + Charisma modifier damage, and you slide
them 1'0 devastatin8 area attacks. the target 5 squares to a space that must be adjacent to
an ally. That ally gains a + 2 power bonus to attack rolls
Daily .. Arcane, Implement, Psychic
against the target until the end of the encounter. In addi-
Standard Action Area burst 2 within 10 squares
tion, the target takes 10 psychic damage at the end of its
Target: Each enemy in burst
turn if it is not adjacent to that ally (save ends).
Attack: Charisma vs. Will
Miss: Half damage, and you slide the target 5 squares to a
Hit: 2d6 + Charisma modifier psychic damage. If the target
space that must be adjacent to an ally. That ally gains a + 1
is not adjacent to an enemy, you can slide the target 3
power bonus to attack rolls against the target until the end
squares to a space that must be adjacent to an enemy.
of the encounter. In addition, the target takes 5 psychic
Miss: Half damage. if the target is not adjacent to an enemy,
damage at the end of its turn if it is not adjacent to that
you can slide it 1 square to a space that must be adjacent
ally (save ends).
to an enemy.
Effect Each target that is adjacent to an enemy after this
attack is resolved takes 10 psychic damage at the end of Spring to Action Bard Attack 19
its turn if it is not adjacent to an enemy at that time (save Intonin8 a ~m elod)' of dIe planes, you tl1in the boundaries be-
ends). tween realities so t/lCItyour allies trave/feLr in one step.
Daily .. Arcane, Implement, Teleportation, Zone
Standard Action Area burst 1 within 20 squares
Your ma8ie grants your friends supeTior lu ck but the wheel of Target Each creature in burst
fate 8ives luck to your enemies in equal measure. Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier damage.
Daily + Arcane, Weapon
Miss: Ha lf damage.
Standard Action Ranged weapon
Effect: The burst creates a zone of warped space that lasts
Target: One creature
until the end of your next turn. While the zone persists,
Attack: Charisma vs. AC
you and any allies within 20 squares of you can use a
Hit 4 [WJ + Charisma modifier damage.
move action to teleport to an unoccupied space within
Miss: Half damage.
the zone.
Effect: The target is affected by linked fortunes (save ends).
Sustain Minor: The zone persists.
While it is affected by linked fortunes, as an immediate
interrupt, when the target is missed by an ally's attack, you
can roll a d20 and replace the ally's attack roll with yours.
Whenever you do so, the target can roll a dlO once during
its next turn and replace its attack roll with that roll.
C HA P TE R 1 I Bard
LEVEL 25 DAILY SPELLS L EVEL 27 ENCOUN I ER SPELLS
With a sil1gle shot ofyour weapol1., you il1 tensijjr your allies' Crescendo of Victory Bard Attack 17
attack agail1styollr adversary. Your attack is the beginnin8 of),ourfoe'S destruction.
Daily . Arcane, Weapon Encounter . Arcane, Weapon
Standard Action Ranged weapon Standard Action Melee weapon
Target: One creature Target: One creature
Attack: Charisma vs. Fortitude Attack: Charisma vs. AC
Hit! 3[W] + Charisma modifie r damage. Until the end of Hit: 3 rWl + Charisma modifier damage. Until t he end of
the encounte r, whenever you or an ally rolls th e maxi· your next turn, you and your allies gain a +1 powe r bo-
mum result on any damage die against the t arget, reroll nus to attack ro lls against the target.
the die and add that result as extra damage to the total
damage dealt. Pounding Rhythm Bard Attack 27
Miss: Half damage. Until the end of your next turn,
Your allies' attach f all like drumbeats, pummelin8 your f oes.
whenever you or an ally rolls the maximum result on any
damage die aga inst t he target, re ro ll the die and add that Encounter . Arcane, Implement, Thunder
result as extra damage to t he total damage dealt. Standard Action Close blast 3
Target: Each ene my in blast
Attack: Charisma vs. Fortitude
Hit: Id8 + Charisma modifier thunder damage. If an ally
Your sona no /onaer describes your enemy's fate - it creates it hits t he target before t he end of your next turn, the tar-
Daily. Arcane, Implement, Psychic ge t is st unn ed until th e end of its next turn.
Standard Action Area burst 2 within 20 squares
Target: Each e nemy in burst
Attack: Charisma vs. Will
It's aood to have second chances when your life is on the line.
Hit: 4dl 0 + Charisma modifie r psychic damage.
Miss: Half damage. Encounter . Arcane, Implement, Psychic
Effect: Roll a number of dl0s equal to the number of tar- Standard Action Ranged 10
gets you hit with this attack. Until t he end of t he e nco un- Target: One creature
ter, as a free action you can force an ene my wit hin 10 Attack: Charisma vs. Will
squares of you to replace an attack roll or a saving t hrow Hit! 1d8 + Charisma modifier psychic damage. Each ally
with one of your rolls. You can use each roll only once. within 3 squares of the target can reroll one attack roll
before the start of your next turn.
Virtuoso of Misfortune Bard Attack 25
YOlt manipulate lu ck like a master musician, turnin8 800d fo r·
Strike from Legend Bard Attack 17
tu ne to bad and l1ictory to doom. You embody a hero of old, smitin8 your f oe with sava8efu ry
Daily . Arcane, Implement, Psychic
and fillina your allies with renewed hope.
Standard Action Area burst 1 wit hin 20 squares Encounter . Arcane, Healing, Weapon
Target! Each e ne my in burst Standard Action Melee weapon
Attack: Charisma vs. Will Target: One creat ure
Hit: 3d6 + Charisma modifie r damage, and t he target Attack: Charisma vs . AC
takes a - 5 penalty to saving throws (save ends). Until the Hit : 4[W] + Charisma modifier damage. If the target is
end of the encounter, whenever the target fails a saving reduced to 0 hit points or fewer by this attack, each ally
throw, an ally within 5 squares of the target can roll a within 5 squares of the target gains a +2 powe r bonus to
saving throw. attack rolls until the end of your next t urn.
Miss: Half damage, a nd the target takes a - 5 penalty to If t he target is not reduced to 0 hit pOints or fewer by
saving throws until the e nd of you r next turn. t his attack, each ally within 5 squares of th e target can
spend a healing surge; add your Constit ution modifier to
the hit pOi nts regained by e ach ally.
-%-
<
---
--
2
•
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>
3
CUNNING PREVARICATOR
"There is a say ina amon8 the fey creatures who trip
between worlds: Only throu8h dishonesty is JlOnor earned."
Prerequisite: Bard
CUNNING PREVARICATOR
PATH FEATURES Trickery's Reward Cunning Prevaricator Utility 12
Virtue of Deceit (11th level): W hen you use VVith words of cunllln8 wisdom,yolIBuide your ally's defenses,
foilin8your enemies' attack one way or another.
your Bardic Virtue class feature, one ally you choose
within 5 square of you ga i ns combat advantage Encounter" Arcane, Healing
Immediate Interrupt Close burst 1 0
against the target of his or her next attack.
Trigger: An attack misses an ally within 1 0 squares of you
Shrouding Action (11th level): When you spend Target: The ally that was missed by the attack
o
an action point to take an extra action, you and one Effect: The target gains a bonus to all defenses that the
ally you choose within 5 squares of you become invis- triggering attack targets equal to your Intelligence modi-
ible until the end of your ne-xt turn. fier. If the triggering attack misses, the target gains the
Trickster's Mercy (16th level): When you use bonus to those defenses until the end of your next turn. If
majestic word to heal a bloodied ally, that ally becomes the triggering attack hits, the target regains hit points as
if he or she had spent a healing surge. .
invisible until the start ofills or her next turn.
Nimbus of Cunning Prevaricator Attack 20
CUNNING PREVARICATOR SPELLS
Falsehood
You cast ma8ical dust into your enemy's face, blurri118 its vision
Lying Ughts Cunning Prevaricator Attack 11
al1d confoundin8 its actions.
As YOlLr allies strike the chosen foe, they vanish in clouds of8lit-
Daily .. Arcane, Illusion, Implement, Psychic
lerina 1i8ht.
Standard Action Ranged 1 0
Encounter" Arcane, Illusion, Implement, Radiant Target: One creature
Standard Action Ranged 1 0 Attack: Charisma vs. Will
Target: One creature Hit: 4d8 + Charisma modifier psychic damage, and the
Attack: Charisma vs. Reflex target is affected by your nimbus offalsehood (save ends).
Hit: 3d8 + Charisma modifier radiant damage. Each ally While affected by the nimbus offalsehood, if the target
who hits the target before the end of your next turn be- misses with a melee attack, you can use an immediate
comes invisible until the e nd of his or her next turn. This interrupt to have the attack hit a different creature, in-
invis ibility ends if the ally makes an attack roll. cluding the target, within the attack's range.
Miss: Half damage. If the target misses with a melee
attack before the end of your next turn, you can use an
immediate interrupt to have the attack hit a different ~
Cl
~
-
HAPTER 1 I Ba.rd
GRAVE CALLER
"Some deserve nothin8 but death, and those most deserv-
in8 are marked by their crimes. Like a requiem's crescendo,
I pursue the marked ever more closely to 8ille them
their due."
Prerequisite: Bard
CHAPTER 1 I Bard
tion, allies within 10 squares of you apply this bonus .,..
Vl
LF-ELF EMISSARY to all checks with Charisma-based skills in which -
"There is strenath in numbers, and I have many friends you are trained. ~Co
who trust me and are willina to fiaht for me." Valorous Action (11th level): When you spend
an action point to take an extra action, allies you can 2
Prerequisite: Halfelf. bard see gain a +2 power bonus to ali defenses lmtil the end
o
(J
of your next turn. In addition, you regain the use of <t
You hate to be tied to anyone location for too long; the encounter power you gained from your Dilettante
ex:
you'd rather be on the road , meeting new creatures <t
racial featme if you have used it dming this encounter. Co
and eeing new lands and nations. As a result, you Heal the Besieged (16th level): W hen ever you 0
feel at home nearly anywhere. Th is arne ability also use a bard healing power on an aliy, increase the ~
puts YOll in the good graces of people you meet along number of hit points regained by Id6 for each enemy CO
the way. that is adjacent to that ally.
Your inborn empathy and acquired diplomatic
skill allow you to fit into nearly any society-if not as
someone who has always lived there, then at least
HALF-ELF EMISSARY SPELLS
as a tru ted friend. By understanding many kinds of
Emissary's Onslaught Ha lf-Elf Emissary Attack 11
people and creatures, you learn how to protect them -
or fight them if need be. As your weapon clashes aaainst your foe, a thunderclap re-
sounds and empowers all your nearby allies.
When things turn rougb, YOll can use your knowl-
edge of other creatme to your advantage in a fight. Encounter + Arcane, Thunder, Weapon
Standard Action Melee weapon
The more foes that try to stop you the better you can
Target: One creature
tangle their swords and spells, confounding their Attack: Charisma vs. AC
attempts to hurt you. Hit: 2fWl + Charisma modifier thunder damage. Each ally
within 2 squares of the target gains a bonus to his or her
HALF-ELF EMISSARY next attack roll against that target equal to your Constitu-
tion modifier.
PATH FEATURES Special: If there are more enemies than allies within 10
Skilled Speech (11th level): Your bonus to squares of you, the bonus to attack rolls increases by 2.
Diplomacy cllecks from your Group Diplomacy Count only active enemies and allies, not unconscious,
racial trait equals your Char isma modifier. In addi- dead, or dying creatures.
CHAPTER] I Bard
RMIC SHAPI:R KARMIC SHAPER PATH FEATURES
"Reality can be manipulated. Good works weave shininB Fated Action (11th level): When you spend an
marks into it, while evils done stain its threads. Both propa- action point to take an extra action, you can reroll any
Bate forward and backward in time, and their consequences single d20 roll you make this turn.
wil/find you late or soon." Karmic Virtue (11th level): If you use Virtue
of Prescience to increase an ally's defense and the
Prerequisites: Bard Virtue of Prescience class enemy's attack still hits the ally targeted by the trig-
feature gering enemy's attack Call spend a healing surge as a
free action.
Moral consequence is something all creatures face , Karmic Strike (16th level): When you use
whether they recognize its existence or not. The Virtue ofPresc.ience one ally witbin 10 squares of
effects of each creature's deeds influence the past, you can rna ke a ranged or melee basic attack as a free
present, and future. You do not hold thi view as a action against the triggering enemy.
philosophical belief: It is demonstrably true.
Each action a being takes is Hke planting a seed. KARMIC SHAPER SPELLS
Depeniling on the deed's nature, harvesting it') fruits
might bring joy or pain. You seek to increase your Karmic Wound Karmic Shaper Attack 11
own measure ofjoy in the world, while ensuring Your foe will pay for the injlllY it causes another.
that your foes reap equivalent pain for their past Encounter. Arcane, Weapon
misdeeds. Standard Action Ranged weapon
You are an interpreter of karma_ With your pre- Target: One creature
cient Sight, you can collect your foes' karmic debt in Attack: Charisma vs. AC
a timely, ometimes dramatic fa hion. On the other Hit: 2 [WI + Charisma modifier damage. If the target hits
band, your own actions touch only Hghtly on the with an attack before the end of your next turn, it takes
1 [W] + your Wisdom modifier damage.
karmic surface of cause and consequence. You shape
the fates of others without unduly affecting your own
ftnal destiny.
Warp Karma Karmic Shaper Utility 12
You twist rhe paths ofJate, reversil18your ally's misfortune.
Daily. Arcane
Immediate Interrupt Close burst 10
Trigger: An ally in burst misses with an attack
Target: The triggering ally and one enemy in burst
Effect: Roll a d20 twice. The ally can replace his or her
attack roll with one of your rolls, and you can force the
enemy to replace its next attack roll with your other roll.
CHAPTER 1 I Bard
•
11\
LIFE SINGER
"When the scourae wind blows coldestfrom the heiahts, r
will be ready. My voice wit! be added to the metody that will
preserve the eladrillfrom an ancientfoe."
Prerequisite: Bard
H PTER 1 I Bard
CHAPTER 2
Source. '"o
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~
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"
CHAPTER 2 I Sorcerer
As a sorcerer, you gain power through an instinctive
or in born can nection to an ancient arcane source.
Instead of the Spell Sonrce options of Dragon Magic
and Wild Magic (described in Player's Handbook 2),
you can select either Storm Magic or Cosmic Magic.
The choice you make grant you specific features and
al 0 proVides ball use to certain sorcerer powers, as
detailed m those powers.
STORM
The raw and unbridled fury of storm powers your
spells. While others might flee a storm, you embrace
it power internalize the force, and then unleash it.
The impetuous, unpredictable power resident in the
storm is your gr ate t ally. Like a lempest, you never
give up and never give in unt il you are completely
spent.
Storm Power: You gain a bonus to the damage
rolls of arcane powers equal to your Dexterity modi-
fier. Th e bonus equals your Dexterity modifier + 2
at 11th level and your Dexterity modifier + 4 at 21st
level.
Storm Soul: You gam resist 5 thunder a nd resist 5
lightning. This resistance increases to 10 at 11th level
and 15 at 21st level.
While tJ1is resistance is active, yom arcane powers
ignore all targets' resistance to that damage type up
to the value of your resistance.
If you are hit by an attack, you can end this resis-
tance as an immediate interrupt to gain a +4 power
bonus to all defenses twill the end of yom next tmn.
If you do so, tJle resistance returns after you take a
short re t or an extended rest.
Storm's Embrace: When you roll a natural 20
on an attack roll {or an arcane power. wind snrges
around you and your enemy. You can push the target
1 square and then fly a number of squares equal to 1
+ yonr Dexterity modjfier after applying the attack's
other effects.
CHAPTER 2 I SOl"Cerer
COSMIC GIC
The sun, the moon, and the tars speak to
you in the voiceless language of cycles. The
natural flow of the seasons tugs at your blood
as the tide acts upon the oceans, pushing and
pulling with gentle insistence regardless of
the storm's fltry the dragon's flight or the
antics of otherworlclly primordials. Just as
the constellations move around the sky in a
steady, imperturbable cadence, your spells
are strong and unshakable, and tied to ener-
gies that can all other .
Cosmic Persistence: While you are
not wearing heavy armor, you can use your
Strength modifier in place of your Dexterity or
Intelligence modifier to determine yom AC.
Cosm.ic Power: You gain a bonu to the
damage rolls of arcane powers equal to
your Strength modifier. The bonus equals
your Strength modifier + 2 at 11th level
and your Strength modifier + 4 at 21st level.
Soul of the COSIIl ic Cycle: At the end of
a short rest or an cxtended rest, you choose
a cosmic phase from those dcscribed below
and gain its benefits.
The fust time you become bloodied
during an encounter, your phase immedjately
changes to the next higher-nwubered pha e
(or back to the phase of the sun if you are in
the phase of the stars). For example, if you
beghl an encounter in the phase of the moon,
after becoming bloodied you would be in the
phase of the stars.
In addition, each time you use a daily
arcane attack power, you can choose to
change your phase to the ne1\.1 higher-num -
bered phase immediately after resolving the
effects of the power.
1. Phase ofthe Sun: At the start of your turn,
each enemy adjacent to you takes fIre and radi-
ant damage equal to your Strength modifier.
You also gain resist 5 cold.
2. Phase of the Moon: You gain a bonus to
AC equal to the nunlber of conscious enemies
adjacent to yOll .
You also gain resist 5 psychic.
3. Phase of the Stars: Whenever an enemy's
attack misses you you can teleport a number
of squares equal to your Strength rnodiller as
a free action .
You also gain resist 5 radiant.
The resistance granted by this class feature
increases to 10 at 11th level and to 15 at 21st
level. While you have resistance from this
class feature your arcane powers ignore all
targets' resistance to that damage type up to
-~ Lhe value of your resistance . •
CHAPTER 2 I Sorcerer
Suggested At-Will Powers: blazin8 staJjall*,
burnina sprayt
Suggested Encounter Power: ray of the moon*
This book introduces two sorcerer builds: the storm Suggested DaiJy Power: cosmos can*
sorcerer and the cosmic sorcerer. *New option presented in this book
t Presented in Player's Handbook 2
STORM SORCERER
= - _.- .- ._ -- ._ - . - ._ _ ._ . -
You embody the fury and power ofa thunderstorm.
Charisma is your primary abj]jty score, since you use
it to attack and deal damage. Dexterity is your sec-
NEW SORCERER POWERS
ond-highest score, contributing to your AC and Reflex The powers presented here expand the choices for
and adding special effect to your attacks. Strength is sorcerers of all kinds.
your tertiary ability score.
Suggested Class Feature: Storm Magic LEVEL 1 AT-WILL SPELLS
Suggested Feat: Tempest Magic*
Suggested Skills: Arcana, Bluff; Intimidate, Blazing Starfall Sorcerer Attack 1
ature
A of radiance falls upon your enemies and then bursts
Suggested At-Will Powers: li8htnin8 strike*, out creating a caBe ofbuming embers tllat are painful to pass
storm walkt tJlrou8l1·
Suggested Encounter Power: whirlwind* At-Will. Arcane, Fire, Implement, Radiant, Zone
Suggested Daily Power: howlin8 tempest'" Standard Action Area burst 1 within 10 squares
* ew option presented in this book Target: Each creature in burst
tP resented in Player's Handbook 2 Attack: Charisma vs. Reflex
Hit: 1 d4 + Charisma modifier radiant damage.
level 21: 2d4 + Charisma modifier radiant damage.
COSMIC SORCERER Cosmic Magic: The burst creates a zone bounded by
Your blood moves in tune with the phases of the burning ground that lasts until the end of your next tum.
moon the passing easons, and the chcUng stars Whenever an enemy within the zone leaves it, that
above. Charisma is your primary ability core, since enemy takes fire damage equal to your Strength modifier.
you use it to attack and deal damage. Strength is your
second-highest score, giving you better damage and Lightning Strike Sorcerer Attack 1
adding special effects to your attacks. Dexterity is Ughtnin8 strikes yoU/Joe and then ricochets to another enemy.
your tertiary stat choice. At-Will. Arcane, Implement, Lightning
Suggested Class Feature: Cosmic Magic Standard Action Ranged 10
Suggested Feat: Student of the Cosmos· Target: One creature
Attack: Charisma vs. Reflex
Suggested Skills: Arcana, Endurance, InSight,
Hit: 1 d8 + Charisma modifier lightning damage. A
ature creature of your choice other than the target and within
10 squares of the target takes lightning damage equal to
your Dexterity modifier.
GENASl SORCERERS level 21: 2d8 + Charisma modifier lightning damage.
Genasi are usually described as energy embodied, chaos Storm Magic: You can apply your Storm Power bonus
either to the damage roll against the target or to the
and order united-as a race of inherent flexibility, passion,
damage taken by the e nemy within 10 squares of the
and diversity. Such a description seems an ideal fit for sor- target.
cery, especially for the branches of storm magic and wild
magic. Indeed, many genasi answer the call of sorcery that
lives in their blood. Because genasi originally hailed from
LEVEL 1 ENCOUNTER SPELLS
the Elemental Chaos, they are elemental creatures in some
ways. In fact, each genasi's elemental manifestation (earth-
Mists of Disarray Sorcerer Attack 1
soul, firesoul, stormsoul, watersoul, or windsoul) seems a Violet mist bursts out from a spot on the battlefield. As yomJoes
breathe in the fumes, they begin (0 reel in confusion.
perfect complement to nearly any style of sorcerer. Each
elemental manifestation offers particular beneflts and pro- Encounter. Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
vides an associated encounter power. Indeed, a stormsoul
Target: Each creature in burst
genasi is already thematically a storm sorcerer: A genasi Attack: Charisma vs. Will
can promise the storm by invoking lightning living within, Hit: 1 d8 + Charisma modifier psychic damage. and you
which calls out to its companion, the thunder. Sparks push the target 1 square.
dance across the genasi's skin, and the air around her Wild Magic: If you rolled an even number on the attack
darkens and rumbles. roll, you slide the target a number of squares equal to your
Dexterity modifier instead of pushing it.
CHAPTER 2 I Sorcerer
V'l
Pinning Bolt Sorcerer Attack 1 LEVEL 1 DAILY SPELLS a!
You launch tendrils of blue, crackling enerEJ)' thaL kTlock your w
enemy to the wound and inhibit its movement. 3:
Encounter. Arcane, Implement, lightning You shoot a ray of white liaht at your foe. The beam sears flesh
oc..
Standard Action Ranged 10 and eyes, and it takes tim e fo r your enemy's vision to fully
Target: One creature a!
'return. w
Attack: Charisma vs. Reflex a!
Daily + Arcane, Implement, Radiant w
Hit: 2d6 + Charisma modifier lightning damage, you knock
the target prone, and the target is slowed until the end of
Standard Action Ranged 10 U
Target: One creature a!
your next turn.
Attack: Charis ma vs. Refl ex
Vl
o
Hit: 2d8 + Charisma modifier radiant damage. Until the
Ray of the Moon Sorcerer Attack 1 end of your next turn, the target is blinded. Whe n the
w
3:
.-\ ra.y of coldmoon1ight shines downfrom above, momentarily blinded condition e nds, the target then treats each crea·
Z
disorienting your opponent. ture more than 5 squares away from it as having conceal·
Encounter. Arcane, Cold, Implement ment (save ends).
Standard Action Ranged 10 Miss: Half damage. Until the end of your next turn, the
Target: One creature target treats each creature more than 5 squares away from
Attack: Charisma vs. Will it as having concealme nt.
Hit: 2d6 + Charisma modifier cold damage. and the target
cannot shift until the end of its next turn.
Cosmic Magic: The target takes a -1 penalty on attack rolls You access the vQ1'ie~)' of cycles within the cosmos, randomly
until the end of its next turn. pullina out a-fuTldamental force to blast your enemy's mind.
Daily. Arcane, Implement, Psychic
Tearing Claws Sorcerer Attack 1 Standard Action Ranged 1 0
Spectral claws strike out from yOllr body, slashin8 at YOUT foes Target: One creature
and shOVing dl em backwa rd. Attack: Charisma vs. Will
Encounter. Arcane, Implement Hit: 2dS + Charisma modifier psychic damage. Roll a d6 to
Standard Action Close burst 1 determine the attack's addtional benefit.
Target: Each enemy in burst 1-2: The target takes ongOing 5 radiant damage (save
Attack: Charisma vs. Reflex e nds) and the powe r gains t he radiant keyword.
Hit: 1 d1 0 + Charisma modifier damage, and you push t he 3- 4: The target is slowed (save e nds).
target 1 square. 5-6: The target is dazed (save e nds).
Dragon Magic: If the target is bloodied, you push it 3 Cosmic Magic: You choose the attack's additional benefit
squares instead of 1. instead of rolling.
Miss: Half damage.
C H APTER 2 I Sorcerer
Searing Sands Sorcerer Attack 3 VI
0::
You send a blast of seariJ18 sand at your f oes. The assmdtjla)'s The air around you tlLrns deathly cold, and frost coalesces on UJ
their skin and throws up a temporary curtain f or you to hide your body. creatin8 a protective shell of ice. $
behind. Daily. Arcane, Cold, Implement oc..
Encounter. Arcane, Implement Standard Action Close burst 1
Standard Action Close blast 3 Target: Each creature in burst 0::
UJ
Target: Each creature in blast Attack: Charisma vs. Fortitude 0::
Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier cold damage. UJ I
Hit: 2d6 + Charisma modifier damage. Until the end of Miss: Half damage. U
0::
your next turn, you have concealment. Effect: Until the end of the encounter, you gain a +2 power
bonus to AC and Fortitude and each creature that hits
o
VI
Swirling Stars you with a melee attack takes cold damage equal to your
Sorcerer Attack 3
Charisma modifier. $
A cyclonic cloud of starr)' llwtes descends on tlte batlefie!d.Jol · UJ
[owin8 your 8estimlations to land in your enemies' midst.
Z
Moon and Stars Sorcerer Attack S
Encounter. Arcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares A chill winter moon appears overhead, and aroul1d it swims a
Target: Each creature in burst myriad of radiant stars. You can unleash the power of either on
Cosmic Magic: You can choose not to target a creature in afoe.
the origin square of the burst. Daily. Arcane, Implement; Varies
Attack: Charisma vs. Reflex Standard Action Ranged 10
Hit: 2d8 + Charisma modifier cold and thunder damage. Target: One or two creatures
Attack: Charisma vs. Reflex
Thundering Gust Sorcerer Attack 3 Hit: 3d6 + Charisma modifier cold or radiant damage. The
damage type you choose determines the attack's addi·
You call forth the force of the ra8in8 storm and shriekinBBales. tional benefit.
·Wind howls about your f oes, buffetil18 them and slidil18 them.
Cold: The target is slowed and cannot shift (save ends both).
Encounter. Arcane, Implement, Thunder Radiant: You can spend one healing surge (even if you hit
Standard Action Close blast 3 two targets).
Target: Each creature in blast Miss: Half damage (your choice of cold or radiant).
Attack: Charisma vs. Fortitude
Hit: 1 dl 0 + Charisma modifier thunder damage, and you
slide the target a number of squares equal to your Dex·
terity modifier. You fap into chaosjUst as a f oe is about to hit )'ou. 8reenish
Storm Magic: If you choose not to slide any targets, until huejlickers across your skin as you teleport away. then make
the end of your next turn, you gain a fly speed equal to 1 + your olVn attnck.
your Dexterity modifier, and you can hover. Daily. Arcane, Implement, Psychic, Teleportation
Immediate Interrupt Ranged 5
Trigger: An enemy within 5 squares of you hits you
LEVEL 5 DAILY SPELLS Target: The triggering enemy
Effect: Before the attack, you teleport your speed.
Corruption Orb Sorcerer Attack 5 Attack: Charisma vs. Will
You jlin8 a dis8ustina orb ofw een and ocher slime that drench· Hit: 2dl 0 + Charisma modifier psychic damage.
es your enemy with a debilitat'iI18, addic poison. Miss: Half damage.
Daily. Acid, Arcane, Implement, Poison
Standard Action Ranged 1 0 Sun's Illumination Sorcerer Attack 5
Target: One creature Radiance pours down on an area, bllrllil18 creatlLres within the
Attack: Charisma vs. Fortitude light and revealin8 them to you in both body and mind.
Effect: The target takes ongOing 5 acid damage (save ends).
Daily. Arcane, Implement, Radiant, Zone
Hit: 2dl 0 + Charisma modifier poison damage.
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
DRAGONBORNSORCERERS Hit: 3d6 + Charisma modifier radiant damage
Many dragonborn thrill to a sorcerer's power, not least Effect: The burst creates a zone of piercing light that lasts
because the class's primary ability, Charisma, is one that until the end of your next turn. You gain a +2 power bonus
d ragon born are naturally endowed with. Similarly, many to Insight and Perception checks against each creature
within the zone. Each enemy within the zone grants
dragonborn are drawn to the dragon magic form of sor-
combat advantage. As a move action, you can move the
cery. The innate high Strength of dragonborn is also useful zone 3 squares.
for those who ignite the arcane dragon magic resident in Sustain Minor: The zone persists.
their blood, or those who choose cosmic magic.
C H A PT E R 2 I Sorcerer
LEVEL 6 UTILITY SPELLS LEVEL 7 ENCOUNTER SPELLS
CHAPTER 2 I Sorcerer
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C HAPT E R 2 I S o rcerer
Downbeat of Wings Sorcerer Attack 1 3 VI
cr:
YOU8ive life to a memory of dragons in uleform of phantom Yo ur words ofbrin8forth an explosive doud f rom the Jleart of a W
wings. With a beat of these wings, you send your foe sprawlinB. Bale. Your f oes are JIung about like leaves in a tempest. ~
Encounter+- Arcane, Implement Daily +- Arcane, Implement, Thunder 0
Standard Action Ranged 1 0 Standard Action Close burst 3 0.
Target: One creature Target: Each creature in burst cr:
W
Attack: Charisma vs. Fortit ude Attack: Charisma vs. Fortitude cr:
Hit: 3d6 + Charisma modifier damage. and you push the Hit: 4d8 + Charisma modifier thunder damage, and you W
target 2 squares and knock it prone. push the target a number of squares equal to your Dex- U
a!
Dragon Magic: You shift a number of squares equal to
your Strength modifier.
terity modifier. The target is slowed (save ends).
Miss: Half damage, and you push the target 1 square.
o
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Lightning Daggers Sorcerer Attack 15 W
Z
You call upon the moon and 8ain a fraction ofits stren8 rh. Us- Slivers ofli8htninlJ leap fro m you,formin8 a bona with your foe.
in8 it, )'ou reach out and d utch your foe i.n a cold cage. Periodicalb' you can send another char8e to hock your enemy
Encounter+- Arcane, Cold, Implement Daily +- Arcane, Implement, lightning
Standard Action Ranged 1 0 Standard Action Ranged 1 0
Target: One creature Target: One creature
Attack: Charisma vs. Reflex Attack: Charisma vs. Reflex
Hit: 1 dl 0 + Charisma modifie r cold damage, and the tar- Hit: 2d4 + Charisma modifier lightning damage.
get is restrained until the e nd of your next turn. Effect: Until the end of the encounter, you can repeat the
Cosmic Magic: If you use this power while you are in the attack as a free action once per round during your turn.
phase of the moon, the attack deals extra damage equal to
your Strength modifie r. Prismatic Lightning Sorcerer Attack 1 S
Your words summon a storm of multicolored bolts. Some sear.
Primordial Storm Sorcerer Attack 1 3 others burn, and a few strike your foes blind.
You pull a fra8ment of the Elemental Chaos into the world and Daily +- Acid, Arcane, Cold, Implement, lightning,
let its fury wash Ollfr yourfoes. Psychic
Encounter+- Arcane, Cold, Fire, Implement, lightning, Standard Action Area burst 2 within 10 squares
Thunder Target: Each creature in burst
Standard Action Area burst 1 within 10 squares Attack: Charisma vs. Fortitude, Reflex, or Will (choose one
Target: Each creature in burst defense for each target)
Storm Magic: You can choose not to target a creature in Hit (Fortitude): 3d6 + Charisma modifier lightning dam -
the origin square of the burst. age, and ongoing 10 add damage (save ends).
Attack: Charisma vs. Reflex Hit (Reflex): 3d6 + Charisma modifie r cold and lightning
Hit: 2d6 + Charisma modifier lightning and thunder dam- damage. and the target is immobilized (save ends).
age. At the start of the target's next t urn , it takes 5 cold Hit (Will): 3d6 + Charisma modifier lightning and psychic
and fire damage. damage, and the target is blinded until the end of your
Wild Magic: If you rolled an eve n numbe r on the attack next turn.
roll, th e target takes 10 cold and fire damage at t he start of Mis.s (Fortitude, Reflex, or Will): Half damage.
its next turn instead of 5. If you rolle d an odd number on
the attack roll, th e target is also slowed until the e nd of its
next turn. HUMAN SORCERERS
As with half-elves, some humans are capable of absorb-
LEVEL 15 DAILY SPELLS ing new customs and new modes of thinkIng with ease.
Sorcery, w it h its wild and blood-linked powers, is an
Day and Night Sorcerer Attack 1 5 arcane skill t hat humans seem particularly adept at
Your arcane litany calls a blaze ofbrilliance and a.shroud of learning. Indeed, for many, picking up sorcery doesn't
chill shadow across your foe ill quick succession. require forma l instruct ion but instead merely listening
Daily+- Arcane, Cold, Implement Radiant to urges encoded in their blood (for those lucky enough
Standard Action Ranged 1 0 to have the potential for sorcery). Whereas human wiz-
Target: One creature ards, sword mages, and even warlocks are proud of their
Primary Attack: Charisma vs. Fortitude particular learning, human sorcerers feel a specia l pride
Hit: 2d8 + Charisma modifier radiant damage, and the of their own that t heir magic comes naturally. Some
target is dazed (save ends).
take this feeling further and are conceited about their
Miss: Charisma modifier radiant damage.
Effect: Make a secondary attack against the target.
inborn talent.
Secondary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold damage, and the target
is immobilized (save e nds).
Miss: Charisma modifie r cold damage.
CHAP T E R 2 I S orcerer
LEVEL 16 UTILITY SPELLS Breath of Potency Sorcerer Utility 16
You cal1 upon your dracorlic !inease to bolster you asainst
Avatars of Chaos Sorcerer Utility 1 6 harm.
YOIL bri«ifl-y embody four principles of chaos, clil'idin8 yourself Daily. Arcane
into a quartet of poles, each of which is charBed with a pacem Standard Action Personal
threat. Effect: Until the end ofthe encounte~ you gain a + 1 power
bonus to all defenses. Whenever you use an arcane close
Daily. Arcane, Conjuration, Fire, Force, lightning,
attack, this bonus is equal to your Strength modifier until
Psychic
the end of your next turn.
Minor Action Personal
Effect: You conjure images of yourself in 4 unoccupied,
nonadjacent squares within 10 squares of you, and Dominant Winds Sorcerer Utility 16
then you disappear from the world. Each round at the Hiler winds curl out of nowhere and lift )'ou or an ally briefly
start of your turn, choose one of the four images. Your into the air.
essence occupies that image, allOWing you to act normally At-Will. Arcane
(Including moving and making attacks). Move Action Close burst 5
When you conjure each image, choose a keyword for Target: You or one ally in burst
it from among fire, force, lightning, and psychic You can t Effect: The target can fly a number of squares equal to
choose the same keyword twice. While you occupy an your Dexterity modifier as a free action.
image, you gain a +1 bonus to attack rolls when you use a
power that has a keyword that matches that image.
Each image lasts until the end of the encounter, until it
Thunder Buffer Sorcerer Utility 1 6
is destroyed, or until you dismiss it. Each image occupies Distant thunder 8Yumbles around you, Clnd ),ou can unleash it
1 square, and creatures cannot move through an image's asainst art attacker 10 hlock the creature backward.
space. An image can be targeted by attacks and uses your Daily. Arcane
defenses. Each image (including the one you occupy) has Minor Action Personal
1 hit point, and a missed attack never damages an image. Effect: Until the end of the encounte~ you gain a + 2 power
An image is destroyed if it is reduced to 0 hit points or bonus to AC and as an immediate reaction you can push
fewer. If you occupy an image when it is destroyed, you can each enemy that hits you with a melee attack a number
immediately move to any other image still present. If you of squares equal to your Charisma modifier.
occupy the last remaining image when it is destroyed, you
reappear in that square.
As a minor action, you can dismiss all remaining images
and reappear in any square that was occupied by an image
when you took this action.
,
DUEL ARCANE
The Duel Arcane was the event in the city. Held every three "... BEGIN!" bawled the judge. A puff of sulfurous smoke
years, it afforded the city a wonderful influx of business as from a magical duel being conducted in an adjacent sand-
sorcerers wizards, and not a few charlatans descended pit washed across Harper, who actually mew led in terror.
on the city. Inns were full, and business in the bazaar was What's up with this BUY? wondered the sorcerer. Per-
brisk. Outfitters of all types expected booming sales. The haps Harper was newer to the craft even than Hennet. He
city welcomed the arcanists with open arms (especially shrugged, and whispered elements of a song that always
famous and rich arcanists). Shops and merchants scram- rang in his blood. Infused by magic from his waving finger-
bled to expand their inventory of magical implements, tips, the sound was transformed. A low growl, as of a lion
components, reagents, and other needful things while catching scent of its prey, issued from his open mouth.
the Duel ran. Inflated prices for rare components was a Hennet moved his hands even farther apart. As he
possibility every attending mage expected. did so, the growl's volume increased, becoming the ear-
For the young human sorcerer named Hennet, it shattering roar of a great cat screaming in triumph.
was almost too much. But he had paid his entry fee. The judge stepped back, nearby competitors stumbled
He had traveled to the city. Now all that remained was in the midst of their spells, and Harper was pushed out of
the Duel. the dueling circle.
Hennet's first competitor was a salt-bearded fellow The round was Hennet's. Even better; he had used the
called Harper. Harper stood in the circle across from first spell that he had ever mastered, one that had stolen
him darting glances to and fro. Sweat beaded the man's into his mind on the eve of his thirteenth birthday. He had
brow, and he rubbed his hands incessantly. Hennet's own used it often since then. But, he had to admit, never before
nervousness faded somewhat at seeing his competitor with such perfection.
so shaken. He restrained himself from offering the man It was going to be a good day.
encouragement. This was a competition, after all. - Adapted from Oath ofNerull by T. H. Lain-Cordell
CH A PTEH 2 I Sorcerer
\I)
L EVEL 17 ENCOUNTER SPELLS Thunderstroke Sorcerer Attack 1 7
:r:
A stroke ofli8htllin8 strikes yow'foe from overhead,follolVed by u..
Acid Shackles Sorcerer Attack 1 7 a concussive boom. 3:
Caustic words cracklefromyour mouth, takin8 physicalfonn Encounter. Arcane, Implement, Lightning, Thunder oCl.
UTound yourfoes as bands of acid that further punish those Wll0 Standard Action Area burst 1 within 20 squares
~
move. Target: Each creature in burst uJ
Attack: Charisma vs. Reflex c.c:
Encounter. Acid, Arcane, Implement IJ.j
Hit: 2d8 + Charisma modifier thunder damage. A target
Standard Action Area burst 1 within 10 squares
in the origin square of the burst also takes 3d8 lightning u
Target: Each creature in burst
Attack: Charisma vs. Reflex
damage. "o
Storm Magic: A target hit by this power is also knocked \I)
Hit: 3d8 + Charisma modifier acid damage. If the target
prone.
moves before the end of its next turn, it takes 10 acid 3:uJ
damage.
Z
Wild Magic: If you hit and you rolled an even number on LEVEL 19 DAILY SPELLS
the attack roll, add your Dexterity modifie r to the acid
damage dealt if the target moves before the end of its next Aspect of the Dragon Sorcerer Attack 19
turn. If you hit and you rolled an odd number on the attack
roll, one enemy within 2 squares of the target takes acid
YOllrfonn wavers and is rep/clced by a dra80n that releases a
damage equal to your Dexterity modiAer.
scourin8 blast offire. Dependil18 on the course of the battle. it
mi8h.t ma.ke another appearance.
Daily. Arcane, Fire, Implement
Standard Action Close blast S
Blue claws ofliahtnin8 materialize around you and slash at foes Target: Each enemy in blast
that rema.in too close. Attack: Charisma vs. Reflex
Encounter. Arcane, Implement, Lightning Hit: 3d8 + Charisma modifier Are damage.
Standard Action Close burst 2 Miss: Half damage.
Target: Each enemy in burst Effect: The Arst time you become bloodied during the en-
Attack: Charisma vs. Reflex counter, repeat the attack as a free action.
Hit: 3d8 + Charisma modiAer lightning damage. If the tar- Dragon Magie: You gain a +2 bonus to attack rolls with
get ends its next turn within 2 squares of you , it takes S this repeated attack.
lightning damage.
Dragon Magic: If the target ends its next turn within 2 Crashing Winds Sorcerer Attack 19
squares of you, it takes lightning damage equal to 5 + your
Dexterity modifier.
Everythin8 standin8 nearyo u is battered and knocked away.
and the win.ds continue to swirl in your vicinity.
Daily. Arcane, Implement, Thunder
Searing Radiance Sorcerer Attack 1 7
Standard Action Close blast 3
YOlt borrow a bi! of tile sun's radiance and llllr! it at your foe. Target: Each creature in blast
Encounter. Arcane, Healing, Implement, Radiant Attack: Charisma vs. Fortitude
Standard Action Ranged 10 Hit: 5d8 + Charisma modifier thunder damage.
Target: One creature Miss: Half damage.
Attack: Charisma vs. Reflex Effect: You push the target a number of squares equal to
Hit: 4d8 + Charisma modifier radiant damage. your Dexterity modifier.
Cosmic Magic: If you use this power while you are in the Storm Magic: Until the end of the encounter, at the start of
phase of the sun, you can spend a healing surge. your turn, you push each enemy adjacent to you a number
of squares equal to your Dexte rity modifier.
Stalking Frost Sorcerer Attack 1 7
\ wa,ve ofutter cold sweeps outward seepi118 in to the bones DWARF SORCERERS
ojyour foes. ifyour enemies dOIl't move, the cold Brows more
deadly. Not many dwarves are drawn to t he arcane wildness that
seems to be part and parcel of most kinds of sorcerers. On
Encounter. Arcane, Cold, Implement
Standard Action Close burst 3 the other hand, dwarves are known as a steady, endur-
Target: Each creature in burst ing people, and many dwarves are attracted to sorcery's
Attack: Charisma vs. Fortitude cosmic magic with its reliance on cycles, seasons, and
Hit: 2d8 + Charisma modifier cold damage. If the target steady revolutions. The fraction of dwarves who learn sor-
does not end its next turn at least 4 squares away from cery but who take up wild magic, storm magic, or dragon
where it started its turn, it takes 10 cold damage.
magic are considered to be quite odd by other dwarves
who come across them. Which is rather the whole point.
most likely.
CH A PTE R 2 I Sorcerer
Primordial Slime Sorcerer Attack 19 Flight of Dragons Sorcerer Utility 22
With a flick ofyour wrist, you shoot an ooze at yonr foe. Vi/hen Afli8ht of phantom dra80ns swoops down and 8athers up you
the ooze stri~es, the creature be8ins to take on a8elatinous and your allies, bearin8 all ofyou aloft.
co nsistenC)f. Daily. Arcane
Daily. Acid, Arcane, Implement, Polymorph Standard Action Close burst 2.
Standard Action Ranged 5 Target: You and each ally in burst
Target: One creature Effect: Each target gains a fly speed equal to his or her speed
Attack: Charisma vs. Fortitude until the end of your next turn.
Hit: The target is slowed, cannot take standard actions, Sustain Minor: The effect perSists. When you fail to sus-
and takes half damage from melee and ranged attacks tain this power. each target floats to the ground without
(save ends all). taking falling damage.
Aftereffect: The target is slowed and takes ongOing 10 Dragon Magic: Each target gains resist 10 to your choice
acid damage (save ends both). of acid, cold, fire, pOison, lightning, or thunder while you
Wild Magic: If you rolled an even number on the attack sustain the effect.
roll, the target takes a -2 penalty to all defenses until the
aftereffect ends. If you rolled an odd number on the at· Storm Body Sorcerer Utility 22
tack roll, the target takes a -2 penalty to attack rolls until
The spirit of the storm en8ulfs you, and you become as the wind
the aftereffect ends.
and li8htnin8, heedl.ess oj the earth and dall8erous to the t.ouch.
Miss: The target is slowed and takes ongOing 1 0 acid
damage (save ends both). Encounter. Arcane, lightning
Move Action Personal
Effect: Vou become Insubstantial until the sta rt of your
Radiant Wings Sorcerer Attack 19
next turn and can fly 10 squares with this move action.
You rise inw the air, borne aloft by rays of80lden sunli8ht that Each creature that makes a melee attack against you
simultaneouslY blast)'our fo e. during this move takes lightning damage equa l to your
Daily. Arcane, Fire, Implement, Radiant Charisma modifier.
Standard Action Ranged 5
Target: One creature Ultimate Resistance Sorcerer Utility 2. 2.
Effect: Before the attack, you can fly a number of squares
You become sheathed in sea1es of black white. blue, 01' some
equal to your Strength modifier.
other hue. and you8ain mi8hty resistance.
Cosmic Magic: At the end of this movement , each crea·
ture adjacent to you takes fire and radiant damage equal Daily. Arcane
to your Strength modifier. Minor Action Personal
Attack: Charisma vs. Reflex Effect: Until the end of the encounter, you gain resist 30
Hit: 3d8 + Charisma modifier fire and radiant damage. against a damage type of your choice: acid, cold, fire,
Sustain Minor: When you sustain this power, repeat the force, lightning, necrotic, pOison, psychiC, radiant, or
effect. thunder. Once per round as a minor action, you can
change the resistance to another of these types.
HAPT E R 2 I Sorcerer
LEVEL 25 DAILY SPELLS III
Aflare of sparks shoots outfrom your hand and hits Ihe aTound "
o.IJ
in your enemies' midst, explodilla with a roar. Acid Typhoon Sorcerer Attack 25 3
Encounter. Arcane, Implement, Lightning A curlina wave of acid rolls into the world from the Elemental
oCo
Standard Action Area burst 1 within 20 squares Chaos, dissolvil18 thefl esh of creatures that stand ill ),our way
Target: Each creature in burst CC
Daily. Acid, Arcane, Implement, Thunder UJ
Attack: Charisma vs. Reflex c:::
Standard Action Area burst 2 within 20 squares UJ
Hit 3d6 + Charisma modifier lightning damage.
Target: Each creature in burst U
Storm Magic: Until the end of your next turn, you gain a fly
Storm Magic: You can choose not to target a creature in 0:
speed equal to your speed, and you can hover.
the origin square of the burst. o
III
Attack: Charisma vs. Fortitude
With the f orce of the solaT tide,)'ou blast your foe with aaout of
Hit: 4d8 + Charisma modifier acid and thunder damage, 3UJ
and ongoing 10 acid damage (save ends).
eneI'm' that requires both endurance and quickness to withstand. Miss: Half damage, and ongoing 5 acid damage (save ends).
Z
Encounter. Arcane, Implement, Psychic, Radiant
Standard Action Ranged 20 Cloak of Winter Storm Sorcerer Attack 25
Target One creature
Primary Attack: Charisma vs. Fortitude
Cold explodes around ),011, and the air coalesces into whirlina
Hit 2d6 + Charisma modifier psychic damage, and the
shards of ice.
target is slowed until the end of your next turn. Daily. Arcane, Cold, Implement, Zone
Effect: Make a secondary attack against the target. Standard Action Close burst 3
Secondary Attack: Charisma vs. Reflex Effect: The burst creates a zone of floating ice shards that
Hit 3d6 + Charisma modifier radiant damage. lasts until the end of the encounter. Each enemy that
Cosmic Magic: If you hit with both attacks you can change enters the zone or starts its turn there takes 2d6 + your
your phase in the cosmic cycle to the phase of the sun or Charisma modifier cold damage and is slowed until the
the phase of the stars. end of its turn.
H APTE R 2 I Sorcer e r
Wrathful Vapors Sorcerer Attack2S
Vapors shaotforthfrom your outstretched arms, jreezina or Your f oes are captivated by a vision of the moon, cold and en·
swrcll in8 each enemy they hit. aurin8. The imaae strikes tIleir hearts, leavina them paralyzed.
Daily + Acid, Arcane, Cold, Implement, lightning, Encounter + Arcane, Cold, Implement
Thunder Standard Action Area burst 1 within 20 squares
Standard Action Area burst 2 within 20 squares Target: Each creature in burst
Target: Each creature in burst Attack: Charisma vs. Reflex
Attack: Charisma vs. Fortitude or Re flex (choose one Hit: 4d6 + Charisma modifier cold damage, and the target
defense for each target) is immobilized until the end of your next turn.
Hit {Fortitude}: 3d6 + Charisma modifier cold and thund e r Cosmic Magic: If you use this powe r while you are in the
damage, and you slide the targe t a numb e r of squares phase of th e moon , t he target is rest raine d instead of
equal to your Dexterity modifier. immobilize d.
Hit (Reflex): 3d6 + Charisma modifie r lightning damage.
Each creature adjacent to the target takes 2d6 + your
Dexterity modifier acid damage.
A talon af f orce sJaS/les at a foe that threatens you, then pushes
Miss (Fortitude or Reflex): Half damage.
you back to safety like a ara80n matriarch protectin8 its youna.
Encounter + Arcane, Force, Implement
LEVEL 27 ENCOUNTER SPELL S Immediate Reaction Melee 1
Trigger: An enemy hits or misses you with a melee attack
Chaos Infusion Sorcerer Attack 27 Target: The triggering enemy
You puncture the weLlls between the Elemental Chaos and your Attack: Charisma vs. Reflex
own plane, unleashin8 an elemental f orce that ovenvhelrns fo es. Hit: 4d8 + Charisma modifier force damage, and you
can shift a number of squares equal to your Charisma
Encounter + Arcane, Fire, Force, Implement, lightning,
modifie r.
Psychic
Dragon Magic: You ignore difficult terrain when you shift
Standard Action Area burst 2 within 20 squares
with this power.
Target: Each creature in burst
Attack: Charisma vs. Reflex .
Hit: 4d6 + Charisma modifier fire, force, lightning, and Overpowering lightning Sorcerer Attack 27
psychic damage. 1'\ blast ofliahtnina overwhelms your foe sizzlina across its fl esh
Wild Magic: Until the end of your next turn , whe n you use and rendin8 its senses bereft off Wlcnon.
a powe r t hat grants an additional benefit on an odd or an Encounter + Arcane, Implement, lightning
eve n di e roll, gain th e be nefit of both th e eve n and the odd Standard Action Ranged 20
die results. If you can' t gain both be nefits, choose one. Target: One creature
Attack: Cha risma vs. Re flex
Hit: 2d8 + Charisma modifie r lightning damage, and the
target is stunne d unt il t he e nd of your next turn.
--
-
-
C H A PT E R 2 I Sorc e rel"
Thunderous Might Sorcerer Attack 27 Hellish Firestorm Sorcerer Attack 29 I/)
~
AforceJuI thundercloud smashes ill to YOlIl'foes, bruising rheir You call up (he heart of afirestormfrom the Elemental Chaos w
flesh. and sendin8 them slid.ing. and drop the devastatin8 phenomenon upon your foes. $
Encounter" Arcane, Implement, Thunder Daily" Arcane, Fire, Implement, Thunder oc..
Standard Action Area burst' within 20 squares Standard Action Area burst 2 with 20 squares
Target: Each creature in burst Target: Each creature in burst ~
w
Attack: Charisma vs. Fortitude Storm Magic: You can choose not to target a creature in ~
Hit: 4dB + Charisma modifier thunder damage, and you the origin square of the burst. w
slide the target a number of squares equal to your Dex- Attack: Charisma vs. Fortitude U
~
terity modifie r. Hit: 3dl 0 + Charisma modifier thunder damage, and on- oV1
Storm Magic: The target grants combat advantage to the going 10 fire damage (save ends).
next ally of yours who attacks it before the end of your Miss: Half damage, and ongoing 5 fire damage (save ends).
next turn. $
w
Z
LEVEL 29 DAILY SPELLS Your foe's mind is like the ocean, able to be ilifluenced by cosmic
forces. By wieLding thoseforces, ),011 can seize control of it.
.
Cosmic Vengeance Sorcerer Attack 29 Daily" Arcane, Charm, Implement, Psychic
Your foes become l.ocked to the cycle of the sun, the moon, and Standard Action Ranged 20
tlte stars. This connection makes them suffer for attacking you. Target; One creature
Attack: Charisma vs. Will
Daily .. Arcane, Implement; Varies
Hit; 4dB + Charisma modifier psychic damage, and the
Minor Action Personal
target is dominated (save ends).
Effect: Until the end of the encounter, an enemy within
Aftereffect; The target is dazed (save ends).
5 squares of you that hits you with an attack ta kes cold,
Miss: Half damage, and the target is dazed until the end of
psychic, or radiant damage (your choice with each hit)
your next turn.
equal to your Charisma modifier. If that hit was also a
critical hit, the enemy also takes ongoing 5 damage of
the corresponding type (save ends). WyrmForm Sorcerer Attack 29
Cosmic Magic: Add your Stre ngth modifier to the damage Your heart is that of an andent dragon and TIO\II your bod)' is
dealt to an enemy that hits you. as well.
Daily .. Arcane, Implement, Polymorph; Varies •
Doom of Chaos Sorcerer Attack 29 Minor Action Personal
Youyell a word ofancient ori8in. Upon hearin8 it, your foe uc- Requirement; Yo u must not be bloodied.
ClImbs to the primeval ener8)' of chaos. Effect: Until the end of the encounter or until you are
bloodied, you take the form of a huge black, blue, green,
Daily + Arcane, Implement, Psychic
red or white dragon (your choice when you use this pow-
Standard Action Ranged 20
er). You retain your statistics, hit points, and defenses,
Target: One creature
but you have a speed of B, fly 10 (hover). You can use
Attack: Charisma vs. Will
your arcane powers while in this form, and you gain the
Hit: 2dB + Charisma modifier psychic damage, and ongOing
following melee basic bite attack, breath weapon attack,
5 psychic damage (save ends).
and reactive attack.
Effect: Until the end of the encounter, at the start of each
Melee Basic Bite Attack: Standard action; reach 2; your
of the target's turns but before it takes any ongoing dam·
level + 7 vs. AC; 3d' 0 + Charisma modifier damage. This is
age, choose acid, cold, fire, lightning, or thunder. The
not an imple ment attack.
target gains vulnerable' 0 to t hat damage type until the
Breath Weapon Attack: Standard action; close blast
start of its next turn. If the target is still taking ongoing
S once per encounter; Charisma vs. Fortitude; SdB +
psychic damage from this power, it gains vulnerable' 5
Charisma modifier acid, lightning, pOison, fire, or cold
psychic instead.
damage (based on the form you choose).
Wild Magic: If you rolled an even number on the attack
Reactive Attack: Immediate reaction, when an enemy
roll, you can apply the effect to a creature within' 0
flanks you; make a melee basic bite attack. On a hit, you
squares of the target instead of to the target. If you rolled
also slide the ta rget a number of squares equal to your
an odd number on the attack roll, you can apply the effect
Charisma modifier.
to each creature adjacent to the target instead of to the
Dragon Magic: You gain a +2 bonus to attack rolls on the
target.
attacks granted by this power.
T1EFL1NG SORCERERS
Tieflings have high Charisma, which is the primary score
for sorcerers. like halflings, some tieflings are especially
drawn to the tempestuous nature of sorcery and the
image some sorcerers cultivate as carefree yet resonating
with barely contained power.
C HA'PTER 2 I S orc e r er
whether your heart yet shelters a warm hearth for
those you na me friend.
around you with blowing snow or hail, and powerful Your hand is coated in frost as you sweep it ill frOtlt ofyou, en-
casitl8 nearby creatures in chillin8 wi tid and sheets qf ice.
winds whip up.
The blizzard is your best friend and your most Encounter + Arcane, Cold, Implement
Standard Action Ranged 20
ferocious servitor. With its aid, you move creature
Target: One creature
about inside killing blasts and knock them down with Attack; Charisma vs. Reflex
freezing vortexes of driving snow and ice_ Hit: 3d8 + Charisma modifier cold damage. You slide the
Is it a ny wonder that your heart ha grown cold target 1 square and the target is immobilized until the
too? It is up to you whether your nature grows more end of your next turn. Also, you slide each ally within 20
and more a]ooflike the bleak season you embody, or squares of you 2 squares.
,,
c
,-
<
c-
•
<--•
---
CHAPTEH 2 I Sorcerer
-•
teleport a nu mber of squares equal to your Strength III
CELESTIAL SCHOLAR modjfjer as a free action. You can also teleport as an 1:
UIn the sun's 80lden hall I blaze with li8ht. In the moon's immediate reaction after an attack hits YOlL ~
chambers, I be8tlile the mind. In [he firmament, Celestial Defense (16th Level): When you are
c..
1 am the bri8htest star." in the pha e corresponding to your Phase Focus, you z
gain a +2 bonu to all defense.
o
l-'
Prerequisite: Sorcerer, Cosmic Magic clas «
c:::
feature
CELESTIAL SCHOLAR SPELLS «
c..
The tradition of the cele tial scholar is more aca- c:::
demic than the paths of other cosmic sorcerers and
Celestial Sigil Celestial Scholar Attack 11 UJ
defInitely more cerebral than the path of other An arcane pattern appears briEifly on your arms as you snatch
power from rhe cosmos and hurl it COlVard afoe.
"
UJ
types of sorcerers. You plot the courses of the stars U
Encounter. Arcane, Implement; Varies c:::
and other celestial bodies, and through this knowl -
Standard Action Ranged 20 o
III
edge you gain access to a well of power as vast as the
Target: One creature
rught sky. Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage
CELESTIAL SCHOLAR PATH FEATURES Effect: If you hit with this power, you gain an effect based
Celestial Action (11th level): When you pend on your current Soul of the Cosmic Cycle phase.
Phase of the Sun: Enemies within 2 squares of you
an action point to take an extra action you gain a
take fire and radiant damage equal to your Strength
+2 honu to attack rolls and damage rolls with cold modifier.
psycruc, and rad iantpowers until the end of your Phase of the Moon: Adjacent enemies take radiant
next turn. damage equal to your Strength modifier and take a - 2
Cosmic Concordance (11th level): When yo u penalty to saving throws until the end of your next turn.
use a daily arcane attack power and choose to change Phase of the Stars: You teleport a number of squares
your Soul ofthe Cosmic Cycle phase you can change equal to your Strength modifier as a free action.
to either of the two other phases.
Phase Focus (11th level): One of your Soul of Celestial Resistance Celestial Scholar Utility 1 2
the Cosmic Cycle phases becomes more powerful. You transform your resistance to ward a8ainsl a different kind
Choose one of the following benefits. of threat.
Blazin8 Sun: At the start of your turn 'I;",hile you are Encounter. Arcane
in the pha e of the un, each enemywithjn 2 quares Free Action Personal
Effect: You can change the resistance granted by your
of you takes fire and radiant damage equal to your
current Soul of the Cosmic Cycle phase to the type of a
Strength modifier. different phase (cold, psychic, or radiant), or you can in·
Watchin8 Moon: While you are in the phase of the crease your resistance against the current type by S. This
moon each enemy adjacent to you that faHs a saving benefit lasts until you change your phase.
throw takes radiant damage equal to your Strength
modifier. Celestial Seal Celestial Scholar Attack 20
Distant Stars: 'vVhenever you are in the phase of Your foe is surrounded by celestialli8hls and held in place by
the stars and an enemy's attack misses you you can cosmic bindin8s.
Daily. Arcane, Implement; Varies
Standard Action Ranged 20
THE THREE 'PHASES Target: One creature
Each celestial scholar focuses on one of the three cosmic Attack: Charisma vs. Will
phases. Hit: 4d8 + Charisma modifier damage. For this attack's
Blazing Sun: Followers of the phase of the sun wear damage, choose two damage types from among cold,
white and gold robes with ostentatious jewelry. SOcially, psychic, and radiant.
they favor blunt tactics (such as using Intimidate), and Miss: Half damage.
Effect: The target is immobilized (save ends). This effect
they can be incendiary and obstinate. However, some are
has an additional benefit based on your current Soul of
capable of surprising warmth. the Cosmic Cycle phase.
Watching Moon: Masters of subtlety, followers of the Blazing Sun: The target takes fire and radiant damage
phase of the moon wear black and silver, preferring flow- equal to your Strength modifier.
ing, high-collared robes. They are SOCially adept (favoring Watching Moon: The target takes a -2 penalty to all de-
Bluff and Diplomacy). fenses until the end of its next turn.
Distant Stars: Aloof and detached, these followers Distant Stars: You teleport the target 3 squares.
of the phase of the stars prefer ancient lore over social
skills. They wear dark, conservative clothing with little
adornment.
CHAPTER 2 I Sorcerer
DRAGON GUARDIAN Indomitable Breath (16th level): When you
make an attack roU with a close blast power, you
"The draa on's traits are mine- its breath, its strenath, and ignore any resistance and immunity that creatures
its ability to withstand harm. With such weapons, who can
have to the attack.
hope to withstand me?"
D ragons a re your legacy. You embody one of the harm your fo es by breathina 011 them.jorcin8 them to suc-
YOlL
CHAPTER 2 I Sorceret·
VI
ESSENCE MAGE :.t
"J am arcana incarnate, and Iknow maBie's true form ." ~
0-
Prerequisite: Sorcerer Z
o
Your arcane power is innate. An essenti aJ par l of you r l.:l
being i bound to the magic you use. You are capable
<
cr::
of transforming yourse lf into spell energy and warp- <
0-
ing your body into versatile forms. By leamlng to see cr::
inside yourself and reshape your very soul, you tran- UJ
scend the limits of mortality.
a:
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U
ex:
ESSENC:E MAGE PATH FEATURES o
III
Essential Action (11th level): When you spend
an action paint to take an extra action, you ga in a +4
bonu to attack rolls with arcane powers W1tilthe
start of your next turn.
Energy Essence (11th level): If you hit with an
arcane attack power that deals more than one type of
damage, you dealld6 extra damage.
Essential Resistance (16th level): Whenever
you ga in resi tance, increase tJlat resistance by 3 (or
by 4 at 21st level and higher).
C HAPT EH 2 I Sorcerer
LIGHTNING FURY to lightning as not having that resistance. In addi -
tion, your lightning attack treat each creature that is
"In my chest beats the storm's heart, which churns with immune to lightning as instead having resistance to
80dlike power."
lightning equal to one-half it level.
Lightning Field (16th level): After you hit wilh
Prerequisite: Sorcerer, Storm Magic class feature a lightning power, until the end of your next turn,
each enemy that moves into a square adjacent to you
Your greatest joy is the fulfillment you attain through or makes a melee attack against you takes 2d6 + your
your stormy outbmsts. Laughter rumbles from your Dexterity modifier lightning damage.
mouth like thunder when you tear into foes with
blinding bolts that scar the air and corch the earth.
Yom form is cloaked in a shi mmering haze of electric LIGHTNING FURY SPELLS
sparks and bolts that flash out to strike enemies that
threaten you. Furious Bolts lightning Fury Attack 11
When you defeat your foes, the fury in your blood Jaaaed streaks of 1i8htni 118fl)' from your hands and flash be-
subsides into quiescence, but it never moves too far tween several foes.
beneath the surface. Even in your dreams as ou rest, Encounter. Arcane, Implement, lightning
Standard Action Ranged 20
you can sense the thunderheads inside you roiling as
Primary Target: One creature
they wait for the next storm to brew. Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage. Make a
LIGHTNING FURY PATH FEATURES secondary attack.
Electric Action (11th level): When you spend Secondary Target: One creature within 10 squares of the
primary target
an actIon point to take a n extra action, you deal
Secondary Attack: Charisma vs. Reflex
lightning damage equal to your Dexterity modifier to Hit: 2d4 + Charisma modifier lightning damage. Repeat
one, two or three creature of yom choice witltin 5 the secondary attack against any Single creature you have
square of you. not yet hit with this attack. (You can continue attacking as
Unstoppable Lightning (11th level): Your light- long as you keep hitting and still have targets you haven't
ning attacks treat each creature that has resistance attacked yet.)
Effect: On your next turn, you gain a bonus to your first
attack roll equal to the number of creatures you hit with
furiOUS bolts.
CHAPTER 2 I Sorcerer
Cold: Creatures hit by your attacks are slowed until V'
IMORDIAL CHANNELER the end of your next turn.
•
-Earth, wind, and water dlurn inside me, yearnina to be free." Fire: Creatures hit by your attacks take ongoing fire <
damage equal to your Dexterity modifier (save ends). '"'"
Prerequisite: Sorcerer, Wild Magic c1a s feature Liahtnilla: Creatures bit by yom attacks take a -2 ~
penalty to attack rolls until the end of your next turn. L.:J
Vi aves of cold, fire, Iightrring, and thunder urge Thunder: Creatures hit by your attack are deaf- «
,"itbin you like a roiling elemental contained in ened ( ave ends). ~
h roud ofskjn. YOLI dream of being wept away in a Overwhelming Elements (16th level): W hen- Q.
conflagration whose size will grow w ithout bound ever you hit a creature with an attack that creature's 0::
and one day hreak through planar wall them elves. uJ
resistances are reduced by 10 (minimum 0) until the ,...
You've heard of the ancient one, the primordials end of your next turn.
who forged the world in an elemental explosion. You U
0::
feeJ a kinship to tho e entitie ,and as yOll ga in more
PRIMORDIAL CHANNELER SPELLS o
and more power you begin to su.spect you are actu- V'l
ally related to them. J f your suspicion is more than
just conjecture. what does that bode for your future?
Primordial Rage Primordial Channeler Attack 1 1
You let loose a bolt oj pure primordial chaos, and itJeeds off the
effects oJyoul' wild maBie.
PRIMORDIAL CHANNELER Encounter" Arcane, Implement; Varies
PATH FEATURES Standard Action Ranged 20
Primordial Action (11th level): When you spend Target: One creature
an action point to take an extra action, each enemy Attack: Charisma vs. Reflex
within 3 squares of you. takes damage equal to your Hit: 2d1 0 + Charisma modifier damage. You gain an addi·
tional benefit based on the resistance currently provided
Dell.'terity modifier. The damage type matches the type
by your Wild Soul.
of resistance currently prOVided by your Wild ouI. Cold: The target is immobilized until the end of your next
Primordial Manifestation (11th level): lfthe turn.
type of res istance currently prOVided by your Wild Fire: You push the target 1 square and knock it prone.
oul is cold, fire, lightning, or thunder, you also gain Lightning: The target is dazed until the end of your next
the benefit described beJow. turn.
Thunder: Each creature adjacent to the target takes
thunder damage equal to your Dexterity modifier.
Other: The target takes a - 2 penalty to attack rolls until
the end of your next turn.
HAPTER 2 I Sorcerer
CHAPTER 3
C HA PT E R I Swordmane
•
•
I
\
I
Instead of selecting the aeBis of s11ieldinB or the aeBis of
assault as your Swordmage Aegis, you can select the
aeBis of ensnarement power.
ENSNARING SWORDMAG£
You are a sly hunter who closes in on your prey, pun·
ishing an enemy for any missteps, and hounding it THE MARKED COND1T10N
until it is vanqUished. As an ensnaring swordmage, When you mark a creature, you force it to engage you or
you are a clever defender who ga i ns lhe tactically suffer the consequences. While that creature is marked
advantageou ground in a fight. You circle opponents by you, it takes a -2 penalty to attack rolls for any
and entrap them with careful swordplay, entangling attack that doesn't include you as a target, In addition,
spells, and CUnnUlg feints. You might also charge a powers, class features, magiC item properties, and feats
foe to try to gaiJl tl1e advantage or to keep the crea· might have effects that trigger when the creature takes
ture from your allies. certain actions.
Your lLse of spells to ensnare opponents requires A creature can be subject to only one mark at a time,
physical and mental endurance. Intelligence should and a new mark supersedes a mark that was already in
be yom primary ability score, because it determines place. The effect you use to mark a creature determines
the accuracy and potency of your spells. You should how long the creature remains marked by you. Regardless
also have a high Constitution score to strengthen your of the mark's duration, it ends if someone else marks that
ensnariJ1g spells. creature, unless an effect says otherwise.
CH P TER 3 I Swordmaoe
til
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3:
A swordmage must lise a variety of spells to assault Falcon's Mark Sword mage Attack 1
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enemies and protect allies. The sword mage relies on You send your weaponjlyin8 to seek out an enemy beyond your UJ
aeais of shieldina, aeais of assault, or ae8is of ensnare- nomtal reach. Your masie then marks that creature as your foe. LJ
ment as the core ofh1s or her defense. Many powers 0<
Encounter" Arcane, Force, Weapon ~
become more potent depending on a swordmage's Standard Action Ranged 5 o
aegis. An ensnaring swordmage relies on the ae8is of Requirement: You must throw your melee weapon at the cc:
ensnarement to bring an enemy close, but he or she target. o
also lIses powers that immobilize, slow, or oth er wise Target: One creature 3:VI
Attack: Inte lligence vs. Reflex
inhibit the movement of a foe. The powers in this Hit: 1[WJ + Intelligence modifier force damage, and the
chapter give the swordmage a more wide-ranging $
target is marked until the end of your next turn. w
suite of options, allowing him or her to focus on spe· Aegis of Ensnarement: You can instead mark the target Z
cific damage types or attack ranges. with your aesis of ensnarement power. Marking the target
does not re move the mark on another target affected by
your ae8is of ensnarement. The mark lasts until the end of
LEVEL 1 AT-WILL S PELLS your next turn.
Effect: Your weapon returns to your hand.
Luring Strike Sword mage Attack 1
You step behind YOlLr foe, strike qUickly. and then dart away. Fox's Feint Sword mage Attack 1
drawi118 the creatUl'e after you.
Your blade dances faster than the eye can follow, s uidil18 your
At-Will .. Arcane, Weapon foe's movement as you attack.
Standard Action Melee weapon
Encounter" Arcane, Teleportation, Weapon
Target: One creature
Standard Action Melee weapon
Attack: Intelligence vs. AC
Target: One creature
Hit: 1 [WJ damage. You shift 1 square and slide the target 1
Attack: Intelligence vs. AC
square into the space you occupied.
Hit: 1 [Wl + Intelligence modifier damage, and you can
Level 21: 2[W] damage.
swap positions with the target.
Effect: Before or after the attack, you can shift 1 square.
Aegis of Ensnarement: Until the end of your next turn,
wh e n the target grants combat advantage to an attacker,
LEVEL 1 ENCOUNTER SPELLS that attacker gains a +4 bonus to the attack roll instead of
a +2 bonus.
Blazing Pursuit Sword mage Attack 1
You envelop your blade in fire and then strike. The jlames Sword of Sigils Sword mage Attack 1
create a liu8erin8 path that you. can travel alon8 to catch your As you sweep YOllr blade in a wide arc, itS/ows red and leaves
escapillfJ foe. arcane runes burnin8 ill the a ir a.bove yourfoes.
Encounter" Arcane, Fire, Teleportation, Weapon Encounter" Arcane, Force, Weapon
Standard Action Melee weapon Standard Action Close burst 1
Target: One creature Target: Each enemy in burst
Attack: Intellige nce vs. AC Attack: Intelligence vs. AC
Hit: llWj + Intelligence modifi e r fire damage. If the target Hit: 1 [WI + Inte lligence modifier damage, and the target
is within 5 squares of you at the e nd of its next turn, as is marked until the end of your next turn. Until the mark
a free action you can te leport to a space that must be ends, if the target makes an attack that does not include
adjacent to the target. you as a target, it takes force damage equal to your Intel·
Aegis of Assault: You can teleport to a space adjacent Iige nce modifier after the attack is resolved.
to the target even if you do not have line of Sight to that Aegis of Shielding: If a target marked by this power hits a
space. creature within 10 squares of you with an attack that does
not include you as a target , you can use an immediate inter·
rupt to reduce the damage dealt by that attack to any single
Crackling Burst Swordmage Attack 1
creature by an amount equal to your Constitution modifie r.
Your weal?on sends out spraw/in8 arcs ofli8htn il18 that hi t
nearby creatures, makil18 movement a80nizin8for them.
Encounter" Arcane, Implement, Lightning HALF-ELF SWORDMAGES
Standard Action Close burst 1 Half-elves are accomplished diplomats. They naturally
Target: Each creature in burst learn a gamut of skills, and so half-elves viscerally appreci-
Attack: Intelligence vs. Reflex ate the fusion of magic and swordplay that sword mages
Hit: 1 dB lightning damage. If the target moves during its
employ. They have the physical resilience to make capable
next tum, it takes lightning damage equal to your Intel·
Iigence mod ifier. ensnaring sword mages or shielding swordmages. Many
half-elves take up blade and magic to defend themselves
when traveling th rough hostile lands. -
CHAPTER 3 I Swordma8e
LEVEL 1 DAILY SPELLS Lashing Asp Sword mage Attack 1
A spectral asp winds itself arotmd your sword. With each suc-
Dance of the Sword Sword mage Attack 1 cessfulstrikeyou make, the asp lun8es to attack nearby foes.
Your dllZzlin8 display of swordplay and maBie captivates Daily. Arcane, Poison, Stance
),ourfoes and causes them to neBlea combat tactics and Minor Action Personal
opportunities. Effect: Until the stance ends, wheneve r you hit an e ne my
wit h a melee attack, each enemy adjacent to the target of
Daily. Arcane, Charm, Implement, Psychic
that attack takes poison damage equal to your Constitu-
Standard Action Close burst 7.
tion modifi er. Also whenever you hit an enemy marked
Target: Each e ne my in burst
by your Sword mage Aegis power with a melee attack, it
Attack: Inte lligence vs. Will
takes poison damage equal to your Constitution mod ifier.
Hit: 1 d8 + Inte lligence modifier psychic da mage, and the
target cannot make opportunity attacks or shift (save
ends). Sweeping Frostblade Sword mage Attack 1
Miss: Half damage, and unt il t he e nd of your next t urn, th e You.5wmo your blade in a wide circle, unleashino a jreezin8
target cannot make opportunity attacks or shift. II ave that mlmbs nea rby foes.
F1ELD OF STONE
Dhal stopped. The t rail ahead twisted into a field of weath- He conjured his arcane warding w ith his free hand, erect-
ered boulders. The great pale stones lay scattered arou nd ing the invisible magical fie ld as a gua rd against some
a fey crossing, a place w he re t he world is warped by the unseen menace.
proximity of the Feywild. He came close to the base of t he mound that marked
The location was a nightly destination for Dhal. He re, the fey crossing. The eladrin sword mage stood on its top,
his instructor tutored hi m in the ways of blade and spell. outlined by the full moon.
Why the e lad ri n had selected Dhal as her sole student, he "Dhal," she said in a solemn voice, "are you ready for
had never learned. The question seemed irrelevant now. your final test7"
She was a sword mage, and she said she was passing her He swallowed nervously, but raised his sword in salute.
craft to him. That was enough for Dhal. "Yes, Teacher."
In the span of a year, he had learned secrets that would "Then prepare yourself."
have turned his parents' hair white. had they still been The wind t urne d colder yet. For a moment, a ll was
alive to care. He had developed his sword bond, mastered silent. Then the boulders around the mound began to
the ancient mysteries of the aegis, and discove red the tremble. All at once, they leapt together like joints on a
power of combining sword and sorcery. closing fist. Dhal cried out in surprise, but his voice was
This night, something seemed different about the boulder blanketed by the t hunder of grind ing stone.
field. A low wind breathed through the stones, whispering A troll of animate rock emerged from the collision of boul-
wamings. The shadows played against the moonlight, cast- ders and, without a moment's hesitation, charged Dhal.
ing bleary silhouettes of things that weren't there Dhal responded instinctively to the attack. Arcane
"Teacher?" Dhal called. power swirled around his blade and outward toward the
A chill gust was his only answer. charging troll, engulfing it in an inferno.
Dhal pulled his sword from its sheath and advanced. The test had begun.
C H A P TE R 3 I S wo 1'dma8e
Channeling Shield Sword mage Utility 2 Dimensional Vortex Sword mage Attack 3 Vl
ex:
You throw up a tempora ry shield to absorb some of the power of Lashinn out withyour sword, you wmp space, causinn your foe to UJ
a• foe's attack . appeal' a short distance away and lmleash its attack elsewhere. ~
Encounter" Arcane Encounter" Arcane, Implement, Teleportation o
Q.
Immediate Interrupt Close burst 1 0 Immediate Interrupt Ranged 1 0
UJ
Trigger: An attack hits you or an ally within' 0 squares of Trigger: An enemy hits an ally with a melee attack
L.:l
you
Target: The creature hit by the triggering attack
Target: The triggering enemy
Attack: Intelligence vs. Will
«
~
Effect You reduce the damage the target takes from the Hit: You teleport the target 5 squares. The target then o
triggering attack by 5 + your Constitution modifier. makes its melee attack against a creature you choose. If ex:
Aegis of Shielding: The next successful attack you make no creatures are within range of the target, the attack is o
before the end of your next turn deals extra damage equal expended. ~
to your Constitution modifier. Aegis of Shielding: If the target is marked by your aeais of Vl
shieldina power, the target's melee attack deals extra dam- ~
Ghost Step Sword mage Utility 2 age equal to your Constitution modifier. UJ
Z
Like a 8hos!, YOIl nlide unharmed throuah the battlefield.
Dual Ughtning Strike Sword mage Attack 3
Daily .. Arcane, Stance
Minor Action Personal Like aforked balt ofli8htnil18,youseem to trike two CTeatures
Effect: Until the stance ends. whenever you shift, you can at Ol1ce.
shift 1 additional square. Encounter" Arcane, lightning, Teleportation, Weapon
Standard Action Melee weapon
Host of Shields Sword mage Utility 2 Primary Target: One creature
Primary Attack: Intelligence vs. AC
Yow' weapon pToduces a f ew small, 810IVil18 shields that orbit
Hit: , [WI + Intelligence modifier lightning damage. and
your body and ward offblolVs.
the target is marked until the end of your next turn.
Daily .. Arcane, Stance Effect: You teleport 5 squares and make a secondary attack.
Minor Action Personal Aegis of Assault: The number of squares you teleport
Effect Until the stance ends, you gain a +2 power bonus equals 4 + your Strength modifier.
to AC and ReAex. Secondary Target: One creature other than the primary
target
Ward of Brilliance Swordmage Utility 2 Secondary Attack: Intelligence vs. AC
Hit: 1[WJ + Intelligence modifier lightning damage, and
A brilliant flash of 1i8h t shields you and blinds your foe.
the target is marked until the end of your next turn.
Daily .. Arcane
Immediate Interrupt Personal
. An enemy marked by you hits you with a melee
Shadow Snake Lunge Sword mage Attack 3
attack Ukethe snadow make, YOUT strike bites wid1 deadly venom.
Effect: You gain a +4 power bonus to AC and Reflex until With each movement YOUT fo e suffers from the poison you
the end of your next turn. Ifthe triggering enemy's attack iriflict
hits you despite the bonus, the ng enemy is Encounter" Arcane, Polson, Weapon
blinded until the end of your next turn. Standard Action Melee weapon
Target: One creature
LEVEL 3 ENCOUNTER SPELLS Attack: Intelligence vs. AC
HIt: 2[WI + Intelligence modifier damage. Until the end
of your next turn, when the target uses a move action, it
Blazing Lunge Sword mage Attack 3 takes poison damage equal to your Constitution modifier.
You 1unne tOlllard your enemy, your blade ablaze \Vith arcane
.flame.
Encounter" Arcane, Fire, Weapon GODS AND SWORDMAGES
Standard Action Melee weapon Kord, (oreHon, and loun are popular deities among
Target: One creature sword mages because of these gods' influence over war,
Attack: Intelligence vs. Reflex
magic, and knowledge, respectively. Avandra is favored by
Hit: 2 [W] + Intelligence modifier fire damage.
some sword mages who travel the world. Vecna seduces
Aegis of Assault: When making an opportunity attack, you
can use this power in place of a melee basic attack. a few swordmages because of his influence over magic
Special: When charging, you can use this power in place of and secrets. Those sword mages see worshiping Vecna as
a melee basic attack. a gateway to power.
The Raven Queen counts a handful of sword mages
among her followers, for some view her control over
destiny as a pat h to glory and legend. A few sword mages
prefer to pursue their own fortunes, favoring Sehanine's
doctrine of personal destiny.
-
H A PT E R 3 I Swordmane
Unseen Gauntlet Sword mage Attack 3 LEVEL 5 DAILY SPELLS
Your words of ma8ic create a 8auntlel'ed hand that wraps
around yoU/Joe, crushi1l8 its windpipe and leavi1l8 it 8aspin8 Dimensional Bond Sword mage Attack 5
for breath.
Your sword tlmlSt connects you with your foe and creates a ai·
Encounter. Arcane, Force, Implement mensiorral bond that allows )'Ou to teleport to its localion.
Standard Action Ranged 5
Daily. Arcane, Teleportation, Weapon
Target: One creature
Standard Action Melee weapon
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: 1 dl 0 + Intelligence modifier force damage, and the
Attack: Intelligence vs. AC
target is immobilized until the end of your next turn.
Hit: 2[W] + Intelligence modifier damage.
Aegis of Ensnarement: The attack deals extra damage
Miss: Half damage.
equal to your Constitution modifier,
Effect: Until the end of the encounter, you can teleport 10
squares as a move action. You must end this movement
GENASl SWORDMAGES adjacent to the target.
CHAPTER 3 I Swordmaac
Enervating Slash Sword mage Attack 5 Unicorn's Touch Sword mage Utility 6 Vl
Your weapon turns pitch black as you strike. The wound it leaves Your blade briefly adopts the appearance of a unicorn hom, "UJ
behilld drail15 your enemy ofstren8rh when it attacks your allies. sendin8 out a focused pulse of curative en erm~ $
Daily . Arcane, Weapon Encounter . Arcane, Healing o0..
Standard Action Melee weapon Minor Action Close burst 1
Target: One creature Target: You or one ally in burst UJ
Attack: Inte lligence vs. Fortitude !J
Hit: 2[Wl + Inte lligence modifie r damage.
Effect: The target e it he r rolls a saving throw or regains hit
points equal to 5 + your Constitution modifie r.
«
~
Effect: The target's attacks deal half damage to your allies Cl
(save e nds). Zephyr of the Barren Sands Sword mage Utility 6
"o
Mark of the Hound
You channel t'he power of the desert winds to briefly lift YO LI into $
Sword mage Attack 5 the air. Vl
WidJ a lVicked flo urish. you carve ),our mark inlO theflesh of Encount er . Arcane
)'0 II r foe, enabliJ18 you to fi nd the creature wherever it 8oes.
Move Action Personal
$
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Daily . Arcane, Weapon Effect: You fly a numbe r of squares equa l to your speed. Z
Standard Action Melee weapon
Target : One creature
Attack: Inte lligence vs. AC LEVEL 7 ENCOUNTER SPELLS
Hit: 2[Wj + Inte lligence modifie r damage.
Miss: Half damage. Dazing Rebuke Sword mage Attack 7
Effect: Until the e nd of the encounte r, you can automati- Your slVord swin8 unleashes a barra8e oj nettlin8 da rts ojfo rce
cally pinpoint t he location of the target while it is within that punish a foe for attackin8 one ofyour allies.
20 squares of you, eve n if line of Sight or line of effect
Encounter . Arcane, Force, Implement
would norm ally be blocked. You still take any pe nal -
Immediate React ion Ranged 5
ties for any concealm ent or cover that th e creature has
Trigger: An e ne my within 5 squares of you hi ts or misses an
against you. Also, unt il the e nd of the encounte r, you gain
a lly
the be nefi t of flanking against th e ta rget while you and at
Target: The trigge ring e nemy
least one ally are adjacent to th e ta rget.
Attack: Inte llige nce vs. Will
Hit: 1 d8 + Inte llige nce modifier force damage, and th e
Purifying Wound Sword mage Attack 5 targe t is dazed until th e e nd of your next turn.
Your attack.infl iCts a8rievouswound and unleashes a Bout of Aegis of Shielding: The targe t also takes a -2 pe nalty to
fl ame tha t COI15Ul11es your enemy. attack ro lls until the e nd of your next turn.
Daily. Arcane, Fire, Weapon
Standard Action Melee weapon Rejuvenating Strike Sword mage Attack 7
Target: One creature Your attack draws life fro m yourfoe s injury and instills you
Attack: Inte llige nce vs. AC with renelVed enerw
Hit: 2[W] + Inte llige nce modifie r damage, a nd ongOing
Encount er . Arcane, Healing, Weapon
5 fire damage (save e nds). When th e target takes the
Standard Action Melee weapon
ongOing fire damage, each enemy adjace nt to t he target
Target: One creature
takes 5 fire damage.
Attack: In tellige nce vs. AC
Miss: Half damage.
Hit: 2[W] + Inte lligence modifier damage. You can spend a
healing surge.
L EVEL 6 U TILITY SPELL S Aegis of Ensnarement: If you spend a healing surge, you
regain additional hit pOints e qual to your Constitution
Quickling Stride Sword mage Utility 6 modifier.
HAPTER 3 I S worama8 e
Shatterblade Sword mage Attack 7 Blade Bolt Sword mage Attack 9
In the blink of all eye, your weapon shatters into thousands of Throwina you'r sword, you tran~form the weapon into a bolt of
pieces that cut yourfoe. The weapon then reforms in yo ur hand. li8htnin8 that cripples )'ow-joe.
Encounter" Arcane, Weapon Daily .. Arcane, Ughtning, Weapon
Standard Action Melee weapon Standard Action Ranged 5
Target: One creature Requirement: You must throw your melee weapon at the
Attack: Intelligence vs. AC target.
Hit: 1 [W] + In te lligence modifier damage. Each creature Target: One creature
other than you that is adjacent to the target takes Attack: Inte lligence vs. Fortitude
damage equal to your Inte llige nce modifier + your Hit: 2 [W] + Intelligence modifier lightning damage, and
Strength modifier. th e target is slowed (save ends). Also, the target is
marked by your Swordmage Aegis power. Marking the
Thunderclap Strike Sword mage Attack 7 target does not remove the mark on another target al-
ready affected by your Swordmage AegiS.
Raisin8 your blade,you semI out a clap of thunder that sends Miss: Half damage, and the target is slowed until the end of
your foes sprawlin8 a noise cascades over {hem. your next turn.
Encounter" Arcane, Implement, Thunder Effect: Your weapon returns to your hand.
Standard Action Close burst 1
Target: Each creature in burst
Forceful Dismissal Swordmage Attack 9
Attack: Inte llige nce vs. Fortitude
Hit: 2d6 + Intellige nce modifier thunder damage, and you Bored with yourfoes, you give them a. dismissive wave with your
knock the target prone. sword tha.t sends them tllmblina to the groulld.
Daily .. Arcane, Force, Implement
Watchful Strike Swordmage Attack 7 Standard Action Close blast 3
Target: Each creature in blast
As you strikeyour foe. you place anotherfoe under your aeais.
Attack: Intelligence vs. Fortitude
Encounter" Arcane, Weapon Hit: 2d8 + Intelligence modifier force damage, and you
Standard Action Melee weapon push t he target a number of squares equal to your
Target: One creature Strength modifier and knock it prone.
Attack: Intelligence vs. AC Miss: Half damage, and you push the target 1 square.
Hit: 2!Wl + Intelligence modifier damage. One e nemy
within 5 squares of you other than the target is marked
Hellspike Assault Sword mage Attack 9
until t he end of your next turn.
Aegis of Assault: The enemy you mark is marked by your Your blade bursts in10 flame as you stab a fo e. You and the foe
aeais of assault and takes damage equal to your Strength are th en whisked awa), to another enemy
modifier. Daily .. Arcane, Fire, Teleportation, Weapon
Standard Action Melee weapon ,
Primary Target: One creature
LEVEL 9 DAILY SPELLS Primary Attack: Intelligence vs. Reflex
Hit: llw] + Intelligence modifier fire damage.
Arcane Deflection Swordmage Attack 9 Effect: Make a secondary attack.
Your bla.de weaves in a pattern that deflects attacks directed at Secondary Target: One creature within 5 squares of you
),our nearby allies. other than the primary target
Effect: You teleport to a space that must be adjacent to
Daily .. Arcane, Stance, Weapon
the secondary target. If you hit the primary target, you can
Standard Action Melee weapon
also teleport the primary target to a space adjacent to you.
Target: One creature
Secondary Attack: Intelligence vs. AC
Attack: Intelligence vs. AC
Hit: 2[W] + Inte lligence modifier fire damage.
Hit: 21w] + Intelligence modifier damage.
Effect: Until the stance ends, you can make the following
weapon attack.
Immediate Interrupt Personal HUMAN SWORDMAGES
Trigger: An enemy hits an ally who is adjacent to you Like half-elves, humans are able learners and capable
Special: Make an Intelligence attack vs. the triggering of taking qUickly to the skills of the sword mage. Among
enemy's attack roll the many humans inhabiting the world, a few learn this
Hit: The triggering enemy's attack misses the ally.
ancient practice. Often, human sword mages are found-
lings who were raised by eladrin or genasi and taught
the ancient art. These swordmages are proud of their
heritage. and they can become as accomplished as any
eladrin sword mage. Humans do not favor a particular
style of sword mage fighting, instead leaning toward what-
ever technique their attributes fit.
H APT E R 3 I Swo.,.dmane
Tr~1I Rampage Sword mage Attack 9 Unerring Vision Sword mage Utility 1 0 VI
0::
You charae YOllr foe, swinging your weapon savaael)~ As arcane Your ~yes glow silver, piercnlg the veils tha t separate you and w
enerM f uels your cha rge, afew ofyour minor wounds heal. your opponent ~
Daily+- Arcane, Healing, Weapon Daily+- Arcane o0..
Standard Action Melee weapon Minor Action Personal
W
Target: One creature Effect: Until the end of the encounter; you are automati-
Attack: Intelligence vs. AC cally aware of each creature within 5 squares of you,
L:l
Hit: 2[W] + Intelligence modifier damage. Until the end of including those that are hidden or invisible. You know
<
~
the encounter, you gain regeneration equal to 2 + your the squares that any of those creatures occupy, but this Cl
Constitution modifier while you are bloodied. knowledge does not negate the effects of cover, superior 0::
Miss: Half damage. You regain hit points equal to 2 + your cover, concealment, or total concealment. o
Constitution modifier. ~
Special: When charging, you can use this power in place of VI
LEVEL 13 ENCOUNTER SPELLS
a melee basic attack.
Aegis of Ensnarement: If you charge, you gain a + 2 bonus
~
W
to the attack roll instead of th e normal +1 for charging. Binding Light Sword mage Attack 1 3 Z
As your slVord connects with YOllr foe. a burst of arcane light
LEVEL 10 UTILITY SPELLS roots nearby enem ies to the ground.
Encounter+- Arcane, Radiant, Weapon
Standard Action Melee weapon
Like a Feather Sword mage Utility 10
Target: One creature
YOllfear no heightJor your maaic gives grace to any landing. Attack: Intelligence vs. AC
Encounter+- Arcane Hit: 2[wI + Intelligence modifier radiant damage. Each e n-
Free Action Personal emy adjacent to you other than the target is immobilized
Trigger: You are knocked prone or fall until the end of your next turn.
Effect: You take no falling damage, and you are not Aegis of Assault: Whe n you use your oeais of assault to
knocked prone. teleport and make an attack, you can use this power in
place of the melee basic attack.
Feywild Grace Sword mage Utility 10
You move with otherworldly grace through even the 111051 dif- Ensnaring Bolts Sword mage Attack 13
Jimlt envirOil ments. Bolts oJpurple 7iahtnil1gjetfrom your blade and rip at your
Daily+- Arcane, Stance foes, pullin8 them toward you.
Minor Action Personal Encounter+- Arcane, Implement, lightning
Effect: Until the stance ends, you gain a + 2 power bonus Standard Action Close blast 5
to speed and a + 2 power bonus to Athletics checks, Target: Each enemy in blast
AcrobatiCS checks, and Stealth checks, and you ignore Attack: Intelligence vs. Reflex
difficult terrain. Hit: 1 d1 0 + Intelligence modifier lightning damage, and
you pull the target a number of squares equal to your
Spider's Leap Sword mage Utility 10 Constitution modifier.
Aegis of Ensnarement: The target is also slowed until the
Like the deathjump spider, you can pOlUlce upon your prey with
end of your next turn.
friahtenin8 speed.
Encounter+- Arcane
Fist of Force Sword mage Attack 13
Move Action Personal
Effect: You make an Athletics check to jump with a + 10 Yourfae rniaht be expecting a strike of the sward. butinstea.d it
power bonus. You are considered to have a running start 8ets afarce-empowered Jist in tJle face.
and can move as far as the check allows. Encounter+- Arcane, Force, Implement
Aegis of Ensnarement: When you charge, you can use this Standard Action Melee 1
power as a fre e action. Attack: Intelligence vs. Fortitude
Hit: 2d1 0 + Intelligence modifier force damage.
Aegis of Assault: The attack deals extra damage equal to
SWORDMAGES IN THE WORLD your Strength modifier.
Effect: You push the target a number of squares equal to
The lone traveler walking along a distant, borderland road;
your Strength modifier and knock it prone.
a hero described in epic poems by bards; an eladrin with
wild hair and glyphs for tattoos; a human youth trained
in the Feywild with a skill that few understand-any of
these individuals might be a swordmage. Sword mages are
more unusual than your average warrior. The combination
of mental and physical skills makes a swordmage a rare
find. In the tavern, a sword mage tends to draw curious
glances at the least; more often, a sword mage is regarded
with fear or respect.
C H . PT E R 3 I Swordma8e
Hypnotic Swordplay Swordmage Attack 13 Burning Mantle Sword mage Attack 1 5
With a mesmerizi"ng twirl ofyouT weapon, )'ou make your oppo' As your sword wnnects with )'our foe'sjlesh, )'our body -ignites
nent's mind reel and rob the creature of its ability to react. into an aspect offiery doom.
Encounter" Arcane, Implement, Psychic Daily .. Arcane, Fire, Reliable, Weapon
Standard Action Melee 1 Standard Action Melee weapon
Target: One creature Target: One creature
Attack: Intelligence vs. Will Attack: Intelligence vs. AC
Hit: Intelligence modifier psychic damage, and the target is Hit: 1[W] + Intelligence modifier damage. Until the end of
stunned until the end of your next turn. the encounter, each creature that starts its turn adjacent
Aegis of Ensnarement: If the target is marked by your to you takes 5 fire damage.
aegis of ensnarement, the psychic damage equals your Intel· Aegis of Assault: When you use your aegis of assault to tele·
ligence modifier + your Constitution modifier. port and make an attack, you can use this power in place
of the melee basic attack.
Silverlight Strike Swordmage Attack 13
Your strike causes silver Haht to jlare around )'our fo e, obscuring Death's Blade Sword mage Attack 15
its ability to perceive al1)'one but you. Your blade pulses with necrotic enerBJI. Your strike creates a
Encounter" Arcane, Radiant, Weapon wound that festers. causing )'OUT foe mind·numbing anguish.
Standard Action Melee weapon Daily" Arcane, Necrotic, Weapon
Target: One creature Standard Action Melee weapon
Attack: Intelligence vs. AC Target: One creature
Hit: 1 [W] + Intelligence modifier radiant damage. Until the Attack: Intelligence vs. AC
end of your next turn, all your allies are invisible to the Hit: l[WJ + Intelligence modifier necrotic damage. The
target. target takes ongOing 5 necrotic damage, cannot regain
Aegis of Shielding: The attack deals extra damage equal hit pOints, cannot recharge powers, and cannot spend
to your Constitution modifier. action points (save ends all).
Miss: Half damage, and ongOing 5 necrotic damage (save
ends).
LEVEL 15 DAILY SPELLS
-
Eldritch Chains Sword mage Attack 15
Assault of Fiery Cuts Swordmage Attack 1 5
Spectral chains lash outward from your weapon, strikinB at your
Your blade moves in a blur as )'ou assail your foe with cuts. enemies before binding them in place.
Then, from those cuts, you summonjlames to enBulfyour foe.
Daily .. Arcane, Force, Implement
Daily .. Arcane, Fire, Implement, Weapon
Standard Action Close blast 3
Standard Action Melee weapon
Target: Each enemy in blast
Primary Target: One creature
Attack: Intelligence vs. Reflex ,
Primary Attack: Intelligence vs. Fortitude
Hit: ld6 + Intelligence modifier force damage. Until the
Hit: llW] + Intelligence modifier damage.
end of the encounter, whenever you end your turn
Effect: Make a secondary attack that is an area burst 3
adjacent to the target, the target is immobilized until the
implement attack centered on the primary target. The
end of your next turn.
secondary attack does not provoke opportunity attacks.
Miss: Half damage.
Secondary Target: Each enemy in burst Effect: The target is slowed until the end of your next turn.
Se~ondary Attack: Intelligence vs. Reflex
Hit: 1 d6 + Intelligence modifier fire damage.
Hunter's Pursuit Swordmage Attack 1 5
, ,
You aauae )'our opponent's moves, attackina where the creature
DRAGONBORN SWORDMAGES is weakest and cuttil18 off its ability to escape.
Although a dragonborn's high Strength seems ideal as a Daily .. Arcane, Weapon
foundation for sword mage training, dragonborn rarely Standard Action Melee weapon
Target: One creature
take up the cerebral art of combining sword and sorcery.
Attack: Intelligence vs. Reflex
However, a few dragonborn do rise t o the intellectual Hit: 3 [W] + Intelligence modifier damage. and the target is
challenge. The heritage of dragon born promotes a strong immobilized until the end of your next turn.
bond with one's weapon, which encourages a few dragon- Effect: Until the end of the encounter, whenever you hit the
born warriors to pursue this vocation. Natural strength target with a melee attack. it is immobilized until the end
and dedicated study of the arcane arts can make a dragon- of your next turn.
born suited to be an assault swordmage (described in the -Aegis of Ensnarement: Until the end of the encounter,
whenever you hit the target with a melee attack, you can
FORGOTTEN REALMS Player's GUide). A dragonborn who perse·
knock it prone instead of immobilizing it.
veres and continues his or her studies might then follow
the sword of assault paragon path (page 68). By taking
t his path, a dragon born sword mage can enhance his or
her aea;s ofassault and use his or her Strength to add extra
potency to already devastating magical attacks.
C HA P TE R 3 I Swordma8e
Vl
LEVEL 16 UTILITY SPELLS LEVEL 17 ENCOUNIER SPELLS a:
LIJ
Aegis of Lost Souls Sword mage Utility 16 Dazzling Display Sword mage Attack 17 ~
.-\5 one ofyour foes fa lls, you send out a pulse ofma8ic that in- With dizzyil1g speed you slash and slice your foes. Your sword·
o
a.
cites other enemies to attack you. play leaves yo ur foes offbalance and Imable to discern your
Encounter .. Arcane location.
Free Action Area burst 2 centered on Encounter" Arcane, Weapon
the triggering enemy Standard Action Close burst 1
Trigger: An enemy within 10 squares of you drops to 0 hit Target: Each enemy in burst
points Attack: Inte lligence vs. Reflex
Target: Each enemy in burst Hit: 1[W I + Intellige nce modifier damage. Until the end
Effect: The target is marked by your Sword mage Aegis of your next turn the target grants combat advantage to Vl
power. Marking the target does not remove the mark you and your allies.
on another target already affected by your Sword mage Effect: Until the end of your next turn or until you move, you ~
Aegis. Using this power does not provoke opportunity have concealment. Z
attacks.
Firelasher's Lunge Sword mage Attack 17
Borrowed Confidence Sword mage Utility 1 6 Flame licks ),ollr blade. then e.xplode in a fiery blast when you
For a brief moment. your doubts and fears are assuaaed by a n strike your foe.
ovenvhelming sense of confidence that drives you to Sllcceed. Encounter" Arcane, Fire, Weapon
Encounter" Arcane Standard Action Melee weapon
Minor Action Personal Target: One creature
Effect: Until the start of your next turn, when you make an Attack: Inte lligence vs. AC
attack roll or a saving throw, you roll twice and use e ither Hit: 21W I + Intelligence modifier fire damage. Each enemy
result. adjacent to the target takes fire damage equal to your
Strength modifier.
Shared Fortune Sword mage Utility 16 Aegis of Assault: When you use your aeais of assault to tele·
port and make an attack. you can use this power in place
With a few \\IIlispered. words of magic, you gain the power to of the melee basic attack.
share in an ally's aoodfortunes. Special: When charging, you can use this power in place of
Daily .. Arcane a melee basic attack.
Minor Action Personal
Effect: Choose an ally within 3 squares of you. Until the
Snake Strike Sword mage Attack 17
end of the encounter or until you drop to 0 hit pOints
or fewer, whenever that ally succeeds on a saving throw Your sword extends into the fo rm of a s hadoH~ asp and bites
while you are within his or her line of Sight, you can end an enemy. if that foe dares to leave ),our side. pOison assai./s it a
one effect on you that a save can end. second time.
Encounter" Arcane, Implement, Poison
Shield of the Swordmage Utility 16 Standard Action Ranged 1 0
Target: One creature
Besieged Tower Attack: Intelligence vs. Fortitude
The lllOrefoes stane! arrayed aaainstyou, the stronaeryolLT de· Hit: 2d8 + Intelligence modifier pOison damage. If the
fensive maaic is. target ends its next turn in a space that is not adjacent
Daily" Arcane, Stance to you, it takes 1 d8 + your Constitution modifier poison
Minor Action Personal damage.
Effect: Until the stance ends, you gain a +1 power bonus
to AC. If at least two enemies are within 3 squares of you, Surprising Transposition Sword mage Attack 17
this bonus increases to +3.
You sever theJabric of reality, transportina an ally to safety
while redirecting an enemy's attack.
Unerring Parry Sword mage Utility 16
Encounter. Arcane, Implement, Teleportation
W ith a quick fli ck of the wrist and a spell on t he lip ,you can Immediate Interrupt Ranged 10
8lwrd),ourself against the worst attacks. Trigger: An enemy within 10 squares of you hits an ally with
Encounter + Arcane a melee attack
Immediate Interrupt Personal Target: One creature other than the triggering enemy or the
Trigger: A melee attack damages you ally who was hit
Effect: The triggering attack deals half damage to you. Attack: Intelligence vs. Fortitude. If the target is an ally you
do not make an attack roll.
Hit: The target swaps positions with the ally, and the target
is subject to the triggering enemy's attack.
CHAPTER
Thundering Vortex Sword mage Attack 1 7 Ward of Scales Sword mage Attack 19
A whirlwind of arcane ener8Y lashes Olll to draw yourJoes closer You form a protective barrier oj scintillatina, silver draaon
to your blade. scales that strikes an enemy while providin8 shelter for an all)~
Encounter" Arcane, Implement, Thunder Daily .. Arcane, lightning, Implement
Standard Action Close burst 3 Immediate Interrupt Close burst 5
Target: Each enemy in burst Trigger: An enemy hits an ally within 5 squares of you
Attack: Intelligence vs. Fortitude Target: The triggering enemy
Hit: 2d8 + Intelligence modifier thunder damage, and you Attack: Intelligence vs. Reflex
pull the target 2 squares. The target is marked until the Hit: 4d8 + Intelligence modifier lightning damage.
end of your next turn. Miss: Half damage.
Aegis of Shielding: The target is marked by your ae8is of Effect: The ally who was hit gains resistance to all damage
shieldin8. Marking the target does not remove the mark on equal to your Constitution modifier until the end of your
another target already affected by your ae8is of shieldin8. next turn.
Sustain Minor: The effect perSists.
LEVEL 19 DAILY SPELLS
Whirling Threat Sword mage Attack 19
Forceful Rebuke Swordmage Attack 1 9 ppearin8 in ajlash ofli8ht in the midst ofyouTJoes,you are a
terror ojjlashina steel, tfrreatenina all adjacent enemies.
Just as your foes close in OIl),OlL, your sword strikes selld out
blasts offorce that repel the enemies and send them sta8aerina. Daily .. Arcane, Stance, Teleportation, Weapon
Standard Action Close burst 1
Daily .. Arcane, Force, Weapon
Effect: Before the attack, you teleport 10 squares.
Standard Action Close burst 1
Target: Each enemy in burst
Target: Each enemy in burst
Attack: Intelligence vs. AC
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target is
HIt: 21Wl + Intelligence modifier force damage, and you
marked until the end of your next turn.
push the target a number of squares equal to your Con-
Miss: Half damage.
stitution modifier.
Effect: Until the stance ends, once during each of your turns
Miss: Half damage, and you push the target 1 square.
as a free action, you can mark one enemy that is adjacent
to you. The mark lasts until the end of your next turn.
Marksman's Vision Sword mage Attack 19
"\fith one swipe, you ma.rk your opponent with a burnin8, ma8iL LEVEL 22 UTILITY SPELLS
si8il that distracts your foe and. ensures that the creature can' t
ILide.
Borrowed Ascension Swordmage Utility 22
Daily .. Arcane, Weapon
Standard Action Melee weapon You sprollt a pair of translucent maBie win8s 111at take ),011 aloft
Effect: Until the end of the e ncounter, you can see the to do battle jrorn the skies.
target of this power even if it is invisible or hidden. You Daily .. Arcane
take no penalty to attack rolls against the target for any Minor Action Personal
concealment, total concealment, cover, or superior cover Effect: Until the end of your next turn, you gain a speed
it has, but you cannot see through walls or any other of fly 8 (hover). When the effect ends, you float to the
solid barriers. In addition, you gain the benefit of flanking ground and do not take falling damage.
against the target as long as you and at least one ally are Sustain Minor: The effect persists.
adjacent to it.
Target: One creature Boundless Sword mage Utility 22
Attack: Intelligence vs. AC
You wreath yourselfin ma8ie and Imleash a burst of energy that
Hit: 31W] + Intelligence modifier damage.
lets you overcome even the most paralyzing afjlictions.
Daily .. Arcane
Planar Shock Sword mage Attack 19
No Action Personal
Your weapon sends an enemy jlyil1a throu8h otherworldly Effect: End any effects on you that impose the follOWing
space. Wllen the foe returns, it is reelin8from the experience. conditions: grabbed, immobilized, restrained, slowed,
Daily. Arcane, Teleportation, Weapon and petrified. Until the end of the encounter, you gain a
Standard Action Melee weapon +5 power bonus to saving throws against any effects that
Target.: One creature include those conditions.
Attack: Inte llige nce vs. AC
Hit: 2[W] + Intelligence modifier damage. You teleport the Ghost Walk Sword mage Utility 21
target 10 squares, and the target is stunned (save ends).
Miss: Half damage, and you teleport the target 5 squares.
Your f01111 becomes immaterial like a ahost, and you aain the
PO\\ er to pass throuah walls.
Encounter .. Arcane
Minor Action Personal
Effect: You become insubstantial and gain phaSing until
the end of your next turn.
view until you are ready to strike. a cloud offrost that anchors nearb), foes in eldritch ice. 3
Daily .. Arcane, Illusion Encounter + Arcane, Cold, Implement, Weapon o
0..
Minor Action Personal Standard Action Melee weapon
UJ
Effect: You are invisible until the start of your next turn or Primary Target: One creature
lJ
until you attack. Primary Attack: Intelligence vs. AC
Sustain Minor: You stay invisible or, if you are no longer in- Hit: 2[WJ + Intelligence modifier cold damage and the tar-
<
~
visible because you attacked, you become invisible again. get is immobilized until the end of your next turn. Make o
a secondary attack that is an area burst 1 implement ct:
LEVEL 23 ENCOUNITR SPELLS
attack centered on the primary target. The secondary o
attack does not provoke opportunity attacks. 3V'l
Secondary Target: Each creature in burst except you
Aegis Bolt Sword mage Attack 23 Secondary Attack: Intelligence vs. Fortitude
You send a missile offorce flyin8 toward a distant foe, markin8 Hit: 1 d8 + Intelligence modifier cold damage, and the tar-
3UJ
itfor yOllT wrath. get is slowed until the end of your next turn. z
Encounter + Arcane, Force, Implement Aegis of Assault: When you use your ae8is of assault to
Standard Action Ranged 1 0 teleport and make an attack, you can use this power in
place of the melee basic attack.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier force damage. Until the Lightning Bolt Charge Swordmage Attack 23
end of your next turn. the target is marked by your You slash yourfoe and transform into li8htnin8. racin8 across
swordmage Aegis power. Marking the target does not the ·battlefield to reappear and strike anew.
remove the mark on another target already affected by
Encounter" Arcane, Lightning, Teleportation, Weapon
your Sword mage AegiS.
Standard Action Melee weapon
Primary Target: One creature
Blink Assault Swordmage Attack 23 Primary Attack: Intelligence vs. AC
III the blink of on eye, you and an ally appear next to a foe and Hit: l [W] + Intelligence modifier lightning damage, and
unleash a deadly assatLit. you teleport' 0 squares.
Miss: You teleport 5 squares.
Encounter + Arcane, Teleportation, Weapon
Standard Action Melee weapon Effect: Make a secondary attack.
Target: One creature Secondary Target: One creature
Effect: Before the attack, you and an ally who is adjacent Secondary Attack: Intelligence vs. AC
to you teleport 5 squares to spaces that must be adjacent Hit: 1 [W] + Intellige nce modifier lightning damage.
to the target.
Attack: Intelligence vs. AC Radiant Shield swordmage Attack 23
Hit: 3[WJ + Intelligence modifier damage. Arcane radiance bursts around your foes, searin8 them while
transformin8your allies into insubstantial creatures oflialJt.
Bravado Strike Swordmage Attack 23 Encounter" Arcane, Implement, Radiant
Your successjid arrack lends you the strenath. al1d the inspiration Standard Action Area burst 2 within 1 0 squares
to keep onfiaJ1tin8. Target: Each enemy in burst
Attack: Intelligence vs. Will
Encounter + Arcane, Healing, Weapon
Hit: 3d8 + Intelligence modifier radiant damage. and the
Standard Action Melee weapon
target is marked until the end of your next turn.
Target: One creature
Aegis of Shielding: The target is instead marked by your
Attack: Intelligence vs. AC
Hit: 3[Wj + Intelligence modifier damage. You can spend a
aeBis of shieldin8 until the end of your next turn. Marking
the target does not remove the mark on another target
healing surge and regain additional hit points equal to your
already affected by your aeais of shieldinB.
Constitution modifier. You can also roll a saving throw.
Effect: Each ally in the burst becomes insubstantial until
the end of your next turn.
ELADR1N SWORDMAGES
For eladrin, swordplay is a skill as valued as the arcane T1EFL1NG SWORDMAGES
arts. In fact, many believe that eladrin were the first to
Although tieflings are not as disposed to becoming sword-
combine blade and magic. As a race that promotes study
mages as eladrin or genasi are, their high Intelligence
and mental achievement, eladrin are perfectly suited to
scores make them skilled sword mages when they do
be any type of sword mage. Their cunning in battle helps
pursue the art- A tiefling's bloodhunt racial trait means that
them evade physical blows while wearing the light armor
most tieflings favor the assault sword mage style (desCribed
typical of a sword mage. Eladrin sword mages often learn
in the FORGOmN REALMS Player's GUide). Similarly, the tief-
wizard powers that allow them to better control the
ling's infernal wrath power makes a tiefling swordmage
battlefleld, favoring such spells as ray offrost.
tend to be more offense-oriented.
HAPTER 3 I Swordmaae
LEVEL 25 DAILY SPELLS Waves of Languor . Swordlnage Attack 2S
.
With Clsweep ofyour Slvord, you unleash a jlood of eneray that
Darksword Bolt Swordmage Attack 2S pacifies your foes, maRin8 them weak and sleepy.
W ith a deft toss. you turn your sword into a streak oJ black Daily .. Arcane, Implement, Psychic, Sleep
li8htni118. It slams into your foe and causes the creaUlre's jlesh Standard Action Close burst 2
to rot away. Target: Each enemy in burst
Attack: Intelligence vs. Will
Daily .. Arcane, lightning, Necrotic, Weapon
Hit: 2d8 + Intelligence modifier psychic damage, and the
Standard Action Ranged 1 0
target is slowed and weakened (save ends both).
Requirement: You must throw your melee weapon at th e
First failed Saving Throw: The target becomes uncon-
target.
scious (save ends).
Target One creature
Miss: Halfdamage, and the target is slowed and weakened
Attack: Intelligence vs. Fortitude
until the end of your next turn.
Hit: 3rWl + Intelligence modifier lightning and necrotic
damage, and ongoing 10 necrotic damage (save ends).
Aftereffect: The target takes ongoing S necrotic damage LEVEL 27 ENCOUNTER SPELLS
(save ends).
Miss: Half damage, and ongoing S necrotic damage (save Slash and Bum Sword mage Attack 27
ends).
Effect: Your weapon returns to your hand. Brandishing your Slvord in one hand, YOll slash at your enemy
while strikiTl8 it with a jlamiTl8fist that leaves it reelina.
Encounter" Arcane, Fire, Weapon
Invincible Rampage Sword mage Attack 25
Standard Action Melee weapon
Magie washes over you, steeling your body against pain as you Target: One creature
rain violence upon yourfoe. Attack: Intelligence vs. AC
Daily .. Arcane, Healing, Weapon Hit: 2 [Wj + Intelligence modifier damage. Make the fol-
Standard Action Melee weapon lowing attack against the same target.
Target: One creature Attack: Intelligence vs. Fortitude
Attack: Intelligence vs. AC Hit: Intelligence modifier fire damage, and you push the
Hit: 3[W] + Intelligence modifier damage. Until the end of target a number of squares equal to your Constitution
the encounter, you gain regeneration 10 while you are modifier. Also, the target is dazed until the end of your
bloodied. next turn.
Miss: Half damage.
Effect: You can spend a healing surge. Steel Tempest Swordmage Attack 27
Special: When charging, you can use this power in place of a
melee basic attack.
The air erupts with blades around your foe, cuttin8 any enemy
Aegis of Ensnarement: If you charge, you gain a +2
that tries to move through them.
bonus to the attack roll instead of the normal +1 for Encounter" Arcane, Weapon, Zone
charging. Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Mindsap Maneuver Swordmage Attack 15
Hit 3[W] + Intelligence modifier damage. The attack cre-
Your arcane swordplay daunts ),ourfoe and leaves it scrambling ates a zone of whirling blades in a burst 3 centered on
to use even its Simplest attacks. the target. The zone lasts until the end of your next turn
Dally .. Arcane, Charm, Weapon or until you dismiss it as a minor action. Each enemy that
Standard Action Melee weapon enters the zone or starts its turn there takes 10 damage.
Target: One creature
Attack: Intelligence vs. AC Sword Chaser Assault Sword mage Attack 27
Hit: 4[W] + Intelligence modifier damage. The target can
use only basic attacks to attack (save ends).
YOlL t1trow your weapon at an enem)' tItat threatens an ally.
Miss: Half damage. Until the end of your next turn, the tar-
Then, in the bli nk of an eye, you appeal' beside the fo e and seize
get can use only basic attacks to attack.
)four Slvord.
Encounter" Arcane, Teleportation, Weapon
Immediate Interrupt Ranged 5
Sword Duel Sword mage Attack 15
Trigger: An enemy within 5 squares of you hits an ally with
An arcane bond cort1tectS}'OLL toyourfoe.lfthe enemy does not a melee attack
face ),011 in battle, your ma8ical pOlVer will erode its life. Requirement: You must throw your melee weapon at the
Daily .. Arcane, Weapon target.
Standard Action Melee weapon Target: The triggering enemy
Target: One creature Attack: Intelligence vs. AC
Attack: Intelligence vs. AC Hit: 4[W] + Intelligence modifier damage, and you teleport
Hit: 4[W] + Intelligence modifier damage. to a space that must be adjacent to the target.
Miss: Half damage. Effect: Your weapon returns to your hand.
Effect: Until the end of the encounter, if the target does
not attack you during its turn, it takes 10 damage at the
end of its turn.
DWARF SWORDMAGES
Few dwarves choose to take up the arcane sword and through one's body and into the blade makes dwarves
earn the secret spells of the aegis. Many dwarves don't capable swordmages when they focus on shielding allies
have the patience for the blade, instead favoring hammers or ensnaring foes. Unlike assault swordmages (described
and axes in combat . Others simply disdain spellcasting, in the FORGO I lEN REALMs Player's GUide), dwarf sword mages
preferring to rely on martial exploits and divine prayers. focus on control and defense. Dwarves who excel as
Dwarves are not entirely unreceptive to the art, though, swordmages might consider the ward guardian paragon
'or their physical endurance makes them able defend- pat h (page 69), which further extends a sword mage's
ers. In addition, the resilience reqUired to channel magic ability to defend allies.
C H A P TE R 3 I Swordmaae
ARCANE HUNTER
"Every creature is vulnerable to my blade for any resis-
tance can be overcome."
-->-
<
:E
%
CHAPTER 3 I Swordma8e
~
GHOST BLADE GHOST BLADE PATH FEATURES :z:
Slip the Weave (11th level): When you spend
"From the space between worlds I come, my killin8 blow as
an action point to take an extra action you become ~~
soft as a whisper."
insubstantial until the end of your next turn. Z
Prerequisite: Swordmage Here nor There (11th level): Whenever you use o\j
a tcleportation power, you gain combat advantage
Like many swordmages, you can effortlessly travel aga inst one target of the next weapon attack you «
ex:
the roads behind the ·world. Those arcane pathways make before the end of your next turn. «
Q.
offer you more than they do yoW' fellows though for Stalker of the In-between (16th level): While
UJ
you have aClually learned to slip through the space you are insubstantial or have phasing, each creature \j
between planes. marked by you grants combat advantage to you, and «
au add 2 quares to the distance yoW' teleportation ~
Your travels through the weave of reality have o
transformed your knowledge and skills. As you bend power allow you to teleport. ex:
space with cunning stroke of our sword you can o
be in two places al once, splittiJlg your physical body GHOST BLADE SPELLS $
~
between the dimensions. You mjght briefly take on
the seenting of a gho tly spirit, but this appearance is Ghost Sword Ghost Blade Attack 11
only a temporary transformation. Even when you step Your attack cuts throu8h all planes of existence, ensurin8 that
between worJds, yOtH blade doe l1't fade- remaining a even8hostly forms suffer your wrath.
very real threat to your enemie . Encounter. Arcane, Weapon
Your eerie form ha gained you the moniker of Standard Action Melee weapon
"gho t' in orne circle . You smile to hear uch nick- Target: One creature
names although they are untrue, because you knmv Attack: Intelligence vs. Reflex
Hit 2[W] + Intelligence modifier damage. This damage
that fear is a valuable weapon.
ignores the insubstantial quality.
Aegis of Assault: When you use your aeais of assault to
teleport and make an attack, you can use this power in
place of the melee basic attack.
CHAPTER 3 I Swordma8e
SWORD OF ASSAULT movements and arcane utterances contribute to the
most devastating attack you can possibly deliver with
"The best defense is beatin8 your foe into submission." a Single swing of your blade.
CHAPTER 3 I SwordJnQae
t.n
ARD GUARDIAN :r
"My wardin8 protects me, but it is more than just a shield. ~0..
By my will and ma8ie, it can become a deadly force, or a -
shelterin8fortification." z
o
Prerequisite: Sword mage l.?
-<
In your earliest arcane training you learned to
"0..-<
sheathe yourself in a layer of magical protection. This UJ
protection i your Swordmage Warding, and it rep- l.?
resents an extension of your arcane mastery. Unlike <
~
other swordmages, though, you have taken this talent o
to the next le\1eI.
You have long studied the secrets of the Sword- "o
mage Warding, and you have learned that the S
t.n
magical field is more flexible than most wordmages
assume it to be. You have discovered that you can
shape and sculpt your warding. Through careful
study, you have learned to transform the warding into
a protective barrier for your allies and into a danger-
ous weapon to distract or strike foes.
Ward Force Assault Ward Guardia n Attack 11 Unseen Entanglement Ward Guardian Attack 20
Yotlswina at your foe and craft your wardin8 into a blunt force As you swin8. YOll shape the protective power ofyour wardi118
thatflattens your enemy when you hit into an entan81ing thread that thwarts your foe's defenses.
Encounter. Arcane, Force, Weapon Daily. Arcane, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Target: One creature Target: One creature
Attack: Intelligence vs. AC Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. In addition, Hit: 5[Wl + Intelligence modifier + Constitution modifier
either you deal extra force damage equal to your bonus damage. In addition, the target takes a -3 penalty to any
from Sword mage Warding + your Constitution modifier, defense to which your Sword mage Warding is currently
or you knock the target prone. granting a bonus (save ends).
Miss: Half damage. Until the end of your next turn, the
target takes a -1 penalty to any defense to which your
Sword mage Warding is currently granting a bonus.
CHAPTER 3 I Swordma8e
CHAPT E R 4
USING YESTlGES
You always have one active vestige. As a begin-
ning character, yo u have access to the two primary
vestiges: King Elidyr and Zutwa. You select one of
these as your active vestige after a short rest or an
extended rest.
arc given below. Other pact boons are described in These new warlock powers {1esh out the vestige pact $
the daily attack powers that give you access to new and provide additional options for other warlocks.
oCo
vestiges. Spells of the vestige pact use your Constitution ~
King Elidyr Pact Boon: One ally adjacent to you score because managing numerolls and diverse ves- U
gain a +2 bonus to all defenses UJltil the end of your tiges takes a phy ical toll. The ancient powers of the 9
next turn. vestige pact hunger to consmne a warlock's body and "
<!
Zutwa Pact Boon: The bonus to attack rolls from lLse it for their own purpose ,and a warlock must $
your Prime Shotincreases to +3 until the end of your resist these forces if he or she is to survive.
next turn. $
U..I
LEVEL 1 AT-WILL SPELLS Z
EXAMPLE
You're a vestige pact warlock who likes the ve tige of Eyes of the Vestige Warlock Attack 1
King Elidyr, so after an extended rest, you choose that Your enemy's eyes 8Iow with an eldritch li8ht as your vesti8e
to be your active vestige. takes hold and scours r.hal foe's minclwhile YOll curse another
During your fust encounter of the day, when you nearby foe.
use the eyes of tile vestige power, you gain the eyes of the At-Will. Arcane, Implement, Psychic; Varies
vesti8e augment associated with King Elidyr. If you Standard Action Ranged 1 0
curse a creature and that enemy then drops to 0 hit Target: One creature
Attack: Constitution vs. Will
pOints or fewer, YOUI King Elid r pact boon trigger .
Hit: 1 d6 + Constitution modifier psychic damage. Choose
Later in the same encounter, you decide to use the the target or a creature within 3 squares of the target
vestige of Mount Vaelis daily attack power. That power and within the target's line of Sight. You place your War·
gives you access to a new vestige Mount Vaelis and lock's Curse on that creature; if the creature Is already
you choose to make the change. When you adopt this cursed by you, you can deal your Warlock's Curse extra
new active vestige, your pact boon and your eyes of damage to that creature instead of to the target.
the vestige augment both change to the benefit that Level 21 : 2d6 + Constitution modifier psychic damage.
Augment (King Elidyr): One ally who hits the target be-
Mount Vaelis proVides. You no longer gain the ben-
fore the end of your next turn can roll a saving throw.
ents of the vestige of King Elldyr. The only time you Augment (Zutwa): You gain your Prime Shot bonus against
can change your active vestige back to King Elidyr (or the target until the end of your next turn.
to Zutwa, the other primary vestige) is after a short Augment (other vestige): See the "Eyes ofthe Vestige
rest or an extended rest. Augment" entry for the daily power that grants access to
Ifyou use another daily power in the arne the vestige.
encounter that gives you access to a new vestige, yo u
ca n choose for that daily power vestige to replace LEVEL 1 ENCOUNTER SPELLS
Mount Vaeli as your active vestige.
•
You call lIpon Hadar, the Ebon Htl118er. Black tendrils erupt
K1NG EL1DYR AND ZUTWA from your body and batter nearby creatures, pushi1l8 them
Your first two vestiges are King Elidyr and Zutwa. They fromyou.
give out their power freely and recklessly. Encounter. Arcane, Implement
King Elidyr: A hundred years ago, Elidyr, the last king Standard Action Close burst 2
of Nerath, warred against gnoll invaders who marched Target: Each creature in burst
beneath the banner of the Ruler of Ruin. The gnoll upris- Attack: Constitution vs. Reflex
Hit: 1 dB + Constitution modifier damage, and you push
ing was finally quelled, but at the cost of the lives of King
the target 2 squares.
Elidyr, his heirs, and most of his trusted barons, dukes, and Star Pact: You push the target a number of squares equal
champions. King Elidyr's vestige is rueful over its failure, to 1 + your Intelligence modifier.
and it willingly gives its strength to any who call upon it.
Zutwa: An ancient being of manifest life force, Zutwa
was a towering figure as large as a mountain, composed T1EFL1NG WARLOCKS
of bark, boughs, grass, leaves, and petals. Its limpid eyes of The tiefling is the prototypical warlock. The race's innately
liqUid green could spawn life in barren sailor dead tissue, high Charisma and Intelligence tend to make tieflings
or deprive earth and flesh of vitality. Zutwa gave up its favor the class. Many tieflings swear pacts to vestiges, Far
existence to defeat a primordial of manifest dissolution. Realm creatures and ancient, fey entities, perhaps out of
Even as a vestige, Zutwa's energy seems inexhaustible to a desire to break the mold of their predecessors in Bael
those who make a pact with it. Turath, who often adopted the infernal pact.
PACT lN1T1ATE
Adrin is an elf rogue from the Witchwood, a cheerful and Adrin with arcane power he didn't possess before (reflected
gregarious citizen of a small, close-knit community of elves in the Pact Initiate feat, with t he fey pact). Adrin is terrified
and eladrin. Although he thrives on the company of other of what the fey being is going to ask in exchange for the
people, he also enjoys wandering through the forest-at power it gave him, and his sleep is tormented by night-
least, he used to. That changed when he encountered a mares about this encounter. After that experience, Adrin
presence, a fey being of enormous power, ancient wisdom, left the Witchwood for the nearby town of Brindol, and if
and primal hunger. The being scared him senseless, but left he never enters the forest again, he will be content.
SHADOW WALK
Your passage through t he world leaves its mark. As you Nine Hells billowing around you. It's up to you to decide
w alk, arcane energy burns and congeals around you. whether your warlock is constantly surrounded by this
Depending on your pact and your idea of your character, concealing cloud-even while you' re walking down a city
you might imagine the effect of your Shadow Walk class street doing your shopping-or if it's only act ive while
feature as fey energy sparkling around you and hiding you're in combat. If it's always active, it's a good idea to
you from clear view, the utter blackness of the Under- remind your DM of it once in a while, so the NPCs you
dark clinging to you, or sulfurous smoke straight from t he meet respond appropriately.
CHAPTE R 4 I Warlock
Delban's Deadly Attention Warlock Attack 3 Vestiges' Calamity Warlock Attack 3
A bolt offrigid starliaht sliines down and bathes your foe, caus- W ith a sin8le word, you submerae yo ur enemy in a deluge of
ina the Cl'eature to suffer a spasm of agony just as it attacks you. chaotic energy.
Encounter .. Arcane, Implement, Necrotic Encounter" Arcane, Cold, Fire, Implement, lightning,
Immediate Interrupt Close burst 4 Thunder
Trigger: An enemy in burst hits you with a melee attack Standard Action Ranged 10
Target: The ng enemy Target: One creature
Attack: Charisma vs. Will Attack: Constitution vs. Reflex
Hit: 1 d8 + Charisma modifier necrotic damage. The target Hit: 2d8 + Constitution modifier damage. If the target
chooses either to deal half damage to you with its melee is cursed by you, it takes extra cold, fire, lightning, and
attack or to take 1 d8 extra necrotic damage. thunder damage equal to your Intelligence modifier.
Star Pact: The attack deals 1 d8 + your Intelligence Vestige Pact: If the target is cursed by you, the attack also
modifier extra necrotic damage. deals the extra damage to each creature adjacent to the
target.
Fortune Binding Warlock Attack 3
You create etltereaI black ropes (har bind you CO your enemy. As LEVEL 5 DAILY SPELLS
the ropes twist )fOUr Luck improves and your enemy's fa lters.
Encounter " Arcane, Psychic, Implement Crackling Fire Warlock Attack 5
Standard Action Ranged 1 0 An eldntch storm offire and 1i8htnin8 eruptsfrom you to scour
Target: One creature your fo es, leavin8 them vulnerable to future attacks.
Attack: Constitution vs. Fortitude
Daily .. Arcane, Fire, Implement, lightning
Hit: 2d8 + Constitution modifier psychic damage. You end
Standard Action Close blast 3
one effect on you that a save can end, and the target
Target: Each creature in blast '
gains that effect until the end of your next turn.
Attack: Charisma vs. Reflex
Vestige Pact: The attack deals extra damage equal to your
Hit: 2d8 + Charisma modifier fire and lightning damage,
Intelligence modifier.
and the target gains vulnerable 5 fire and vulnerable 5
lightning (save ends both).
Pipes of Winter Warlock Attack 3 Miss: Half damage.
With a 8esture, a set of81acial pipes appears at your lips. Blow·
in8 on it, you. produce a horrid keenin8 that chills your foes to Lure of Gibbeth Warlock Attack 5
the bone.
Ajleetil18 thou8ht of Gibbeth the Endless, an unknowable entiLy
Encounter" Arcane, Cold, Implement slain at tlte birth of the world but poised to retum at the world's
Standard Action Ranged 5 endin8, seizes your enemy's mind and draws yourfoe toward
Target: One creature you like a mot/t to flame.
Attack: Charisma vs. Fortitude
Daily .. Arcane, Charm, Implement, Psychic
Hit: 2d6 + Charisma modifier cold damage, and the target
Standard Action Ranged 10
is immobilized until the end of your next turn.
Target: One creature
Fey Pact: Each enemy adjacent to the target is slowed until
Attack: Charisma vs. Will
the end of your next turn.
Hit: ld1 0 + Charisma modifier psychic damage, and you
pull the target 4 squares.
Shared Agony Warlock Attack 3 Miss: Half damage, and you pull the target 2 squares.
Sometimes pain is the price of Victory. To wrack your opponent 's Effect: Until the end of the encounter, you can pull the
mind, y011 mi8ht have to 8ive up a fra8ment ofyour own sanity. target 2 squares as a minor action once during your turn.
Encounter .. Arcane, Implement, Psychic
Standard Action Ranged 1 0 Tyrannical Threat Warlock Attack 5
Target: One creature You speak, and eachsyliabIe is a deadly insinuation; each utter-
Attack: Charisma vs. Will ance a dan8crous threat; each sentence, a dire curse.
Hit: 2d12 + Charisma modifier psychic damage.
Daily .. Arcane, Fear, Implement, Psychic
Miss: You can take 10 psychiC damage to reroll the attack roll.
Standard Action Close burst 3
Dark Pact: If you reroll the attack roll and hit, reduce the
Target: Each enemy in burst
psychic damage you take by your Intelligence modifier.
Attack: Constitution vs. Will
Hit: 1 d1 0 + Constitution modifier psychic damage, and
you place your Warlock's Curse on the target.
DRAGONBORN WARLOCKS Miss: Half damage.
Dragonborn have naturally high Charisma, which makes Infernal Pact: You place your Warlock's Curse on the
them excellent warlocks. Dragonborn warlocks put their target.
natural force of will to good use with star pact or fey Effect: Until the end of the encounter, whenever a creature
cursed by you attacks you, it takes psychic damage equal
pact powers. Despite their natural ability, dragonborn
to your Intelligence modifier.
warlocks are unusuaL Thus, a dragonborn warlock tends
to stand out more than a dragon born fighter or a tiefling
warlock might.
CHAPTEH 4 I W arlock
Venomous Webs Warlock Attack 5 LEVEL 6 UTILITY SPELLS Vl
a:
Sticky webs slick with acid burn your f oe. poisonins its flesh with LlJ
eac1t step it takes. Life Siphon Warlock Utility 6 $
•
Daily .. Acid, Arcane, Implement, Poison It'S110t pretl); it's not kind, but sometimes you need to draw
o0.
Standard Action Ranged 10 power from an al/y's pain.
Target: One creature ~
Encounter" Arcane, Healing U
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier acid damage, and the target
Immediate Reaction Personal o
...J
Trigger: An ally within' 0 squares of you takes damage c:::
grants combat advantage to you and your allies (save
ends).
Effect: You gain a +2 power bonus to one attack roll before <r:
Miss: Half damage.
the end of your next turn. $
Dark Pact: You regain hit points equal to your Charisma
Effect: If the target willingly moves before the end of its $
modifier.
next turn, it takes ongoing poison damage equal to your W
Infernal Pact: You gain temporary hit points equal to Z
Intelligence modifier (save ends).
twice your Constitution modifier.
C H A PT E R 4 I W arlock
Spider Queen's Caress Warlock Uti lity 6 . Hero's Arrow Warlock Attack 7
You whisper to those who dwell in the darkness ofyour lIndyin8 You coryllre a maBie arrow and send it speeding (oward an en·
love and 10y(lI!)~ (lnd in return you gain the 8ift of stealth. emy.A hero's arrow that hits its mark both hurts a foe and aids
Daily. Arcane an ally.
Minor Action Personal Encounter. Arcane, Healing, Implement
Effect: Until the end of the encounter, you gain a + 2 power Standard Action Ranged 10
bonus to saving throws and Stealth checks. Target: One creature
Dark Pact: Your Shadow Walk grants concealment to Attack: Constitution vs. Reflex
you after you move 2 squares instead of 3. Hit: 2d8 + Constitution modifier damage. One ally adja·
cent to the target regains hit points equal to your Intel·
ligence modifier.
LEVEL 7 ENCOUNTER SPELLS Vestige Pact: Each ally adjacent to the target regains hit
points equal to your Intelligence modifier.
Acrid Decay Warlock Attack 7
YOII extend your hand. and two Sickly w een bolts spiral out from Mordant Rains of Dis Warlock Attack 7
yo liTfin8ers, burning and devourin8 your enemy. You open a portal to Dis above ),our foe's head. releasing a caus-
Encounter. Acid, Arcane, Implement, Necrotic tic rain upon your enemy.
Standard Action Ranged 10 Encounter. Acid, Arcane, Implement
Target: One or two creatures Standard Action Ranged 10
Attack: Constitution vs. Fortitude
Target: One creature
Hit: 1 dl 2 + Constitution modifier acid and necrotic damage.
Attack: Constitution vs. Reflex
Vestige Pact: The target also takes a -2 penalty to attack Hit: 1 d6 + Constitution modifier acid damage. and the
rolls until the end of its next turn. target is blinded until the end of your next turn. I
Infernal Pact: Each enemy adjacent to the target takes
All the Sand, All the Stars Warlock Attack 7 acid damage equal to your Intelligence modifier.
You make yoU/Joe see alt the 8 rains of sand in the desert and
alL ihe stars in the heavens, and it reels in shock. UTlable to wasp Nypacian Serpents Warlock Attack 7
ilymit;, You create semblances of the serpents of the Nypadan Outlands
Encounter. Arcane, Charm, Implement, Psychic to attack an enenl)'
Standard Action Close blast 3
Encounter. Arcane, Implement, Poison
Target: Each creature in blast
Standard Action Ranged 1 0
Attack: Charisma vs. Will
Target: One creature
Hit: 2d6 + Charisma modifier psychic damage, and the
Attack: Charisma vs. Reflex
target is dazed until the end of your next turn.
Hit 2d8 + Charisma modifier damage. The first time the
Star Pact: The attack deals extra psychic damage eq ual to
target takes damage before the end of your next turn ,
your Intelligence modifier.
it takes extra poison damage equal to your Intelligence
modifier.
Fey Pact: The poison damage equals twice your
Intelligence modifier.
- •
CHAPTER 4 I Warlock
Shadow Strangler Warlock Attack 7 Storm Countess's Kiss Warlock Attack 9 Vl
A wraithlike creature appears behind your enemy and attempts You sarcastically blow a kiss at your enemy. creatin8 a swirlina "w
ro stranale il. With each of)'our foe's attacks, tlle >"pecter's arip aale that l·ifts your foe off the around and then tosses it aside. ~
li8htens. Daily .. Arcane, Cold, Implement o0..
Encounter" Arcane, Implement Standard Action Ranged 1 0
Standard Action Ranged 1 0 Target: One creature ~
Target: One creature Attack: Charisma vs. Fortitude U
Attack: Charisma vs. Reflex Hit: Charisma modifier cold damage, and the target is
o....I
Hit: 2d8 + Charisma modifier damage, and the target takes held restrained 10 feet (w2 squares) off the ground (save ex:
a -2 penalty to attack rolls until the end of your next turn. ends). <C
Dark Pact: Until the end of your next turn, whenever the Fey Pact: The target is held restrained off the ground a ~
number of feet equal to 10 + five times your Intelligence
target makes an attack roll, it takes damage equal to your
Intelligence modifier. modifier.
~
w
Aftereffect: The target falls, and you slide it 2 squares. 2
Miss: You push the target 2 squares, and you knock it prone.
LEVEL 9 DAILY SPELLS
Vestige of IImeth Warlock Attack 9
The primordial Tlmeth felt 501'1'0\\1 for the "lives he claimed in the
SOltis trapped in the Nine Hells are h1l1181)' for life. Openin8 a
DctWI1 War. and t1le warjrenzied titans under his command
temporary rijt, yoLL8ive them a. taste ofyourfoes' Vitality destroyed him for his weakness. You c1,amlel the sorrow ofthe
Daily" Arcane, Cold, Implement, Psychic, Zone slain primordial to wOUl'ld your enemy with rewet.
Standard Action Area burst 1 within 1 0 squares
Daily .. Arcane, Implement, Psychic, Teleportation
Target: Each creature in burst Standard Action Ranged 10
Attack: Constitution vs. Will
Target: One creature
Hit: 1 d8 + Constitution modifier psychic damage and the
Attack: Constitution vs. Reflex
target is dazed (save ends).
Hit: 2dl 0 + Constitution modifier psychic damage. Until
Effect: The burst creates a zone of hungry spirits that lasts
the end of the encounter, whenever the target makes an
until the end of your next turn. The zone is difficult terrain.
attack roll against you, it takes psychic damage equal to
Each creature that enters the zone or starts its turn there
your Intelligence modifier.
takes 1 d8 + your Constitution modifier cold damage. As a
Miss: Half damage.
move action, you can move the zone 2 squares.
Vestige Pact: You gain access to the vestige of IImeth.
Sustain Minor: The zone persists.
IImeth Pact Boon: You and an ally within 5 squares of you
can swap positions as a free action.
Horrifying Hatching Warlock Attack 9 Eyes of the Vestige Augment: Your eyes of the vestiae
Spider ea8s hatch inside your enemy's.flesh, unleash ina a deadly target also takes a - 2 penalty to attack rolls until the end
poison and causin8 the creature to thrash in panic. of your next turn.
Daily .. Arcane, Implement, Poison
Standard Action Ranged 1 0 Vestige of Shax Warlock Attack 9
Target: One creature Shax the Devastator is a dead primordiaL of the sea. With a
I Attack: Charisma vs. Fortitude wave of)'Our hand, you summon a fraament ofhis pOlVer.
Hit: 1 d8 + Charisma modifier damage.
Daily .. Arcane, Implement
Effect: The target takes ongOing 10 poison damage (save Standard Action Close blast 3
ends). Whenever the target takes this ongOing damage, Target: Each creature in blast
you can slide the target 1 square.
Effect: You knock the target prone.
Dark Pact: A~ a minor action, you can end the ongoing
Attack: Constitution vs. Fortitude
poison damage to deal 2d1 0 + your Intelligence modifier Hit: 2dl 0 + Constitution modifier damage, and you push
poison damage to the target.
the target a number of squares equal to your Intelligence
Fey Pact: As a minor action, you can end the ongOing
modifier.
poison damage to slide the target 3 squares.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Shax the
Devastator.
ELADR1N WARLOCKS Shax Pact Boon: You can end one dazed, stunned,
Eladrin prefer to pursue careers as wizards rather than immobilized, or restrained condition on you or on an ally
warlocks. However, eladrin who do swear pacts to other- within 5 squares of you.
worldly entities discover that their education and hardened Eyes of the Vestige Augment: You push your eyes of the
minds make them ideal students of esoteric knowledge. vestiae target a number of squares equal to your Intel-
ligence modifier.
Their background in ancient history, fey entities, and dis-
ta nt sta rs gives them the know-how to safely form pacts.
Eladrin favor the fey pact because of their fey origin and
because the Misty Step pact boon enhances their ability
to teleport.
CH APTER 4 I Warlock
EL 10 UTILITY SPELLS LEVEL 13 ENCOUNTER SPELLS
WARLOCK'S CURSE
What happens to your enemies when you lay your curse foe. Or you might briefly mention the target 's name
upon them? Unless you have a magiC item t hat imposes to whatever entity gives you your power, focusing that
additional effects, the effects in the game are very being's alien attention on your foe so your spells carry
straightforward: The target takes more damage from more power.
your attacks. But what's happening from the perspec- When you put your curse on a creature, the target
t ive of your character-and the monster you target with knows it . The creature might experience it as a chill down
your curse? the spine, a prickle at the back of its neck, a nauseated
Fundamentally, you're creating a bond between you feeling in its stomach, or an unpleasant sense of dread. It
and the target-that's part of the reason your curse might have a brief flash of vision revealing the source of
works only on the nearest target you can see. Perhaps your power; terrible and awesome in its mind. Many crea-
you simply create a conduit between yourself and t he tures respond to that feeling with fear, and many others
target that makes the power you wield flow more easily react with aggression directed at the source of the curse-
to the target, so you can imbue your spells with a li ttle you. It's never a bad idea to have a defender in place
extra st rength as t hey course along t hat conduit to your between you and the target of your curse.
CHAP T E R 4 I Warlock
Skirmisher's Volley Warlock Attack 13 Plague of Frogs Warlock Attack 1 5 III
a:
Youfire arcane bolts at your enemies before movinB away. You summon hundreds of carnivorous froBS that bite and harry UJ
Encounter. Arcane, Implement creatures around them. ~
Standard Action Ranged 10 Daily. Arcane, Implement, Zone oc..
Target: One, two, or three creatures Standard Action Area burst 2 within 20 squares
Attack: Constitution vs. Reflex Target: Each creature in burst ~
U
Hit: 1 d8 + Constitution modifier damage. Attack: Charisma vs. Fortitude
Effect: After the attack is resolved, you shift 1 square. Hit: 2d8 + Charisma modifier damage.
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Vestige Pact: You shift a number of squares equal to 1 + Effect: The burst creates a zone of hopping carnivorous "
the number of targets you hit with the attack. frogs that lasts until the end of your next turn. The zone is ~
difficult terrain. Each creature that enters the zone or starts ;;>
Wraith's Shadow Warlock Attack 13 its turn there takes 2d8 + your Charisma modifier damage.
~
As a move action, you can move the zone 3 squares. UJ
The shadows cOlweal and smother your foe in a sickly mass of Sustain Minor: The zone persists, and you can move it 1 Z
debi[itatina darkn ess. square.
Encounter. Arcane, Implement, Necrotic
Standard Action Ranged 1 0
Vestige of Leraje Warlock Attack 1 5
Target: One creature
Attack: Charisma vs. Fortitude Leraje Bave up the lush woods to prove her mastelY of the bow,
Hit: 2d8 + Charisma modifier necrotic damage, and the and was cast away for it. You borrow her skill, but not her pride.
target is weakened until the end of your next turn. Daily. Arcane, Implement, Poison
Dark Pact: You can choose to deal no damage with this Standard Action Ranged 10
attack and instead make the target immobilized and Target: One creature
weakened until the end of your next turn. Attack: Constitution vs. Reflex
Hit: 2d 1 0 + Constitution modifier damage.
Effect: The target takes ongoing 5 poison damage (save ends).
LEVEL 15 DAILY SPELLS Vestige Pact: You gain access to the vestige of Leraje.
Leraje Pact Boon: living plants temporarily grow around
Caution of Dispater Warlock Attack 15 you. Until the end of your next turn, you have cover against
Dispater remains in control of his part of Hell throuBh ClLnnina attackers that are not adjacent to you.
and by beatina rivals into submission. You borrow a paaefrom Eyes of the Vestige Augment: Your eyes of the vestiae
his beak. target is also immobilized until the end of your next turn.
Daily. Arcane, Charm, Implement, Psychic
Standard Action Ranged 1 0 Vestige of Solis Warlock Attack 1 5
Target: One creature A fallina sta.r soars downward , burninf} briaht as j{ strikes yOllr
Attack: Constitution vs. Will foe in a deafeninB explosion.
Hit: 3d8 + Constitution modifier psychic damage.
Daily +- Arcane, Fire, Implement, Thunder
Effect: The target takes 1dB + your Constitution modifier
Standard Action Ranged 1 0
psychic damage at the start of each of its turns until the
Primary Target: One creature
target is attacked or until it starts its turn without line of
Primary Attack: Constitution vs. Reflex
Sight to you.
Effect: 2d8 + Constitution modifier fire damage.
Infernal Pact: The power's effect does not end when you
Hit: The target takes ongOing 10 thunder damage (save
attack the target.
ends). Make a secondary attack that is an area burst 1
centered on the primary target.
Dark Rain of Mutuz-Vot Warlock Attack 15 Secondary Target: Each creature in burst
You brinBforth storm douds that e;mde droplets of liquid dark- Secondary Attack: Constitution vs. Fortitude
ness,just Ji:ke the rains of the massive ca.vern ofMutuz-Votin. Hit: The secondary target is dazed and deafened (save
the Underdark. ends both).
Vestige Pact: You gain access to the vestige of Solis.
Daily. Arcane, Implement, Necrotic, Zone
Solis Pact Boon: Each enemy within 3 squares of you is
Standard Action Area burst 2 within 20 squares
deafened and grants combat advantage until the end of
Target: Each creature in burst
your next turn.
Attack: Charisma vs. Fortitude
Eyes of the Vestige Augment: If your eyes ofthe vestiae
Hit: 3d8 + Charisma modifier necrotic damage.
target makes an attack roll against any of your allies before
Effect: The burst creates a zone of raining darkness that lasts
the end ofthe target's next turn, the target takes fire and
until the end of your next turn. The zone's area is lightly
thunder damage equal to your Constitution modifier.
obscured. Each creature that enters the zone or starts its
turn there is blinded (save ends).
•
Dark Pact: You ignore the zone's effect. HALFL1NG WARLOCKS
Sustain Minor: The zone persists.
Quick-witted halflings are drawn to becoming warlocks.
Their high Charisma enables halflings to excel with their
curses and spells, and their small size and innately supe-
rior Dexterity are effective complements to the paradigm
that deceptive warlocks embody.
C HAPTER 4 I Warlock
LEVEL 16 UTILITY SPELLS LEVEL 17 ENCOUNTER SPELLS
Amaan's Continuance Warlock Utility 16 Claws of the Magpie Warlock Attack 1 7
Invokin8 the remnant ofa dead80d you borrow irs lin8er. Aflock of spectral black QJuiwhite birds flies throuah your en·
in8 power to act when you would 110rmalb' !ie on the 8round, elllY; tearina out pieces of the creature's essence and power.
bleeain8· Encounter. Arcane, Implement, Psychic
Daily. Arcane Standard Action Ranged 10
No Action Personal Target: One creature
Trigger: An attack reduces you to 0 hit points or fewer and Attack: Charisma vs. Will
doesn't kill you Hit: 3d6 + Charisma modifier psychic damage.
Effect: Until the end of your next turn, you do not become Effect: Until the end of the target's next turn, it can use only
unconscious from haVing 0 hit points or fewer. basic attacks or other at·will powers. Also, the target's
auras end and cannot be reactivated until the end of your
Hero's Defense Warlock Utility 16 next turn.
Fey Pact: You gain temporary hit points equal to your
Your haso/ spell draws on your 8reatest stren8th to covel' YOUI' Intelligence modifier.
weaknesses.
Encounter. Arcane
Despair of Zhudun Warlock Attack 1 7
Immediate Interrupt Personal
. An enemy makes an attack roll against you You manifest an aspect of the blank face of dead Zhudun, caus·
Effect You gain a +4 bonus to your highest defense for this in8 your foe to collapse in fem:
attack only, and the triggering enemy's attack targets that Encounter + Arcane, Fear, Implement, Psychic
defense. If the attack hits it deals half damage to you. Standard Action Ranged 1 0
Target: One creature
Painful Transference Warlock Utility 16 Attack: Constitution vs. Will
Hit: 1 dB + Constitution modifier psychic damage, and you
You transform your debilitation into an altl s pain.
knock the target prone. If the target stands up during
Encounter. Arcane its next turn, it takes ldB psychiC damage and grants
No Action Personal combat advantage until the end of your next turn.
Requirement: You must not be dying. Star Pact: If the target stands up during its next turn, it
Effect: You end an effect on you that a save can end. Each also takes a -2 penalty to attack rolls until the end of your
ally within 5 squares of you takes damage equal to your next turn.
Charisma modifier. If no ally is within 5 squares of you,
you take damage equal to twice your Charisma modifier.
Devouring Death Warlock Attack 1 7
This damage cannot be reduced or negated.
A bolt of black "ilTiol splashes over your foe, leavin8 it vulnera·
ble to further acid attacks and to your ma8ie of death and dem):
Warp Space Warlock Utility 1 6
Encounter + Acid, Arcane, Implement
Vsilt8 incomprehensible 108ic from beyond the stars, you rear· Standard Action Ranged 10
ranse the battlefield. Target: One creature
Encounter. Arcane, Teleportation Attack: Charisma vs. Fortitude
Standard Action Close burst 5 Hit: 2d8 + Charisma modifier acid damage. Until the end
Target: You and two allies in burst of your next turn, the target gains vulnerable 10 acid and
Effect: Each target teleports to a space within the burst. vulnerable 10 necrotic.
Dark Pact: The target loses any resistance to acid or
resistance to necrotic until the end of your next turn.
"
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Life Force Reclaimed Warlock Attack 17 Sea Tyrant's Fury Warlock Attack 1 7
rour bolt of arcane eneray draws vita lit)' from YO UT foe. Arcane waves sweepYOUT foes to the around as you harness the
Encounter" Arcane, Implement mae of the ancient Sea lYrant.
Standard Action Ranged 1 0 Encounter" Arcane, Implement
Target: One creature Standard Action Close blast 5
Attack: Constitution vs. Fortitude Target: Each creature in blast
Hit: 3d8 -I- Constitution modifier damage. You gain tempo- Attack: Constitution vs. Reflex
rary hit points equal to your healing surge value. Hit: 2d8 + Constitution modifier damage, and you knock
Vestige Pact: The number of temporary hit points you gain the target prone and push it a number of squares equal
equals your healing surge value -I- twice your Intelligence to your Intelligence modifier.
modifier. Vestige Pact: You and any allies within 5 squares of you
gain a + 2 power bonus to saving throws until the end of
your next turn.
-
CHAPTE R 4 I Warlock
LEVEL 19 DAILY SPELLS Vestige of the Warlock Attack 19
Burned Emperors
Force of Nature Warlock Attack 19 The Burned Emperors ruled a re8ion rom by strife. Once defeat-
Your maBie creates a primordial force that hurls your f oe ed, t1tey became ashadow)f entity, which you now call upon.
throuflh the air. Daily. Arcane, Implement, Teleportation
Daily. Arcane, Implement Standard Action Ranged 1 0
Standard Action Ranged 10 Target: One creature
Target: One creature Attack: Constitution vs. Reflex
Attack: Charisma vs. Fortitude Hit: 2dl 0 + Constitution modifier damage. You gain abo·
Hit: 6dl 0 + Charisma modifier damage, and you knock nus to the damage roll equal to your Intelligence modi-
the target prone and push it a number of squares equal fier for each ally adjacent to the target.
to your Intelligence modifier. Miss: Half damage.
Miss: Half damage, and you push the target 1 square. Vestige Pact: You gain access to the vestige of the Burned
Emperors.
Burned Emperors Pact Boon: You can teleport an ally
Maelstrom of Despair Warlock Attack '19
within 5 squares of you 3 squares.
You trap your foe in a crushin8 vortex of despair. wrackin8 its Eyes of the Vestige Augment: Each ally adjacent to
mind with each passill8 moment of affliction. your eyes of the vesti8e target can shift 1 square as a free
Daily + Arcane, Implement, Psychic action.
Standard Action Ranged 1 0
Target: One creature
Attack: Charisma vs. Will
You summon af ranment of a darll star and Imrl it at your f oe,
Hit: 3dl 0 + Charisma modifier psychic damage, and ongo-
causil18 the creature's flesh to slou8h away.
ing 5 psychic damage (save ends).
Effect: Until the end of your next turn, the target takes Daily + Arcane, Healing, Implement, Necrotic
psychic damage equal to your Intelligence modifier Standard Action Ranged 10
whenever it rolls a saving throw. Target: One creature
Dark Pact: The psychic damage the target takes when- Attack: Constitution vs. Reflex
ever it rolls a saving throw equals twice your Intelligence Hit: 4dS + Constitution modifier necrotic damage. The
modifier. target takes ongoing 1 0 necrotic damage, and whenever
Sustain Minor: The effect persists. the target would regain hit points, you regain the hit
Fey Pact: Whenever you sustain the effect, you gain a + 2 points instead (save ends both).
bonus to saving throws until the end of your next turn. Miss: Half damage, and ongOing 5 necrotic damage (save
e nds).
Vestige of Amaan Warlock Attack 19
Your maBie recalls Kaestela ria 's enslavement by the dead fl od LEVEL 22 UTILITY SPELLS
Amaan, imposin8 similar shackles upon your fo e.
Daily + Arcane, Implement Ascension of the Elder Warlock Utility 22
Standard Action Ranged 10 You use a planar pathway known by ancienrvesti8es to trans-
Target: One creature port yourself to the safety of the sky, where you can remain for
Attack: Constitution vs. Fortitude a time.
Hit: 3dS + Constitution modifier damage, and the target is Daily. Arcane, Teleportation
immobilized and gains vulnerable 10 to all damage (save Move Action Personal
ends both). Effect: You teleport 100 feet (20 squares) to a space di-
Miss: Half damage, and the target is immobilized (save rectly above you. Until the e nd of your next turn, you gain
ends). a speed of fly S.
Vestige Pact: You gain access to the vestige of Amaan. Sustain Minor: The effect persists. When you fail to sustain
Amaan Pact Boon: You can push or pull a creature cursed the effect, you float to the ground without taking damage.
by you and within 10 squares of you a number of squares
equal to your Intelligence modifier.
Eyes of the Vestige Augment: You push or pull your eyes HALF-ELF WARLOCKS
of the vesti8e target a number of squares equal to your
Intelligence modifier. Some half-elves feel t rapped between two worl ds
they're not truly part of, and they turn to dark pacts to
find escape or revenge. Others see their dual heritage as
a unique source of power, allowing them to harness fey
forces without being bound by those forces. Whatever
their situation or outlook, half-elves excel as warlocks.
putting their naturally high Charisma and Constitution
to work to help them master the spells of any pact with
relat ive ease.
C HAP TE R 4 I Warlock
Walk of the Kantakaran Warlock Utility 22 Maddening Whispers Warlock Attack 23 til
•
ex:
Your spen ofpeace borrows a lessonfrom the vesti8e of the Kan- Your foe Clasps its hands over its ears shriekin8 in panic as it is w
rakaran monks, an order of mystics that espoused neutrality. overcome by terror. $
Encounter" Arcane Encounter" Arcane, Fear, Implement, Psychic oa.
Minor Action Personal Standard Action Ranged 1 0
Effect: Until the end of your next turn, you cannot use an Target: One creature ~
HAPTE R 4 I W arlock
Instruction in Darkness Warlock Attack 2S Vestige of the Warlock Attack 25
You lower a black veil over your Joe and show the creature what Queen of Namhar
darkness tru~' means. You call upon the Queen oj amhar, who died oj t!tirst in the
Daily + Arcane, Implement, Necrotic amharid Desert, to selld yourJoe a vivid ima8e of death by
Standard Action Ranged 10 thiTst
Primary Target: One creature Daily + Arcane, Implement, Psychic
Primary Attack: Charisma vs. Reflex Standard Action Ranged 1 0
Hit: 3d1 0 + Charisma modifier necrotic damage. The Target: One creature
primary target is transported to a place of utter dark- Attack: Constitution vs. Will
ness (save ends). Whi le there, the primary target doesn't Hit: 4dl 0 + Constitution modifier psychic damage. and
have line of Sight or line of effect to anything. When the ongOing 10 psychic damage (save ends).
primary target saves, it reappears in the space it last oc- Aftereffect: The target is weakened (save ends).
cupied or in the nearest unoccupied space. When the Miss: Half damage, and ongoing 5 psychic damage (save
primary target reappears make a secondary attack. ends). The target is weakened until the end of your next
No Action Area burst "1 centered on the turn.
primary target Vestige Pact: You gain access to the vestige of the Queen of
Secondary Target Each enemy in burst Namhar.
Secondary Attack: Charisma vs. Will Queen of Namhar Pact Boon: The nearest creature
Hit: The secondary target is blinded (save ends). cursed by you is dazed (save ends).
Miss: The primary target is blinded (save ends). Eyes of the Vestige Augment: Your eyes of the vesti8e
target is weakened until the end of its next turn.
The Prince's Horde Warlock Attack 25
Thousands of tiny, insectlike warriors assault alld confuse your LEVEL 27 ENCOUNTER SPELLS
enemy
Daily + Arcane, Implement Manipulating Thunderbolt Warlock Attack 27
Standard Action Ranged 1 0
Target: One creature
1;Vit11 a clnp ofJ'our hands, your enemy is struck by a c1awlike
Attack: Charisma vs. Reflex
thunderbolt. which piCks up the a'eature alld f/ill8s it aside.
Hit 4d8 + Charisma modifier damage. Encounter + Arcane, Implement, Lightning, Thunder
Effect: The target is assaulted by a cloud of fairy warriors Standard Action Ranged 1 0
(save ends). While the target is affected by the cloud. the Target: One creature
target treats all creatures as haVing concealment. At the Attack: Constitution vs. Reflex
start of the target's turn, the target and each creature Hit: 3d8 + Constitution modifier lightning and thunder
adjacent to the target take 1 dl 0 + your Charisma modifier damage. You slide the target 1 square, and it is immobi-
damage. lized until the end of its next turn.
Infernal Pact: You slide the target a number of squares
equal to your Intelligence modifier.
Vestige of Land's Soul Warlock Attack 2S
YOI!r coil causes t1le earth to rise IIp alld crush yourJoe while
bestowill8'ife on you.
Shattering of the Sword Warlock Attack 27
You invoke the sha tterin8 oJKill8 Elidy r's sword- broken in
Daily + Arcane, Healing, Implement
lhe last moments oJhis life- and make your Joes Jeel the kin8'S
Standard Action Ranged 1 0
Target: One creature
shock.
Attack: Constitution vs. Fortitude Encounter" Arcane, Implement
Hit: Sd8 + Constitution modifier damage, and the target Standard Action Ranged 1 0
is slowed (save ends). While the target is slowed by this Target: One creature
power, you gain regeneration 1 O. Attack: Constitution vs. Reflex
Miss: Half damage. Hit:: "1dl 0 + Constitution modifier damage, and the target
Vestige Pact: You gain access to the vestige of land 's Soul. is stunned until the end of your next turn.
land's Soul Pact Boon: Each enemy cursed by you and Vestige Pact: The attack deals extra damage equal to your
within 5 squares of you takes S damage. and you regain S Intelligence modifier.
hit points for each enemy you damage in this way.
Eyes of the Vestige Augment: Until the end of your
next turn, your eyes of the vestiye target gains vulnerable DWARF WARLOCKS
5 + your Intelligence modifier to acid fire, lightning. or Though not known for their high Charisma, dwarves pos-
thunder (your choice). sess exceptional Constitution scores, which make them
ideal warlock candidates. Dwarves often become scourge
warlocks, and they favor the infernal pact and the vestige
pact, both of which play to their racial strengths. Dwarves
have a strong tradition as flghters, yet among dwarf clans,
many warlocks proudly pledge their eldritch powers to
the defense of the community.
HAPT . R 4 I Wa rIoek
Soul of-the Treant Warlock Attack 27 Forbiddance of the Ninth Warlock Attack 29 III
CC
You awaken the spirit of a 10tla,dead trean!, which possesses your A waU of black flame rises from the floor at your behest. It pro- LU
enemy's body and makes the creature lash out aaatnst its allies_ tects you while unleashina BOUts offire on fo es. $
Encounter. Arcane, Implement, Psychic Daily. Arcane, Conjuration, Implement, Fire o0..
Standard Action Ranged 1 0 Standard Action Area wall 3 within 1 square
Target One creature Effect: You conjure a wall of flame that is up to 3 squares ::.::
high and lasts until the end of the encounter. The wall
U
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage. Each en- blocks line of sight.
o
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emy adjacent to the target takes 1 d8 + your Charisma Entering a wall square costs 3 extra squares of move- CC
modifier damage. You push each enemy adjacent to the ment. Each creature that starts its turn within the wall's «
target a number of squares equal to your Intelligence space takes 2dl 0 + your Constitution modi'fier fire dam - $
modifier and knock it prone.
Fey Pact: You also knock t he target prone.
age, and any creature other than you that starts its turn
adjacent to the wall takes 1 dl 0 + your Constitution
$
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modifier fire damage. Z
Zutwa's Incandescence Warlock Attack 17 As a move action, you can move the wall to a space
adjacent to you. Once per round, you can make the
You shine wit}l the Haltt ofZutwa'slife fo rce. which avenI/helms
following attack, which must include at least 2 wall
your foes vision.
squares in the blast.
Encounter. Arcane, Implement, Radiant Minor Action Close blast 3
Standard Action Close burst 2 Target: Each creature in blast
Target Each enemy in burst Attack: Constitution vs. Reflex ,I
Attack: Constitution vs. Will Hit: 2dl 0 + Constitution modifier fire damage.
Hit: 2d8 + Constitution modifier radiant damage, and the
target is blinded until the end of your next turn.
Vestige of the Master Warlock Attack 29
Vestige Pact: The target takes a -2 penalty to saving
throws until the end of your next turn. of the 'Hidden Flame
You caU on the vestiae of the spellcaster called the Master of the
Hidden l]lame. Through him. you burnfoes by force of will.
LEVEL 29 DAILY SPELLS
Daily. Arcane, Fire, Implement
Standard Action Ranged 10
Arrangement of Disorder Warlock Attack 19
Target: One creature
Like the 5tH! point in a storm, you stand at the center of a burst Attack: Constitution vs. Fortitude
oj astral power that tears your enemies throu8h space while ar- Hit: Sdl 0 + Constitution modifier fire damage.
ran8in8 your aLLies to occupy the most adllanta8eous po iriotlS. Miss: Half damage.
Daily .. Arcane Implement Teleportation Vestige Pact: You gain access to the vestige of the Master
Standard Action Close burst 5 of the Hidden Flame.
Target Each enemy in burst Master of the Hidden Flame Pact Boon: Each enemy
Attack: Charisma vs. Will cursed by you and within 5 squares of you takes ongOing 5
Hit: 3d8 + Charisma modifier damage, and you teleport fire damage (save ends).
the target to another space within the burst. Eyes of the Vestige Augment Your eyes of the vesti8e
Effect: You teleport each ally within the burst to another target takes ongoing 5 fire damage (save ends)_
space within the burst.
Vestige of Zuriel Warlock Attack 29
Eyes of the Victim Warlock Attack 29 As YOll attack, you scream a war Cl)' to Zuriel. a fOT80tten deity
From ma8ie, you craft an ancient conta8ion to eat alVay YOllr dedicated to wars ofjustice.
foes' siah t. Daily. Arcane, Implement
Daily. Arcane, Implement Necrotic Standard Action Ranged 1 0
Standard Action Ranged 1 0 Target: One creature
Target: One creature Attack: Constitution vs. Fortitude
Attack: Charisma vs_ Reflex Hit: Sdl 0 + Constitution modifier damage.
Hit 3d1 0 + Charisma modifier necrotic damage. Miss: Half damage.
Effect: The target gains blindness contagion (save ends). While Vestige Pact: You gain access to the vestige of luriel.
a creature is affected by blindness contagion, that creature is luriel Pact Boon: You gain a bonus to your next damage
blinded, and each enemy that starts its turn adjacent to that roll before the end of your next turn equal to your
creature gains blindness contagion (save ends). Intelligence modifier.
Eyes of the Vestige Augment: You knock your eyes of the
vesti8e target prone, and the attack deals extra damage
ELF WARLOCKS equal to your Intelligence modifier.
like eladrin, elves are not known for making eldritch
pacts. Elves who become warlocks usually take the fey
pact to connect with their fey origin. Elf warlocks often
pick up some martial powers to supplement t heir arcane
abilities, relying on attacks t hat utilize Dexterity.
CH PTER 4 I Warlock
birth to bouts ofrutWess skulduggery and sinister
schemes.
As a dark reckoner, you have internalized your
baleful emotions and feelings ofinjustice. From dark
DARK RECKONER alleyways and wllighted tunnel, you draw inspira-
"There is an old drow sayin8: 'Ven8eance is sweeter when tion and purpose. You understand tl1at vengeance is a
exacted in darkness.' " potent source of power.
CHAPTER 4 I Warlock
VI
ENTRANCING MYSTIC I
-Bend an ear and listen dose. You don t want to miss this, ~
do you? That's the way-calm and easy. See how eaSily 0-
: Du've fallen under my sway?" Z
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Prerequisite: Warlock lJ
«
t:t:
You are a figure of rumor and local folklore. You «0-
learned your craft from the First Order, ascended ~
qUickly to the Second Order and made your pacts U
o the invisible magi of the Third Order. In return o
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[or your devotion they have given you tbe power to t:t:
beguile aJld warp mind . «
Your way are mysterious and frightening to ~
other creatures. When you use your spells and even
when you speak. people sit and listen, enraptured
by the hypnotic sound of your words and mesmer·
ized by your eyes. Few ever realize what they ri k
upon meeting your ensna ring gaze or listing to yoUl"
enthralhng voice. Those who do realize your true
power consider tllemselves lucky to have survived
the eJl.'perience.
ENTRANCING MYSTIC
PATH FEATURES
Maddening Action (11th level): When you
spend an action point to take an extra action, one
creature within 5 sq uares of you takes ongoing 5 psy·
ch ic damage (save ends).
Mystic Rapture (11th level): Each enemy that Shroud of Adeptus Entrancing Mystic Utility 1 2
enters a space wilhin 3 squares of you or that starts its Your enemy moves to strike you, but you stare into its eyes and
turn there takes a -5 penalty to saving throws against rob the creature of its IViI/.
charm effects and a -2 penalty to all other saving Daily + Arcane, Charm
throws. Immediate Reaction Ranged 5
Mystery Given Form (16th level): You gain a Trigger: An enemy within 5 squares of you misses you with
an attack
+ 1 bonus to the attack roll of each charm power you Target: The triggering enemy
use. If you use an encounter attack power that has the Effect: The target is dazed until the end of your next turn.
charm keyword and miss all targets with the attack,
you don't expend the use of that power. Ultimatum of the Entrancing Mystic Attack 20
Third Order
ENTRANCING MYSTIC SPELLS You speak in a secret tonalle, assaultina the minds ofyour foes
and presentill8 Lhem with a mental dilemma.
Hekiah's Trance Entrancing Mystic Attack 11 Daily + Arcane, Charm, Implement, Psychic
Your foe becomes lost in your eyes, shulflin8 in the direction of Standard Action Close burst 5
youraaze. Target: Each enemy in burst
Encounter + Arcane, Charm, Implement, Psychic Attack: Charisma vs. Will
Standard Action Ranged 5 Hit: The target chooses either to be stunned until the end
Target: One creature of your next turn, or to take ongoing 20 psychic damage
Attack: Charisma vs. Will (save ends).
Hit: 1 d8 + Charisma modifier psychic damage, and you Miss: The target chooses either to be dazed until the end
slide the target a number of squares eq ual to your of your next turn, or to take ongOing 10 psychic damage
Charisma modifier. The target is slowed until the end of (save ends).
your next turn.
C HAPTER 4 I Warlock
GOD FRAGMENT
'When a 80d dies, it leaves behind power that lin8ers.l wil1
find a way to access one of these dead 80ds and tap into its
power. "
HAPTER 4 I Warlock
LLBRINGER HELLBRINGER PATH FEATURES VI
:r
Flames of Empowerment (11th level): When
"I have looked into ihe f iery heart of the ine Hells. There,
1 saw tantalizin8 powel'." you spend an action point to make a ranged attack. ~
0.
and that attack hits it deals 2d6 e:>.:tra fU'e damage to Z
Prerequisite: Warlock, infernal pact the attack's target and each enemy that is adjacent to 0
the target. \)
Your choice to swear a pact to an infernal entity il1 No Pity, No Mercy (11th level): W henever you ~
exchange for power was not an easy choice, but it score a critica I hit against an enemy. that creature «
was a choice you made w ith open eyes. You under- grant combat advantage to you and gains vulnerable 0.
stand th moral dangers implicit in your pact. but S fire until the end of your next turn. ~
you believe that your souJ can withstand the phy ical Prince of Hell (16th level): Your arcane attack 0
and menta] for e of Hell. Though devils constantly powers ignore re istance to fue. ~
attempt to lure you into their sinister plots, you «
remain teadfast against their persuasion. HELLBR1NGER SPELLS $
When an opportunity came to claim even more
strength [rom your devilish patron, you leaped at Pillar of Power Hellbringer Attack 11
it. You accepted their empowering flames wearing You call up a pillar offire cha.t rises from the bowels of the
your might like a crown . Sometimes your al1 ie ·w orry Hells and incinerates your foe.
about Ule ultimate fate of your soul. but you laugh Encounter. Arcane, Fire, Implement
orf their concern. You a sure them that you a re in no Standard Action Ranged 1 0
danger, and that they need not pity you. However you Target: One creature
have heard the call of darkness and ometiJnes you Attack: Constitution vs. Reflex
question ..."hat destination awaits you when you die. Hit: 2d8 + Constitution modifier fire damage. Each crea·
ture adjacent to the target takes fire damage equal to
half the damage dealt.
'i\.rt can be created in an)' medium. Painters draw ima8es You balefolly eye the enemy who s11O! you. The creature mi8ht
think itself beyond your Teach, but it's wrong.
on canvas, bards write epic narratives, and musicians
Encounter + Arcane
compose sweet harmonies. l spit curses of such beauty and
Immediate Reaction Ranged 1 0
potenc), that aU who hear them are stricken." Trigger: An enemy hits or misses you with a ranged or area
attack
Prerequisite: Warlock Target: The triggering enemy
Effect: You place your Warlock's Curse on the target.
Any warlock can scream "1 curse you!" but in your
opinion, such curses are shallow and meaningless. Hex of Abandonment Hexer Attack 20
Such a imple, insubstantial curse is a betrayal of the Your foe imagines that you and your aWes are manifestations of
warlock's ability to channel arcane might wrested its 1V0rs! nightmare that have come to torment and murder it.
from primeval entities. A normal curse might be Daily + Arcane. Implement, Psychic
enough to make an enemy quail. but you believe a Standard Action Ranged 1 0
curse should curdle the blood and elicit Wide-eyed. Target: One creature
slack-jawed shock. Attack; Charisma or Constitution vs. Will
Hit: 3d1 0 + Charisma or Constitution modifier psychic
You have delved deeply into the intricacies of craft-
damage.
ing curses. You have discovered that greater effects Effect: Until the end of the e ncounter. you can place your
can be wrung from a well-placed cur e than most Warlock's Curse on each enemy that ends its turn adjacent
warlocks realize. When you place a hex, your foes to the target, and that enemy takes 2d6 damage when you
reel from the power of your curse. You have learned curse it.
to weave your spells with your curses and your curses
with your spells. Your body and mind resonate with
the damning curses you articulate. When you peak.
aU who hear your words f1 inch.
HEXER SPELLS
CHAPTER 4 I Warlock
MASTER OF THE Vl
:r
STARRY NIGHT ~a..
~The stars are pOints Ofli8ht burnin8 beyond the world.
Z
ome believe them to be windows thou8h which inimical
creatures study our cosmos. rn my view, that's a parochial
o
L:l
conception of stars, at best." -<
"a..<
Prerequisite: VVarlock, star pact
~
U
You understand the true nature of sta r ,and your
knowledge surpasses that of nearly all other crea-
o
...J
MASTER OF THE STARRY NIGHT Shooting Star Master of the Starry Night Attack 20
SPELLS You release a starlike spear ofli8ht that impales your enemy
and enables you to further afflict it with eve')' successful attack
Stellar Debris Master of the Starry Night Attack 11 you make.
Brilliant stellar debris explodes outward from you, burnina your Daily + Arcane, Implement, Radiant
•
enemIes. Standard Action Ranged 20
Target: One creature
Encounter + Arcane, Fire, Implement, Radiant
Attack: Charisma vs. Reflex
Standard Action Close blast 5
Hit: 4dl 0 + Charisma modifier radiant damage. Until the
Target: Each creature in blast
end of the encounter, whenever you hit the target, it
Attack: Constitution vs. Reflex
takes 2d6 extra radiant damage.
Hit: 1 dB + Constitution modifier radiant and fire damage.
Miss: Half damage. Until the end of your next turn,
Until the end of your next turn, the target treats all crea-
whenever you hit the target, it takes 2d6 extra radiant
tures as having concealment.
damage .
C H APTER 4 I Warlock
STORM SCOURGE STORM SCOURGE PATH FEATURES V\
J:
-The world reels from my wrath,for 1 ride upon storms and Lightning Quick (11th level): When you spend ~
.:arry wind and 1i8htnin8 in my footsteps." an action point to take an extra action you become 0.
lightning quick until the end of your next turn. While Z
Prerequisite: Warlock, fey pact you are Bghtning quick, you can shift 1 square as a 0
free action each time you hit or miss w"ith an attack. lJ
In a small tome called Fey Pacts ofAncient Da.ys, you Zebecrual's Blessing (11th level): You gain resis· ~
discovered the names of ancient arch fey once revered tance to lightning equal to one·half your level + your ~
by primitive humans. The tome described eifion Charisma modifier.
rbe Lord of Bats, Zebechial the Lord of Lightning, and Eldritch Storm (11th level): You can choose to ~
.\ lorrisa the Lady of Swords. have your eldritch blast deal lightning damage. 0
You were amazed and intrigued. You could Servant of the Lord of Lightning (16th level): ~
feel a power within each name calling out to you. When you hit a creature with a lightning attack «
These a ncient entities so long forgotten, offered you power, each enemy adjacent to the target takes light· ~
strength in exchange for devotion. ning damage equal to your Intelligence modifier.
You eventually acquiesced, swearing yourself
to the fey creature who e ethos you believed most STORM SCOURGE SPELLS
matched your own: the Lord of Lightning. ow, the
entity whispers secrets of the storm to you frorn his Judgment of the Storm Storm Scourge Attack 11
floating demesne within the FeywiJd. You listen You unleash bolrs ojlia}rtnil18 upon tlwse who offend yo u, smiL·
careflIlly to each utterance every growl of the storm ina them with your power.
or roar oflightnlng. Although the Lord ofLightning Encounter + Arcane, Implement, Lightning
seems rna t concerned with unleashing the force of Standard Action Ranged 1 0
the storm, you have gained much power IInder his Target: One or two creatures
tutelage. It might be only a matter of time before your Attack: Charisma vs. Reflex
own spells rival the power of your master. Hit: 1 d1 0 + Charisma modifier + Intelligence modifier
lightning damage.
CH P TE R 4 I Warlock
CHAPTER 5
,.
--
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~
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•
<
. HAPT E R 5 I Wizard '"
rna tery because of it obvious b nefit to their um-
moning peB . This form of ma teryal 0 prOVide
benefit to certain conjuration power.
The Players Handbook describes how wizards an . Tome of Readiness: \Vhen you elect thi form
make u e of orb . till . and wands to help channel of implement mastery, choo e a wizard encollnter
and direct their arcane power. ow wizard can add attack power of your level or lower that you don't
the tome to their available implements and choose it already know. That power i now tored and available
for their Arcane Implement y la feature . for your use at a later time.
Once per encounter a a free action, you can use
the ·tored power by expending another unu ' ed
NEW ARCANE IMPLEMENT wizard encounter attack power of its level or higher.
M ASTERY O PTION S You mu t still take the normal action r quir d to use
vVizard can choo e a ne\\' form of orb lI1a teryor the stored power.
elect to master the tome implement. Each time you reach a level that let YOll choose an
encounter power, you can replace the power
with a new wizard encounter attack power of your
NEW ORB O PTION
level or lower that you do not aIr ady know.
Many wizard u e an orb implement to strengthen
You must wieJd a tome to ben fit from feature .
and xtend their pell . duration. but orne hay per-
\Vizard of all build appr eiate thi form of mastery
fected it u ' e as a tool of trickery.
because of the fleXibility it allow them during combat.
You can hoo e Orb ofD ceplion as a new Arcane
Implement Mastery cJa s feature .
Orb of Deception: Once per en ounter a a fre NEW YWORD : S UMMONING
action, when you mis an enemy with a wizard iUu- Powers that have the ummoning keyword brina
sion power. choose another enemy withiJ) 3 square cr ature from other plane to serve you in a variety
of t he mi ed target. The chosen enemy cannot also of ways.
be a ta rget of the original attack. Repeat the attack
against this n w target. with a bonus to the attack roll SUMMONED CREATURE
equal to your Charisma modifier.
A creature you summon uses these rules. unless a
You mn t wield an orb lO benefit from this 6 ature.
power description says otherwise.
lIIusioni t wizard elect thi form of mastery to •
'pread a wider net of deception over foes . • Allied Creature: When you use a summoning
power. you ~reate a creature that is an ally to you
and your allies. The power determines where the
TOME O PTION S
summoned creature appears.
Wizards who hoo e the tome implement can select
from two forms of Arcane Implement Mastery. one • Your Defenses: The summoned creature's defenses
useful to u mmoncr wizard and the other of more equal yours when you summon it, not including any
g neral benefit. temporary bonuses or penalties to your statistics.
Tome of Binding: Once per encounter, as a free • Hit Points: The summoned creature's maximum
a tion, ifvou use your tom when using an arcane
, J
hit points equal your bloodied value. When the
summoning power. aIJ creatures summoned by that summoned creature drops to 0 hit points, it is
power gain a bonu to damage rolls equal to your destroyed, and you lose a healing surge. If you have
Con titution modifier. no healing surges left, you instead take damage
You mu t wield a tome to benefit from this fea- equal to half your bloodied value.
ture. ummoner wizard prefer thi form of rome
"
.
.
-===
W1ZARDS IN THE WORLD
Fighters and wizards are both exceedingly rare in the
world, but wizards are perhaps slighdy more so. Common
soldiers, mercenaries, and bandits aren't fighters, but
fighters might emerge from among those sorts of people.
It's harder to find examples of people among the mass of
common folk who have the potential to rise to the status
of a full-fledged wizard. You might once have been a scribe,
a scholar of history or arcane lore, a priest ofloun or some
other deity, an herbalist, or an alchemist in your town or
village. But the moment you learned your first cantrip, you
were set on a path toward a greater destiny. You are far
more than a scholar or a sage- you're a hero who wields
the power of arcane magic. and that ability forever sets
•
~ you apart from, and indeed above, the common folk of
~
~ the world.
%
%
-
<
>
score let •vou enhance some illusion efTee ts. Choo e
power that have the illusion keyword. and take the
Orb ofD ceplion form of Arcane Imp! m nt Ma tery
Thi chapter include two additional wizard build to to gel the most out of them.
upplement those in the Players Handbook: uggested Cia s Feature: Orb ofOe eption
the illu ioni t wizard and the ummoner wizard. Suggested Feat: Phantom Echoe •
Suggested Skills: Ar ana. Diplomacy. Dun-
gconecring. Insight
ILLUS IONIST IZARD Suggested At-Will Power : inusory ambush".
Your my terious power cloud the mind and assault phantom bolt· •
the senses. The imaoinary land cape and I uggested Encounter Power: 8l'aspin8 shadows·
creatures you create impede. distract. and redirect your Su ggested Daily Power: horrid whispers·
foe. j othing is what it when you're in control. • ew option pre ellted in thi book
Intelligence hould be your highest ability score.
ince it governs your attack power. A high Chari ma
S UMMONER IZAR D
Terrifying creatures obey your call. and you order
them to aid you and to fight for you. In addition to
binding these monsters. you are skilled at conjuring
object made of magical energy to imped or harm
vour
•
foe. You mllst u e vour
•
own action to ontrol
your ummoned mon -ter . 0 your role in combat i
quite differenl from that of other wizard .
s wil h ot her wizards. a high Intelligence core is
crucial to attack roll and damage rolls. Your sum-
moned reature' hit points depend on your own.
and many conjuration spell deal additional damage
or have improved effects that depend 011 itu -
tion. so make that your econd-highe t core. e
the Tome of Binding form of Arcane Implement
Ma tery. in e it improve your ummoning :pell .
elect daily powers that have the ummoning key-
word. and encoul1ter and at-will powers that have
the conjuration keyword.
Suggested Clas Feature: Tome of Binding
Suggested Feat: areful ummoner·
Suggested Skills: Arcana. Dungeoneering.
In ight. 1 ature
Su gge ted At-Will Power : scorch ina bur t. torm
pillar·
Suggested Encounter Power: astralwa p.
Suggested Daily Power: summon f ire warrior·
• 'ewoption presented in thi book
- ====-
lLLUS10N 'HAGle
Wizards who employ are masters of unreality_Their cause their targets to dive away, fall prone, or otherwise try
spells reach into opponents' minds to play havoc with per- to evade the seeming threat_
ceptions, imposing visions of danger that are convindng More powerful illusions can override a target's senses.
enough to temporarily overwrite reality. Sometimes, even Instead of its true surroundings, a foe might witness cata-
if only briefly, illusions are not entirely in the mind of the clysmic visions of ruin, or a harmless vista of inanimate
beholder. Psychic damage is the forte of illusion magic objects. Such extreme deceit is more difficult to pull off,
Imaginary dangers cause harm by accelerating heart rate, but it renders a foe uniquely vulnerable as it stands by,
impeding breathing, and sending victims into shock. watching imaginary visions. ignorant of its true doom.
Illusion spells might convince a creature that beetles are Perception is reality. from the observer's point of,view.
swarming over its flesh, that a bolt of fire is on an intercep- Thus, illusion magic is ultimately about control. Although
tion course, that it is in the path of stampeding elephants, illusionist wizards choose such powers almost exclu~ively, !:
or that the floor beneath it is giving way. Such lesser effects control wizards often learn a few illusion powers as well. ;z
-
~
~
~
<
~
" IIAPTER 5 I Wi=ard
-
This section include plenty of pell for both the
•
il\usioni t wizard a nd the ummoner wiza rd. as we ll
as xpanded pow r uitable for the war '.vizard and -
cont rol \Vi zard build.
-<
v
-
LEVEL 1 AT -WILL S PELLS
-z
You create an illusion ofswi rling spectral assailants that swarm
orer your enemy.
At-W ill + Arcane, Illusion, Implement, Psych ic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1 d6 + Intelligence modifier psychic damage. and the
target takes a -2 penalty to attack rolls until the end of
your next turn.
Level 21: 2d6 + Intelligence modifier psychic damage.
Vou wave your hand. and your foe sees a bolt offire streakin8
toward it. The enemy dives awayf rom the imagined threat.
At -W ill + Arcane, Illusion, Im plemen t, Psychic
Standard Action Ranged 10 • LEV EL 1 ENCOUNTER S PELLS
Target One creature
Attack: Intelligence vs. Will Astral Wasp . Wizard Attack 1
Hit: 1 d8 + Intelligence modifier psychic damage, and you
slide the target 1 square.
crystalline wasp with 80 samer lvinJjs appears next. 10 your
foe and stin8s it then buzzes about. waitin8for another open
Level 21: 2d8 + Intelligence modifier psychic damage.
in8 to attack.
•
Encounte r + Arcane, Conj uration, Implement
Standard Action Ra nged 10
A cracklin8 column ofli8htnin8 appears amid your enemie . Ta rget One creature
/ashin8 out al any who move near ir. Attack: Intelligence vs. Fortitude
At-W ill + Arcane, Conjuration, Im plement, lightni ng Hit: 1 dl 0 + Intelligence modifier damage .
Standa rd Action Ranged 10 Effect: You conjure an astral wasp that appears in 1 square
Effect: You conjure a pillar of crackling e nergy in an unoc- within the target"s space. It la ts until the end of you r next
cupied square within range. The pillar occupies 1 square turn.
and lasts until the end of your next turn. Each enemy that If the target moves out of the astral wasp's square. it takes
moves into a square adjacent to the pillar takes 1 d6 + damage equal to your Constitution modifie r. If the ta rget
you r Intelligence modifier lightning damage. ends its turn more than 2 squares away from the astral wasp.
Level 21: 2d6 + Intelligence mod ifie r lightning damage. it takes damage equal to your Constitution modifier.
- - •
SUMMON1NG MAG1C
Wizards who use summoning magiC can call a host of mon- spells that manipulate magical energy: a pillar of persistent
strosities from other locations or produce lingering effects lightning in the midst of enemies, blasting those that remain
from magical energy to harry, attack, and block their foes. too dose; a pool of slippery oil bubbling up from the ground
A symmoner wizard might call forth an arrowhawk, a around a foe's feet:; or a wall of sdntillating colors that lashes
creature of elemental wind and fury, to slash at enemies nearby creatures with a variety of effects.
throughout a battle. A snarling mastiff leaps to fasten Summo ning vs. Conjuration: Summoning spells are
jaws upon a foe, then returns to the wizard 's side, ready daily powers and produce long-lasting, physical effects in
to attack again upon command. Alternatively, a stolid the for r11 of creatures_ Some conjuration spells (mostly at-will
defender appears at the wizard's side to interpose itself and encounter powers) create temporary effects that take
between its master and an enemy's attack. the forll1 of creatures. Such conjured attackers don't have
Despite the name, a summoner wizard doesn't always hit points or act at the wizard s command, but they behave
~ summon creatures. His or her repertoire includes conjuration much like creatures and exert control over a spednc area.
-
~
-
~
-
'"-
- C H APT£!{ - I Wi=ard
Empowering Ughtning Wizard Attack 1 Staffstrike Corrosion Wizard Attack 1
Green and yellow li8htnin8 twines around your wand. then You tap your staff on tile 8rotmd. and add boils up 10 envelop
jlashes toward your enemy and in a shower of sparks. your tar8er in a cawlic haze.
Encounter + Arcane, Implement, lightning Encounter + Acid, Arcane, Implement
Standard Action Ranged 20 Standard Action Ranged 10
Target: One creature Target: One creature
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage. and you Hit: 1 d6 + Intelligence modifier acid damage. Until the
push the target 1 square. end of your next tum, creatures more than 5 squares
Wand of Accuracy: The next time you use the Wand of away from the target have concealment against it.•
Accuracy class feature before the end of the encounter, you Staff of Defense: The next time you use the Staff of Defense
also gain a bonus to that attack's damage roll equal to your class feature before the end of the encounter, the attacker
Intelligence modifier. also takes acid damage equal to your Intelligence modifier.
Gouts ofjlame pulsefrom your orb and explode amid your en·
emies. settin8 the area ali8hc and roasrin8 them as they artempt Horrid Whispers Wizard Attack 1
to escape. Your enemies are seemin8ly beset by dreadful noises. Desperare
Encounter + Arcane, Fire, Force, Implement, Zone to find the source.' they are oblivious to che [rue chreac posed by
Standard Action Area burst 1 within 10 squares you and your allies.
Target: Each creature in burst Daily + Arcane, Illusion Implement, Psychic
Attack: Intelligence vs. Reflex Standard Action Area burst 1 within 1 0 squares
Hit: 1 d6 + Intelligence modifier force damage, and you Target: Each enemy in burst
knock the target prone. Attack: Intelligence vs. Will
Effect: The burst creates a zone of licking flames that lasts Hit: 1 d6 + Intelligence modifier psychic damage, and the
until the end of your next turn. Each enemy that enters the target is slowed and takes a -2 penalty to attack rolls
zone or starts its turn there takes 2 fire damage. (save ends both).
Orb of Imposition: You can extend the duration of this Aftereffect: You knock the target prone.
effect, even though it is not an at·will power. If you do Miss: The target is slowed and takes a -2 penalty to attack
so, the area expands to burst 3 and doesn't affect you or rolls until the end of your next turn.
your allies.
. " - - ------
A W1ZARD'S SPELLBOOK
How did your character acquire his or her spell book? Did carefully copied by the hand of a master scribe during the
you receive formal instruction at something like a wizard rule of one of the world's ancient empires]
academy, where you were handed a blank spellbook on What's in your spellbook aside from your spells and
the first day of school and proceeded to fill it with notes, rituals? Does it contain a detailed history of the study of
spells, and rituals over the course of your education? Did magic, penned by an archwizard of Bael Turath? A trea-
you study with a more experienced wizard who gave you a tise on Underdark fungi and their use in arcane rituals?
book from her collection as a gift recognizing the comple- Scattered notes on summoning creatures, with marginal
tion of your study? Is your spell "book" a loose collection annotations in several different hands (including. yours)?
of notes you scrounged together as you figured out the Or is it mostly blank pages, reflecting the fledgling state
secrets of magic in secret? Or is it a finely bound tome, of your knowledge? .
C J-lApr~. H - I Wizard
•
Phantom Chasm Wizard Attack 1 L EVEL 2 UTILITY SPELLS Vl
c:::
You create the ima8e of a bottomless chasm that opens beneath
yourfoes, convincin8 them that they are plummetina to their ;>
Daunting Presence Wizard Utility 2
deaths.
Shadows deepen around you,your voice deepens to a rumble,
J
Daily + Arcane, Illusion, Implement, Psychic and you appear to 8row lar8er as you corifront those foo lish
Standard Act ion Area burst 1 within 20 squares enouah to dispute your wishes.
Target: Each creature in burst
Encounter + Arcane, Fear
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 pow-
-
target is knocked prone and immobilized until the end of
er bonus to Intimidate checks, and creatures adjacent to
its next tu rn.
you take a - 2 penalty to attack rolls that target you.
Miss: The target is immobilized until the end of your next turn.
CHA P TE R 5 I W i z ard
•
Summon Shadow Serpent Wizard Utility 2 Pinioning Vortex Wizard Attack 3
Shadows flicker at ),owJeet, swirl before you, and coa lesce into f\ miniature tornado roars forth to batter your enemy and lift it
the form of a black serpent. into the air.
Daily .. Arcane, Implement, Summoning Encounter. Arcane, Implement
Minor Action Ranged 10 Standard Action Ranged 10
Effect: You summon a Small shadow serpent in an unoc- Target: One creature
cupied square within range. The shadow serpent has a Attack: Inte lligence vs. Fortitude
speed of 6. It has a +5 bonus to Stealth checks and takes Hit: 2d6 + Intelligence modifier damage, and you slide the
no penalty to Stealth checks for moving more than 2 target 10 feet (2 squares) vertically. The target remains
squares_ You can give the shadow serpent the following aloft until the start of its next turn; while aloft, it is dazed
special command. and immobilized, and it grants combat advantage to you
• Minor Action: Until the end of your turn, you can see and your allies. At the start of its next turn, it lands on its
through the shadow serpent's eyes. You cannot gain line feet in the space it formerly occupied or in the nearest
of Sight or line of effect for your powers from the serpent's unoccupied space of its choice.
square, but you can make Perception checks from it to spot
hidden objects or creatures. Shock Beetle Swarm Wizard Attack 3
f\ slldden mass of insects limn ed with liahtnina crawls over your
LEVEL 3 ENCOUNTER SPELLS foes. Eneray arcs between ),ollr enem ies as the swann feasts on
their flesh.
Chill Claws Wizard Attack 3 Encounter. Arcane, Conjuration, Implement, Lightning
Skeletal hands appear around ),o llr taraets, rippina into them Standard Action Area burst 1 within 10 squares
with icy claws and sappilla their will to fiaht. Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Encounter. Arcane, Cold, Implement
Hit: 1 d6 + Intelligence modifier lightning damage, and you
Standard Action Ranged 10
conjure a shock beetle in 1 square within the target's
Target: One or two creatures
space. Each beetle lasts unti l the end of your next turn.
Attack: Intelligence vs. Reflex
Each enemy that starts its turn in or adjacent to at least 1
Hit: 1 d8 + Intelligence modifie r cold damage, and the tar- square containing a shock beetle takes lightning damage
get takes a -2 penalty to attack rolls until the end of your
eq ual to your Constitution modifier.
next turn.
e ll A I'TER 5 I W izard
--- --.-, ,- .- . .-- -,~-. - -" .' ,
Phantasmal Assailant . Wizard Attack 5 IJ't
rr
Yo u craft an elaborate imaae of a deadly assassin IVhose blade You are slVathed ill ripplinaj!al11es that turn alVa), both fire and W
cuts deeply into YOUlJoe. chill but scorch an),ol1e who strikes ),011. ;$
Daily +- Arcane, Illusion, Implement, Psychic Daily +- Arcane, Fire oa..
Standard Action Ranged 20 Minor Action Personal
Target: One creature Effect: You gain resist 10 cold and resist 10 fire until the
Attack: Inte llige nce vs. Wi ll end of the encounter. Whenever a creature makes a
Hit: 2d1 0 + Intelligence modifier psychic damage. melee attack roll against you, it takes 2d6 + your Intel-
Effect: The target takes ongOing 5 psychic damage and ligence modifier fire damage. No creature can ta ke this -;$
grants combat advantage to you and your allies (save damage more t han once per turn.
ends both).
.. -- ,'-- -.-. .---: ~
. Spectral Hound . . Wizard Utility 6'. L'
Summon Abyssal MalA' . wizaid Atta~k 5 . Z
You call the allOstl)' imaae of a pOlVerfulmastif.{ that fo llows you
TIle air is filled with the sound ofal1ash in8 teeth as a voracious protectively.
creature of the Elemelltal Chaos appears and chews il1to an),- Daily +- Arcane,
thil18 it can reach. Standard Action Ranged 10
•
Daily +- Arcane, Implement, Summoning Effect: You bring forth the illusion of a spectral hound,
Minor Action Ranged 10 which appears in an unoccupied square wit hin range.
Effect: You summon a Medium abyssal maw in an unoccu- The hound does not occupy that square but does count
pied square within range. The maw has a speed of 6. You as an ally for t he purpose of flanking. Addit ionally, as long
can give the maw the following special commands. as the hound remains within 10 squares of you, you gain
+- Standard Action: Melee 1; targets one creature; a +1 power bonus to all defenses, along with a +5 power
Intelligence vs. Refl ex; 2d6 + Inte lligence modifier damage. bonus to Perception checks, since the spectral hound
+- Opportunity Attack: Melee 1; targets one creature; warns you of approaching danger.
Intellige nce vs. Reflex; 1 dS + Intelligence modifier damage. Sustain Minor: The spectral hound persists, and you can
In addition, if an e ne my adjacent to the maw makes a move it 5 squa res; t he hound ignores difficult terrain. The
me lee attack that does not include the maw as a target, illusion ends at the end of you r turn if t he hound is out of
t he maw can make an opportunity attack against that your line of Sight.
enemy after t he enemy 's attack is resolved.
... ..... . ' - . . - ..
Summorflron Cohort . . ..
. .
.Wizard Utility 6 :
A dwarf-sized humanoid creatme of ea rth al1d iron are appears
The illusion of a fabulous treasure appears out of thin air. Your near you. "'''hen you come under attack, it steps ill to absorb the
enemies throw aside ca ution to seize it. force of the blow.
Daily +- Arcane, Illusion, Implement, Zone Daily +- Arcane, Implement, Summoning
Standard Action Area 1 sq uare with in 10 squares Minor Action Close burst 2
Effect: The power's area becomes a zone of illusory Effect: You summon a Small iron cohort in an unoccupied
treasure t hat lasts until the end of you r next turn. Once square within the burst. The iron cohort has a speed of 6
per turn, you can make the following attack, using the and has a + 2 bonus to AC. You can give t he iron co hort
zone as the origin square. the following special command.
Minor Action Close burst 5 +- Immediate Interrupt: When you a re targeted by a
Target: Each e nemy in burst ranged or melee attack and the iron cohort is adjacent to
Attack: Intelligence vs. Will you, t he iron cohort becomes t he attack's target instead.
Hit: The zone pulls the target 3 squares. A target that ends
this movement wit hin the zone or adjacent to the zone is Wizard's Escape Wizard Utility 6
immobilized (save ends).
Sustain Minor: The zone persists. Whe n you sustain the
\"fith a j!ash, you are aone.
power, you can repeat t he attack as a minor action. Encounter +- Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An ene my hits you with a melee attack
LEVEL 6 UTILITY SPELLS Effect: You teleport 5 squares to a space that is not adja-
cent to an e nemy.
Emerald Eye Wizard Utility 6
A mote of areen el1eray appears above YO Il. A a laril1S, alien eye
peers from it, ail/il18 YO Il il1siSht into your foe's trlle nature. ELADR1N W1ZARDS
Encounter +- Arcane Eladrin value the arcane arts over all others, and an
Minor Action Ranged 1 0 eladrin wizard armed with a wand is a deadly adversary.
Target: One creature Their innately high Intelligence allows eladrin wizards to
Effect: Until the end of your next turn, you gain a +5 pow- easily target foes with their spells and to deal impressive
er bonus to InSight checks against the target and a + 2 damage. High Dexterity leads them naturally to choose
power bonus to attack rolls against the ta rget's Will.
the wand of accuracy form of implement mastery, which
further enhances their ability to hit even the most elu-
• •
sive enemies.
CHA P TE R 5 I Wizard
--
•
Target: One creature The ghostly form of a snarling wolfhound "ppears before you
Effect: You conjure an ooze that fills the target's space. It and leaps inlOthe fray.
lasts until the end of your next turn. If the ta rget moves, Daily. Arcane, Conjuration, Implement
the ooze moves with it while it remains within range. Standard Action Ranged 10
Attack: Intelligence vs. Reflex Effect: You conjure a Medium guard ian hound that occupies
Hit: 4d8 + Intelligence modifier acid damage. Until the 1 square within range, and the hound makes the fo llowing
end of your next turn, whenever the target makes melee attac k. Once per round as a minor action, you can
an attack roll, it takes acid damage equal to your have the hound repeat its attack. As a minor action, you can
Constitution modifier. move the hound 6 squares. The hound lasts until the e nd of
Tome of Binding: When the target first makes an the encounter or until you dism iss it with a free action.
attack roll before the end of your next turn, the ooze Target: One creature adjacent to the hound
exp lod es. The explosion deals acid damage equa l to your Attack: Inte lligence vs. Reflex
Constitution modifier to all enemies within 2 squares of Hit: 3d4 + Intelligence modifier damage. The target
the target, and t he effect e nds. takes a - 2 penalty to its next attack roll that targets you.
C H 1\ PTE H 5 I W i za rd
- .-, " . -
Summon Arrowhawk . Wizard Attack" 9 .- . LEVEL 10 UTILITY SPELLS
With a minhty shriek, a!our-win8ed creature of the Elemental w
Chaos appears above yourfoes and swoops in to attack. Illusory Wall Wizard Utility 10 S
Daily +- Arcane, Implement, Summoning A seemin8'y solid wall materializes before your foes. dividin8
J
r
Minor Action Ranged 10 tIle battlefield with your convincil18 illusion.
Effect: You summon a Medium arrowhawk in an unoccu- Cl
Encounter +- Arcane, Illusion ex:
pied square within range. The arrowhawk has a speed of
fly 8 (hover). It has a +2 bonus to AC and a + 2 bonus to
Standard Action Area wall 8 within 20 squares «
N
Reflex. You can give the arrowhawk the following special
Effect: You create the illusion of a contiguous wall of solid -
commands.
material (stone or metal. for example). The wall can be $
up to 4 squares high. The wall blocks line of sight for
+- Standard Action: Shift 3 squares and attack; melee all enemies (but not your all ies). Whenever an enemy $
1; targets one creature; Intelligence vs. Reflex; 1 dl 0 + UJ
moves adjacent to the wall, you can make an Intelligence Z
Intelligence modifier damage. and the target is marked by
vs. Will attack against that enemy_ If the attack hits. the
the arrowhawk until the end of your next turn.
enemy cannot move through the wall on its current turn.
+- Opportunity Attack: Melee 1; targets one creature; but it can try again on later turns. If the attack misses.
Intelligence vs. Reflex; 1 dl 0 + Intelligence modifier
the wall no longer blocks line of sight or movement for ·
damage, and the target is marked by the arrowhawk until
that creature.
the end of your next turn.
Sustain Minor: The wall persists.
_ •L ",' ,',"", .... ",.~. " .
Wizard Utility.1 0 ,
--,--,.. _ ...
C HAPTER 5 I W i z ard
•
unoccupied square within range, and the warrior makes You call forth a thick, ominous fOB' As it descends upon your
the follOWing melee attack. Enemies cannot enter the foes, sounds ojanashin8fanas and snappin8 claws echo from it.
illusory warrior's space, but all ies can, and the illusory SOl11ethinf) lurks within. Somelhin8 horrible.
warrior is considered an ally for the purpose of flanking. Daily .. Arcane, Fear, Implement, Psychic, Zone
The illusory warrior lasts until the end of your next turn, Standard Action Area burst 2 within 20 squa res
Target: One creature adjacent to the warrior Primary Target: Each creatu re in burst
Attack: Intelligence vs. Reflex Primary Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier damage. Hit: The primary target is immobilized (save ends).
Miss: The primary target is slowed (save ends).
Mirror Sphere Wizard Attack 1 3 Effect: The burst creates a zone of th ick fog that blocks line
of Sight until the end of your next turn. You can make a
Illusory barriers surround yourfoe, causin8 it phal1tom pain
secondary attack, using a square within the zone as the
when it attacks YOIl and your allies.
origin square.
Encounter" Arcane, Illusion, Implement, Psychic Opportunity Action Close burst 1
Standard Action Ranged 1 0 Trigger: An enemy enters the zone or starts its turn there
Target: One creature Secondary Target: The triggering enemy in burst
Attack: Intelligence vs. Will Secondary Attack: Intellige nce vs. Reflex
Hit: 1 dl 0 + Inte lligence modifier psych ic damage. If the Hit : 2dl 0 + Inte lligence modifier psychic damage.
target makes an attack roll before the e nd of its next Sustain Minor: The zone persiSts.
turn, it takes damage and is subject to all other effects
of that attack as if it had hit itself. Any resistances and
immunities of the target do not affect t he damage it
deals to itself in th is way. It still attacks the origina l
target normally.
C I IAPTEH 5 I Wizard
•
LEVEL 16 UTILITY SPELLS VI
You clench ),our fists as you call on the earth to obey),oll. The . , . - - .
around bllckles amid ),our foes, creatina a mass ofjaaaed rocks. Clever Escape. ' . ,.
Wizard Utility 1 6 •
Daily + Arcane, Implement, Zone As your foes close in Jar the kill, ),OUblly time Jar escape \\lith a
Standard Action Area burst 2 within 20 squares cunninaly craJted duplicate oJ),ourse!f
Target: Each creature in burst
Daily + Arcane, Illusion, Teleportation
Attack: Intelligence vs. Reflex
Minor Action Personal
Hit: 5d6 + Intelligence modifier damage.
Miss: Half damage.
Effect: You become invisible and teleport 6 squares. You
leave behind an illusory image of yourself in the space
-
Effect: The burst creates a zone of jagged stone that lasts
you occupied. The illusion stands in place, takes no ac-
until the end of your next turn. Each creature that moves
tions, and uses your defenses if it is attacked. It lasts until
into the zone or within it without shifting or crawling
the end of the encounte r or until it is touched or hit by
takes 2d6 damage and is knocked prone.
an attack. Your invisibility lasts until the end of your next
Sustain Minor: The zone persists.
turn or until you make an attack roll.
Daily + Arcane, Implement, Summoning W'ith a aesture, ),011 enable ),011 and ),oll r allies to ("(Ike on (1
Minor Action Ranged 20 nea rly impenetrable disallise.
Effect: You summon a large creat ure made of chains in
Daily + Arcane, Illusion
an unoccupied 2 -square-by-2-square space wi thin range.
Minor Action Close burst 10 ;:-,1
The cha inbearer has reach 2 and a speed of 6. It has a +4
Target: You and each ally in burst
bonus to AC and a +4 bonus to Fortitude. You can give
Effect: Until the end of the encounter, each target assumes
the cha inbearer the fo llowing special commands.
the appearance of a humanoid creature of your s ize, even
+ Standard Action: Melee 2; targets one creature;
the appearance of a specific individual you have seen.
Intelligence vs. Fortitude; 1 d l 0 + Inte llige nce modifier
You can choose a different disguise for each target. A
damage, and you slid e the target 2 squares.
creature can perceive a target's t rue form by succeeding
+ Opportunity Attack: Melee 2; targets one creatu re; on an Insight check (DC 20 + one-half your leve l + your
Inte lligence vs. Fortitud e; 1 dl 0 + Intelligence modifier
Intel ligence modifier).
damage, and you slide t he target 2 squares. The
As a standard action, you can modify th is illusion to
chainbeare r has threatening reach, allowing it to make
cause any of the ta rgets to assume the appearance of a
opportunity attacks against targets within its reach of 2
different humanoid creature.
squares.
C H A l' T E I{ 5 I Wi z a rei
Summon Diamond Falcon Wizard Utility 16 Gripping Chains Wizard Attack 1 7
A areal bird of pre)' with aleamin8 white feath ers appears fro 111 You speak a rin8in8 word of dolefill power, enmeshin&),our fo es
a planar portal and whisks ),011 or an all)' to safety. in spectral bonds.
Daily .. Arcane, Implement, Summoning Encounter .. Arcane, Force, Implement
Minor Action Ranged 5 Standard Action Area burst 2 within 20 sq uares
Effect: You summon a Medium diamond falcon in an unoc· Target: Each creatu re in burst
cupied square within range. The falcon has a speed of Attack: Intelligence vs. Reflex
fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Hit: 3d6 + Intelligence modifier force damage. Until the
Reflex. You can give the diamond falcon the follow ing end of your next turn, the target is slowed, and it pro·
special command . vokes opportunity attacks when it shifts.
.. Move Action: The diamond fa lcon ca n carry you or one
Medium or sma ller ally that is adjacent to it when the Phantasmal Horror Wizard Attack 17
falcon begins its move. The carried creature moves with
YOllr enem), is assailed b)' all imaainQf}' mOl1Ster ripped from
the falcon and occupies its space; if the falcon provokes
its niahtmares,fri8hlenina it into a catatonic state.
opportunity attacks, the attacker can target either the
falcon or the carried creature. At the end of the falcon's Encounter" Arcane, Fear, Illusion, Implement
move, the carried creatu re can either remain in the Standard Action Ranged 1 0
falcon's space (continuing to be carried) or land in a square Target: One creature
adjacent to t he falcon. A carried creature grants combat Attack: Intelligence vs. Will
advantage and takes a -5 penalty to attack rolls. Hit: The target is stunned until the end of your next turn.
While the target is stunned by this power, you gain a bonus
to damage rolls against it equal to your Charisma modifier.
L EVEL 17 ENCOUNTER SPELLS
Shard of the Wiiard Attack 1 7
Dancing Bolts Wizard Attack 1 7
Endless Avalanche
SJlappin8 blue arcs oflialltnin8 erupl.jJ'OII1 thearolllld, leapin8
Vou coryure a massive boulderfrom the Elemental Chaos
from one foe to another.
thM smashes Ihrou8h ),our enemies' ranks, then shatters and
Encounter" Arcane, Implement, Lightning dissipates.
Standard Action Ranged 2 0
Encounter" Arcane, Conjuration, Implement
Primary Target: One creature
Standard Action Ranged 20
Primary Attack: Intelligence vs. Reflex
Effect: You conjure a Medium boulder that appears in 1
Hit: 2d6 + Intelligence modifi er lightning damage, and you
square within range, and you move it 5 squares. At the
slide the target 1 square. If, after this movement, the tar·
end of this movement, the boulder disappears. While it
get is within 2 squares of an enemy that has not yet been
moves, you can make the follOWing attack.
attacked by th is use of t his power, make the fol lowing
Free Action Melee 1
secondary attack against that enemy, using the primary
Trigger: The boulder enters a creature's space
target as the origin square of the burst.
Target: The creature whose space was entered
Free Action Area burst 2
Attack: Intelligence vs. Fortitude
Secondary Target: One enemy in burst
Hit: 2d1 0 + Intelligence modifier damage, and you slide
Secondary Attack: Intelligence vs. Reflex
the target 2 squa res.
Hit: 2d6 + Intelligence modifier lightning damage, and
Special: The boulder can attack any Single creature only
you slide the target 1 square. If, after this movement, the
once, even if it enters that creature's space multiple times.
target is within 2 squares of an enemy that has not yet
been attacked by this use of this power, make the fol low·
ing tertiary attack aga inst that enemy, using the second· LEVEL 19 DAILY SPELLS
ary target as the origin square of the burst.
•
Free Action Area burst 2 Evard's Ebon Bindings · Wizard Attack 19
Tertiary Target: One enemy in burst
. Tertiary Attack: Intelligence vs. Reflex With incantations ofimprisonmetlt,),oll trap your foe in writh·
Hit: 2d6 + Intelligence modifier lightning damage, ina black runes that seem almost alive,forcin8 it to obcy your
and you slide the target 1 square. command.
Daily .. Arcane, Charm, Implement, Psychic
,
a:
J
ground and grinds it into the dirt. Globe of Invulnera~i1ity , " '-~Wiza~d' Utility22 .
Daily " Arcane, Force, Implement A transparent bubble offorce appears around you, preventing o
Standard Action Ranged 20 anythingfroll18ettin8 ill or out -
Target: One creature
Attack: Inte llige nce vs, Reflex Daily .. Arcane, Conjuration, Force
Hit: 3d1 0 + Intelligence modifier fo rce damage, and the Minor Action Personal
target is knocked prone and affected by oppressive force Effect: You create a globe of force around you that lasts
until the end of your next turn, Whenever you move
-
(save ends), While affected by oppressive force, the target
ta kes ongoing 10 force damage and can't stand up from (including teleportation), the globe moves with you, You
prone, cannot gain line of effect to any target other than your-
Miss: Half damage, and the target is knocked prone and self, and no creature or effect can gain line of effect to
affected by oppressive force (save e nds), While affected by you, The globe doesn't block line of Sight, It blocks ob-
oppressive force, the target takes ongoing 5 force damage jects and creatures attempting to pass through it,
and can't sta nd up from prone, The globe, although impenetrable, is not impe rviou s to
damage, Attacks against the globe automatically hit, and
,
• ~ ~~ .. -,,_--_._':-:;-~', ;-7'~----r:-C - .-- .--'- .- , ., '-- ,
-'
it has 100 hit pOints.
Plague of Illusions ,..' ". . ,~ Wizard Attack'19 ' Sustain Standard: The globe persists,
Yo u invade your enemy's mind 10 produce a bew ildering ar· ,
Mordenkainen's Lucubration
.,. --, '-,
. Wizard Utility 22
ground, and hissing, encirclin8 snakes, ,
Your mastery of the arcane arts allows )'O U to push yOllr mind
Daily .. Arcane, Implement
far beyond its limits, tapping into reserves of lIIagic that allow
Standard Action Ranged 20 yo ur spells to endure.
Target: One creature
Attack: Intelligence vs. Will Daily .. Arcane
Hit: The target can not use attack powers (save ends). Minor Action Personal
First Failed Saving Throw: The target is blinded (save Effect: Until t he e nd of the encounter or until you become
ends), unconscious, your arcane powers that ca n be sustained
Second Failed Saving Throw: The target is immobilized instead last unt il the end ofthe encounter.
(save ends), , .
•
. . . .-
',- ,
. -.
Miss: The target is blinded (save ends), Phantom legion ,. .Wizard Utility 22 .
First Failed Saving Throw: The target is immobilized A dozen illusory forms appear around you, crealill8 a sp rawlin8
(save ends). scene to deceive your enemi es.
_.;;u-~' ,~ ,~.c' .• ' ~ -- •• r . ,_ ,_, ., Daily .. Arcane, Illusion
Summon Black Devourer Wizard Attack 19 Minor Action Ranged 30
Your fingers claw open an inky portal and draw forc h a terror Effect: You create up to twelve Medium illuso ry creatures
of solid darkness: a razor-toothed maw surroll nded by dozens of or objects, each of which appears in an unoccupied
whipping tentacles. square within range. Each can make sounds and gestures
Daily .. Arcane, Implement, Summoning but cannot voluntarily leave its space, a nd each of its
Minor Action Ranged 20 defe nses is 10. An illusory creature or object lasts until
Effect: You summon a Large black devourer in a n unoccu- the e nd of the encounter, or until an attack hits it or a
pied 2-square-by-2-square space within ra nge, The black creature to uches it.
devourer has reach 2 and a speed of S, It has a +4 bonus As a move action, you can cause as many of the
to AC and a +4 bonus to Will. You can give the black illusory creatures or objects as you wish to move up to 6
devourer the follOWing special commands, squares each. Each acts as an indepe ndent e ntity, saying
.. Standard Action: Melee 2; ta rgets one creature; whatever you wish and react ing as you choose to other
Intelligence vs, Reflex; 2d4 + Intelligence modifier damage, creatures. However, you must have line of effect to an
and the target is grabbed, The devourer gains a +4 bonus illusory creature or object to control it in this way. If you
to attack ro lls and damage ro lls against a ta rget it is already do not have line of effect, it does not move or respond.
grabbing, '
.. Opportunity Attack: Melee 1; targets one creature;
-
Intellige nce vs, Reflex; 1 dB + Intellige nce modifie r damage, DWARF W1ZARDS
and the target is knocked prone. Dwarves' generally high Wisdom means that those of
th is race who choose the wizard's path favor control
and the orb of imposi t ion form of impl ement mastery.
A dwarf wizard's orb is often a polished piece of min -
erai mined from his or her mountainous home, Because
dwarves value clan ties and ancestry, those who have
wizards among their forebears are more likely to take
up Wizardry themselves.
C II A PT E R S I Wizard
Wall of Force Wizard Utility 22 . Freezing Bolts Wizard Attack 23
A transparent barrier offorce sprin9s up where you command. A thin layer of ice coats your wand, unleashingfrigid waves as
Daily + Arcane, Conjuration, Force unstoppable as winter itself.
Standard Action Area wall 12 within 20 squares Encounter + Arcane, Cold, Implement
Effect: You conjure a solid, transparent wall of contiguous Standard Action Ranged 20
squares filled with magical force that lasts until the end Target: One, two, or three creatures
of the encounter. The wall can be up to 6 squares high. Attack: Intelligence vs. Reflex
The wall blocks line of effect and movement. No creature Hit: 3d6 + Intelligence modifier cold damage, and the tar-
can enter a square containing the wall, and phasing crea- get is immobilized until the end of your next turn.
tures can't move through it. Wand of Accuracy: Reroll any missed attack with this
Attacks against the wall automatically hit. The wall power.
has 200 hit points, and attacking any square deals dam-
.
age to the entire wall. If it is reduced to 0 hit pOints, the Orbmaster's Wizard Attack 23
wall shatters, dealing 3d1 0 force damage to each crea-
ture adjacent to it. Insuperable Lethargy
A blood-red sphere of arcane power emanates fro 111 your orb to
surround YOllr foes, sinking into them and sappin8 their ener8Y.
LEVEL 23 ENCOUNTER SPELLS
Encounter + Arcane, Implement
Standard Action Area burst 2 within 20 squares
Astral Claw Wizard Attack 23 Target: Each creature in burst
For a moment, the borders between the worlds blur. The massive Attack: Intelligence vs. Fortitude
claw of an enormous beast reaches through the planes to crush Hit: 2d6 + Intelligence modifier damage, and the target is
yowJoe and hurl it to the around. either weakened or immobilized (your choice) until the
Encounter + Arcane, Conjuration, Implement end of your next turn.
Standard Action Ranged 20 Orb of Imposition: You can extend the duration of this
Target: One creature power, even though it is not an at-will power. If you do so,
Attack: Intelligence vs. Fortitude each target is both weakened and immobilized until the
Hit: 3d1 0 + Intelligence modifier damage, and you slide end of your next turn.
the target 5 squares and knock it prone.
Effect: You conjure an astral claw in 1 square ofthe target's ,
Staffstrike Shock . Wizard Attack 23
space after this attack is resolved. The claw lasts until the You Wip your staff as you shout a mystic phrase. The staff
end of your next turn. If the target stands up while the transforms into a cracklin8 bolt ofli8htnin8 that hurls YOll away
astral claw is in its space, the target takes damage equal to from an attack.
your Constitution modifier.
Encounter + Arcane, Implement, lightning
Standard Action Ranged 20
Deceptive Shadows Wizard Attack 23 Target: One creature
Darkness swirls around your foes, distrac/in8 them and cloak- Attack: Intelligence vs. Fortitude
in8 you and your allies frol11 view. Hit: 3d1 0 + Intelligence modifier lightning damage.
Encounter + Arcane, Illusion, Implement Staff of Defense: The next time you use the Staff of Defense
Standard Action Area burst 2 within 20 squares class feature before the end of the encounter, the enemy
Target: Each creature in burst whose attack you interrupted also takes 10 lightning
Attack: Intelligence vs. Will damage, and you teleport 5 squares as a free action.
Hit: 3d6 + Intelligence modifier damage. Until the end of
your next turn, the target can gain line of Sight only to the
creature nearest to it (ally or enemy). If multiple creatures
are equally near to the target, it can see all of them .
•
-
W1ZARD VERSAT1L1TY
Three factors combine to make the wizard one of the to use 8host sound, ma8e hand, or prestidi8itation in skill
most versatile classes in the game: spell books, cantrips, challenges, roleplaying interactions, and even combat
and rituals. Unlike members of other classes, a wizard encounters to accomplish unexpected things. Finally, rit-
can keep a selection of daily attack powers and utility uals- which any class can use, but wizards have superior
powers in a spell book, allowing him or her to choose the access to-proVide a never-ending supply of interesting,
right spell for the job-given some knowledge of what unique effects. Some wizards find that they rely on the
dangers lie ahead on a given day. (Divination rituals are same one or two rituals in a variety of situations, while
a good way to get some of that knowledge!) Cantrips are others employ lots of different rituals and might never
minor spell effects, but incredibly flexible. Look for ways use the same one twice.
CHAPTEH 5 I Wizard
VI
"
LU
$
oCl.
Cl
"~
N
-
--
<:
<:
:;;
ellA PTER 5 I Wizard,
Orbmaster's Prismatic Sphere Wizard Attack
.. 25 Summon Abyss~1 Horde Wizard Attack 25
Your orb swirls with a rainbow of colors thaijlash out and cloak Three horrid creatures, little more than Iivin8 toothy mouths,
your foes in a sci n Lilla tin8 alobe. appear around YO lll-joes to devour them.
Daily. Arcane, Fire, Implement, Poison Daily. Arcane, Implement, Summoning
Standard Action Area burst 2 within 20 squares Minor Action Ranged 20
Target: Each creature in burst Effect: You summon up to three Medium abyssal maws,
Attack: Intelligence vs. Fortitude, Reflex, Will eac h appearing in an unoccupied square within range.
Hit (Fortitude): 3d6 + Intelligence modifier poison dam- Each maw has a speed of 6. You can give the maws the
age, and ongoing 1 0 poison damage (save ends). following special commands.
Hit (Reflex): 3d6 + Intelligence modifier fire damage, and • Standard Action: Melee 1; targets one creature;
ongoing 10 fire damage (save ends). Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Hit (Will): The target is dazed (save ends). + Opportunity Attack: Melee 1; targets one creature;
Special: You make one attack roll per target and compare Inte llige nce vs. Reflex; 1 d6 + Intelligence modifier damage.
that result against all three defenses. A target might be In add ition, if an enemy adjacent to the maw makes a
subject to any, all, or none of the consequences of a hit melee attack that does not include the maw as a target,
depending on how many of its defenses were hit. The the maw makes an opportunity attack against that enemy
target must roll a saving th row against each condition or after the enemy's attack is resolved.
instance of ongoing damage separately. Special: Whenever you use a standard action or a minor
Orb of Imposition: If you impose a penalty to saving action to issue a command, all the summoned maws take
throws against this power, the pena lty applies to all tar· that action. Only one maw within range of a target can
gets instead of just one. make an opportunity attack against that target. You do
not lose a healing surge until all the maws summoned by
-, '" .."'t'"- - .... "':;:--,
Phantom Reality
,
-.~Wizard Attack 25
.... .. ..
' . ,
this power are reduced to 0 hit points or fewer.
.-, -
'. ~
~
-- -~"
'~.-'.
.
C II APTER 5 I Wizard
=. - . -. - .--.- .==.- ..--.-.~:
, '.' .. . .
ARCANE AYFARER
"Distance is an illusion, a construction of the mind shack-
led to the physical \Vorld."
Prerequisite: Wizard
Blink Strike (11 th level): Whenever you sco re a Wayfarer's Evasion . Arcane Wayfarer Utility 12
critical hit with a wizard attack power, YOll can also As YOII/Joe's weapoll falls UpOIl you. )'OU suddenly whisk Cl\\la)(
teleport the target 4 SqUCl res. Daily + Arcane, Teleportation
Wayfarer's Action (11th level): When you Immediate Interrupt Personal
spend an action point to take an extra action, you can Trigger: You are hit or missed by an attack
Effect: You teleport 10 squares.
also teleport 4 squares a a free action.
Wayfarer's Step (16th level): Vall gain teleport 2
as an additional movement mode. Terrifying Journey Arcane Wayfarer Attack 20
You send )'Ollr enemies . .. elsewhere. Somewhere terrible.
Daily + Arcane, Implement, Teleportation
ARCANE WAYFARER SPELLS
Standard Action Area burst 1 within 20 squares
- Target: Each creature in burst
Hammerfall Step Arcane Wayfarer Attack 11 Attack: Intelligence vs. Will
•
YOIl transport both enem ies and allies. Your allies experience a Hit: 3d6 + Intelligence modifier damage, and the target is
pleasant trip to safety;),our enemies end lip illjeopardy teleported to an interplanar space (save ends). While in
Encounter + Arcane, Implement, Teleportation the interplanar space, the target cannot take actions and
Standard Action Close blast 5 cannot be targeted. On a save, it returns to the space it
Target: Each enemy in blast was last in. If that space is occupied, the ta rget returns to
Attack: Intelligence vs. Fortitude the nearest unoccupied space of its choice.
Hit: 2d6 + Intelligence modifier damage, and you teleport Miss: Half damage, and the creature is dazed (save ends).
the target 3 squares.
Effect: You teleport each ally in t he blast 3 qua res.
ClIi\PTEH 5 I Wizard
BONDED S U MMONER BONDED SUMMONER PATH FEATURES
"To me, my servants! You shall share in my stren8th and in Summoner's Slip (11th level): Whenever you -~
my victory." use an arcane po'wer that has the conjuration or sum- 0..
moning keyword , you can teleport 2 squares as a free z
Prerequisite: Wizard action afi:er using th e power, 0
Summoner's Action (11th level): 'vV hen you LJ
You are fascinated by the magic of summoning and spend an action point to take an extra action , as a free ~
conjuration. The power of the planes draws you almost action you can issue one minor action command to <
0..
as strongly as your own arcane strength pulls the crea- each of your summoned creatures,
tures you call to your side. You form a stronger link Summoner's Might (16th level): Creatures you ~
than others with the creature you snmnlon, granting summon gain regene ration 10. <t:
N
yOll increased control over them. This closer commu- -
nication even allows you to manipulate the boundaries BONDED SUMMONER SPELLS
between planes. You are a beneficent master, though,
and YOll imbue your summoned servants with greater Planar Gateway Bonded Summoner Attack 11 •
vitality-in exchange for even more dedicated service. You create a rift between the planes, drawinfl raw power
throuflh it that tlllllbles your enemies about like skittles.
Encounter . Arcane, Conjuration, Implement
Standard Action Ranged 10
Effect: You conjure a planar gateway tha t occupies 1
square within range and lasts until the e nd of your
next turn. You can make the following attack, using the
gateway's square as the origin square.
Free Action Close burst 1
Trigger: A creatu re starts its turn in the planar gateway or
enters a square adjacent to the planar gateway
Target: The triggering creature in burst
Attack: Inte llige nce vs. Reflex
Hit: 3d6 + Intelligence modifier damage, and you slide the
target 3 sq uares.
Bonded Protector
You call a massive humanoid·shaped statue of metal and stone
that pounds ),our foes and fo rces them awa), from )'ou.
Daily + Arcane, Implement, Summoning, Teleportation
Minor Action Ranged 20
Effect: You summon a Large bonded protector in an unoc-
cupied 2-square-by-2-square space within range. The
bonded protector has reach 2 and a speed of 5. It has a
+4 bonus to AC and a +4 bonus to Will. You can give the
bonded protector the follOWing special commands.
+ Standard Action: Close blast 3; targets each creature in
blast; Intelligence vs. Reflex; 2d4 + Intelligence modifier
damage, and the target is dazed (save e nds).
+ Opportunity Attack: Melee 1; targets one creature;
Inte llige nce vs. Reflex; 2d6 + Inte lligence modifi er damage,
and t he target is knocked prone. The bonded protector
can make this opportunity attack against a creature that
~
•
attacks you or that attacks a creature you summoned .
z
-,-< + Minor Action: You and the bonded protecto r swap
positions.
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CHAPTER 5 I W i za rd
HERMETIC SABOTEUR
"Drive them into the alcove. I've arran8ed a little welcome
for them there."
Prerequisite: Wizard
Few things please you more than creat ing nasty magi-
cal surprises for your foes. Although your traps are
illusory, the)' are no less deadly to foes who stumble
into them. As well, you love to add your own arcane
flourishes to mundane traps, catching enemies
off guanl when they believed them elves safe.
Admittedly, you might take unseemly glee in your
phantasmal pyrotechnics. But wreaking havoc is so
much fun!
Still, you must not incur your companions' wrath
by scattering sllch deadly tricks too liberally, or put-
ting them where tlley could be triggered by accident.
So YOll are carehil ... as careful as a saboteur can be.
PATH FEATURES Sometimes the wrona person tri8aers the trap. Fort llnately. you
Attune Target (11th level): Once per encoun- have all answerfor that.
ter, when you use a wizard power that is a blast, a Encounter. Arcane, Teleportation
Immediate Interrupt Ranged 10
burst, or a wall, you can choose one square within 20
Trigger: A creature triggers a trap within range
squares of you as that power's origin square instead of Primary Target: The triggering creature
its normal origin square. Secondary Target: A different creature within 10 squares
Saboteur's Action (11th level): W hen you spend ofthe primary target
an action pOint to use an area or close wizard attack Effect: The primary target and secondary targets swap
power, all targets of that power grant combat advan - positions, and the secondary target is considered to have
tage to you until the end of your next turn. triggered the trap. If the secondary target is you or an ally,
he or she gains a +4 bonus to all defenses against that
Adjust Attunement (16th level): All targets of
trap's attacks until the end of the secondary target's next
attack powers ailected by your Attune Target path turn.
feature grant combat advantage to you until the end
of your next turn, regardJe s of whether those targets
were hit or missed by your attacks.
You have a punishin8 response to those who are foolish el10ulJh
to attack you.
HERMETIC SABOTEUR SPELLS Daily. Arcane, Implement, Psychic, Zone
Standard Action Close burst 10
Psychic Detonations Hermetic Saboteur Attack 11 Effect: The burst creates a zone of warding magic that
You tap 011 the floor, and three illusory traps are set under the lasts until the end of your next turn. You can make the
feet ofyour enemies. following attack, using a square within the zone as the
• •
ongm square.
Encounter. Arcane, Illusion, Implement, Psychic
Opportunity Action Close burst 10
Standard Action Ranged 1 0
Trigger: A creature in burst makes an attack roll aga inst
Effect: You bring into being three illusory traps in three
you
separate squares that last until the end of your next turn.
Target: The triggering creature
Each trap can make the following attack the first time it
Attack: Intelligence vs. Will
is triggered.
Hit: 2d6 + Inte lligence modifier psychic damage.
Opportunity Action Close burst 1
Effect: The target is dazed (save e nds).
Trigger: A creatu re starts its turn in or moves adjacent to a
Special: Triggering this attack is consid ered triggering a
square containing a trap
trap for the purpose of your sabotQ8e trap power.
Target: The triggering creature
Sustain Minor: The zone persists. When you move, the zone
Attack: Intelligence vs. Will
moves with you, remaining centered on you, unless you
Hit: 2d6 + Intelligence modifier psychic damage, and the
used your Attune Target path feature to change the origin --
target is knocked prone. z
square of the burst. In that case, you can move the zone 5 2
Special: Triggering this attack is considered triggering a --
z
squares as a move action.
trap for the purpose of your sabota8e trap power. -
C HAPTER 5 I Wizard
RIMETONGUE CALLER Blizzard's Action (11th level): When you spend
an Hcllon pOint to take an extra action, each enemy -,
"It tal?cs a cold heart to wi.eld SUell power." adjacent to YOll takes 5 cold damage and is slowed 4:
c..
until the end of yo ur next turn.
Prerequisites: Wizard, Pri mordiallanguage At 21st level, the cold damage increases to 10. z
r;
Frostbite Summoning (16th level): Creatures
Summoned creatu res can always be improved upon. you sum mon gain the frostbite aura, described below.
Other arcane paths, such as the bonded summoner,
deal wit h infusing magical energy into summoning Frostbite (Cold) aura 1; each creature that ends its turn within the "
speUs to create a more perfect arcane cohort, but your aura takes 10 cold damage.
way seeks the maste ry of elemental cold. Using Pri-
mordial words of power, you have learned to enhance RIMETONGUE CALLER SPELLS
each su mmoned servitor with the essence of primor-
. •
dia I icc. Wall of Winter Rimetongue Caller Attack 11
This influx o[wintery power is not confined to
Issuin8 words oJPrimordialfromJrost-covered lips,you co l~u re
just those creatures you summon; it has also trans- an unstable wall oj elemental ice and wind.
•
e llA I'TER 5 I W i za rd
UNSEEN MAGE Unseen Action (11th level): W hen you use an
action pOint to take an extra action, yo u become invis·
"Have you ever met someone who wasn't there?" ible until the end of your next turn.
Unseen Advantage (16th level): W henever you
Prerequisite: Wizard use an aracne attack powcr and hit a target that cannot
see you, you dealld6 extra damage to the target
To sec but go u nseen, to affect t he world bu t remain
unaffected by it-thi s ability is at the heart of true
magical power. Thus you have devoted yourself to the UNSEEN MAGE SPELLS
art ofinvis"ibililY, renderingyouI" body as transpar' . .
ent as a window w ithout smear or blemish , through Vanishing Act Unseen Mage Attack 11
which no hint ofyollf presence can be detected . You Yo u strike, and in the wink of an eye, are 80ne.
are an unseen mage; t here is no stopping you . Or, Encounter " Arcane, Illusion, Implement, Psychic
more important, seeing you. Standard Action Ranged 1 0
Target : One creatu re
Since you ca n van ish with great alacrity and facil·
Attack: Intelligence vs. Will
ity, you must learn to watch your step to avoid being Hit: 3d6 + Intelligence modifier psychic damage.
trampled by your own alli es. Even walking invisibly Effect: You become invisible until the start of your next turn.
in the street requires constant Vigilance, lest some
_.-.- ---- .. _---
ca rr iage or palanquin un knOWingly run yOll down . • Guillaum~~s Veil .~:':>:·". Un:se_e&)vlage' lHility 12
And wuh sllch great power comes the potential for You make a series of mystical passes, and YO ll a nd your COI11 '
abuse, against which yo u must be vigilant. panions fade from view.
Daily .. Arcane, Illusion, Zone
UNSEEN MAGE PATH FEATURES Minor Action Close burst 2
Enhanced Invisibility (11th level): Whenever Target: You and each ally in burst
YOll u se an arcane power that turns you invisible, Effect: The target gains invisibility unt il t he end of your
next t urn or until he or she hits or misses with a n attack,
roll a d20 at the end of the invisibility's duration . On
The burst creates a zo ne of invisibility that lasts until the
a roll of 10 or higher, YOll instead rema in invisible e nd of your next t urn. Whenever you or an ally e nds his
until the end of your next turn or until you m a ke an or her t urn within the zone, that individual becomes in·
attack roll. visible until the end of his or her next turn or until he or
she hits or misses with an attack.
Sustain Minor: The zone persists. As a move action, you ca n
move the zone 4 sq uares.
-. , _.-.- --~~~,- .. - ..
Vanishing Legion ... , ... ·Unse~~ MageAttack 20
You sweep you r hands and lash yo ur enemies with a devastQ!ln8
attacll, then collect its residual ener8Y to cloak your allies.
Daily . Arcane, Illusion, Im plement, Psychic
Standard Action Area burst 1 within 10 sq uares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d1 0 + Intel lige nce modifier psychic damage.
Miss: Half dam age.
Effect: You and your allies within 10 squares become invis·
ible to t he target (save ends).
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C II APTER 5 I Wizard
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Once per round, when you roll a d20 and dislike Vl
£AVER OF CHANCE
the result, you can spend any number of entropy 1:
"There is no sreat desi8n or hi8her purpose. All is
happenstance." per point spent. If you have spent entropy points since Z
the star t of your turn, you cannot spend more until 0
Prerequisite: Wizard the start of your next turn. lJ
Entropic Action (11th level): When you spend ~
You appreciate the cosmos for what it is: a senseless aJl action point to take an extra action, you can roll a "1-
place where mad gods play, primordials cavort, and d6. If the roll is an even number, YOll add that many .....
wizards can make their ma rk. You understand that the entropy points to your pool and teleport that many a
world and its echo planes are not the result of deliber- squares. If the roll is an odd number, you subtract ~
ate design but of uncounted cons of slow iteration. that many entropy pOints from your pool (to a mini- r.....
fn a universe where gods control the fate of souls, mum of 0) and teleport an enemy within 5 squares of ~
weave the threads of destiny, and embody overarch- you that many squares.
jng principles, few find your philosophy reasonable. Play the Odds (16th level): Once per encounter
Some might even think you mad. But you have no as a free action, before you make an attack roll using
•
illusions about ultimate meaning or purpose. If any- an arcane attack power, you can roll a d6 and add
thing, your morality is purer: You perform acts of the result to that attack roll. If the attack h its, it deals
goodness not because you fi)lIow a code or seek some ld6 extra damage and you add entropy pOints to your
greater purpose, but b ecause you choose to do so. pool equa l to the d6 roll. Ifit misses, you take 2d6 +
your Intelligence modifier damage, and you subtract
WEAVER OF CHANCE PATH FEATURES entropy pOints from your pool equal to the d6 roll.
Channel Entropy (11th level): You can store and
channel the entropic flux that surrounds YOll. This WEAVER OF CHANCE SPELLS
barely controlled chaos is represented by a pool of
entropy pOints. Your pool has 0 entropy points at the Entropic Reshuffling Weaver of Chance Attack 11
end of a short rest OT an extended rest. Whenever you
You distort probability with ripples of randomness thatflow
roll a natural 20 on any dlO roll, you add 1 entropy tltroulJh your enemies, ca usin8 thelll to behave unpredicta bbr.
point to th is pool. W henever you roll a natural 1 on
Encounter. Arcane, Implement
any d20 roJl, you subtract I entropy pOint from the Standard Action Close blast 5
pool (to a minimum of 0). Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier damage. If you rolled an
even number on the attack roll, you slide the target 3
squares. If you rolled an odd number on the attack roll,
you push the target 3 squares.
Z
3- C/oudkill 6-Prismatic spray
C
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CJIAI'TER 5 I W izard
CHAPTER 6
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CHAPTER 6 I Arcane Options
Benefit: Choose a kind of implement associated
with any arcane class other than your own. You can
use that kind of implement with your arcane power.
Feats offer a remarkable opportunity to customize your I f that implement is also a weapon, you do not add
character. These feats focus on arcane activity and pro- the weapon's proficiency bonus to attack rolls made
Viding interesting options for arcane characters. while you wield it as an implement.
You must meet a feat's prerequisites, if any, to take
the feat. If you ever lose a prerequisite for a feat (for ARCANE RESERVES
example, if you use the retraining system to replace Prerequisite: Human, any arcane class
training in a prerequisite skill with training in a dif- Benefit: If all your arcane encounter attack
ferent skill), you can't use that feat thereafter. A feat powers are expended, you gain a +2 bonus to damage
that has a class as a prerequisite is available only rolls with your arcane at-will attack powers until the
to members of that class, including characters who end of the encounter or until you regain the use of
have joined the class through a class-specific multi- one of your arcane encounter attack powers.
class feat.
CAREFUL SUMMONER
FAMILIAR FEATS Prerequisite: Con 13, wizard
Benefit: Creatures created by your arcane sum-
Familiar feats give arcane characters the ability to moning powers gain a +1 bonus to all defenses.
gain a special type of spirit companion that accompa-
nies them as a friend and cohort. Some of these feats
CLOSING ADVANTAGE
have powers associated with them, which follow the
feal description. The complete rules for familiars and
Prerequisite: Sword mage
the associated feats are found beginning on page 137. Benefit: When you use a ranged or area sword-
mage attack power and hit an enemy, you gain a +1
bonus to attack rolls and damage rolls with melee
HEROIC TIER FEATS swordmage attack powers until the end of your
Any feat in this section is available to a character of next turn.
any level who meets the prerequisites. Heroic tier
feats and multi class feats are the only feats you can COMBAT CASTING
take if you are 10th level or lower. Prerequisite: Swordmage
Benefit: When you use a melee swordmage
ACCURSED COORDINATION attack power and hit an enemy. your ranged and area
Prerequisite: Warlock, Warlock's Curse class swordmage attack powers don't provoke opportuni~
feature attacks until the end of your next turn.
Benefit: You can place your Warlock's Curse on
a creature that is already affected by another charac- COMBAT VIRTUOSO
ter's Warlock's Curse. In addition, you have combat Prerequisite: Bard
advantage against any creature affected by more than Benefit: When you use any attack power gained
one Warlock's Curse. through a multiclass feat, paragon multiclassing, or
the half-elf's Dilettante racial feature, you can use
ARCANE FIRE Charisma for the power's attack rolls rather than the
Prerequisite: Int 13. any arcane class ability score normally used to make the attack. You
Benefit: When you hit a target with an arcane fire still determine damage normally.
power, that target gains vulnerable 5 cold against the
first arcane attack power you use against it before the CURSE OF 10'5 BLOOD
end of your next turn. Prerequisite: Dragonborn, warlock, Warlock·s
Curse class feature
ARCANE FURY Benefit: While you are bloodied. you add 1 + yo
Prerequisite: Half-orc, any arcane class Strength modifier to the damage dealt by your War-
Benefit: When you use your furiOUS assault racial lock's Curse.
power to deal extra damage to the target of an area or
close arcane power, you deal the extra damage to all CURSED ADVANTAGE
targets you hit with the power, not just one. Prerequisite: Draw, warlock. Warlock's Curse
class feature
ARCANE IMPLEMENT PROFICIENCY Benefit: You gain combat advantage against
Prerequisite: Any arcane class bloodied enemies cursed by you.
Arcane Fire Int 13, any arcane Target power gains vulnerability to cold
Arcane Fury Half-orc, any arcane class Deal extra furious assault damage to multiple targets
Arcane Implement Proficiency Any arcane class Gain new arcane implement
Arcane Reserves Human, any arcane class +2 to damage with at-will powers when encounter powers
are expended
Darkfire Implement Drow, any arcane class Darkfire deals twice implement damage
Draconic Spellcaster Dragonborn, +1 to attacks that have same damage type as your
any arcane class breath weapon
Dual Implement Spellcaster Dex 13, any arcane class Add off-hand implement enhancement to damage rolls
Elemental Echo Genasi, any arcane class +1 to attack, +2 to damage after using racial power
Elven Arcane Precision Elf, any arcane class Reroll elven accuracy against all targets of a power
Fanged Magic Longtooth shifter, Deal extra damage while longtooth shifting
any arcane class
Magic of the Ages Deva, any arcane class +1 to attack roll with memory of a thousand lifetimes
Magic of the Mists Gnome, any arcane class Retain fade away effect when you attack
Mountain Hammer Spell casting Goliath, any arcane class Ignore resistances after using stone's endurance
Nimble Spellcaster Halfling, Dex 13, Area arcane powers don't provoke opportunity attacks
any arcane class
Predatory Magic Razorclaw shifter, Shift as free action while razorclaw shifting
any arcane class
Rune-Scribed Soul Dwarf, any arcane class +1 to attacks, bonus to damage after using second wind
Twist the Arcane Fabric Eladrin, any arcane class Fey step an ally out of your power's area of effect
Wrathful Magic Tiefling, any arcane class Use infernal wrath against missed target
Combat Virtuoso Use Charisma for attack rolls of all multiclass powers
Extended Prescience Bard, Virtue of Prescience Ally's bonus to defense lasts longer
Feyborn Charm Eladrin or gnome, bard Bonus to attack and damage with charm powers,
+1 to Bluff, Diplomacy
Friendly Deception Bard, words of friendship Apply words of friendship bonus to Bluff check
Infernal Clamor Tiefling, bard Allies gain +1 to attack against infernal wrath target
Infuriating Escape Halfling, bard Enemy grants combat advantage after second chance
Prescient Fortification Bard, Virtue of Prescience Ally gains greater bonus to his or her defense
Rousing Voice Human, bard Ally who uses second wind gains temporary hit points
CHAPTER 6 I A r c an e Options
GRASPING ENSNAREMENT NIMBLE SPELLCASTER
Prerequisite: Swordmage, ae8is of ensnarement Prerequisite: HalOing, Dex 13, any arcane class
power Benefit: When you use an area arcane power, you
Benefit: When you use ae8is of ensnarement to do not provoke opportunity attacks from the crea-
te1eport an enemy, that enemy is also slowed until the tures you target with that power.
end of your next turn.
PHANTOM ECHOES
IMMORTAL WARDING Prerequisite: Cha 13, wizard
Prerequisite: Deva, swordmage, Swordmage Benefit: When you use an arcane j llusion power
Warding class feature and hit a target, you gain combat advantage against
Benefit: Your Swordmage Warding remains that target until the end of your next turn. If the
active even while you are unconscious. illusion power has an effect that a save can end, you
Add the bonus to AC granted by your Swordmage instead gain combat advantage against the target
Warding to the necrotic resistance and radiant resis- until it saves against that effect.
tance granted by your Astral Resistance racial trait.
PREDATORY MAGIC
IMPROVED SWORDMAGE WARDING Prerequisite: Razorclaw shifter, any arcane class
Prerequisite: Dex 13, swordmage, Sword mage Benefit: When you use a close arcane attack
Warding class feature power while you are under the effect of your razor-
Benefit: While you are wearing cloth armor, claw shiftin8 racial power, you can shift 1 square as a
leather armor, or no armor, the bonus to AC from free action before or after using the power.
your Swordmage Warding increases by 1.
PRESCIENT FORTIFICATION
INFERNAL CLAMOR Prerequisite: Bard, Virtue of Prescience class
Prerequisite: Tiefling, bard feature
Benefit: When you use your irifernal wrath racial Benefit: When you use your Virtue of Prescience
power, each of your allies who can see you gains a +1 to grant a power bonus to an ally, increase that bonus
power bonus to his or her next attack roll against the by2.
enemy that hit you.
RECKLESS CURSE
INFURIATING ESCAPE Prerequisite: Human, warlock, Warlock's Cur e
Prerequisite: Haliling, bard class feature
Benefit: When you use your second chance racial Benefit: You gain a +1 bonus to attack rolls
power and the enemy's second attack roll misses you, against creatures affected by your Warlock's Curse,
that enemy grants combat advantage to the next one and creatures affected by your Warlock's Curse gain
of your allies that attacks it before the end of your a +l bonus to attack rolls against you.
next turn.
REMEMBERED WIZARDRY
MAGIC OF THE AGES Prerequisite: Wis 13, deva, wizard
Prerequisite: Deva, any arcane class Benefit: Choose one wizard daily attack power
Benefit: When you use your memory of a thou- and one wizard utility power of every level you know.
sand lifetimes racial power to add to the attack roll of Add these powers to your spellbook.
an arcane power, you gain a +1 bonus to the trigger- Each time you gain a new level of wizard daily
ing roll. attack powers or wizard utility powers, you learn one
extra power of that level.
MAGIC OF THE MISTS This feat doesn't change the number of daily attac .
Prerequisite: Gnome, any arcane class powers or utility powers you can prepare each day.
Benefit: When you use your fade away racial
power, making an attack with an arcane power does RISING SPELLFURY
not end the effect. Prerequisite: Sorcerer
Benefit: When you use a sorcerer at-win attack
MOUNTAIN HAMMER SPELLCASTING power and hit only one enemy, you gain a +1 bonus
Prerequisite: Goliath, any arcane class to attack rolls with area and close attack powers until
Benefit: When you use your stone's endurance the end of your next hun.
racial power, your arcane powers ignore your ene-
mies' resistances until the end of your next turn.
v
against you until the end ofits next turn, and you
gain a +2 bonus to attack rolls and damage rolls
Prerequisite: Sorcerer, Cosmic Magic class
feature
-o
Benefit: You gain an additional benefit based on c:
against that target until the end of your next turn. UJ
your current phase in the cosmic cycle. :I
ROUSING VOICE Phase of the Sun: You gain a +2 feat bonus to initia-
Prerequisite: Human, bard tive checks and Heal checks.
Benefit: When an ally within 10 squares of you Phase of the Moon: You gain a +2 feat bonus to Bluff
uses second wind, he or she gains also temporary hit checks and Stealth checks.
paints equal to your Charisma modifier. Phase of the Stars: You ga ina +2 feat bon us to
InSight checks and Perception checks.
RUNE-SCRIBED SOUL
Prerequisite: Dwarf, any arcane class TEMPEST MAGIC
Prerequisite: Sorcerer, Con 13, Dex 13, Storm
Benefit: When you use your second wind, you
ga in a +1 bonus to attack rolls and a bonus to damage Magic class feature
equal to your Constitution modifier with arcane Benefit: When you use an arcane power that has
powers you use before the end of your turn. the lightning or thlmder keyword, you gain a +1 feat
bonus to damage rolls. While you are bloodied, this
bonus becomes +2.
SORCEROUS ASSASSIN
At lIth level, this bonus increases to +2 (or +4
Prerequisite: Drow, sorcerer
when bloodied). At 21st level, it increases to +3 (or
Benefit: When you have combat advantage
+6 when bloodied).
against a target, you gain a +2 feat bonus to damage
--
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CHAPTER 6 I Arcane Options
PARAGON TIER FEATS
Cosmic Spellfury Sorcerer, Cosmic Magic Gain additional benefit based on your current
Sorcerous Reserves Sorcerer +1 to attacks when all daily powers are expended
Sorcerous Vision Sorcerer Substitute Arcana check for Perception or Insight
Storm Sorcerer, Storm Magic Fly 2 squares after hitting with at-will power
reater Sword mage Warding Str 13, Con 13, sword mage, +1 to defenses Warding
Swordm~e Warding
Ensnaring Flourish Sword mage, +5 to damage against teleported enemy
aegis of ensnarement
Greater Aegis of Shielding Sword mage, Aegis reduces enemy's damage by additional 5 points
aegis of shielding
Vigorous Assault Sword mage, aegis of assault Gain temporary hp when you teleport
Relentless Curse Warlock's Curse Use curse as free action when cu enemy
Shared Pact Warlock, Warlock's Curse, Ally gains benefit of your pact boon
any warlock pact
Vestige Versatility Warlock, Vestige Pact Access two vestiges at a time
Improved Orb of Deception Cha 15, wizard, Creature hit with illusion power grants combat advantage
Orb of Deception
Improved Orb of Imposition Wis 15, wizard, Target that fails a saving throw takes extra damage
Orb of Imposition
Improved Staff of Defense Con 13, Dex 13, wizard, +1 to Fortitude, Reflex, and Will
Staff of Defense
Improved Tome of Binding Con 15, wizard, Summoned creatures have 10 temporary hit points
Tome of Binding
Improved Tome of Readiness Con 13, Wis 13, wizard, Access spell book power during an encounter
Tome of Readiness
Improved Wand of Accuracy Dex 15, wizard, Your arcane powers ignore cover
Wand of Accuracy
Once per encounter as a free action, you can use MAJESTIC RESCllE
this stored power by expending another unused Prerequisite: lIth level, bard, majestic word power
wizard power of the appropriate type (daily or utility) Benefit: W h en you use majestic word, you can
of its level or higher. You mu st still take the normal grant the target a saving throw in addition to the
action required to use the stored power. other effects of the power.
CHAPTER 6 I A r ca n e Options
of Prescience as an immediate interrupt. That ally If you would ordinarily be required to choose Vl
gains a power bonus to the attack roll equal to your between the two primary vestiges, this feat enables ~
Wisdom modifier. you to have both of them as active vestiges. If you use ~
a daily attack power that gives you access to a new "
RELENTLESS CURSE vestige, you can choose for that daily power vestige to :::
Prerequisite: 11th level, warlock, Warlock's replace either of your two active vestiges. I-
U
Curse class feature
Benefit: When an enemy cursed by you is VIGOROUS ASSAULT
-ll.
UJ
reduced to 0 hit points, you can use your Warlock's Prerequisite: 11th level, wordmage, aeais of
Curse as a free action. assault power
Benefit: When you use your aeais of assault to tele-
SHARED PACT port, you gain temporary hit pOints equal to 3 + your
Prerequisite: 11th level, warlock, Warlock's Strength modifier.
Curse class feature, any warlock pact
Benefit: When your pact boon is triggered, you EPIC TIER FEATS
can designate an ally within 3 squares of you to The following feats are available only to characters of
receive the benefit of the pact boon instead of you. 21st level or higher.
Spellcasting. Any arcane class extra critical damage against any hit target
Quickened Spellcasting Any arcane class Use at-will power as minor action
Trusted Spellcasting Any arcane class Encounter power deals half damage on miss
Expertise Con 15, Int 15, Cha 21, bard Score critica
Multiclass Mastery Bard Gain two multiclass feats
Prescient Resurgence Bard, Virtue of Prescience Regain Virtue of Prescience when you spend
action point
Supreme Majesty Cha 19, bard, majestic word Target t wo creatures with majestic word
Curse Doom Ensu Warlock's Curse Enemy grants combat advantage to next ally
Ephemeral Stride Warlock, Shadow Walk Move through enemy spaces as if insubsta ntial
Vestige Mastery Warlock, Vestige Pact Daily vestige becomes primary
Warding Curse Warlock, Warlock's Curse +2 to defenses against cursed creatures
Warlock Implement Expertise Con 17, Cha 17, warlock Score critical hit on 19 or 20
2
>
•
CHAPTER 6 I Arcane Options -
FAMILIAR FEATS
FAMILIAR FEATS
Your familiar attracts your fruitlessly expended arcane ener8y.
Feats in this section are available to characters of any
channelin8 power back to you to allow you to make another
level, as long as they meet the prerequisites. attempt.
Daily + Arcane
ARCANE FAMILIAR [FAMILIAR] Free Action Personal
Prerequisite: Any arcane class Requirement: Your familiar must be in its active state.
Benefit: You gain a familiar. For each familiar feat Trigger: You miss a target with an arcane encounter attack
you have beyond this one, your familiar gains a +1 power
Effect: Reroll the attack roll and use the new result, even if
bonus to its defenses.
it is lower.
Spider Familiar
Rm'ens are known for their keen senses and skill in uncoverinn
hidden Rnowledee. Spiders are euardians of hidden RIlowled8e that wem'e webs
Se nses low·light vision capable of8rabbine and movin8 small objects.
Spee d 2, Ay 6 (hover) Speed 4, climb 4
Constant Benefits Constant Be nefits
You ga in a +4 bonus to Pe rception checks made to find hidde n You gain a +2 bonus to Climb checks.
objects. Enemies take a -1 p e nalty to saving t h rows against you r a rc an e
Active Be nefits powers that immobilize or slow the m.
Raven's Speech: A raven ca n speak any language you know, and Act ive Be nefits
it can converse with other creatures. When It speaks, you hear Spider's Web: As a minor action , a spider can slide an
everything it says and hear everything spoken to it. You can object within 5 squares of It 2 squares. The object must be
dictate its answers if you so choose . unattended , and it can weigh no more than 5 pounds.
FAM1L1AR QU1RKS
Familiars are known for their exotic appearance and • Tiny flames burst from its mouth when it hiccups, which
eccentric behavior. Come up with a few visual and per- is frequently
sonality quirks for your familiar, using these examples • Has a squeaky, high-pitched roar
for inspiration.
Falcon
Bat • Glows with golden light in bright sunshine
• Has miniature metal spikes for fur • leaves small rodent corpses in your sleeping bag
• Flies at people's faces to greet them
Owl
Book Imp • Can move eyes and beak to different parts of its head
• Is translucent, except for glowing eyes • Hoots when it thinks it's found a mate for its master
• Quotes ancient texts, usually to undercut your ideas
Rat
Bound Demon • leaves a cloud of black ash and trail of soot as it moves
• looks like a miniature version of a proper demon • Chews on your spell book (or other arcane implement)
• Is too lazy to walk or to fly, and rolls wherever it goes and magiC items
Cat Raven
• Appears to be made of shadow • Has a streak of silver feathers
• Has vestigial bat wings • Raps its beak on objects when it is being ignored
• licks the blood from its fur after battle • Croaks a catchphrase at opportune times
Dragonling Spider
... Is colored like a type of chromatic or metallic dragon • Glows a poisonous green
• Trails tendrils of smoke from its nostrils • Constructs complex webs to mark where it has been
C IJ A P TE R 6 I Ar c ane Options
Your epic destiny is the mythic archetype you aspire
to achieve. Once you reach 21st level, the greatness
you knew you were destined for is no longer theoreti -
cal, but within your reach.
ARCANE SWORD
Spells of destruction infuse your blade, and no enemy can
stand in your way.
Dojo Master: When you complete your final 1'ou unleash a frenzy of strikes, slicinB all around you with your
blade. Your attacks trail a blaze of maBie. markin8 all enemies
quest, you might decide to teach others something of
that stand too near.
what you have learned. Instead of a private sanctum.
Encounter + Arcane
you create a school where you teach the best sword-
Minor Action Close burst 1
mages of a generation the secrets of your craft. Target: Each enemy in burst
Relic Sword: A few stories relate how some Effect: Each target is marked by your Sword mage Aegis
Arcane Swords meld into and become one and the power until the end of your next turn.
ARCHLICH POWER
ARCHSPELL POWER
Encounter. Arcane
Minor Action Personal
Effect: You gain resist 1S to all damage until the end of the
encounter or until you use your Signature Spell. -z
•
IMMORTALITY?
Upon completion of your final quest, you retreat to the end of the encounter. If you die while in the form
the Feywild for good, but your coming is foretold. of your future self, you're dead.
Indeed the Court of Stars, that storied city that At the end of the encounter, your future self
crowns the Feywild 's heart, has sent envoys, invita- restores you to life if your body is still present. Your
tions, and inquiries regarding your bloodline. There current hit pOint total is unchanged, and you no
are intimations that you might be, in truth, of the longer have concealment.
lineage of Lord Oran or Queen Tiandra. If your body is missing. you wil1 need other magk
You have a choice before you. You could find a to return to life, but you can continue adventuring as
secluded spot and build a towering edifice among your future selfjfyou would like to do so.
the trees, then live out a peaceful life in the mists Dominion over the Mind (30th level): When-
and shadows behind the world. You could take the ever you use an arcane charm power and score a
guise of a simple traveler, passing from settlement to critical hit against an enemy, that enemy is domi-
settlement in the Feywild and in the natural world, nated until the end of your next turn.
appearing as an itinerant elderly nomad, but one
capable of dispensing great wisdom. Or, you could
accept your destiny and the summons from the Fey-
rEYLIEGE POWER
wild's heart, and take a seat of wisdom and power in
Shields of the Eladrin Host Feyliege Utility 26
the Court of Stars . a seat that will someday be the one
that overlooks all others. Spectral eladrin klli8hts sprin8fr0m all sides, protectin8 you
and your allies from dan8er, transportin8 all of)'ou to safety.
and then disappear back into the Feywi/d.
rEYUEGE rEATURES Encounter + Arcane, Teleportation
Feywild Charm (21st level): Your Charisma Immediate Interrupt Close burst 5
score increases by 2. Trigger: An attack hits you or an ally within 5 squares of you
Eternal King on an Eternal Throne (24th Target: You and each ally in burst
level): Once per day, when you die, an older, more Effect: Each target gains a +4 bonus to AC and Reflex until
regal version of yourself steps from the mists of time the end of his or her next turn. After the triggering attack
is resolved. any target can swap positions with another
to take you r place. You heal to half your maximum hit
target.
points and gain concealment against all attacks until
IMMANENCE POWER
IMMORTALITY?
As the last mortal breath escapes your lungs. your
hard-won knowledge that life and death are eter-
nal twins fills your dissipating perception. In that LORD OF FATE POWER
instant, your soul flashes out into the multiverse,
beyond the grasp of the gods or the natural order. Golden Mean Lord oHate Utility 26
The force you sensed as a mortal, the underlying You show YOLLr power over fate. and let the balance rei8n over
cosmic balance behind aU things, accepts you as part enemies and allies alike.
of itself. You are transfigured into a sentient incarna- Daily .. Arcane, Zone
tion of that cosmic balance. It permeates existence, Minor Action Close burst 5
and so do you. Your knowledge multiplies a thou- Effect: The burst creates a zone of balanced fate that
sandfold. In your hands rests the future balance of lasts until the end of your next turn. Each creature
within the zone doesn't make d20 rolls to resolve
the cosmos. attack rolls, ability checks, skill checks, and saving
throws. Instead, these rolls are resolved as if the crea-
LORD OF FATE FEATURES ture rolled a 10 on the die.
Turnabout (21st level): When you roll initiative, Sustain Minor: You can sustain the zone until the end of
deSignate any creature you can see as the target of your next turn. The zone's area shrinks by 1 each time the
your Turnabout feature. Until end of the encounter, zone is sustained. When the zone is a burst 1, it can no
longer be sustained.
any condition that target imposes on anotller creature
through the use of an attack power is also imposed on
the target.
Balanced Sum (24th level): Once per day, when
an enemy's attack drops you to 0 hit points or fewer,
you regain hit points equal to your healing surge
value, and you gain temporary hit points equal to
your attacker's current hit point value.
Fulcrum of Power (30th level): When you are
damaged by an attack power that a creature can
l recharge, the attacking creature can't attempt to
1
, recharge that power until you make an attack roll
i against it.
,
J
~
IMMORTALITY?
Your ultimate destiny is certain to be colorful, but is
otherwise open-ended. It is likely to be whatever best
suits the unique expression of your class. You might
be a chaos sorcerer who decides to live deep within
the Elemental Chaos, returning in some future age to
help assuage the world's need . You might be a great
bard whose magic eventually challenges the immor-
tals. and perhaps wins you a place in the courts of
the gods on your own terms. You might be a wizard
whose studies have rewarded you with a natural flu -
ency that none could have predicted early in your
career, but whose popularity and notoriety live on
for centuries afterward-aided by the fact that you
remain accessible, ifinactive, in a grand tower lUdden
in a Feywild mountain pass. •
PARABLE FEATURES
As ifIllusion (21st level): Whenever you move,
yOll ignore diffic ult terrain.
Never Really There (24th level): You never take
g damage from a mjssed attack.
w
z
o
~
IMMORTALITY?
When you complete your final quest, you make
SAGE OF AGES POWER
your plans to withdraw from the world. You have
Trick of Knowledge Sage or Ages Utility 26
accumulated so much knowledge that you have
become a force of nature itself. As one of a select VOllr vast learnin8 wants you dif.ferenl illsi8hifitl advanta8es in
different situations.
Encounter + Arcane
Minor Action Personal
Effect: You make an Arcana check and gain a benefit based
on your check result until the end of the encounter.
30 or lower: No effect
31-35: +5 bonus to saving throws
36-40: +2 bonus to all defenses
41-45: + 2 bonus to attack rolls with arcane powers
46-50: Make saving throws at the start of your turn instead
of the end of your turn
51-55: Pick two benefits you can gain from a roll of 31
through 50
56- 60: Pick three benefits you can gain from a roll of 31
through 50
61 or higher: Gain all four benefits you can gain from a roll
of31 through 50
--
CHAPTE R 6 I Arcane Options
-
«
and the damage rolls ofirnplement powers you use V1
through the tome, and you can use its properties and ~
.JJ
powers. Otherwise, you gain no benefit from wield- I-
A tome is a thick book packed with knowledge about ing a tome_ -
u
casting a spell. The materials that make up the cover -v
of a tome range from leather and thin wood to heavy level 5+ ct
pieces of metal. The pages of a book can be paper, The paBes of this tome have scorch marks alon8 the ed8es. ~
leather, thin pieces of metal, or other flexible materi- Lvi 5 +1 1,000 gp Lvi 20 +4 125,000 gp
als. You can't make melee attacks with a tome. Lvi 1 0 +2 5,000 gp Lvl25 +5 625,000 gp
If you can wield a tome as an implement, you Lvl15 +3 25,000 gp Lvi 30 +6 3,125,000 gp
Implement (Tome)
can add its enhancement bonus to the attack rolls
Enhancement: Attack rolls and damage rolls
Critical: + 1 d8 fire damage per plus
Property: When you use a wizard fire power through this
TOMES
tome, the target's resistance to fire (if any) against that
attack is reduced by 10.
1 Magic tome +1 360 Level 15 or 20: The resistance is reduced by 20.
2 Tome ofthe replenishing flame +1 510 Level 25 or 30: The resistance is reduced by 30.
3 Tome offorty steps +1 680 Property: This tome contains two wizard daily fire powers.
Tome ofthe north wind +1 680 Both powers must be of a level equal to or lower than that
3
of the tome. Choose these powers when you acquire the
4 Tome of arrest +1 840
tome; they cannot be changed later. You can add these
5 Book of undeniable fire +1 1,000
powers to your spell book.
5 Summoner's tome +1 ' , 000 Power (Daily'" Arcane, Fire, Implement): Free Action.
6 Magic tome +1 1,800 Choose a power conta ined in this tome and expend an
7 Tome ofthe replenishing flame +2 1,600 unused wizard da ily attack power of an equal or higher
8 Tome of forty steps +1 3,400 level. You ga in the use of the chosen power during this
Tome of the north wind +1 3,400 encounter. The power is lost if you do not use it before
8
4,20 0 t he end of t he encounter.
9 Tome of arrest +1
10 Book of undeniable fire +2 5,000
10 Summoner's tome +1 5,000
1'1 Magic tome +3 9 ,000 A simple to me, enchanted to channel Menne eneTS),·
12 Tome ofthe replenishing flame +3 13,000 Lvi 1 +1 360 gp Lvl16 +4 45,000 gp
13 Tome offorty steps +3 17,000 Lvi 6 +2 1,800 gp Lvi 21 +5 225,000 gp
Tome ofthe north wind +3 17,000 Lvl11 +3 9,000 gp Lvl26 +6 1,125,000 gp
13
Implement (Tome)
14 Tome of arrest +3 11 ,000
Enhancement: Attack rolls and damage rolls
15 Book of undeniable fire +3 15,000 Critical: +1 d6 damage per plus
15 Summoner's tome +3 15,000
16 Magic tome +4 4 5,000
17 Tome of the replenishing flame +4 65,000 Outl ines of creatures are burnt into the cured-hide cover of this
18 Tome offorty steps +4 8 5,000 book, which holds mall)' suml110nina secrets.
18 Tome ofthe north wind +4 85,000 Lvi 5 +1 1,000 gp Lvi 20 +4 125,000 gp
19 Tome of arrest +4 105,0 00 Lvi 1 0 +2 5,000 gp Lvi 25 +5 625,000 gp
20 Book of undeniable fire +4 125,000 Lvl15 +3 25,000 gp Lvl30 +6 3,125,000 gp
10 Summoner's tome +4 125,000 Implement (Tome)
11 Magic tome +5 115,000 Enhancement: Attack rolls and damage rolls
11 Tome ofthe replenishing flame +5 315,000 Critical: + 1 d6 damage per plus
23 Tome of forty steps + 5 425,000 Property: When you hit with an opportunity attack using
a conjuration or summoning wizard power through this
23 Tome ofthe north wind +5 415,0 00
tome, the target takes extra damage equal to this tome's
24 Tome of arrest +5 515,000 enhancement bonus.
25 Book of undeniable fire +5 6 25,000 Property: This tome contai ns two wizard daily summoning
25 Summoner's tome +5 615,000 powers. Both powers must be of a level equal to or lower
26 Magic tome +6 1,125,0 00 than that ofthe tome. Choose these powers when you
27 Tome ofthe replenishing flame +6 1,615,000 acquire the tome; they cannot be changed later. You can
18 Tome of forty steps + 6 2,125,000 add these powers to your spell book.
Powe r (Daily ... Arcane, Implement, Summoning); Free
28 Tome ofthe north wind +6 1 ,125,000
Action. Choose a power contained in t his tome and ex-
19 Timeless tome +6 2,625,000
pe nd an unused wizard daily attack power of an equal or
29 Tome of arrest + 6 2 ,625 ,000 higher level. You ga in the use of t he chosen power during
30 Book of undeniable fire +6 3,125,000 t his encounter. The power is lost if you do not use it be-
30 Summoner's tome +6 3,125,000 fore the end of the enco unter.
,-
CHAJ)TER 6 I Arcane Options
ifome of. ttl epJEmJshlng Flame LevelH Th e rituals in this section are listed on tJle table
This tome's copper bindin8 is plellsrultly warm to the touch. b elow.
LvI 2 +1 520 gp Lv11? +4 65,000 gp
LvI? +2 2,600 gp Lvl22 +5 325,000 gp ANTHEM OF UNITY -ex:
Lvl12 +3 13,000 gp Lvl27 +6 1,625,000 gp
The anthem's inviBoratinB notes f ill the audience with
Implement (Tome)
pride and sinBIe-minded purpose. ~
Enhancement: Attack rolls a nd damage rolls UJ
Critical: + 1 dl 0 fire damage per plus Z
Property: Whe n you use a wizard fire power that can be level: 8 Component Cost: 135 gp,
sustained through this tome, you regain hit points equal Category: Binding 680 gp
plus a focus worth
to the tome's e nhancement bonus each round that you Time: 10 m inutes Market Price: 68 0 gp
sustain the power while bloodied. For example, if you used Duration: 1 day Key Skill: D iplom acy
the jJaminB sphere powe r with a tome of the rep/enishin8
Prerequisite: Bard
jJame +1, you would regain 2 hit points each round you
sustain the jJamin8 sphere while you are bloodied.
Property: This tome contains two wizard daily fire powers. When you perform the Anthem of Un ity for a crowd of
Both powers must be of a level equal to or lowe r than that ord inary peop le-peasa nts, commoners, artisans, and the
of the tome. Choose these powers when you acquire the like-you unite them beh ind a Single cause. Only creatures
tome; t hey ca nnot be changed late r. You can add these whose level is at least 2 lower than yours are affected by
powe rs to your spell book. this ritual.
Power (Daily .. Arcane, Fire, Implement): Free Action. The crowd must not be hosti le to you and m ust be
Choose a power contained in this tome and expend an
ab le to see and hea r you fo r t he ent ire perfo rm ance. At
unused Wizard daily attack power of an equal or higher
level. You gain the use of the chosen power during this the end of the rit ual, yo u can re quest a single servi ce
encounter. The power is lost if you do not use it before f rom the crowd, to w hich the members of the aud ience
the end of the encounter. respond as if you were a trusted f riend. You can req uest
anything that doesn't involve Vio lence, put the listeners
at ino rdi nate ri sk o r imperil t heir fr ie nds or fami ly, o r
place t hem in financial ruin. For examp le, you might ask
the listeners to help put out a fire raging in the city, hide
you and your allies from searching guards, or provide
The world is flus h with sacraments, rites, cerem o-
you w ith shelter or food. A Diplomacy check made at
nies, and other procedures that wring incredible
th e end of th is ritual determines what sort of hel p you
effects from an input of time, components, and
ca n req uest.
learning. Th ese d isp arate workings are known col-
lectively as r ituals . See Ch apter 10 of the Player's
Handbook for instru ction s on how to use a r itual in
the D&D game.
19 or an action lasts
up to 1 hour and that benefits them in at
RITUALS BY LEVEL least some small way'.
20-19 The listeners perform a task that lasts
Purify Water up to 1 hour and that poses no risk or
or Religion
reward to them.
1 Unseen Servant Arcana
30-39 The isteners perform a task that lasts up
1 lower Water Nature
to 6 hours and that poses a mild risk but
3 Fool's Gold Arcana
at least some benefit to them.
4 Beast Growth Nature
40 or higher The listeners perform a task that lasts
4 Call of Friendship Diplomacy
up to 1 day and that poses a mild risk
5 Object Reading Arcana
without any benefit to them.
6 Preserve Flame Arcana
6 Shrink Arcana
The number of individua ls affected extends to anyone
8 Anthem of Unity Diplomacy
w ho witnesses t he enti re perfo rmance. so t he large r t he
9 Detect Treasure Arcana
ve nue, the more peo ple you ca n affect.
9 Magic Map Arcana
Focus: A musica l instrum ent yo u playas pa rt of per-
11 History Revealed Arcana
for ming the ri tua l.
11 Arcane Barrier Arcana
14 Telepathic Bond Arcana
14 Whispers of the Edifice Arcana
16 Farsight Arcana
18 Guards and Wards Arcana
18 Imprisonment Arcana
•
ARCANE BARRIER CALL OF FRIENDSHIP
You create a tou8h, translucent wall that blocks a passa8e- Your son8 calls to a person's heart,jillin8 it with feelin8s of
way or covers a doorway. kinship. affection, and perhaps even love.
Farsight functions as the Wizard 's Sight ri tual (Player's 1 hour/x2 multiplier
Handbook, page 315), but you can place your scrying 10-19 2 hours/x5 multiplier
sensor in any square you can see. You can see and hear as 20-29 4 hours/xl 0 multiplier
if you were standing in that square. and you have darkvi- 30-39 8 hours/ x 20 multiplier
sion through the sensor. Your Perception skill determines 40 or higher 24 hours/xl 00 multiplier
whether you hear quiet sounds or notice unobtrusive
things while observing an area through the sensor. You Any creature can discern the true nature of the illusory
cannot place the scrying sensor in a location yo u can see gold by succeeding on a Perception check or Arca na
only by usi ng a scrying sensor. check against a DC equal to your Arcana check result.
Your Arcana check result determines how long the
sensor lasts. GUARDS AND ~RDS
You finyour castle with dense areas offOB. arcane locks,
19 or 2 rounds and false portals to hinder and confuse intruders_
20-24 3 rounds
level: 18 Component Cost: 5,000 gpo
25-29 4 rounds
30- 39 5 rounds Category: Warding plus 5 healing surges
40 or higher 6 rounds Time: 1 hour Ma rket Price: 17,000 gp
Duration: 24 hours Key Skill: Arcana
The ritual creates a scrying sensor-a shimmer in the (special)
air-that watchful creatu res might notice. Creatures must
succeed on a Perception check (DC 10 + your level) to YOLI layer e nchanted defenses over an area you own or
notice the sensor. They can't disrupt or interact with the inhabit no larger than 30 squares by 30 squares and 100
•
sensor In any way. feet (20 squares) in height.
SuffiC iently powerful warding magic, suc h as the The area fi lls with dense fog that makes the area
Fo rbiddance ritual (Player's Handbook, page 305), heavily obscured. You and any creature you invite into
can block Farsight. If the location is warded in such a the area can see through the fog as if the fog was not
man ner, you learn that fact as soon as you begin the there. You can grant a creature a temporary invitation
ritua l, so you can interrupt the ritua l and not expend of any set length or revoke an invitation if you are in the
any compone nts. presence of the invited creature or in the area of the
Focus: A mirror or a crystal ba ll that conveys what you ritual's effect.
see and hear. All doors, Windows, and other sealable nonmagical
portals are locked using Arcane Lock (Player's Handbook,
page 301). You create a number of hallUCinatory items as
per the ritua l of the same name (Player's Handbook, page
306) equa l to one-fifth of your Arcana check result. The
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