D&D 4E Arcane Power
D&D 4E Arcane Power
D&D 4E Arcane Power
D~RAoeNS
D&D Design Manager Game rules based on the original DUNGEONS & DRAGONS®
James Wyatt rules created by E. Gary Gygax and Dave Arneson, and the
later editions by David "Zeb" Cook (2nd 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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DUNGEONS & DRAGONS, D&O, d20, d20 System, WIZARDS OF THE COAST, Player's Handbook, Dun8eon Master's Guide, Monster Manual, Arcane Power, FORGOTTEN REALMS, all other
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CONTENTS
...·~._._._._._._._._._Aii·
. BARD 4 4-: WARLOCK 70 Familiars 137
New Class Feature 6 New Eldritch Pact 72 Familiar Feats 139
ew Build 6 New Warlock Powers 73 Familiar Descriptions 139
ew Bard Powers 6 New Paragon Paths 88 Epic Destinies 142
ew Paragon Paths 18 Arcane Sword 142
5: WIZARD 96 Archlich 143
SORCERER 24 New Implements 98 Archspell 144
ew Class Feature 26 New Builds 100
Feyliege 145
ew Builds 28 New Wizard Powers 101 Immanence 146
ew Sorcerer Powers 28 New Paragon Paths 116 Lord of Fate 147
ew Paragon Paths 42 Magister. 148
6: ARCANE OPTIONS 122
Parable 149
_: SWORDMAGE 48 New Feats 124
ew Class Feature SO Heroic Tier Feats 124 Sage of Ages 150
ew Build 50 Magic Items: Tome 151
Paragon Tier Feats 130 New Rituals 153
ew Swordmage Powers 51 Epic Tier Feats 133
Multiclass Feats 135 Arcane Backgrounds 159
ew Paragon Paths 64
CHAPTER 1
CHAPTER 1 I Bard
'-'--'-'--'--'-'~'--'-'--'-'--'-'-'- -
I
NEW CLASS FEATURE -.J
PRESCIENT BARD
You have the foresight to navigate the twisting roads of
luck and 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 avoiding mishaps in combat.
'--'---'-'--'-'--'-'---'-'-
You wield a ranged weapon, with which you can cast NEW BARD POWERS
spells at enemies from a distance while inspiring
allies. As with other 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. The
Choose Wisdom as your second-highest score, since prescient bard leads from the rear, literally calling
it enhances the effects of powers that use the Virtue the shots. This section expands the abilities of all
of Prescience. A decent Intelligence score is useful for bards, with some powers focused on the prescient
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* LEVEL 1 AT-WILL SPELLS
Suggested Skills: Arcana, Diplomacy, History,
Insight, Perception
Suggested At-Will Powers: auidina striket,jinx shot*
Your expert shot renders your foe unaccountably clumsy
Suggested Encounter Power: prophesied strike*
Suggested Daily Power: arrow of wamina* At-Will. Arcane, Weapon
Standard Action Ranged weapon
*New option presented in this book
Target: One creature
tPresented 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 Leve/21: 2[W] + Charisma modifier damage.
make admirable bards. Proud and honorable, many
choose the Virtue of Valor in orqer to emulate the battle
exploits of racial warrior-heroes. Dragonborn bards keep
alive the sagas of ancient Arkhosia.
CHAPTER 1 I Bard
LEVEL 1 ENCOUNTER SPELLS LEVEL 1 DAILY SPELLS
CHAPTER 1 I Bard
Satire of Fortune Bard Attack 1 Moment of Escape Bard Utility 2
You mock your foe's luck, usina your verse to make your insults You distract your enemies with a quick refrain, aivins your em-
come pairifully true. battled ally a chance to set away.
Daily. Arcane, Implement, Psychic Encounter. Arcane
Standard Action Ranged 1 0 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-
Your voice shields your allies asainst misfortune, turnina other-
tack during this encounter, you roll a d20 and replace the
ally's attack roll with yours. wise deadly blows into less damaaina strikes.
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 sons of protection tripsfrom ally to ally, doakins 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 Cruel Fate Bard Attack 3
Effect: The target gains a + 2 power bonus to all defenses
Fate has nothins kind in storefor your enemies.
until the end of your next turn.
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: 1 [W] + 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 a simple tune of unity, allowina 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 10
Entangling Opening Bard Attack 3
Target: You and each ally in burst
A well-placed shot creates an openinafor afollow-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 aids 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 masic hums around your allies, Srowina in power as they time the target is hit by an attack before the end of your
redouble their efforts toward the task at hand. next turn, it is knocked prone.
Daily. Arcane
Standard Action Close burst 1 0
Recitation of Foreknowledge Bard Attack 3
Target: You and each ally in burst
You recount the tale of a areat trickster-warrior, whose uncanny
Effect: Until the end of your next turn, each target gains a
awareness flusters opponents and inspires allies.
+ 1 power bonus to attack rolls. Whenever a target hits
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 10 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 the 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.
1 Bard
I
Rhyme of the Bard Attack 3 Rhyme of Fire Bard Attack 5
Blood-Seeking Blade You whisper of the unquenchable fire that burns at the heart of
You swiftly loose a shot while chantin8 of sundered metal, and the world, causin8flames to erupt deep within your enemy.
your foe's armor no lonaer withstands your friend's strike. Daily" Arcane, Fire, Implement
Encounter" Arcane, Weapon Standard Action Ranged 1 0
Immediate Interrupt Ranged weapon Target: One creature
Attack: Charisma vs. Fortitude
Trigger: An ally misses with a melee attack
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 S
L.l.J
penalty to all defenses against the triggering ally's attack. hits the target, the target takes fire damage equal to your Z
Charisma modifier.
Virtue of Prescience: The target's penalty to all defenses
equals 3 + your Wisdom modifier.
Strictures of Fortune Bard Attack 5
Song of the New Dawn Bard Attack 3 Your son8 offortune assists your allies and impedes your
enemies.
You call upon the sun's Ii8ht to sear your foe and shine hope on
your allies. Daily" Arcane, Implement, Psychic
Encounter" Arcane, Implement, Radiant Standard Action Ranged 1 0
Standard Action Ranged 1 0 Target: One creature
Attack: Charisma vs. Will
Target: One creature
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 result. before the end of the encounter, the power instead does
not recharge, and you or an ally within 10 squares of you
You croon a beauilina melody; inducina your foe to wander With notes of steel and stone, you preserve your ally from harm.
wherever you direct it. Encounter" Arcane "-
CHAPTER 1 I Bard
Glimpse the Future Bartl Utility 6 Rewrite the Future Bartl Attack 7
Just as you uphold the examples of the past, so too do you draw With a wave of the hand, this shot's arcane enersy can chanse
on the future to inspire your companions. an enemy's future.
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 replace 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 the target with your d20 roll or replace
the target's attack roll with your d20 roll as a free action.
With a rousins refrain, you imbue an ally or yourself with supe-
rior speed and asility.
Encounter + Arcane Song of Duplicitous Allure Bard Attack 7
Minor Action Ranged 1 0 The soft tones of your voice draw your 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 10
+4 power bonus to speed and can shift 1 extra square Target: One creature
whenever he or she shifts. Attack: Charisma vs. Will
Hit: 2dB + 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 sinsle chord is all it takes to spur your allies forward.
1 square.
Daily + Arcane
No Action Close burst 10
Theft of Life Bard Attack 7
Target: You and each ally in burst
Trigger: You roll initiative As you shout a word of power, health and vitality drain from
Effect: Each target gains a +5 bonus to initiative during this your foe and refresh a nearby ally.
encounter. Encounter + Arcane, Healing, Implement
Standard Action Ranged 1 0
LEVEL 7 ENCOUNTER SPELLS Target: One creature
Attack: Charisma vs. Will
Hit: 2dB + Charisma modifier damage.
Chillsong Stroke Bard Attack 7 Effect: An ally adjacent to the target can spend a healing
Your rhythm of winter draws visor from your foe and infuses it surge and also gains temporary hit points equal to your
into your all), who leapsforward. Intelligence modifier.
Encounter + Arcane, Cold, Weapon
Standard Action Melee weapon Timely Distraction Bard Attack 7
Target: One creature "Look! An owlbear!"
Attack: Charisma vs. AC
Encounter + Arcane, Charm, Implement; Psychic
Hit: 2[W] + Charisma modifier cold damage, and the
Standard Action Ranged 1 0
target is slowed until the end 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: 2dB + Charisma modifier psychic damage, anti the
target grants combat advantage until the end of your
Insightful Shot Bard Attack 7 next turn.
As your arrow streaks forth, it suides the way to your foe's most
vulnerable spot. LEVEL 9 DAILY SPELLS
Encounter + Arcane, Weapon
Standard Action Ranged weapon
Counterpoint Bard Attack 9
Target: One creature
Attack: Charisma vs. Reflex Your sons mimics the beat of your foe's attacks, so that your
Hit: 2[W] + Charisma modifier damage. All the target's allies match them strike for strike.
defenses are equal to its lowest defense until the next Daily + Arcane, Implement
time it is hit by an attack. Standard Action Ranged 1 0
Virtue of Prescience: The next attack that hits the target Target: One creature
gains a bonus to the damage roll equal to your Wisdom Attack: Charisma vs. Will
modifier. Hit: 2dB + Charisma modifier damage.
Miss: Half damage.
Effect: Whenever the target misses with an attack, it pro-
vokes opportunity attacks from you anti your allies (save
ends).
CHAPTER 1 I Bard
R~in of Starlight Bard Attack 9 LEVEL 10 UTILITY SPELLS
You address an ode to the stars, caUin8 their brilliance to shower
down upon your foes. Break Enchantment Bard Utility 10
Daily+- Arcane, Radiant, Implement Your arcane poem frees your allies' minds.
Standard Action Area burst 1 within 10 squares
Daily+- Arcane, Implement
Target: Each creature in burst
Attack: Charisma vs. Reflex Minor Action Area burst 1 within 10 squares
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 LJ.I
ends). While affected by showering sparks, the target modifier. Z
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 leBend of the arrow that found the sinBle Bap in a
foe's armor, inspirinB your companions to strike true.
You punctuate a tale of bloody ven8eance with your shot, each
word inspirin8 your allies. 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
Attack: Charisma vs. AC until the end of your next turn.
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage. Idyll of Calm Bard Utility 1 0
Effect: Until the end of the encounter, whenever an ally You hum a soft son8 that coolsyour 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 S
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
You unleash a son8 of missed chances, lost hope, and tra8ic ac- with you, remaining centered on you. Each ally within the
cidents, brin8inB 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 IiBht of thefull moon and the 8uidin8 star of the
Hit: 1dl 0 + Charisma modifier damage. north, reveaIin8 hidden foes to your allies.
Miss: Half damage.
Effect: The burst creates a zone of misfortune that lasts until Daily+- Arcane
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 S squares of you gain a +S 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 1 0
+- The enemy grants combat advantage to your allies. A swellin8 chorus of corifidence erifoldsyour allies, so that the
Sustain Minor: The zone persists. You can choose a new stren8ths of each mask another's weakness.
misfortune effect for the zone when you sustain this power. Encounter+- Arcane
Minor Action Close burst S
Wail of Anguish Bard Attack 9 Target: You and each ally in burst
A threnody of loss and sorTOWsaps your foes' ability to escape Effect: Determine the highest AC, Fortitude, Reflex, and
harm. Will among all the targets. Until the end of your next
turn, use these values for the corresponding defenses of
Daily+- Arcane, Implement
Minor Action Personal a IIthe ta rgets.
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 your allies with hopeful
Trigger: An enemy starts its turn within 3 squares of you verses of battles won despite dauntin8 odds.
Target: The triggering enemy in burst Daily+- Arcane
Attack: Charisma vs. Will Minor Action Personal
Hit: 1dl 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 S squares of you can reroll one sav-
Sustain Minor: The effect persists. ing throw that he or she fails during that turn.
CHAPTER 1 I Bard
LEVEL 13 ENCOUNTER SPELLS LEVEL 15 DAILY SPELLS
CHAPTER 1 I Bard
Strings of Fate Bard Attack 1 7 Mocking Epigram Bard Attack 19
As you make an appeal to thefates of battle, your arrows streak Your vicious lampoon enrages your foe, causing it to swing
toward your enemies, bypassing their armor to bind their doom. blindly and harm its allies.
Encounter. Arcane, Weapon Daily. Arcane, Charm, Implement
Standard Action Ranged weapon Standard Action Ranged 10
Target: One, two, or three creatures Target: One creature
Attack: Charisma vs. Reflex Attack: Charisma vs. Will
Hit: 1[W] + 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 Reflex. 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 17 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 legends of great 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 a tale of glorious single combat, compelling your
enemy to seek out 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
Beguiling words entice your foes to cluster together, exposing Hit: 2[W] + Charisma modifier damage, and you slide
them to devastating area attacks. the target 5 squares to a space that must be adjacent to
Daily. Arcane, Implement, Psychic an ally. That ally gains a +2 power bonus to attack rolls
Standard Action Area burst 2 within 10 squares against the target until the end of the encounter. In addi-
tion, the target takes 10 psychic damage at the end of its
Target: Each enemy in burst
Attack: Charisma vs. Will turn if it is not adjacent to that ally (save ends).
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 Intoning a melody of the planes, you thin the boundaries be-
ends). tween realities so that your allies travelfar in one step.
Daily. Arcane, Implement, Teleportation, Zone
linked Fortunes Bard Attack 19 Standard Action Area burst 1 within 20 squares
Your magie grants your friends superior luck, but the wheel of Target: Each creature in burst
fate gives luck to your enemies in equal measure. Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier damage.
Daily. Arcane, Weapon
Miss: Half damage.
Standard Action Ranged weapon
Effect: The burst creates a zone of warped space that lasts
Target: One creature
Attack: Charisma vs. AC until the end of your next turn. While the zone persists,
you and any allies within 20 squares of you can use a
Hit: 4[W] + 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 d20 once during
its next turn and replace its attack roll with that roll.
LEVEL 22 UTILITY SPELLS LEVEL 23 ENCOUNTER SPELLS
CHAPTER 1
LEVEL 25 DAILY SPELLS LEVEL 27 ENCOUNTER SPELLS
Bard
LEVEL 29 DAILY SPELLS
CUNNING PREVARICATOR
"There is a sayin8 amon8 thefey creatures who trip
between worlds: Only throu8h dishonesty is honor earned."
Prerequisite: Bard
CUNNING PREVARICATOR
PATH FEATURES Trickery's Reward Cunning Prevaricator Utility 12
Virtue of Deceit (11th level): When you use With words of cunnina wisdom, you auide your ally's defenses,
foilina your enemies' attack one way or another.
your Bardic Virtue class feature, one ally you choose
within 5 squares of you gains 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 triggering attack
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 next 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
invisible until the start of his or her next turn. if he or she had spent a healing surge.
CHAPTER 1 I Bard
EUPHONIC Bow When you use a bow as an implement for a ranged
bard attack power, the power's range is increased
-Each arrow's release plucks the strinB of my lethal instru-
to the bow's normal range (if the power's range is
ment. My bow sings a dirBe for your passing." shorter). You can also use the power at the bow's long
range, with the normal -2 penalty to the attack roll.
Prerequisite: Bard Harmonic Action (11th level): When you spend
an action point to take an extra action, one ally you
You intertwine music, archery, and magic into a choose within 10 squares of you can make a basic
single glorious craft that is as artistic as it is martial. attack as a free action.
Your foes waver between fear and admiration even
Volley Fire (16th level): If you score a critical Cl
as you draw a bead on them. Every shot from your
hit with a ranged bard attack power, you can make a ~
bowstring resonates with a melodious tone, and the ranged basic attack against the target as a free action. CO
CHAPTER 1 I Bard
GRAVE CALLER
"Some deserve nothinB but death, and those most deserv-
inB are marked by their crimes. Like a requiem's crescendo,
I pursue the marked ever more closely to £live them
their due."
Prerequisite: Bard
or fight them, if need be. As your weapon clashes aBainst your foe, a thunderclap re-
sounds and empowers allyour nearby allies.
When things turn rough, you can use your knowl-
Encounter" Arcane, Thunder, Weapon
edge of other creatures to your advantage in a fight.
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: 2[W] + 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 checks from your Group Diplomacy Count only active enemies and allies, not unconscious,
racial trait equals your Charisma modifier. In addi- dead, or dying creatures.
CHAPTER
KARMIC SHAPER KARMIC SHAPER PATH FEATURES
"Reality can be manipulated. Good works weave shining 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
gate forward and backward in time, and their consequences single d20 roll you make this turn.
will 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 can 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 of Prescience, one ally within 10 squares of
effects of each creature's deeds influence the past, you can make a ranged or melee basic attack as a free
present, and future. You do not hold this view as a action against the triggering enemy.
philosophical belief: It is demonstrably true.
Each action a being takes is like planting a seed. KARMIC SHAPER SPELLS
Depending on the deed's nature, harvesting its fruits
might bringjoy or pain. You seek to increase your Karmic Wound Karmic Shaper Attack 11
own measure of joy in the world, while ensuring Your foe will pay for the injury 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
Attack: Charisma vs. AC
scient sight, you can collect your foes' karmic debt in
a timely, sometimes dramatic fashion. On the other Hit: 2[W] + Charisma modifier damage. If the target hits
with an attack before the end of your next turn, it takes
hand, your own actions touch only lightly on the
1 [WI + your "Y!sgom modifier damage.
karmic surface of cause and consequence. You shape
the fates of others without unduly affecting your own
Warp Karma Karmic Shaper Utility 12·
final destiny.
You twist the paths offate, reversinByour ally's misfortune.
Daily" Arcane
Immediate Interrupt Close burst 1 0
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.
Prerequisite: Bard
CHAPTER 1 I Bard
CHAPTER 2
CHAPTER 2 I Sorcerer
.--._.--._~-._._-.-.--.-._-.-._.~ -
STORM MAGIC
The raw and unbridled fury of storm powers your
spells. While others might flee a storm, you embrace
its power, internalize the force, and then unleash it.
The impetuous, unpredictable power resident in the
storm is your greatest ally. Like a tempest, you never
give up and never give in until you are completely
spent. .
Storm Power: You gain a bonus to the damage
rolls of arcane powers equal to your Dexterity modi-
fier. The bonus equals your Dexterity modifier + 2
at 11th level and your Dexterity modifier + 4 at 21st
level.
Storm Soul: You gain resist 5 thunder and resist 5
lightning. This resistance increases to 10 at 11th level
and 15 at 21st level.
While this resistance is active, your 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 until the end of your next turn.
If you do so, the resistance returns after you take a
short rest or an extended rest.
Storm's Embrace: When you roll a natural 20
on an attack roll for an arcane power, wind surges
around you and your enemy. You can push the target
1 square and then fly a number of squares equal to 1
+ your Dexterity modifier after applying the attack's
other effects.
CHAPTER 2 I Sorcerer
COSMIC MAGIC
The sun, the moon, and the stars 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 fury, the dragon's flight, or the
antics of otherworldly 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 outlast all others.
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 your AC.
Cosmic Power: You gain a bonus 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 Cosmic Cycle: At the end of
a short rest or an extended rest, you choose
a cosmic phase from those described below
and gain its benefits.
The first time you become bloodied
during an encounter, your phase immediately
changes to the next higher-numbered phase
(or back to the phase of the sun if you are in
the phase of the stars). For example, if you
begin 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 next higher-num-
bered phase immediately after resolving the
effects of the power.
1. Phase of the 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 number of conscious enemies
adjacent to you.
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 modifier 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
the value of your resistance.
CHAPTER 2 I Sorcerer
__ ._-.-._._-.-.--._._-.-.-.----,
. -
Suggested At-Will Powers: blazin8 starfall*,
NEW BU1LDS -J burnin8 sprayt
Suggested Encounter Power: ray of the moon*
This book introduces two sorcerer builds: the storm
Suggested Daily Power: cosmos call*
sorcerer and the cosmic sorcerer.
*New option presented in this book
tPresented in Player's Handbook 2
STORM SORCERER
You embody the fury and power of a thunderstorm.
.__ ._-.-._._-~--.-._-.-._.--
Charisma is your primary ability score, since you use NEW SORCERER POWERS ._J
it to attack and deal damage. Dexterity is your sec-
ond-highest score, contributing to your AC and Reflex The powers presented here expand the choices for
and adding special effects 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
Nature
A shower of radiance falls upon your enemies and then bursts
Suggested At-Will Powers: li8htnin8 strike*,
out, creatin8 a ca8e ofburnin8 embers that are painful to pass
storm walkt throu8h.
Suggested Encounter Power: whirlwind* At-Will. Arcane, Fire, Implement, Radiant, Zone
Suggested Daily Power: howlin8 tempest* Standard Action Area burst 1 within 10 squares
*New option presented in this book Target: Eachcreature in burst
tPresented in Player's Handbook 2 Attack: Charisma vs. Reflex
Hit: 1d4 + 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 turn.
moon, the passing seasons, and the circling stars Whenever an enemy within the zone leaves it, that
above. Charisma is your primary ability score, 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 Li8htnin8 strikes your foe 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,
Nature Hit: 1d8 + Charisma modifier lightning damage. A
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:Youcan 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 enemy 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
LEVEL 1 ENCOUNTER SPELLS
lives in their blood. Because genasi originally hailed from
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 your foes
breathe in the fumes, they be8in to reel in confusion.
perfect complement to nearly any style of sorcerer. Each
elemental manifestation offers particular benefits 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: 1d8 + Charisma modifier psychicdamage, 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: Ifyou 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.
Pinning Bolt Sorcerer Attack 1 LEVEL 1 DAILY SPELLS V'l
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You launch tendrils of blue, crackling energy that knock your
enemy to the ground and inhibit its movement. Blinding Bolt Sorcerer Attack 1 $
Encounter. Arcane, Implement, lightning o
You shoot a ray of white light at your foe. The beam searsflesh a.
Standard Action Ranged 1 0 and ryes, and it takes time for your enemy's vision to}Ully a:
Target: One creature return. U..I
Attack: Charisma vs. Reflex a:
Daily. Arcane, Implement, Radiant U..I
Hit: 2d6 + Charisma modifier lightning damage, you knock
Standard Action Ranged 10 U
the target prone, and the target is slowed until the end of a:
Target: One creature
your next turn. Attack: Charisma vs. Reflex o
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Hit: ld8 + Charisma modifier radiant damage. Until the
Ray of the Moon Sorcerer Attack 1 end of your next turn, the target is blinded. When the $
U..I
A ray of cold moonlight shines down from above, momentarily blinded condition ends, 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 concealment.
Hit: ld6 + Charisma modifier cold damage, and the target
cannot shift until the end of its next turn. Cosmos Call Sorcerer Attack 1
Cosmic Magic: The target takes a -1 penalty on attack rolls You access the variety of cycleswithin the cosmos, randomly
until the end of its next turn.
pulling out a}Undamental 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 your body, slashing at your foes Target: One creature
and shoving them backward. Attack: Charisma vs. Will
Encounter. Arcane, Implement Hit: ld8 + 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 ends), and the power gains the radiant keyword.
Hit: 1d1 0 + Charisma modifier damage, and you push the 3-4: The target is slowed (save ends).
target 1 square. 5-6: The target is dazed (save ends).
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.
CHAPTER 2 I Sorcerer
Ice Javelins Sorcerer Attack 1 Focused Chaos Sorcerer Utility 2
A trio of ieyjavelins forms around you. One at a time, you send To make chaos work for you, you must exercise a bit of control,
each spear shootina toward a different enemy. but not too much. On your next spell, you manaae to achieve the
Daily + Arcane, Cold, Implement outcome you desire.
Standard Action Ranged 10 Encounter +Arcane
Target: One, two, or three creatures No Action Personal
Attack: Charisma vs. Reflex Trigger: You use a sorcerer power that works differently
Hit: 1dl 0 + Charisma modifier cold damage, and ongoing depending on whether the attack roll is odd or even
5 cold damage (save ends). Effect: You choose to treat that power's attack roll as ei-
Miss: Half damage. ther odd or even, regardless of your actual roll.
I Sorcerer
Searing Sands Sorcerer Attack 3 Glacial Armor Sorcerer Attack 5 Vl
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You send a blast of searina sand at your foes. The assault flays The air around you turns deathly cold, and frost coalesces on
their skin and throws up a temporary curtain for you to hide your body, creatina a protective shell of ice. $
behind.
Daily + Arcane, Cold, Implement o
0-
Encounter + Arcane, Implement Standard Action Close burst 1
Standard Action Close blast 3 cr:
Target: Each creature in burst
Target: Each creature in blast Attack: Charisma vs. Fortitude
Attack: Charisma vs. Reflex
;(-~
Hit: 2d8 + Charisma modifier cold damage.
Hit: 2d6 + Charisma modifier damage. Until the end of Miss: Half damage.
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
Swirling Stars Sorcerer Attack 3 you with a melee attack takes cold damage equal to your
Charisma modifier. $
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A cyclonic cloud of starry motes descends on the batlefield,Jol-
lowina your aesticulations to land in your enemies' midst.
z
Moon and Stars Sorcerer Attack 5
Encounter + Arcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares A chill winter moon appears overhead, and around 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 1 0
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 theforce of the raaina storm and shriekina aales. tional benefit.
Wind howls about your foes, buffetina them and slidina 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: 1dl 0 + Charisma modifier thunder damage, and you Slaad's Gambit Sorcerer Attack 5
slide the target a number of squares equal to your Dex-
terity modifier. You tap into chaos just as afoe is about to hit you. A areenish
Storm Magic: If you choose not to slide any targets, until hue flickers acrossyour skin as you teleport away, then make
the end of your next turn, you gain a fly speed equal to 1 + your own attack.
your Dexterity modifier, and you can hover. Daily + Arcane, Implement, Psychic, Teleportation
Immediate Interrupt Ranged 5
LEVEL 5 DAILY SPELLS Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy
Effect: Before the attack, you teleport your speed.
Corruption Orb Sorcerer Attack 5 Attack: Charisma vs. Will
You flina a disaustina orb of ween and ocher slime that drench- Hit: 2dl 0 + Charisma modifier psychic damage.
esyour enemy with a debilitatina, acidic 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, burnina creatures within the
Attack: Charisma vs. Fortitude liaht and revealina 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 dragon born 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
dragonborn 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.
CHAPTER 2 I Sorcerer
LEVEL 6 UTILITY SPELLS LEVEL 7 ENCOUNTER SPELLS
Your sparkIin8flourish produces a bolt ofli8htnin8 that strikes Daily. Arcane, Implement, Thunder, Zone
your foe and then flies to nearby creatures. Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Daily. Arcane, Implement, lightning Attack: Charisma vs. Fortitude
Standard Action Ranged 1 0
Hit: 3d8 + Charisma modifier thunder damage, and you
Primary Target: One creature
slide the target a number of squares equal to your Dex-
Primary Attack: Charisma vs. Reflex
terity modifier.
Hit: 2d8 + Intelligence modifier lightning damage, and
Effect: The burst creates a zone of swirling wind that lasts
ongoing 5 lightning damage (save ends).
until the end of your next turn. You slide each creature that
First Failed Saving Throw: Choose a secondary target.
starts its turn within the zone 2 squares. As a move action,
Secondary Target: One creature within 5 squares of you
you can move the zone 6 squares.
Effect: The secondary target takes ongoing 5 lightning
Sustain Minor: The zone persists.
damage (save ends).
First Failed Saving Throw: Choose a tertiary target.
Tertiary Target: One creature within 5 squares of the Ice Stalagmites Sorcerer Attack 9
secondary target. Stala8mites of ice burst up from the around, stabbin8 at your
Effect: The tertiary target takes ongoing 5 lightning dam- enemies and tumin8 the air around them fri8id.
age (save ends). Daily. Arcane, Cold, Conjuration, Implement
Miss: 2d8 + Intelligence modifier lightning damage. Standard Action Ranged 1 0
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
GODS AND SORCERERS Hit: 1d12 + Charisma modifier cold damage, and you must
Melora, Corellon, and loun are popular deities among slide the target 1 square.
sorcerers because of their influence over matters of Effect: You conjure an ice stalagmite in 1 square the target
chaotic wilderness, arcane magic, and knowledge, vacated. Each ice stalagmite lasts until the end of the
encounter, until destroyed, or until you dismiss it as a free
respectively. Melora and Sehanine are also favorites
action. Each ice stalagmite has AC 5, Reflex 5, Fortitude 21,
of cosmic sorcerers because of their ties to the natural
resist cold 10, and 40 hit points. Each creature that starts
cycles of the world or its seasons. Avandra is popular, as its turn adjacent to an ice stalagmite takes cold damage
she is with all classes, because of her association with equal to your Charisma modifier.
adventure. Asmodeus's association with power has
- tempted a few sorcerers into his sway, even if they're not
actually evil. All the other deities in the pantheon have
- a few sorcerer adherents. Even Kord has his followers
_ among sorcerers, especially dragon sorcerers and wild
sorcerers, because they revere his power over thunder
_ and his prowess in combat.
CHAPTER 2 I Sorcerer
Season's Malaise Sorcerer Attack 9 Sorcerous Pulse Sorcerer Utility 10
Dark clouds appear overyour foes, and you assault their minds You drown out the clash of combat and focus on one type of
with a psychic attack that causes depression and letharBy. enerBy,which you channel into your spellsfor extra power.
Daily" Arcane, Implement, Psychic Daily" Arcane
Standard Action Area burst 1 within 1 0 squares Minor Action Personal
Target: Each creature in burst Effect: Choose acid, cold, fire, force, lightning, necrotic,
Attack: Charisma vs. Will poison, psychic, radiant, or thunder. Until the end of the
Hit: 2d6 + Charisma modifier psychic damage. encounter, whenever you use an arcane power that has
Effect: The target takes ongoing 5 psychic damage (save the chosen keyword, you can roll the damage twice and
ends). Until the target saves against this damage, it cannot use the higher result.
take immediate actions or opportunity actions.
Spirit's Eclipse Sorcerer Utility 10
Winds of Change Sorcerer Attack 9 A mental bulwark helps to protect you aBainst your foe's attack
You become like the wind, blastinB your enemies with theforce and renders the creature incapable of seeinByou for a time.
of a storm. Encounter" Arcane
Daily" Arcane, Implement Immediate Interrupt Personal
Standard Action Close burst 3 Trigger: An enemy hits you with an attack that targets Will
Target: Each enemy in burst Effect: Until the end of your next turn, you gain a +5 bonus
Attack: Charisma vs. Fortitude to Will and are invisible to the triggering enemy.
Hit: 3d8 + Charisma modifier damage, and you push the
target 3 squares. Storm of Energy Sorcerer Utility 10
Miss: Half damage, and you push the target 1 square.
With a wave of your hand, you increase the viaor of whatever
Effect: Until the end of your next turn, you gain a fly speed
effects ail your foes.
equal to your speed, and you can hover.
Daily" Arcane
Minor Action Close burst 5
LEVEL 10 UTILITY SPELLS Target: Each enemy in burst that is taking ongoing damage
Effect: Each instance of ongoing damage that each target is
Dragon's Resolve Sorcerer Utility 10 taking increases by 1 O.
Your blood boils with the wrath of a draBon, BivinByou areater
fury and power when the situation seems most dire. LEVEL 13 ENCOUNTER SPELLS
Daily" Arcane
Minor Action Personal
Cyclone Pull Sorcerer Attack 13
Effect: Until the end of the encounter, while you are
From the around rises a cyclone that consumes your foes in vio-
bloodied, you gain a +1 power bonus to attack rolls and
lence, batterinB them and pullina them toward its center.
a power bonus to saving throws equal to your Charisma
modifier. Encounter" Arcane, Implement
Standard Action Area burst 3 within 1 0 squares
Target: One, two, or three creatures in burst
Fog Form Sorcerer Utility 10 Attack: Charisma VS. Fortitude
In an instant, your bod;' melts into a cloud offog· Hit: 1 d6 + Charisma modifier damage, and you slide the
Encounter" Arcane target 2 squares closer to the origin square of the burst.
Immediate Interrupt Personal
Trigger: You are hit by an attack Dazzling Starlight Sorcerer Attack 13
Effect: You become insubstantial until the end of your next
The stars send shafts ofliBht down upon your foe, blastinB its
turn.
mind and leavina it confounded.
Encounter" Arcane, Implement, Psychic
HALF-ELF SORCERERS Standard Action Ranged 1 0
Target: One creature
Half elves enjoy naturally high Charisma scores that Attack: Charisma vs. Will
well suit them for the sorcerer class. Despite that fact, Hit: 3d6 + Charisma modifier psychic damage. Until the
few half-elves take up the mantle of the wild spellcaster, end of your next turn, the target cannot take immediate
possibly because a half-elf's naturally diplomatic nature actions or opportunity actions.
finds itself at odds with the tempestuous nature that Cosmic Magic: If you use this power while you are in the
phase of the stars, the target is dazed until the end of your
many sorcerers exhibit. However, a few half-elves glory
next turn.
in the riotous presence that most sorcerers seem to cul-
tivate. With a half-elf's ability to learn any attack power
from a class other than his or her own, half-elves who
choose the sorcerer class might take an at-will power
from the paladin, the warlock, or some other class
whose powers primarily draw upon Charisma in order
to broaden their abilities.
Sorcerer
Downbeat of Wings Sorcerer Attack 1 3 Gale Burst - Sorce'rer Attack 15
You Bive life to a memory of draBons in the form of phantom Your words ofbrinB forth an explosive cloud from the heart of a
winBs. With a beat of these winBs, you send your foe sprawlinB. Bale. Your foes arej1unB about like leaves in a tempest.
Encounter. Arcane, Implement Daily. Arcane, Implement, Thunder
Standard Action Ranged 1 0 Standard Action Close burst 3
Target: One creature Target: Each creature in burst
Attack: Charisma vs. Fortitude Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier damage, and you push the Hit: 4d8 + Charisma modifier thunder damage, and you
target 2 squares and knock it prone. push the target a number of squares equal to your Dex-
Dragon Magic: You shift a number of squares equal to terity modifier. The target is slowed (save ends).
your Strength modifier. Miss: Half damage, and you push the target 1 square.
CHAPTER 2 I Sorcerer
LEVEL 16 UTILITY SPELLS Breath of Potency Sorcerer Utility 16
You call upon your draconic lineaBe to bolster you aBainst
harm.
Avatars of Chaos Sorcerer Utility 16
You briefly embody four principles of chaos, dividinB yourself Daily" Arcane
Standard Action Personal
into a quartet of poles, each of which is charBed with a potent
threat. Effect: Until the end of the encounter, 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
Minor Action Personal the end of your next turn.
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 mewled 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
I Sorcerer
LEVEL 17 ENCOUNTER SPELLS Thunderstroke Sorcerer Attack 1 7
A stroke oflishtnins strikes your foe from overhead,JoIIowed by
"
V'l
L.lJ
CHAPTER 2 I Sorcerer
Primordial Slime Sorcerer Attack 19 Flight of Dragons Sorcerer Utility 22
With aflick of your wrist, you shoot an ooze at your foe. When A flight of phantom dragons swoops down and gathers up you
the ooze strikes, the creature begins to take on a gelatinous and your allies, bearing all of you aloft.
consistency 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 1 0 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 aftereffect ends. The spirit of the storm engulfs you, and you become as the wind
and lightning, heedless of the earth and dangerous to the touch.
Miss: The target is slowed and takes ongoing 10 acid
damage (save ends both). Encounter. Arcane, lightning
Move Action Personal
Effect: You become insubstantial until the start of your
Radiant Wings Sorcerer Attack 19
next turn and can fly 1 0 squares with this move action.
You rise into the air, borne aloft by rays of golden sunlight that Each creature that makes a melee attack against you
simultaneously blast your foe. during this move takes lightning damage equal to your
Daily. Arcane, Fire, Implement, Radiant Charisma modifier.
Standard Action Ranged 5
Target: One creature Ultimate Resistance Sorcerer Utility 22
Effect: Before the attack, you can fly a number of squares
You become sheathed in scales of black, white, blue, or some
equal to your Strength modifier.
other hue, and you gain mighty resistance.
Cosmic Magic: At the end of this movement, each crea-
ture adjacent to you takes fire and radiant damage equal Daily. Arcane
Minor Action Personal
to your Strength modifier.
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.
Sorcerer
Storm Arc Sorcerer Attack 23 LEVEL 25 DAILY SPELLS Vl
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UJ
A flare of sparks shoots out from your hand and hits the wound
in your enemies' midst, explodina with a roar. Acid Typhoon Sorcerer Attack 25 $
Encounter + Arcane, Implement, Lightning A curlina wave of acid rolls into the world from the Elemental
o
Q.
Standard Action Area burst' within 20 squares Chaos, dissolvina theflesh of creatures that stand in your way. 0::
Target: Each creature in burst
Attack: Charisma vs. Reflex Daily + Acid, Arcane, Implement, Thunder UJ
0::
Standard Action Area burst 2 within 20 squares UJ
Hit: 3d6 + Charisma modifier lightning damage.
Target: Each creature in burst
Storm Magic: Until the end of your next turn, you gain a fly U1
0::,
Storm Magic: You can choose not to target a creature in
speed equal to your speed, and you can hover.
the origin square of the burst. 0\
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Attack: Charisma vs. Fortitude
Sun and Stars Sorcerer Attack 23
Hit: 4d8 + Charisma modifier acid and thunder damage, $
UJ
With theforce of the solar tide, you blast your foe with a aout of
eneray that requires both endurance and quickness to withstand.
and ongoing' 0 acid damage (save ends).
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
Cold explodes around you, and the air coalesces into whirlina
Primary Attack: Charisma vs. Fortitude
shards of ice.
Hit: 2d6 + Charisma modifier psychic damage, and the
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.
CHAPTER 2 I Sorcerer
Wrathful Vapors Sorcerer Attack 25 Moonstruck Sorcerer Attack 27
Vapors shoot forth from your outstretched arms,freezinB or Your foes are captivated by a vision of the moon, cold and en-
scorchinB each enemy they hit. durinB' The imaBe strikes their hearts, leavinB 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 Reflex (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 thunder Cosmic Magic: If you use this power while you are in the
damage, and you slide the target a number of squares phase of the moon, the target is restrained instead of
equal to your Dexterity modifier. immobilized.
Hit (Reflex): 3d6 + Charisma modifier lightning damage.
Each creature adjacent to the target takes 2d6 + your Mother Claw Sorcerer Attack 27
Dexterity modifier acid damage.
A talon offorce slashes at afoe that threatens you, then pushes
Miss (Fortitude or Reflex): Half damage.
you back to safety like a draBon matriarch protectinB its younB.
Encounter. Arcane, Force, Implement
LEVEL 27 ENCOUNTER SPELLS Immediate Reaction Melee 1
Trigger: An enemy hits or misses you with a melee attack
Chaos Infusion Sorcerer Attack 27 Target: The triggering enemy
Attack: Charisma VS. Reflex
You puncture the walls between the Elemental Chaos and your
own plane, unleashinB an elemental force that overwhelms foes. Hit: 4d8 + Charisma modifier force damage, and you
can shift a number of squares equal to your Charisma
Encounter. Arcane, Fire, Force, Implement, Lightning, modifier.
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. A blast ofliBhtninB overwhelms your foe, sizzlinB across itsflesh
Wild Magic: Until the end of your next turn, when you use and rendinB its senses bereft offunction.
a power that grants an additional benefit on an odd or an Encounter +Arcane, Implement, Lightning
even die roll, gain the benefit of both the even and the odd Standard Action Ranged 20
die results. If you can't gain both benefits, choose one. Target: One creature
Attack: Charisma VS. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and the
target is stunned until the end of your next turn.
"CHAPTER 2 I Sorcerer
:."..
Thunderous Might Sorcerer Attack 27 Hellish Firestorm Sorcerer Attack 29
A forceful thundercloud smashes into your foes, bruisin8 their You call up the heart of ajirestorm from the Elemental Chaos
flesh and sendin8 them slidin8. and drop the devastatin8 phenomenon upon your foes.
Encounter. Arcane, Implement, Thunder Daily. Arcane, Fire, Implement, Thunder
Standard Action Area burst 1 within 20 squares Standard Action Area burst 2 with 20 squares
Target: Each creature in burst Target: Each creature in burst
Attack: Charisma vs. Fortitude Storm Magic: You can choose not to target a creature in
Hit: 4d8 + Charisma modifier thunder damage, and you the origin square of the burst.
slide the target a number of squares equal to your Dex- Attack: Charisma vs. Fortitude
terity modifier. Hit: 3d1 0 + Charisma modifier thunder damage, and on-
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.
Mind Tide Sorcerer Attack 29
LEVEL 29 DAILY SPELLS Your foe's mind is like the ocean, able to be irifluenced by cosmic
forces. By wieldin8 those forces, you can seize control of it.
Cosmic Vengeance Sorcerer Attack 29 Daily. Arcane, Charm, Implement, Psychic
Your foes become locked to the cycle of the sun, the moon, and Standard Action Ranged 20
the stars. This connection makes them suffer for attackin8 you. Target: One creature
Attack: Charisma vs. Will
Daily. Arcane, Implement; Varies
Minor Action Personal Hit: 4d8 + Charisma modifier psychic damage, and the
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 takes 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). Wyrm Form Sorcerer Attack 29
Cosmic Magic: Add your Strength modifier to the damage Your heart is that of an ancient dra8on, and now your body is
dealt to an enemy that hits you. as well.
Daily. Arcane, Implement, Polymorph; Varies
Doom of Chaos Sorcerer Attack 29 Minor Action Personal
You yell a word of ancient ori8in. Upon hearin8 it, your foe suc- Requirement: You must not be bloodied.
cumbs to the primeval enerBY 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
Attack: Charisma vs. Will but you have a speed of 8, fly 1 0 (hover). You can use
your arcane powers while in this form, and you gain the
Hit: 2d8 + 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; 3d1 0 + Charisma modifier damage. This is
age, choose acid, cold, fire, lightning, or thunder. The not an implement attack.
target gains vulnerable 10 to that damage type until the Breath Weapon Attack: Standard action; close blast
start of its next turn. If the target is still taking ongoing 5 once per encounter; Charisma vs. Fortitude; 5d8 +
psychic damage from this power, it gains vulnerable 15 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 10
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 target 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.
TIEFLING 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.
CHAPTER 2 I Sorcerer
.-_._.-_._-~.-._-.-.----.--~.-.~
-
whether your heart yet shelters a warm hearth for
NEW PARAGON PATHS .-J those you name friend.
I
CHAPTER 2 I Sorcerer
CELESTIAL SCHOLAR teleport a number of squares equal to your Strength V'l
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modifier as a free action. You can also teleport as an
UInthe sun's aolden hall, I blaze with liaht. In the moon's immediate reaction after an attack hits you. ~
shadowed chambers, I beauile the mind. In thefirmament, 0.
Celestial Defense (16th level): When you are
I am the briahtest star." in the phase corresponding to your Phase Focus, you
Z
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gain a +2 bonus to all defenses. l:l
Prerequisite: Sorcerer, Cosmic Magic class <C
feature
CELESTIAL SCHOLAR SPELLS a:. ,
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The tradition of the celestial scholar is more aca- a:.~
demic than the paths of other cosmic sorcerers, and
Celestial Sigil Celestial Scholar Attack 11 I.LJ '
a:.
definitely more cerebral than the paths of other An arcane pattern appears briefly on your arms as you snatch I.LJ
CHAPTER 2 I Sorcerer
DRAGON GUARDIAN Indomitable Breath (16th level): When you
make an attack roll with a close blast power, you
"The dra8on's traits are mine-its breath, its stren8th, 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?"
DRAGON GUARDIAN SPELLS
Prerequisite: Sorcerer, Dragon Magic class
feature
Guardian's Breath Dragon Guardian Attack 11
Dragons are your legacy. You embody one of the You harm your foes by breathina on them,Jorcina them to suc-
cumb to your power.
manifestations of draconic might. The sheer physi-
cal power of dragons inspires you. Your foes glimpse Encounter. Arcane, Implement
Standard Action Close blast 3
these truths when you demonstrate your powers.
Target: Each enemy in blast
You have studied the movements and strategies of Attack: Charisma vs. Reflex
dragons as they fight, both when you heard or read Hit: 2d1 0 + Charisma modifier damage. Until the end of
about dragons in epic stories and on a few occasions your next turn, the target is marked and has vulnerable 5
when you were menaced by one. You are drawn to to your attacks. Until the mark ends, if the target makes
dragons' lairs or other places where dragons congre- an attack that does not include you as a target, it takes
gate, eager to learn more about the mighty beasts that damage equal to 2d6 + your bonus from Draconic Power
after the attack is resolved.
are your personal idols.
CHAPTER 2 I Sorcerer
ESSENCE MAGE I
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"I am arcana incarnate, and know maBie's true form." ~
0.
Prerequisite: Sorcerer Z
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Your arcane power is innate. An essential part of your ~
ex:
being is bound to the magic you use. You are capable
~
of transforming yourself into spell energy and warp- 0.
ing your body into versatile forms. By learning to see ex:
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inside yourself and reshape your very soul, you tran- 0::
scend the limits of mortality. u.J
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ESSENCE MAGE PATH FEATURES o
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Essential Action (11th level): When you spend
an action point to take an extra action, you gain a +4
bonus to attack rolls with arcane powers until the
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 deal Id6 extra damage.
Essential Resistance (16th level): Whenever
you gain resistance, increase that resistance by 3 (or
by 4 at 21st level and higher).
As an essence mage, you might choose to manifest a Target: Each enemy in burst
Attack: Charisma vs. Reflex
specific appearance when you use your essence form
Hit: 4d6 + Charisma modifier force damage.
power. You can base it on a specific damage type you Miss: Half damage.
use often, turning your body into a flickering green fire, Effect: Until the end of the encounter, you gain resist 5 to
a dark cloud that constantly roars with thunder, or a all damage. Until the end of the encounter, each time you
mass of connected planes of force. Other trappings of use an arcane power, each enemy adjacent to you takes
arcane magic can make for an interesting appearance. damage equal to your Charisma modifier.
You could become a swirl of runes from many differ-
ent scripts, an aurora of multicolored light, or a watery
shape that shimmers with images of hundreds of spell-
casters both alive and dead.
CHAPTER 2 I Sorcerer
LIGHTNING FURY to lightning as not having that resistance. In addi-
tion, your lightning attacks treat each creature that is
"In my chest beats the storm's heart, which churns with
immune to lightning as instead having resistance to
Bodlike power."
lightning equal to one-half its level.
Lightning Field (16th level): After you hit with
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 outbursts. Laughter rumbles from your Dexterity modifier lightning damage.
mouth like thunder when you tear into foes with
blinding bolts that scar the air and scorch the earth. LIGHTNING FURY SPELLS
Your form is cloaked in a shimmering haze of electric
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 ofliahtninafly from YOUThands and flash be·
tween severalfoes.
subsides into quiescence, but it never moves too far
beneath the surface. Even in your dreams as you 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 an 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 creatures of your choice within 5 the secondary attack against any single creature you have
squares 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
'"
PRIMORDIAL CHANNELER Cold: Creatures hit by your attacks are slowed until Vl
CHAPTER 2
CHAPTER 3
'--'--~'-'-----'-'--~'-'-- -
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 COND1Tl0N
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 gains the tactically suffer the consequences. While that creature is marked
advantageous ground in a fight. You circle opponents by you, it takes a -1 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 cunning feints. You might also charge a powers, class features, magic item properties, and feats
foe to try to gain the advantage or to keep the crea- might have effects that trigger when the creature takes
ture from your allies. certain actions.
Your use 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 your 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
ensnaring spells. creature, unless an effect says otherwise.
I Swordmafle
---.-------.-.--._._-._-_._._------.--_._-_.-.-- -
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N£WSWORDMAGEPOWERS ~ 0:::
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A swordmage must use a variety of spells to assault Falcon's Mark Swordmage Attack 1 0.
enemies and protect allies. The swordmage relies on You send your weapon flyin8 to seek out an enemy beyond your
aegis of shielding, aegis of assault, or aegis of ensnare- normal reach. Your ma8ie then marks that creature as your foe.
ment as the core of his or her defense. Many powers Encounter" Arcane, Force, Weapon
become more potent depending on a swordmage's Standard Action Ranged 5
aegis. An ensnaring swordmage relies on the aegis of Requirement: You must throw your melee weapon at the
ensnarement to bring an enemy close, but he or she target.
Target: One creature
also uses powers that immobilize, slow, or otherwise
Attack: Intelligence vs. Reflex
inhibit the movement of a foe. The powers in this Hit: 1 [W] + Intelligence modifier force damage, and the
chapter give the swordmage a more wide-ranging target is marked until the end of your next turn.
suite of options, allowing him or her to focus on spe- Aegis of Ensnarement: You can instead mark the target
cific damage types or attack ranges. with your aeB;s of ensnarement power. Marking the target
does not remove the mark on another target affected by
LEVEL 1 AT-WILL SPELLS your aeBis of ensnarement. The mark lasts until the end of
your next turn.
Effect: Your weapon returns to your hand.
Luring Strike Swordmage Attack 1
You step behind your foe, strike quickly; and then dart away; Fox's Feint Swordmage Attack 1
drawin8 the creature after you.
Your blade dances faster than the eye can follow, 8uidin8 your
At-Will •. Arcane, Weapon foe's movement asyou 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[W] damage. You shift 1 square and slide the target 1
Attack: Intelligence vs. AC
square into the space you occupied.
Hit: 1 [W] + 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,
when 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.
CHAPTER 3 I Swordma8e
LEVEL 1 DAILY SPELLS Lashing Asp Swordmage Attack 1
A spectra! asp winds itself around your sword. With each suc-
Dance of the Sword Swordmage Attack 1 cessfulstrike you make, the asp lunBes to attack nearby foes.
Your dazzlin8 display of swordplay and ma8ic captivates Daily. Arcane, Poison, Stance
Minor Action Personal
your foes and causes them to ne8lect combat tactics and
opportunities. Effect: Untilthe stance ends, whenever you hit an enemy
with a melee attack, each enemy adjacent to the target of
Daily. Arcane, Charm, Implement, Psychic
Standard Action Close burst 2 that attack takes poison damage equal to your Constitu-
tion modifier.Also,whenever you hit an enemy marked
Target: Each enemy in burst
by your Swordmage Aegis power with a melee attack, it
Attack: Intelligence vs. Will takes poison damage equal to your Constitution modifier.
Hit: 1d8 + Intelligence modifier psychic damage, and the
target cannot make opportunity attacks or shift (save
ends). Sweeping Frostblade Swordmage Attack 1
Miss: Halfdamage, and until the end of your next turn, the You swinB your blade in a wide circle, unleashinB afreezinB
target cannot make opportunity attacks or shift. wave that numbs nearby foes.
Daily. Arcane, Cold, Weapon
Dragon's Teeth Swordmage Attack 1 Standard Action Close burst 1
VVhen you strike, darts offorce explode from your weapon. The Target: Each enemy in burst
shards diB into your foes' flesh, BoadinB them to move in your Attack: Intelligence vs.AC
direction. Hit: 1[W]+ Intelligence modifier cold damage, and the
target is immobilized (save ends).
Daily. Arcane, Force, Implement Miss: Halfdamage, and the target is immobilized until the
Standard Action Close blast 5
end of your next turn.
Target: Eachenemy in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. The target
LEVEL 2 UTILITY SPELLS
takes damage equal to your Strength modifier if it does
not end its turn adjacent to you (save ends). Arcane Transport Swordmage Utility 2
Miss: Halfdamage. You extend your maBie to include a nearby friend as you step
throuBh an unseen, arcane corridor.
Daily. Arcane, Teleportation
Free Action Close burst 2
Trigger: Youteleport using a swordmage power
Target: One ally in burst
Effect:The target teleports to a space adjacent to the
space you teleport to.
F1ELD OF STONE
Dhal stopped. The trail ahead twisted into a field of weath· He conjured his arcane warding with his free hand, erect-
ered boulders. The great pale stones lay scattered around ing the invisible magical field as a guard against some
a fey crossing, a place where the world is warped by the unseen menace.
proximity of the Feywild. He came close to the base of the mound that marked
The location was a nightly destination for Dhal. Here, the fey crossing. The eladrin swordmage stood on its top,
his instructor tutored him in the ways of blade and spell. outlined by the full moon.
Why the eladrin 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 test?"
She was a swordmage, 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 turned colder yet. For a moment, all 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 discovered 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 thunder of grinding stone.
field. A low wind breathed through the stones, whispering A troll of animate rock emerged from the collision ofboul-
warnings. 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.
V'l
Channeling Shield Swordmage Utility 2 Dimensional Vortex Swordmage Attack 3
et:
You throw up a temporary shield to absorb some of the power of Lashing out with your sword, you warp space, causing your foe to LlJ
afoe's attack. appear a short distance away and unleash its attack elsewhere. $
Encounter. Arcane Encounter. Arcane, Implement, Teleportation 0
Immediate Interrupt Close burst 10 Immediate Interrupt Ranged 1 0 0.
Trigger: An attack hits you or an ally within 10 squares of Trigger: An enemy hits an ally with a melee attack
you Target: The triggering enemy
Target: The creature hit by the triggering attack Attack: Intelligence vs. Will
Effect: You reduce the damage the target takes from the Hit: You teleport the target 5 squares. The target then
triggering attack by 5 + your Constitution modifier. makes its melee attack against a creature you choose. If
Aegis of Shielding: The next successful attack you make no creatures are within range of the target, the attack is
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
shieldina power, the target's melee attack deals extra dam-
Ghost Step Swordmage Utility 2 age equal to your Constitution modifier.
CHAPTER 3 I Swordma8e
Unseen Gauntlet Swordmage Attack 3 LEVEL 5 DAILY SPELLS
Your words of maBic create a BauntIeted hand that wraps
around your foe, crushinB its windpipe and leavinB it BaspinB Dimensional Bond Swordmage Attack 5
for breath.
Your sword thrust connects you with your foe and creates a di-
Encounter. Arcane, Force, Implement mensional bond that aIIowsyou to teleport to its location.
Standard Action Ranged 5
Daily. Arcane, Teleportation, Weapon
Target: One creature
Standard Action Melee weapon
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: 1dl 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
GENASI SWORD'MAGES adjacent to the target.
CHAPTER 3 I Swordma8e
Enervating Slash Swordmage Attack 5 Unicorn's Touch Swordmage Utility 6
Your weapon turns pitch black as you strike. The wound it leaves Your blade briefly adopts the appearance of a unicorn horn,
behind drains your enemy of strenBth when it attacks your allies. sendinB out afocused pulse of curative enerBY.
Daily + Arcane, Weapon Encounter + Arcane, Healing
Standard Action Melee weapon Minor Action Close burst 1
Target: One creature Target: You or one ally in burst
Attack: Intelligence vs. Fortitude Effect: The target either rolls a saving throw or regains hit
Hit: 2[W] + Intelligence modifier damage. points equal to 5 + your Constitution modifier.
Effect: The target's attacks deal half damage to your allies
(save ends).
Zephyr of the Barren Sands Swordmage Utility 6
You channel the power of the desert winds to briefly lift you into
Mark of the Hound Swordmage Attack 5 the air.
With a wicked flourish, you carve your mark into theflesh of Encounter + Arcane
your foe, enablinB you tofind the creature wherever it Boes. Move Action Personal
Daily + Arcane, Weapon Effect: You fly a number of squares equal to your speed.
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
LEVEL 7 ENCOUNTER SPELLS
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage. Dazing Rebuke Swordmage Attack 7
Effect: Until the end of the encounter, you can automati- Your sword swinB unleashes a barraBe of nettlinB darts offorce
cally pinpoint the location of the target while it is within that punish afoe for attackinB one of your allies.
20 squares of you, even if line of sight or line of effect
Encounter + Arcane, Force, Implement
would normally be blocked. You still take any penal-
Immediate Reaction Ranged 5
ties for any concealment or cover that the creature has
Trigger: An enemy within 5 squares of you hits or misses an
against you. Also, until the end of the encounter, you gain ally
the benefit of flanking against the target while you and at
Target: The triggering enemy
least one ally are adjacent to the target.
Attack: Intelligence vs. Will
Hit: 1 d8 + Intelligence modifier force damage, and the
Purifying Wound Swordmage Attack 5 target is dazed until the end of your next turn.
Your attack inflicts a arievous wound and unleashes a Bout of Aegis of Shielding: The target also takes a -2 penalty to
flame that consumes your enemy. attack rolls until the end of your next turn.
Daily + Arcane, Fire, Weapon
Standard Action Melee weapon Rejuvenating Strike Swordmage Attack 7
Target: One creature Your attack draws lifefrom your foe's injulJ' and instills you
Attack: Intelligence vs. AC with renewed energy.
Hit: 2[W] + Intelligence modifier damage, and ongoing
Encounter + Arcane, Healing, Weapon
5 fire damage (save ends). When the target takes the
Standard Action Melee weapon
ongoing fire damage, each enemy adjacent to the target
Target: One creature
takes 5 fire damage.
Attack: Intelligence vs. AC
Miss: Half damage.
Hit: 2[W] + Intelligence modifier damage. You can spend a
healing surge.
LEVEL 6 UTILITY SPELLS Aegis of Ensnarement: If you spend a healing surge, you
regain additional hit points equal to your Constitution
modifier.
Quickling Stride Swordmage Utility 6
You move throuBh the battlefield in a blur.
Encounter +Arcane HALFL1NG SWORDMAGES
Move Action Personal
Nimble and quick, halflings rely on agility instead of size.
Effect: You move 12 squares.
Although the art of the swordmage is favored chiefly by
eladrin and genasi, the knowledge has percolated through
Swordmage's Decree Swordmage Utility 6
the world, and even a few halflings have picked it up. A
SpeakinB ancient words of aeBis bindinB, you lower a mantle of halfling who takes up blade and magic uses size and luck
maBie over your enemies that marks them as your foes.
to great advantage when defending. Rarely a battle goes
Daily + Arcane
Minor Action Close blast 3
by in which a halfling swordmage does not find use for his
or her second chance racial trait. A halfling who becomes
Target: Each enemy in blast
Effect: The target is marked by your Swordmage Aegis pow- a swordmage is likely to be a shielding swordmage. Upon
er. Marking the target does not remove the mark on anoth- reaching the paragon tier, a halfling swordmage might
er target already affected by your Swordmage Aegis. If you choose the ghost blade paragon path (page 65) because
mark only one target with this power, you do not expend of its increased mobility and evasiveness.
the power but cannot use it again during this encounter.
CHAPTER 3 I Swordma8e
Shatterblade Swordmage Attack 7
In the blink of an eye,your weapon shatters into thousands of ThrowinB your sword, you traniform the weapon into a bolt of
pieces that cut your foe. The weapon then reforms in your hand. liBhtninB that cripples your foe.
Encounter" Arcane, Weapon Daily" Arcane, lightning, 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] + Intelligence modifier damage. Each creature Target: One creature
other than you that is adjacent to the target takes Attack: Intelligence vs. Fortitude
damage equal to your Intelligence modifier + your Hit: 2[W] + Intelligence modifier lightning damage, and
Strength modifier. the target is slowed (save ends). Also, the target is
marked by your Swordmage Aegis power. Marking the
Thunderclap Strike Swordmage Attack 7 target does not remove the mark on another target al-
ready affected by your Swordmage Aegis.
RaisinB your blade, you send out a clap of thunder that sends
Miss: Half damage, and the target is slowed until the end of
your foes sprawlinB as noise cascades over them. 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: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier thunder damage, and you Bored with your foes, you Bive them a dismissive wave with your
knock the target prone. sword that sends them tumblinB to the wound.
Daily" Arcane, Force, Implement
Standard Action Close blast 3
Watchful Strike Swordmage Attack 7
Target: Each creature in blast
As you strike your foe, you place another foe under your aeBis.
Attack: Intelligence vs. Fortitude
Encounter" Arcane, Weapon Hit: 2d8 + Intelligence modifier force damage, and you
Standard Action Melee weapon push the 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[W] + Intelligence modifier damage. One enemy
within S squares of you other than the target is marked
until the end of your next turn.
Hellspike Assault Swordmage Attack 9
Aegis of Assault: The enemy you mark is marked by your Your blade bursts into flame as you stab afoe. You and thefoe
aeBis of assault and takes damage equal to your Strength are then whisked away to another enemy.
modifier. Daily" Arcane, Fire, Teleportation, Weapon
Standard Action Melee weapon
LEVEL 9 DAILY SPELLS Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 1 [W] + Intelligence modifier fire damage.
Arcane Deflection Swordmage Attack 9 Effect: Make a secondary attack.
Your blade weaves in a pattern that deflects attacks directed at Secondary Target: One creature within 5 squares of you
your 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
Attack: Intelligence vs. AC Secondary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifierfire damage.
Hit: 2[W] + 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 swordmage. 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 swordmages 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 swordmage. Humans do not favor a particular
style of swordmage fighting, instead leaning toward what-
ever technique their attributes fit.
I Swordma8e
Troll Rampage Swordmage Attack 9
You char8e your foe, swin8in8 your weapon sava8ely As arcane
Unerring Vision Swordmage Utility 10
Your eyes 810"11 silver, piercinB the veils that separate you and
"
V'l
u.J
ener8Yfuels your char8e, a few of your minor wounds heal. your opponent. $
Daily + Arcane, Healing, Weapon Daily + Arcane o
0.
Standard Action Melee weapon Minor Action Personal
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,
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
Constitution modifier while you are bloodied. knowledge does not negate the effects of cover, superior
Miss: Half damage. You regain hit points equal to 2 + your cover, concealment, or total concealment.
Constitution modifier.
Special: When charging, you can use this power in place of LEVEL 13 ENCOUNTER SPELLS
a melee basic attack.
Aegis of Ensnarement: If you charge, you gain a +2 bonus
to the attack roll instead of the normal + 1 for charging. Binding Light Swordmage Attack 1 3
As your sword connects with your foe, a burst of arcane li8ht
LEVEL 10 UTILITY SPELLS roots nearby enemies to the 8round.
Encounter + Arcane, Radiant, Weapon
Standard Action Melee weapon
Like a Feather Swordmage Utility 10
Target: One creature
You fear no heiBht,jor your maBie 8ives wace to any landinB. Attack: Intelligence vs. AC
Encounter + Arcane Hit: 2[W] + Intelligence modifier radiant damage. Each en-
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: When you use your ae8is of assault to
knocked prone. teleport and make an attack, you can use this power in
place of the melee basic attack.
Feywild Grace Swordmage Utility 10
You move with otherworldly wace throuBh even the most dif- Ensnaring Bolts Swordmage Attack 13
ficult environments. Bolts of purple liBhtnin8 jet from your blade and rip at your
Daily + Arcane, Stance foes, pullinB 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: 1dl 0 + Intelligence modifier lightning damage, and
you pull the target a number of squares equal to your
Constitution modifier.
Spider's Leap Swordmage Utility 10
Aegis of Ensnarement: The target is also slowed until the
Like the deathjump spider, you can pounce upon your prey with end of your next turn.
friBhtenin8 speed.
Encounter + Arcane
Move Action Personal Fist of Force Swordmage Attack 13
Effect: You make an Athletics check to jump with a + 10 Your foe miBht be expectinB a strike of the sword, but instead it
power bonus. You are considered to have a running start Bets aforce-empowered fist in the 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 free 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. Swordmages are
more unusual than your average warrior. The combination
of mental and physical skills makes a swordmage a rare
find. In the tavern, a swordmage tends to draw curious
glances at the least; more often, a swordmage is regarded
with fear or respect.
CHAPTER 3 I Swordma8e
Hypnotic Swordplay Swordmage Attack 13 Burning Mantle Swordmage Attack 15
With a mesmerizin8 twirl of your weapon, you make your oppo- As your sword connects with your foe's flesh, your body i8nites
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: 2[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.
ae8is of ensnarement, the psychic damage equals your Intel- Aegis of Assault: When you use your ae8is 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.
CHAPTER 3 I Swordma8e
Vl
LEVEL 16 UTILITY SPELLS LEVEL 17 ENCOUNTER SPELLS et:
UJ
CHAPTER 3 I Swordma8e
Thundering Vortex Swordmage Attack 1 7 Ward of Scales Swordmage Attack 19
A whirlwind of arcane energy lashes out to draw your foes closer You form a protective barrier of scintillating, silver dragon
to your blade. scales that strikes an enemy while providinB shelter for an ally.
Encounter. Arcane, Implement, Thunder Daily. Arcane, Lightning, Implement
Standard Action Close burst 3 Immediate Interrupt Close burst S
Target: Each enemy in burst Trigger: An enemy hits an ally within S 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 aeBis of Effect: The ally who was hit gains resistance to all damage
shielding. 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 aeBis of shieldinB' next turn.
Sustain Minor: The effect persists.
LEVEL 19 DAILY SPELLS
Whirling Threat Swordmage Attack 19
Forceful Rebuke Swordmage Attack 19 AppearinB in aflash of light in the midst of your foes, you are a
terror offlashing steel, threatening all adjacent enemies.
Just as your foes close in on you, your sword strikes send out
blasts offorce that repel the enemies and send them staggering. 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: 2[W] + 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-
stitution modifier. Miss: Half damage.
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 Swordmage Attack 19
With one swipe, you mark your opponent with a burninB, maBie LEVEL 22 UTILITY SPELLS
sigil that distracts your foe and ensures that the creature can't
hide_
Borrowed Ascension Swordmage Utility 22
Daily. Arcane, Weapon
Standard Action Melee weapon You sprout a pair of translucent magic wings that take you aloft
Effect: Until the end of the encounter, you can see the to do battle from 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 Swordmage Utility 22
Attack: Intelligence vs. AC
You wreath yourself in magic and unleash a burst of energy that
Hit: 3[W] + Intelligence modifier damage.
lets you overcome even the most paralyzing afflictions.
Daily. Arcane
Planar Shock Swordmage Attack 19 No Action Personal
Your weapon sends an enemy flyinB throuBh otherworldly Effect: End any effects on you that impose the following
space. When the foe returns, it is reeling from 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 +S power bonus to saving throws against any effects that
Target: One creature include those conditions.
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. You teleport the Ghost Walk Swordmage Utility 22
target 10 squares, and the target is stunned (save ends).
Your form becomes immaterial like a ghost, and you gain the
Miss: Half damage, and you teleport the target S squares.
power to pass through walls.
Encounter. Arcane
Minor Action Personal
Effect: You become insubstantial and gain phasing until
the end of your next turn.
Vl
Oni's Gift Swordmage Utility 22 Freezing Swordburst Swordmage Attack 23 0:::
Ice creeps overyour weapon, and when you strike, it explodes in I.l.I
Like the ani of children'sfairy tales, you can disappear from
view until you are ready to strike. a cloud offrost that anchors nearby foes in eldritch ice. 3;
Daily'" Arcane, Illusion Encounter'" Arcane, Cold, Implement, Weapon o
Q.
Minor Action Personal Standard Action Melee weapon
I.l.I
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(W] + 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 Cl
a secondary attack that is an area burst 1 implement 0:::
LEVEL 23 ENCOUNTER SPELLS attack centered on the primary target. The secondary o
attack does not provoke opportunity attacks. 3;
Vl
Secondary Target: Each creature in burst except you
Aegis Bolt Swordmage Attack 23 Secondary Attack: Intelligence vs. Fortitude 3;
You send a missile afforce flyina toward a distant foe, markina Hit: 1 d8 + Intelligence modifier cold damage, and the tar- I.l.I
it for your wrath. get is slowed until the end of your next turn. Z
Aegis of Assault: When you use your ae8is of assault to
Encounter'" Arcane, Force, Implement
teleport and make an attack, you can use this power in
Standard Action Ranged 1 0
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 your foe and transform into li8htnina, racina 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 Swordmage Aegis.
Standard Action Melee weapon
Primary Target: One creature
Blink Assault Swordmage Attack 23 Primary Attack: Intelligence vs. AC
In the blink of an eye,you and an ally appear next to afoe and Hit: 2(W] + Intelligence modifier lightning damage, and
unleash a deadly assault. you teleport 10 squares.
Miss: You teleport 5 squares.
Encounter'" Arcane, Teleportation, Weapon
Effect: Make a secondary attack.
Standard Action Melee weapon
Target: One creature Secondary Target: One creature
Effect: Before the attack, you and an ally who is adjacent Secondary Attack: Intelligence vs. AC
Hit: 1 (W] + Intelligence modifier lightning damage.
to you teleport 5 squares to spaces that must be adjacent
to the target.
Attack: Intelligence vs. AC Radiant Shield Swordmage Attack 23
Hit: 3[W] + Intelligence modifier damage. Arcane radiance bursts around your foes, searina them while
transformina your allies into insubstantial creatures ofliaht.
Bravado Strike Swordmage Attack 23 Encounter'" Arcane, Implement, Radiant
Your successful attack lends you the strenath and the inspiration Standard Action Area burst 2 within 1 0 squares
to keep on fiahtina. Target: Each enemy in burst
Encounter'" Arcane, Healing, Weapon Attack: Intelligence vs. Will
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
Attack: Intelligence vs. AC Aegis of Shielding: The target is instead marked by your
Hit: 3[W] + Intelligence modifier damage. You can spend a ae8is 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 ae8is of shieldin8.
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 swordmages when they do
be any type of swordmage. 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 swordmage style (described
typical of a swordmage. Eladrin swordmages often learn
in the FORGOTTEN 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
battlefield, favoring such spells as ray of frost. tend to be more offense-oriented.
CHAPTER 3 I Swordma8e
LEVEL 25 DAILY SPELLS Waves ofEanguor SwordmageAttack 25
With a sweep of your sword, you unleash aflood of ener8Y that
BarlcsWord Bolt Swordmage Attack 25 pacifies your foes, makin8 them weak and sleepy.
\iVith a deft toss, you turn your sword into a streak of black Daily +Arcane, Implement, Psychic, Sleep
Standard Action Close burst 2
li8htnin8. It slams into your foe and causes the creature'sflesh
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 10
target is slowed and weakened (save ends both).
Requirement: You must throw your melee weapon at the
First Failed Saving Throw: The target becomes uncon-
target.
scious (save ends).
Target: One creature
Miss: Half damage, and the target is slowed and weakened
Attack: Intelligence vs. Fortitude
until the end of your next turn.
Hit: 3[W] + Intelligence modifier lightning and necrotic
damage, and ongoing 10 necrotic damage (save ends).
Aftereffect: The target takes ongoing 5 necrotic damage LEVEL 27 ENCOUNTER SPELLS
(save ends).
Miss: Half damage, and ongoing 5 necrotic damage (save Slash and Burn Swordmage Attack 27
ends).
Effect: Your weapon returns to your hand. Brandishin8 your sword in one hand, you slash at your enemy
while strikin8 it with aflamin8fist that leaves it reelin8.
DWARF SWORDMAGES
ew 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
ave the patience for the blade, instead favoring hammers or ensnaring foes. Unlike assault swordmages (described
nd axes in combat. Others simply disdain spellcasting, in the FORGOTTEN REALMS Player's Guide), dwarf swordmages
referring to rely on martial exploits and divine prayers. focus on control and defense. Dwarves who excel as
warves are not entirely unreceptive to the art, though, swordmages might consider the ward guardian paragon
or their physical endurance makes them able defend- path (page 69), which further extends a swordmage's
rs. In addition, the resilience required to channel magic ability to defend allies.
CHAPTER 3 I
.-_._._----._._-.-.--._._--._'---.:- -..:;:'
ARCANE HUNTER
"Every creature is vulnerable to my blade,for any resis-
tance can be overcome."
all resistances and the insubstantial quality. You speak a few words of an ancient spell, instillinB your attacks
with the power to bestow vulnerability on afoe.
Perfect Strike (11th level): Whenever you score
a critical hit, your attack deals extra damage equal to Daily + Arcane, Stance
Minor Action Personal
the target's highest vulnerability.
Effect: When you use this power, choose acid, cold, fire,
Exploitive Eye (16th level): Whenever you lightning, or thunder. Until the stance ends, whenever
attack a creature that has one or more resistances, you hit an enemy, that creature gains vulnerable 5 to the
you treat those resistances as 10 lower than they are chosen damage type until the end of your next turn.
(minimum 0).
Flaw Seeking Strike Arcane Hunter Attack 20
ARCANE HUNTER SPELLS You recoBnize a flaw in a creature's defenses, and you focus your
attacks on that weakness.
Exploit Weakness Arcane Hunter Attack 11 Daily + Arcane, Weapon; Varies
Your arcane insiBht Buides you to an enemy's weakness, lettinB Standard Action Melee weapon
you exploit that vulnerability. Target: One creature
Attack: Intelligence vs. AC
Encounter + Arcane, Weapon
Hit: 3[W] + Intelligence modifier damage, and ongoing 5
Standard Action Melee weapon
damage of a type of your choice to which the target is
Target: One creature
vulnerable (save ends). If the target has no vulnerabilities,
Attack: Intelligence vs. AC
it takes ongoing 10 damage of a type of your choice from
Hit: 3[W] + Intelligence modifier damage. This attack deals
among acid, cold, fire, lightning, or thunder (save ends).
extra damage equal to the target's highest vulnerability.
Miss: Half damage, and ongoing 5 damage of a type of your
choice (save ends).
CHAPTER 3 I Swordma8e
GHOST BLADE GHOST BLADE PATH FEATURES
I
"From the space between worlds come, my killing blow as Slip the Weave (11th level): When you spend
soft as a whisper." an action point to take an extra action, you become
insubstantial until the end of your next turn.
Prerequisite: Swordmage Here nor There (11th level): Whenever you use
a teleportation power, you gain combat advantage
Like many swordmages, you can effortlessly travel against one target of the next weapon attack you
the roads behind the world. Those arcane pathways make before the end of your next turn.
offer you more than they do your fellows, though, for Stalker of the In-between (16th level): While
you have actually learned to slip through the space you are insubstantial or have phasing, each creature
between planes. marked by you grants combat advantage to you, and
Your travels through the weave of reality have you add 2 squares to the distance your teleportation
transformed your knowledge and skills. As you bend powers allow you to teleport.
space with cunning strokes of your sword, you can
be in two places at once, splitting your physical body GHOST BLADE SPELLS
between the dimensions. You might briefly take on
the seeming of a ghostly 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 worlds, your blade doesn't fade-remaining a even 8hostly forms suffer your wrath.
very real threat to your enemies. Encounter'" Arcane, Weapon
Your eerie form has gained you the moniker of Standard Action Melee weapon
"ghost" in some circles. You smile to hear such nick- Target: One creature
names, although they are untrue, because you know 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 aea;s of assault to
teleport and make an attack, you can use this power in
place of the melee basic attack.
CHAPTER 3 [ Swordma8e
SAGE OF FATE'S BONDS SAGE OF FATE'S BONDS
"Every combat creates bonds between attacker and PATH FEATURES
I
defender, bonds between allies. see these bonds." Bond of Transport (11th level): When you
spend an action point to take an extra action, you can
Prerequisite: Swordmage, aegis of ensnarement teleport one creature that is adjacent to you 5 squares.
class feature or you can teleport one creature that is marked by
your aegis of ensnarement 5 squares.
You can see the invisible bonds that connect crea- Bond of Fury (11th level): When a creature
tures to the things around them. Your ability to marked by your aegis of ensnarement hits with an
recognize where these bonds are strongest and weak- attack that does not include you as a target, you can
est gives you the power to strengthen or sever a bond deal 2d8 + your Intelligence modifier lightning
when necessary. Your unique sight lets you see the damage to the creature as an immediate reaction.
paths that lie behind the world, and thus by cutting a At 21st level, this damage increases to 3d8 + your
creature's bond to the world, you can send a foe or an Intelligence modifier.
ally hurtling along a hidden path. Bond of Escape (16th level): When a creature
You are a master of gaining tactically advantageous marked by your aegis of ensnarement hits an ally with
positions in combat. You look for a central position an attack that does not include you as a target, you can
on the battlefield from which you can utilize all your teleport the ally 5 squares as an immediate reaction.
powers and abilities to send creatures careening
through extradimensional space. You are concerned SAGE OF FATE'S BONDS SPELLS
with terrains and obstacles only insofar as you can use
them to your advantage. Foe Binder Sage of Fate's Bonds Attack 11
Using your aegis of ensnarement, you thwart your You slash at two nearby foes, and your attacks bind them to you.
foes' movements and leave them reeling. You can
Encounter" Arcane, Weapon
unleash a vicious jolt of magical feedback that shocks Standard Action Melee weapon
your foes. As a sage of fate's bonds, you want powers Target: Two creatures
that allow you to mark as many foes as possible with Attack: Intelligence vs. AC
your aegis of ensnarement, thereby giving you control Hit: 2[WJ + Intelligence modifier damage, and the target is
of the battlefield and the power to dole out numerous marked by your aeais of ensnarement. Marking the target
jolts oflightning. does not remove the mark on another target already
affected by your aea;s of ensnarement.
script into the air with their blades. These hovering Daily. Arcane, Weapon
runes are charged with arcane power from the cal- Standard Action Melee weapon $
t.n
ligrapher. The sigils hover for a short time, emitting a Target: One creature
Attack: Intelligence vs. AC
lambent radiance that evokes protection for allies or
Hit: 2[W] + Intelligence modifier damage.
enmity toward foes. Effect: Until the end of the encounter, when any of your al-
Your mastery of the flying sword makes you an lies hits the target with a melee attack during his or her
ideal practitioner ofbereB-arnadh. Whether you stud- turn, the attack deals 2d6 extra damage.
ied texts to learn the art yourself, or you earned the
right to study under a master ofbereB-arnadh, you
have gained the ability to wield the arcane art on
the battlefield. On the tip of your blade, you sculpt
runes, the mere sight of which strikes fear into your
adversaries.
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 beatina your foe into submission."
a single swing of your blade.
Prerequisite: Swordmage, aeais of assault class
feature SWORD OF ASSAULT
PATH FEATURES
Although arcane finesse and delicate sword work are Assaulting Charge (11th level): When you
fine for others, you believe that better ways exist to spend an action point to charge, you can use a melee
subdue your enemies. You wonder why you should at-will attack power or a melee encounter attack
use subtlety when you can more quickly defeat your power in place of the charge's melee basic attack.
foe with a powerful sword strike combined with a Battlemage Readiness (11th level): When
blast of arcane energy. you use your aeais of assault to teleport and make an
As a sword of assault, you are interested in fusing attack, you can use a swordmage melee at-will attack
magic with blade to create the most powerful attack power in place of the melee basic attack.
you can. You have little tolerance for rigorous arcane Double Spell Assault (16th level): Whenever
training, preferring to use magic in a blast of raw you roll initiative, choose one of your at-will attack
elemental energy instead of a carefully crafted spell. powers. Once before the end of the encounter, you
Similarly, you never saw the point of the refined can use that power as a minor action after hitting
swordplay of your counterparts, instead favoring with a melee attack.
strength over finesse. You believe that displaying
your skill through elaborate parries and flourishes SWORD OF ASSAULT SPELLS
is an expression of a swordmaster's ego, rather than
of skill. In your mind, such displays only slow battle. Spell Strike Sword of Assault Attack 11
On the other hand, you make sure that all of your Your maaic irifUsesa normal weapon attack with arcane power
that miaht scorch,jreeze, rot, poison, shock, or blast your foe.
Encounter + Arcane, Weapon; Varies
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1 [W] + Intelligence modifier plus 2d6 + Strength
modifier acid, cold, fire, lightning, necrotic, poison, radi-
ant, or thunder damage.
I Swordma8e
III
WARD GUARDIAN :c
"My wardin8 protects me, but it is more than just a shield. ~
By my will and ma8ic, it can become a deadly force, or a 0.
shelterin8 fortification." Z
o
I..:J
Prerequisite: Swordmage
"
<C
<C
In your earliest arcane training, you learned to 0.
sheathe yourself in a layer of magical protection. This
protection is your Swordmage Warding, and it rep-
resents an extension of your arcane mastery. Unlike
other swordmages, though, you have taken this talent
to the next level.
You have long studied the secrets of the Sword-
mage Warding, and you have learned that the
magical field is more flexible than most swordmages
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.
CHAPTER 3 I Swordma8e
CHAPTER 4
CHAPTER 4 I Warlock
'-'-'--'--'-'--'-'--'-'--'--'-'-'--'-'--'-'--~'-'--'-
, NEW ELDRITCH PACT -.J
Your warlock has forged a pact with mysterious enti- Changing Your Vestige: You can gain temporary
ties that grant you spells, curses, and other abilities. access to other vestiges by using certain daily attack
The pact you choose determines your at-will powers, powers. (For ease of identification, all these powers
your pact boon, and additional benefits to certain war- have names that begin with "Vestige.") When you use
lock powers. A power's description details the effect a a power that gives you access to a daily power ves-
particular Eldritch Pact class feature has on it. tige, you can choose for that vestige to immediately
The Player's Handbook describes the fey pact, the become your active vestige. If you do so, it remains
infernal pact, and the star pact. The FORGOTTEN REALMS your active vestige until you gain access to a different
Player's Guide describes the dark pact. Arcane Power vestige by using another daily attack power or until
introduces the vestige pact, which draws upon mis- the end of the encounter. If you don't immediately
laid spheres of power, forgotten eldritch influences, choose to change to that daily power vestige, your
and allegiances that most believe have been con- access to that vestige is lost until the next time you
cluded or discontinued. use that power.
After a short rest or an extended rest, you again
VESTIGE PACT select one of the two primary vestiges to be your
active vestige. That vestige remains active until you
You have forged relationships with vestiges-the
change to a daily power vestige or until you take
remnants of powerful forces and entities that once another short rest or extended rest.
exercised great authority or demonstrated awful
In addition, certain benefits (such as the Ves-
capabilities. These remnants are diverse in their
tige Adept feat; see page 130) allow you to change
backgrounds and motives. As a vestige pact warlock,
your vestige at a different time or under different
you can choose from between two or more vestige circumstances.
pacts to fuel your arcane power.
Eyes of the Vestige: You know the eyes of the ves-
tiBe spell. You gain an additional effect, referred to
as an eyes of the vestiBe augment, associated with your
active vestige (see below) when you make a successful
attack with this power.
Pact Boon: You have a pact boon associated with
your active vestige.
When an enemy under your Warlock's Curse
drops to 0 hit points or fewer, you gain the benefit of
your active vestige's pact boon.
USING VESTIGES
You always have one active vestige. As a begin-
ning character, you 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.
CHAPTER 4 I Warlock
._--.-._-_._._-.-.-._- -
Vl
VESTIGE PACT BOONS NEW WARLOCK POWERS..,) a:
UJ
The pact boons associated with the primary vestiges
are given below. Other pact boons are described in These new warlock powers flesh out the vestige pact ~
the daily attack powers that give you access to new and provide additional options for other warlocks. 0-
vestiges. Spells of the vestige pact use your Constitution :::.:::
King Elidyr Pact Boon: One ally adjacent to you score, because managing numerous and diverse ves- U
gains a +2 bonus to all defenses until the end of your tiges takes a physical toll. The ancient powers of the S
next turn.
vestige pact hunger to consume a warlock's body and ~
Zutwa Pact Boon: The bonus to attack rolls from
use it for their own purposes, and a warlock must
resist these forces ifhe or she is to survive.
5
your Prime Shot increases to +3 until the end of your
next turn. 5
UJ
LEVEL 1 AT-WILL SPELLS Z
EXAMPLE
You're a vestige pact warlock who likes the vestige of Eyes of the Vestige Warlock Attack 1
King Elidyr, so after an extended rest, you choose that Your enemy's qes Blow with an e!dritch liBht as your vestiBe
to be your active vestige. takes hold and scours that foe's mind while you curse another
During your first encounter of the day, when you nearbyfoe.
use the eyes of the vestiae power, you gain the eyes of the At-Will. Arcane, Implement, Psychic; Varies
vestiae augment associated with King Elidyr. If you Standard Action Ranged 10
curse a creature and that enemy then drops to 0 hit Target: One creature
Attack: Constitution vs. Will
points or fewer, your King Elidyr pact boon triggers.
Hit: 1d6 + Constitution modifier psychicdamage. Choose
Later in the same encounter, you decide to use the the target or a creature,within 3 squares of the target
vestiae of Mount Vaelis daily attack power. That power and within the target's line of sight. Youplace your War-
gives you access to a new vestige, Mount Vaelis, and lock's Curse on that creature; ifthe 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.
Leve/21: 2d6 + Constitution modifier psychicdamage.
the vestiae augment both change to the benefits that
Augment (King Elidyr):One allywho 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.
efits of the vestige of King Elidyr. The only time you Augment (Zutwa): Yougain 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 "Eyesof the Vestige
rest or an extended rest. Augment" entry for the daily power that grants access to
If you use another daily power in the same the vestige.
encounter that gives you access to a new vestige, you
can choose for that daily power vestige to replace LEVEL 1 ENCOUNTER SPELLS
Mount Vaelis as your active vestige.
Arms of Hadar Warlock Attack 1
You call upon Hadar, the Ebon HunBer. Black tendrils erupt
K1NG EL1DYR AND ZUTWA from your body and batter nearby creatures, pushinB them
Your first two vestiges are King Elidyr and Zutwa. They from you.
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
Attack: Constitution vs. Reflex
beneath the banner of the Ruler of Ruin. The gnoll upris-
Hit: 1d8 + 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: Youpush 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 soil or 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.
CHAPTER 4 I Warlock
Chains of Levistus Warlock Attack 1 Sprite War Call Warlock Attack 1
Spectral chains of ice leap from your hands and lash around An army of sprites flickers into existence, 100sinBa barraBe of
your enemy. They pulse with cold each time your enemy moves. miniature arrows that stin8s your enemy and induces letharBY
in it.
Encounter" Arcane, Cold, Implement
Standard Action Ranged 1 0 Encounter" Arcane, Implement
Target: One creature Standard Action Ranged 5
Attack: Constitution vs. Fortitude Fey Pact: The power's range is 1 0 squares.
Hit: 2d6 + Constitution modifier cold damage. If the target Target: One creature
moves before the end of your next turn, it takes 2d6 ex- Attack: Charisma vs. Reflex
tra cold damage. Hit: 1 d8 + Charisma modifier damage. Until the end of
Infernal Pact: If the target moves before the end of your next your next turn, the target is slowed and grants combat
turn, you also gain a +2 power bonus to your next attack roll advantage to you.
against the target before the end of your next turn.
LEVEL 1 DAILY SPELLS
Clarion Call Warlock Attack 1
You invoke Yuri the Hunter, and the sound of his belIowinB Decree of Khirad Warlock Attack 1
horn blasts your enemies into submission while inspirin8 you.
A pale blueflame appears above your brow as you utter a con-
Encounter" Arcane, Implement, Thunder demnation that makes foes mistake aIliesfor enemies.
Standard Action Close blast 3
Target: Each creature in blast Daily" Arcane, Charm, Implement, Psychic
Standard Action Close blast 3
Attack: Constitution vs. Fortitude
Hit: 3d4 + Constitution modifier thunder damage, and the Target: Each enemy in blast
Effect: Before the attack, you slide the target 2 squares.
target is deafened until the end of your next turn. Attack: Charisma vs. Will
Vestige Pact: You gain 3 temporary hit points for each
Hit: The target makes a melee basic attack as a free action
target you hit. Temporary hit points gained in this way are
cumulative. against a creature of your choice. If the target misses with
the attack, it takes 1 d6 + your Charisma modifier psychic
damage.
Darkworm Feast Warlock Attack 1
Miss: 1 d6 + Charisma modifier psychic damage.
You speak a sinBle,forbidden word, summoninB shadowy
worms that burrow into your enemy's body. Fortune's Reversal Warlock Attack 1
Encounter" Arcane, Implement, Necrotic ,,\fith a sin8le word of power,you reverse a creature's luck, turn-
Standard Action Ranged 1 0 inBfortune and happiness into misfortune and sorrow.
Target: One creature
Attack: Charisma vs. Will Daily" Arcane, Implement, Psychic
Hit: 2d6 + Charisma modifier necrotic damage, and the Immediate Reaction Ranged 1 0
Trigger: An enemy within 1 0 squares of you scores a critical'
target is slowed until the end of your next turn.
hit or saves
Dark Pact: The target takes extra necrotic damage equal
Target: The triggering enemy
to your Intelligence modifier at the start of its next turn.
Attack: Charisma vs. Will
Hit: 1 d8 + Charisma modifier psychic damage. The target
Life Bind Warlock Attack 1
takes a - 2 penalty to saving throws and ongoing 5 psy-
You call upon arcane power to wither your foe's flesh and cut its chic damage (save ends both). The target cannot save
connection to life. against this power until it takes the ongoing psychic
Encounter" Arcane, Implement, Necrotic damage at least once.
Standard Action Ranged 1 0 Dark Pact: The target takes a -3 penalty to saving throws
instead of -2.
Target: One creature
Attack: Constitution vs. Reflex Fey Pact: The target also takes a -2 penalty to attack rolls
Hit: 2d8 + Constitution modifier necrotic damage. Until while affected by the ongoing psychic damage.
the end of your next turn, the target cannot regain hit Miss: The target takes ongoing 5 psychic damage (save
points, cannot gain temporary hit points, and takes a -2 ends). The target cannot save against this power until it
penalty to saving throws. takes the ongoing psychic damage at least once.
Vestige Pact: The attack deals extra necrotic damage
equal to your Intelligence modifier.
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 the 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.
Tyranny ~ Flame
Burned
Warlock Attack 1
by the fires of the Nine Hells, your enemy wovels, beB-
LEVEL 2 UTILITY SPELLS "
III
I.l.J
/ Daily +
Arcane, Implement, Thunder
Standard Action Ranged 1 0 LEVEL 3 ENCOUNTER SPELLS
Target: One creature
Attack: Constitution vs. Reflex Cloud of Flies Warlock Attack 3
Hit: 2d8 + Constitution modifier thunder damage, and the
You breathe out a cloud of acidic black flies that streak across the
target cannot walk or run (save ends).
battlefield, swarminB your foe and attemptinB to enter its body.
Miss:Half damage, and the target cannot walk or run until
the end of your next turn. Encounter + Acid, Arcane, Implement
Vestige-Pact: You gain access to the vestige of Mount Vaelis. Standard Action Ranged 10
MOll~t Vaelis Pact Boon: One creature cursed by you and Target: One creature
Attack: Constitution vs. Fortitude
within 5 squares of you gains vulnerable 5 thunder until
the end of your next turn. Hit: 2d6 + Constitution modifier acid damage, and the target
Eyes of the Vestige Augment: Your eyes of the vesti8e grants combat advantage until the end of your next turn.
att~~ deals 1d6 extra thunder damage. Infernal Pact or Vestige Pact: On a miss, the target grants
combat advantage to you until the end of your next turn.
SHADOW WALK
Your passage through the world leaves its mark. As you Nine Hells billowing around you. It's up to you to decide
walk, 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 active 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 the meet respond appropriately.
CHAPTER 4
Delban's Deadly Attention Warlock Attack 3 Vestiges' Calamity Warlock Attack 3
'A bolt offriaid starliaht shines down and bathes your foe, caus- With a sinale word, you submerae your enemy in a deluae of
ina the creature to suffer a spasm of aaony just as it attacks you. chaotic eneray.
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 1 0
Target: The triggering enemy Target: One creature
Attack: Charisma vs. Will Attack: Constitution vs. Reflex
Hit: 1d8 + 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 1d8 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 ethereal black ropes that bind you to your enemy: As LEVEL 5 DAILY SPELLS
the ropes twist, your luck improves and your enemy's falters.
Encounter. Arcane, Psychic, Implement Crackling Fire Warlock Attack 5
Standard Action Ranged 1 0 An eldritch storm offire and liahtnina erupts from you to scour
Target: One creature your foes, leavina them vulnerable to future attacks.
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier psychic damage. You end Daily. Arcane, Fire, Implement, Lightning
Standard Action Close blast 3
one effect on you that a save can end, and the target
gains that effect until the end of your next turn. Target: Each creature in blast
Attack: Charisma vs. Reflex
Vestige Pact: The attack deals extra damage equal to your
Intelligence modifier. Hit: 2d8 + Charisma modifier fire and lightning damage,
and the target gains vulnerable 5 fire and vulnerable 5
lightning (save ends both).
Pipes of Winter Warlock Attack 3 Miss: Half damage.
vVith a aesture, a set of aladal pipes appears at your lips. Blow-
ina on it, you produce a horrid keenina that chills your foes to Lure of Gibbeth Warlock Attack 5
the bone.
A jIeetina thouaht of Gibbeth the Endless, an unknowable entity
Encounter. Arcane, Cold, Implement slain at the birth of the world but poised to return at the world's
Standard Action Ranged 5 endina, seizes your enemy's mind and draws your foe toward
Target: One creature you like a moth tojIame.
Attack: Charisma vs. Fortitude
Daily. Arcane, Charm, Implement, Psychic
Hit: 2d6 + Charisma modifier cold damage, and the target
is immobilized until the end of your next turn. Standard Action Ranged 1 0
Fey Pact: Each enemy adjacent to the target is slowed until Target: One creature
Attack: Charisma vs. Will
the end of your next turn.
Hit: 2dl 0 + Charisma modifier psychic damage, and you
pull the target 4 squares.
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, you miaht have to aive up afraament of your 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 each syllable is a deadly insinuation; each utter-
Attack: Charisma vs. Will
ance a danaerous threat; each sentence, a dire curse.
Hit: 2d12 + Charisma modifier psychic damage.
Daily. Arcane, Fear, Implement, Psychic
Miss: You can take 1 0 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 dl 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.
Effect: Until the end of the encounter, whenever a creature
natural force of will to good use with star pact or fey
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 dragonborn fighter or a tiefling
warlock might.
CHAPTER 4 I Warlock
Venomous Webs Warlock Attack 5
Sticky webs slick with acid burn your foe, poisonina itsflesh with
LEVEL 6 UTILITY SPELLS "
Vl
L.I.J
ends).
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 L.I.J
CHAPTER 4 I Warlock
Spider Queen's Caress Warlock Utility 6 Hero's Arrow Warlock Attack 7
You whisper to those who dwell in the darkness of your undyin8 You conjure a ma8ic arrow and send it speedin8 toward an en-
love and loyalty; and in return you 8ain the 8ift of stealth. emy. A hero's arrow that hits its mark both hurts afoe and aids
Daily + Arcane ana!!y.
Minor Action Personal Encounter + Arcane, Healing, Implement
Effect: Until the end of the encounter, you gain a + 2 power Standard Action Ranged 1 0
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-
LEVEL 7 ENCOUNTER SPELLS ligence modifier.
Vestige Pact: Each ally adjacent to the target regains hit
points equal to your Intelligence modifier.
Acrid Decay Warlock Attack 7
You extend your hand, and two sickly ween boIts spiral out from Mordant Rains of Dis Warlock Attack 7
your fin8ers, burnin8 and devourin8 your enemy. You open a portal to Dis above your foe's head, releasin8 a caus-
Encounter + Acid, Arcane, Implement, Necrotic tic rain upon your enemy.
Standard Action Ranged 1 0 Encounter + Acid, Arcane, Implement
Target: One or two creatures Standard Action Ranged 1 0
Attack: Constitution vs. Fortitude
Target: One creature
Hit: 1d12 + 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.
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 your foe see all the wains of sand in the desert and
all the stars in the heavens, and it reels in shock, unable to 8rasP Nypacian Serpents Warlock Attack 7
infinity.
You create semblances of the serpents of the Nypacian Outlands
Encounter + Arcane, Charm, Implement, Psychic to attack an enemy.
Standard Action Close blast 3
Encounter + Arcane, Implement, Poison
Target: Each creature in blast
Attack: Charisma vs. Will Standard Action Ranged 10
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 equal 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
Shado~ Strangler Warlock Attack 7 Storm Countess's Kiss Warlock Attack 9 Vl
0::
L.LJ
A wraithlike creature appears behind your enemy and attempts You sarcastically blow a kiss at your enem}~ creatin8 a swirlin8
to stran8le it. With each of your foe's attacks, the specter's Wip 8ale that lifts your foe off the wound and then tosses it aside. $
ti8htens. Daily" Arcane, Cold, Implement o
0.
Encounter" Arcane, Implement Standard Action Ranged 1 0
::.::
Standard Action Ranged 1 0 Target: One creature U
Attack: Charisma vs. Fortitude
Target: One creature
Attack: Charisma vs. Reflex
o
Hit: Charisma modifier cold damage, and the target is ...J
0::
Hit: 2d8 + Charisma modifier damage, and the target takes held restrained 10 feet (w2 squares) off the ground (save
a -2 penalty to attack rolls until the end of your next turn. ends).
«
Dark Pact: Until the end of your next turn, whenever the Fey Pact: The target is held restrained off the ground a $
target makes an attack roll, it takes damage equal to your number of feet equal to 10 + five times your Intelligence
modifier.
$
Intelligence modifier. L.LJ
CHAPTER 4 I
LEVEL 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 that 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
tive 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 the 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 little you. It's never a bad idea to have a defender in place
extra strength as they course along that conduit to your between you and the target of your curse.
I Warlock
Vi
Skirmisher's Volley Warlock Attack 1 3 PlagtJe of Frogs Warlock Attack 1 5 Cl:
You fire arcane bolts at your enemies before moving away. You summon hundreds of carnivorous frogs that bite and harry UJ
CHAPTER 4 I
LEVEL 16 UTILITY SPELLS LEVEL 17 ENCOUNTER SPELLS
3
o
0.
::.!
U
o
...J
"'
«
3
3
u.J
z
Ufe Force Reclaimed Warlock Attack 17 Sea Tyrant's Fury Warlock Attack 17
Your bolt of arcane enerBY draws vitality from your foe. Arcane waves sweep YOUTfoes to the Bround as you harness the
Encounter + Arcane, Implement raBe of the ancient Sea 1)rrant.
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 + 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 + 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.
CHAPTER 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 region torn by strife. Once defear-
Your magic creates a primordial force that hurls your foe ed, they became a shadow)' entit), which )'ou now call upon.
through the air. Daily. Arcane, Implement, Teleportation
Daily. Arcane, Implement Standard Action Ranged 10
Standard Action Ranged 10 Target: One creature
Attack: Constitution vs. Reflex
Target: One creature
Attack: Charisma vs. Fortitude Hit: 2d1 0 + Constitution modifier damage. You gain a bo-
Hit: 6d1 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 crushing vortex of despair, wracking its Eyes of the Vestige Augment: Each ally adjacent to
mind with each passing moment of affiiction. your eyes of the vestige target can shift 1 square as a free
Daily. Arcane, Implement, Psychic action.
Standard Action Ranged 1 0
Target: One creature Void Star Warlock Attack 19
Attack: Charisma vs. Will
You summon afragment of a dark star and hurl it at your foe,
Hit: 3d1 0 + Charisma modifier psychic damage, and ongo-
causing the creature'sflesh to slough 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 1 0
whenever it rolls a saving throw. Target: One creature
Attack: Constitution vs. Reflex
Dark Pact: The psychic damage the target takes when-
ever it rolls a saving throw equals twice your Intelligence Hit: 4d8 + Constitution modifier necrotic damage. The
modifier. target takes ongoing 10 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
ends).
CHAPTER 4 I Warlock
V'l
Walk of the Kantakaran Warlock Utility 12 Maddening Whispers Warlock Attack 23 a:
Your spell of peace borrows a lessonfrom the vestiae of the Kan- Your foe clasps its hands over its ears, shriekina in panic as it is LIJ
CHAPTER 4 I Warlock
Instruction in Darkness Warlock Attack 25 Vestige of the Warlock Attack 25
You lower a black veil over your foe and show the creature what Queen of Namhar
darkness truly means. You call upon the Queen ofNamhar, who died of thirst in the
Daily" Arcane, Implement, Necrotic Namharid Desert, to send your foe a vivid imaee of death by
Standard Action Ranged 1 0 thirst.
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). While there, the primary target doesn't Hit: 4d1 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 2 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 vestige
target is weakened until the end of its next turn.
The Prince's Horde Warlock Attack 25
Thousands of tiny, insectlike warriors assault and confuse your LEVEL 27 ENCOUNTER SPELLS
enemy.
Daily" Arcane, Implement Manipulating Thunderbolt Warlock Attack 27
Standard Action Ranged 1 0
itVith a dap of your hands, your enemy is struck by a dawlike
Target: One creature
Attack: Charisma vs. Reflex thunderbolt, which picks up the creature and flings 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
Attack: Constitution vs. Reflex
target treats all creatures as having concealment. At the
start of the target's turn, the target and each creature Hit: 3d8 + Constitution modifier lightning and thunder
adjacent to the target take 1 d1 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 25
Your call causes the earth to rise up and crush your foe while
bestowing life on you.
Shattering of the Sword Warlock Attack 27
You invoke the shattering of King Elidyr's sword-broken in
Daily" Arcane, Healing, Implement
the last moments of his life-and make your foes feel the king's
Standard Action Ranged 1 0 shock.
Target: One creature
Attack: Constitution vs. Fortitude Encounter" Arcane, Implement
Hit: 5d8 + 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
Attack: Constitution vs. Reflex
power, you gain regeneration 10.
Miss: Half damage. Hit: 2d1 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 5 damage, and you regain 5 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 vestige 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 fighters, yet among dwarf clans,
many warlocks proudly pledge their eldritch powers to
the defense of the community.
Soul of the Treant Warlock Attack 27 Forbiddance of the Ninth Warlock Attack 29
You awaken the spirit of a lon8-dead treant, which possessesyour A wall of blackflame risesfrom the floor at your behest. It pro-
enemis body and makes the creature lash out a8ainst its allies. tects you while unleashin8 80uts offire onfoes.
Encounter" Arcane, Implement, Psychic Daily" Arcane, Conjuration, Implement, Fire
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
Attack: Charisma vs. Will high and lasts until the end of the encounter. The wall
Hit: 2d8 + Charisma modifier psychic damage. Each en- blocks line of sight.
emy adjacent to the target takes 1 d8 + your Charisma Entering a wall square costs 3 extra squares of move-
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 modifier fire dam-
modifier and knock it prone. age, and any creature other than you that starts its turn
Fey Pact: You also knock the target prone. adjacent to the wall takes 1 dl 0 + your Constitution
modifier fire damage.
Zutwa's Incandescence Warlock Attack 27 As a move action, you can move the wall to a space
adjacent to you. Once per round, you can make the
You shine with the li8ht ofZutwa's life force, which ovenvhelms 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
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
of the Hidden Flame
throws until the end of your next turn.
You call on the vesti8e of the spellcaster called the Master of the
-LEVEL 29 DAILY SPELLS Hidden Flame. Throu8 h him, you burn foes by force of will.
Daily" Arcane, Fire, Implement
Standard Action Ranged 1 0
Arrangement of Disorder Warlock Attack 29 Target: One creature
Like the still point in a storm, you stand at the center of a burst Attack: Constitution vs. Fortitude
of astral power that tears your enemies throu8h space while ar- Hit: Sdl 0 + Constitution modifier fire damage.
ran8in8 your allies to occupy the most advanta8eous positions. 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 vestige
Effect: You teleport each ally within the burst to another target takes ongoing 5 fire damage (save ends).
space within the burst.
Vestige ofZuriel Warlock Attack 29
Eyes of the Victim Warlock Attack 29 As you attack, you scream a war cry to Zuriel, a for80tten deity
From ma8ie, you craft an ancient conta8ion to eat away your dedicated to wars ofjustice.
foes'si8ht. 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: 3dl 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 ofZuriel.
a creature is affected by blindness contagion, that creature is Zuriel 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 ofthe Vestige Augment: You knock your eyes of the
vestige 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 their arcane
abilities, relying on attacks that utilize Dexterity.
CHAPTER 4 I Warlock
- .-_.-.-_.---.-.--.~--.-._-_.--~.---
birth to bouts of ruthless skulduggery and sinister
NEW PARAGON PATHS -.J schemes.
As a dark reckoner, you have internalized your
DARK RECKONER baleful emotions and feelings of injustice. From dark
alleyways and unlighted tunnels, you draw inspira-
"There is an old draw sayina: 'Venaeance is sweeter when tion and purpose. You understand that vengeance is a
exacted in darkness.' " potent source of power.
ENTRANCING MYSTIC
PATH FEATURES
Maddening Action (11th level): When you
spend an action point to take an extra action, one
creature within 5 squares of you takes ongoing 5 psy-
chic damage (save ends).
Mystic Rapture (11th level): Each enemy that Shroud of Adeptus Entrancing Mystic Utility 1 2
enters a space within 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 will.
charm effects and a -2 penalty to all other saving Daily" Arcane, Charm
throws. Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you misses you with
Mystery Given Form (16th level): You gain a 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 tonBue, assaultinB the minds of your foes
and presentinB them with a mental dilemma.
Hekiah's Trance Entrancing Mystic Attack 11 Daily" Arcane, Charm, Implement, Psychic
Your foe becomes lost in your eyes, shufflinB in the direction of Standard Action Close burst 5
your Baze. Target: Each enemy in burst
Attack: Charisma vs. Will
Encounter" Arcane, Charm, Implement, Psychic
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 equal to your of your next turn, or to take ongoing 10 psychic damage
(save ends).
Charisma modifier. The target is slowed until the end of
your next turn.
CHAPTER 4 I Warlock
GOD FRAGMENT
"When a Bod dies, it leaves behind power that linBers. I will
find a way to access one of these dead Bods and tap into its
power."
power lies in locating the crystallized essence of Effect: The burst creates a zone of suffering, loss, and re-
gret that lasts until the end of the encounter. When you
one of these dead immortals and awakening its full
force. move, the zone moves with you, remaining centered on
you. Each enemy within the zone takes a -1 penalty to
attack rolls and saving throws.
GOD FRAGMENT PATH FEATURES
Lifegiving Action (11th level): When you spend Vestige of Karmath God Fragment Attack 10
an action point to take an extra action, you regain hit You overwhelm an enemy's mind with afraBment ofKarmath
points equal to your level. the Unmourned God, BivinB you control over the creature's body.
Road to Reawakening (11th level): You gain a Daily. Arcane, Charm, Implement, Necrotic
+3 bonus to death saving throws. Standard Action Ranged 1 0
Dormant Power (16th level): When you use a Target: One creature
Attack: Constitution vs. Will
warlock power against a creature and score a criti-
Hit: The target is dominated (save ends).
cal hit, the attack deals 2dlO extra damage to that
Aftereffect: The target takes 1d8 + your Constitution
creature.
modifier necrotic damage.
Miss: The target is dazed (save ends).
GOD FRAGMENT SPELLS Effect: You gain access to the vestige of Karmath the
Unmourned God.
Karmath Pact Boon: One creature cursed by you that
Deific Decay God Fragment Attack 11
you can see takes a -1 penalty to all defenses (save ends).
You harness the necrotic power of a dead Bod's corpse, and you Eyes of the Vestige Augment: Until the end of your next
hurl it at an unsuspectinBfoe. turn, each enemy that starts its turn within 1 squares of
Encounter. Arcane, Implement, Necrotic your eyes of the vestiae target takes 1 d6 necrotic damage.
Standard Action Ranged 1 0
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d11 + Constitution modifier necrotic damage.
HELLBRINGER HELLBRINGER PATH FEATURES III
J:
"I have looked into the fiery heart of the Nine Hells. There, Flames of Empowerment (11th level): When ~
I saw tantalizinB power." you spend an action point to make a ranged attack, 0-
and that attack hits, it deals 2d6 extra fire damage to z
Prerequisite: Warlock, infernal pact the attack's target and each enemy that is adjacent to 0
the target. l:)
Your choice to swear a pact to an infernal entity in No Pity, No Mercy (11th level): Whenever you ~
exchange for power was not an easy choice, but it score a critical hit against an enemy, that creature «0-
was a choice you made with open eyes. You under- grants combat advantage to you and gains vulnerable
stand the moral dangers implicit in your pact, but 5 fire until the end of your next turn. ~
you believe that your soul can withstand the physical Prince ofRell (16th level): Your arcane attack 0
and mental forces of Hell. Though devils constantly powers ignore resistance to fire. ~
attempt to lure you into their sinister plots, you «
remain steadfast against their persuasion. HELLBRINGER SPELLS $
When an opportunity came to claim even more
strength from your devilish patrons, you leaped at Pillar of Power Hellbringer Attack 11
it. You accepted their empowering flames, wearing You call up a pillar offire that risesfrom the bowels of the Nine
your might like a crown. Sometimes your allies worry Hells and incinerates your foe.
about the ultimate fate of your soul, but you laugh Encounter" Arcane, Fire, Implement
off their concern. You assure them that you are in no Standard Action Ranged 1 0
danger, and that they need not pity you. However, you Target: One creature
Attack: Constitution VS. Reflex
have heard the call of darkness, and sometimes you
Hit: 2d8 + Constitution modifier fire damage. Each crea-
question what destination awaits you when you die.
ture adjacent to the target takes fire damage equal to
half the damage dealt.
CHAPTER 4 I Warlock
HEXER Vengeful Hex Hexer Utility 11
You balifully eye the enemy who shot you. The creature miBht
''Art can be created in any medium. Painters draw ima8es
think itself beyond your reach, but it's wronB.
on canvas, bards write epic narratives, and musicians
I
compose sweet harmonies. spit curses of such beauty and
Encounter. Arcane
Immediate Reaction Ranged 10
potency 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 "I curse you!" but in your
opinion, such curses are shallow and meaningless. Hex of Abandonment Hexer Attack 10
Such a simple, insubstantial curse is a betrayal of the Your foe imaBines that you and your allies are manifestations of
warlock's ability to channel arcane might wrested its worst niBhtmare 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
Attack: Charisma or Constitution VS. Will
slack-jawed shock.
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 encounter, you can place your
can be wrung from a well-placed curse 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 1d6 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 speak,
all who hear your words flinch.
HEXER SPELLS
U
You understand the true nature of stars, and your o
...J
knowledge surpasses that of nearly all other crea- 0::
tures. You have studied all the standard texts of <l:
during your turn, you can expend your Fate of the Effect: You remove any number of Warlock's Curses you
have placed on your enemies and gain the benefit of your
Void bonus to gain an equivalent bonus to speed or to
pact boon as if each of those creatures had been reduced
one defense until the end of your next turn. to 0 hit points.
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 tofurther afflict it with every successful attack
. Stellar Debris Master of the Starry Night Attack 11 you make.
Brilliant stellar debris explodes outward from you, burnin8 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: 4d1 0 + Charisma modifier radiant damage. Until the
Target: Each creature in blast
Attack: Constitution vs. Reflex end of the encounter, whenever you hit the target, it
takes 2d6 extra radiant damage.
Hit: 1dB + 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.
CHAPTER 4 I Warlock
SEA TYRANT ORACLE SEA TYRANT ORACLE
"1have looked upon the 8litterin8 sea that reflects past and PATH FEATURES
future. My visions reveal both hope and disaster." Visionary Action (11th level): When you
spend an action point to use an at-will or encounter
Prerequisite: Warlock, vestige pact attack power that misses all targets, you gain an
extra standard action that you must use before the
An oracle appeared to you in dream. She strode end of the encounter.
from a cave mouth, arrayed in the sea-green robes Future Foreseen (11th level): The first time you
of an ancient prophet, and called herself the scion fail a skill check, an ability check, or a saving throw
of the Sea Tyrant. "Behold!" she declared, revealing during an encounter, you can reroll the check or the
a vision of a terrible flood in which legions of angels saving throw. You must use the second result.
were swept into eternal chaos. After showing you this Future Evaded (16th level): The first time an
disaster, the oracle bathed your eyes in water, and enemy cursed by you ends its move adjacent to you
your vision was forever changed. during an encounter, you can shift 2 squares as an
Like the prophets of old, you are capable of gaining immediate interrupt.
horrible insights into the future. In most cases, your
predictions extend so far ahead in time that you can SEA TYRANT ORACLE SPELLS
do little to affect the course of events. However, you
sometimes predict imminent events, and in these Doomsday Portent Sea Tyrant Oracle Attack 11
cases, you can take steps to avert or fulfill the occur- You prophesize the demise of your enemy,fillinB it with horrify-
rences you foresaw. inB visions of its death.
Encounter" Arcane, Fear, Implement
Standard Action Ranged 1 0
Target: One creature
Attack: Constitution vs. Will
Hit: The target is dazed and weakened until the end of
your next turn.
I Warlock
STORM
STORM SCOURGE
SCOURGE STORM
STORM SCOURGE
SCOURGE PATH
PATH FEATURES
FEATURES V1
V>
:c
:t
-The world
-The reels from my
world reelsfrom Illy wrath,Jor I
wrath,jor I ride
ride upon and
storms and
IIpon storms
an
Lightning Quick (11 th level): When you spend
Lightning Quiek (11th level): When you spend
action point
point to
to take
take anan extra
extra action,
action. you
you become
become
~
~
carry wind
carry willd and
and Ii8htnin8
li8/ullillgln myfootsteps,"
in my footsteps." an action Q,
0-
lightning quick untillhe end ofyour next
lightning quick until the end of your next turn. While turn. While ZZ
Prerequisite: Warlock.
Prerequisite: Warlock. fey
fey pact
pact you are lightning quick, you can shift 1 square as aa
you arc lightning quick. yOll can shift 1 square as 00
frce action
free action each
each time
time you
you hit
hit or
or miss
miss with
with an an attack.
attack. u\J
In aa small
In small tome
tome called Fey Pacts
called Fey Pacts ofAncient Days, you
of Ancient Days, you Zebechial's
Zebeehial's Blessing (11th level): You gain
Blessing (11th level): You gain resis- resis- ~~
discovered the names
discovered the names of
ofancient archfey once
ancient archfey re"ered
once revered lance to lightning equal to one·half),our le\·cl
tance to lightning equal to one-half your level + your + your ~
<C
These
These ancient
ancient entities.
entities, so long forgotten,
so long forgotten. offered
offered you
you
power. each
power, each enemy
enemy adjacent
adjacent toto the
lhe target
target takes light-
takes light- $:~
strength
strength in in exchange
exchange for for de\'otion.
devotion.
ning damage equal to )'Our Intelligence
ning damage equal to your Intelligence modifier. modifier.
You e"enlually
You eventually acquiesced. swearing yourself
acquiesced, swearing yourself
the fey
10 the
to fey creature whose ethos
creature whose ethos )'011 believed most
you believed most STORM SCOURGE SPELLS
STORM SPELLS
matched your
matched your own:
own: thethe Lord
Lord oforUghtfling. Now. the
Lightning. Now, the
entity whispers
enlity secrets oCthe
whispers secrets of the siorm
storm toto you
you from his
from his Judgment of
Judgment the Storm
of the Storm Storm Scourge
Storm Scourge Attack 11
Attack 11
floating
floating demesne
demesne withinwithin the
the Feywild.
Fcywild. You
You listen
lislen You unleash boIlS ofl18111nins upon those who offOlJ)tlU, smir·
You unleash bolts ofli8htnin8 upon those who offend you, smit-
carcfuUy
carefully toto each ulterance. C\'ery
each utterance, every growl
growl of the storm
of the storm ins1hem
in8 "ilh)t1ur
them with power.
your power.
or roar of
or roar lightning. Although
oflightning. Although the Lord ofLighlning
the Lord of Lightning Encounter + Arane,
Encounter" Arcane, Implement, Ughtning
Implement, Lightning
seems most
seems most concerned
concerned withwith unleashing
unleashing thethe force
force of
of Standard
Standard Action
Action Ranged 10
Ranged 10
the
the storm.
storm, you have gained
you have much power
gained much power under his
under his Target: One
Target: One or two creatures
or two creatures
tutelage. Attack: Charisma vs.
Attack: Charisma ¥s. Reflex
Renex
It might
tutelage. It might bebe only
only aa matter
matter oftime before your
of time before your
own spells rival the
the power
power ofyour master. Hit: 11dl 0+
d1 0 + Charisma modifier +
Charisma modifier + Intelligence
Intelligence modifier
modifier
.own spells rival of your master.
lightning
lightning damage.
damage.
Ughtning
Lightning Dance
Dance Storm
Storm Scourge
Scourge UtIlity
Utility 1122
LiBhlnl"8
Li8htnin8 crackles around}tIU. strikin8 any
around you, stri!rins enemy Ihal
any tntmy that hilS)tILl
hits you
and
and allawi"8rou
allowin8 you 10 dose with
to dose with il.
it.
Daily.
Daily" Arcane,
Arcane, Ughtning,
Lightning, Teleportation
Teleportation
Minor ActIon
Minor Action Personal
Personal
Effect:
Effect: Until
Until the end of the
the end the encounter,
encounter, whenever
whenever a melee
melee
attack
attack hits you, the
hits you. the attacker takes lightnIng
attacker takes lightning damage
damage
equal to
equal to your
your Intelligence
Intelligence modIfier.
modifier, and
and you
you can
can teleport
teleport
to any
any space adjacent to the
space adjacent the attacker
attacker as an immediate
immediate
reaction.
reaction.
Wrath of
Wrath of the
the Clouds
Clouds Storm
Storm Scourge
Scourge Att,lck
Attack 10
20
U8htuin8 lel1ps
Li8htnin8 leaps orOIHU/ your cncl1l},
around your IllShitl8 the crt.'alure
enemy, lashin8 creature when·
when-
CI'CT it is
ever it distracted by
is disrT(lcted by nnO/her
another allllCk.
attack.
Daily" + Arcane,
Daily Arcane, Implement,
Implement, lightning
Lightning
Standard
Standard Action
Action Ranged 10
Ranged 10
Target:
Target: One
One creature
creature
Attack: Charisma vs. Renex
Attack: Charisma Reflex
2d1 0
Hit: 2dl
Hit: 0 ...
+ CharIsma modifier +
Charisma modiAer + Intelligence
Intelligence modifier
modifier
lightning
lightning damage.
damage.
Effect: Whenever the
Effect: Whenever the target
target Is
is hit
hit by
by an
an attack,
attack, the
the target
target
takes
takes lightning
lightning damage equal to
damage equal to your
your Intelligence
Intelligence modifier
modifier
(save
(save ends).
ends). TheThe target
target cannot
cannot save
save against
against this
this effect
effect until
until
it is hit at least
least once.
once.
CHAPTER
CHAPTER 44 II l,v.arlodr:
Warlock
CIiAPTEIl 5
CllAPTI:.R 5 Wi:urd
.-_.-.--._.-.-._-_.--- -_._.-.--
NEW1MPLEMENTS J
mastery becausc ofits obvious benefits to their Sllm-
moni ng spells. This form of mastery a Iso provides
benefits to certain conjuration powers.
The Players HCHldbook describes how wizards can Tome of Readiness: \Vhen you select Ihis form
make usc oforbs. StatTs. and wands to help channel Ofilllp[clllelll mastery. choose a wizard encounter
and direct their arcane power. Now wizards can add attack power ofyour Ic\'el or lower that you dOIl't
the lOme 10 their available implements and choose it alre':ldy kllow. Th:!t power is now stored and :!vailable
for t heif Arcane Implcll1Clll Maslery class fe,lIl1 re. for your usc at a later time.
Once per enCDunter as a free action. you can lise
the stDred powcr by expend ing another ullused
NEW ARCANE IMPLEMENT wizard encounter attack power ofils level or higher.
MASTERY OPTIONS You must still wke the normal action required to use
\Vizards can choose a new form of orb maSlcry or t he stored power.
cieci to master the lOme implement. Each time )'ou reach a Ic\'cl that ICIS you choose all
encounter power, you can replace the stored power
with a new wizard encounter allack powcr ofyour
NEW ORB OPTION
level Dr lower thm )'ou do nOI ;Jlready know.
Many wizards lise 3n orb implellll'llt to strengthen
You must wield a tDllle tD benefit from this feature.
and extend their spells' dur,nioll, but some have per-
\Vi:t.ards ofall builds appreci3tc this form of maSl<.'ry
reeled its lise as a 1001 of trickery.
because ofthe nexibilit)' it allDws them during combat.
YOIl call choose Orb of Deception as a new Arcane
Implement Mastery class featufe.
Orb of Deception: Once per encounter as a free NEW KEYWORD: SUMMONING
action. when )'011 miss an enemy with a wizard illu- PDwers that ha\'e the summoning keyword bring
sion power. choose another enemy wilhin 3 squares creatures from olher planes to scn'c YOli in a variety
of the missed target. The chosen enemy canllot also of ways.
be a target of the original atlack. Repc<itthe attack
against this new target. with a bollus 10 the attack roll SUMMONED CREAtURE
equal to your Charisma modifier.
A creature YDU summon uses these rules. unless a
YOllllltist wield an orb to benefit from this feat lire.
power description says otherwise.
Illusionist wizards select this form of mastery to
spread a wider nct of deception ovcr foes. + Allied Creature: When you use a summoning
power. YDU ~reate a creature that is an ally to YDU
and your allies. The power delermines where the
TOME OPTIONS
summoned crealure appears.
\Vizards who choose the tomc implcmelll can seleci
from two forms of j\rcalle Implemenl Mastery. one + Your Defenses: The summoned creature's defenses
useful to summoncr wizards and the ot hcr of morc equal yours when you summon it. not including any
general benefit. temporary bonuses or penalties to your statistics.
Tome of Binding: Once per encounter. as a free + Hit Points: The summoned creature's maximum
action. ifyou usc your tomc when using an arcane hit poims equal your bloodied value. When the
summoning power. all creatures summoned by t hat summoned creature drops 10 0 hit pDints. it is
power gain a bonus to damage rolls equal to your destroyed. and you lose a healing surge. If you have
Constitution Illodifier. no healing surges left. you instead take damage
You must wicld a tome 10 benefit frOlllthis fea- equal 10 half your bloodied value.
lure. SUllllTlOller wizards prefer this form of tome
Cll,\I'TER S I Wi=ard
+ No Healing Surges: The summoned creature lacks
healing surges. but if a power allows it to spend a
healing surge. you can spend a healing surge for i[.
The summoned creature then gains the benefit of
• healing surge. instead of your gaining il.
the
+ Speed: The summoninx power determines the
summoned creature's speed.
+ Commanding the Creature: The summoned crea
ture has no actions of its own; you spend actions
to command it mentally. You can command the
creature only if you have line of effect to it. When
you command the creature. the two of you share
knowledge but not senses.
As a mInor action. you can command the
summoned creature to take one of the follow'-
jng actions. if it is physically capable of taking that
action: crawl, escape. fly. open or dose a door or a
container. pick up or drop an Item. run. stand up.
shift. squeeze. or walk.
The summoning power determines any
special commands you can give the summoned
creature and gives an action type for each com-
mand. If a special command is a minor action. you
can give that command only once during each of
your turns.
+ Attacks and Checks: If a summ6ning power
allows the summoned creature to attack. you make
an attack through the creature. as specified in the
power description. If the summoned creature can
make a skill check or an ability check. you make
the check. Attacks and checks you make through
the creature do not indude temporary bonuses or
penalties to your statistics.
+ Duration: Unless the summoning power states
otherwise. the summoned creature lasts until the
end of the encounter and then disappears. As
a minor action. you can dismiss the summoned
creature.
lLLUS10N MAG1C
Wuards who emr'oY illusion are masters of unreality_ Their cause their targets to dive aw;ry. fall prone. or otherwise uy
spells reach into opponents' minds to play havoc with per- to evade the seeming threat.
ceptions. imposing visions of danger that are convincing 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-
rf only briefly, illusions are not entirely in the mind of the clysmic visions of ruin. or a hannless vista of inanimate
beholder. Psychic damage is the forte of illusion mag;c 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 offlre 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 exc1u$.ively,
or that the floor beneath it is giving way_ Such lesser effects control wizards ohen learn a few illusion powers as well.
CHAPTER .. \Vi;a~J
-- --.- -.-_.- - - - -_.- _.-
- -
SUMMON1NG MAG1C
WIZards who use summoning magic Giln call a host of mono spells that manipulate magical energy: a pillar of persistent
strosities from other mtions
or produce lingering effects lightning in the midst ofenemies. blasting those that remain
from magiGll energy to harry, attack. and block their foes. too close: a pool of slippery oil bubbling up from the ground
A s..,mmoner w;zard 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 banle. A snarling mastiff leaps to fasten Summoning 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 form ofcreatures. 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 form 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 specific area.
CHAt'ell< 5 (Wi;:Qrd
Empowering Ughtning Wllard Attack 1 Staffstrike Corrosion Wizard Attack 1
G,"," anJ )dlow lishtnina r-ines around Jour wand. then You tap your staff on w ground. and acid boi& up 10 t'n\'f'1op
~ lO\O.·ard )tIUr~' and upIodes in a sIuno't'J' of sparb. )our rarsct in a caustic ha::e.
Encounter + Arcane. Impkment. Ughtning Encounter + Acid. Arcane. Impkment
Stancbrd Actton Ranged 20 Stancbrd Action R.mged 10
Target One creature Target One creature
Attack: Intelligence ¥s. Reflex Attack: Intelligence ¥s. 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 fe.:Hure 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 atrack'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.
A WIZARD'S SPELLBOOK
How did your character acquire his or her speJlbook? Did carefully copied by the hand of a master scribe during the
you receive fonnal 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 recogni:ting 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
se<rets of magi<: in se<ret? Or is it a finely bound tome. of your knowtedge?
Ai a"
---_ ....----
_...... .......-
' . ' ; lI,e,1 UVlL 2 UTILITY $P(LLl
_._-
.................,--
_._. ----_
-- - .........-.
_. _--
........
......... 1 ........ _
-...--~
....... _ _
-_--
--_.
'''''
.-
_.__-- .._--
".......Jow ...... _
....----_._ ..-
.., - -....- -
WID"T"
.....,_
---
_. _------
-__.................... _... _-
..-_..
.......
....---_
---_ - _._
F : - . - _ .. _ -
.. ...
1f!MjjIM.iif., ¥!i!5 iM
_---_
--
__
".,.._-.
-
...............
_------ ~
...-..
_._---
A_.,..._
-_.0-... , _.J6-0_·..·_
• ",,,il"1¢.
---_
--_._ .--
.._ _
mr'
-- I,'... _-----....,.
...-- --"-
_._--
_ __ __
__ "-,,>I -~-
.--
-- __ .....
...___ ____.
_ . .
iii;
_--- ,_.0_
l¢tt,
_ ........ ..
....._ ....., _ ....,_•.1_
._--~_
, ,. .. -_ .-._ . ...
-..
-.. ... -..,
.~--" ... ......
--.-.-" -- ---_...-....... _._-
.... ___,-_-.......-
.............
..... _ _ 1 _ _ .. _ · _
_--
--_
....-...••
.......
......... _ -
....._-- .
.
•••• - . . . . . . . _ _ .. ....,."'_.._-wo
- _ .....- - . . . . ,.....- " . .
~
....... -"'. -.....-
~-_._-_
Encounter + Arcane, Conjuration, Illusion, Implement VmJ fronsform dl(-' 8roumllwllealh )vur l'lIl'mies'jel'l to hellish
Standard Action Ranged 10 slime r/rat eats (lWO)' aljlesll lIIlIl bollr.
Effect: Vou conjure a swirling pattern of colors and lights Dally + Acid, Arcane, Implement, Zone
in an unoccupied square within range that lasts until the Standard Action Area burst 1 within 10 squares
end of your next turn. Vou can make the following attack, Target: Each creature III burst
using the pattern's square as the origin square. Attack: Intelligence vs. Fortitude
Opportunity Action Close hurst 3 Hit: 3d6 + Intelligence modifier acid damage.
Trigger: An enemy starts its turn within 3 squares of the Miss: Half damage.
pattern Effect: The burst creates a zone of caustic slime that lasts
Target: The triggering enemy in hurst ulltil the end of your next turn. The zone is difficult ter·
Attack: Intelligence vs. Will rain. Each creature that enters the zone or starts its turn
Hit: The target is pulled 3 squares toward the pattern and there takes S acid damage. Whenever a creature falls
is slowed until the eod of your lleXt tum. It can move into prone within the zone, it takes 5 extra acid damage.
the pattern's l'quoilre. Sustain Minor: The zone persists.
CIIAI'TI'.H 5 I WiHlrJ
Phantasmal Assailant WIzard Attack 5 Fire Shield Wizard Utility 6
You croJt an elabomte hrlase oj a de<ldly assassin whose blade YOll are swathed ill ripplirl9flame5 rhallllrl! away bolltjlrt' and ....
culS deeply intoJourJoe. chill bUf scorch anyolle who strikes)'tlu.
Daily + Arcane, l1Iusion, Implement, Psychic Daily + Arcane, Fire
Standard Action Ranged 20 Minor Action Personal
Target:: One creature Effect:: You gain resist 10 cold and resist 10 fire until the
Attack: Intelligence vs. Will end of the encounter. Whenever a creature makes a
Hit: 2dl0 + Intelligence modifier psychic damage. melee attack roll against you, it takes 2d6 + your Inlel- <
Effect: The target takes ongOing 5 psychic damage and ligence modifier fire damage. No creature can rake this
grants combat advantage to you and your allies (save damage more than once per tum.
ends both).
Spectral Hound Wizard Utlhty 6
Summon Abyssal Maw Wlz.-nd Attack 5 You call rhesllost~' imast oj a 1101I'('1ul maslUT Ihaf Jollows )'ou
llw air i~ jllled with Ihe sound ojonashhlfJ teelll as a \'On/dolls I,rotecth·e!y.
,flUlrllre oJt/le EremclIwl CIlllos IlpI'ears and ,h('1I's illlo lillY- Daily + Arcane, Illusion
IhillfJ it call 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 within 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 the purpose offlanklng. Additlonally, 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 YS. Reflex; ld6 + Intelligence modifier danlage. bonus to Perception checks, since the spectral hound
+ Opportunity Attack: Melee 1; targets one creature: warns you of approaching danger.
Intelligence YS. Reflex; 1d8 + Intelligence modifier damage. Sustain Minor: The spectral hound persists, and you can
In addition. if an enemy adjacent to the maw makes a move it 5 squares; the hound ignores diffkult terrain. The
melee attack that does not include the maw as a target, illusion ends at the end of your tum if the hound is out of
the maw can make an opportunity attack against thai your line of sight.
enemy after the enemy's attack is resolved.
Summon Iron Cohort Wizard Utili£)' 6
Visions of Avarice Wizard Attack 5 ;\ IllI'aif-sim humanoid (rrUlun: ofearlh and iron ort" apl'ears
The illusion ojaJabulous treasurt' appears 0111 oj I"in air. Your /lrar )UU. Vlhf'tl )UU collie undrr aflack. it sleps in 10 absorb fhe
enemies Ihmw aside caution 10 seize it force oj Ihe blow.
Daily + Arcane, IlIlision, Implement, Zone Daily + Arcane, Implement, Summoning
Standard Action Area 1 square within 10 squares Minor Action Close burst 1
Effect: The power's area becomes a tone of lIlusory Effect: You summon a Small iron cohort in an unoccupied
treasure that lasts until the end of your next turn. Once square within the burst. The iron cohort has a speed of 6
per turn. you can mOlke the following attack, using the and has a +2 bonus to AC. You can give the iron cohort
zone as the origin square. the following special command.
Minor Action Close burst 5 + Immediate Interrupt: When you are targeted by a
Target: Each enemy in burst ranged or melee attack and the iron cohort is adjacent to
Attack: Intelligence vs. Will you, Ihe iron cohort becomes the attack's target instead.
Hit: The zone pulls the target 3 squares. A target that ends
this movement within the zone or "djaclent to the zone is Wizard's Escape Wizard Utlhty 6
immobilized (save ends).
\ Virh aflash. )'Ou are sone.
Sustain Minor: The 2CH1e persists. When you sustain the
power. you can repeat the attack as a minor action. Encounter + Arcane, Teleportatlon
Immediate IntefTUpt Personal
Trigger: An enemy hits you with a melee attack
LEVEL 6 UTILITY SPilLS Effect: You telepon 5 squares to a space that is not adja-
cent to an enemy.
Emerald Eye Wltard Utility 6
;\ mOfe oj yrMl mers)' app<'ars ahol'f' you. A IJlaril18' alirn t'J'f'
p<'crs Jrom il.Sh·iIl8 you insio"t inlO Jour JOI'.·s InIe nalure. ELADR1N W1ZARDS
Encounter + Arcane Eladrin value the arcane arts over all others, and an
Minor Action Ranged 10 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 nellt 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 + 1 damage. High Dexterity leads them naturally to choose
power bonus to attack rolls against the target's Will.
the wand of accuracy form ofimprement mastery, which
further enhances their abilIty to hit even the most elu-
sive enemies.
CHAI'TEI~ S I \Vizard
LEVEL 7 ENCOUNTER SPELLS Worms of Minauros WIzard Attack 7
\'ou drop II mllSS of wrilhifl8 m0880ts 011'0 yvur ellt'nry: The
Enemies Abound Wturd Attack 7 horrors feast on itsflesh. dissoh'ill8 it with addil drool.
You ",ealoe a l'ell afillusion ovl'r rllt' t}1"S oJ.\t.JUr ellemies. caus- Encounter + Acid, Arcane. Conjuration, Implement
h18 rhe," '0 liew rheir Olvn allies as ,IIIl'/I'S. Standard Action Ranged 10
Target One creature
Encounter + Arcane, Illusion, Implement. Psychic
Attack: Intelligence ¥S. FortilUde
Standard Action Area burst 1 within 20 squares
Effect: You conjure a mass of \I\IOrms in 1 square within the
Target: Each enemy in bursl
target's space. They last until the end of your next turn.
Attack: Intelligence \IS. Will
Hit: 2d8 + Intelligence modifier acid damage. If the target
Hit: 2d8 + Intelligence modifler psychic damage. Until the
ends its tum within 2 squares of the \I\IOrms, it takes 10
end of your nellt turn. you and your allies treat the target
add damage.
as an ally of yours for the purpose of flanking.
I '"
106 j
CHAI'TEH 5 J Wi::: .. rd
Summon Arrowhawk Wizard Attack 9
LEVEL 10 UTILITY SPELlS
Wilh (I tIli8hty shrick. nfour-wirl8cc! crel1lure of rhc Elemenllli
ChaQs IlIJpl?ars abol'!' your foes alld swoops itl to at/lIck.
Illusory Wall WIzard Utility 10
Daily + Arcane, Implement, Summoning
Minor Action Ranged 10 A SWnil18!Y solid v,'allma/mallus before )'our foes. dil'idillfJ
Effect: You summon a Medium arrowhawk in an unoccu. tile baltlefield wilh JOllr CO/ll'inciIl8 illusion.
pied square within range. The <Irrowhawk has a speed of Encounter + Arcane, Illusion
fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to 5tandard Action Area wall 8 within 20 squares
Reflex. You can give the arrowhawk the following special Effe<t You create the illusion of a contiguous wall of solid
commands. material (stone or metal. for example~ The wall can be
+ Standard Action: Shift 3 squares and attack; melee up to 4 squares high. The wall blocks line of sight for
'; targets one creature; Intelligence vs. Reflex; , dl 0 + all enemies (but not your altles~ Whenever an enemy
Intelligence modificr damagc. and the target is marked by moves adjacent to the wall, you can make an Intellig(!Ilce
thc arrowhawk until the end of your next turn. vs. Will attack against that enemy. If the attack hits. the
+ Opportunity Attack: Melee'; targets one creature; enemy cannot move through the wall on its current tum,
Intelligence vs. Reflex; 1 dl 0 + Intelligence modifier but it can try again on later turns. If the attack misses,
damage, and the target is marked by the arrowhawk until the wall no longer blocks line of Sight or movement for
the end of your next turn. that creature.
Sustain Minor: Thc wall persists.
Taunting Phantoms Wizard Attack 9
Your fIJI'S art beset b)' fOnrll'lllill8 ima8e5 Ihal dart a"'01l8 Mass ResIstance WIzard Utility 10
"Iem. darill8thl'111 to alllJck (lIId drivill8 rhem to 111511 oul with You wmp arcane slrands about )'vurself and all your allies. insu.
reckless abandon. latin8 fIll a8ahlst a particular tyllC of dlllfU'BC.
Daily + Arcane, Illusion, Implement Daily + Arcane
Standard Action Area burst' within 10 squares Minor Action Close burst 10
Target Each creature in burst Target You and each ally in burst
Attack: Intelligence vs. Will Effect: Choose acid. cold. fire, for<c. lightning. necrotic,
Hit: The target makes a melee basic attack roll against a poison, psychic. radiant, or thunder. Until the end of the
creature of your choice, including itself. encounter. each target gains resistance to that damage
Effect.: The target takes 5 damage each time it misses with a type equal to one-half your level + your Intelligence
melee attad: (save ends). modifier.
CIIAI'TEH 5 I \,ViZlHd
LEVEL 13 ENCOUNTER SPELLS Orbmaster's Umbral Assault Wizard Attack 13
j\ shroud of roilinJ:! slllld(I\\'S coalt'SCN around Jvur orb. \'Ollr
Earth Brute WIzard Attack 13 l'nemirs He a SlolN> of ufln' bide/messflure ollf 10 nlHlllf Ihem.
The 8JVund creaks dnd moons. and a (n'IIWn' of roc'" ami rllrlh Encounter + Arcane, Illusion, Implement, Ne<rotic, Zone
enU'raes 10 smdsll Jour foes. Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Encounter + Arcane, Conjuration, Implement
Attack: Intelligence vs. Will
Standard Action Ranged 10
Hit: 1d6 + Intelligence modifier necrotic damage.
Target: One creature
Effect: TIle burst creates a zone of illusory darkness that
Attack: Intelligence ¥s. ReflcJt
lasts until the end of your ne~t rurn. All creatures are
Hit: Id8 + Intelligence modifier damage, and you slide the
blinded while they are within the zone.
target 3 squares. You conjure a Medium earth brute in a
Orb of Imposition: You can e~tend the duration of this
square adjacent to the target after this movement. The
effect. even though it is not an at-will power. If you do so,
cilrth brute occupies 1 square and lasts until the end of
the zone expands to a burst 3 and doesn't affect you or
your next turn.
your allies.
Whene~r a creature starts its turn in or enters a
square adjacent to the earth brute. that creature takes 5
damage. and the e<lrth brute pushes it 1 square LEVEL 15 DAILY SPELLS
CIIAI'TEH 5 I W;;:: .. ,d
Stonewrack WIzard Attack 15 LEVEL 16 UTILITY SPELLS
YOli denc" Jourfists liS ),ou call on the e(lrtll 10 obey YOIl. The
8roulld buckles all1ld Jvur foes. creatill,9 a lIll1SS ofja88ed rocks. Clever Escape Wizard Utility 16
Daily + Arcane, Implement, Zone As Jour foes dose infor /he kill. rou bur rime for escape wi"l II
St.lndard Action Area burst 2 within 20 squares cUllllilllJly craf/elf dup!imle ofrourself.
Targel: Each creature In burst
Attack: Intelligence vs. Reflell Daily + Aralne, Illusion, Teleportation
Hit SdG + Intelligence modifier damage Minor Action Personal
Miss: Half damage. Effect: You become invisible and teleport 6 squares. You
Effect: The burst creates a zone of jagged stone that lasts leave behind an illusory image of yourself in the space
until the end of your nex:t turn. Each creature that moves you occupied. The illusion stands in pla<e, takes no ac-
into the zone or within it without shifting or crawling tions, and uses your defenses if it is anacked. It lasts until
takes 2d6 damage and is knocked prone. the end of the encounter or until it is touched or hit by
Sustain Minor: The zone persists. an att.Kk. Your invisibility lasts until the end of your next
tum or until you make an attack roll.
A creature can recognile the illusion by making a suc-
Summon Chainbearer WIzard Anack 15 cessfullnsight check (DC 15 + one·half your level + your
A blast of wind n'shrs ()l.V the bau/efidd liS a dozen 81eall11n8 Intelligence modifler~
chains soar from Jour oUfSlre!dl(lllutnd alld wrap dlenlSL'll'f!S
infO a humanoid form lira! laslle5 Jour enemies. Phantom Mask W,zard UtIlity 16
Daily + Arcane, Implement, Summoning Willi a 8~luR'.l"u enable you and lVlIr a/lil'S 10 IlIke all a
Minor Action Ranged 20 '1('(lfly ilnl~le/mbll! disyuisr.
Effect You summon a Large creature made of chains in
an unoccupied 2-square-by-2-square space within range. Daily + Arcane, Illusion
The chainbearer has reach 2 and a speed of 6. It has a +4 Minor Action Close burst 10
bonus to AC and a +4 bonus to Fortitude. You can give Target You and each ally in burst
the chainbearer the follOWing spe<ial commands. Effect: Until the end of the encounter. ea<h target assumes
+ Standard Action: Melee 2; targets one creature; the appearance of a humanoid creature of your size, even
Intelligence \IS. Fortitude: ldlO + Intelligence modifier the appearance of a specific individual you have seen.
damage, and you slide the target 2 squares. You can choose a different disguise for each target. A
+ Opportunity Attack: Melee 2: targets one creature: creature can perceive a target's true form by succeeding
Intelligence vs. Fortitude: ldl0 + Intelligence modifier on an Insight check (DC 20 + one-half your level + your
damage, and you slide the target 2 squares. The Intelligence modifier~
chainbearer has threatening reach, allowing it to make As a standard action, you can modify this illusion to
opportunity attacks against targets within its reach of 2 cause any of the targets to assume the appearance of a
squares. different humanoid creature.
Your eUl'ITlie5 5tillJij('r (11111 }lail their IlnllS I1S the world seetlls /0 You whisper all ar(llfle I,lrmse mId rrallsformyour bOily illlo <l
illerI' phalllom.
spinji(rlollsly IlfOlI1ulthem.
Dally + Arcane, Illusion, Implement Daily + Arcane, Polymorph
Standard Aclion Area burst 1 within 10 squares Minor Action Personal
Target: Each enemy in burst Effect: You become insubstantial and gain phasing until
Attack: Intelligence vs. Will the end of your nellt turn.
Hit The target Is affected by vertigo (save ends). While
affected by vertigo, the target can·t stand up from prone, Spectral Vision Wizard Utility 16
and if it moves, the target must move at least 4 squares YOllr surroululiflys shillllncr mId dla118c. \Vhalll'as OIICe a
or it falls prone at the end of its movement. squalid (m'C is noll' (Ill 0llulrlll rhrolll" room.
Aftereffect: The target is affected by a lesser form of
Daily + Arcane, Illusion
vertigo (save ends). While affected, the target can't stand
Minor Action Close burst 5
up from prone, and if it moves, the target must move at
Effect: Until the end of the encounter, you mask the terrain
least 2 squares or it falls prone at the end of its movement.
around you. changing the appearance of all unatterlded 0b-
Miss: Until the end of your next turn, the target can't
jects and terrain features. The objects are still visible, but you
starld up from prone, and if It moves, the target must
disguise their true nature. making them look. smell, sound,
move at least 2 squares or it falls prone at the end ofits
and sometimes even feel like something else. For example,
movement.
you could make a pool of lava look like a plush carpet, or
Effect: Until the end of the encounter, the target provokes
make a pile of coins look and feel like mud. If an object is
opportuniry attacks when it shifts.
removed from the area. this effect ends for that object.
A creature can see through your deception by soc·
ceeding on an InSight check (DC 20 + one-half your level
+ your Intelligence modifler~ A creature automatically
sees through the illusion if it takes damage from a dis·
guised object or disguised terrain (such as walking on an
illusory carpet that is actually lava~
CIlAPTl-.H 5 I \.Vi:ard
Summon Diamond Falcon Wlmd Utlhty 16 Gripping Chains Wizard Altack 17
i\ 8rt'CIf bird of prey "'ilh 81camin8 whiftJta/hers apptarsJrom You speak a rlnalllS word ofdolefi" P""'l'T. enmeshinn yo"rJoes
a planar porlal and whisks lOU or an all)' 10 snJtf): in spectral bonds.
Daily + Arcane, Implement, Summoning Encounter + Arcane, Force,lmplemt!nt
Minor Action Ranged 5 Standard Action Area burst 2 within 20 squares
Effect You SUmmon a Medium diamond falcon in an unoc- Target: Each creature 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 A( and a +2 bonus to Hit: 3d6 + Intelligence modifier force damage. Until the
Reflex. You can give the diamond falcon the following end of your next turn, the target is slowed, and it pro-
special command. vokes opportunity attacks when it shifts.
+ Move Actron: The diamond falcon can carry you or one
Medium or smaller ally that is adjacent to it when the Phantasmal Horror Wizard Attack 17
falcon begins its move. The carried creature moves with
Your l'fltmy is IlSsailcd by an iJllasinary 1Il0llster riflptd from
the falcon and occupies its space; if the falcon provokes
ilS ninhfmares,jrishtenin8 if inlO II caUl/Ollie Slale.
opportunity attacks, the attacker can target either the
falcon or the carried creature. At the end of the falcon's Encounter + Arc.ane, Fear, Illusion, Implement
move. the carried creature can either remain in the Standard Action Ranged 10
falcon's space (continuing to be carrted) or land in a square Target One creature
adjacent to the falcon. A carried creature grants combat Attack: Intelligence vs.. Will
advantage and takes a -S penalty to attack rolls. Hit: TIle 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 modifter.
LEVEL 17 ENCOUNTER SPELLS
Shard of the WIzard Attack 17
Dancing Bolts Wizard Attack 17
Endless Avalanche
SrlUppinf) blut arcs ofli811/1Iinf) erupt from /he f)'OIl1ld. leopitlf)
You WI~lIrc a massive boulder from rhl' 1!II'Illl'I1Iai Chaos
from olle foe /0 IlIlOther.
IJill! slllashes rhroush yol" ellcillies' ranks. rhen slmllers 111lI1
Encounter + Arcane, Implement, lightning dissi,mles.
Standard Action Ranged 20
Encountet + Arcane, Conjur.ltion, Implement
Primary Target: One creature
Primary Attack; Intelligence ¥s. Reflex Standard Action Ranged 20
Effect You conjure a Medium boulder that appears in 1
Hit: 2d6 + Intelligence modifier 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 dis<tppears. While it
get is within 2 squares of an enemy that has flOt yet been
attacked by this use of this power, make the following
moves. you can make the following attack.
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: 2d10 + Intelligence modifier damage, and you slide
Secondary Attack: Intelligence vs. Reflex
the target 2 squares.
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 follow·
ing tertiary allack against that enemy. uslng 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 Wilh IncanlaCiollS"0Jilllprisomnem.you trap JvurJoe in "Tirh·
Hit: 2d6 + Intelligence modifier lightning damage, ins blacl1 runes rhat seem almost alh~_Jorcina il co obey your
and you slide the target 1 ~uare. command.
Daily + Arc.ane, Charm, Implement, Psychic
Furnace of Sand Wizard Attack 17 Standard Action Ranged 10
Target: One creature
YOli (reate a lW\wrJi" storm of desert winels and reel·hot SOliel. Attack: Intelligence vs. Will
Encounter + Arcane, Fire, Implement, Zone Hit: The target is immobilized (save ends).
Standard Action Area burst 2 within 20 squares First Failed Saving Throw: The target is stunned (save
Target: Each creature in burst ends~
Attack: Intelligence vs. Reflex Second Failed Saving Throw: The target is dominated
Hit: 2d6 + Intelligence modifier fire damage. (save ends~
Effect: The burst creates a zone of red-hot swirling sand Aftereffect 2d6 + Intelligence modifier psychic damage.
that lasts until the end of your next turn. All creatures are and the target is immobilized and dazed until the end of
blinded while they are within the zone, and the area is your next turn.
lightly obscured. Each creature that enters the zone takes Miss; 2d6 + Intelligence modmer psychic damage, and the
1d1 0 + your Intdligence modifier Ore damage. target is immobilized until the end of your next tum.
CIlAPTEH 5 I lVi:ard
Oppressive Force W,zard Attack 19 LEVEL 22 UTILITY SPELLS
A rIldssil1: b(lrrone of (lrc(lnr ('nrrBY sl(llllSJour fOt' to the
around alld grinds it into thr dirt.
Globe of Invulnerability WIzard UtIlity 22
Daily + Arcane, Force, Implement
A tmnspall'lIf bubble afforce appC'aTS around )'QU. pr("I-ellllrlJj
Standard Action Ranged 20
I1n)'tllinsflom gettinS in or OUf.
Target: One creature
Attack: Intelligence ¥s. Reflex Oaily + Arcane, Conjuration, Force
Hit: 3dl0 + Intelligence modifier force damage, and the Minor Action Personal
target is knocked prone and affect~ by oppressive force Effect: You create a globe of force around you that lasts
(save ends). While affe<ted by oppr6sive force, the target until the end of your next tum. Whenever you move
takes ongoing 10 force damage and can't stand up from (including teleportation~ th~ 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 ends). While affected by yotJ. 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 stand up from prone. The globe, although impenetrable. is not impervious to
damage. Attacks against the globe automatically hit, and
it has lOa hit points.
Plague of Illusions Wizard Attack 19 Sustain Standard: The globe persists.
You itlViljle Jour cllemy's mind/o I,rot/uce II bewilderillY Ilr·
m)' ofillusions: niyll/nlllres sprull8 to lift'. JJIIl'ilIfJ rifts ill lhe Mordenkainen's Lucubration Wizard UtilIty 22
yrourrd. IIl1d hissiny, eneirdillY sllllke~
Your maslel')' of rhe IIrcallf arlS allowsJ'Qll 10 IlUshJ'Our milld
Daily + Arcane, l1Iusion, Implement
for bej'Qlld ifslimilS. fapl'illS into rrsen1'S of manic fllaf (llIoll'
Standard Action Ranged 20 )'our spells fo enclllrt'.
Target One creature
Attack: Intelligence ¥s. Will Daily + Arcane
Hit: The target cannot use attack powers (save ends). Minor Action Personal
First Failed Saving Throw: The target is blinded (save Effect Until the end of the encounter or until you become
ends). unconscious, your arcane powers that can be sustained
Second Failed SaVing Throw: The target is immobilized instead last until the end of the encounter.
(save ends).
Miss: The target is blinded (save ends). Phantom legion WIZard UtIlity n
First Failed Saving Throw: The target is immobilized A dozen illusol')' forms appe(lr around )uu. C"alintl a spra\l~irltl
(save ends). sUlle fo dt'Cl'iwJ'Qur t'nemil.'S.
Daily + Arcane, Illusion
Summon Black Devourer Wizard Attack 19 Minor Action Ranged 30
YOllr]l1l8ers dllw opt.'n 11/1 inky porflll lind drawforlh (I lerror Effect: You create up to twelve Medium illusory creatures
ofsolid clllrimess: II mZQr'ltl()rhed lIIalll surrollll(led by IloU'IlS of or objects. each of which appears in an unoccupied
whil'pirl8 tellltlCles.. square within range. Each can make sounds and gestures
Daily + Arcane, Implement, Summoning but cannot voluntarily leave its space, and each of its
Minor Action Ranged 20 defenses is 1 O. An illusory creature or object lasts until
Effect: You summon a Large black devourer in an unoccu· the end of the encounter, or until an attack hits it or a
pled 2·square·by·2-square space within range. The black creature touches it.
devourer has reach 2 and a speed of 5. 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 independent entity, saying
+ Standard Action; Melee 2; targets one creature; whatever you wish and reacting as you choose to other
Intelligence vs. Reflex; 2d4 + Int~lIigence modifier damage, creatures. However, yotJ must have line of effect to an
and th~ target is grabbed. The devourer gains a +4 bonus illusory creature or object to control it in this way. If you
to attack rolls and damage rolls against a target it is already do not have line of effect, it does not move or respond.
grabbing.
+ Opportunity Attack: Melee 1: targets one creature;
Intelligence ¥s. Reflex; 1dB -+ Intelligence modifier damage. DWARF WIZARDS
and the target is knocked prone. Dwarves' generally high Wisdom means that those of
this race who choose the wizard's path favor control
and the orb of imposition form of implement mastery.
A dwarf wizard's orb is often a polished piece of min-
erai mined from his or her mountainous home. Because
dwarves value dan ties and ancestry, those who have
wizards among their forebears are more likely to take
up wizardry themselves.
CIIAI'T~;H S I Wizard
Wall of Force Wizard Utility 2:1 Freezing Bolts WIzard Attack :1 3
A frallSl'arenl barrier offorce sl'riti8S UI' where)'oo cotllllulI1d. A l"illl(l)~r ojJet' COllIS yvur wand. unlellsllillsfriBid \\Ial't'S as
Daily + Arcane, Conjuration, Force unsropl'(Ible as winter ilse!{
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 Ailed 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 ld6 + Intelligence modifler 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 throtlgh it. Wand of Accuracy: Remll any missed attack with this
Attacks against the wall automatically hit. The wall ".,.,.,.
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 3dl 0 force damage to each crea-
ture adjacent to it.
Insuperable lethargy
A blood-red sphtl\' ofarrane powt!r rmanofes from Jvur orb 10
surround)'Our foes. sinlrin8 into rJJrm and SdppinS rheir entrHY-
LEVEL 23 ENCOUNTER SPELLS
Encounter + Arcane, ImpJement
Standard Action Area burst 2 within 20 squares
Astral Claw Wizard Attack 23 Tacgee Each creature in burst
For a IIwmenl, lht bordnl bclll'ff1l l~ worlds blur. Tht lIlassire Attack: Intelligence vs. Fonitude
claw ofan toormous brast Il'ochrs rhroUSh fhe planes to crush Hie 2d6 + Intelligence modifier damage. and the target is
your jex alld hurl il 10 Ihesround. either weakened or immobilized (your choice) until the
Encounter + Arcane, Conjuration,lmplement end of your next tum.
Standard Action Ranged 10 Orb of Impositk>n: 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 V$. Fonitude each target is both weakened and immobilized until the
Hit: 3dl 0 + Intelligence modiAer damage, and you slide end of your next turn.
the target S squares and knock it prone.
Effect: You conjure an astral claw in 1 square of the target's Staffstrike Shock Wizard Attack 23
space after this attack is resolved. The claw lasts until the You yri" yvur sraffas you siioul II mystic phrase. The siaff
end of your next turn. If the target stands up while the frullsforms illlo a cracl1li1l8 boll ojlinhflli1l8 dllll hur/syou away
astral claw Is in its space, the target takes damage equal to from lUI all(lck.
your Constitution modifier.
Encounter + Arcane, Implement, lightning
Standard Action Ranged 20
Deceptive Shadows Wizard Attack :1 3 Target.: One creature
Darknl!SS swirls uroullIl your jCle5. dislmcti1l8 lhelll all/I doak· Attack: Intelligence vs. Fortitude
illIJYOli Imll your alliesfrom I'icw. Hit: 3d' 0 + Intelligence modifler 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 fealure before the end of the encounter, the enemy
Target: Each creature in burst whose attack you Interrupted also takes' 0 lightning
Attack: Intelllgence vs. Will damage, and you teleport S squares as a free action.
Hie 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.
\\lIZARD VERSATILITY
Three factors combine to make the wizard one of the to use Shost sound, mose hand, or prestidisitation in skill
most versatile classes in the game: spellbooks, 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 spellbook, 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.
CIIAPTER 5 I Wizard
LEVEL 25 DAILY SPELLS Cinder Storm Wi2ard Attack 2S
A ~lIit1l\irr8 cloud ofj1aminn ash surrOljlldsJour cuemies, burtt·
it1vlllellllltli! blim!in8lhrir allies.
Bubblin Acid Wizard Attack 2S
Daily + Arcane, Fire, Implement, Zone
You 1055 a .9reen nIobe toward your enemies. /t explodes. slJower-
inn them wilh acid {HId Creali118 a boiling pool of caustic slUff Standard Action Area burst 2 within 20 squares
Primary Target: Each creature in burst
that mows at your cotlitlulIld.
Primary Attack: Intelligence vs. Reflex
Daily. Add, Arc<me, Implement, Zone Hit: Sd6 + Intelligence modifier fire damage, and ongOing
Standard Action Area burst 2 within 20 squares 10 fire damage (save ends).
Primary Target: Each creature in burst Miss: Half damage, ,md ongoing S fire damage (save ends).
Primary Attack: Intelligence vs. Reflex Effect: The burst creates a 20ne of flaming ash that
Hit: 6d6 + Intelligence modifier acid damage. lasts until the end of your next turn. You can make a
Miss: Half damage. secondary attack, using a square within the lOne as the
Effect: The burst creates a zone of bubbling acid that origin square.
lasts until the end ofthe encounter. Each creature that Opportunity Action Close burst S
enters the zone or starts its turn there takes 10 add Trigger: A creature fails its saving throw against this
damage. As a move action, you can move the zone up to power's ongOing damage
5 squares. Secondary Target: The triggering creature in burst
You can make a secondary attack, using a square Secondary Attack; Intelligence vs. Reflex
within the zone as the origin square. Hit: ld8 + Intelligence modifier fire damage, and the
Opportunity Action Close burst 1 secondary target is blinded until the end of its next turn.
Trigger: A creature enters the zone or starts its turn there
Secondary Target: The triggering creature in burst
Secondary Attack: Intelligence vs. Fortitude DRAGONBORN W1ZARDS
Hit: The secondary target is blinded until the end of its
With a culture that focuses on glory in battle, dragonborn
current turn.
do not normally turn to wizardry. Those who do take up a
wizard's implement are particularly driven to learn their
esoteric craft, often sacrificing personal commitments or
an easy route to success in the process. Many dragon born
wi2ards are surpriringly adept at illusion magic.
Orbmaster's Prismatic Sphere Wizard Attack 25 Summon Abyssal Horde WIzard Attack 25
YOl/rorb SWirls "'hllll millbow ojcolors rhmjlash our (Iud cloak Tilree horrid err/llUTes, lillIe more rhun !i"iull /(I()lh)' mOil/lis.
your foes in II schllU/mirl9 niobe. tll'l~lIr (IrOllrlllyour Joes l() del'(Iljr lhem.
0&0" campaigns. You crook )'I)U1 hand ill II mYSlico!yesIUTr, (lml )'Our Jors s/lriek
ill aflOny as rhtir souls art consume,l by hiddenflall1t.
If your wizard has a bit of an egomaniacal bent (and
many wizards do), you might consider appending your Encounter + Arcane, Fire, Implement, Necrotic
Standard Action Area burst 2 within 20 squares
own name to some or all of your spells. That change
Target: Each creature in burst
might be nothing more than a reflection of your own Attack: Intelligence vs. Will
inflated sense of self-importance, but perhaps you have Hit: 3d8 + Intelligence modifier fire and necrotic damage.
researched a variation that makes Kathra's acid mire and the target is weakened until the end of your next
notably different from the run-of·the·mill acid mire spell tum.
described in this book.
ClrAI'TEH 5 I WI:a,,1
Steal Time Wizard Attack 27 Prismatic Wall WIzard Attack 29
You dil'l.'rllhc river llf rillle, srealitl9 a momelll from )uur en- You ,Irmv your hall/Is llP/lrllo form a mystic raillbQII', which
emyfor your own use_ BTOWS illlo a wall ofslrimlllerirl8 colors.
Encounter + Arcane, Implement Daily + Arcane, Conjuration, Fire, Implement. Poison
Standard Action Ranged 20 Standard Action Area walll 0 within 10 squares
Target.: One creature Effect: You conjure a wall of contiguous squares filled
Attack: Intelligence vs. Will with many-colored light that lasts until the end of your
Hit: The target is stunned until the eOO of your next tum. next tum. The wall can be up to S squares high. Enter-
You gain an extra standard action, whkh you must use ing a square occupied by the wall costs 1 extra square of
before the target recovers frm this stunned condition. movement. The wall blocks line of Sight.
You can make the following attack. using a square
Tomebound Bloodbeast Wizard Attack 27 within the zone as the origin square.
Opportunity Action Close burst 1
From your tOllle sprirlSS a llTilllills.jormless crraturr cO'I'l!Ted
Trigger. A creature starts its tum inside the wall or
with lollS spil!es IIlaf drinlzs your foe;" blood and transfers thrir
adjacent to the wall IX moves through it
~i8or to )uu.
Attack: Intelligence vs. Fortitude. Reflell:, Will
Encounter + Arcane, Conjuration, Implement Target: The triggering creature in burst
Standard Action Ranged 10 Hit (Fortitude~ 3d4 + Intelligence modifier poison
Target.: One creature da~ge. and you teleport the target 5 squares.
Attack: Intelligence V$. Fortitude Hit (Ref1ell:~ 2d6 + Intelligence modifier fire da~ge. and
Hit: 4d8 + Intelligence modifier darn<lge. ongoing 10 fire damage (save ends~
Effect: You COnjure a tomebound bloodbeast that occupies 1 Hit (WiII~ The target is dazed (save ends~
square in range. It lasts until the end of your next tum. Sustain Mioor: The wall persists.
Whene~r a creature adjacent to the bloodbeast moves. Special: You make one attack roll per target and compare that
that creature takes damage equal to your Constitution result agaiTlSl all three: defenses. A target might be subject to
modifier, and you gain the same number of temporary hit any. aiL Of none of the effects depending on how many ofits
points. These temporary hit points stack with each other defenses were hit. The target must roll a saving throw agaiTlSl
and with temporary hit points from other sources. each coodition or Instance of ongoing darmtge separately.
Tome of Binding: If you increase the damage dealt by
this power to a creature that moves, all allies within 5
Summon Living Mountain W,zard Attack 29
squares of the blood beast also gain the temporary hit
points. You part Ille planar walls 10 enll (f sennellf mass of/iI'h1B rock
from the Elemrnral Cllllos. II rmer8C'S fO (rush )uur foes brllemll
its srallitefeel.
LEVEL 29 DAILY SPELLS Daily + Arcane, Implement, Summoning
Minor Action Ranged 20
Miasma of Enfeeblement Wizard Attack 19 Effect: You summon a Huge living mountain in a 3-square·
llIack duslwhirls lip (frOllnd )uur fors. sal'I'irt9 their strell8fh by-3-square unoccupied space within range. The living
(fud dOlldir'H their vision. mountain has a speed of 3.lt has a +4 bonus to AC and a
+4 bonus to Fortitude. You can give the living mountain
Daily + Arcane. Implement, Necrotic, Zone
the follOWing special commands.
Standard Action Area burst 2 within 20 squares
Target: Each creature In burst
+ Standard Action; Melee 3; targets one creature;
Intelligence vs. Fortitude; 2d8 + Intelligence modifier
Attack: IntelUgence vs. Fortitude
damage. and the target is knocked prone.
Hit: Sd6 + Intelligence modifier necrotic damage. and the
target is weakened (save ends).
+ Standard Action: Close burst 5: targets enemies only:
Intelligence vs. Fortitude; ld1 0 + Intelligence modifier
Miss: Half damage.
damage. and the target is knocked prone.
Effect: The burst creates a zone of clinging black dust that
blocks line of sight for all creatures damaged by this
+ Opportunity Attack: Melee 1: targets one creature; Intel·
Iigence vs. Fortitude; 2d8 + Intelligence modifier damage.
power until the end of your nell:t turn.
Sustain Minor. The zone persists.
Visions of Wrath Wizard Attack 19
With blood'cuTlI/iIl8 aies.your enemiesfall upon fach ocher.
T1EFLlNG W1ZARDS Daily + Arcane, Illusion, Implement
Tieflings who have a talent for the arcane often yield to Standard Action Area burst 2 within 10 squares
the example of their ancestors and choose to be warlocks. Target.: Each enemy in burst
However; they make flne wizards, too; their superior Intel~ Attack: Intelligence vs. Will
ligence makes them the equal of eladrin mages (although Hit: The target is dominated (save: eOOs~ If you do not
compel the target to make any attack rolls during its
most eladrin are unwilling to admit this truth~ Tieflings
tum. it automatically saves to eOO this condition at the
are generally more likely to become war wizards than
eOO of that turn. If you compel the target to rn<Ike any
to concern themselves with the subtleties of illusion or attack rolls but It does not hit any creatures. it automati-
control. Many of those who do take up illusion magic ally fails saving throws against this condition until the
(and the orb of deception form of implement mastery) start of its next tum.
are formidable masters of their craft. Miss: The target is stunned until the end of your next tum.
CllAI~TER 5 I \Vizard
-- ---_._-.-- - - - - - - - - . - - . - ---
NEW PARAGON PATHS
ARCANE WAYFARER
MDiSlallCC is nil illusion. (I constructiOIl oIthe mind slwck-
M
Prerequisite: \Vizard
CIlAPTER 5 I WI:ard
BONDED SUMMONER BONDED SUMMONER PATH FEATURES '" J:
"To me, Illy Ser\'llllts! You shall share in my strcII9th and ill Summoner's Slip (11th level): Whenever you ~
as strongly as your OWll arcane strength pulls the ereil' each of your sUlllmolled creatures.
lures you call to your side. You form a stronger link Summoner's Might (16th level): Creatures yOll a
than others with the creatures yOll summon. granting Sllmmon g<lin regeneration 10. « "
N
yOIl increased control over lhem. This closer commu-
nication even allows youta manipulate the boundaries BONDED SUMMONER SPELLS
between planes. You are a beneficent master, though.
and yOLl imbue YOLlr summoned servants with greater Planar Gateway Bonded Summoner Attack 11
vitality-in exchange for even morc dedicated service. You create (l rift betwcen tllc pla/lcs, drawinB raw power
through it that tumvles your enemicSllvout likc skit/res.
Encounter + Arcane, Conjuration, Implement
Standard Action Ranged 10
Effect: You conjure a planar gateway that occupies 1
square within range and lasts until the end 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 creature starts its turn in the planar gateway or
enters a square adjacent to the planar gateway
Target: The triggering creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage, and you slide the
target 3 squares.
CHAPTER 5 1 Wi:C1rd'/
HERMETIC SABOTEUR
~Drive them illlo lite alcove. I've arranged a little welcome
for them there,"
Prerequisite: Wizard
ClIAPTF.R 5 I Wi::'Hd
RIMETONGUE CALLER Blizzard's Action (11th level): When you spend
an action point to take an extra action, each enemy
"It takes 11 cold heart to wield such power:' adjacent to you takes 5 cold damage and is slowed
until the end ofyour next turn.
Prerequisites: Wizard. Primordial language At 21st level, the wid damage increases to 10.
Frostbite Summoning (16th level): Creatures u
Summoned creatures can always be improved upon.
Other arcane paths. sllch as the bonded summoner,
yOll summon gain the frostbite aura. described below. «
deal with illfllsing magical energy into summoning Frostbite (Cold) aura 1; each creature that ends its turn within the "'"
spells to create a morc perfect arcane cohort, but your aura takes 10 cold damage.
way seeks the maslcry of elemental cold. Using Pri-
mordial words of power, yOll have [earned to enhance RIMETONGUE CALLER SPELLS
each summoned servitor with the essence of primor·
dial icc. Wall of Winter R,metongue Caller Attack 11
This influx ol"willtcry power is not confined to
Issuin8 words of Primordialfrom frost-coven,.l lips. )'ou (Olyure
just those creatures yOll summon; it has also trans- au unstable wall of elemental ice lind \Vim/.
formed your nature into something more elemental.
Encounter + Arcane, Cold, Conjuration, Implement
You have adopted the innate abilities and resistance Standard Action Area wall S within 20 squares
of primordial cold. Your skin. as well as the outward Effect; You conjure a wall of contiguous squares filled with
appearance oryour summoned creatures, takes on frost and raging wind that lasts until the end of your next
an ice·blue pallol', and your hair becomes a shock of turn. The wall can be up to 4 squares high.
snow-white strands. E\'en your arcane flames burn Each creature that starts its turn adjacent to the wall
with a rimeHre blue color. takes ld8+ your Intelligence modifier cold damage. If
it creature moves into the wall's space or starts its turn
there. it takes 2d8 + your Intelligence modifier cold dam·
RIMETONGUE CALLER age, and it is slowed (save ends). Entering a square occu·
PATH fEATURES pied by the wall costs 1 extra square of movemem. The
Winter's Embrace (11th level): You <lIld your squares occupied by the wall aTe heavily obscured, and
the wall blocks line of Sight.
summoned creatures gain resist 3 cold; allY eXisting
resistance to cold instead increases by 3. This resis-
Icy Calling Rlmetongue Caller Utllrty 1 2
tance stacks with other resistance to cold granted by
)'011 il!fi.scyour summonhl,9l1'ilh the essellceof an ice mote of
powers or effects.
fhe Primordial (hallS.
At 21st level. this resistance improves 10 5 (or
Encounter + Arcane, Cold
illcreases by 5).
Free Action Personal
Effect: The next creature you summon before the end of
your turn is immune to cold and deals 1d6 extra cold
damage with each attack.
CIIAI'TEH 5 1 Wizard
UNSEEN MAGE Unseen Action (lltl) level): When )'ollllse an
II "Have ),ou ever mel someone who was,,'t there?"
action poinl to lake an exira action. you become invis-
ible until the end ofyour next turn.
Unseen Advantage (16th level): Whenever you
Prerequisite: Wizard
LIse an araClle 1lttack power and hit a target that cannot
see )'Oll, you deal Id6 exira damage to the fnrget.
To sec but go Ullseen, 10 affect the world bllt remain
unaffected by iI-this ability is al the hean oftrllc
magical power. Thus you have devoted Yollrselfto the UNSEEN MAGE SPELLS
art ori(JI'i.<;ibililJ~ relldecingyouT body ,15 (ranspar-
ent as a window without smear or blemish, through Vanishing Act Unseen Mage Attack' ,
which no hint OfYOllf presence can be detected. You rou ~trikc, and in the wink ojan ere. arc 80ne.
are an unseen mage: there is no stopping yOll. Or, Encounter. Arcane. Illusion, Implement, Psychic
more important, seeing you. Standard Action Ranged 10
Since you can vanish with great alacrity and facil- Target: One creature
Attack: Intelligence vs. Will
itY,YOll IImst learn to watch YOUT step to avoid being Hit: 3d6 + Intelligence modifier psychic damage.
trampled by your own allies. Even walking invisibly Effect: You become invisible until the start of your next turn.
in the street requires constant vigilance, lest some
carriage or palanquin unknowingly TUll you down. Guillaume's Veil Unseen Mage Utility 11
And with such great power comes the potential for rou make a series of mystical pllSSI.'$, alld yOll
ami )'our com·
abuse, against which yOll must be vigilant. PCllliollS JClde 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
you use an <lrcane power that turns YOli invisible, Effect: The target gains invisibility until the end of your
next turn or until he or she hits or misses with an attack.
roll a dlO at the end of the invisibility's duration. On
The burst cre<ltcs a zone of invisibility that lasts until the
a roll of 10 or higher.yoll instead remain invisible
end of your next turn. Whenever you or <In ally ends his
until the end ofyour next turn or until you make an or her turn within the wne. 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 can
move the zone 4 squares.
CII/\I'TEH 5 I Wjz<l~d
Oncc per round, whcn you roll a d20 and dislikc
WEAVER OF CHANCE
the result. you can spend any numbcr of entropy
MThere is 110 afeal ,lesi8" or hisller purpose. All is points from your pool to gain a bonus to that roll of +1
happeFislanCt'.R per point spent. Ifyou havc Spellt cntropy points sincc
the start ofyour turn, you cannot spend marc until
Prerequisite: \Vizard the start ofyour next turn.
Entropic Action (11th level): WhCJl you spend
YOli appreciate the cosmos for what it is: a senseless an action point to take an extra action. )'OU can roll a
place where mad gods play, primordials ca"ort. and d6. Ifthc roll is an c\'cn number. you add that many
wi....ards can make their mark. YOu understand that the entropy points to your pool and teleport that many
world and its echo planes arc not the rcsult ofdeliber- squares. Irthe roll is an odd number. you subtract
atc design bUI of uncounted cons ofslow iteration. that many entropy points from your pool (to a mini-
In i.universe where gods control the fate of souls. mum of 0) and teleport an enemy within 5 squarcs of 3:
weave Ihe threads of destiny. and embody overarch- yOlI that mally squares.
illg prillciplcs. few find your philosophy reasonable. Play the Odds (16th lcvel): Once per encounter
SOllle might even think yOll mad. Rut you have no as a free action. before )'olllllake an attack roll using
illusions abolliultimate meaning or purpose. If any- an arcane attack power. you call roll a d6 and add
thing. yOUT morality is purer: You perform acts of the result to that attack roll. If the attack hits. it deals
good ness not because you ti.)llow a code or seck some 2d6 extra damage and you add entropy points to your
grealer purpose, but because you choose to do so. pool equal to the d6 roll. Ifit Illisses. you take 2d6 +
your Intelligence modifier damage. and you subtract
WEAVER or CHANCE PATH FEATURES entropy points Ii-om your pool equal to the d6 roll.
Channel Entropy (11th level): You can store and
channclthe cntropic nux that surrounds you. ThiS WEAVER Of CHANCE SPELLS
barely controllcd chaos is represented by a pool of
cntropy points. Your pool has 0 entropy points at the E"tropic Reshuffling Wea\er of Chance Attack 11
cnd of a short rest or an extended rest. Whcnevcr you
You diSforl probabililJ \l-ilfl ripplt'S of nllldomness rhat JIow
roll a natural 20 on any d20 roll. you add I entropy IhrouBh )Uur l'fwmies. cllusin,q fhem fo behm'r. unpredictably.
point to this pool. \Vhcncvcr you roll a natural 1 on
Encounter + Arcane, Implement
any d20 roll. you subtract 1 cntropy point from the Standard Action Close blast S
pool (to a minimum of 0). Target Each creature in blast
Attack: Intelligence YS. 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.
Encounter + Arcane
Minor Action Personal
Effect: Until the end of your nellt tum. you add 1 entropy
point to your pool whenever you roll a natural 10 or
higher on a d20. and you subtract 1 entropy point from
your pool whenever you roll a natural 9 or lower on a d20.
CIIAI'Tr.H. 5 I Whard
IN THE DUNGEONS & DRAGONS game, more
options mean more fun. This chapter focuses on
expanding the choices that allow you to customize
your arcane character. With few exceptions (such as
the multi class feats), the options here are solely for
suchPCs.
Many characters of an arcane bent are especially
fond of collecting rituals, whether in books or on
scrolls, to expand their magical repertoire. And like
any other character, your arcane character is likely
interested in discovering new feats. What arcane
character won't at least consider the idea of haVing
a familiar, a magical entity to serve as one's faith·
ful friend? Last but not least, every character who
survives long enough might eventually gravitate to a
special destiny, perhaps one of epic proportions.
This chapter includes the following material .
.. New Feats: A feat improves an ability, power, fea·
ture, or trait you already have, and a few provide
abilities that are characteristic of other classes .
.. Familiars: A familiar is a spirit you have allied
with and beome the master of All familiars pos-
sess some amount of arcane knowledge.
.. Epic Destinies: An epic destiny isn't merely about
acquiring even more power. It is more about defin-
ing your place in the universe. This chapter offers
several more epic destinies for your arcane charac-
ter to choose from .
.. Tomes: A tome is a thick book packed with arcane
knowledge about the casting of spells. Some
classes can use tomes as implements .
.. Rituals: Complex ceremonies that create magi-
cal effects not deSigned for combat, rituals can be
performed by a wide variety of classes. However,
the rituals described in this book are best suited to
arcane characters. The Player's Handbook covers
the basics of ritual casting; the rituals described
in this chapter further expand your capabilities .
.. Arcane Backgrounds: This section prOVides
several brief character backgrounds you can use
or adapt to your own arcane character.
CHAPTER 6 I A r c an e Options
HEROIC TIER FEATS (CONTINUED) Vl
Swordmage Feat Prerequisite Benefit ~
LIJ
Closing Advantage Swordmage +1 to melee attacks and damage after hitting with u..
a ranged or area power ex:
Combat Casting Swordmage Ranged and area attacks don't provoke after hitting with LIJ
a melee power I-
Eladrin Sword mage Advance Eladrin, sword mage Make basic attack after fey step U
Elemental Blade Attune ment Genasi, sword mage +1 to damage w ith acid, cold, fire, lightning, or o
thunder powers ex:
LIJ
Grasping Ensnarement Sword mage, Target of aegis is slowed J:
aegis of ensnarement
Immortal Warding Deva, sword mage, Sword mage Warding persists while you're unconscious,
Sword mage Warding resista nce bonus
Improved Swordmage Warding Dex 13, sword mage, Increase AC bonus from Sword mage Warding
Sword mage Warding
Risky Aegis Hu man, swordmage, +2 to attacks and damage against target affected by aegis
Sword mage Aegis
RISKY AEGIS rolls against that target when you use sorcerer powers Vl
Prerequisite: Human, sword mage, Sword mage that have the poison or psychic keyword. This bonus ~
Aegis class feature increases to +4 at 11th level and to +6 at 21st level. UJ
u..
Benefit: When you use the immediate action You also gain a +1 feat bonus to Stealth checks.
effect of your Swordmage Aegis against a target
STUDENT OF THE COSMOS t-
marked by you, that target gains combat advantage
against you until the end of its next turn, and you Prerequisite: Sorcerer, Cosmic Magic class U
gain a +2 bonus to attack rolls and damage rolls feature o0::
against that target until the end of your next turn. Benefit: You gain an additional benefit based on UJ
your current phase in the cosmic cycle. J:
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 gain a +2 feat bonus 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
gain 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 thunder keyword, you gain a +1 feat
bonus to damage rolls. While you are bloodied, this
bonus becomes +2.
SORCEROUS ASSASSIN
At 11th 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).
agalnst a target, you gain a +2 feat bonus to damage
TRIGGERED CHAOS enemy that hit you since your last turn. Treat that
Prerequisite: Halfling, sorcerer, Wild Magic class target as the enemy that hit you for the purpose of
feature other feats and abilities that modify the effects of
Benefit: When you use your second chance racial infernal wrath.
power, you gain an additional benefit based on the
result of the reroU. If the enemy's reroll is an even PARAGON TIER FEATS
number, you can slide the enemy 1 square after the A character must be at least 11th level to select any of
attack. If the enemy's reroll is an odd number, you the feats in the following section.
can shift 1 square after the attack.
ARCANE ADMIXTURE
TRUE DRAGON'S SOUL Prerequisite: 11th level, any arcane class
Prerequisite: Dragonborn, sorcerer, Dragon Benefit: Choose one arcane power that you know.
Magic class feature and choose acid, cold, fire, lightning, or thunder. The
Benefit: The first time you become bloodied power now deals that damage type in addition to its
during an encounter, you gain a +1 bonus to Forti· normal damage type and gains that keyword.
tude, Reflex, and Will until the end of the encounter. Each time you gain a level, you can choose to reas·
If your breath weapon deals the same type of sign either the power to which this feat's effect applies
damage as the resistance granted by your Dragon Soul, or the additional damage type applied (or both).
your breath weapon ignores all targets' resistance to Special: You can take this feat more than once.
that damage type up to the value of your resistance. Each time you select this feat, choose a different
power. You can't apply this feat to the same power
TWIST THE ARCANE FABRIC more than once.
Prerequisite: Eladrin, any arcane class
Benefit: Before you use an area or close arcane ARCANE RITUALIST
power, you can use a free action to expend your fey Prerequisite: 11th level, any arcane class
step racial power to teleport an ally rather than your- Benefit: Choose a ritual that you know. Change
self If you do so, select one ally within the area of the key skill of that ritual to Arcana and gain a +2
effect targeted by the arcane power and teleport that bonus to skill checks made as part of that ritual.
ally 3 squares. Each time you learn a new ritual, you can change
the ritual affected by this feat to the newly learned
VENGEFUL CURSE ritual.
Prerequisite: Tiefling, warlock, Warlock's Curse Special: You can select this feat more than once.
class feature Each time you select this feat, choose a different ritual
Benefit: When an enemy hits you, you can use your
Warlock's Curse as an immediate reaction against that COSMIC SPELLFURY
enemy, even ifit is not the enemy nearest to you. Prerequisite: 11th level, sorcerer, Cosmic Magic
class feature
VESTIGE ADEPT Benefit: Whenever you hit at least one enemy
Prerequisite: Warlock, Vestige Pact class feature with a sorcerer at-will attack power, you gain a ben-
Benefit: When your vestige pact boon is trig- efit based on your current phase in the cosmic cycle.
gered, as a free action you can choose to change This benefit applies after the attack is resolved.
your active vestige to any other vestige that has been Phase of the Sun: You can roll a saving throw.
an active vestige for you since your last short rest or Phase of the Moon: You gain concealment until the
extended rest. end of your next turn.
Phase of the Stars: You become insubstantial until
WARDING SOUL the end of your next turn or until you are hit by an
Prerequisite: Half-elf, sorcerer, Spell Source class attack.
feature
Benefit: Each ally adjacent to you gains any resis- DISHEARTENING PRESENCE
tance granted by your Spell Source. Prerequisite: 11th level, bard
Benefit: While you are conscious and not blood-
WRATHFUL MAGIC ied, bloodied enemies adjacent to you take a -1
Prerequisite: Tiefling, any arcane class penalty to attack rolls.
Benefit: When you miss with an arcane attack
power, you can use your irifernal wrath racial power ENSNARING FLOURISH
as a free action. You gain the benefits ofirifernal wrath Prerequisite: 11th level, swordmage, aeais of
against the target you missed, instead of against an ensnarement power
CHAPTER 6 I Arcane Options
't --_.
Benefit: When you use ae8is of ensnarement to tele- IMPROVED ORB OF IMPOSITION VI
port an enemy, you gain a +5 bonus to damage rolls Prerequisite: 11th level, Wis 15, wizard, Orb of ~
I.LI
on melee attacks against that enemy until the end of Imposition class feature u..
your next turn. Benefit: Each time a creature you have deSignated "
with your Orb ofImposition fails a saving throw I.LI
GREATER AEGIS OF SHIELDING against the effect you have specified, it takes damage I-
Prerequisite: 11th level, sword mage, ae8is of equal to 5 + your Wisdom modifier. ~
shieldin8 power lJ
Benefit: When you use your ae8is of shieldin8 IMPROVED STAFF OF DEFENSE «
to reduce the damage from an enemy's attack, you
reduce the damage by an additional 5 points.
Prerequisite: 11th level, Con l3, Dex l3, wizard,
Staff of Defense class feature "
«
0..
Benefit: While you wield a staf£ you gain a +1
GREATER SWORDMAGE WARDING bonus to Fortitude, Reflex, and Will.
Prerequisite: lIth level, Str l3 , Con l3, sword-
mage, Swordmage Warding class feature IMPROVED TOME OF BINDING
Benefit: While your Swordmage Warding is Prerequisite: 11th level, Con 15, wizard, Tome of
active, you gain a +1 feat bonus to all defenses. Binding class feature
At 21st level, this bonus increases to +2. Benefit: While you wield a tome, creatures cre-
ated by your arcane summoning powers appear with
10 temporary hit points.
IMPROVED ORB OF DECEPTION
Prerequisite: 11th level, Cha 15, wizard, Orb of
IMPROVED TOME OF READINESS
Deception class feature
Prerequisite: lIth level, Con l3, Wis l3, wizard,
Benefit: While you wield an orb, any creature
Tome of Readiness class feature
you hit with an arcane illusion power grants combat
Benefit: After you prepare your daily and utility
advantage to your next ally who attacks it before the wizard powers after an extended rest, choose one
start of your next turn. daily or utility power in your spellbook that you didn't
prepare and store this power in your tome.
PARAGON TIER FEATS
Any Arcane Class Prerequisite Benefit
Arcane Admixture Any arcane class Add additional damage type to one arcane power
Arcane Ritualist Any arcane class Change the key skill of a ritual to Arcana
Once per encou nter as a free action, you can use MAJESTIC RESCUE
this stored power by expending another unused Prerequisite: 11th level, bard , majestic word power
wizard power of the appropriate type (daily or utility) Benefit: W hen you use majestic word, you can
of its level or higher. You must 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.
Prerequisite: 11th level, warlock, Warlock's replace either of your two active vestiges. f-
Curse class feature U
Benefit: When an enemy cursed by you is VIGOROUS ASSAULT 0-
..u
reduced to 0 hit points, you can use your Warlock's Prerequisite: 11th level, swordmage, aegis of
Curse as a free action. assault power
Benefit: When you use your aegis 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.
A familiar is a spirit th at accompanies you as your reappears in passive mode in your space.
~
friend and ally. It's not a real creature, and it doesn't
need to eat or breathe. T he most common type is a
• Immunity: A familiar can't be hit by its master's
attacks. You, as the master, can choose to ignore
«
1.1.
FAMILIAR MODES
FAMILIAR ATTRIBUTES
• Switching Modes: You can switch your familiar
• Attacks: A familiar can't attack. between passive mode and active mode by using a
• Defenses: A familiar uses your defenses. minor action.
• Skills and Checks: A familiar uses your bonuses • Passive: A passive familiar is on your person, perch·
for all skill checks and ability checks. ing on your shoulder or hiding in your pocket. In this
• Hit Points: A familiar has 1 hit pOint, but a missed mode, it shares your space.
attack never damages it. No Tar8etin8: A passive familiar can't be targeted
by any effect.
• Destruction of a Familiar: If your familiar is
No Dama8e: A passive familiar cannot be dam ·
reduced to 0 hit points or fewer, it is destroyed.
aged by any effect.
After your next short rest or extended rest, it reap·
pears in passive mode in your space. • Active: In its active mode, a familiar is not on your
person, and you can move it around. It takes up the
space of a Tiny creature.
Movement: A familiar has a speed and move ment
HOW DO FAM1L1ARS WORK? modes. By using a move action, you can move yo ur
The Arcane Familiarfeat (see page 139) lets you choose a familiar its speed.
familia .... You can determine how your familiar looks, and Ran8e Limit: Unless otherwise noted , a familiar
suggest to your OM what sort of personality it has. can't move more than 20 squares away from you .
Familiars have two modes: active and passive. Both If, at the end of your turn, your familiar is more than
modes give you constant benefits, but you lose them if 20 squares away, it teleports into your square and
your familiar is destroyed. You can keep your familiar in enters passive mode.
passive mode to protect it. In active mode, your familiar Actions: A familiar can use skills and take actions
can scout ahead or grant you special abilities described as normal, but you must use the relevant action
in its statistics block. You can control a familiar when it's to order it to do so. Your familiar does not have its
in active mode by using your actions, but a familiar isn't own set of actions to use.
a combatant. It can't attack on its own, and it vanishes
for a while when it is destroyed.
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
C H A P TE R 6 I Arcane Options
.- -.- .- -._-.- .- .- -.- .- -.- .- -.- .- .-
EPIC DESTINIES .~
ARCANE SWORD
Spells of destruction infuse your blade, and no enemy can
stand in your way.
Dojo Master: When you complete your final You unleash a frenzy of strikes, slicin8 all around you with your
blade. Your attacks trail a blaze of ma8ie, 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 2
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 FEATURES
Archspells gain many benefits based around a Single
power chosen with the Signature Spell feature.
Signature Spell (21st level): Choose one of your
arcane daily attack powers. You gain a +2 bonus to
attack rolls with that power. If you retrain that power.
you can choose a new arcane daily attack power as
your Signature Spell.
Returning Spell (24th level): Once per day,
when you die, you regain half your hit points on your
next turn. If you have already expended your Signa-
ture Spell daily attack power, you regain it.
Living Spell (30th level): You can use your Sig-
nature Spell as an encounter power rather than a
daily power.
ARCHSPELL POWER
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 will need other magic
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 self if you 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
FEYLIEGE POWER
accept your destiny and the summons from the Fey-
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 kni8hts sprin8fr0m all sides, protectin8 you
and your allies from dan8er, transportin8 all ofyou to safety,
and then disappear back into the Feywild.
FEYLIEGE FEATURES 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 your 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 muItiverse,
beyond the grasp of the gods or the natural order. Golden Mean Lord of Fate Utility 26
The force you sensed as a mortal, the underlying You show your power over fate. and let the balance rei&n over
cosmic balance behind all things, accepts you as part enemies and allies alike.
ofitsel£ 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
lasts until the end of your next turn. Each creature
sandfold. In your hands rests the future balance of 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
zone is sustained. When the zone is a burst 1, it can no
your Turnabout feature. Until end of the encounter,
longer be sustained.
any condition that target imposes on another 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
recharge, the attacking creature can't attempt to
recharge that power until you make an attack roll
against it.
C HAP TE R 6 I Arcane Options
MAGISTER MAGISTER FEATURES
Ma8ie flows throu8 h you as it flows throu8 h all the worlds. Magister's Knack (21st level): One ability score
Ma8ie that flows throu8 h you onee is yours forever. of your choice increases by 2.
Magic's Flow (21st level): Whenever you use an
Prerequisites: 21st level, any arcane class arcane encounter or daily attack power, you gain a +4
bonus to the defense or defenses that power attacks
Your reputation as a powerful spellcaster has only until the end of your next turn.
grown in the telling, perhaps sometimes even outpac- Return of the Magister (24th level): Once per
ing your actual abilities. Indeed, some credulous few day when you drop to 0 hit points or fewer or are
have gone so far as to call you the "mouth of magic," about to take enough damage to kill you, you can
implying that you are the ultimate expert on all spend a healing surge, teleport 15 squares as a free
things arcane. action, and roll saving throws against all effects on
You don't go out of your way to dissuade such you that a save can end.
talk. After all, you are a powerful practitioner of the Magic's Master (30th level): Twice per day, you
arcane arts. You are a protege of powerful wizards, can perform any ritual you have mastered as a stan-
sorcerers, and warlocks (if not in the flesh, at least dard action.
in the study of their lives, their rituals, and the
spells they preferred to cast). Furthermore, spells MAGISTER POWERS
and rituals have been your daily fare for longer
than you can recall. You are mortal, yes, but the Magister's Key Magister Utility 16
flux of magic that daily flows through your form You renew the maBieal potential of an already used maBie item
lifts you closer and closer to something finer with with a touch.
each arcane utterance. Daily" Arcane
Any wizard, warlock, or other spellcaster can Minor Action Personal
study hard and eventually master a wide variety Effect: You regain the use of an expended daily power of
of magical stratagems. It is not impossible to grow any Single magic item in your possession.
in power and ability. But a few who do so sense an
underlying unity to magic, a thread that connects
apparently disparate magical functions. Those few,
like you, claim the title of Magister and the enhanced
magical prowess that goes with it.
Regardless of what others say or what you believe,
empirical evidence has proved it: You have become
one of the most powerful spellcasters in history. You
manipulate magic as easily as you breathe.
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 hidden
in a Feywild mountain pass.
PARABLE FEATURES
As if Illusion (21st level): Whenever you move,
you ignore difficult terrain.
Never Really There (24th level): You never take
damage from a missed attack.
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 of Ages Utility 26
accumulated so much knowledge that you have
become a force of nature itself. As one of a select Your vast learning grants you different insighiful advantages 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
of 31 through 50
- -.- ._- ._-.- .- ._-.- .- -.- .- -.- .- ._-
and the damage rolls of implement powers you use
,~
Vl
MAG1C lTEMS: TOME through the tome, and you can use its properties and ~
powers. Otherwise, you gain no benefit from wield-
A tome is a thick book packed with knowledge about ing a tome.
casting a spell. The materials that make up the cover iJ
of a tome range from leather and thin wood to heavy <:
pieces of metal. The pages of a book can be paper, The paBes of this tome have scorch marks alonB the edBes. ~
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. Lvll0 +2 5,000gp Lvl25 +5 625,000gp
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 dB 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
Lvi Name Price (gp)
attack is reduced by 1 O.
1 Magic tome +1 360 Level 15 or 20: The resistance is reduced by 20.
2 Tome ofthe replenishing flame +1 520 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,
3 Tome ofthe north wind +1 680 Both powers must be of a level equal to or lower than that
840 of the tome. Choose these powers when you acquire the
4 Tome of arrest +1
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 1,000 Power (Daily. Arcane, Fire, Implement): Free Action.
6 Magic tome +2 1,800 Choose a power contained in this tome and expend an
7 Tome of the replenishing flame +2 2,600 unused wizard daily attack power of an equal or higher
8 Tome offorty steps +1 3,400 level. You gain the use of the chosen power during this
8 Tome ofthe north wind +2 3,400 encounter, The power is lost if you do not use it before
4,200 the end of the encounter.
9 Tome of arrest +2
10 Book of undeniable fire +2 5,000
10 Summoner's tome +2 5,000
1'1 Magic tome +3 9,000 A simple tome, enchanted to channel arcane enerBY·
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 l,BOOgp Lvi 21 +5 225,OOOgp
13 Tome ofthe north wind +3 17,000 Lvi 11 +3 9,000 gp Lvi 26 +6 1,125,000 gp
Implement (Tome)
14 Tome of arrest +3 21,000
Enhancement: Attack rolls and damage rolls
15 Book of undeniable fire +3 25,000
Critical: + 1 d6 damage per plus
15 Summoner's tome +3 25,000
16 Magic tome +4 45 ,000
17 Tome ofthe replenishing flame +4 65,000
Outlines of creatures are burnt into the cured-hide cover of this
18 Tome offorty steps +4 85,000 book, which holds many summoninB 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 +4 105,000 Lvll0 +2 5,000 gp Lvl25 +5 625,000 gp
20 Book of undeniable fire +4 125,000 Lvl15 +3 25,000 gp Lvl30 +6 3,125,000 gp
20 Summoner's tome +4 125,000 Implement (Tome)
21 Magic tome +5 225,000 Enhancement: Attack rolls and damage rolls
22 Tome ofthe replenishing flame +5 325,000 Critical: + 1 d6 damage per plus
23 Tome of forty steps +5 425,000 Property: When you hit with an opportunity attack using
Tome ofthe north wind +5 a conjuration or summoning wizard power through this
23 425,000
tome, the target takes extra damage equal to this tome's
24 Tome of arrest +5 525,000
enhancement bonus.
25 Book of undeniable fire +5 625,000 Property: This tome contains two wizard daily summoning
25 Summoner's tome +5 625,000 powers. Both powers must be of a level equal to or lower
26 Magic tome +6 1,125,000 than that of the tome, Choose these powers when you
27 Tome ofthe replenishing flame +6 1,625,000 acquire the tome; they cannot be changed later. You can
28 Tome offorty steps +6 2,125,000 add these powers to your spell book.
28 Tome ofthe north wind +6 Power (Daily. Arcane, Implement, Summoning): Free
2,125,000
Action. Choose a power contained in this tome and ex-
29 Timeless tome +6 2,625,000
pend an unused wizard daily attack power of an equal or
29 Tome of arrest +6 2,625,000 higher level. You gain the use of the chosen power during
30 Book of undeniable fire +6 3,125,000 this encounter. The power is lost if you do not use it be-
30 Summoner's tome +6 3,125,000 fore the end ofthe encounter.
CHAPTE R 6 I Arcan e Op ti on s
Th e r itu a ls in this section are listed on th e table
This tome's copper bindina is pleasantly warm to the touch. below.
Lvi 2 +1 520 gp Lvl17 +4 65,000 gp
Lvi 7 +2 2,6 00 gp Lvl22 +5 325,000 gp ANTHEM OF UNITY
Lvl12 +3 13,000 gp Lvi 27 +6 1,625,000 gp
The anthem's invi8oratin8 notes f ill the audience with
Implement {Tome}
Enhancement: Attack rolls and damage rolls pride and sin8le-minded purpose.
Critical: + 1 d1 0 fire damage per plus
Property: Whe n you use a wizard fire power that can be Level: 8 Component Cost: 135 gp,
sustained t hrough this to me, you regain hit points equal Category: Binding plus a foc us wo rth 680 gp
to the tome's enhancement bonus each round that you Time: 10 minutes Market Price: 680 gp
sustain the power while bloodied. For example, if you used Duration: 1 day Key Skill: Diplomacy
the flamina sphere powe r with a tome of the replenishina
Prerequisite: Bard
flam e +2, you would regain 2 hit points each round you
sustain the flamina sphere while you are bloodied.
Property: This tome contains two wizard daily fire powers. When you perform the Anthe m of Unity for a crowd of
Both powers must be of a leve l equal to or lowe r than that ordi nary peop le - peasants, com mone rs, artisans, and the
of the tome. Choose these powers when you acquire the li ke-yo u un ite t he m be hi nd a single cause. Only creatures
tome; they cannot be changed later. You can add these whose level is at least 2 lower than yours are affected by
powers to your spell book. th is ritual.
Power (Daily. Arcane, Fire, Implement): Free Action. The crowd must not be hostile to you and m ust be
Choose a power contained in this tome and expend an ab le to see and hear you for t he entire perfo rma nce. 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, you can request a single se rvice
encounter. The power is lost if you do not use it before from the crowd, to which the members of the aud ie nce
the end of the encounter. respond as if you were a tr usted fr ie nd. You can req uest
__ ._-.-.-._-.- .--.-._-.-.-._-
.
anyt hi ng that does n't invo lve vio lence, put the listene rs
at inord inate risk or imperi l their friends or fam ily, or
NEW R1TUALS ~ place them in fin ancia l ruin. For examp le, you m ight ask
the listene rs to he lp put out a fire raging in the city, hide
you and your a llies from searching guards, or provide
The world is fl ush with sacram ents, rites, cerem o-
you with shelte r or food. A Diplomacy check made at
n ies, and other proced ures that wring incredible
the end of this ritual determines what sort of help you
effects from an input of time, componen ts, and
can request.
learnin g. T h ese d isparate workings a r e k now n col-
lectively as r itua ls. See C h apter 10 of the Player's
Diplomacy
Handbook for instru ctio ns on h ow to u se a r itual in
Check Result Effect
the D & D game.
19 or lower The listeners perform an action that lasts
up to 1 hour and that benefits t hem in at
RITUALS BY LEVEL least some small way.
Lvi Ritual Key Skill 20-29 The listeners perform a task t hat lasts
1 Purify Water Arcana, Nature, up to 1 hour and that poses no risk or
or Religion
reward to them.
1 Unseen Servant Arcana
30-39 The listeners perform a task that lasts up
2 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 individuals affected extends to anyo ne
8 Anthem of Unity Diplomacy
w ho witnesses the e ntire performance, so the large r the
9 Detect Treasure Arcana
ve nu e, the more people yo u can affect.
9 Magic Map Arcana
Focus: A musica l instrume nt you playas pa rt of pe r-
11 History Revealed Arcana
fo rming the ritua l.
12 Arcane Barrier Arcana
14 Telepathic Bond Arcana
14 Whispers of the Edifice Arcana
16 Farsight Arcana
18 Guards and Wards Arcana
28 Imprisonment Arcana