“I am the fire that burns, the choking fog, the storm that rains devastation on our foes.”
Player’s Handbook & Arcane Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (ArP Arcane Power, PHB Player’s Handbook) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Std/Minor/OA/Imm Intr/Opp summoned creature’s actions |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords.
Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master’s spellbooks, an eladrin upholding the magical tradition of your race, or even a power-hungry student of magic who might do anything to learn a new spell.
A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?
“Spells trip from my tongue and sizzle from my fingertips. Few can gainsay me. A lifetime of arcane study is my burden, but also my delight.”
THE WIZARD embodies arcane magic to most people, and rightfully so. Of all who deal in the arcane, you truly understand the magical principles that underlie reality. Others might exploit its power, but only imperfectly.
As a painter composes an image on a blank canvas, or a sculptor reveals the form imprisoned in dull stone, you manipulate magic to create expressions of power. Your art, although beautiful, is also lethal. You are driven to constantly improve your craft, studying ever more intricate rituals, acquiring newer and more powerful implements, and developing even mightier spells.
Beyond the orb, rod, staff, and wand familiar to arcane casters, another implement is the purview of wizards alone. Your tome is a repository of scribbled arcane secrets through which to channel your power.
Wizards have a range of powers, but tend to specialize in one of four character builds: control wizard, illusionist wizard, summoner wizard, or war wizard. Every wizard relies on Intelligence for attack powers, and secondarily on Wisdom, Dexterity, and sometimes Constitution.
Fighters and wizards are both exceedingly rare in the world, but wizards are perhaps slightly more so. Common soldiers, mercenaries, and bandits aren’t fighters, but fighters might emerge from among those sorts of people. It’s harder to find examples of people among the mass of common folk who have the potential to rise to the status of a full-fledged wizard. You might once have been a scribe, a scholar of history or arcane lore, a priest of Ioun or some other deity, an herbalist, or an alchemist in your town or village. But the moment you learned your first cantrip, you were set on a path toward a greater destiny. You are far more than a scholar or a sage—you’re a hero who wields the power of arcane magic, and that ability forever sets you apart from, and indeed above, the common folk of the world.
Your favorite powers restrict your enemies in various ways — crushing them in the coils of a lightning serpent, trapping them in a cloud of noxious vapor, or encasing them in ice. Intelligence drives your attack powers, so make it your highest ability score. Wisdom can help you maintain control over your enemies if you choose the orb of imposition form of Implement Mastery, so it should be your second-best score. Make Dexterity your third best score. Putting a good score in Constitution can help you stay alive by increasing your hit points and healing surges, as well as contributing to your Fortitude defense. If you choose the staff of defense form of Implement Mastery, your Constitution can also help your other defenses. Select powers that help you control the battlefield and make the best use of your high Wisdom score.
Suggested Feat: Improved Initiative (Human feat: Human Perseverance)
Suggested Skills: Arcana, Diplomacy, Insight, Nature
Suggested At-Will Powers: cloud of daggers, thunderwave
Suggested Encounter Power: icy terrain
Suggested Daily Power: sleep
Your mysterious powers cloud the mind and assault the senses. The imaginary landscapes and creatures you create impede, distract, and redirect your foes. Nothing is what it seems when you’re in control.
Intelligence should be your highest ability score, since it governs your attack powers. A high Charisma score lets you enhance some illusion effects. Choose powers that have the illusion keyword, and take the Orb of Deception form of Arcane Implement Mastery to get the most out of them.
Suggested Class Feature: Orb of Deception
Suggested Feat: Phantom Echoes*
Suggested Skills: Arcana, Diplomacy, Dungeoneering, Insight
Suggested At-Will Powers: illusory ambush, phantom bolt
Suggested Encounter Power: grasping shadows*
Suggested Daily Power: horrid whispers*
**New option presented in Arcane Power.*
Terrifying creatures obey your call, and you order them to aid you and to fight for you. In addition to binding these monsters, you are skilled at conjuring objects made of magical energy to impede or harm your foes. You must use your own actions to control your summoned monsters, so your role in combat is quite different from that of other wizards.
As with other wizards, a high Intelligence score is crucial to attack rolls and damage rolls. Your summoned creatures’ hit points depend on your own, and many conjuration spells deal additional damage or have improved effects that depend on situations, so make that your second-highest score. Select the Tome of Binding form of Arcane Implement Mastery, since it improves your summoning spells. Select daily powers that have the summoning keyword, and encounter and at-will powers that have the conjuration keyword.
Suggested Class Feature: Tome of Binding
Suggested Feat: Careful Summoner*
Suggested Skills: Arcana, Dungeoneering, Insight, Nature
Suggested At-Will Powers: scorching burst, storm pillar*
Suggested Encounter Power: astral wasp*
Suggested Daily Power: summon fire warrior*
**New option presented in Arcane Power.*
Your delight is in powers that deal damage — lots of damage, to many foes at a time. Enormous bursts of fire, searing bolts of lightning, and waves of caustic acid are your weapons. Intelligence is your most important ability score. Dexterity should be your second-best score, and it is important if you choose the wand of accuracy form of Implement Mastery. Make Wisdom your third-best score. You might instead choose the staff of defense form of Implement Mastery, which lets your Constitution aid your defenses against some attacks. Even if you don’t, Constitution increases your hit points, healing surges, and Fortitude defense. Select powers that deal lots of damage and that make the best use of your high Dexterity score.
Suggested Feat: Expanded Spellbook (Human feat: Action Surge)
Suggested Skills: Arcana, Dungeoneering, History, Religion
Suggested At-Will Powers: magic missile, scorching burst
Suggested Encounter Power: burning hands
Suggested Daily Power: acid arrow
Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class Features”). Without an implement, a wizard can still use his or her powers. A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to the attack rolls and the damage rolls of wizard powers, as well as wizard paragon path powers, that have the implement keyword.
The Player’s Handbook describes how wizards can make use of orbs, staffs, and wands to help channel and direct their arcane power. Now wizards can add the tome to their available implements and choose it for their Arcane Implement Mastery class feature.
With a culture that focuses on glory in battle, dragonborn 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 dragonborn wizards are surprisingly adept at illusion magic.
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 mineral mined from his or her mountainous home. Because dwarves value clan ties and ancestry, those who have wizards among their forebears are more likely to take up wizardry themselves.
Eladrin value the arcane arts over all others, and an eladrin wizard armed with a wand is a deadly adversary. Their innately high Intelligence allows eladrin wizards to easily target foes with their spells and to deal impressive damage. High Dexterity leads them naturally to choose the wand of accuracy form of implement mastery, which further enhances their ability to hit even the most elusive enemies.
Unlike their eladrin cousins, many elves disdain the arcane arts, favoring instead the martial path or the primal powers of the wild lands. Those who do choose the arcanist’s robes over archer’s garb are equally adept as control wizards or war wizards. Many elves choose the staff of defense form of implement mastery because of its flexibility as well as increased protection. Others opt for the wand of accuracy to take advantage of their high Dexterity.
Tieflings who have a talent for the arcane often yield to the example of their ancestors and choose to be warlocks. However, they make fine wizards, too; their superior Intelligence makes them the equal of eladrin mages (although most eladrin are unwilling to admit this truth). Tieflings are generally more likely to become war wizards than to concern themselves with the subtleties of illusion or control. Many of those who do take up illusion magic (and the orb of deception form of implement mastery) are formidable masters of their craft.
You have the following class features.
You specialize in the use of one kind of implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.
Wizards can choose a new form of orb mastery or select to master the tome implement.
Many wizards use an orb implement to strengthen and extend their spells’ duration, but some have perfected its use as a tool of trickery.
You can choose Orb of Deception as a new Arcane Implement Mastery class feature.
You must wield an orb to benefit from this feature. Illusionist wizards select this form of mastery to spread a wider net of deception over foes.
Wizards who choose the tome implement can select from two forms of Arcane Implement Mastery, one useful to summoner wizards and the other of more general benefit.
You must wield a tome to benefit from this feature. Summoner wizards prefer this form of tome mastery because of its obvious benefit to their summoning spells. This form of mastery also provides benefit to certain conjuration powers.
Once per encounter as a free action, you can use the stored power by expending another unused wizard encounter attack power of its level or higher. You must still take the normal action required to use the stored power.
Each time you reach a level that lets you choose an encounter power, you can replace the stored power with a new wizard encounter attack power of your level or lower that you do not already know.
You must wield a tome to benefit from this feature. Wizards of all builds appreciate this form of mastery because of the flexibility it allows them during combat.
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
A wizard’s spells are potent in combat and useful in a variety of challenge encounters and other situations, but the wizard is also the undisputed master of magical rituals. As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them in the course of your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places.
How did your character acquire his or her spellbook? Did you receive formal instruction at something like a wizard academy, where you were handed a blank spellbook on the first day of school and proceeded to fill it with notes, spells, and rituals over the course of your education? Did you study with a more experienced wizard who gave you a book from her collection as a gift recognizing the completion of your study? Is your spell “book” a loose collection of notes you scrounged together as you figured out the secrets of magic in secret? Or is it a finely bound tome, carefully copied by the hand of a master scribe during the rule of one of the world’s ancient empires?
What’s in your spellbook aside from your spells and rituals? Does it contain a detailed history of the study of magic, penned by an archwizard of Bael Turath? A treatise on Underdark fungi and their use in arcane rituals? Scattered notes on summoning creatures, with marginal annotations in several different hands (including yours)? Or is it mostly blank pages, reflecting the fledgling state of your knowledge?
Powers that have the summoning keyword bring creatures from other planes to serve you in a variety of ways.
A creature you summon uses these rules, unless a power description says otherwise.
Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears.
Your Defenses: The summoned creature’s defenses equal yours when you summon it, not including any temporary bonuses or penalties to your statistics.
Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value.
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 it. The summoned creature then gains the benefit of the healing surge, instead of your gaining it.
Speed: The summoning power determines the summoned creature’s speed.
Commanding the Creature: The summoned creature 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 following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close 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 command. 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 summoning 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 include 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.
Wizards who use summoning magic can call a host of monstrosities from other locations or produce lingering effects from magical energy to harry, attack, and block their foes.
A summoner wizard might call forth an arrowhawk, a creature of elemental wind and fury, to slash at enemies throughout a battle. A snarling mastiff leaps to fasten jaws upon a foe, then returns to the wizard’s side, ready to attack again upon command. Alternatively, a stolid defender appears at the wizard’s side to interpose itself between its master and an enemy’s attack.
Despite the name, a summoner wizard doesn’t always summon creatures. His or her repertoire includes conjuration spells that manipulate magical energy: a pillar of persistent lightning in the midst of enemies, blasting those that remain too close; a pool of slippery oil bubbling up from the ground around a foe’s feet; or a wall of scintillating colors that lashes nearby creatures with a variety of effects.
Summoning vs. Conjuration: Summoning spells are daily powers and produce long-lasting, physical effects in the form of creatures. Some conjuration spells (mostly at-will and encounter powers) create temporary effects that take the form of creatures. Such conjured attackers don’t have hit points or act at the wizard’s command, but they behave much like creatures and exert control over a specific area.
*Meriele** sighed as the fiery soldiers surrounded the paladin. “Well, Daren,” she said, “looks like I’m saving your hide again.”*
She drew a slow breath and closed her eyes for a moment, fixing the darkness in her mind. The first syllable that issued from her mouth came out as a screeching sound near Daren’s position that made the paladin cringe. Meriele extended her wand and flexed the fingers of her other hand into a claw, and her next syllable opened the rift into darkness.
From that point, the creature she was calling aided her in the spell. She summoned, it answered, and it worked its tentacles into the breach to open a clear pathway into the world from whatever space Beyond it normally inhabited.
To Meriele, the seconds stretched as the black devourer wormed its way through the tear in space, unfurled its long tentacles, and took up its position near the fire archons. Then the spell was cast, time resumed its normal pace, and the black devourer began its devastation.
Wizards who employ illusion are masters of unreality. Their spells reach into opponents’ minds to play havoc with perceptions, imposing visions of danger that are convincing enough to temporarily overwrite reality. Sometimes, even if only briefly, illusions are not entirely in the mind of the beholder. Psychic damage is the forte of illusion magic. Imaginary dangers cause harm by accelerating heart rate, impeding breathing, and sending victims into shock.
Illusion spells might convince a creature that beetles are swarming over its flesh, that a bolt of fire is on an interception course, that it is in the path of stampeding elephants, or that the floor beneath it is giving way. Such lesser effects cause their targets to dive away, fall prone, or otherwise try to evade the seeming threat.
More powerful illusions can override a target’s senses. Instead of its true surroundings, a foe might witness cataclysmic visions of ruin, or a harmless vista of inanimate objects. Such extreme deceit is more difficult to pull off, but it renders a foe uniquely vulnerable as it stands by, watching imaginary visions, ignorant of its true doom.
Perception is reality, from the observer’s point of view. Thus, illusion magic is ultimately about control. Although illusionist wizards choose such powers almost exclusively, control wizards often learn a few illusion powers as well.
This section includes plenty of spells for both the illusionist wizard and the summoner wizard, as well as expanded powers suitable for the war wizard and control wizard builds.
Using an arcane power—whether it’s a wizard spell or a spell belonging to a different arcane class—shouldn’t feel the same as using a martial or a divine power. Wizard spells in particular involve the recitation of complex arcane formulas, mystic syllables in no known language that tap into the magical power that flows through the world. You might also perform precise gestures, positioning your implement and your free hand in just the right way to shape and channel the energy you wield.
Your powers require constant study to keep those syllables fresh in your mind and ready for use, so you might spend every short rest or extended rest immersed in reviewing your spellbook, rehearsing the precise formulas in your thoughts. However, resting your mind and body is also essential for proper performance of your spells, so you might insist on taking the first or last watch of the night so you can sleep uninterrupted.
Some of the greatest wizards of the past have left their mark on the study of magic in the form of spells and rituals that bear their names: Bigby (of the many hand spells), Mordenkainen, Otiluke, and Evard all have spells in the Player’s Handbook and in this book that are named after them. Tenser, Leomund, and Drawmij survive in ritual names. These names have been part of the Dungeons & Dragons game since its earliest days—largely because they were player character wizards in some of the first D&D campaigns.
If your wizard has a bit of an egomaniacal bent (and many wizards do), you might consider appending your own name to some or all of your spells. That change might be nothing more than a reflection of your own inflated sense of self-importance, but perhaps you have researched a variation that makes Kathra’s acid mire notably different from the run-of-the-mill acid mire spell described in this book.
Three factors combine to make the wizard one of the most versatile classes in the game: spellbooks, cantrips, and rituals. Unlike members of other classes, a wizard can keep a selection of daily attack powers and utility powers in a spellbook, allowing him or her to choose the right spell for the job—given some knowledge of what dangers lie ahead on a given day. (Divination rituals are a good way to get some of that knowledge!) Cantrips are minor spell effects, but incredibly flexible. Look for ways to use ghost sound, mage hand, or prestidigitation in skill challenges, roleplaying interactions, and even combat encounters to accomplish unexpected things. Finally, rituals—which any class can use, but wizards have superior access to—provide a never-ending supply of interesting, unique effects. Some wizards find that they rely on the same one or two rituals in a variety of situations, while others employ lots of different rituals and might never use the same one twice.
Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is. Cantrips are minor at-will spells gained at 1st level; the rest are organized below by the level at which you gain access to them.
| AW | Ghost SoundWizard Cantrip · PHBStd Ranged 10Arcane, IllusionTgt One object or unoccupied sq | With a wink, you create an illusory sound that emanates from somewhere close by. Eff You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from tgt. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to tgt can hear your words. |
| AW | LightWizard Cantrip · PHBMinor Ranged 5ArcaneTgt One object or unoccupied sq | With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. Eff You cause tgt to shed bright light. The light fills tgt’s sq and all sq within 4 sq of it. The light lasts for 5 minutes. Putting out the light is a free action. Spec You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
| AW | Mage HandWizard Cantrip · PHBMinor Ranged 5Arcane, Conjuration | You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. Eff You conjure a spectral, floating hand in an unoccupied sq within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 sq. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 sq. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sust Minor You can sustain the hand indefinitely. · Spec You can create only one hand at a time. |
| AW | PrestidigitationWizard Cantrip · PHBStd Ranged 2Arcane | You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. Eff Use this cantrip to accomplish one of the effects given below. • Move up to 1 pound of material. • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until EONT. • Make a small, handheld item invisible until EONT. Nothing you create with this cantrip can deal dmg, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Spec You can have as many as three prestidigitation effects active at one time. |
| AW | Cloud of DaggersWizard Attack 1 · PHBStd Area 1 square within 10 squaresArcane, Force, ImplementTgt Each creature in sq | You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. Atk Int vs Reflex · Hit 1d6 + Int force dmg. Eff The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force dmg = Wis (minimum 1). The cloud remains in place until EONT. You can dispel it earlier as a minor action. Scaling Increase dmg to 2d6 + Int at 21st level. |
| AW | Illusory AmbushWizard Attack 1 · ArPStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature | You create an illusion of swirling spectral assailants that swarm over your enemy. Atk Int vs Will · Hit 1d6 + Int psychic dmg, and tgt takes a –2 penalty to attack rolls until EONT. Level 21 2d6 + Int psychic dmg. |
| AW | Magic MissileWizard Attack 1 · PHBStd Ranged 20Arcane, Force, ImplementTgt One creature | You launch a silvery bolt of force at an enemy. Atk Int vs Reflex · Hit 2d4 + Int force dmg. Scaling Increase dmg to 4d4 + Int at 21st level. · Spec This power counts as a RBA. When a power allows you to make a RBA, you can use this power. |
| AW | Phantom BoltWizard Attack 1 · ArPStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature | You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat. Atk Int vs Will · Hit 1d8 + Int psychic dmg, and you slide tgt 1 sq. Level 21 2d8 + Int psychic dmg. |
| AW | Ray of FrostWizard Attack 1 · PHBStd Ranged 10Arcane, Cold, ImplementTgt One creature | A blisteringly cold ray of white frost streaks to your target. Atk Int vs Fortitude · Hit 1d6 + Int cold dmg, and tgt is slowed until EONT. Scaling Increase dmg to 2d6 + Int at 21st level. |
| AW | Scorching BurstWizard Attack 1 · PHBStd Area burst 1 within 10 squaresArcane, Fire, ImplementTgt Each creature in burst | A vertical column of golden flames burns all within. Atk Int vs Reflex · Hit 1d6 + Int fire dmg. Scaling Increase dmg to 2d6 + Int at 21st level. |
| AW | Storm PillarWizard Attack 1 · ArPStd Ranged 10Arcane, Conjuration, Implement, Lightning | A crackling column of lightning appears amid your enemies, lashing out at any who move near it. Eff You conjure a pillar of crackling energy in an unoccupied sq within range. The pillar occupies 1 sq and lasts until EONT. Each enemy that moves into a sq adjacent to the pillar takes 1d6 + Int lightning dmg. Level 21 2d6 + Int lightning dmg. |
| AW | ThunderwaveWizard Attack 1 · PHBStd Close blast 3Arcane, Implement, ThunderTgt Each creature in blast | You create a whip-crack of sonic power that lashes up from the ground. Atk Int vs Fortitude · Hit 1d6 + Int thunder dmg, and you push tgt a number of sq = Wis. Scaling Increase dmg to 2d6 + Int at 21st level. |
| ENC | Astral WaspWizard Attack 1 · ArPStd Ranged 10Arcane, Conjuration, ImplementTgt One creature | A crystalline wasp with gossamer wings appears next to your foe and stings it, then buzzes about, waiting for another opening to attack. Atk Int vs Fortitude · Hit 1d10 + Int dmg. Eff You conjure an astral wasp that appears in 1 sq within tgt’s space. It lasts until EONT. If tgt moves out of the astral wasp’s sq, it takes dmg = Con. If tgt ends its turn more than 2 sq away from the astral wasp, it takes dmg = Con. |
| ENC | Burning HandsWizard Attack 1 · PHBStd Close blast 5Arcane, Fire, ImplementTgt Each creature in blast | A fierce burst of flame erupts from your hands and scorches nearby foes. Atk Int vs Reflex · Hit 2d6 + Int fire dmg. |
| ENC | Chill StrikeWizard Attack 1 · PHBStd Ranged 10Arcane, Cold, ImplementTgt One creature | You create a bolt of frigid purple energy around your hand and send it hurtling toward your foe. Atk Int vs Fortitude · Hit 2d8 + Int cold dmg, and tgt is dazed until EONT. |
| ENC | Empowering LightningWizard Attack 1 · ArPStd Ranged 20Arcane, Implement, LightningTgt One creature | Green and yellow lightning twines around your wand, then flashes toward your enemy in a shower of sparks. Atk Int vs Reflex · Hit 2d8 + Int lightning dmg, and you push tgt 1 sq. Wand of Accuracy The next time you use the Wand of Accuracy class feature before the end of the encounter, you also gain a bonus to that attack’s dmg roll = Int. |
| ENC | Force OrbWizard Attack 1 · PHBStd Ranged 20Arcane, Force, Implement | You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. 1° Tgt One creature or object · Atk Int vs Reflex · Hit 2d8 + Int force dmg. Make a secondary attack. 2° Tgt Each enemy adjacent to the primary target · 2° Atk Int vs Reflex · Hit 1d10 + Int force dmg. |
| ENC | Grasping ShadowsWizard Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, Implement, Psychic, ZoneTgt Each creature in burst | At your command, shadows reach out, grab hold of your foes, and wreathe the area in darkness. Atk Int vs Will · Hit 2d8 + Int psychic dmg, and tgt is slowed until EONT. Eff The burst creates a zone of writhing shadows that lasts until EONT. Each creature that enters the zone takes psychic dmg = Int and is slowed until the end of its next turn. |
| ENC | Icy TerrainWizard Attack 1 · PHBStd Area burst 1 within 10 squaresArcane, Cold, ImplementTgt Each creature in burst | With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes. Atk Int vs Reflex · Hit 1d6 + Int cold dmg, and tgt is knocked prone. Eff The power’s area is difficult terrain until EONT. You can end this effect as a minor action. |
| ENC | Orbmaster’s Incendiary DetonationWizard Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Fire, Force, Implement, ZoneTgt Each creature in burst | Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting them as they attempt to escape. Atk Int vs Reflex · Hit 1d6 + Int force dmg, and you knock tgt prone. Eff The burst creates a zone of licking flames that lasts until EONT. Each enemy that enters the zone or starts its turn there takes 2 fire dmg. Orb of Imposition You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies. |
| ENC | Ray of EnfeeblementWizard Attack 1 · PHBStd Ranged 10Arcane, Implement, NecroticTgt One creature | You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength. Atk Int vs Fortitude · Hit 1d10 + Int necrotic dmg, and tgt is weakened until EONT. |
| ENC | Staffstrike CorrosionWizard Attack 1 · ArPStd Ranged 10Acid, Arcane, ImplementTgt One creature | You tap your staff on the ground, and acid boils up to envelop your target in a caustic haze. Atk Int vs Reflex · Hit 1d6 + Int acid dmg. Until EONT, creatures more than 5 sq away from tgt have concealment against it. Staff of Defense The next time you use the Staff of Defense class feature before the end of the encounter, the attacker also takes acid dmg = Int. |
| DLY | Acid ArrowWizard Attack 1 · PHBStd Ranged 20Acid, Arcane, Implement | A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. 1° Tgt One creature · Atk Int vs Reflex · Hit 2d8 + Int acid dmg, and ongoing 5 acid dmg (save ends). Make a secondary attack. 2° Tgt Each creature adjacent to the primary target · 2° Atk Int vs Reflex · Hit 1d8 + Int acid dmg, and ongoing 5 acid dmg (save ends). · Miss Half dmg, and ongoing 2 acid dmg to primary target (save ends), and no secondary attack. |
| DLY | Flaming SphereWizard Attack 1 · PHBStd Ranged 10Arcane, Conjuration, Fire, ImplementTgt One creature adjacent to the flaming sphere | You conjure a rolling ball of fire and control where it goes. Eff You conjure a Medium flaming sphere that occupies a sq within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Int fire dmg. As a move action, you can move the sphere 6 sq. · Atk Int vs Reflex · Hit 2d6 + Int fire dmg. Sust Minor You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. |
| DLY | Freezing CloudWizard Attack 1 · PHBStd Area burst 2 within 10 squaresArcane, Cold, ImplementTgt Each creature in burst | A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact. Atk Int vs Fortitude · Hit 1d8 + Int cold dmg. Eff The cloud lasts until EONT. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. Miss Half dmg. |
| DLY | GreaseWizard Attack 1 · ArPStd Area burst 2 within 10 squaresArcane, Implement, Zone | Slippery oil floods the ground under your foes, sending them tumbling to the ground. Eff The burst creates a zone of slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can make the following attack, using a sq within the zone as the origin sq. Free Close burst 1 · Trig A creature enters the zone · Tgt The triggering creature in burst · Atk Int vs Reflex · Hit You knock tgt prone. · Miss You slide tgt 2 sq. |
| DLY | Horrid WhispersWizard Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, Implement, PsychicTgt Each enemy in burst | Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies. Atk Int vs Will · Hit 1d6 + Int psychic dmg, and tgt is slowed and takes a –2 penalty to attack rolls (save ends both). · Miss Tgt is slowed and takes a –2 penalty to attack rolls until EONT. After You knock tgt prone. |
| DLY | Phantom ChasmWizard Attack 1 · ArPStd Area burst 1 within 20 squaresArcane, Illusion, Implement, PsychicTgt Each creature in burst | You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths. Atk Int vs Will · Hit 2d6 + Int psychic dmg, and tgt is knocked prone and immobilized until the end of its next turn. Miss Tgt is immobilized until EONT. |
| DLY | Rolling ThunderWizard Attack 1 · ArPStd Ranged 10Arcane, Conjuration, Implement, Thunder | Elemental thunder creatures tumble through your foes and knock them about. 1° Tgt One or two creatures · 1° Atk Int vs Reflex · Hit 3d6 + Int thunder dmg, and you slide the primary target 3 sq. · Miss Half dmg, and you slide the primary target 1 sq. Eff You conjure a thunderball in 1 sq within each primary target’s space. Each thunderball lasts until EONT. Each thunderball can make a secondary attack. Opp Melee 1 · Trig A creature moves out of the thunderball’s sq 2° Tgt The triggering creature · 2° Atk Int vs Reflex · 2° Hit 5 thunder dmg. Sust Minor Each thunderball persists. |
| DLY | SleepWizard Attack 1 · PHBStd Area burst 2 within 20 squaresArcane, Implement, SleepTgt Each creature in burst | You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Atk Int vs Will · Hit Tgt is slowed (save ends). If tgt fails its first saving throw against this power, tgt becomes unconscious (save ends). Miss Tgt is slowed (save ends). |
| DLY | Summon Fire WarriorWizard Attack 1 · ArPMinor Ranged 10Arcane, Fire, Implement, Summoning | A soldier of flame strides through a planar veil. It lifts a shimmering axe above its head as it moves to attack. Eff You summon a Medium fire warrior in an unoccupied sq within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands. Std Melee 1; targets one creature; Int vs Reflex; 1d8 + Int fire dmg. · OA Melee 1; targets one creature; Int vs Reflex; 1d8 + Int fire dmg. |
| ENC | Daunting PresenceWizard Utility 2 · ArPMinor PersArcane, Fear | Shadows deepen around you, your voice deepens to a rumble, and you appear to grow larger as you confront those foolish enough to dispute your wishes. Eff Until EONT, you gain a +5 pwr bonus to Intimidate checks, and creatures adjacent to you take a –2 penalty to attack rolls that target you. |
| DLY | Expeditious RetreatWizard Utility 2 · PHBMove PersArcane | Your form blurs as you hastily withdraw from the battlefield. Eff Shift up to twice your speed. |
| DLY | Feather FallWizard Utility 2 · PHBFree Ranged 10Arcane | You or a creature you choose falls gently, like a feather. Trig You or one creature in range falls · Eff You or the creature takes no dmg from the fall, regardless of its distance, and does not fall prone at the end of the fall. |
| DLY | Guardian BladesWizard Utility 2 · ArPMinor PersArcane, Force | Three spectral blades appear around you, floating in a ring that wards away your foes. Eff Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force dmg = Int. No enemy can take this dmg more than once per turn. |
| ENC | JumpWizard Utility 2 · PHBMove Ranged 10ArcaneTgt You or one creature | You or another creature you choose can suddenly leap great distances. Eff Tgt makes an Athletics check as a free action to jump with a +10 pwr bonus. Tgt can move as many sq as the check allows and is considered to have a running start. |
| DLY | Phantasmal TerrainWizard Utility 2 · ArPStd Area burst 3 within 10 squaresArcane, Illusion, Zone | You make already treacherous terrain even more difficult for your enemies to traverse. Eff The burst creates a zone of illusory obstacles that lasts until the end of the encounter. Difficult terrain within the zone costs 2 extra sq of movement to enter instead of the normal 1 extra sq. Additionally, hazards and traps within the zone gain a bonus to attack rolls against your enemies = Int. |
| ENC | ShieldWizard Utility 2 · PHBImm Intr PersArcane | You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Trig You are hit by an attack · Eff You gain a +4 pwr bonus to AC and Reflex defense until EONT. |
| DLY | Summon Shadow SerpentWizard Utility 2 · ArPMinor Ranged 10Arcane, Implement, Summoning | Shadows flicker at your feet, swirl before you, and coalesce into the form of a black serpent. Eff You summon a Small shadow serpent in an unoccupied sq within range. The shadow serpent has a speed of 6. It has a +5 bonus to Stealth checks and takes no penalty to Stealth checks for moving more than 2 sq. You can give the shadow serpent the following special command. • Minor Action: Until the end of your turn, you can see through the shadow serpent’s eyes. You cannot gain line of sight or line of effect for your powers from the serpent’s sq, but you can make Perception checks from it to spot hidden objects or creatures. |
| DLY | FloatWizard Utility 2 · ArPMinor PersArcane | You rise a few inches above the ground and glide over minor hindrances. Eff You hover 6 inches above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. You also gain a bonus to Stealth checks = Wis. You can float over only a solid surface or a liquid surface directly beneath you. For example, you cannot use this power to cross a chasm or a pit; if you try to do so, you fall normally. |
| ENC | Chill ClawsWizard Attack 3 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One or two creatures | Skeletal hands appear around your targets, ripping into them with icy claws and sapping their will to fight. Atk Int vs Reflex · Hit 1d8 + Int cold dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| ENC | Color SprayWizard Attack 3 · PHBStd Close blast 5Arcane, Implement, RadiantTgt Each creature in blast | A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless. Atk Int vs Will · Hit 1d6 + Int radiant dmg, and tgt is dazed until EONT. |
| ENC | Fire ShroudWizard Attack 3 · PHBStd Close burst 3Arcane, Fire, ImplementTgt Each enemy in burst | With a subtle gesture, you wreathe nearby enemies in flames. Atk Int vs Fortitude · Hit 1d8 + Int fire dmg, and ongoing 5 fire dmg (save ends). |
| ENC | Hypnotic PatternWizard Attack 3 · ArPStd Ranged 10Arcane, Conjuration, Illusion, Implement | A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer. Eff You conjure a swirling pattern of colors and lights in an unoccupied sq within range that lasts until EONT. You can make the following attack, using the pattern’s sq as the origin sq. Opp Close burst 3 · Trig An enemy starts its turn within 3 sq of the pattern · Tgt The triggering enemy in burst · Atk Int vs Will · Hit Tgt is pulled 3 sq toward the pattern and is slowed until EONT. It can move into the pattern’s sq. |
| ENC | Icy RaysWizard Attack 3 · PHBStd Ranged 10Arcane, Cold, ImplementTgt One or two creatures | You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away. Atk Int vs Reflex, one attack per target · Hit 1d10 + Int cold dmg, and tgt is immobilized until EONT. |
| ENC | Maze of MirrorsWizard Attack 3 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, ImplementTgt Each creature in burst | You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them. Atk Int vs Will · Hit Until EONT, tgt is immobilized and takes a penalty to attack rolls = Int. |
| ENC | Pinioning VortexWizard Attack 3 · ArPStd Ranged 10Arcane, ImplementTgt One creature | A miniature tornado roars forth to batter your enemy and lift it into the air. Atk Int vs Fortitude · Hit 2d6 + Int dmg, and you slide tgt 10 feet (2 sq) vertically. Tgt remains aloft until the start of its next turn; while aloft, it is dazed and immobilized, and it grants CA to you and your allies. At the start of its next turn, it lands on its feet in the space it formerly occupied or in the nearest unoccupied space of its choice. |
| ENC | Shock Beetle SwarmWizard Attack 3 · ArPStd Area burst 1 within 10 squaresArcane, Conjuration, Implement, LightningTgt Each creature in burst | A sudden mass of insects limned with lightning crawls over your foes. Energy arcs between your enemies as the swarm feasts on their flesh. Atk Int vs Fortitude · Hit 1d6 + Int lightning dmg, and you conjure a shock beetle in 1 sq within tgt’s space. Each beetle lasts until EONT. Each enemy that starts its turn in or adjacent to at least 1 sq containing a shock beetle takes lightning dmg = Con. |
| ENC | Shock SphereWizard Attack 3 · PHBStd Area burst 2 within 10 squaresArcane, Implement, LightningTgt Each creature in burst | You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace. Atk Int vs Reflex · Hit 2d6 + Int lightning dmg. |
| DLY | Bigby’s Icy GraspWizard Attack 5 · PHBStd Ranged 20Arcane, Cold, Conjuration, ImplementTgt One creature adjacent to the hand | You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them. Eff You conjure a 5-foot-tall hand of ice in an unoccupied sq within range, and the hand attacks. As a move action, you can move the hand up to 6 sq. · Atk Int vs Reflex · Hit 2d8 + Int cold dmg, and the hand grabs tgt. If tgt attempts to escape, the hand uses your Fortitude or Reflex defense. Sust Minor A target grabbed by the hand takes 1d8 + Int cold dmg when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. |
| DLY | FireballWizard Attack 5 · PHBStd Area burst 3 within 20 squaresArcane, Fire, ImplementTgt Each creature in burst | A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact. Atk Int vs Reflex · Hit 3d6 + Int fire dmg. Miss Half dmg. |
| DLY | GlitterdustWizard Attack 5 · ArPStd Area burst 1 within 20 squaresArcane, Implement, RadiantTgt Each creature in burst | You call forth a flash of brilliant light that leaves golden dust on all nearby creatures. The dust sparkles with a supernatural luster. Atk Int vs Reflex · Hit 1d10 + Int radiant dmg, and tgt is blinded until EONT. Eff Tgt gains no benefit from concealment or invisibility, nor can it become hidden (save ends). |
| DLY | Phantasmal AssailantWizard Attack 5 · ArPStd Ranged 20Arcane, Illusion, Implement, PsychicTgt One creature | You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foe. Atk Int vs Will · Hit 2d10 + Int psychic dmg. Eff Tgt takes ongoing 5 psychic dmg and grants CA to you and your allies (save ends both). |
| DLY | Stinking CloudWizard Attack 5 · PHBStd Area burst 2 within 20 squaresArcane, Implement, Poison, ZoneTgt Each creature in burst | You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within. Atk Int vs Fortitude · Hit 1d10 + Int poison dmg. Eff The burst creates a zone of poisonous vapor that blocks line of sight until EONT. Creatures that enter the zone or start their turns there take 1d10 + Int poison dmg. As a move action, you can move the zone up to 6 sq. Sust Minor The zone persists. |
| DLY | Summon Abyssal MawWizard Attack 5 · ArPMinor Ranged 10Arcane, Implement, Summoning | The air is filled with the sound of gnashing teeth as a voracious creature of the Elemental Chaos appears and chews into anything it can reach. Eff You summon a Medium abyssal maw in an unoccupied sq within range. The maw has a speed of 6. You can give the maw the following special commands. Std Melee 1; targets one creature; Int vs Reflex; 2d6 + Int dmg. · OA Melee 1; targets one creature; Int vs Reflex; 1d8 + Int dmg. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an OA against that enemy after the enemy’s attack is resolved. |
| DLY | WebWizard Attack 5 · PHBStd Area burst 2 within 20 squaresArcane, Implement, ZoneTgt Each creature in burst | You call into being a giant web made of thick magical strands that hang in midair, trapping those within it. Atk Int vs Reflex · Hit Tgt is immobilized (save ends). Eff The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends). |
| DLY | Acid MireWizard Attack 5 · ArPStd Area burst 1 within 10 squaresAcid, Arcane, Implement, ZoneTgt Each creature in burst | You transform the ground beneath your enemies’ feet to hellish slime that eats away at flesh and bone. Atk Int vs Fortitude · Hit 3d6 + Int acid dmg. Eff The burst creates a zone of caustic slime that lasts until EONT. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 5 acid dmg. Whenever a creature falls prone within the zone, it takes 5 extra acid dmg. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Visions of AvariceWizard Attack 5 · ArPStd Area 1 square within 10 squaresArcane, Illusion, Implement, Zone | The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it. Eff The power’s area becomes a zone of illusory treasure that lasts until EONT. Once per turn, you can make the following attack, using the zone as the origin sq. Minor Close burst 5 · Tgt Each enemy in burst · Atk Int vs Will · Hit The zone pulls tgt 3 sq. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends). Sust Minor The zone persists. When you sustain the power, you can repeat the attack as a minor action. |
| DLY | Dimension DoorWizard Utility 6 · PHBMove PersArcane, Teleportation | You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby. Eff Teleport 10 sq. You can’t take other creatures with you. |
| DLY | Disguise SelfWizard Utility 6 · PHBMinor PersArcane, Illusion | With a snap of your fingers, you suddenly look like someone else. Eff You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 pwr bonus to your check. |
| DLY | Dispel MagicWizard Utility 6 · PHBStd Ranged 10Arcane, ImplementTgt One conjuration or zone | You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent. Atk Int vs the Will defense of the creator of the conjuration or the zone · Hit The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves. |
| ENC | Emerald EyeWizard Utility 6 · ArPMinor Ranged 10ArcaneTgt One creature | A mote of green energy appears above you. A glaring, alien eye peers from it, aiding you with insight into your foe’s true nature. Eff Until EONT, you gain a +5 pwr bonus to Insight checks against tgt and a +2 pwr bonus to attack rolls against tgt’s Will. |
| DLY | InvisibilityWizard Utility 6 · PHBStd Ranged 5Arcane, IllusionTgt You or one creature | A creature you choose vanishes from sight. Eff Tgt is invisible until EONT. If tgt attacks, the effect ends. Sustain Standard If tgt is within range, you can sustain the effect. |
| DLY | LevitateWizard Utility 6 · PHBMove PersArcane | You hold out your hands, and suddenly you feel air beneath your feet. Eff You can move 4 sq vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 sq above the ground, you drop down to 4 sq above the ground. You do not take dmg from such a fall. Sustain Move You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 sq up or down or 1 sq horizontally. You cannot go higher than 4 sq above the ground. If you don’t sustain the power, you descend to the ground without taking falling dmg. |
| DLY | Spectral HoundWizard Utility 6 · ArPStd Ranged 10Arcane, Illusion | You call the ghostly image of a powerful mastiff that follows you protectively. Eff You bring forth the illusion of a spectral hound, which appears in an unoccupied sq within range. The hound does not occupy that sq but does count as an ally for the purpose of flanking. Additionally, as long as the hound remains within 10 sq of you, you gain a +1 pwr bonus to all defenses, along with a +5 pwr bonus to Perception checks, since the spectral hound warns you of approaching danger. Sust Minor The spectral hound persists, and you can move it 5 sq; the hound ignores difficult terrain. The illusion ends at the end of your turn if the hound is out of your line of sight. |
| DLY | Summon Iron CohortWizard Utility 6 · ArPMinor Close burst 2Arcane, Implement, Summoning | A dwarf-sized humanoid creature of earth and iron appears near you. When you come under attack, it steps in to absorb the force of the blow. Eff You summon a Small iron cohort in an unoccupied sq within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command. • Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to you, the iron cohort becomes the attack’s target instead. |
| DLY | Wall of FogWizard Utility 6 · PHBStd Area wall 8 within 10Arcane, Conjuration | You create a billowing wall of gray fog that obscures vision. Eff You conjure a wall that consists of contiguous sq filled with arcane fog. The wall lasts until EONT. It can be up to 8 sq long and up to 4 sq high. The fog’s area is heavily obscured and blocks line of sight. Sust Minor The wall persists. |
| ENC | Wizard’s EscapeWizard Utility 6 · ArPImm Intr PersArcane, Teleportation | With a flash, you are gone. Trig An enemy hits you with a melee attack · Eff You teleport 5 sq to a space that is not adjacent to an enemy. |
| DLY | Fire ShieldWizard Utility 6 · ArPMinor PersArcane, Fire | You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you. Eff You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + Int fire dmg. No creature can take this dmg more than once per turn. |
| ENC | Concussive EchoWizard Attack 7 · ArPStd Ranged 10Arcane, Charm, Implement, ThunderTgt One creature | A focused blast of thunder slams into your foe, and the energy of the blast is stored in your enemy’s body. When it next attacks, that energy is released in a concussive burst. Atk Int vs Will · Hit 2d6 + Int thunder dmg. The first time tgt makes an attack roll before EONT, it deals 5 thunder dmg to itself and to each enemy within 3 sq of it. |
| ENC | Enemies AboundWizard Attack 7 · ArPStd Area burst 1 within 20 squaresArcane, Illusion, Implement, PsychicTgt Each enemy in burst | You weave a veil of illusion over the eyes of your enemies, causing them to view their own allies as threats. Atk Int vs Will · Hit 2d8 + Int psychic dmg. Until EONT, you and your allies treat tgt as an ally of yours for the purpose of flanking. |
| ENC | Fire BurstWizard Attack 7 · PHBStd Area burst 2 within 20 squaresArcane, Fire, ImplementTgt Each creature in burst | A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame. Atk Int vs Reflex · Hit 3d6 + Int fire dmg. |
| ENC | Lightning BoltWizard Attack 7 · PHBStd Ranged 10Arcane, Implement, Lightning | From your outstretched hand erupt brilliant strokes of blue-white lightning. 1° Tgt One creature · Atk Int vs Reflex · Hit 2d6 + Int lightning dmg. Eff Make a secondary attack. Secondary Targets Two creatures within 10 sq of the primary target 2° Atk Int vs Reflex · Hit 1d6 + Int lightning dmg. |
| ENC | Spectral RamWizard Attack 7 · PHBStd Ranged 10Arcane, Force, ImplementTgt One creature | You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back. Atk Int vs Fortitude · Hit 2d10 + Int force dmg, and you push tgt 3 sq and it is knocked prone. |
| ENC | Tomebound OozeWizard Attack 7 · ArPStd Ranged 10Acid, Arcane, Conjuration, ImplementTgt One creature | Your foe is engulfed by an acidic, jellylike mass that continues to eat at it when that foe tries to attack. Eff You conjure an ooze that fills tgt’s space. It lasts until EONT. If tgt moves, the ooze moves with it while it remains within range. · Atk Int vs Reflex · Hit 4d8 + Int acid dmg. Until EONT, whenever tgt makes an attack roll, it takes acid dmg = Con. · Tome of Binding When tgt first makes an attack roll before EONT, the ooze explodes. The explosion deals acid dmg = Con to all enemies within 2 sq of tgt, and the effect ends. |
| ENC | Twist of SpaceWizard Attack 7 · ArPStd Area burst 1 within 10 squaresArcane, Implement, TeleportationTgt Each creature in burst | You bend and fold the fabric of space, scattering your enemies across the battlefield. Atk Int vs Will · Hit 1d6 + Int dmg, and tgt is teleported 3 sq and slowed until EONT. |
| ENC | Winter’s WrathWizard Attack 7 · PHBStd Area burst 2 within 10 squaresArcane, Cold, ImplementTgt Each creature in burst | You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate. Atk Int vs Fortitude · Hit 2d8 + Int cold dmg. Eff A blizzard erupts in the designated area and continues until EONT. Its area is lightly obscured, and any creature that starts its turn in the storm takes cold dmg = Int. You can end this effect as a minor action. |
| ENC | Worms of MinaurosWizard Attack 7 · ArPStd Ranged 10Acid, Arcane, Conjuration, ImplementTgt One creature | You drop a mass of writhing maggots onto your enemy. The horrors feast on its flesh, dissolving it with acidic drool. Eff You conjure a mass of worms in 1 sq within tgt’s space. They last until EONT. · Atk Int vs Fortitude · Hit 2d8 + Int acid dmg. If tgt ends its turn within 2 sq of the worms, it takes 10 acid dmg. |
| DLY | Ice StormWizard Attack 9 · PHBStd Area burst 3 within 20 squaresArcane, Cold, Implement, ZoneTgt Each creature in burst | A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. Atk Int vs Fortitude · Hit 2d8 + Int cold dmg, and tgt is immobilized (save ends). Eff The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. Miss Half dmg, and tgt is slowed (save ends). |
| DLY | Lightning SerpentWizard Attack 9 · PHBStd Ranged 10Arcane, Implement, Lightning, PoisonTgt One creature | A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes. Atk Int vs Reflex · Hit 2d12 + Int lightning dmg, and tgt takes ongoing 5 poison dmg and is slowed (save ends both). Miss Half dmg, and tgt is slowed (save ends). |
| DLY | Mordenkainen’s Guardian HoundWizard Attack 9 · ArPStd Ranged 10Arcane, Conjuration, ImplementTgt One creature adjacent to the hound | The ghostly form of a snarling wolfhound appears before you and leaps into the fray. Atk Int vs Reflex · Hit 3d4 + Int dmg. Tgt takes a –2 penalty to its next attack roll that targets you. Eff You conjure a Medium guardian hound that occupies 1 sq within range, and the hound makes the following melee attack. Once per round as a minor action, you can have the hound repeat its attack. As a minor action, you can move the hound 6 sq. The hound lasts until the end of the encounter or until you dismiss it with a free action. |
| DLY | Mordenkainen’s SwordWizard Attack 9 · PHBStd Ranged 10Arcane, Conjuration, Force, ImplementTgt One creature adjacent to the sword | You invoke a sword of crackling golden force that slashes and stabs furiously at the creature you indicate. Eff You conjure a sword of force in an unoccupied sq within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until EONT. · Atk Int vs Reflex · Hit 1d10 + Int force dmg. Sust Minor When you sustain the sword, it attacks again. |
| DLY | Summon ArrowhawkWizard Attack 9 · ArPMinor Ranged 10Arcane, Implement, Summoning | With a mighty shriek, a four-winged creature of the Elemental Chaos appears above your foes and swoops in to attack. Eff You summon a Medium arrowhawk in an unoccupied sq within range. The arrowhawk has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the arrowhawk the following special commands. • Standard Action: Shift 3 sq and attack; melee 1; targets one creature; Int vs Reflex; 1d10 + Int dmg, and tgt is marked by the arrowhawk until EONT. • Opportunity Attack: Melee 1; targets one creature; Int vs Reflex; 1d10 + Int dmg, and tgt is marked by the arrowhawk until EONT. |
| DLY | Taunting PhantomsWizard Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, ImplementTgt Each creature in burst | Your foes are beset by tormenting images that dart among them, daring them to attack and driving them to lash out with reckless abandon. Atk Int vs Will · Hit Tgt makes a MBA roll against a creature of your choice, including itself. Eff Tgt takes 5 dmg each time it misses with a melee attack (save ends). |
| DLY | Visions of RuinWizard Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Fear, Illusion, Implement, Psychic, ZoneTgt Each creature in burst | Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness. Eff The burst creates a zone of illusory safety. A target that is forced to leave the zone takes 2d8 + Int psychic dmg, and this effect ends for it. The zone lasts until no creature is subject to this effect. Spec A creature whose space is partly within the zone can move only into sq within the zone. · Atk Int vs Will · Hit Tgt is affected by visions of ruin (save ends). While affected by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone. · Miss Until EONT, tgt cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone. |
| DLY | Wall of FireWizard Attack 9 · PHBStd Area wall 8 within 10 squaresArcane, Conjuration, Fire, Implement | A blazing wall of flame erupts from the ground at your command. Eff You conjure a wall that consists of contiguous sq filled with arcane fire. It can be up to 8 sq long and up to 4 sq high. The wall lasts until EONT. Any creature that starts its turn adjacent to the wall takes 1d6 + Int fire dmg. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Int fire dmg. Entering a sq occupied by the wall costs 3 extra sq of movement. The wall blocks line of sight. Sust Minor The wall persists. |
| DLY | Face of DeathWizard Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Fear, Illusion, ImplementTgt Each creature in burst | You create a vision of the reaper of souls before your foes’ eyes, and they freeze in terror of their impending death. Atk Int vs Will · Hit Tgt is immobilized (save ends). · Miss Tgt is immobilized (save ends). First Failed Saving Throw Tgt is helpless (save ends). After Tgt is slowed (save ends). Aftereffect (miss) Tgt is slowed (save ends). |
| DLY | Arcane GateWizard Utility 10 · PHBMinor Ranged 20Arcane, TeleportationTgt Two unoccupied sq | You open a dimensional rift connecting two nearby locations. Eff You create a dimensional rift between the two target sq that lasts until EONT. Any creature that enters one of tgt sq can move to the other target sq as if it were adjacent to that sq. A creature cannot pass through the rift if either sq is occupied by another creature. Sust Minor The rift persists. |
| DLY | BlurWizard Utility 10 · PHBMinor PersArcane, Illusion | You cloak yourself with a shimmering aura, making your outline almost impossible to discern. Eff Until the end of the encounter, you gain a +2 pwr bonus to all defenses, and enemies 5 or more sq away from you cannot see you. |
| ENC | Illusory WallWizard Utility 10 · ArPStd Area wall 8 within 20 squaresArcane, Illusion | A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion. Eff You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 4 sq high. The wall blocks line of sight for all enemies (but not your allies). Whenever an enemy moves adjacent to the wall, you can make an Int vs Will attack against that enemy. If the attack hits, the enemy cannot move through the wall on its current turn, but it can try again on later turns. If the attack misses, the wall no longer blocks line of sight or movement for that creature. Sust Minor The wall persists. |
| DLY | Mass ResistanceWizard Utility 10 · ArPMinor Close burst 10ArcaneTgt You and each ally in burst | You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage. Eff Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that dmg type equal to one-half your level + Int. |
| DLY | Mirror ImageWizard Utility 10 · PHBMinor PersArcane, Illusion | Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies. Eff Three duplicate images of yourself appear in your space, and you gain a +6 pwr bonus to AC. Each time an attack misses you, one of your duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour. |
| DLY | ResistanceWizard Utility 10 · PHBMinor Ranged 10ArcaneTgt You or one creature | You make yourself or another creature in range resistant to a particular kind of damage. Eff Against a particular dmg type chosen by you, tgt gains resistance equal to your level + Int until the end of the encounter or for 5 minutes. Choose the dmg type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. |
| DLY | Summon Hammerfist CrusherWizard Utility 10 · ArPMinor Ranged 10Arcane, Implement, Summoning | A hulking creature of rock appears before you. It strikes too slowly to possibly hit a living creature, but its mighty fists turn walls and doors into rubble. Eff You summon a Medium hammerfist crusher in an unoccupied sq within range. The hammerfist crusher has a speed of 3. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the crusher the following special command. • Standard Action: Melee 1; targets one object; Int vs Reflex; 5d6 + Int dmg. |
| DLY | True SeeingWizard Utility 10 · ArPMinor PersArcane | Your eyes glow with arcane light, letting nothing escape your sight. Eff Until the end of the encounter, you gain darkvision, and you can see invisible creatures and objects within 10 sq of you that are within your line of sight. You also gain a +5 pwr bonus to Insight checks and Perception checks. |
| ENC | Entangling ForceWizard Attack 13 · ArPStd Area burst 1 within 10 squaresArcane, Force, ImplementTgt Each creature in burst | A burst of force erupts around your enemies, knocking them off balance and impeding their movement. Atk Int vs Reflex · Hit 3d6 + Int force dmg. Until EONT, tgt is slowed and can’t teleport, and it provokes OAs when it shifts. Wand of Accuracy On a miss, you deal force dmg to tgt = Int. |
| ENC | FrostburnWizard Attack 13 · PHBStd Area burst 2 within 20 squaresArcane, Cold, Fire, ImplementTgt Each creature in burst | You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact. Atk Int vs Fortitude · Hit 3d6 + Int cold and fire dmg. Eff This power’s area is difficult terrain until EONT. Any creature that starts its turn in the area takes 5 cold and fire dmg. You can dismiss the effect as a minor action. |
| ENC | Illusory AssailantWizard Attack 13 · ArPStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature adjacent to the warrior | You produce a lifelike illusion of a warrior that attacks your enemies and aids your allies. Atk Int vs Reflex · Hit 4d8 + Int dmg. Eff You bring forth a Medium illusory warrior in an unoccupied sq within range, and the warrior makes the following melee attack. Enemies cannot enter the illusory warrior’s space, but allies can, and the illusory warrior is considered an ally for the purpose of flanking. The illusory warrior lasts until EONT. |
| ENC | Mesmeric HoldWizard Attack 13 · PHBStd Ranged 10Arcane, Charm, Implement, PsychicTgt One, two, or three creatures | You immobilize your foes by commanding them to remain still. Atk Int vs Will, one attack per target · Hit 2d6 + Int psychic dmg, and tgt is immobilized until EONT. Spec If you target only one creature with this power, you gain a +4 pwr bonus to the attack roll. |
| ENC | Mirror SphereWizard Attack 13 · ArPStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature | Illusory barriers surround your foe, causing it phantom pain when it attacks you and your allies. Atk Int vs Will · Hit 1d10 + Int psychic dmg. If tgt makes an attack roll before the end of its next turn, it takes dmg and is subject to all other effects of that attack as if it had hit itself. Any resistances and immunities of tgt do not affect the dmg it deals to itself in this way. It still attacks the original target normally. |
| ENC | Orbmaster’s Umbral AssaultWizard Attack 13 · ArPStd Area burst 1 within 20 squaresArcane, Illusion, Implement, Necrotic, ZoneTgt Each creature in burst | A shroud of roiling shadows coalesces around your orb. Your enemies see a globe of utter blackness flare out to engulf them. Atk Int vs Will · Hit 1d6 + Int necrotic dmg. Eff The burst creates a zone of illusory darkness that lasts until EONT. All creatures are blinded while they are within the zone. Orb of Imposition You can extend the duration of this effect, even though it is not an at-will power. If you do so, the zone expands to a burst 3 and doesn’t affect you or your allies. |
| ENC | Prismatic BurstWizard Attack 13 · PHBStd Area burst 2 within 20 squaresArcane, Implement, RadiantTgt Each creature in burst | You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light. Atk Int vs Will · Hit 3d6 + Int radiant dmg, and tgt is blinded until EONT. |
| ENC | ThunderlanceWizard Attack 13 · PHBStd Close blast 5Arcane, Implement, ThunderTgt Each creature in blast | A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies. Atk Int vs Reflex · Hit 4d6 + Int thunder dmg, and you push tgt 4 sq. |
| ENC | Earth BruteWizard Attack 13 · ArPStd Ranged 10Arcane, Conjuration, ImplementTgt One creature | The ground creaks and moans, and a creature of rock and earth emerges to smash your foes. Atk Int vs Reflex · Hit 2d8 + Int dmg, and you slide tgt 3 sq. You conjure a Medium earth brute in a sq adjacent to tgt after this movement. The earth brute occupies 1 sq and lasts until EONT. Eff Whenever a creature starts its turn in or enters a sq adjacent to the earth brute, that creature takes 5 dmg, and the earth brute pushes it 1 sq. |
| DLY | Ball LightningWizard Attack 15 · ArPStd Ranged 10Arcane, Conjuration, Implement, LightningTgt Each creature in burst | A coruscating globe of lightning flashes forth and flies about, lashing out with tendrils of electricity. Atk Int vs Reflex · Hit 3d6 + Int lightning dmg. Eff You conjure a Medium ball of lightning that occupies 1 sq within range, and the ball makes the following attack, which is a close burst 1. Each creature that starts its turn adjacent to the ball is slowed until EONT. Once per round, as a minor action, you can have the ball repeat its attack. As a move action, you can move the ball up to 10 sq. It can fly and hover. The ball lasts until the end of the encounter or until you dismiss it with a free action. |
| DLY | Bigby’s Grasping HandsWizard Attack 15 · PHBStd Ranged 10Arcane, Conjuration, Force, ImplementTgt One or two creatures | Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together. Eff You conjure two 5-foot-tall hands of force, each one occupying 1 sq within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until EONT. · Atk Int vs Reflex · Hit 2d10 + Int force dmg, and the hand grabs tgt. If tgt attempts to escape, the hand uses your Fortitude or Reflex defense. Spec If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Int force dmg to each grabbed target. After the attack, each hand returns to its original sq with its grabbed target. Sust Minor The hands persist. |
| DLY | Blast of ColdWizard Attack 15 · PHBStd Close blast 5Arcane, Cold, ImplementTgt Each enemy in blast | You create a tremendous blast of supernatural cold, freezing your enemies. Atk Int vs Reflex · Hit 6d6 + Int cold dmg, and tgt is immobilized (save ends). Miss Half dmg, and tgt is slowed (save ends). |
| DLY | Evard’s Dreadful MistWizard Attack 15 · ArPStd Area burst 2 within 20 squaresArcane, Fear, Implement, Psychic, Zone | You call forth a thick, ominous fog. As it descends upon your foes, sounds of gnashing fangs and snapping claws echo from it. Something lurks within. Something horrible. 1° Tgt Each creature in burst · 1° Atk Int vs Will · Hit The primary target is immobilized (save ends). · Miss The primary target is slowed (save ends). Eff The burst creates a zone of thick fog that blocks line of sight until EONT. You can make a secondary attack, using a sq within the zone as the origin sq. Sust Minor The zone persists. Opp Close burst 1 · Trig An enemy enters the zone or starts its turn there 2° Tgt The triggering enemy in burst · 2° Atk Int vs Reflex · 2° Hit 2d10 + Int psychic dmg. |
| DLY | Otiluke’s Resilient SphereWizard Attack 15 · PHBStd Ranged 10Arcane, Conjuration, Force, ImplementTgt One creature | You trap your enemy in a transparent, immobile globe of impenetrable force. Atk Int vs Reflex · Hit You conjure a sphere of force that fills tgt’s entire space until EONT. Tgt is immobilized and can’t attack anything outside its own space. Creatures outside the sphere can’t attack tgt, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to dmg. Attacks against the sphere automatically hit, and it has 100 HP. Sust Minor If your attack roll was successful, you can sustain the sphere. · Miss Tgt is immobilized (save ends). · Spec Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll. |
| DLY | Prismatic BeamsWizard Attack 15 · PHBStd Close burst 5Arcane, Fire, Implement, PoisonTgt Each enemy in burst | Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways. Atk Int vs Fortitude, Reflex, Will · Hit (Fortitude) If the attack hits tgt’s Fortitude defense, tgt takes 2d6 + Int poison dmg, and ongoing 5 poison dmg (save ends). · Hit (Reflex) If the attack hits tgt’s Reflex defense, tgt takes 2d6 + Int fire dmg, and ongoing 5 fire dmg (save ends). · Hit (Will) If the attack hits tgt’s Will defense, tgt is dazed (save ends). Spec You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. Tgt must make a saving throw against each ongoing effect separately. |
| DLY | Summon ChainbearerWizard Attack 15 · ArPMinor Ranged 20Arcane, Implement, Summoning | A blast of wind rushes over the battlefield as a dozen gleaming chains soar from your outstretched hand and wrap themselves into a humanoid form that lashes your enemies. Eff You summon a Large creature made of chains in an unoccupied 2-sq-by-2-sq space within range. The chainbearer has reach 2 and a speed of 6. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the chainbearer the following special commands. • Standard Action: Melee 2; targets one creature; Int vs Fortitude; 1d10 + Int dmg, and you slide tgt 2 sq. • Opportunity Attack: Melee 2; targets one creature; Int vs Fortitude; 1d10 + Int dmg, and you slide tgt 2 sq. The chainbearer has threatening reach, allowing it to make OAs against targets within its reach of 2 sq. |
| DLY | Wall of IceWizard Attack 15 · PHBStd Area wall 12 within 10 squaresArcane, Cold, Conjuration, Implement | A wall of glittering, jagged ice appears at your command. Eff You conjure a solid wall of contiguous sq filled with arcane ice. The wall can be up to 12 sq long and up to 6 sq high. Any creature that starts its turn adjacent to the wall takes 2d6 + Int cold dmg. The wall blocks line of sight and prevents movement. No creature can enter a sq containing the wall. Spec A creature can attack the wall. Each sq has 50 HP. Any creature that makes a melee attack against the wall takes 2d6 cold dmg. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour. |
| DLY | StonewrackWizard Attack 15 · ArPStd Area burst 2 within 20 squaresArcane, Implement, ZoneTgt Each creature in burst | You clench your fists as you call on the earth to obey you. The ground buckles amid your foes, creating a mass of jagged rocks. Atk Int vs Reflex · Hit 5d6 + Int dmg. Eff The burst creates a zone of jagged stone that lasts until EONT. Each creature that moves into the zone or within it without shifting or crawling takes 2d6 dmg and is knocked prone. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | VertigoWizard Attack 15 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, ImplementTgt Each enemy in burst | Your enemies stagger and flail their arms as the world seems to spin furiously around them. Atk Int vs Will · Hit Tgt is affected by vertigo (save ends). While affected by vertigo, tgt can’t stand up from prone, and if it moves, tgt must move at least 4 sq or it falls prone at the end of its movement. · Miss Until EONT, tgt can’t stand up from prone, and if it moves, tgt must move at least 2 sq or it falls prone at the end of its movement. Eff Until the end of the encounter, tgt provokes OAs when it shifts. After Tgt is affected by a lesser form of vertigo (save ends). While affected, tgt can’t stand up from prone, and if it moves, tgt must move at least 2 sq or it falls prone at the end of its movement. |
| DLY | Clever EscapeWizard Utility 16 · ArPMinor PersArcane, Illusion, Teleportation | As your foes close in for the kill, you buy time for escape with a cunningly crafted duplicate of yourself. Eff You become invisible and teleport 6 sq. You leave behind an illusory image of yourself in the space you occupied. The illusion stands in place, takes no actions, and uses your defenses if it is attacked. It lasts until the end of the encounter or until it is touched or hit by an attack. Your invisibility lasts until EONT or until you make an attack roll. A creature can recognize the illusion by making a successful Insight check (DC 15 + one-half your level + Int). |
| ENC | DisplacementWizard Utility 16 · PHBImm Intr Ranged 5Arcane, Illusion | The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him. Trig A ranged or a melee attack hits you or one ally in range · Eff The attacker must reroll the attack roll. |
| DLY | FlyWizard Utility 16 · PHBStd PersArcane | You leap into the air and don’t look back. Eff You gain a speed of fly 8 until EONT. Sust Minor You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling dmg. |
| DLY | Greater InvisibilityWizard Utility 16 · PHBStd Ranged 20Arcane, IllusionTgt You or one creature | With a wave of your hand, you or another creature nearby fades away, becoming invisible. Eff Tgt is invisible until EONT. If tgt attacks, the power ends. Sust Minor If tgt is within range, you can sustain the effect. |
| DLY | Phantom MaskWizard Utility 16 · ArPMinor Close burst 10Arcane, IllusionTgt You and each ally in burst | With a gesture, you enable you and your allies to take on a nearly impenetrable disguise. Eff Until the end of the encounter, each target assumes the appearance of a humanoid creature of your size, even the appearance of a specific individual you have seen. You can choose a different disguise for each target. A creature can perceive a target’s true form by succeeding on an Insight check (DC 20 + one-half your level + Int). As a standard action, you can modify this illusion to cause any of the targets to assume the appearance of a different humanoid creature. |
| DLY | Phase ShiftWizard Utility 16 · ArPMinor PersArcane, Polymorph | You whisper an arcane phrase and transform your body into a mere phantom. Eff You become insubstantial and gain phasing until EONT. |
| DLY | Spectral VisionWizard Utility 16 · ArPMinor Close burst 5Arcane, Illusion | Your surroundings shimmer and change. What was once a squalid cave is now an opulent throne room. Eff Until the end of the encounter, you mask the terrain around you, changing the appearance of all unattended objects and terrain features. The objects are still visible, but you disguise their true nature, making them look, smell, sound, and sometimes even feel like something else. For example, you could make a pool of lava look like a plush carpet, or make a pile of coins look and feel like mud. If an object is removed from the area, this effect ends for that object. A creature can see through your deception by succeeding on an Insight check (DC 20 + one-half your level + Int). A creature automatically sees through the illusion if it takes dmg from a disguised object or disguised terrain (such as walking on an illusory carpet that is actually lava). |
| DLY | StoneskinWizard Utility 16 · PHBStd Melee touchArcaneTgt You or one ally | You sprinkle a tiny pinch of diamond dust over the subject, and his skin turns gray and hard as granite. Eff Tgt gains resist 10 to all dmg until the end of the encounter or for 5 minutes. |
| DLY | Summon Diamond FalconWizard Utility 16 · ArPMinor Ranged 5Arcane, Implement, Summoning | A great bird of prey with gleaming white feathers appears from a planar portal and whisks you or an ally to safety. Eff You summon a Medium diamond falcon in an unoccupied sq within range. The falcon has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the diamond falcon the following special command. • Move Action: The diamond falcon can carry you or one Medium or smaller ally that is adjacent to it when the falcon begins its move. The carried creature moves with the falcon and occupies its space; if the falcon provokes OAs, the attacker can target either the falcon or the carried creature. At the end of the falcon’s move, the carried creature can either remain in the falcon’s space (continuing to be carried) or land in a sq adjacent to the falcon. A carried creature grants CA and takes a –5 penalty to attack rolls. |
| ENC | CombustWizard Attack 17 · PHBStd Area burst 2 within 20 squaresArcane, Fire, ImplementTgt Each creature in burst | You cause several foes to spontaneously burst into flame. Atk Int vs Reflex · Hit 5d6 + Int fire dmg. |
| ENC | Crushing Titan’s FistWizard Attack 17 · PHBStd Area burst 2 within 20 squaresArcane, Force, ImplementTgt Each creature in burst | You clench your fist, and crushing force seizes your enemies like the fist of an invisible titan. Atk Int vs Reflex · Hit 3d8 + Int force dmg, and tgt is immobilized until EONT. Eff Entering a sq within the power’s area costs 4 extra sq of movement. This effect ends at EONT, and you can dismiss it as a minor action. |
| ENC | Dancing BoltsWizard Attack 17 · ArPStd Ranged 20Arcane, Implement, Lightning | Snapping blue arcs of lightning erupt from the ground, leaping from one foe to another. 1° Tgt One creature · 1° Atk Int vs Reflex · Hit 2d6 + Int lightning dmg, and you slide tgt 1 sq. If, after this movement, tgt is within 2 sq of an enemy that has not yet been attacked by this use of this power, make the following secondary attack against that enemy, using the primary target as the origin sq of the burst. Free Area burst 2 2° Tgt One enemy in burst · 2° Atk Int vs Reflex · 2° Hit 2d6 + Int lightning dmg, and you slide tgt 1 sq. If, after this movement, tgt is within 2 sq of an enemy that has not yet been attacked by this use of this power, make the following tertiary attack against that enemy, using the secondary target as the origin sq of the burst. Free Area burst 2 3° Tgt One enemy in burst 3° Atk Int vs Reflex · Hit (tertiary) 2d6 + Int lightning dmg, and you slide tgt 1 sq. |
| ENC | Force VolleyWizard Attack 17 · PHBStd Ranged 20Arcane, Force, ImplementTgt One, two, or three creatures | Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force. Atk Int vs Reflex, one attack per target · Hit 3d6 + Int force dmg, and tgt is dazed until EONT. Spec If you target only one creature with this power, you gain a +4 pwr bonus to the attack roll. |
| ENC | Furnace of SandWizard Attack 17 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Implement, ZoneTgt Each creature in burst | You create a powerful storm of desert winds and red-hot sand. Atk Int vs Reflex · Hit 2d6 + Int fire dmg. Eff The burst creates a zone of red-hot swirling sand that lasts until EONT. All creatures are blinded while they are within the zone, and the area is lightly obscured. Each creature that enters the zone takes 1d10 + Int fire dmg. |
| ENC | Gripping ChainsWizard Attack 17 · ArPStd Area burst 2 within 20 squaresArcane, Force, ImplementTgt Each creature in burst | You speak a ringing word of doleful power, enmeshing your foes in spectral bonds. Atk Int vs Reflex · Hit 3d6 + Int force dmg. Until EONT, tgt is slowed, and it provokes OAs when it shifts. |
| ENC | Ice TombWizard Attack 17 · PHBStd Ranged 20Arcane, Cold, ImplementTgt One creature | You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus. Atk Int vs Reflex · Hit 3d10 + Int cold dmg, and tgt is entombed in ice. While entombed, tgt is stunned, and attacks cannot gain line of effect against it. This effect lasts until EONT. |
| ENC | Phantasmal HorrorWizard Attack 17 · ArPStd Ranged 10Arcane, Fear, Illusion, ImplementTgt One creature | Your enemy is assailed by an imaginary monster ripped from its nightmares, frightening it into a catatonic state. Atk Int vs Will · Hit Tgt is stunned until EONT. While tgt is stunned by this power, you gain a bonus to dmg rolls against it = Cha. |
| ENC | Shard of the Endless AvalancheWizard Attack 17 · ArPStd Ranged 20Arcane, Conjuration, Implement | You conjure a massive boulder from the Elemental Chaos that smashes through your enemies’ ranks, then shatters and dissipates. Eff You conjure a Medium boulder that appears in 1 sq within range, and you move it 5 sq. At the end of this movement, the boulder disappears. While it moves, you can make the following attack. Free Melee 1 · Trig The boulder enters a creature’s space · Tgt The creature whose space was entered · Atk Int vs Fortitude · Hit 2d10 + Int dmg, and you slide tgt 2 sq. Spec The boulder can attack any single creature only once, even if it enters that creature’s space multiple times. |
| DLY | Acid WaveWizard Attack 19 · PHBStd Close blast 5Acid, Arcane, ImplementTgt Each creature in blast | A wave of acid dissolves all creatures that stand before you. Atk Int vs Reflex · Hit 5d6 + Int acid dmg, and ongoing 10 acid dmg (save ends). Miss Half dmg, and ongoing 5 acid dmg (save ends). |
| DLY | CloudkillWizard Attack 19 · PHBStd Area burst 5 within 20 squaresArcane, Implement, Poison, ZoneTgt Each creature in burst | Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud. Atk Int vs Fortitude · Hit 1d10 + Int poison dmg. Eff The burst creates a zone of poisonous vapors that lasts until EONT. A creature that enters the zone or starts its turn there takes 1d10 + Int poison dmg. As a move action, you can move the zone 3 sq. Sust Minor The zone persists. |
| DLY | DisintegrateWizard Attack 19 · PHBStd Ranged 10Arcane, ImplementTgt One creature or object | You fire a green ray from your wand. Whatever the emerald beam hits disappears in a puff of gray dust. Atk Int vs Reflex · Hit 5d10 + Int dmg, and ongoing 10 dmg (save ends). If tgt saves, it takes ongoing 5 dmg (save ends). Spec You don’t need to make an attack roll to hit an unattended object with this power. · Miss 3d10 + Int dmg, and ongoing 5 dmg (save ends). |
| DLY | Evard’s Black TentaclesWizard Attack 19 · PHBStd Area burst 4 within 10 squaresArcane, Implement, Necrotic, ZoneTgt Each creature in burst | Wriggling, ebon tentacles of necrotic energy erupt from the ground, grasping toward every creature within reach. Atk Int vs Reflex · Hit 2d10 + Int necrotic dmg, and tgt is immobilized (save ends). Eff The burst creates a zone of difficult terrain that lasts until EONT. Sust Minor When you sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 necrotic dmg to creatures that are immobilized. |
| DLY | Evard’s Ebon BindingsWizard Attack 19 · ArPStd Ranged 10Arcane, Charm, Implement, PsychicTgt One creature | With incantations of imprisonment, you trap your foe in writhing black runes that seem almost alive, forcing it to obey your command. Atk Int vs Will · Hit Tgt is immobilized (save ends). · Miss 2d6 + Int psychic dmg, and tgt is immobilized until EONT. First Failed Saving Throw Tgt is stunned (save ends). Second Failed Saving Throw Tgt is dominated (save ends). After 2d6 + Int psychic dmg, and tgt is immobilized and dazed until EONT. |
| DLY | Oppressive ForceWizard Attack 19 · ArPStd Ranged 20Arcane, Force, ImplementTgt One creature | A massive barrage of arcane energy slams your foe to the ground and grinds it into the dirt. Atk Int vs Reflex · Hit 3d10 + Int force dmg, and tgt is knocked prone and affected by oppressive force (save ends). While affected by oppressive force, tgt takes ongoing 10 force dmg and can’t stand up from prone. Miss Half dmg, and tgt is knocked prone and affected by oppressive force (save ends). While affected by oppressive force, tgt takes ongoing 5 force dmg and can’t stand up from prone. |
| DLY | Plague of IllusionsWizard Attack 19 · ArPStd Ranged 20Arcane, ImplementTgt One creature | You invade your enemy’s mind to produce a bewildering array of illusions: nightmares sprung to life, gaping rifts in the ground, and hissing, encircling snakes. Atk Int vs Will · Hit Tgt cannot use attack powers (save ends). · Miss Tgt is blinded (save ends). First Failed Saving Throw Tgt is blinded (save ends). Second Failed Saving Throw Tgt is immobilized (save ends). First Failed Saving Throw (after miss) Tgt is immobilized (save ends). |
| DLY | Summon Black DevourerWizard Attack 19 · ArPMinor Ranged 20Arcane, Implement, Summoning | Your fingers claw open an inky portal and draw forth a terror of solid darkness: a razor-toothed maw surrounded by dozens of whipping tentacles. Eff You summon a Large black devourer in an unoccupied 2-sq-by-2-sq space within range. The black devourer has reach 2 and a speed of 5. It has a +4 bonus to AC and a +4 bonus to Will. You can give the black devourer the following special commands. • Standard Action: Melee 2; targets one creature; Int vs Reflex; 2d4 + Int dmg, and tgt is grabbed. The devourer gains a +4 bonus to attack rolls and dmg rolls against a target it is already grabbing. • Opportunity Attack: Melee 1; targets one creature; Int vs Reflex; 1d8 + Int dmg, and tgt is knocked prone. |
| DLY | Globe of InvulnerabilityWizard Utility 22 · ArPMinor PersArcane, Conjuration, Force | A transparent bubble of force appears around you, preventing anything from getting in or out. Eff You create a globe of force around you that lasts until EONT. Whenever you move (including teleportation), the globe moves with you. You cannot gain line of effect to any target other than yourself, and no creature or effect can gain line of effect to you. The globe doesn’t block line of sight. It blocks objects and creatures attempting to pass through it. The globe, although impenetrable, is not impervious to dmg. Attacks against the globe automatically hit, and it has 100 HP. Sust Minor The globe persists. |
| DLY | Mass FlyWizard Utility 22 · PHBStd Close burst 5ArcaneTgt You and each ally in burst | White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of flight. Eff All targets gain a speed of fly 8 until EONT. Sust Minor You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain this power, all targets float to the ground without taking falling dmg. |
| DLY | Mordenkainen’s LucubrationWizard Utility 22 · ArPMinor PersArcane | Your mastery of the arcane arts allows you to push your mind far beyond its limits, tapping into reserves of magic that allow your spells to endure. Eff Until the end of the encounter or until you become unconscious, your arcane powers that can be sustained instead last until the end of the encounter. |
| DLY | Mordenkainen’s MansionWizard Utility 22 · PHBStd Melee touchArcane, Conjuration, Teleportation | You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your allies. Eff You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it’s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied sq outside the entrance portal. |
| DLY | Phantom LegionWizard Utility 22 · ArPMinor Ranged 30Arcane, Illusion | A dozen illusory forms appear around you, creating a sprawling scene to deceive your enemies. Eff You create up to twelve Medium illusory creatures or objects, each of which appears in an unoccupied sq within range. Each can make sounds and gestures but cannot voluntarily leave its space, and each of its defenses is 10. An illusory creature or object lasts until the end of the encounter, or until an attack hits it or a creature touches it. As a move action, you can cause as many of the illusory creatures or objects as you wish to move up to 6 sq each. Each acts as an independent entity, saying whatever you wish and reacting as you choose to other creatures. However, you must have line of effect to an illusory creature or object to control it in this way. If you do not have line of effect, it does not move or respond. |
| DLY | Time StopWizard Utility 22 · PHBMinor PersArcane | Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time. Eff You gain two extra standard actions, which you can’t use to attack other creatures. |
| DLY | Wall of ForceWizard Utility 22 · ArPStd Area wall 12 within 20 squaresArcane, Conjuration, Force | A transparent barrier of force springs up where you command. Eff You conjure a solid, transparent wall of contiguous sq filled with magical force that lasts until the end of the encounter. The wall can be up to 6 sq high. The wall blocks line of effect and movement. No creature can enter a sq containing the wall, and phasing creatures can’t move through it. Attacks against the wall automatically hit. The wall has 200 HP, and attacking any sq deals dmg to the entire wall. If it is reduced to 0 HP, the wall shatters, dealing 3d10 force dmg to each creature adjacent to it. |
| ENC | Acid StormWizard Attack 23 · PHBStd Area burst 4 within 10 squaresAcid, Arcane, ImplementTgt Each creature in burst | You create a thick black cloud filled with pelting drops of acid. Atk Int vs Fortitude · Hit 4d6 + Int acid dmg. Eff The cloud blocks line of sight, and its area is heavily obscured. Any creature that enters the cloud or starts its turn there takes 10 acid dmg. The cloud lasts until EONT, or you can dismiss it as a minor action. |
| ENC | Astral ClawWizard Attack 23 · ArPStd Ranged 20Arcane, Conjuration, ImplementTgt One creature | For a moment, the borders between the worlds blur. The massive claw of an enormous beast reaches through the planes to crush your foe and hurl it to the ground. Atk Int vs Fortitude · Hit 3d10 + Int dmg, and you slide tgt 5 sq and knock it prone. Eff You conjure an astral claw in 1 sq of tgt’s space after this attack is resolved. The claw lasts until EONT. If tgt stands up while the astral claw is in its space, tgt takes dmg = Con. |
| ENC | Chain LightningWizard Attack 23 · PHBStd Ranged 20Arcane, Implement, Lightning | From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another. 1° Tgt One creature · Atk Int vs Reflex · Hit 4d6 + Int lightning dmg. Eff Make a secondary attack. Secondary Targets Two creatures within 5 sq of the primary target 2° Atk Int vs Reflex · Hit 2d6 + Int lightning dmg. Eff Make a tertiary attack. Tertiary Targets All other enemies within 20 sq of you · Atk Int vs Reflex · Hit 1d6 + Int lightning dmg. |
| ENC | Deceptive ShadowsWizard Attack 23 · ArPStd Area burst 2 within 20 squaresArcane, Illusion, ImplementTgt Each creature in burst | Darkness swirls around your foes, distracting them and cloaking you and your allies from view. Atk Int vs Will · Hit 3d6 + Int dmg. Until EONT, tgt can gain line of sight only to the creature nearest to it (ally or enemy). If multiple creatures are equally near to tgt, it can see all of them. |
| ENC | Freezing BoltsWizard Attack 23 · ArPStd Ranged 20Arcane, Cold, ImplementTgt One, two, or three creatures | A thin layer of ice coats your wand, unleashing frigid waves as unstoppable as winter itself. Atk Int vs Reflex · Hit 3d6 + Int cold dmg, and tgt is immobilized until EONT. Wand of Accuracy Reroll any missed attack with this power. |
| ENC | Orbmaster’s Insuperable LethargyWizard Attack 23 · ArPStd Area burst 2 within 20 squaresArcane, ImplementTgt Each creature in burst | A blood-red sphere of arcane power emanates from your orb to surround your foes, sinking into them and sapping their energy. Atk Int vs Fortitude · Hit 2d6 + Int dmg, and tgt is either weakened or immobilized (your choice) until EONT. Orb of Imposition You can extend the duration of this power, even though it is not an at-will power. If you do so, each target is both weakened and immobilized until EONT. |
| ENC | Staffstrike ShockWizard Attack 23 · ArPStd Ranged 20Arcane, Implement, LightningTgt One creature | You whip your staff as you shout a mystic phrase. The staff transforms into a crackling bolt of lightning that hurls you away from an attack. Atk Int vs Fortitude · Hit 3d10 + Int lightning dmg. Staff of Defense The next time you use the Staff of Defense class feature before the end of the encounter, the enemy whose attack you interrupted also takes 10 lightning dmg, and you teleport 5 sq as a free action. |
| ENC | ThunderclapWizard Attack 23 · PHBStd Ranged 20Arcane, Implement, ThunderTgt One creature | You tap your staff on the ground, and a peal of thunder rocks and stuns a distant enemy. Atk Int vs Fortitude · Hit 3d6 + Int thunder dmg, and tgt is stunned until EONT. |
| DLY | Bubbling AcidWizard Attack 25 · ArPStd Area burst 2 within 20 squaresAcid, Arcane, Implement, Zone | You toss a green globe toward your enemies. It explodes, showering them with acid and creating a boiling pool of caustic stuff that moves at your command. 1° Tgt Each creature in burst · 1° Atk Int vs Reflex · Hit 6d6 + Int acid dmg. · Miss Half dmg. Eff The burst creates a zone of bubbling acid that lasts until the end of the encounter. Each creature that enters the zone or starts its turn there takes 10 acid dmg. As a move action, you can move the zone up to 5 sq. You can make a secondary attack, using a sq within the zone as the origin sq. Opp Close burst 1 · Trig A creature enters the zone or starts its turn there 2° Tgt The triggering creature in burst · 2° Atk Int vs Fortitude · 2° Hit The secondary target is blinded until the end of its current turn. |
| DLY | Cinder StormWizard Attack 25 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Implement, Zone | A spinning cloud of flaming ash surrounds your enemies, burning them and blinding their allies. 1° Tgt Each creature in burst · 1° Atk Int vs Reflex · Hit 5d6 + Int fire dmg, and ongoing 10 fire dmg (save ends). · Miss Half dmg, and ongoing 5 fire dmg (save ends). Eff The burst creates a zone of flaming ash that lasts until EONT. You can make a secondary attack, using a sq within the zone as the origin sq. Opp Close burst 5 · Trig A creature fails its saving throw against this power’s ongoing dmg 2° Tgt The triggering creature in burst · 2° Atk Int vs Reflex · 2° Hit 1d8 + Int fire dmg, and the secondary target is blinded until the end of its next turn. |
| DLY | Elemental MawWizard Attack 25 · PHBStd Area burst 4 within 20 squaresArcane, Implement, Teleportation; Acid, Cold, Fire, Lightning, or ThunderTgt Each creature in burst | You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction. Atk Int vs Reflex · Hit 6d6 + Int dmg of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, tgt is pulled 2 sq toward the maw’s origin sq. Eff This attack’s origin sq becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until EONT. Any creature that is pulled into the vortex takes 3d6 + Int dmg of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a sq within 20 sq of you. The creature arrives at its destination prone and dazed until SONT. Miss Half dmg, and no pull. |
| DLY | MazeWizard Attack 25 · PHBStd Ranged 10Arcane, Implement, Psychic, TeleportationTgt One creature | You trap an enemy in an extradimensional vault resembling a maze. He vanishes from sight, caught in your maze until he can find an escape. Atk Int vs Will · Hit 3d12 + Int psychic dmg. Eff You trap tgt in an extradimensional maze. While caught in the maze, tgt cannot see, move, or affect the world outside in any way. Similarly, no one can see or attack the creature in the maze. The maze remains visible as a faintly glowing sigil or rune in the sq the trapped creature occupied; it is harmless to all other beings, and creatures can move through or attack through that sq without penalty. On its turn each round, tgt can attempt an Intelligence check against your Will defense to escape as a standard action. Tgt gains a cumulative +5 bonus to this check each time it fails. Upon leaving the maze, the creature returns to the space it occupied (or, if occupied, the nearest available unoccupied space of its choice), and the maze ends. |
| DLY | Necrotic WebWizard Attack 25 · PHBStd Area burst 3 within 20 squaresArcane, Implement, Necrotic, ZoneTgt Each creature in burst | You cover your enemies in a giant web made from strands of black, life-draining energy. Atk Int vs Reflex · Hit 4d6 + Int necrotic dmg, and tgt is immobilized (save ends). Eff The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic dmg. Any creature that ends its move in the web is immobilized (save ends). |
| DLY | Orbmaster’s Prismatic SphereWizard Attack 25 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Implement, PoisonTgt Each creature in burst | Your orb swirls with a rainbow of colors that flash out and cloak your foes in a scintillating globe. Atk Int vs Fortitude, Reflex, Will · Hit (Fortitude) 3d6 + Int poison dmg, and ongoing 10 poison dmg (save ends). (Reflex) 3d6 + Int fire dmg, and ongoing 10 fire dmg (save ends). (Will) Tgt is dazed (save ends). Spec You make one attack roll per target and compare that result against all three defenses. A target might be subject to any, all, or none of the consequences of a hit depending on how many of its defenses were hit. Tgt must roll a saving throw against each condition or instance of ongoing dmg separately. · Orb of Imposition If you impose a penalty to saving throws against this power, the penalty applies to all targets instead of just one. |
| DLY | Phantom RealityWizard Attack 25 · ArPStd Ranged 20Arcane, Illusion, ImplementTgt One creature | You create an intricate illusion in your enemy’s mind, convincing it that friends are foes and leading it wherever you desire. Atk Int vs Will · Hit Tgt is affected by phantom reality (save ends). While it is affected by phantom reality, whenever tgt makes a melee or ranged attack roll, you can change tgt of that attack. If it makes an area attack, you choose the attack’s origin sq if applicable. Tgt cannot attack itself in this way. Also, whenever tgt moves, you can slide it 4 sq after it completes its movement. Miss Until EONT, whenever tgt makes a melee or ranged attack roll, you can change tgt of that attack. If it makes an area attack, you choose the attack’s origin sq if applicable. Tgt cannot attack itself in this way. |
| DLY | Prismatic SprayWizard Attack 25 · PHBStd Close burst 5Arcane, Fear, Fire, Implement, PoisonTgt Each enemy in burst | A dazzling spray of multicolored light springs from your hands, enveloping your enemies. Atk Int vs Fortitude, Reflex, Will · Hit (Fortitude) If the attack hits tgt’s Fortitude defense, tgt takes 3d6 + Int poison dmg and is slowed (save ends). · Hit (Reflex) If the attack hits tgt’s Reflex defense, tgt takes 3d6 + Int fire dmg, and ongoing 15 fire dmg (save ends). · Hit (Will) If the attack hits tgt’s Will defense, tgt is stunned (save ends). Spec You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. Tgt must make a saving throw against each ongoing effect separately. |
| DLY | Summon Abyssal HordeWizard Attack 25 · ArPMinor Ranged 20Arcane, Implement, Summoning | Three horrid creatures, little more than living toothy mouths, appear around your foes to devour them. Eff You summon up to three Medium abyssal maws, each appearing in an unoccupied sq within range. Each maw has a speed of 6. You can give the maws the following special commands. • Standard Action: Melee 1; targets one creature; Int vs Reflex; 2d6 + Int dmg. • Opportunity Attack: Melee 1; targets one creature; Int vs Reflex; 1d6 + Int dmg. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw makes an OA against that enemy after the enemy’s attack is resolved. Spec Whenever you use a standard action or a minor action to issue a command, all the summoned maws take that action. Only one maw within range of a target can make an OA against that target. You do not lose a healing surge until all the maws summoned by this power are reduced to 0 HP or fewer. |
| ENC | Black FireWizard Attack 27 · PHBStd Close blast 5Arcane, Fire, Implement, NecroticTgt Each enemy in blast | A blast of crackling black fire erupts from your hand, charring the flesh and burning the souls of your foes. Atk Int vs Reflex · Hit 6d6 + Int fire and necrotic dmg. |
| ENC | ConfusionWizard Attack 27 · PHBStd Ranged 20Arcane, Charm, Implement, PsychicTgt One creature | You magically compel an enemy to attack its nearest ally. Atk Int vs Will · Hit 3d10 + Int psychic dmg. On tgt’s next turn, you control its actions: You can move it a number of sq = Wis, and it then makes a basic attack against its nearest ally. |
| ENC | ForcecageWizard Attack 27 · PHBStd Ranged 20Arcane, Force, ImplementTgt One creature | Around your foe you erect an invisible cage made of unbreakable bars of force, effectively imprisoning it. Atk Int vs Reflex · Hit 3d10 + Int force dmg. Tgt is confined in the forcecage until EONT. While confined, it is immobilized, grants CA, and cannot gain line of effect against nonadjacent enemies. |
| ENC | Lost in the MistsWizard Attack 27 · ArPStd Ranged 20Arcane, Charm, Illusion, ImplementTgt One creature | You create a phantom world around your enemy and mimic reality so closely that you manipulate the foe as if it were a puppet. Atk Int vs Will · Hit Tgt is dominated until EONT. While dominated, it gains a bonus to its attack rolls and dmg rolls = Cha. |
| ENC | Sequestering ForceWizard Attack 27 · ArPStd Area burst 2 within 20 squaresArcane, Force, ImplementTgt Each creature in burst | Your spell rips apart the planar boundaries, battering your enemies and trapping them in a fold of buckled space. Atk Int vs Fortitude · Hit 4d6 + Int force dmg. Until EONT, the burst becomes an area of twisted space. A creature hit by this attack cannot leave the area by any means, including forced movement and teleportation. |
| ENC | Tomebound BloodbeastWizard Attack 27 · ArPStd Ranged 10Arcane, Conjuration, ImplementTgt One creature | From your tome springs a writhing, formless creature covered with long spikes that drinks your foes’ blood and transfers their vigor to you. Atk Int vs Fortitude · Hit 4d8 + Int dmg. Eff You conjure a tomebound bloodbeast that occupies 1 sq in range. It lasts until EONT. Whenever a creature adjacent to the bloodbeast moves, that creature takes dmg = Con, and you gain the same number of temp HP. These temp HP stack with each other and with temp HP from other sources. Tome of Binding If you increase the dmg dealt by this power to a creature that moves, all allies within 5 sq of the bloodbeast also gain the temp HP. |
| ENC | [Name missing in source]Wizard Attack 27 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Implement, NecroticTgt Each creature in burst | You crook your hand in a mystical gesture, and your foes shriek in agony as their souls are consumed by hidden flame. Atk Int vs Will · Hit 3d8 + Int fire and necrotic dmg, and tgt is weakened until EONT. |
| ENC | Steal TimeWizard Attack 27 · ArPStd Ranged 20Arcane, ImplementTgt One creature | You divert the river of time, stealing a moment from your enemy for your own use. Atk Int vs Will · Hit Tgt is stunned until EONT. You gain an extra standard action, which you must use before tgt recovers from this stunned condition. |
| DLY | Greater Ice StormWizard Attack 29 · PHBStd Area burst 5 within 20 squaresArcane, Cold, Implement, ZoneTgt Each creature in burst | A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. Atk Int vs Fortitude · Hit 4d8 + Int cold dmg, and tgt is immobilized (save ends). Eff The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. Miss Half dmg, and tgt is slowed (save ends). |
| DLY | Legion’s HoldWizard Attack 29 · PHBStd Close burst 20Arcane, Charm, Implement, PsychicTgt Each enemy in burst | Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks. Atk Int vs Will · Hit 2d10 + Int psychic dmg, and tgt is stunned (save ends). Miss Half dmg, and tgt is dazed (save ends). |
| DLY | Meteor SwarmWizard Attack 29 · PHBStd Area burst 5 within 20 squaresArcane, Fire, ImplementTgt Each creature in burst | Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground. Atk Int vs Reflex · Hit 8d6 + Int fire dmg. Miss Half dmg. |
| DLY | Miasma of EnfeeblementWizard Attack 29 · ArPStd Area burst 2 within 20 squaresArcane, Implement, Necrotic, ZoneTgt Each creature in burst | Black dust whirls up around your foes, sapping their strength and clouding their vision. Atk Int vs Fortitude · Hit 5d6 + Int necrotic dmg, and tgt is weakened (save ends). Eff The burst creates a zone of clinging black dust that blocks line of sight for all creatures damaged by this power until EONT. Miss Half dmg. · Sust Minor The zone persists. |
| DLY | Prismatic WallWizard Attack 29 · ArPStd Area wall 10 within 10 squaresArcane, Conjuration, Fire, Implement, Poison | You draw your hands apart to form a mystic rainbow, which grows into a wall of shimmering colors. Spec You make one attack roll per target and compare that result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. Tgt must roll a saving throw against each condition or instance of ongoing dmg separately. Eff You conjure a wall of contiguous sq filled with many-colored light that lasts until EONT. The wall can be up to 5 sq high. Entering a sq occupied by the wall costs 1 extra sq of movement. The wall blocks line of sight. You can make the following attack, using a sq within the zone as the origin sq. Sust Minor The wall persists. Opp Close burst 1 · Trig A creature starts its turn inside the wall or adjacent to the wall or moves through it · Atk Int vs Fortitude, Reflex, Will · Tgt The triggering creature in burst · Hit (Fortitude) 3d4 + Int poison dmg, and you teleport tgt 5 sq. · Hit (Reflex) 2d6 + Int fire dmg, and ongoing 10 fire dmg (save ends). · Hit (Will) Tgt is dazed (save ends). |
| DLY | Visions of WrathWizard Attack 29 · ArPStd Area burst 2 within 20 squaresArcane, Illusion, ImplementTgt Each enemy in burst | With blood-curdling cries, your enemies fall upon each other. Atk Int vs Will · Hit Tgt is dominated (save ends). If you do not compel tgt to make any attack rolls during its turn, it automatically saves to end this condition at the end of that turn. If you compel tgt to make any attack rolls but it does not hit any creatures, it automatically fails saving throws against this condition until the start of its next turn. Miss Tgt is stunned until EONT. |
| DLY | Summon Living MountainWizard Attack 29 · ArPMinor Ranged 20Arcane, Implement, Summoning | You part the planar walls to call a sentient mass of living rock from the Elemental Chaos. It emerges to crush your foes beneath its granite feet. Eff You summon a Huge living mountain in a 3-sq-by-3-sq unoccupied space within range. The living mountain has a speed of 3. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the living mountain the following special commands. Std Melee 3; targets one creature; Int vs Fortitude; 2d8 + Int dmg, and tgt is knocked prone. · Std Close burst 5; targets enemies only; Int vs Fortitude; 1d10 + Int dmg, and tgt is knocked prone. · OA Melee 1; targets one creature; Int vs Fortitude; 2d8 + Int dmg. |
At 11th level a wizard may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily spells shown.
“Distance is an illusion, a construction of the mind shackled to the physical world.”
Time and space are barriers to most creatures. Only gods, primordials, and legendary beings can break down those barriers. And—perhaps—people like you.
You have already learned several powers that allow you to instantaneously travel between two nearby points. But now, as an arcane wayfarer, you see more clearly into the mechanism behind teleportation. As your knowledge grows, you teleport as naturally and easily as you walk, moving from spot to spot by flexing your mind instead of your muscles. You don’t restrict this knowledge to yourself; you also enjoy targeting others with spatial effects, sending friends to safety and transporting foes into dangerous locations.
Although time yet remains beyond your grasp, you know that space is not insurmountable, as most believe it to be. Indeed, sometimes the shortest distance between two locations is not a straight line.
| ENC | Hammerfall StepArcane Wayfarer Attack 11 · ArPStd Close blast 5Arcane, Implement, TeleportationTgt Each enemy in blast | You transport both enemies and allies. Your allies experience a pleasant trip to safety; your enemies end up in jeopardy. Atk Int vs Fortitude · Hit 2d6 + Int dmg, and you teleport tgt 3 sq. Eff You teleport each ally in the blast 3 sq. |
| DLY | Wayfarer’s EvasionArcane Wayfarer Utility 12 · ArPImm Intr PersArcane, Teleportation | As your foe’s weapon falls upon you, you suddenly whisk away. Trig You are hit or missed by an attack · Eff You teleport 10 sq. |
| DLY | Terrifying JourneyArcane Wayfarer Attack 20 · ArPStd Area burst 1 within 20 squaresArcane, Implement, TeleportationTgt Each creature in burst | You send your enemies… elsewhere. Somewhere terrible. Atk Int vs Will · Hit 3d6 + Int dmg, and tgt is teleported to an interplanar space (save ends). While in the interplanar space, tgt cannot take actions and cannot be targeted. On a save, it returns to the space it was last in. If that space is occupied, tgt returns to the nearest unoccupied space of its choice. Miss Half dmg, and the creature is dazed (save ends). |
“You think I’m just a simple scholar, my head buried amid my scrolls and books? Think again!”
You didn’t leave behind the thrill of battle when you took up the mantle of wizard, so why should you stand back and let the fighters have all the fun? You have developed skills and techniques that have turned you into a true battle mage, ready to deal damage up close and personal or from afar, depending on the situation and how the mood strikes you. You have even learned of a technique for using arcane energy to temporarily stave off death — and you can’t wait to try it out in battle!
| ENC | Forceful RetortBattle Mage Attack 11 · PHBStd Close burst 1Arcane, ImplementTgt Each enemy in burst | The power and certainty of your words knock your enemies off their feet. Atk Int vs Fortitude · Hit 3d8 + Int force dmg, and you push tgt 1 sq and it is knocked prone. |
| DLY | Arcane RejuvenationBattle Mage Utility 12 · PHBImm Intr PersArcane, Healing | In a bad spot, you draw on arcane energy to help you stay on your feet. Trig You are reduced to 0 HP or fewer · Eff You regain HP equal to your level + Int. |
| DLY | Closing SpellBattle Mage Attack 20 · PHBStd Area burst 5 within 20 squaresArcane, Implement; Cold, Fire, Lightning, or ThunderTgt Each enemy in burst | You save the best for last — a devastating display of pure elemental power that your enemies aren’t likely to see again. Atk Int vs Reflex · Hit 3d10 + Int dmg of a particular dmg type, chosen by you from the following list: cold, fire, lightning, or thunder. Add 5d10 dmg of the same dmg type if you have no other daily powers remaining. Miss Half dmg. |
“My blood courses with arcane power, as you are about to see.”
You have learned to combine blood with arcane formulas to cast more powerful spells — your own blood. Your blood is your life, but it is also your source of power. Few wizards step upon this path to arcane mastery, because it is a path steeped in pain and soaked in blood. But you have embraced the way of blood and magic, and you have become more powerful because of it.
| ENC | Blood PulseBlood Mage Attack 11 · PHBStd Area burst 3 within 20 squaresArcane, ImplementTgt Each enemy in burst | A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates amid your enemies, covering them in a blood-red shroud. Atk Int vs Will · Hit 2d6 + Int dmg, and until EONT tgt takes 1d6 dmg for every sq it leaves. |
| DLY | Soul BurnBlood Mage Utility 12 · PHBMinor PersArcane | You trade your recuperative ability for more arcane power. Eff You spend a healing surge. Instead of regaining HP, you regain one encounter power you have already used. |
| DLY | Destructive SalutationBlood Mage Attack 20 · PHBStd Area burst 3 within 20 squaresArcane, Implement, PsychicTgt Each enemy in burst | You greet your enemies with a psychic wave that scrambles their minds and leaves them stunned. Atk Int vs Will · Hit 6d6 + Int psychic dmg, and tgt takes ongoing 10 psychic dmg and is stunned (save ends both). Miss Half dmg, no ongoing dmg, and tgt is stunned until EONT. |
“To me, my servants! You shall share in my strength and in my victory.”
You are fascinated by the magic of summoning and conjuration. The power of the planes draws you almost as strongly as your own arcane strength pulls the creatures you call to your side. You form a stronger link than others with the creatures you summon, granting you increased control over them. This closer communication even allows you to manipulate the boundaries between planes. You are a beneficent master, though, and you imbue your summoned servants with greater vitality—in exchange for even more dedicated service.
| ENC | Planar GatewayBonded Summoner Attack 11 · ArPStd Ranged 10Arcane, Conjuration, Implement | You create a rift between the planes, drawing raw power through it that tumbles your enemies about like skittles. Eff You conjure a planar gateway that occupies 1 sq within range and lasts until EONT. You can make the following attack, using the gateway’s sq as the origin sq. Free Close burst 1 · Trig A creature starts its turn in the planar gateway or enters a sq adjacent to the planar gateway · Tgt The triggering creature in burst · Atk Int vs Reflex · Hit 3d6 + Int dmg, and you slide tgt 3 sq. |
| ENC | Enduring SummonsBonded Summoner Utility 12 · ArPMinor Ranged 10Arcane, HealingTgt One creature you summoned | You call on the power of the planes to surge through your summoned creature, ensuring its survival. Eff Tgt regains HP equal to your healing surge value. |
| DLY | Summon Bonded ProtectorBonded Summoner Attack 20 · ArPMinor Ranged 20Arcane, Implement, Summoning, Teleportation | You call a massive humanoid-shaped statue of metal and stone that pounds your foes and forces them away from you. Eff You summon a Large bonded protector in an unoccupied 2-sq-by-2-sq space within range. The bonded protector has reach 2 and a speed of 5. It has a +4 bonus to AC and a +4 bonus to Will. You can give the bonded protector the following special commands. • Standard Action: Close blast 3; targets each creature in blast; Int vs Reflex; 2d4 + Int dmg, and tgt is dazed (save ends). • Opportunity Attack: Melee 1; targets one creature; Int vs Reflex; 2d6 + Int dmg, and tgt is knocked prone. The bonded protector can make this OA against a creature that attacks you or that attacks a creature you summoned. • Minor Action: You and the bonded protector swap positions. |
“Drive them into the alcove. I’ve arranged a little welcome for them there.”
Few things please you more than creating nasty magical surprises for your foes. Although your traps are illusory, they are no less deadly to foes who stumble into them. As well, you love to add your own arcane flourishes to mundane traps, catching enemies off guard when they believed themselves safe.
Admittedly, you might take unseemly glee in your phantasmal pyrotechnics. But wreaking havoc is so much fun!
Still, you must not incur your companions’ wrath by scattering such deadly tricks too liberally, or putting them where they could be triggered by accident. So you are careful—as careful as a saboteur can be.
| ENC | Psychic DetonationsHermetic Saboteur Attack 11 · ArPStd Ranged 10Arcane, Illusion, Implement, Psychic | You tap on the floor, and three illusory traps are set under the feet of your enemies. Eff You bring into being three illusory traps in three separate sq that last until EONT. Each trap can make the following attack the first time it is triggered. Opp Close burst 1 · Trig A creature starts its turn in or moves adjacent to a sq containing a trap · Tgt The triggering creature · Atk Int vs Will · Hit 2d6 + Int psychic dmg, and tgt is knocked prone. Spec Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power. |
| ENC | Sabotage TrapHermetic Saboteur Utility 12 · ArPImm Intr Ranged 10Arcane, Teleportation | Sometimes the wrong person triggers the trap. Fortunately, you have an answer for that. Trig A creature triggers a trap within range · 1° Tgt The triggering creature Eff The primary target and secondary targets swap positions, and the secondary target is considered to have triggered the trap. If the secondary target is you or an ally, he or she gains a +4 bonus to all defenses against that trap’s attacks until the end of the secondary target’s next turn. 2° Tgt A different creature within 10 sq of the primary target |
| DLY | [Name missing in source]Hermetic Saboteur Attack 20 · ArPStd Close burst 10Arcane, Implement, Psychic, Zone | You have a punishing response to those who are foolish enough to attack you. Eff The burst creates a zone of warding magic that lasts until EONT. You can make the following attack, using a sq within the zone as the origin sq. Sust Minor The zone persists. When you move, the zone moves with you, remaining centered on you, unless you used your Attune Target path feature to change the origin sq of the burst. In that case, you can move the zone 5 sq as a move action. Opp Close burst 10 · Trig A creature in burst makes an attack roll against you · Tgt The triggering creature · Atk Int vs Will · Hit 2d6 + Int psychic dmg. Eff Tgt is dazed (save ends). Spec Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power. |
“It takes a cold heart to wield such power.”
Summoned creatures can always be improved upon. Other arcane paths, such as the bonded summoner, deal with infusing magical energy into summoning spells to create a more perfect arcane cohort, but your way seeks the mastery of elemental cold. Using Primordial words of power, you have learned to enhance each summoned servitor with the essence of primordial ice.
This influx of wintery power is not confined to just those creatures you summon; it has also transformed your nature into something more elemental. You have adopted the innate abilities and resistance of primordial cold. Your skin, as well as the outward appearance of your summoned creatures, takes on an ice-blue pallor, and your hair becomes a shock of snow-white strands. Even your arcane flames burn with a rimefire blue color.
Frostbite (Cold) aura 1; each creature that ends its turn within the aura takes 10 cold damage.
| ENC | Wall of WinterRimetongue Caller Attack 11 · ArPStd Area wall 5 within 20 squaresArcane, Cold, Conjuration, Implement | Issuing words of Primordial from frost-covered lips, you conjure an unstable wall of elemental ice and wind. Eff You conjure a wall of contiguous sq filled with frost and raging wind that lasts until EONT. The wall can be up to 4 sq high. Each creature that starts its turn adjacent to the wall takes 1d8 + Int cold dmg. If a creature moves into the wall’s space or starts its turn there, it takes 2d8 + Int cold dmg, and it is slowed (save ends). Entering a sq occupied by the wall costs 1 extra sq of movement. The sq occupied by the wall are heavily obscured, and the wall blocks line of sight. |
| ENC | Icy CallingRimetongue Caller Utility 12 · ArPFree PersArcane, Cold | You infuse your summoning with the essence of an ice mote of the Primordial Chaos. Eff The next creature you summon before the end of your turn is immune to cold and deals 1d6 extra cold dmg with each attack. |
| DLY | Summon Rimefire BruteRimetongue Caller Attack 20 · ArPMinor Ranged 20Arcane, Cold, Implement, Summoning | A giant of carved ice and frostfire strides from an elemental gateway, and your enemies tremble with cold and fear. Eff You summon a Large rimefire brute in an unoccupied 2-sq-by-2-sq space within range. The rimefire brute has reach 2 and a speed of 5. It has a +2 bonus to AC and a +4 bonus to Fortitude. You can give the rimefire brute the following special commands. • Standard Action: Reach 2; targets one creature; Int vs AC; 2d10 + Int cold dmg, and tgt is knocked prone. • Standard Action (1/encounter): Close blast 3; targets each creature in blast; Int vs Fortitude; 2d8 + Int cold dmg, and tgt is immobilized (save ends). • Opportunity Attack: Int vs AC; 2d10 + Int cold dmg. Spec The frostbite aura of a rimefire brute you summon has a range of 2 sq instead of 1. |
“I stand in the center of a storm you cannot see, a storm of arcane spells waiting to be snatched from the maelstrom and used as I see fit.”
To you, the arcane energy flowing through the world is like a raging storm that only you can see. Moreover, you can shape and control this arcane storm to accomplish amazing things. The storm consists of individual spells, like each drop of rain in the maelstrom, and you can pluck these spells free and direct them as you will. You are a spellstorm mage, and you stand among the arcane torrent and use it to enhance the power that you wield.
| ENC | Storm CageSpellstorm Mage Attack 11 · PHBStd Area burst 2 within 20 squaresArcane, Conjuration, Implement, Lightning, ThunderTgt Each creature in burst | You trap your enemies in a cage made of lightning and filled with roaring thunder. Atk Int vs Reflex · Hit 4d6 + Int lightning and thunder dmg. Eff You conjure a wall in the 16 outer sq of the burst (forming a sq enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall sq takes 10 lightning dmg. Moving into a wall sq costs 1 extra sq of movement. The wall does not grant cover or concealment. It lasts until EONT. |
| DLY | Sudden StormSpellstorm Mage Utility 12 · PHBStd Area burst 2 within 20 squaresArcane, Zone | With a wave of your hand, you create an area of torrential rain that creatures have difficulty passing through. Eff The burst creates a zone of wind and rain that lasts until EONT. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 sq. Sust Minor The zone persists. |
| DLY | Maelstrom of ChaosSpellstorm Mage Attack 20 · PHBStd Close burst 10Arcane, Force, Implement, TeleportationTgt Each enemy in burst | Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and teleporting them from one place to another. Atk Int vs Fortitude · Hit 3d8 + Int force dmg, and you can teleport tgt to a location of your choice within the burst. Miss Half dmg, and no teleportation. |
“Have you ever met someone who wasn’t there?”
To see but go unseen, to affect the world but remain unaffected by it—this ability is at the heart of true magical power. Thus you have devoted yourself to the art of invisibility, rendering your body as transparent as a window without smear or blemish, through which no hint of your presence can be detected. You are an unseen mage; there is no stopping you. Or, more important, seeing you.
Since you can vanish with great alacrity and facility, you must learn to watch your step to avoid being trampled by your own allies. Even walking invisibly in the street requires constant vigilance, lest some carriage or palanquin unknowingly run you down. And with such great power comes the potential for abuse, against which you must be vigilant.
| ENC | Vanishing ActUnseen Mage Attack 11 · ArPStd Ranged 10Arcane, Illusion, Implement, PsychicTgt One creature | You strike, and in the wink of an eye, are gone. Atk Int vs Will · Hit 3d6 + Int psychic dmg. Eff You become invisible until SONT. |
| DLY | Guillaume’s VeilUnseen Mage Utility 12 · ArPMinor Close burst 2Arcane, Illusion, ZoneTgt You and each ally in burst | You make a series of mystical passes, and you and your companions fade from view. Eff Tgt gains invisibility until EONT or until he or she hits or misses with an attack. The burst creates a zone of invisibility that lasts until EONT. Whenever you or an ally ends his or her turn within the zone, that individual becomes invisible until the end of his or her next turn or until he or she hits or misses with an attack. Sust Minor The zone persists. As a move action, you can move the zone 4 sq. |
| DLY | Vanishing LegionUnseen Mage Attack 20 · ArPStd Area burst 1 within 10 squaresArcane, Illusion, Implement, PsychicTgt Each creature in burst | You sweep your hands and lash your enemies with a devastating attack, then collect its residual energy to cloak your allies. Atk Int vs Will · Hit 3d10 + Int psychic dmg. Eff You and your allies within 10 sq become invisible to tgt (save ends). Miss Half dmg. |
The fruit of his study sometimes makes its way into the world in the form of seemingly blank parchments bearing the Guillaume crest. Legends say that those who can reveal the pages’ hidden messages can learn great secrets about invisibility.
“There is no great design or higher purpose. All is happenstance.”
In a universe where gods control the fate of souls, weave the threads of destiny, and embody overarching principles, few find your philosophy reasonable. Some might even think you mad. But you have no illusions about ultimate meaning or purpose. If anything, your morality is purer: You perform acts of goodness not because you follow a code or seek some greater purpose, but because you choose to do so.
Once per round, when you roll a d20 and dislike the result, you can spend any number of entropy points, gaining a +1 bonus to the roll per point spent. If you have spent entropy points since the start of your turn, you cannot spend more until the start of your next turn.
| ENC | Entropic ReshufflingWeaver of Chance Attack 11 · ArPStd Close blast 5Arcane, ImplementTgt Each creature in blast | You distort probability with ripples of randomness that flow through your enemies, causing them to behave unpredictably. Atk Int vs Will · Hit 3d6 + Int dmg. If you rolled an even number on the attack roll, you slide tgt 3 sq. If you rolled an odd number on the attack roll, you push tgt 3 sq. |
| ENC | Agency of ChanceWeaver of Chance Utility 12 · ArPMinor PersArcane | You are shrouded by the essence of chance, which distorts every spell you cast. Eff Until EONT, 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. |
| DLY | Random SpellWeaver of Chance Attack 20 · ArPMinor PersArcane, Implement; Varies | You tap into the random forces of the cosmos to make something happen. What that might be, not even you know. Eff You gain a single use of one of the following wizard powers. Roll a d6 to determine the power from the list below. Alternatively, you can spend 2 entropy points to choose one of the powers on the list. You must use the power before the end of the encounter, or it is lost. 1. Prismatic beams 2. Acid wave 3. Cloudkill 4. Disintegrate 5. Evard’s black tentacles 6. Prismatic spray |
“I have taken on the robes of the Spiral Tower, studied beside eladrin mages in the Feywild, and adopted the arcane approach of Corellon’s followers as my own.”
You have decided to adopt the traditions of the Spiral Tower, the arcane teachings of the followers of Corellon. This links your use of arcane power firmly to the Feywild and the arcane-focused eladrin traditions. As a wizard of the Spiral Tower, Corellon’s longsword becomes your arcane implement and the secrets of the Feywild become pages in your spellbook. As a wizard of the Spiral Tower, you carry a longsword that glows with the arcane beauty of the Feywild.
| ENC | The One SwordWizard of the Spiral Tower Attack 11 · PHBStd Melee wpnArcane, WeaponTgt One creature | Your blade flashes with the twilight power of the Feywild as you strike your foe. Atk Int vs Reflex · Hit 2[W] + Int dmg. Make a secondary attack against tgt. 2° Atk Int vs Will · Hit Tgt is dazed until EONT, and this power is not expended. |
| DLY | Shape the DreamWizard of the Spiral Tower Utility 12 · PHBImm Intr PersArcane, Implement | You alter reality slightly, so that an attack your foe assumed it had made didn’t actually happen. Trig You are hit by an attack against your Will defense · Eff The attack doesn’t occur, as if the creature that attacked you chose to do nothing with its action. |
| DLY | Corellon’s BladeWizard of the Spiral Tower Attack 20 · PHBStd Close burst 1Arcane, Radiant, Teleportation, WeaponTgt Each enemy in burst you can see | You swing your glowing longsword around you, striking nearby enemies with the flat of the blade and banishing them into the Feywild. Atk Int + 4 vs Will · Hit 3[W] + Int radiant dmg. In addition, tgt is transported to a remote but nonthreatening corner of the Feywild until EONT. Return the creature to its original space. If that space is occupied, tgt returns to the nearest unoccupied space (its choice). Miss Half dmg. |
Wizard (PHB + Arcane Power) — 1