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Wizard

“Magic is the study of the impossible — and the discipline of making it routine.”

⚛ ✦ ☉ ☽ ❖ ☞
Classes: Fighter Rogue Wizard Warlord Ranger Barbarian
Power type: AW at-will · ENC encounter · DLY daily  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · Sustain sustain action · 1st Fail first failed save · Spec special  |  The blue line under each power name lists its keywords (e.g. Arcane, Evocation, Implement).  |  Shorthand: Int/Con/Wis/Cha/Str/Dex = ability mod · EONT/SONT = end/start of next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · (SE) save ends · Std/Rng/Pers = standard / ranged / personal

CLASS TRAITS

RoleController. You shape the battlefield, hindering, hampering, and devastating groups of foes with area and zone spells. You are at your best supported by allies who can keep enemies off you.
Power SourceArcane. You wield spells through study and disciplined practice, channeling arcane energy through an implement.
Key AbilitiesIntelligence; Constitution, Wisdom, or Charisma
Armor ProficienciesCloth
Weapon ProficienciesDagger, quarterstaff
Implement ProficienciesOrbs, staffs, wands
Bonus to Defense+2 Will
Hit Points at 1st Level10 + Constitution score
Hit Points per Level Gained4
Healing Surges per Day6 + Constitution modifier
Trained SkillsArcana, plus three more from the class skills list.
Class SkillsArcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
Build OptionsMage (specialist in enchantment, evocation, or illusion)
Class FeaturesApprentice Mage, Cantrips, Expert Mage, Master Mage, Mage’s Spellbook, Spellbook (prepared powers)

Wizards are arcane controllers who bend enemies to their will, reshape perception, and summon devastating elemental power. They approach spellcasting as a science, training long hours to master even the most rudimentary cantrips.

The wizard build presented here is the mage — a specialist who focuses on the tenets of a particular school of magic. A mage who casts evocation spells presents a very different picture to the world than one who has mastered illusion or enchantment.

Creating a Mage

Intelligence is the mage’s most important ability score; it powers your attacks and most of your effects. Choose Constitution, Wisdom, or Charisma as a secondary score depending on the schools and powers you favor. As a mage, you choose your spells from the wizard power list, but you gain an edge with spells of the schools you specialize in.

Schools of Magic

This book presents three schools, chosen through the Apprentice / Expert / Master Mage class features.

Enchantment. Bends a creature’s mind to your will. Enchantment spells befuddle the senses and leave foes disoriented or open to suggestion. They rarely deal damage, but by controlling your enemies for a few precious moments they can turn the tide of battle. First developed among the eladrin of the Feywild.

Evocation. A mage’s most brutally effective weapons — bolts of lightning, freezing gales, and explosive orbs of fiery energy. Evocation spells are never subtle and include some of the most potent combat powers in the game.

Illusion. Tricks and controls enemies with apparitions and false images that confuse the senses. Illusion spells can leave foes frozen in fear or lashing out at imaginary threats while your allies close in.

Race, Feats & Equipment

Eladrin and humans are particularly good choices for a mage. You have proficiency with cloth armor, the dagger, and the quarterstaff, and use an implement — an orb, staff, or wand — as a conduit for your spells. Magic implements add to your attack and damage rolls with arcane powers. Consider feats from the implement training, expertise, and quick reaction categories; you gain a +2 bonus to Will.

Mage Class Features

All mages share these class features.

Mage’s Spellbook

At the end of each extended rest, you prepare encounter attack, daily attack, and utility powers from your spellbook. These are the powers you can use that day, in addition to your at-will attacks, cantrips, and nonwizard powers. You cannot prepare more than one power of any given level on the same day. If you can’t access your spellbook, you keep the powers you prepared previously. The number you may prepare is set by the Spells Prepared per Day table below.

Cantrips

At 1st level you learn three mage cantrips of your choice (ghost sound, light, mage hand, prestidigitation, suggestion) plus magic missile. These minor spells are committed to memory and used at will. See the Level 1: Mage Cantrips and Magic Missile tables under Wizard Powers.

Apprentice Mage (Levels 1 & 4)

At 1st level, choose a school of magic; you gain that school’s Apprentice Mage benefit. At 4th level, choose a different school and gain its Apprentice Mage benefit. (Mages prefer breadth of study to specialized expertise.)

Expert Mage (Levels 5 & 8)

At 5th level, choose one of the schools for which you have the Apprentice Mage benefit and gain its Expert Mage benefit. You gain a second Expert Mage benefit at 8th level.

Master Mage (Level 10)

At 10th level, choose one of your Expert Mage schools and gain its Master Mage benefit — the deepest expression of your specialization.

Enigmatic Mage (Paragon Path, Levels 11+)

The enigmatic mage paragon path grants Enigmatic Action and an Enigmatic Encounter Power tied to your Master Mage school (L11), Enigmatic Spellcasting (L11, see Wizard Powers), an Enigmatic Utility Power (L12), Enigmatic Spell Lore (L16), and an Enigmatic Daily Power (L20). These powers are used in addition to the powers prepared from your spellbook.

Heroic & Paragon Progression

What You Gain by Level

L1Level 1
Gain Apprentice Mage; Mage’s Spellbook; Mage Cantrips; magic missile; at-will, encounter & daily powers
L2Level 2
Gain Utility powers · +1 feat
L3Level 3
Gain Encounter powers
L4Level 4
Gain Ability score increase; Apprentice Mage (2nd school) · +1 feat
L5Level 5
Gain Expert Mage; Daily powers
L6Level 6
Gain Utility powers · +1 feat
L7Level 7
Gain Encounter powers
L8Level 8
Gain Ability score increase; Expert Mage (2nd) · +1 feat
L9Level 9
Gain Daily powers
L10Level 10
Gain Master Mage; Utility powers · +1 feat

Spells Prepared per Day

LVLLevelEnc / Daily / Util
Encounter / Daily / Utility attack-or-utility powers you may prepare from your spellbook each day.
11
1 / 1 / —
22
1 / 1 / 1
3-43–4
2 / 1 / 1
55
2 / 2 / 1
66
2 / 2 / 2
7-87–8
3 / 2 / 2
99
3 / 3 / 2
10-1510–15
3 / 3 / 3
16-2116–21
3 / 3 / 4
22-3022–30
3 / 3 / 5

Wizard Powers

Your spells are organized by the level at which you gain access to them. Cantrips and magic missile are always known; other powers are added to your spellbook and prepared after an extended rest. Keywords for each power are listed in blue beneath its name and action line.

Level 1: Mage Cantrips

AWGhost SoundStd Rng 10Arcane, IllusionTgt One object or unoccupied sq
Eff You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
AWLightMinor Rng 5ArcaneTgt One object or unoccupied sq
Eff The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all sq within 4 sq of it. Putting out the light is a free action.
AWMage HandMinor Rng 5Arcane, Conjuration
Eff You conjure a spectral, floating hand in an unoccupied sq within range. The hand lasts EONT or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. · Minor Action The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. · Move Action The hand moves up to 5 sq in any direction, carrying the object it holds. · Free Action The hand drops the object it is holding. · Sustain The hand persists EONT.
AWPrestidigitationStd Rng 2Arcane
Eff Use this cantrip to accomplish one of the effects given below: ✦ Change the color of items in 1 cubic foot. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Clean or soil items in 1 cubic foot. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists EONT. ✦ Make a small, handheld item invisible EONT.
Spec You can have as many as three prestidigitation effects active at one time. 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.
ENCSuggestionFree PersArcane
Trig You make a Diplomacy check.
Eff You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.

Level 1: Magic Missile

AWMagic MissileStd Rng 20Arcane, Evocation, Force, ImplementTgt One creature
Eff 2 + Int force dmg.
Spec If the implement used with this power has an enhancement bonus, add that bonus to the dmg. In addition, you can use this power as a RBA. · [L11: 3 + Int force dmg.] · [L21: 5 + Int force dmg.]

Level 1: At-Will Powers

AWArc LightningStd Rng 20Arcane, Evocation, Implement, LightningTgt One or two creatures
Atk Int vs. Reflex · Hit 1d6 + Int lightning dmg.
[L21: 2d6 + Int lightning dmg.]
AWBeguiling StrandsStd Close blast 5Arcane, Charm, Enchantment, Implement, PsychicTgt Each enemy in the blast
Atk Int vs. Will · Hit Int psychic dmg, and you push the target up to 3 sq.
[L21: 3 + Int psychic dmg.]
AWFreezing BurstStd Area burst 1 w/in 10 sqArcane, Cold, Evocation, ImplementTgt Each creature in the burst
Atk Int vs. Reflex · Hit 1d6 + Int cold dmg, and you can slide the target 1 sq.
[L21: 2d6 + Int cold dmg.]
AWHypnotismStd Rng 10Arcane, Charm, Enchantment, ImplementTgt One enemy
Atk Int vs. Will · Hit Choose one of the following effects: ✦ The target uses a free action to make a MBA against a creature of your choice, with a +4 power bonus to the attack roll. ✦ You slide the target up to 3 sq.
AWPhantasmal AssaultStd Rng 10Arcane, Illusion, Implement, PsychicTgt One creature
Atk Int vs. Will · Hit 1d8 + Int psychic dmg, and the target grants CA and can’t make OA EONT.
[L21: 2d8 + Int psychic dmg.]
AWPhantom CageStd Rng 10Arcane, Illusion, Implement, PsychicTgt One creature
Atk Int vs. Will · Hit 1d8 + Int psychic dmg. If the target moves before the EONT, it takes 5 psychic dmg.
[L21: 2d8 + Int psychic dmg.]

Level 1: Encounter Powers

ENCBurning HandsStd Close blast 5Arcane, Evocation, Fire, ImplementTgt Each creature in the blast
Atk Int vs. Reflex · Hit 2d6 + Int fire dmg. · Miss Half dmg.
ENCCharm of Misplaced WrathStd Rng 10Arcane, Charm, Enchantment, ImplementTgt One enemy
Atk Int vs. Will · Hit You slide the target up to 3 sq. The target is then dazed EONT.
Eff The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the dmg roll.
ENCIllusory ObstaclesStd Area burst 1 w/in 10 sqArcane, Illusion, ImplementTgt Each enemy in the burst
Atk Int vs. Will · Hit The target is dazed and unable to charge EONT. · Miss The target is unable to charge EONT.

Level 1: Daily Powers

DLYFountain of FlameStd Area burst 1 w/in 10 sqArcane, Evocation, Fire, Implement, ZoneTgt Each enemy in the burst
Atk Int vs. Reflex · Hit 3d8 + Int fire dmg. · Miss Half dmg.
Eff The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire dmg.
DLYPhantom ChasmStd Area burst 1 w/in 10 sqArcane, Illusion, Implement, Psychic, ZoneTgt Each enemy in the burst
Atk Int vs. Will · Hit 2d6 + Int psychic dmg, and the target falls prone. The target is immobilized EOitsNT. · Miss Half dmg, and the target falls prone.
Eff The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
DLYSleepStd Area burst 2 w/in 20 sqArcane, Charm, Enchantment, ImplementTgt Each creature in the burst
Atk Int vs. Will · Hit The target is slowed (save ends). · Miss The target is slowed (save ends).
1st Fail The target is unconscious instead of slowed (save ends).

Level 2: Utility Powers

DLYExpeditious RetreatMove PersArcane
Eff You shift up to twice your speed.
DLYInstant FriendsStd Rng 10Arcane, Charm, EnchantmentTgt One creature
Req You must use this power outside a combat encounter.
Eff The target makes a save. The save has a +5 bonus if the target is the same level as you or a higher level. It takes a –5 penalty if the target is a lower level than you or does not have a level. If the save succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power. On a failed save, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it. This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn’t remember that you used this power on it.
ENCShieldImm Intr PersArcane
Trig You are hit by an attack.
Eff You gain a +4 power bonus to AC and Reflex EONT.
ENCSpectral ImageMinor Rng 10Arcane, Illusion
Eff The illusion of a creature or an object up to Medium size appears in an unoccupied sq within range. It can make sounds and can move within its sq, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 15 + one-half your level + your Int) allows a creature to determine that the image is an illusion.

Level 3: Encounter Powers

ENCBlissful IgnoranceStd Area burst 2 w/in 10 sqArcane, Charm, EnchantmentTgt Each creature in the burst
Eff Each target is slowed and can’t take opportunity actions or immediate actions EONT.
ENCMaze of MirrorsStd Area burst 1 w/in 10 sqArcane, Illusion, ImplementTgt Each creature in the burst
Atk Int vs. Will · Hit The target is immobilized and takes a –4 penalty to attack rolls EONT. · Miss The target is slowed EONT.
ENCShock SphereStd Area burst 2 w/in 10 sqArcane, Evocation, Implement, LightningTgt Each creature in the burst
Atk Int vs. Reflex · Hit 2d6 + Int lightning dmg. · Miss Half dmg.

Level 5: Daily Powers

DLYFireballStd Area burst 3 w/in 20 sqArcane, Evocation, Fire, ImplementTgt Each creature in the burst
Atk Int vs. Reflex · Hit 4d6 + Int fire dmg. · Miss Half dmg.
DLYTasha’s Forcible ConscriptionStd Rng 10Arcane, Charm, Enchantment, ImplementTgt One enemy
Atk Int vs. Will · Hit The target is stunned until the SONT. This effect also ends if the target is attacked. · Miss The target is dazed EONT. This effect also ends if the target is attacked.
After The target makes a basic attack against a target of your choice as a free action.
DLYVisions of AvariceStd Area burst 5 w/in 10 sqArcane, Illusion, Implement, Zone
Hit You pull the primary target up to 4 sq toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). · Atk Int vs. Will · Hit You pull the secondary target up to 4 sq toward the zone.
Eff The burst creates a zone in its origin sq. The zone lasts EONT. You then make the primary attack. · Primary Target Each enemy in the burst · Primary Attack Int vs. Will · Sustain The zone persists EONT, and you make the secondary attack. Secondary Attack Close burst 5 centered on the zone · 2°Tgt Each enemy in the burst

Level 6: Utility Powers

DLYDimension DoorMove PersArcane, Teleportation
Eff You teleport up to 10 sq.
ENCDispel MagicStd Rng 10Arcane, ImplementTgt One conjuration or zone
Atk Int vs. the Will of the creator of the conjuration or the zone · Hit The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
DLYInvisibilityStd Rng 5Arcane, IllusionTgt You or one creature
Eff The target becomes invisible EONT. If the target makes an attack, the invisibility ends. · Sustain If the target is within 5 sq of you, the invisibility persists EONT.
DLYWizard’s EscapeImm Intr PersArcane, Teleportation
Trig An enemy hits you with a melee attack.
Eff You teleport up to 5 sq to a sq that is not adjacent to an enemy.

Level 7: Encounter Powers

ENCCharm of the DefenderStd Rng 10Arcane, Charm, Enchantment, ImplementTgt One enemy
Atk Int vs. Will · Hit You slide the target up to 3 sq, and it is immobilized EONT. Also EONT, when an enemy starts its turn adjacent to the target, the target makes a MBA against that enemy as a free action. The target gains a power bonus to the attack roll and the dmg roll equal to your implement’s enhancement bonus. · Miss You slide the target up to 3 sq.
ENCLightning BoltStd Rng 10Arcane, Evocation, Implement, LightningTgt One, two, or three creatures
Atk Int vs. Reflex · Hit 2d6 + Int lightning dmg. · Miss Half dmg.
ENCPhantom FoesStd Area burst 2 w/in 10 sqArcane, Fear, IllusionTgt Each creature in the burst
Eff Each target is slowed EONT. Also EONT, the first time the target makes an attack, it must make a save. If the save fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra dmg.

Level 9: Daily Powers

DLYIce StormStd Area burst 3 w/in 20 sqArcane, Cold, Evocation, Implement, ZoneTgt Each creature in the burst
Atk Int vs. Fortitude · Hit 2d8 + Int cold dmg, and the target is immobilized (save ends). · Miss Half dmg, and the target is slowed (save ends).
Eff The burst creates a zone of difficult terrain that lasts until the end of the encounter.
DLYPhantasmal KillerMinor Rng 10Arcane, Fear, IllusionTgt One creature
Atk Int vs. Will. The attack roll takes no penalty from concealment, if any. · Hit 3d10 + Int psychic dmg. · Miss Half dmg.
Eff The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can’t make OA and you can use the secondary power against it. Whenever the target is either hit by or takes dmg from any effect other than the secondary power, it can make another save to end the illusion. Secondary Power (Arcane, Illusion, Implement, Psychic) Standard Action Ranged 20
DLYSymphony of the Dark CourtStd Area burst 2 w/in 20 sqArcane, Enchantment, ImplementTgt Each enemy in the burst
Atk Int vs. Will · Hit The target is dazed and immobilized (save ends both). · Miss The target is dazed EOitsNT.
Eff Each ally in the burst can shift up to 4 sq as a free action and gains a +4 power bonus to dmg rolls EONT.

Level 10: Utility Powers

DLYArcane GateMinor Rng 20Arcane
Eff You create a dimensional rift between two unoccupied sq in range. The rift lasts EONT. Until the rift ends, the two sq are effectively adjacent to each other, but for movement only. · Sustain The rift persists EONT.
DLYBlurMinor PersArcane, Illusion
Eff Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 sq or more away from you.
DLYEnergy DevourerImm Intr PersArcane
Trig You are damaged by an area attack or a close attack.
Eff You take half dmg from the triggering attack. Until the EONT, you gain a +5 power bonus to dmg rolls with wizard attack powers that share at least one dmg type with the triggering attack.
DLYMass ResistanceMinor Close burst 10ArcaneTgt You and each ally in the burst
Prereq Only a mage can take this paragon path. MAGE PARAGON TIER Total Feats XP Level Known Class Features and Powers 26,000 11 +1 Ability score increase Enigmatic Action [enigmatic mage] Enigmatic encounter power [enigmatic mage] Enigmatic spellcasting [enigmatic mage] 32,000 12 +1 Enigmatic utility power [enigmatic mage] 39,000 13 — Encounter powers 47,000 14 +1 Ability score increase 57,000 15 — Daily powers 69,000 16 +1 Enigmatic spell lore [enigmatic mage] Utility powers 83,000 17 — Encounter powers 99,000 18 +1 Ability score increase 119,000 19 — Daily powers 143,000 20 +1 Enigmatic daily power [enigmatic mage]
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 5 + your Int. Having entered the paragon tier, you now command a strong array of spells. Your gain more versatility as your grasp of magic expands to match the lore contained within your spellbook. Spells that once seemed impossible to you are now simple, rote exercises. Paragon Path: Enigmatic Mage At 11th level, your mage takes on the enigmatic mage paragon path (see page 79 for details on paragon paths). Your intense study and unending curiosity for everything arcane have led you to a new level of understanding. Magic has become second nature, and your command over spells sets you above those who cannot enter the arcane towers or walk the hidden paths of mystery.

Level 11: Enigmatic Spellcasting

ENCEnigmatic SpellcastingMinor PersArcane
Eff Choose an unexpended wizard daily utility power that you have prepared. You instantly prepare a different wizard daily utility power in its place. The new power must be from your spellbook and of the same level or lower as the old power.

Level 13: Encounter Powers

ENCHold MonsterStd Rng 5Arcane, Charm, EnchantmentTgt One creature
Eff The target is restrained EONT.
ENCMirror SphereStd Rng 10Arcane, Illusion, Implement, PsychicTgt One creature
Atk Int vs. Will · Hit 1d10 + Int psychic dmg. The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack’s intended targets. The target’s resistances and immunities do not apply against that attack. · Miss The next time the target makes an attack before the end of its next turn, that attack automatically deals half dmg to the target, in addition to whatever dmg is dealt to the attack’s intended targets. The target’s resistances and immunities do not apply to this dmg.
ENCTwisting LightningStd Area wall 6 w/in 10 sqArcane, Evocation, Implement, LightningTgt Each creature in wall
Atk Int vs. Reflex · Hit 3d6 + Int lightning dmg. · Miss Half dmg.

Level 15: Daily Powers

DLYCone of ColdStd Close blast 5Arcane, Cold, Evocation, ImplementTgt Each creature in the blast
Atk Int vs. Fortitude · Hit 3d8 + Int cold dmg.
Eff The target is immobilized and takes ongoing 5 cold dmg (save ends both).
Spec If this power reduces an enemy to 0 hit points, that enemy is petrified instead of being killed. You can end the petrification as a minor action.
DLYMental MaelstromStd Area burst 2 w/in 10 sqArcane, Illusion, Implement, Psychic, ZoneTgt Each enemy in the burst
Atk Int vs. Will · Hit 3d6 + Int psychic dmg, and you slide the target up to 4 sq. · Miss Half dmg, and you slide the target up to 2 sq.
Eff The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 5 psychic dmg, and you can slide that enemy up to 4 sq as a free action.
DLYSlumber of the Winter CourtStd Area burst 2 w/in 20 sqArcane, Charm, Enchantment, ImplementTgt Each creature in the burst
Atk Int vs. Will · Hit The target is dazed and slowed (save ends both). · Miss The target is slowed (save ends).
1st Fail The target instead falls unconscious. The unconsciousness ends if the target takes dmg, or after 1d4 hours. · 1st Fail The target instead falls unconscious (save ends).

Level 16: Enigmatic Spell Lore

ENCEnigmatic Spell LoreMinor PersArcane
Eff Choose an unexpended wizard encounter attack power that you have prepared. You instantly prepare a different wizard encounter attack power in its place. The new power must be from your spellbook and no higher in level than the old power.

Level 16: Utility Powers

DLYBeneficent TransformationMinor Rng 5ArcaneTgt You or one ally
Eff Choose an enemy you can see. The target gains one of the following benefits until the end of the encounter. Movement: If the enemy has a climb speed, a fly speed, or a swim speed, the target gains that movement mode and speed. Resist: If the enemy has resistance or immunity to a dmg type, the target gains resist 10 to the same dmg type. Senses: If the enemy has low-light vision, darkvision, blindsight, or tremorsense, the ally gains that sense. If the enemy has more than one option in one of these categories, you learn all the choices and choose one when you use this power.
ENCDimension SwitchMove Close burst 10Arcane, TeleportationTgt You and one ally in the burst
Eff Each target teleports, swapping positions.
DLYFlyStd PersArcane
Eff You gain a fly speed of 8 EONT. When the fly speed ends, you float to the ground without taking falling dmg. · Sustain The fly speed persists EONT.
DLYPhantom MaskMinor Close burst 10Arcane, IllusionTgt You and each ally in the burst
Eff Until the end of the encounter, each target assumes the appearance of a humanoid creature of his or her 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 15 + one-half your level + your Int). · Standard Action You can modify this illusion to cause any number of the targets to assume the appearance of a different humanoid creature.

Level 17: Encounter Powers

ENCDancing FlamesStd Close blast 5Arcane, Evocation, Fire, ImplementTgt Each enemy in the blast
Atk Int vs. Reflex · Hit 5d6 + Int fire dmg. · Miss Half dmg.
ENCMass CharmStd Area burst 1 w/in 10 sqArcane, Charm, EnchantmentTgt Each enemy in the burst
Eff You slide each target up to 5 sq. Each target then makes a MBA against a creature of your choice as a free action.
ENCPhantasmal HorrorStd Rng 10Arcane, Fear, Illusion, ImplementTgt One creature
Atk Int vs. Will · Hit The target is stunned EONT. While the target is stunned by this power, you gain a +4 power bonus to dmg rolls against it. · Miss The target is dazed EONT.

Level 19: Daily Powers

DLYDisintegrateStd Rng 10Arcane, Evocation, ImplementTgt One creature or object
Atk Int vs. Reflex. You automatically hit an unattended object with this power. · Hit 4d10 + Int dmg, and ongoing 10 dmg (save ends). · Miss 2d10 + Int dmg, and ongoing 5 dmg (save ends).
After Ongoing 5 dmg (save ends).
DLYThought CageStd Rng 20Arcane, Illusion, ImplementTgt One creature
Atk Int vs. Will · Hit The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement. · Miss The target is dazed EOitsNT.
After The target is dazed EOitsNT.
DLYWrath of BattleStd Area burst 2 w/in 20 sqArcane, Charm, Enchantment, Fear, PsychicTgt Each enemy in the burst
Eff You slide each target up to 3 sq, and then each target makes a MBA against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic dmg.