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Ritual Caster (Bonus Feat) Extra Damage Action (11th level): When
You can master and perform rituals of your level you spend an action point to take an extra
or lower. action, you also add one-half your level to the
damage dealt by any of your standard action
attacks this turn.
Expanded Spellbook
Storm Spell (11th level): Once per
Choose one daily wizard attack spell of every level day, you can reach into the spellstorm and
you know. Add this spell to your spellbook. Each extract a spell you have already used so that you
time you gain a new level of daily wizard attack can use it again. Make a Wisdom check. The
spells, you learn one extra spell of that level (in result indicates the kind of spell you can extract.
other words, add three spells to your spellbook You can instead extract a spell using a lower
instead of only two). result than the result you rolled, if you so choose.
This feat doesnt change the number of daily
attack spells you can prepare each day.
1-10: Encounter utility spell.
11-15: Encounter attack spell.
Raging Storm 16-20: Daily utility spell.
21 or higher: Daily attack spell.
You gain a +2 feat bonus to damage rolls when
you use a power that has the lightning or thunder
keyword.
1
Encounter Powers r Winters Wrath Wizard Attack 7
Encounter F Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +16 vs Fortitude
Hit: 2d8 + 11 cold damage.
r Fey Step Eladrin Racial Power Effect: A blizzard erupts in the designated
Encounter F Teleportation area and continues until the end of your next
Move Action Personal turn. It grants concealment, and any creature
Effect: Teleport up to 5 squares that starts its turn in the storm takes cold dam-
age equal to your Intelligence modifier. You can
end this effect as a minor action.
2
r Blur Wizard Utility 10 Daily Powers
Daily F Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain
a +2 power bonus to all defenses, and enemies 5 or
r Acid Arrow Wizard Attack 1
more squares away from you cannot see you. Daily F Acid, Arcane, Implement
Standard Action Ranged: 20
Primary Target: One creature
r Resistance Wizard Utility 10 Attack: +16 vs AC
Daily F Arcane Hit: 2d8 + 11 acid damage, and ongoing 5 acid
Minor Action Ranged: 10
damage (save ends). Make a secondary attack.
Target: You or one creature
Secondary Target: Each creature adjacent to
Effect: Against a particular damage type chosen
by you, the target gains resistance equal to your level the primary target
+ your Intelligence modifier (17) until the end of the Secondary Attack: +16 vs Reflex
encounter or for 5 minutes. Choose the damage type Miss: Half damage, and ongoing 2 acid damage
from the following list: acid, cold, fire, force, light- to primary target (save ends), and no secondary
ning, necrotic, poison, psychic, radiant, or thunder. attack.
3
r Bigbys Icy Grasp Wizard Attack 5 r Wall of Fire Wizard Attack 9
Daily F Arcane, Cold, Conjuration, Imple- Daily F Arcane, Conjuration, Fire, Imple-
ment ment
Standard Action Ranged: 20 Standard Action Area wall 8 within 10 squares
Effect: You conjure a 5-foot-tall hand of ice in an Effect: You conjure a wall that consists of contigu-
unoccupied square within range, and the hand at- ous squares filled with arcane fire. It can be up to
tacks. As a move action, you can move the hand up 8 squares long and up to 4 squares high. The wall
to 6 squares. lasts until the end of your next turn. Any creature
Target: One creature adjacent to the hand that starts its turn adjacent to the wall takes 1d6
Attack: +16 vs Reflex + 9 fire damage. If a creature moves into the walls
Hit: 2d8 + 11 cold damage, and the hand grabs space or starts its turn there, the creature takes 3d6
the target. If the target attempts to escape, the + 9 fire damage. Entering a square occupied by the
hand uses your Fortitude or Reflex defense. wall costs 3 extra squares of movement. The wall
Sustain Minor: A target grabbed by the hand blocks line of sight.
Sustain Minor: The wall persists.
takes 1d8 + 11 cold damage when you sustain
this power. As a standard action, you can attack
another target with the hand, but it must release Items
a target it has grabbed.
r Amulet of False Life +2 Item level 9
r Stinking Cloud Wizard Attack 5 Daily F
Daily F Arcane, Implement, Poison, Zone Minor Action Personal
Standard Action Area burst 2 within 20 squares Special: You must be bloodied
Target: Each creature in burst Gain 19 (Healing Surge) temporary hit points.
Attack: +16 vs Fortitude Always: +2 to Fortitude, Reflex, and Will
Hit: 1d10 + 9 poison damage. Bracers of the Perfect Shot Item level 3+
Effect: The burst creates a zone of poisonous F
vapor that blocks line of sight until the end of Property: When you hit with a ranged basic at-
your next turn. Creatures that enter the zone tack, you gain a +2 item bonus to the damage roll.
or start their turns there take 1d10 + 9 poison
damage. As a move action, you can move the
zone up to 6 squares.
Sustain Minor: The zone persists.
r Ice Storm Wizard Attack 9
Daily F Arcane, Cold, Implement, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +16 vs Fortitude
Hit: 2d8 + 11 cold damage, and the target is
immobilized (save ends).
Miss: Half damage, and the target is slowed
(save ends).
Effect: The burst creates a zone of ice. The
zone is difficult terrain until the end of the en-
counter or for 5 minutes.