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Feats Paragon Featuers

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.

Burning Blizzard At-Will Powers


You gain a +2 feat bonus to damage rolls when
+3 Magic Staff Basic Melee Basic Attack
you use a power that has the acid or cold keyword.
At-Will F
Standard Action Melee weapon
Target: One creature
Resounding Thunder [Paragon] Attack: +9 vs AC
You can add 1 to the size of any blast or burst Hit: 1d8 - 1
that has the thunder keyword.

Arcane Reach [Paragon] Magic Missile Wizard Attack 1


At-Will F Arcane, Force, Implement
When using a close arcane attack power, you can Standard Action Ranged: 20
choose a square within 2 squares of yours as the Target: One creature
origin square. The power still follows the rules Attack: +16 vs Reflex
for close attacks. Hit: 2d4 + 11 force damage.
Special: This power counts as a ranged basic at-
tack. When a power allows you to make a ranged
Wintertouched basic attack, you can use this power.

When attacking a creature that is vulnerable to


cold, you gain combat advantage when you use a
power that has the cold keyword. Thunderwave Wizard Attack 1
At-Will F Arcane, Implement, Thunder
Standard Action Close blast 3+1
Toughness Target: Each creature in blast
Attack: +16 vs Fortitude
When you take this feat, you gain additional hit Hit: 1d6 + 10 thunder damage , and you push
points. You gain an additional 5 hit points at the target 2 squares
each tier of play (at 1st, 11th, and 21st level).

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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.

r Storm Cage Spellstorm Mage Attack 11


Encounter F Arcane, Conjuration, Imple-
ment, Lightning, Thunder
Standard Action Area burst 2+1 within 20 Utility Powers
squares
Target: Each creature in burst r Shield Wizard Utility 2
Attack: +16 vs Reflex Encounter F Arcane, Force
Hit: 4d6 + 10 lightning and thunder damage. Immediate Interrupt Action Personal
Effect: You conjure a wall in the 16 24 outer Trigger: You are hit by an attack
squares of the burst (forming a square enclosure). Effect: You gain a +4 power bonus to AC and
Any creature that starts its turn adjacent to the Reflex defense until the end of your next turn.
wall or moves into a wall square takes 10 light-
ning damage. Moving into a wall square costs r Expeditious Retreat Wizard Utility 2
1 extra square of movement. The wall does not Daily F Arcane
grant cover or concealment. It lasts until the end Move Action Personal
of your next turn. Effect: Shift up to twice your speed.

r Dispel Magic Wizard Utility 6


Daily F Arcane
r Force Orb Wizard Attack 1 Standard Action Ranged: 10
Encounter F Arcane, Force, Implement Target: One conjuration or zone
Standard Action Ranged: 20 Attack: +16 vs the Will defense of the creator
Target: One creature or object of the conjuration or the zone
Attack: +16 vs Reflex Hit: The conjuration or the zone is destroyed.
Hit: 2d8 + 9 force damage. Make a secondary All its effects end, including those that normally
attack. last until a target saves.
Secondary Target: Each enemy adjacent to
the primary target. r Levitate Wizard Utility 6
Secondary Attack: 16 vs Reflex Daily F Arcane
Hit: 1d10 + 9 force damage. Move Action Personal
Effect: You can move 4 squares vertically and re-
main there, hovering above the ground. While aloft,
you are unsteady, taking a 2 penalty to AC and Re-
r Lightning Bolt Wizard Attack 7 flex defense. If some effect, such as a pit opening
below you, causes you to be more than 4 squares
Encounter F Arcane, Implement, Lightning
above the ground, you drop down to 4 squares above
Standard Action Ranged: 10
the ground. You do not take damage from such a
Primary Target: One creature
fall.
Attack: +16 vs Reflex
Sustain Move: You can sustain this power until
Hit: 2d6 + 10 lightning damage.
the end of the encounter or for 5 minutes. When
Secondary Target: Two creatures within 10 you sustain this power, you can move 3 squares up
squares of the primary target or down or 1 square horizontally. You cannot go
Secondary Attack: 16 vs Reflex higher than 4 squares above the ground. If you dont
Hit: 1d6 + 10 lightning damage. sustain the power, you descend to the ground with-
out taking falling damage.

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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.

r Sleep Wizard Attack 1


Daily F Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +16 vs Will
Hit: The target is slowed (save ends). If
the target fails its first saving throw against
this power, the target becomes unconscious (save
ends).
Miss: The target is slowed (save ends).

r Flaming Sphere Wizard Attack 1


Daily F Arcane, Conjuration, Fire, Imple-
ment
Standard Action Ranged: 10
Target: One creature adjacent to the flaming sphere
Attack: +16 vs Reflex
Hit: 2d6 + 9 fire damage.
Effect: You conjure a Medium flaming sphere
in an unoccupied square within range, and the
sphere attacks an adjacent creature. Any crea-
ture that starts its turn next to the flaming
sphere takes 1d4 + 9 fire damage fire damage.
As a move action, you can move the sphere up
to 6 squares.
Sustain Minor: You can sustain this power
until the end of the encounter. As a standard
action, you can make another attack with the
sphere.

r Fireball Wizard Attack 5


Daily F Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +16 vs Reflex
Hit: 3d6 + 9 fire damage
Miss: Half Damage

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.

r Lightning Serpent Wizard Attack 9


Daily F Arcane, Implement, Lightning, Poi-
son
Standard Action Ranged: 10
Target: One creature
Attack: +16 vs Reflex
Hit: 2d12 + 10 lightning damage, and the tar-
get takes ongoing 5 poison damage and is slowed
(save ends both).
Miss: Half damage, and the target is slowed
(save ends).

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