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(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

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Published by caio.gracco00, 2023-06-15 17:33:34

(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

(ENG) D&D 4a Ed. - Heroes of the Fallen Lands - Create and Play Clerics, Fightres, Rogues, and Wizards

Level 1: Mage's Spellbook A spellbook is the heart of a mage's power. Your spellbook holds the most powerful spells you know and gives you unrivaled versatility. Benefit: At the end of each of your extended rests, you ca n prepar e encounter attack powers, daily attack powers, an d utility powers from your spellbook. These ar e the powers that you ca n use durin g that day, in addition to your at-will attack powers, cantrips, an d nonwizard powers, such as a racial powe r or a powe r granted by a paragon path or epic destiny. If you do not prepar e powers from your spellbook afte r an extended rest (for example , if you do not have access to your spellbook), you ca n use th e same powers you had prepare d on the previous day. Find your level on the Spells Prepare d pe r Day table. Th e row corresponding to your level indicates how man y encounte r attack powers, daily attack powers, and utility powers you ar e allowed to prepar e each day. You canno t prepar e mor e tha n one powe r of any given level on the same day. For example , a 14thlevel mage wh o ha s taken the enigmati c mage paragon path can prepar e thre e encounte r attack powers per day. He r spellbook contains multiple encounte r attack powers at various levels. She can prepar e thre e powers from any of the levels, as long as none of the prepared powers ar e of the same level. In addition to these thre e powers, she can also use the enigmati c mage encounte r powe r associated with her school. SPELLS PREPARED PER DAY Level Encounter Daily Utility 1 H 1 •• • 1 — 2 1 1 1 3-4 MHMHUHHAH I 1 1 5 2 2 1 6 ••••• • 2 2 7-8 3 2 2 9 kHHHHi H 3 2 mm 10-15 r ~ - v T 3 3 3 16-21 • • 3 3 4 22-30 •mHHI H •••• • 5


Level 1: Mage Cantrips The basic tricks of magic ar e known as cantrips, and they ar e the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memor y and used at will once you have mastered it. Benefit: You gain thre e of the following powers of your choice. Ghost Sound Useful for creating diversions both in and out of combat, ghost sound can help you distract othe r creature s with mysterious footsteps, the sound of a brawl coming from aroun d a corner, or any othe r sound you can imagine. With a wink, you create an illusoryr sound that emanates from a distant location. At-Will • Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: 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. Ifyou whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. Light Wit h a light cantri p at your disposal, you need never worry about carrying torches, lanterns, or oil. 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. At-Will • Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: 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 squares within 4 squares of it. Putting out the light is a free action. Mage Hand Whe n you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents an d volatile components from a safe distance. In lost ruins or the throne rooms of duke s an d kings, this minor magic has even mor e uses.


You gesture toward a nearby object, and a spectral hand lifts it into the air and moves it where you wish. At-Will • Arcane, Conjuration Minor Action Ranged 5 Effect You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. Ifyou 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 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor The hand persists until the end of your next turn. Prestidigitation This catch-all cantri p is a mage's best friend. The mundan e chores and tasks you wer e burdene d with as an apprentic e wer e mad e easier by this beginner's magic, but prestidigitation continue s to mak e itself useful to you as you begin your adventuring career. 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. At-Will • Arcane Standard Action Ranged 2 Effect: 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 until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.


Suggestion Whil e you were a mage in training, this simple cantrip proved useful for wringing favors from mor e experienced mages-an d enticing lesser apprentices to do your bidding. You weave arcane power through your words, infusing each phrase with persuasive magic. Encounter • Arcane Free Action Personal Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. Level 1: Magic Missile Every mage learns this spell as part of his or her arcan e studies. Wha t magic missile lacks in strength, it compensate s for with unparalleled accuracy. Neither the heaviest armo r nor the toughest hide offers any defense against this spell. Benefit: You gain the magic missile power. A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will • Arcane, Evocation, Force, Implement Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier force damage. Level 71:3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. Level 1: At-Will Powers From the very first days of your training, you felt arcan e power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon. Benefit: You gain two of the following powers of your choice. Arc Lightning Many evocation spells ar e too devastating to use in closequarters combat wher e your own allies might be struck down by your power. Arc lightning accurately channels that power s full destructive potential.


Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your ; $§££ j'jftv At-Will • Arcane, Evocation, Implement, Lightning Standard Action Ranged 20 Target: One or two creatures Attack: Intelligence vs. Reflex Hit 1d6 + Intelligence modifier lightning damage. Level 21: 2d6 + Intelligence modifier lightning damage. Beguiling Strands Originally crafted by eladrin wizards of the Feywild, this spell creates strands of subtle magi c that weave through your foes like a spider's web. Reeling from your attack, your enemie s move away from you. A strand of scintillating colors and gleaming lights clouds your enemies minds and forces them to move away. At-Will • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close blast S Target: Each enemy in the blast Attack: Intelligence vs. Will Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares. Level 21:3 + Intelligence modifier psychic damage. Freezing Burst Th e flashiest evocation spells tap into the energy of fire and lightning, but you ar e not afraid to wield mor e subtle weapons. By drawin g on the powe r of elementa l cold,freezing burst lets you scour and scatter your foes. You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. At-Will • Arcane, Cold, Evocation, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier cold damage. Hypnotism Even this relatively mino r enchantmen t underscore s th e power of that school, letting you direct your foe's movement or action in the thick of combat. Whe n a mor e powerful monste r scoffs at your so-called min d magic, see how its attitude change s whe n it walks off th e edge of a cliff at your command .


Your piercing gaze and whispered word let you seize momentary control of your enemy's mind. At-Will • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: Choose one of the following effects: • The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. • You slide the target up to 3 squares. Phantasmal Assault Phantasmal assault is one of the oldest known illusion spells—and one of the most unnerving . Your simple subterfuge can force even the strongest-willed creatur e to react to a foe that is not there, granting you a n d your allies the advantage. A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling drake, or maybe a troll. At-Will • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1 d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can't make opportunity attacks until the end of your next turn. Level 21: 2d8 + Intelligence modifier psychic damage. Phantom Cage By crafting an illusion that completely surround s your foe, you give it no opportunit y to escape. In its mind , the enemy sees itself hemme d in by a spinning mass of deadly blades, perceiving grievous wound s that your magic translates to pur e pain. Your enemy shrieks in terror, desperately trying to avoid the cage of razor-sharp blades that it sees closing in around it, At-Will • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Wil l ____ _ Hit: 1d8 + Intelligence modifier psychic damage. If the target moves before the end of your next turn, it takes 5 psychic damage. Level 21:2d8 + Intelligence modifier psychic damage.


Level 1: Encounter Powers Your at-will attack powers ar e the most accessible part of your arcan e arsenal. However, they represent only a small portion of your increasing power. Benefit : You add two of the following powers to your spellbook. Burning Hands Cowardly pack fighters such as goblins and kobolds see your lack of armo r an d weapon s as an excuse to mo b you. This spell shows them the error of their ways. Fannin g your hand s before you, you blast jets of flame from your fingertips that can wip e out a dozen or mor e minions and leave stronger foes quaking. A fierce blast of flattie erupts from your hands and scorches nearby foes. Encounter • Arcane, Evocation, Fire, Implement Standard Action Close blast 5 Target Each creature in the blast Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Miss: Half damage. Charm of Misplaced Wrath Charm of misplaced wrath is name d not only for its ability to tur n a creatur e against its allies, but for th e deadly conflict it ignited in ages past. An elf wizard used this spell in secret against a dwarf prince, causing him to strike his cousin. Th e resulting civil wa r lasted for thre e centurie s and left two clanholds in ruins. You bend your foe's mind.fdling it with wrath even as you twist its senses. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target One enemy Attack: Intelligence vs. Wil l Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn. Effect: 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 damage roll. Illusory Obstacles Wit h a whispered word, you reshape the landscape in your foes' minds. By using this spell against enemie s tha t depen d on charge attacks to gain the uppe r han d in combat, you tur n the tables to your allies' benefit.


The image of treacherous terrain appears in the minds of your enemies, which become disoriented. Encounter • Arcane, Illusion, Implement Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Wil l Hit: The target is dazed and unable to charge until the end of your next turn. Miss: The target is unable to charge until the end of your next turn. Level 1: Daily Powers Your most potent spells drai n you each time they ar e channele d and released. Thes e ar e your daily attack powers-arcan e magic so devastating that only an extended rest can replenish it. Benefit : You add two of the following powers to your spellbook. Fountain of Flame You unleash elementa l fire as a searing fountain of flame-harmless to your allies but deadly to any foe that passes within. This mighty spell is best coordinated with forced movemen t or stunnin g attacks, hemmin g your enemie s withi n the deadly maelstrom you create. You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat. Daily • Arcane, Evocation, Fire, Implement, Zone Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Reflex Hit: 3d8 + Intelligence modifier fire damage. Miss: Half damage. Effect: 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 damage. Phantom Chasm Th e suggestive powe r of your illusions works in concert with the fear inherent in a victim's mind . Phantom chasm taps into the drea d of falling that is endemi c to all creatures. Even a foe capable of flight canno t shake itself fre e of a deadly plunge into the depth s of its own mind .


Your enemies shriek in terror as. at least in their mind's eye, a bottomless pit opens beneath their I Jss >L' j ! Daily • Arcane, Illusion, Implement, Psychic, Zone Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Will Hit 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone. Sleep Countless legends tell of mortals wh o have stumbled into the Feywild and slept for hundred s of years. Such stories build on elements of the truth, for the eladrin ar e known for their tendency to incapacitate threats they have no immediat e need to destroy. This spell is only a pale reflection of the potent magi c of the fey, but it lets you dispens e with troublesome foes in a bloodless manner. You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily • Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends). Level 2: Utility Powers Success in battle is seldom a matte r of unlimited offense. Your utility spells unleash no deadly powe r against your foes. However, the boons they grant ca n easily tip the balanc e of comba t in your favor. Benefit : You add two of the following powers to your spellbook. Expeditious Retreat This spells nam e underline s its most commo n use, allowing a wizard to slip away safely as foes press in. However, just as man y wizards use this spell for offense, pushin g daringly into the midst of their foes to unleash an attack. Your form blurs as you hastily withdraw from the battlefield. Daily • Arcane Move Action Personal Effect: You shift up to twice your speed.


Instant Friends Enchantmen t magic used in the thick of combat typically needs to control an enemy only for a moment . Outside battle, a wizard can afford to undertak e a mor e subtle approach . Instant friends creates a rapport betwee n caster and target, makin g it possible for you an d your allies to gain valuable aid an d information. Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend. Daily • Arcane, Charm, Enchantment Standard Action Ranged 10 Requirement: You must use this power outside a combat encounter. Target: One creature Effect: The target makes a saving throw. The saving throw 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 saving throw 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 saving throw, the target treats you as a trusted friend for 1 d4 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. Shield Shield is a potent defensive spell whos e powe r remain s dorman t until you need it. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Encounter • Arcane Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. Spectral Image A favorite spell of those wh o favor illusion magic, spectral image lets you shape an d control a lifelike image of any object or creatur e you can imagine . Although it ha s no offensive power, your illusion can steal a moment's distraction from even the deadliest foes.


You make a complex illusion of a creature or an object to fool your enemies. Encounter • Arcane, Illusion Minor Action Ranged 10 Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, 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 Intelligence modifier) allows a creature to determine that the image is an illusion. Level 3: Encounter Powers Every adventur e you undertak e grants you greate r insight into your arcan e power, expandin g the scope and range of your encounte r attack powers. Benefit : You add two of the following powers to your spellbook. Blissful Ignorance Mortals occasionally stumbl e through plana r gateways an d into the fey realm. Eladrin patrols pride themselve s on keeping tight control of such intruders with their powerful magic. In the midst of a battle, a bout of blissful ignorance unleashe d on a pack of foes can give you and your allies all the time you need to set u p the most advantageous attack position-o r to escape a fight you can't win. A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams. Encounter • Arcane, Charm, Enchantment Standard Action Area burst 2 within 10 squares Target- Each creature in the burst Effect: Each target is slowed and can't take opportunity actions or immediate actions until the end of your next turn. Maze of Mirrors Illusion spells hinde r foes for the short term but generally inflict no lasting injuries, so using them effectively require s strategy. A spell such as maze of mirrors is best used against enemie s advancing or retreating in a tight group at the start or end of battle. Frozen into place and hampere d in their attacks, your foes ar e left at the merc y of you an d your allies.


You envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them. Encounter • Arcane, Illusion, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn. Miss: The target is slowed until the end of your next turn. Shock Sphere Whe n you hurl this orb of arcan e power, you trade off the high numbe r of potential targets against the need to avoid your allies with a deadly burst of lightning. Use this spell in concert with forced movement that pushe s your foes together, or to get the dro p on a grou p of enemie s in a confined space. You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearb)f creatures in its electric embrace. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Area burst 2 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Level 4: Ability Score Increase Your constant training hone s your body and mind . Benefit : You increase two ability scores of your choice by 1. Level 4: Apprentice Mage As a mage, you prefer a breadt h of study to specialized expertise. Benefit : Choos e a school of magi c different from the one you chose at 1st level. You gain the Apprentic e Mage benefit associated with your second school (enchantment, page 238; evocation, page 240 ; or illusion, page 242). Level 5: Expert Mage Your focus on a specific school of magic grants you benefits beyond your spellcasting prowess. Benefit : Choos e one of the schools of magic for which you have the Apprentice Mage benefit. You gain the Expert Mage benefit associated with the chosen school (enchantment, page 238; evocation, page 240 ; or illusion, page 242).


Level 5: Daily Powers As you ascend through the heroic tier, you add to the repertoir e of your most potent daily attack powers. Benefit : You add two of th e following powers to your spellbook. Fireball The most famou s evocation spell ever devised, fireball is known—and feared—by folk wh o have never even seen it cast. Whethe r turnin g a horde of ore or goblin warriors to cinders in the blink of an eye, or used as the catalyst that unleashe s an inferno in a tinder-dry building,fireball is a potent addition to any mage's arsena l of magic. A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact. Daily • Arcane, Evocation, Fire, Implement Standard Action Area burst 3 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 4d6 + Intelligence modifier fire damage. Miss: Half damage. Tasha's Forcible Conscription Th e dar k wizard Tasha (long rumore d to be an alias of th e young Iggwilv, the Witch Queen ) developed a numbe r of enchantmen t spells noted for their elegant brutality. Not content with simply bendin g a creature's mind , Tasha's spells ravage the creatur e and force it into obedienc e using indescribable pain. By digging deep into an enemy's mind,you unleash crippling pain that causes it to lash out blindlv. Daily • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Wil l Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked. Aftereffect: The target makes a basic attack against a target of your choice as a free action. Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.


Visions of Avarice Th e most powerful illusions play to an enemy s darkest desires. Whe n you cast visions of avarice, you create an ever-shifting illusion of a treasur e that canno t be resisted. As your foes throw themselves into the are a transforme d by the spell, they ar e held enrapture d an d at your mercy. The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it. Daily • Arcane, Illusion, Implement, Zone Standard Action Area burst 5 within 10 squares Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack. Primary Target: Each enemy in the burst Primary Attack: Intelligence vs. Will Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack. Secondary Attack Close burst 5 centered on the zone Secondary Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: You pull the secondary target up to 4 squares toward the zone. Level 6: Utility Powers Even as your comba t magic steadily improves, you r repertoir e of utility powers grants you increased effectiveness both in an d out of combat. Benefit : You add two of the following powers to your spellbook. Dimension Door As a mage , you remai n acutely awar e of your lack of armo r and hit points as compare d to your allies. Whe n a fight goes against you. repositioning yourself with dimension door can prove mor e valuable than any magical attack. You trace the outline of a doorway in front of you. step through the portal, and reappear somewhere else nearby: w Daily • Arcane, Teleportation Move Action Personal Effect: You teleport up to 10 squares.


Dispel Magic On e of the oldest of all arcan e spells is also one of the most useful. Your foes' magic is a threa t only whil e it lasts. Wit h dispel magic at your disposal, you can destroy the continuing effects of a spell, prayer, or othe r power. You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent. Encounter • Arcane, Implement Standard Action Ranged 10 Target: One conjuration or zone Attack: Intelligence 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. Invisibility Th e most potent comba t illusion lets you summo n up an image of nothing at all. A creatur e you choos e vanishe s from sight, but only your sustained concentration ca n maintai n its invisibility. A creature you choose vanishes from sight. Daily • Arcane, Illusion Standard Action Ranged 5 Target: You or one creature Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends. Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the end of your next turn. Wizard's Escape Thoug h a mage thrives on plannin g and careful tactics, sometime s you need a spell that allows you to evade trouble you could not have foreseen. Wizard's escape whisks you away from an enemy's attack even before that attack hits you, allowing you to safely position yourself for your deadly response. With a flash, you are gone. Daily • Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack. Effect: You teleport up to 5 squares to a square that is not adjacent to an enemy.


Level 7: Encounter Powers Whethe r enchantment , evocation, or illusion is your focus, your mastery of battle magi c continue s to improve. Benefit : You add two of the following powers to your spellbook. Charm of the Defender This spell twists and warp s a foe's desire to protect its allies, swapping friend for enemy. A cowardly leader defended by minion s is especially susceptible to this enchantment , mowin g through its own servants wit h each frenzied attack mad e at your command . You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Wil l Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. Miss: You slide the target up to 3 squares. Lightning Bolt On e of the most famou s evocation spells, lightning bolt lashes out against only th e targets you choose, avoiding the collateral damag e of fireball an d othe r less forgiving spells. Use this spell against creature s that stay in the thick of comba t against your allies. Brilliant strokes of blue-white lightning erupt from your outstretched hand. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Ranged 10 Target: One, two, or three creatures Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Phantom Foes Thos e wh o describe illusion as the subtlest form of magic have never been subjected to phantom foes. This deadly spell assaults its victims with a spectral horde of enemie s that canno t be ignored. With their comba t prowess sapped, those victims ar e subtly manipulate d to carry out your own violent retribution.


Spectral warriors swirl around your enemies, causing them to lash out in a blind panic. Encounter • Arcane, Fear, Illusion Standard Action Area burst 2 within 10 squares Target Each creature in the burst Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw 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 damage. Level 8: Ability Score Increase You reap the reward of constant challenge by increasing your physical an d menta l well-being. Benefit : You increase two ability scores of your choice by 1. Level 8: Expert Mage The magic of your chosen schools continue s to hon e an d shape your expertise with skills. Benefit: You gain the Expert Mage benefit associated with the second school of magic for which you have the Apprentic e Mage benefit (enchantment, page 238: evocation, page 240 : or illusion, page 242). Level 9: Daily Powers As you nea r the apex of the heroic tier, the magical attacks you maste r bccome mor e powerful tha n you could have ever dreamed . Benefit: You add two of the following powers to your spellbook. Ice Storm Few evocation spells ar e as visually impressive as ice storm. Wit h a shout, you call down a poundin g gale of fist-sized hailstones and shrieking winds that can rend flesh from bone. In th e aftermath , you leave the groun d a frozen morass as a stark reminde r of your power. A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. Daily • Arcane, Cold, Evocation, Implement, Zone Standard Action Area burst 3 within 20 squares Target Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier 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 difficult terrain that lasts until the end of the encounter.


Phantasmal Killer Phantasmal killer is the most storied illusion ofth e heroic tier. Reaching into your victim's mind , you mak e real its greatest fears, creating a foe that canno t be overcome. Your enemy waih as its greatest fears mani fest within its mind. Daily • Arcane, Fear, Illusion Minor Action Ranged 10 Target: One creature Effect: The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can't make opportunity attacks and you can use the secondary power against it. Whenever the target is either hit by or takes damage from any effect other than the secondary power, it can make another saving throw to end the illusion. Secondary Power (Arcane, Illusion, Implement, Psychic) Standard Action Ranged 20 Attack: Intelligence vs. Will. The attack roll takes no penalty from concealment, if any. Hit: 3d10 + Intelligence modifier psychic damage. Miss: Half damage. Symphony of the Dark Court According to legend, the Dark Court is a traveling ban d of evil fey wh o use musi c and magic to lure creature s to their doom. An eladrin wizard wh o barely manage d to escape the court with her life used the shadowy memor y of its members' musi c to creat e this spell. Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy. Daily • Arcane, Enchantment, Implement Standard Action Area burst 2 within 20 squares Target: Each enemy in the burst Attack: Intelligence vs. Will H i t The target is dazed and immobilized (save ends both). Miss: The target is dazed until the end of its next turn. Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn. Level 10: Master Mage At the height of the heroic tier, your refined knowledge of magic grants additional power to spells of a chosen school. Benefit : Choos e one of th e schools of magi c for which you have the Expert Mage benefit. You gain th e Master Mage benefit associated with the chosen school (enchantment, page 238; evocation, page 240 ; or illusion, page 242).


Level 10: Utility Powers You shape the most powerful magi c of the heroic tier, channelin g power that lets you and your allies own the battlefield. Benefit: You add two of the following powers to your spellbook. Arcane Gate At the height of the heroic tier, you an d your allies fight with a singular unity an d focus. Your mastery of the battlefield is mad e mor e complet e by arcane gate, which opens up a temporar y portal controlled by the powe r of your mind . You open a dimensional rift connecting two nearby locations. Daily • Arcane Minor Action Ranged 20 Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only. Sustain Minor: The rift persists until the end of your next turn. Blur First perfected by the legendary comba t casters of old, the blur spell wraps you in an arcan e shroud that shields you from your enemies' sight. You cloak yourself with a shimmering aura, making your outline almost impossible to discern. Daily • Arcane, Illusion Minor Action Personal Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you. Energy Devourer In battle, you demonstrat e your superior mastery of magic not only with your own attack spells but by subverting the attacks of others. You devour the powe r of a foe s attack to fuel your own deadly response. Asyou shrug off an enemy's attackyou capture that anack's power for your own use. Daily • Arcane Immediate Interrupt Personal Trigger You are damaged by an area attack or a close attack. Effect: You take half damage from the triggering attack. Until the end of your next turn, you gain a +5 power bonus to damage rolls with wizard attack powers that share at least one damage type with the triggering attack. Mass Resistance Wielding the most powerful arcan e energy grants you uniqu e insights into how to defend against that energy.


You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage. Daily • Arcane Minor Action Close burst 10 Target: You and each ally in the burst Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier. PARAGON MAGE Having entered the paragon tier, you now comman d a strong array of spells. Your gain mor e versatility as your grasp of magi c expand s to match the lore contained withi n your spellbook. Spells that once seeme d impossible to you ar e now simple, rote exercises. Paragon Path: Enigmatic Mage At 11th level, your mage takes on the enigmati c mage paragon path (see page 79 for details on paragon paths). Your intense study and unendin g curiosity for everything arcan e have led you to a new level of understanding . Magic has become second nature , an d your comman d over spells sets you above those wh o canno t ente r the arcan e towers or walk the hidden paths of mystery. Prerequisite : Only a mage can take this paragon path. MAG E PARAGO N 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 • 1 — Encounter powers 47,000 14 +1 Ability score increase 57,000 • 15 — Dailv Dowers ••••^•••H H 69,000 16 +1 Enigmatic spell lore [enigmatic mage] Utilit y powers 83,000 17 — Dowers HHI^HHI H 99,00 0 18 +1 Ability score increase 119,000 19 — Daily powers 143,000 20 +1 Enigmatic daily power [enigmatic mage)


Level 11: Ability Score Increase Your improved physical and menta l prowess highlights your entranc e into th e paragon tier. Benefit : Each of your ability scores increase s by 1. Level 11: Enigmatic Action Enigmati c mag e parago n pat h featur e You can unravel the weave of arcan e powe r to perform beyond your norma l limits whe n the situation demand s it. Benefit : You gain a benefit associated with the school of magic for which you have the Master Mage benefit (enchantment, page 238: evocation, page 240 ; or illusion, page 242). Level 11: Enigmatic Encounter Power Enigmati c mag e parago n pat h featur e Your mastery of a specific school of magic grants you an innat e understandin g that allows you to call upo n th e schools power at your whim. Benefit : You gain an 1 lth-levcl encounte r attack powe r that is associated wit h the school of magic for whic h you have the Master Mage benefit (enchantment, page 238: evocation, page 240 : or illusion, page 242). This powe r can be used in addition to the powers you prepar e from your spellbook. Level 11: Enigmatic Spellcasting Enigmati c mag e parago n pat h featur e You see the connection between the strands of magic in the weave of arcan e energy, which allows you to pick the right magical tool for each problem. Enigmatic mages use this ability to access certain utility powers whe n they nee d them most, particularly those powers that ar e useful only in rar e circumstances. Benefit : You gain the enigmatic spellcasting power. You reach into the weave of arcane energy atui exchange the magic of one spell for another. Encounter • Arcane Minor Action Personal Effect: 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 12: Enigmatic Utility Power Enigmati c mag e parago n pat h featur e Your increased mastery of a school of magic allows you to shape and direct the flow of battle. Benefit : You gain a 12th-level utility powe r that is associated with the school of magic for which you have the Master Mage benefit (enchantment, page 238; evocation, page 240 ; or illusion, page 242). This powe r can be used in addition to the powers you prepar e from your spellbook. Level 13: Encounter Powers T h e powe r of the paragon tier exceeds anythin g you have wielded before, but you ar e u p to the challenge. Benefit : You add two of the following powers to your spellbook. Hold Monster Th e destructive powe r of th e spells you wield too often leaves your foes in no condition for questioning. Hold monster serves you well whe n a lighter touch is required, or whe n you need to lock down an enemy to hinde r its most potent attacks. Despite its name , this spell functions equally well on creature s that ar e not monstrous. Your magic clouds your foe's mind, leaving it too disoriented to move or attach effectively. Encounter • Arcane, Charm, Enchantment Standard Action Ranged 5 Target: One creature Effect: The target is restrained until the end of your next turn. Mirror Sphere Illusory mirrors war p a creature s reality, sealing it off from its foes and turnin g even its deadliest attacks back against itself. You might use this spell as a friendly warning, creating a painfu l rebuke to still a hot-tempered warrior's hand .


Illusory barriers surround your foe, causing it phantom pain when it attacks you and your allies. Encounter • Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: IdI O + Intelligence modifier psychic damage. 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 damage to the target, in addition to whatever damage is dealt to the attack's intended targets. The target's resistances and immunities do not apply to this damage. Twisting Lightning Your mastery of th e elementa l powe r of the evocation school reaches new heights with this spell. A powerful bolt of blue-white lightning lances out from your implement unde r your precise control. By twisting your deadly attack aroun d barriers and creature s alike, you keep your allies safe even as you let your foes know they have nowher e to hide. You unleash a deadly pulse of lightning that seeks out enemies wherever you direct it. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Area wall 6 within 10 squares Target: Each creature in wall Attack: Intelligence vs. Reflex Hit 3d6 + Intelligence modifier lightning damage. Miss: Half damage. Level 14: Ability Score Increase Each new challenge only make s you stronger in body an d mind . Benefit: You increase two ability scores of your choice by 1. Level 15: Daily Powers As the challenges you face grow ever mor e dangerous, you respond by mastering increasingly powerful arcan e attacks. Benefit : You add two of the following powers to your spellbook. Cone of Cold Th e powe r of elementa l cold is yours to comman d with this spell. Th e damag e it deals lends it a deadly reputation, but it ca n serve a mor e importan t purpos e whe n you ar e fighting enemie s you do not wish to slay outright. Save cone of cold for the end of comba t to use against badly injured foes. Thos e that succumb to the spell ar e not slain but frozen fast, ready to be restored, then interrogated or ransome d at your whim.


A freezing blast spirals out from your outstretched hand. Daily • Arcane, Cold, Evocation, Implement Standard Action Close blast 5 Target: Each creature in the blast Attack: Intelligence vs. Fortitude Hit: 3d8 + Intelligence modifier cold damage. Effect: The target is immobilized and takes ongoing 5 cold damage (save ends both). Special: 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. Mental Maelstrom This powerful illusion make s your foes perceive a vortex of rippling groun d tha t heaves them across the battlefield. Even in the aftermath , your illusion lingers to clutch at enemie s that come too close. The world appears to spin around your enemies, sending them careening in all directions. Daily 4- Arcane, Illusion, Implement, Psychic, Zone Standard Action Area burst 2 within 10 squares Target Each enemy in the burst Attack: Intelligence vs. Will Hit 3d6 + Intelligence modifier psychic damage, and you slide the target up to 4 squares. Miss: Half damage, and you slide the target up to 2 squares. Effect: 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 damage, and you can slide that enemy up to 4 squares as a free action. Slumber of the Winter Court The fey of the Winte r Court ar e as cruel as the season they embrace , an d this spell reflects their subtle treachery. By forcing foes into a dee p sleep, you negate their threat. Minions that succumb to this spell can be finished off at your leisure, while their powerful leader is disarme d and taken prisoner unde r your control. As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber. Daily • Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Target Each creature in the burst Attack: Intelligence vs. Will Hit: The target is dazed and slowed (save ends both). First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1 d4 hours. Miss: The target is slowed (save ends). First Failed Saving Throw: The target instead falls unconscious (save ends).


Level 16: Enigmatic Spell Lore Enigmati c mag e parago n pat h featur e Using your dee p knowledge of spell lore, you unravel one offensive spell to weave it into another. Enigmatic mage s often use this ability to foil a foe's resistances and immunities, exchanging a spell that will do no har m to the foe for one that will. Benefit : You gain the enigmatic spell lore power. Unraveling the magic of one spell, you call forth another one from you spellbook-a spell just right to put your foe in its place. Encounter • Arcane Minor Action Personal Effect: 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 Your study of utility magic lets you supplement your increasingly powerful comba t spells, granting you the ability to subtly control any battle or encounter. Benefit : You add two of the following powers to your spellbook. Beneficent Transformation This useful spell was first developed by wizards needin g to quickly adapt to th e alien environments of th e planes. Beneficent transformation grants you or an ally the useful abilities of some othe r creature , from potent comba t resistances to heightened senses to the power of flight. Whe n you ar e fighting an enemy whos e special abilities give it an edge, your powe r evens things up. Tendrils of wispy energy surround your foe. assessing and stealing away some essential aspect of its being for your own use. Daily • Arcane Minor Action Ranged 5 Target: You or one ally Effect: 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 damage type, the target gains resist 10 to the same damage 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.


Dimension Switch Th e enemie s you fight now ar e far mor e formidabl e tha n thos e in th e heroic tier, an d their tactics show it. Fierce mele e combatants delight in targeting you r lower Armo r Class an d hit points, but your foe is caught short whe n it suddenl y finds itself face to face wit h on e of your warrior allies instead. You and your ally teleport into each other's locations. Encounter • Arcane, Teleportation Move Action Close burst 10 Target: You and one ally in the burst Effect: Each target teleports, swapping positions. F l y Whe n mele e foes close in, this spell allows you to soar to safety, ready to unleas h potent magi c from above. You leap into the air and are borne aloft on wings of magic. Daily • Arcane Standard Action Personal Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage. Sustain Minor: The fly speed persists until the end of your next turn. Phantom Mask i h is subtl e but potent illusion allows you to shrou d the identities of you an d your companions. Wit h the right mi x of luck an d audacity, phantom mask lets you slip past even th e most watchfu l creatures, or keep enemy combatants guessing whe n th e appearanc e of you r party mirrors theirs. Willi a gesture,you enable you and your allies to take on a nearly impenetrable disguise. Daily • Arcane, Illusion Minor Action Close burst 10 Target: You and each ally in the burst Effect: 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 targets true form by succeeding on an Insight check (DC 15 + one-half your level + your Intelligence modifier). 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 As you push closer to the epic tier, your arsena l of comba t spells improves once more . Benefit: You add two of the following powers to your spellbook. Dancing Flames It is said that the elves first created this spell, using it to purge the band s of goblins, kobolds, an d ores that swarme d their forests. Th e fire you wield maintain s a bar e elementa l sentienc e that you control. By command - ing the flame s to seek out only those that mea n you harm, you leave your allies safe in the midst of a deadly storm of fire. You unleash shifting streams of fire that burn down your foes while leaving allies untouched. Encounter • Arcane, Evocation, Fire, Implement Standard Action Close blast 5 Target: Each enemy in the blast Attack: intelligence vs. Reflex Hit 5d6 + Intelligence modifier fire damage. Miss: Half damage. Mass Charm This powerful enchantmen t grants you temporar y control of an entir e group of enemies, forcing them to tur n on each othe r in combat. Mass charm is especially effective against minion s and badly wounde d creatures, which ca n be forced to swarm a mor e powerfu l enemy. On e of your allies can then mak e use of an are a attack to cut down the tightly packed foes. Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies. Encounter • Arcane, Charm, Enchantment Standard Action Area burst 1 within 10 squares Target Each enemy in the burst Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action. Phantasmal Horror All creature s harbo r prima l fears of which they ar e unaware . Phantasmal horror seeks an d finds those fears in a chosen foe, weaving a spectral image aroun d it that is a n amalgam of all its deepest terrors. Frozen with fear, your foe is left helpless and at your mercy.


Your enemy is assailed by an imaginary monster ripped from its nightmares, frightening it into a catatonic state. Encounter • Arcane, Fear, Illusion, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: The target is stunned until the end of your next turn. While the target is stunned by this power, you gain a +4 power bonus to damage rolls against it. Miss: The target is dazed until the end of your next turn. Level 18: Ability Score Increase You ar e a tru e paragon of physical an d menta l achievement. Benefit : You increase two ability scores of your choice by 1. Level 19: Daily Powers T h e most potent magic of the paragon tier is yours to control, letting you unleash unparalleled devastation on the battlefield. Benefit : You add two of the following powers to your spellbook. Disintegrate Foes that recognize evocation magic take steps to defend against the type s of damag e such spells often channel. On e casting of disintegrate demonstrate s the futility ofthis defense. Although he did not create the spell, the mighty wizard Emirikol the Chaoti c is said to have perfected its use as he destroyed countless foes-a s well as any underlings foolish enough to displease him. A brilliant line of ravening green energy bursts from your pointing finger. Where the emerald beam touches, flesh and bone disappear in a puff of gray dust. Daily • Arcane, Evocation, Implement Standard Action Ranged 10 Target: One creature or object Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power. Hit 4d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). Aftereffect: Ongoing 5 damage (save ends). Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends). Thought Cage A strong-willed creatur e might thin k itself safe from your most potent phantasms. For such a foe, you tur n instead to a singularly pleasant illusion. Your thought cage can hold any creatur e fast in an idyllic vista of its mind's own making- a fantasy world that it struggles in vain to break free of.


Your foe stands dumbfounded as the world around it seems to swirl into a pleasant and mesmerizing scene. Daily • Arcane, Illusion, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement. Aftereffect: The target is dazed until the end of its next turn. Miss: The target is dazed until the end of its next turn. Wrath of Battle T his insidious enchantmen t spell manipulate s the emotions of fear and rage that boil withi n every creatur e durin g battle, turnin g your enemie s against each other. More powerful tha n any mer e charm, wrath of battle creates a deadly feedback loop of psychic energy tha t routs a foe that is unabl e to mak e good on its attack. By reserving this spell until your foes ar e badly wounded , you maximiz e the effect of the damag e they canno t escape. With a shout, you tap deep into your flies' hearts and minds, forcing them to turn on each other with devastating results. Daily • Arcane, Charm, Enchantment, Fear, Psychic Standard Action Area burst 2 within 20 squares Target: Each enemy in the burst Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 1 5 psychic damage. Level 20: Enigmatic Daily Power Enigmati c mag e parago n pat h featur e Your specialized study of one school of magi c grants you a greate r measur e of latent power. Benefit : You gain a 20th-level daily attack powe r tha t is associated with the school of magi c for which you have the Maste r Mage benefit (enchantment, page 238: evocation, page 240 : or illusion, page 242). This power can be used in addition to the powers you prepar e from your spellbook.


EPIC MAGE Few mage s reach the epic tier. Thos e wh o ar e not slain by enemie s before advancing this far usually become content to set aside th e adventurer's life an d accept the powe r they have accumulate d as the height of their potential. But becaus e you have survived an d pushed on. you now stand amon g the most powerful spcllcasters in history. Whe n your mage reache s 21st level, he or she take s on the epic destiny of th e Indomitabl e Champio n (page 245). This cpic destiny represents the grand finale of your adventurin g career, and like your paragon path, it grants a set of related features an d powers. MAGE EPIC TIER Level 21: Ability Score Increase You ar e an epic hero now, an d your physical an d menta l acuity exceed all mortal limits. Benefit : Each of your ability scores increase s by 1. Level 21: Master of Lore Long years of studying magic have sharpene d your knowledge of all othe r fields. Benefit : You gain a +3 bonu s to Arcan a checks, Dungeoneerin g checks, History checks. Natur e checks, an d Religion checks. Total Feats XP Level Known Class Features and Powers 175,000 21 Ability score increase Master of Lore Epic destiny feature 210,000 22 +1 Utility powers 255,000 23 — Encounter powers 310,000 24 +1 Ability score increase Master of Spells Epic destiny feature 375,000 25 — Daily powers 450,000 26 +1 Epic destiny power 550,000 • • H — Encounter powers 675,000 28 +1 Ability score increase 825,000 29 — Daily powers 1,000,000 30 +1 Epic destiny power


Level 21: Epic Destiny Feature As you ente r the epic tier, your final destiny come s into focus. Perhaps you ar e fated to save the world from some great evil, or mayb e fate ha s dictated that you must fight against a god. Th e destiny you pursu e shape s you just as your actions shape the cosmos. Benefit: You gain a featur e associated with your epic destiny (see page 245). Level 22: Utility Powers You have attained the epic tier, studying an d mastering the magi c of the gods themselves. Benefit : You add two of the following powers to you r spellbook. Arcane Recall In the epic tier, your arcan e knowledge begins to extend beyond spellcasting and into the makeu p of magi c itself. By casting arcane recall, you gathe r the residual energy of spells you previously cast an d restore them to your mind , effectively trading a higher-level utility powe r for access to a wide r range of magic. You seek the arcane power within yourself grasping and rebuilding the shards of a spell still echo ing in your mind. Daily • Arcane Minor Action Personal Effect: You regain the use of one of your expended wizard utility powers of level 16 or lower. Mass Fly This spell wa s first cast by plana r wizard s exploring the unpre - dictable reaches of the Elementa l Chaos, but its utility in comba t make s it even mor e valuable. Wit h the powe r of flight at your command , you and your allies can easily gain the advantage over land-bound foes. 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 offlight. Daily • Arcane Standard Action Close burst 5 Target: You and each ally in the burst Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage. Sustain Minor: The fly speed persists until the end of your next turn.


Time Stop Th e relentless advancemen t of time is a force that even the gods cannot fully control. I lowever, as you advanc e into the epic tier, a small measur e of tempora l mastery lets you act at lightning speed compare d to your foes. Make use of this powe r at the beginnin g of combat, using your extra standar d actions to cast utility spells that can set u p your eventual victory. Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, rehirning to normal time. Daily • Arcane Minor Action Personal Effect: You gain two extra standard actions, which you must use before the end of your turn. You can't use these extra actions to make attacks. Wall of Force A second wave of defenders is cut off from allies. A dragon or a demo n is forced to face you, unabl e to hide behin d the servants that harr y you from the back. By helping you isolate an d split up your enemie s into smalle r groups, this potent spell can tur n the tide of any battle. For as long as it takes your foes to batter away at th e wall of force in the hope of bringing it down, you have the uppe r hand . A transparent barrier of force springs up where you command. Daily • Arcane, Conjuration, Force Standard Action Area wall 1 2 within 20 squares Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall. Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it. Level 23: Encounter Powers As you rise through the epic tier, the most potent spells of enchantment, evocation, an d illusion ar e yours to command . Benefit: You add two of the following powers to your spellbook. Chain Lightning Few spells can unleash as muc h destruction in a single casting as chain lightning. Used early in combat, this spell ca n deliver a decisive first blow against a powerful enemy leader whil e decimatin g the ranks of its minio n allies. Kept in reserve until late in the battle, chain lightning can wipe out an entir e wounde d enemy force, lashing out unerringly at targets across the battlefield.


From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another. Encounter • Arcane, Evocation, Implement, Lightning Standard Action Ranged 20 Primary Target: One creature Primary Attack: Intelligence vs. Reflex Hit: 4d6 4- Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the secondary attack. Secondary Attack Secondary Target: One or two creatures within 5 squares of the primary target Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Miss: Half damage. Effect: Make the tertiary attack. Tertiary Attack Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier lightning damage. Miss: Half damage. Charm of False Heroism This spell forces a creatur e to do your bidding in combat, and it is useful for forcing an enemy to disrupt its own allies' formation and tactics. However, becaus e charm offalse heroism does n o direct har m to its target, unscrupulou s wizard s sometime s use th e spell to direct an ally in the thick of combat. Your magic twists your enemy's loyalties, turning it into your eager vassal and accomplice. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: You slide the target up to 6 squares, and it is dazed and immobilized until the end of your next turn. Until the end of your next turn, whenever a creature enters a square adjacent to the target, you can use an opportunity action to force the target to make a melee basic attack against that creature as a free action. Miss: You slide the target up to 6 squares, and it is immobilized until the end of your next turn. Deceptive Shadows T his cunnin g illusion shrouds the victim's sight in shadow, leaving its surrounding s clear but maskin g all creature s except those closest to it. Whe n your allies have readied their most potent ranged attacks and area attacks, you can cast deceptive shadows to let them strike from a distance, unseen .


Darkness swirls around your foes, assaulting their minds and clouding their vision. Encounter • Arcane, Illusion, Implement, Psychic Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: 3d8 + Intelligence modifier psychic damage. Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it. Level 24: Ability Score Increase The increasing threats of the epic challenge s you face ar e countered by the perfection of your body and mind . Benefit: You increase two ability scores of your choice by 1. Level 24: Master of Spells As you approac h the apex of the mage's art an d craft, you effortlessly manipulat e t h e arcan e powe r that is your lifeblood. Benefit: Whe n you take a short rest, you can replace one unexpende d wizard daily attack powe r with anothe r wizard daily attack powe r from your spellbook of th e same level or lower. Th e level of the second powe r must be different from that of any unexpende d wizard daily attack powers you have prepared. Level 24: Epic Destiny Feature Your place in the cosmi c orde r become s cemente d as you gain still mor e power. At this point, fate seems to bend an d weave to ensur e your survival. Benefit: You gain a featur e associated with your epic destiny (see page 245). Level 25: Daily Powers T h e threats of the epic tier deman d an increasingly powerful arsenal of attack spells. Benefit: You add two of the following powers to your spellbook. Delayed Blast Fireball Foes that recognize your prowess with evocation spells learn to time their attacks to avoid the brun t of your arcan e power. Delayed blast fireball stymie s their efforts to second-guess your attack, allowing you to hold the deadly powe r of this spell to maximiz e its devastating potential.


You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold it, the greater its power becomes. Daily • Arcane, Evocation Minor Action Personal Effect: You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed. Sustain Minor: The orb persists until the end of your next turn. Secondary Power (Arcane, Evocation, Fire, Implement) Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 5d8 + Intelligence modifier fire damage, plus 1d8 fire damage for each round you have sustained the orb (maximum 3d8). Miss: Half damage. Mind of Rage Enemie s that tear up the battlefield with devastating charge attacks have that tactic turne d against them by this powerful enchantment. Mind of rage transforms your foe into a deadly weapon, its fury dragging it across the battlefield like a puppe t in your hands. With a howl of mindless anger, your foe succumbs to all its fury, fear, and pain-then unleashes its rage against its own allies. Daily • Arcane, Charm, Enchantment, Fear Standard Action Ranged 20 Target: One enemy Effect: The target is affected by mind of rage (save ends). This effect also ends if you or any of your allies attacks or deals damage to the target. While the target is affected by mind of rage, at the start of its turn it charges a creature of your choice as a free action. The charge attack gains a +4 power bonus to the attack roll and the damage roll. In addition, when an ally of the target ends its turn adjacent to the target, the target makes a melee basic attack against that ally as a free action. Aftereffect: The target is dazed until the end of its next turn. Phantom Reality This subtle spell wraps your foe in a shrewd illusion just different enough from reality to destroy th e enemy's timin g in combat. Foes and allies swap forms and faces unde r your direction, leaving your enemy flailing madly as its attacks go awry.


You create an intricate illusion in your enemy's mind, convincing it that friends are foes and lead ing it wherever you desire. Daily • Arcane, Illusion, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is subjected to a phantom reality until the end of the encounter. Miss: The target is subjected to a phantom reality until the end of its next turn. Effect: While the target is subjected to the phantom reality, it must make a saving throw whenever it uses an attack power. If the saving throw fails, you can either force the target to attack one creature instead of another or change the location of the attack powers area of effect, if any. Either change must be valid for the power, and you cannot force the target to attack itself. In addition, whenever the target ends a move, you can slide it up to 4 squares as a free action. Level 26: Epic Destiny Power Your foes' worst attacks canno t sway you from the great goal that lies before you. Whe n all seems lost, you have the strength an d determinatio n to deny death and fight on. Benefit: You gain a powe r associated with your epic destiny (see page 245). Level 27: Encounter Powers As you approach the apex of th e epic tier, your attacks allow you to control your opponents an d the field of battle. Benefit: You add two of th e following powers to your spellbook. Confusion In an ech o of the magi c of the Feywild from which this spell was first crafted, confusion allows you to impos e your will upon an enemy. A mor e powerful form of control tha n mer e domination , this spell lets you force your foe to move and attack, leaving it out of position an d vulnerable . You magically compel your enemy to attack its ally. Encounter • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Ranged 20 Target: One enemy Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage. Effect: At the start of the target's next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.


Phantasmal Dread By tapping your foe's deepest fears, you ar e able to wra p yourself in the guise of those fears. This spell is cast most effectively against a powerful mele e combatan t tha t you canno t shake . Th e terror you unleash wracks your enemy with pain and ca n dro p it in its tracks. However, even a foe tha t shake s off your attack remain s overcome by your enchantment , unabl e to close with you as you slip away. You draw forth your enemy's greatest fears, wracking the foe with pain and holding it at hay Encounter • Arcane, Fear, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage, and the target cannot willingly move closer to you until the end of your next turn. Effect: The target takes a -4 penalty to attack rolls until the end of your next turn, or until it has moved at least 5 squares farther away from you than it was when you used this power. Sequestering Force Th e epic evocation magic you wield can rend the fabric of reality itself. A pulse of pur e arcan e force tears throug h the creature s you target, but their attempts at retribution ar e thwarted . In the aftermat h of your attack, space twists aroun d your victims, holding the m fast whil e you and your allies regroup. Your spell rips apart planar boundaries, battering your enemies and trapping them in a fold of buckled space. Encounter • Arcane, Evocation, Force, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 4d6 + Intelligence modifier force damage. Effect: The burst creates a zone that lasts until the end of your next turn. No creature can leave the zone by any means, including forced movement and teleportation. Level 28: Ability Score Increase Training, practice, and experienc e have molded your abilities. Even as you nea r your final destiny, you continue to hone your talents for the tests you will soon face. Benefit: You increase two ability scores of your choice by 1. Level 29: Daily Powers At the height of the epic tier, you gain access to spells of almost godlike power. Benefit: You add two of the following powers to your spellbook.


False Reality At the apex of the illusion-wielder's art, false reality lets you drown your enemy in its own dreams an d desires. Lost withi n its thoughts, your helpless foe can mak e no effort to defend itself from you and your allies. Even worse for your enemy, the process of shakin g off this effect tears at its min d with a psychic shock. Your enemy is suddenly transfixed by the bliss of a pleasant dream, ignoring the tumult of battle OS your allies close in for the kill. Daily • Arcane, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is helpless and stunned (save ends both). Aftereffect: 4d10 + Intelligence modifier psychic damage. Miss: The target is dazed until the end of its next turn. Legion's Hold Some charm spells work best against a single foe that can be turne d into an effective weapon in your hands. Othe r times, you nee d to exert a measur e of control over the entir e field at once. Legions hold ha s turne d the tide of countless great battles, an d monsters from devils to angels to titans know to fear it. Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks. Daily • Arcane, Charm, Enchantment, Implement, Psychic Standard Action Close burst 20 Target: Each enemy in the burst Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage, and the target is dazed and immobilized (save ends both). Miss: Half damage, and the target is immobilized (save ends). Meteor Swarm r h e height of destructive wizardry, meteor swarm allows you to evoke fiery doom from the heavens. This spell is indiscriminat e in its effects, so bewar e of including your allies in the conflagration. Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire. Daily • Arcane, Evocation, Fire, Implement Standard Action Area burst 5 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 8d6 + Intelligence modifier fire damage. Miss: Half damage.


Level 30: Epic Destiny Power You have achieved the absolute pinnacl e of your abilities. On the verge of facing your final destiny, you gain one last edge that could spell the differenc e between ultimate victory or utter defeat. Benefit: You gain a powe r associated with your epic destiny (see page 245). ENCHANTMENT SCHOOL The enchantmen t school of magic centers on the study of charms and othe r spells that change a creature's attitudes and perceptions. Specialization in enchantmen t magic allows you to exercise powerful and precise control over your enemies, even to the point wher e they attack with a fanatic s fury at your command . Level 1: Enchantment Apprentice Apprentice Mage feature By focusing on the study of enchantmen t magic, you learn to achieve mor e control over your enemies. Benefit: Whe n one of your arcan e enchantmen t powers allows you to pull, push, or slide a creature , the maximu m distanc e of the forced movement increases by 2 squares. Level 5: Enchantment Expert Expert Mage feature Your study of enchantmen t gives you the ability to inflect your words with magic, enhancin g your powers of persuasion. Benefit: You gain a +2 bonu s to Bluff checks an d Diplomacy checks. Level 10: Enchantment Master Master Mage feature As you maste r the initial secrets of enchantmen t magic, you learn to invoke a deadly rage in the mind s you manipulate . Benefit: Whe n one of your arcan e enchantmen t powers forces a creatur e to mak e an attack, that creatur e gains a +2 bonus to the attack roll. Level 11: Enchantment Action Enigmatic mage paragon path feature Whe n you push yourself beyond your norma l limits, the magic of th e Feywild swirls around you. Your enemie s become caught in a web of enchantmen t for a brief moment, causing them to stumbl e an d move as if in a dream. Benefit: Whe n you spend an action point to take an extra action, you slide each enemy within 2 squares of you a numbe r of square s u p to your Charisma modifier.


Level 11: Enchantment Encounter Power Enigmatic mage paragon path feature T h e legendary wizard Otto mad e a caree r of melding musi c and arcan e spellcraft. This spell creates a discordant tun e that echoe s through a victim's mind , forcing it to do your bidding. Moreover, even afte r your control is broken, the victim is unabl e to fully react- a prime target for you and your allies. Vour magic reaches deep into the target's heart and mind to twist its allegiances. Encounter • Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 Target: One enemy Attack: Intelligence vs. Will Hit: You slide the target up to its speed. The target then makes a melee basic attack against a creature of your choice as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. Effect: The target is dazed until the end of your next turn. Level 12: Enchantment Utility Power Enigmatic mage paragon path feature Otto was a thoroughly capricious individual, an d he was not above makin g friends an d new allies with the help of this signatur e spell. More than one of Otto's man y apprentice s recalls being suddenly inspired to undertak e some mischievous (though rarely dangerous) task on the wizard's behalf. As you speak, each creature that hears you feels the power of your magic, forcing it to become an eager vassal to your will. Daily • Arcane, Charm, Enchantment Standard Action Close burst 10 Requirement: You must be outside a combat encounter. Target: Each creature in the burst Effect The target makes a saving throw. The saving throw 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 saving throw 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 saving throw, the target treats you as a trusted friend for 6 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. If you or any of your allies attacks the target or any of its allies, the effect ends on that target. Afterward, the target doesn't remember that you used this power against it.


Level 20: Enchantment Daily Power Enigmatic mage paragon path feature Otto found that certain strains of musi c consistently inspired a physical response. This spell builds on that principle, creating a wave of dominatin g magi c that inevitably crumble s a victim's resolve. Each time a creatur e shrugs off your attempt to control it, your song of comman d become s mor e insistent in response. You speak a word of power, compelling your enemy to heed your will. Even if it resists you this time,your magic continues to echo in its mind. Daily • Arcane, Charm, Enchantment, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: The target is dominated until the end of your next turn. Ifyou or any of your allies attacks the target or any of its allies, or if the target makes an attack, takes damage, or causes one of its allies to take damage, this effect ends. In addition, at the start of each of the target's turns, you can slide it up to 6 squares as a free action. Sustain Standard: The dominated condition persists until the end of your next turn, subject to the same ending conditions as above. Miss: Vou do not expend this power. Ifyou use it on the same target before the end of the encounter, you gain a +2 power bonus to the attack roll. EVOCATION SCHOOL The evocation school of magi c focuses on the most destructive expressions of arcan e energy. Level 1: Evocation Apprentice Apprentice Mage feature Any mage can cast evocation spells to wield unmatche d powe r on the battlefield. 1 lowever, as a specialized apprentice , you learn how to wrin g all possible destructive powe r from your attacks. Benefit: Whe n you roll damag e for a n arcan e evocation power, if any of the dice come up with a result of 1, pick one of them, rcroll it, and us e the new result.


Level 5: Evocation Expert Expert Mag e featur e T h e destructive powe r of your magi c imbue s you with an intensity that your enemie s can sense. At th e same time , your focus on the raw power of evocation enhance s your stamina , makin g you toughe r tha n those foes would ever suspect. Benefit : You gain a +2 bonus to Enduranc e checks an d Intimidat e checks. Level 10: Evocation Master Maste r Mag e featur e Throughou t the heroic tier, you have honed an d shaped you r mastery of evocation magic in battle afte r battle. Now, the energy imbue d within your spells can overcome the defense s of even the most formidabl e foes. Benefit : Whe n you use a n arcan e evocation powe r that deals one or mor e specific type s of damage , you ignore a targets resistanc e to any of those types of damage . You d o not ignore any immunitie s the target might have. Level 11: Evocation Action Enigmati c mag e parago n pat h featur e Your mastery ofevocatio n magi c draws on barely controlled reserves of arcan e energy. Whe n you push yourself in combat, this energy flares to imbu e your evocation spells with even deadlie r power. Benefit : Whe n you spend a n action point to take a n extra action, you gain a powe r bonus to the damag e rolls of the next wizard evocation powe r you use this turn . Th e power bonus equals your Constitution modifier. Level 11: Evocation Encounter Power Enigmati c mag e parago n pat h featur e T h e wizar d Kelgores arcan e knowledge wa s matche d only by his unbounde d rages. This spell is said to be th e produc t of one such fit (prompted by a troublesome fey intent on teleporting away with Kelgores spellbooks). Like magic missile. this spell hits with perfec t accuracy, an d it is favored by those wh o know they won t have the chanc e for a second shot. You whisper the words of the undeniable fire, causing your enemy to be scoured by elemental flame from the inside out. Encounter • Arcane, Evocation, Fire, Implement Standard Action Ranged 10 Target: One creature Effect: 10 + Intelligence modifier fire damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage.


Level 12: Evocation Utility Power Enigmatic mage paragon path feature Kelgore wa s a frail, scrawny specimen , makin g his fits of ange r all th e mor e comical. Disdainful of physical strength, he created this spell to trade vitality for pur e arcan e might. You draw arcane energy into your body straining beyond your physical limits to unleash devastating power. Daily • Arcane Minor Action Personal Requirement: You must have at least one healing surge remaining. Effect: You spend a healing surge but do not regain any hit points. Instead, the next time you make an attack with a wizard attack power or a wizard paragon path attack power before the end of your next turn, the attack deals 2d10 extra damage. Level 20: Evocation Daily Power Enigmatic mage paragon path feature Whe n Kelgore s wrath reached its peak, it touched off a rage that endure d even after his most powerful spells wer e exhausted. In the aftermath , the foul-tempered wizard developed this spell, determine d to unleas h destruction that would last as long as his fury. With a shout, you draw down elemental fire to scour the battlefield like an endless rain. Daily • Arcane, Evocation, Fire, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit 2d10 + Intelligence modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. While the zone persists, you can take the following actions. Standard Action: Each creature in the zone takes 10 + Intelligence modifier fire damage. Move Action: You move the zone up to 3 squares. ILLUSION SCHOOL Spells of the illusion school deceive the min d an d confus e the senses. A maste r of illusion uses arcan e magic to build on a natura l talent for trickery, and knows that the timing of a n illusion is often as importan t as its power.


Level 1: Illusion Apprentice Apprentice Mage feature Any mag e ca n mak e use of illusion magic, but your specific focus lends potency to th e spells you cast. A creatur e caught u p in your illusion remain s rattled even afte r the magic is done, unabl e to focus past its terror or confusion as it make s its counterattack. Benefit: Whe n you hit a target with an arcan e illusion power, the target takes a -2 penalty to the next attack roll it make s against you befor e the end of your next turn . Level 5: Illusion Expert Expert Mage feature As a specialist in illusion magic, you subtly channe l the powe r of your art to cloak vour own movements and intentions. J Benefit: You gain a +2 bonus to Bluff checks an d Stealth checks. Level 10: Illusion Master Master Mage feature As you nea r the end of the heroic tier, your illusions take on a deadly realism that rattles your foes. Even an enemy that sees throug h your deception is wracked by doubt and fear that ruin s its defense s for a critical moment. Benefit: Whe n you hit or miss a target using an arcan e illusion power, the target grants comba t advantage for the next attack mad e against it before the end ofyou r next turn . Level 11: Illusion Action Enigmatic mage paragon path feature Thos e wh o dismiss illusion magic for its ephemera l quality fail to understan d the very real strength it lends you. Whe n you push yourself past your limits, a shroud of light and shadow protects you from your enemies' attacks. Benefit: Wheneve r you spend an action point to take an extra action, you gain a powe r bonus to AC and Reflex until the end of your next turn . Th e power bonus equals your Wisdom modifier. Level 11: Illusion Encounter Power Enigmatic mage paragon path feature T h e legendary wizard Nolzur wa s obsessed with formulating illusion spells capable of creating tangible effects an d objects that would persist in the real world. This spell was the first step in his research, channelin g illusion magic to recreat e the effects of othe r spells.


You create an illusion of a spell you have studied, duplicating its effect so perfectly that illusion becomes reality. Encounter • Arcane, Illusion Minor Action Personal Effect: Choose a wizard encounter attack power in your spellbook of up to 7th level. You can use a shade version of that power once before the end of the encounter. The shade power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage. Level 12: Illusion Utility Power Enigmatic mage paragon path feature T h e power of divine magic to men d wound s an d banish disease fascinated Nolzur. 1 Ie created this spell in an attempt to prove that his arcan e illusions could mimi c even the most potent effects of othe r magic, creating a useful alternative to the healing of othe r classes. Your magic creates the illusion of soothing warmth and boundless vigor, granting an ally the energy to fight on. Daily • Arcane, Illusion Minor Action Ranged 10 Target You or one ally; the target must have a healing surge Effect The target loses a healing surge and gains temporary hit points equal to his or her healing surge value. Level 20: Illusion Daily Power Enigmatic mage paragon path feature Nolzur eventually found othe r challenge s to distract him from his quest to duplicate magic of an y sort using th e powe r of illusion. However, this spell confirms the lasting legacy of that research, an d is the most potent part of man y an illusion mage's spell arsenal. Your mastery of illusion is such that your magic bends reality and perception in equal measure. Daily • Arcane, Illusion Minor Action Personal Effect: Choose a wizard encounter attack power or a wizard daily attack power in your spellbook of up to 19th level. You can use a phantom version of that power once before the end of the encounter. The phantom power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage.


Indomitabl e Champio n It is your destiny to stand against the encroachin g darkness tha t threaten s to overwhelm th e world. You started with battles against goblins an d kobolds. but as time passed an d your skill grew you faced ever mor e dangerou s (oes. Now, you understan d tha t your fate rests far beyond the borders of the lands you have defended . Great powers from othe r planes threaten the world, and it is up to you to endur e their attacks and end their menac e forever. As an Indomitabl e Champion , you ar c almost impossible to sway from your quest. Drawin g on reserves of vitality, energy, and vigor, you push on despite your enemies' efforts. Destiny has chosen you to achieve some great deed, an d as an epic hero you soldier on despite the obstacles and foes you face. Level 21: Epic Heroism Whethe r you boast the strength of a legion or the intellect of an entir e academy of sages, your abilities ar e unparalleled amon g your people. Benefit: You increas e two different abilitv scores bv 2. J J Level 24: Epic Resilience Your dedication grants you the physical an d menta l toughness neede d to survive and achieve your ultimat e destiny. Benefit: You gain 20 additional hit points an d a +1 bonus to Fortitude, Keflex, a n d Will. Level 26: Epic Tenacity You canno t afford to fall in battle. Instead, your duty to stand before evil gives you the strength to stand against all odds. You shake off a potential killing blow, resolute in your determination to defeat your enemies. Daily • Healing No Action Personal Trigger: You drop to 0 hit points or fewer. Effect: You regain hit points as if you had spent a healing surge, and you gain a +5 power bonus to all defenses until the end of your next turn. Level 30: Unmatched Defense It is your destiny to bring peace and orde r to the world, to throw back the encroachin g darkness forevermore . Whe n a foe ha s you cornered, whe n a killing blow is about to fall upo n you. fate twists its weave to leave you unscathed . At the last moment you slip aside, somehow dodging a blow that should have claimed your life. Daily No Action Personal Trigger You are hit by an attack. Effect: You treat the triggering attack roll as a natural 1.


CHARACTER RACES T h e DUNGEONS & DRAGON S world is a rich tapestry featuring a great variety of societies and cultures. Your characte r is a membe r of one of the races that holds the most influenc e an d the most territory in a realm wher e monstrou s creature s ar e a constant threat. THE RACES Five of the races found in the game world ar e presented here. They ar e the most commo n folk, though humanit y outnumbers each of th e others by a wide margin. Dwarf : Th e stout dwarve s ar e mountaineers an d miners. They ar e the toughest of the commo n folk. Eladrin : Hailing from the Feywild, a realm of verdant magic, the eladrin ar e masters of arcan e power. Elf: Th e elves have a dee p love of nature , an d their accuracy with bow, blade, or spell is unmatched . Halfling : Clever wanderers and curiou s explorers, halflings wh o want to hide from prying eyes ar c almost impossible to spot. Human : I lumanit y is the most ambitious of all folk. Human s count amon g their numbers the greatest heroes, lords, and villains. Racial Benefits Each race offers a variety of benefits, summarize d below. Abilit y Scores: Your characte r race offers a bonus to one ability score an d your choice of a bonus to one of two othe r scores. Speed : Your race determine s how fast you ca n move. Dwarve s ar e stockier tha n othe r folk, and thus move slower, whil e elves ar e quicke r tha n othe r folk. Vision : Some folk have th e ability to see clearly in gloomy light, while others have no special ability to see in the dark. Languages: Based on cultura l history and tendencies, some races maste r a wide r variety of language s tha n others. In some cases, a race allows you to pick a language of your choice. Othe r races provide a specific list of languages. Othe r Racia l Traits: Whil e every race provides the mechanica l abilities outlined above, some races grant additional benefits an d abilities. Thes e include a bonus to a defense , proficiency with a weapo n group, and so forth. Racia l Power: Every race has a special knack tha t ca n prove useful durin g an adventure . Thes e range from the eladrin s ability to teleport to the legendary dwarve n endurance .


DWARF Stout warriors, master artisans, lords of the mountain peaks Racial Traits Average Height: 4' 3"-4' 9" Average Weight: 160-220 lb. Ability Scores: +2 Constitution: +2 Strength or +2 Wisdom Size: Medium Speed: 5 squares Vision: Low-light Languages: Common, Dwarven Skill Bonuses: +2 Dungeoneering, +2 Endurance Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison. Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer. Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally. Stand Your Ground: When an effect forces you to move-through a pull, a push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone. Dwarven Resilience: You have the dwarven resilience power. A combination of physical toughness and mental tenacity lets you ignore the pain of your wounds and fight on. Encounter Minor Action Personal Effect: You use your second wind. Tough, resilient, stubborn, and single-minded in their pursuit of wealth, dwarve s make unswervin g allies an d bitter enemies. Once , the dwarve s wer e numerous, dwelling in immens e vaulted fortresses amon g the mountai n peaks. Th e dwarve s of old delved dee p into the eart h in search of gold, gems, and mithra l ore. For long years, they prospered as their coffers overflowed, but their prosperity could not last.


News of dwarve n wealth spread to the ears of fell creature s such as dragons, giants, goblins, and ores. Endless horde s of monsters crashed against the dwarve n fortresses, but the stout dwarve s refused to yield. Their mighty armo r turne d aside arrow and blade whil e their hammers an d axes sent thousand s of enemie s to their graves. Yet one by one, the great dwarve n citadels fell. Thoug h the dwarve s faced dauntless foes, it is said that their legendary pride played a role in their downfall. Their stubborn natur e an d lingering suspicion tha t the othe r races lusted afte r their wealth led them to refus e offers of aid from human s and elves. Worryin g about wha t manne r of reward their allies might demand , the dwarve s fought alone an d failed. Some dwarve s still blame human s an d elves for their losses, refusin g to acknowledge the pride tha t kept their allies at arm s length. Weakene d by war, most of the dwarve n kingdoms and city-states wer e absorbed into the rul e of the human-controlled empir e of Nerath. Over countless years, dwarve s spread across the most remot e regions of the empire , an d they can be found throughout the forme r lands of Nerath to this day. A few dwarve n strongholds still survive from ancient times, or have been rebuilt since the fall of Nerath. Dwarf warriors equipped with the finest weapon s and armo r defend these mountai n fortresses. Though man y of the dwarve s that wer e absorbed into the empir e live in enclaves within


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