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Winged Horde

KEYWORDS

Hypnotism
USED

Arcane, Illusion, Implement, Psychic

Standard

vs

5
ATTACK

Arcane, Charm, Enchantment, Implement

Area burst 1 within 10

Standard

RANGE

ACTION

ACTION

KEYWORDS

10

Will

Each enemy in burst

TARGET

ATTACK

USED

Magic Missile

KEYWORDS

USED

Ranged 10

Will

One enemy

DEFENSE

TARGET

KEYWORDS

ACTION

RANGE

20

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.

Crystal orb: +7 attack, 1d6+2 damage


Crystal orb: +7 attack

Ranged 20

ACTION

vs
ATTACK

RANGE
vs

DEFENSE

TARGET

USED

Arcane, Evocation, Force, Implement

Standard

RANGE
vs

DEFENSE

Attack: Intelligence vs. Will


Hit: 1d6 psychic damage, and the target cannot
take opportunity actions until the end of your
next turn.
Level 21: 2d6 psychic damage.

Mage's Spellbook

ATTACK

One creature
DEFENSE

TARGET

Level : Encounter : Daily : Utility


1
1
1
0
2
1
1
1
3-4
2
1
1
5
2
2
1
6
2
2
2
7-8
3
2
2
9
3
3
2
10-15
3
3
3
16-21
3
3
4
22-30
3
3
5

Effect: 2 + Intelligence modifier (+4) force


damage.
Level 11: 3 + Intelligence modifier (+4) force
damage.
Level 21: 5 + Intelligence modifier (+4) 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.

FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

A horde of flesh-devouring sprites appear in your foes' minds.


They shriek in fear and swat at this menace, leaving them
unable to react to your allies' maneuvers.

Your piercing gaze and whispered word let you seize


momentary control of your enemy's mind.

At the end of each of your extended rests, you can prepare


encounter attack powers, daily attack powers, and utility
powers from your spellbook.

A glowing blue bolt of magical energy hurtles from your


finger and unerringly strikes your target.

CLASS

LEVEL

Wizard

BOOK

Dragon 381

AT-WILL POWER

LEVEL

Wizard

BOOK

CLASS

PEHOTFL

AT-WILL POWER

Illusory Obstacles
KEYWORDS

CLASS

USED

KEYWORDS

BOOK

CLASS

PEHOTFL

AT-WILL POWER

Grasping Shadows

Arcane, Illusion, Implement

LEVEL

USED

KEYWORDS

BOOK

PH

AT-WILL POWER

Phantom Chasm

Arcane, Illusion, Implement, Psychic

LEVEL

Wizard

Horrid Whispers

Arcane, Illusion, Implement, Psychic, Zone

USED

KEYWORDS

USED

Arcane, Illusion, Implement, Psychic

Standard

10

Area burst 1 within 10 squares

Standard

10

Area burst 1 within 10 squares

Standard

10

Area burst 1 within 10 squares

Standard

10

ACTION

RANGE

ACTION

RANGE

ACTION

RANGE

ACTION

RANGE

Will

Each enemy in the burst

Will

Each creature in burst

Will

Each enemy in the burst

Will

Each enemy in burst

DEFENSE

TARGET

DEFENSE

TARGET

ATTACK

DEFENSE

TARGET

ATTACK

DEFENSE

TARGET

5
ATTACK

vs

Attack: Intelligence vs. Will


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.
Crystal orb: +7 attack

ATTACK

vs

vs

Attack: Intelligence vs. Will


Hit: 1d8 + Intelligence modifier (+4) psychic
damage, and target is slowed until the end of your
next turn.
Effect: Shadows writhe in the designated area and
continue until the end of your next turn. Any creature
that enters the area of the grasping shadows takes
psychic damage equal to your Intelligence modifier
(+4) and is slowed until the end of its next turn.

Attack: Intelligence vs. Will


Hit: 2d6 + Intelligence modifier (+4) 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.

Crystal orb: +7 attack, 1d8+6 damage

Crystal orb: +7 attack, 2d6+6 damage

vs

Area burst 1 within 10 squares

Attack: Intelligence vs. Will


Hit: 1d6 + Intelligence modifier (+4) psychic
damage, and the target is slowed and takes a -2
penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty
to attack rolls until the end of your next turn.
Crystal orb: +7 attack, 1d6+6 damage

FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

The image of treacherous terrain appears in the minds of


your enemies, which become disoriented.

At your command, the shadows reach out, grab hold of your


foes, and wreath the area in darkness.

Your enemies shriek in terror as, at least in their mind's eye,


a bottomless pit opens beneath their feet.

Your enemies are seemingly beset by dreadful noises.


Desperate to find the source, they are oblivious to the true
threat posed by you and your allies.

CLASS

Wizard

ENCOUNTER POWER

Elissar Nestarin

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

ENCOUNTER POWER

LEVEL

BOOK

AP

CLASS

Wizard

DAILY POWER

Page 3

LEVEL

BOOK

AP

CLASS

Wizard

LEVEL

BOOK

AP

DAILY POWER

Leonardo

Fey Step
KEYWORDS

Mage Hand
USED

Teleportation

KEYWORDS

Move

Personal

Minor

RANGE

ACTION

ENCOUNTER

DAILY

USED

Arcane, Conjuration

ACTION
AT-WILL

Ghost Sound

AT-WILL

KEYWORDS

Standard

RANGE

ACTION

DAILY

USED

Arcane, Illusion

Ranged 5
ENCOUNTER

Prestidigitation

AT-WILL

10

KEYWORDS

Ranged 10

Standard

RANGE

ACTION

ENCOUNTER

DAILY

USED

Arcane

AT-WILL

Ranged 2
RANGE
ENCOUNTER

DAILY

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.

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. If you are holding an object when
you use this power, the hand can move the object into a pack, a
pouch, a sheath, or a similar container and simultaneously move
any one object carried or worn anywhere on your body into your
hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object
weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 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.

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. If you
whisper, you can whisper quietly enough that
only creatures adjacent to the target can hear
your words.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

You step through the boundary between the planes,


disappearing for a moment before reappearing somewhere
else.

You gesture toward an object nearby, and a spectral floating


hand lifts the object into the air and moves it where you
wish.

With a wink, you create an illusory sound that emanates from


a distant location.

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.

Effect: Teleport up to 5 squares.

CLASS

Eladrin

LEVEL

BOOK

CLASS

PH

UTILITY POWER

USED

Imm Interrupt
ACTION

Free

RANGE

ACTION

ENCOUNTER

DAILY

AT-WILL

PH

CLASS

Wizard

LEVEL

BOOK

PH

UTILITY POWER

RANGE
ENCOUNTER

DAILY

Trigger: You would make a Bluff, a Diplomacy,


or an Intimidate check
Effect: You make an Arcana check in place of
the Bluff, Diplomacy, or Intimidate check.
Prerequisite: You must be trained in Arcana.

ADDITIONAL EFFECTS

You launch into a recitation of obscure lore on a subject to


impress, cow, or trick your audience.

Elissar Nestarin

BOOK

Personal

You throw up your hand, and a shield of arcane energy


springs into existence, protecting you against imminent
attacks.

UTILITY POWER

LEVEL

USED

ADDITIONAL EFFECTS

Wizard

Wizard

UTILITY POWER

KEYWORDS

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.

CLASS

CLASS

PH

Arcane Mutterings

Arcane

AT-WILL

BOOK

UTILITY POWER

Shield
KEYWORDS

LEVEL

Wizard

LEVEL

BOOK

PH

CLASS

Arcana

LEVEL

BOOK

PH3

UTILITY POWER

Page 4

Leonardo

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