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Character Sheet
Player Name
Yurius Papers 14 Wizard Hermetic Saboteur 52,145Character Name Level Class Paragon Path Epic Destiny Total XP
Deva Medium 25 Male 6'1" 175 Good IounRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
19 Initiative 2 7 10
CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
9 STRStrength
-1 6
15 CONConstitution
2 9
14 DEXDexterity
2 9
22 INTIntelligence
6 13
20 WISWisdom
5 12
11 CHACharisma
0 7
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
77 38 19 8
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVING THROW FAILURES
SAVING THROW MODS
RESISTANCES Resist 12 Necrotic, Resist 12 Radiant
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAMEABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
9 Acrobatics DEX 9 0
20 Arcana INT 13 5 n/a 2
6 Athletics STR 6 0
7 Bluff CHA 7 0 n/a
7 Diplomacy CHA 7 0 n/a
17 Dungeoneering WIS 12 5 n/a
9 Endurance CON 9 0
12 Heal WIS 12 0 n/a
20 History INT 13 5 n/a 2
12 Insight WIS 12 0 n/a
7 Intimidate CHA 7 0 n/a
12 Nature WIS 12 0 n/a
12 Perception WIS 12 0 n/a
20 Religion INT 13 5 n/a 2
9 Stealth DEX 9 0
7 Streetwise CHA 7 0 n/a
9 Thievery DEX 9 0
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
26 AC 17 6 3
CONDITIONAL BONUSES
+1 AC against attacks made by bloodied creatures
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
22 FORT 17 2 3
CONDITIONAL BONUSES
+1 Fortitude Defense against attacks made by bloodied creatures
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
26 REF 17 6 3
CONDITIONAL BONUSES
+1 Reflex Defense against attacks made by bloodied creatures
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
29 WILL 17 5 2 3 1 1
CONDITIONAL BONUSES
+1 Will Defense against attacks made by bloodied creatures
ACTION POINTS
Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURES
Astral Majesty - +1 bonus to all defenses against bloodied
creatures
Astral Resistance - Resist necrotic and resist radiant equal
to 5 + one-half your level
Immortal Origin - Immortal creature origin
Memory of a Thousand Lifetimes - Have the memory of
a thousand lifetimes power
CLASS / PATH / DESTINY FEATURES
Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy.
Orb of Imposition - Encounter, free; with orb, penalize foe's saving throws against your s
Cantrips
Ritual Casting - Gain Ritual Caster as a bonus feat.
Spellbook
Attune Target
Saboteur's Action
LANGUAGES KNOWN
Common, Draconic, Deep Speech
MOVEMENTSCORE BASE ARMOR ITEM MISC
6 Speed (Squares) 6
SPECIAL MOVEMENT
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
22 Passive Insight 10 + 12
22 Passive Perception 10 + 12
SPECIAL SENSES
ATTACK WORKSPACEABILITY: Ray of Frost - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 17 7 6 3 1
ABILITY: Psychic Detonations Attack - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 17 7 6 3 1
ABILITY:Orbmaster's Umbral Assault - Orb of Impenetrable Escape +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 17 7 6 3 1
DAMAGE WORKSPACEABILITY: Ray of Frost - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC
1d6+12 6 3 3
ABILITY: Psychic Detonations Attack - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC
2d6+12 6 3 3
ABILITY:Orbmaster's Umbral Assault - Orb of Impenetrable Escape +3DAMAGE ABIL FEAT ENH MISC MISC
1d6+12 6 3 3
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
6 vs AC 1d4-1Unarmed (Melee)
FEATS
Ritual Caster - Master and perform rituals
Implement Expertise (orb) - +1 to attack rolls with orbs
Improved Initiative - +4 to initiative checks
Enlarge Spell - -2 to damage to increase size of blast or
burst
Battle Intuition - Use Wis mod for Initiative check. +2 to
Initiative.
Far Spell
Improved Orb of Imposition - Target that fails a saving
throw takes extra damage
Dual Implement Spellcaster - Add off-hand implement
enhancement to damage rolls
Lasting Frost - Target hit with cold power gains vulnerable
cold 5
Danger Sense - Roll twice for initiative, use the higher
result
Yurius Papers Page 1
POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
AT-WILL POWERS
Ghost Sound
Light
Mage Hand
Prestidigitation
Ray of Frost
Thunderwave
ENCOUNTER POWERS
Second Wind
Memory of a Thousand Lifetimes
Orb of Imposition
Icy Rays
Twist of Space
Psychic Detonations
Psychic Detonations Attack
Sabotage Trap
Orbmaster's Umbral Assault
DAILY POWERS
Sleep
Grasp of the Grave
Visions of Ruin
Acid Arrow
Bigby's Icy Grasp
Ice Storm
UTILITY POWERS
Shield
Wizard's Escape
Blur
Guardian Blades
Levitate
Mass Resistance
OTHER EQUIPMENT
Spellbook
Adventurer's Kit
COINS AND OTHER WEALTHMoney on hand: 1 ad; 26 pp; 69 gp; 2 sp
Stored money: 0 gp
Encumbrance: 39 / 90
MAGIC ITEM INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
MAGIC ITEMSWEAPON
Orb of Impenetrable Escape +3 (Off-hand) (E)
WEAPONOrb of Drastic Resolutions +3 (Off-hand) (E)
WEAPON
WEAPON
ARMORDisplacer Githweave Armor +3 (E)
ARMSBracers of Rejuvenation (heroic tier) (E)
FEET
HANDS
HEADCirclet of Mental Onslaught (paragon tier) (E)
NECKTimeless Locket +3 (E)
RING
RING
WAIST
Potion of Healing (heroic tier)
Power Jewel (heroic tier)
Potion of Clarity (level 5) (3)
Salve of Power (heroic tier)
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
Amanuensis
Arcane Mark
Tenser's Floating Disk
Unseen Servant
CHARACTER PORTRAIT
PERSONALITY TRAITS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUNDBirth - Omen
Your birth was marked by an unusual occurrence—perhaps a
great storm, an eclipse, or the start or end of a battle. What was the omen? How was it interpreted? Were others born
under the same omen, and if so, do you have any special relationships with them?
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
Yurius Papers Page 2
PLAY DATA ®
CHARACTER NAME
Yurius PapersPLAYER NAME
RACEDeva
CLASSWizard
LEVEL14
22Passive
Insight 22Passive
Perception
HP
77
Spd
6
Init
+19
SCORE ABILITY MOD
9 –1STR
15 +2CON
14 +2DEX
22 +6INT
20 +5WIS
11 +0CHA
AC
26
Fort
22
Ref
26
Will
29
®
Second Wind
KEYWORDS USED
Standard
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You spend a healing surge and regain 19 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL BOOKPH
UTILITY POWER ®
Ghost Sound
KEYWORDSArcane, Illusion
USED
Standard
ACTION
Ranged 10
RANGE
ATTACK
One object or unoccupied square
TARGET
10
vs
DEFENSE
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.
FLAVOR TEXT
With a wink, you create an illusory sound that emanates from somewhere close by.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Light
KEYWORDSArcane
USED
Minor
ACTION
Ranged 5
RANGE
ATTACK
One object or unoccupied square
TARGET
5
vs
DEFENSE
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
FLAVOR TEXT
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.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Mage Hand
KEYWORDSArcane, Conjuration
USED
Minor
ACTION
Ranged 5
RANGE
ATTACK TARGET
5
vs
DEFENSE
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.Special: You can create only one hand at a time.
FLAVOR TEXT
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Prestidigitation
KEYWORDSArcane
USED
Standard
ACTION
Ranged 2
RANGE
ATTACK TARGET
2
vs
DEFENSE
Effect: Use this cantrip to accomplish one of the effects given below.•LMove up to 1 pound of material.•LCreate a harmless sensory effect, such as a shower of sparks, a puff of
wind, faint music, or a strong odor.• Color, clean, or soil items in 1 cubic foot for up to 1 hour.• 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.
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.
Special: You can have as many as three prestidigitation effects active at one time.
FLAVOR TEXT
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.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Ray of Frost
KEYWORDSArcane, Cold, Implement
USED
Standard
ACTION
Ranged 10
RANGE
17
ATTACK
One creature
TARGET
10
vs Fort
DEFENSE
Attack: Intelligence vs. FortitudeHit: 1d6 + Intelligence modifier (+6) cold damage, and the target is slowed until the end of your next turn.Increase damage to 2d6 + Intelligence modifier (+6) at 21st level.
Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damageFLAVOR TEXT
A blisteringly cold ray of white frost streaks to your target.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Thunderwave
KEYWORDSArcane, Implement, Thunder
USED
Standard
ACTION
Close blast 3
RANGE
17
ATTACK
Each creature in blast
TARGET
3
vs Fort
DEFENSE
Attack: Intelligence vs. FortitudeHit: 1d6 + Intelligence modifier (+6) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+5).Increase damage to 2d6 + Intelligence modifier (+6) at 21st level.
Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damageFLAVOR TEXT
You create a whip-crack of sonic power that lashes up from the ground.
CLASSWizard
LEVEL1
BOOKPH
AT-WILL POWER ®
Yurius Papers Page 3
Memory of a Thousand Lifetimes
KEYWORDS USED
No Action
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the resultEffect: You add 1d6 to the triggering roll.
FLAVOR TEXT
The dreamlike memories of your previous lives lend insight to aid you.
CLASSRacial Power
LEVEL*
BOOKPH2
ENCOUNTER POWER ®
Orb of Imposition
KEYWORDSImplement
USED
Free
ACTION RANGE
ATTACK TARGET
vs
DEFENSE
Effect: you can use your orb to gain one of the following two effects.You can designate one creature you have cast a wizard spell
upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+5).
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of
your current turn. The effect instead ends at the end of your next turn.Requirement: You must wield an orb to use this ability.
FLAVOR TEXT
Control wizards select this form of mastery because it helps extend the duration of their control effects.
CLASS LEVEL*
BOOKPH
ENCOUNTER POWER ®
Icy Rays
KEYWORDSArcane, Cold, Implement
USED
Standard
ACTION
Ranged 10
RANGE
17
ATTACK
One or two creatures
TARGET
10
vs Reflex
DEFENSE
Attack: Intelligence vs. Reflex, one attack per targetHit: 1d10 + Intelligence modifier (+6) cold damage, and the target is immobilized until the end of your next turn.
Orb of Impenetrable Escape +3: +17 attack, 1d10+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d10+12 damage
FLAVOR TEXT
You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away.
CLASSWizard
LEVEL3
BOOKPH
ENCOUNTER POWER ®
Twist of Space
KEYWORDSArcane, Implement, Teleportation
USED
Standard
ACTION
Area burst 1 within 10 squares
RANGE
17
ATTACK
Each creature in burst
TARGET
10
1
vs Will
DEFENSE
Attack: Intelligence vs. WillHit: 1d6 + Intelligence modifier (+6) damage, and the target is teleported 3 squares and slowed until the end of your next turn.
Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d6+12 damage
FLAVOR TEXT
You bend and fold the fabric of space, scattering your enemies across the battlefield.
CLASSWizard
LEVEL7
BOOKAP
ENCOUNTER POWER ®
Psychic Detonations
KEYWORDSArcane, Illusion, Implement, Psychic
USED
Standard
ACTION
Ranged 10
RANGE
ATTACK TARGET
10
vs
DEFENSE
Effect: You bring into being three illusory traps in three separate squares that last until the end of your next turn. Each trap can use the Psychic Detonations Attack power the first time it is triggered.Special: Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power.
FLAVOR TEXT
You tap on the floor, and three illusory traps are set under the feet of your enemies.
CLASSHermetic Saboteur
LEVEL11
BOOKAP
ENCOUNTER POWER ®
Psychic Detonations Attack
KEYWORDSArcane, Illusion, Implement, Psychic
USED
ACTION
Close burst 1
RANGE
17
ATTACK
The triggering creature
TARGET
1
vs Will
DEFENSE
Requirement: The Psychic Detonations power must be active to use this power.
Trigger: A creature starts its turn in or moves adjacent to a square containing a trap
Attack: Intelligence vs. WillHit: 2d6 + Intelligence modifier (+6) psychic damage,
and the target is knocked prone.
Orb of Impenetrable Escape +3: +17 attack, 2d6+12 damage
Orb of Drastic Resolutions +3: +17 attack, 2d6+12 damage
FLAVOR TEXT
You tap on the floor, and three illusory traps are set under the feet of your enemies.
CLASS LEVEL*
BOOKAP
ENCOUNTER POWER ®
Sabotage Trap
KEYWORDSArcane, Teleportation
USED
ACTION
Ranged 10
RANGE
ATTACK
The triggering creature
TARGET
10
vs
DEFENSE
Trigger: A creature triggers a trap within rangeSecondary Target: A different creature within 10 squares of the primary targetEffect: The primary target and secondary targets swap positions, and the secondary target is considered to have triggered the trap. If the secondary target is you or an ally, he or she gains a +4 bonus to all defenses against that trap's attacks until the end of the secondary target's next turn.
FLAVOR TEXT
Sometimes the wrong person triggers the trap. Fortunately, you have an answer for that.
CLASSHermetic Saboteur
LEVEL12
BOOKAP
ENCOUNTER POWER ®
Orbmaster's Umbral Assault
KEYWORDSArcane, Illusion, Implement, Necrotic, Zone
USED
Standard
ACTION
Area burst 1 within 20 squares
RANGE
17
ATTACK
Each creature in burst
TARGET
20
1
vs Will
DEFENSE
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier (+6) necrotic damage.
Effect: The burst creates a zone of illusory darkness that lasts until the end of your next turn. All creatures are blinded
while they are within the zone.Orb of Imposition: You can extend the duration of this
effect, even though it is not an at-will power. If you do so,
the zone expands to a burst 3 and doesn't affect you or your allies.
Orb of Impenetrable Escape +3: +17 attack, 1d6+12 damage
Orb of Drastic Resolutions +3: +17 attack, 1d6+12 damage
FLAVOR TEXT
A shroud of roiling shadows coalesces around your orb. Your enemies see a globe of utter blackness flare out to engulf them.
CLASSWizard
LEVEL13
BOOKAP
ENCOUNTER POWER ®
Sleep
KEYWORDSArcane, Implement, Sleep
USED
Standard
ACTION
Area burst 2 within 20 squares
RANGE
17
ATTACK
Each creature in burst
TARGET
20
2
vs Will
DEFENSE
Attack: Intelligence vs. WillHit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).Miss: The target is slowed (save ends).
Orb of Impenetrable Escape +3: +17 attackOrb of Drastic Resolutions +3: +17 attack
FLAVOR TEXT
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
CLASSWizard
LEVEL1
BOOKPH
DAILY POWER ®
Yurius Papers Page 4
Acid ArrowSPELLBOOKKEYWORDS
Acid, Arcane, ImplementUSED
Standard
ACTION
Ranged 20
RANGE
17
ATTACK
One creature
TARGET
20
vs Reflex
DEFENSE
Attack: Intelligence vs. ReflexHit: 2d8 + Intelligence modifier (+6) acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary targetSecondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier (+6) acid damage, and ongoing 5 acid damage (save ends).Miss: Half damage, and ongoing 2 acid damage to primary
target (save ends), and no secondary attack.
Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damage
Orb of Drastic Resolutions +3: +17 attack, 2d8+12 damage
FLAVOR TEXT
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
CLASSWizard
LEVEL1
BOOKPH
DAILY POWER ®
Grasp of the Grave
KEYWORDSArcane, Implement, Necrotic, Zone
USED
Standard
ACTION
Area burst 2 within 20 squares
RANGE
17
ATTACK
Each enemy in burst
TARGET
20
2
vs Reflex
DEFENSE
Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier (+6) necrotic damage,
and the target is dazed until the end of your next turn.Miss: 1d10 + Intelligence modifier (+6) necrotic damage.Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.
Orb of Impenetrable Escape +3: +17 attack, 1d10+12 damageOrb of Drastic Resolutions +3: +17 attack, 1d10+12 damage
FLAVOR TEXT
Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.
CLASSWizard
LEVEL5
BOOKDragon 372
DAILY POWER ®
Bigby's Icy GraspSPELLBOOKKEYWORDS
Arcane, Cold, Conjuration, ImplementUSED
Standard
ACTION
Ranged 20
RANGE
17
ATTACK
One creature adjacent to the hand
TARGET
20
vs Reflex
DEFENSE
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier (+6) cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier (+6) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damageOrb of Drastic Resolutions +3: +17 attack, 2d8+12 damage
FLAVOR TEXT
You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.
CLASSWizard
LEVEL5
BOOKPH
DAILY POWER ®
Visions of Ruin
KEYWORDSArcane, Fear, Illusion, Implement, Psychic, Zone
USED
Standard
ACTION
Area burst 1 within 10 squares
RANGE
17
ATTACK
Each creature in burst
TARGET
10
1
vs Will
DEFENSE
Effect: The burst creates a zone of illusory safety. A target that is
forced to leave the zone takes 2d8 + Intelligence modifier (+6) psychic
damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.
Attack: Intelligence vs. Will
Hit: The target is affected by visions of ruin (save ends). While affected
by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Miss: Until the end of your next turn, the target cannot voluntarily leave
the zone, and it does not have line of sight to targets outside the zone.
Special: A creature whose space is partly within the zone can move only into squares within the zone.
Orb of Impenetrable Escape +3: +17 attackOrb of Drastic Resolutions +3: +17 attack
FLAVOR TEXT
Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness.
CLASSWizard
LEVEL9
BOOKAP
DAILY POWER ®
Ice StormSPELLBOOKKEYWORDS
Arcane, Cold, Implement, ZoneUSED
Standard
ACTION
Area burst 3 within 20 squares
RANGE
17
ATTACK
Each creature in burst
TARGET
20
3
vs Fort
DEFENSE
Attack: Intelligence vs. FortitudeHit: 2d8 + Intelligence modifier (+6) cold damage, and
the target is immobilized (save ends).Miss: Half damage, and the target is slowed (save ends).Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Orb of Impenetrable Escape +3: +17 attack, 2d8+12 damageOrb of Drastic Resolutions +3: +17 attack, 2d8+12 damage
FLAVOR TEXT
A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.
CLASSWizard
LEVEL9
BOOKPH
DAILY POWER ®
Shield
KEYWORDSArcane, Force
USED
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: You are hit by an attackEffect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
ADDITIONAL EFFECTS
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
CLASSWizard
LEVEL2
BOOKPH
UTILITY POWER ®
Guardian BladesSPELLBOOKKEYWORDS
Arcane, FearUSED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier (+6). No enemy can take this damage more than once per turn.
ADDITIONAL EFFECTS
Three spectral blades appear around you, floating in a ring that wards away your foes.
CLASSWizard
LEVEL2
BOOKAP
UTILITY POWER ®
Wizard's Escape
KEYWORDSArcane, Teleportation
USED
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: An enemy hits you with a melee attackEffect: You teleport 5 squares to a space that is not adjacent to an enemy.
ADDITIONAL EFFECTS
With a flash, you are gone.
CLASSWizard
LEVEL6
BOOKAP
UTILITY POWER ®
LevitateSPELLBOOKKEYWORDS
ArcaneUSED
Move
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.
ADDITIONAL EFFECTS
You hold out your hands, and suddenly you feel air beneath your feet.
CLASSWizard
LEVEL6
BOOKPH
UTILITY POWER ®
Yurius Papers Page 5
Blur
KEYWORDSArcane, Illusion
USED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.
ADDITIONAL EFFECTS
You cloak yourself with a shimmering aura, making your outline almost impossible to discern.
CLASSWizard
LEVEL10
BOOKPH
UTILITY POWER ®
Mass ResistanceSPELLBOOKKEYWORDS
ArcaneUSED
Minor
ACTION
Close burst 10
RANGE10
AT-WILL ENCOUNTER DAILY
Target: You and each ally in burstEffect: 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 one-half your level + your Intelligence modifier (+6).
ADDITIONAL EFFECTS
You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage.
CLASSWizard
LEVEL10
BOOKAP
UTILITY POWER ®
Orb of Impenetrable Escape +3
DAMAGE PROFICIENT GROUP RANGE
+3 attack rolls and damage rolls
ENHANCEMENT
11
LEVEL CRITICAL
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Free Action. Use this power when a creature makes a save against one of your powers. It rerolls its saving throw and must take the new result.
ITEM SLOTOff-hand
WEIGHT0
PRICE9000
BOOKAV
MAGIC WEAPON ®
Orb of Drastic Resolutions +3
DAMAGE PROFICIENT GROUP RANGE
+3 attack rolls and damage rolls
ENHANCEMENT
13
LEVEL
+3d6 damage
CRITICAL
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Free Action. You can use this power when an enemy within 10 squares of you drops to 0 hit points or fewer. Immobilize (save ends) or weaken (save ends) a different enemy within 10 squares of you.
ITEM SLOTOff-hand
WEIGHT0
PRICE17000
BOOKPH
MAGIC WEAPON ®
Potion of Healing (heroic tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
5
LEVEL
Potion
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
ITEM SLOT WEIGHT0
PRICE50
BOOKPH
MAGIC ITEM ®
Power Jewel (heroic tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
5
LEVEL
Wondrous Item
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of 1st or 3rd level.Special: You must have reached at least one milestone today to activate this item.
ITEM SLOT WEIGHT0
PRICE1000
BOOKAV
MAGIC ITEM ®
Potion of Clarity (level 5)
AC BONUS CHECK SPEED
3
QUANTITY
ENHANCEMENT
5
LEVEL
Potion
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.
ITEM SLOT WEIGHT0
PRICE50
BOOKAV
MAGIC ITEM ®
Bracers of Rejuvenation (heroic tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
8
LEVEL
Arms Slot Item
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Healing Surge): Minor Action. Gain a +1 item bonus to all rolls, defenses, and saving throws until the end of your next turn.
ITEM SLOTArms
WEIGHT0
PRICE3400
BOOKAV
MAGIC ITEM ®
Salve of Power (heroic tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
10
LEVEL
Wondrous Item
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Minor Action. When salve of power
is applied to a creature, the target can expend one healing surge to regain the use of one daily power
of 5th level or lower (instead of regaining hit points). If the target has no healing surges
remaining, it cannot benefit from the salve.
ITEM SLOT WEIGHT0
PRICE5000
BOOKAV
MAGIC ITEM ®
Yurius Papers Page 6
Circlet of Mental Onslaught (paragon tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
11
LEVEL
Head Slot Item
TYPE
PROPERTIES
Gain a +1 bonus to Will defense.
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
ITEM SLOTHead
WEIGHT0
PRICE9000
BOOKAV
MAGIC ITEM ®
Displacer Githweave Armor +3
0
AC BONUS
-
CHECK
-
SPEED
1
QUANTITY
+3 AC
ENHANCEMENT
14
LEVEL
Armor
TYPE
PROPERTIES
Githzerai weavers first taught other peoples the methods of making githweave. It's clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily • Illusion): Minor Action. Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.
ITEM SLOTBody
WEIGHT2
PRICE21000
BOOKAV
MAGIC ITEM ®
Timeless Locket +3
AC BONUS CHECK SPEED
1
QUANTITY
+3 Fortitude, Reflex, and Will
ENHANCEMENT
14
LEVEL
Neck Slot Item
TYPE
PROPERTIES
You gain an item bonus to initiative checks equal to the locket's enhancement bonus.
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Minor Action. You take a standard action.
ITEM SLOTNeck
WEIGHT0
PRICE21000
BOOKAV2
MAGIC ITEM ®
Yurius Papers Page 7