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MordenkainensSwordWizardAttack9

Youinvokeaswordofcracklinggoldenforcethatslashesandstabsfuriouslyatthe
creatureyouindicate.
DailyArcane,Conjuration,Force,ImplementStandardActionRanged10Effect:
Youconjureaswordofforceinanunoccupiedsquarewithinrange,anditattacks.Asa
moveaction,youcanmovetheswordtoanewtargetwithinrange.Theswordlastsuntil
theendofyournextturn.
Target:OnecreatureadjacenttotheswordAttack:Intelligencevs.ReflexHit:1d10+
Intelligencemodifierforcedamage.SustainMinor:Whenyousustainthesword,it
attacksagain.
Cloud of Daggers
You create a small cloud of whirling daggers of force that relentlessly
attack creatures in the area.
At-Will Arcane, Force, Implement
Standard Action Area 1 square within 10 squares Target: Each creature
in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level. Effect:
The powers area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there takes force
damage equal to your Wisdom modifier (mini- mum 1). The cloud
remains in place until the end of your next turn. You can dispel it earlier
as a minor action.
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares Target: Each creature in
burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level
Ray of Enfeeblement Wizard Attack 1
You point three fingers at your foe, curling them like talons. Weird
green mist streams from your enemys flesh, carrying away its
strength.
Encounter Arcane, Implement, Necrotic Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier necrotic damage, and the target is


weakened until the end of your next turn.
Force Orb Wizard Attack 1
You hurl an orb of magical force at an enemy. It bursts against the
target and throws off razor-sharp shards of force that cut nearby
enemies to ribbons.
Encounter Arcane, Force, Implement Standard Action Ranged 20
Primary Target: One creature or object Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a sec- ondary
attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Tomebound Ooze 7
Encounter Attack
One creature
Attack:
Intelligence vs. Reflex
Ranged 10
Standard action
Effect: You conjure an ooze that fills the target's space. It lasts until
the end of your next turn. If the target moves, the ooze moves with it
while it remains within range.
Hit: 4d8 + Intelligence modifier acid damage. Until the end of your
next turn, whenever the target makes an attack roll, it takes acid
damage equal to your Constitution modifier.
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares (see Teleportation,
page 286
Sleep
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily Arcane, Implement, Sleep

Standard Action Area burst 2 within 20 squares Target: Each creature in


burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails itsfirst saving
throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

ireballAttack5
Aglobeoforangeflamecoalescesinyourhand.Youhurlitatyourenemies,andit
explodesonimpact.
DailyArcane,Fire,ImplementStandardActionAreaburst3within20squares
Target:EachcreatureinburstAttack:Intelligencevs.ReflexHit:3d6+Intelligence
modifierfiredamage.Miss:Halfdamage.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that
follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a
specific kind of creature) entering the place. They remain animated until they are destroyed. (A
destroyed skeleton or zombie cant be animated again.)
Regardless of the type of undead you create with this spell, you cant create
more HD of undead than twice your caster level with a single casting of animate dead.
(The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use
this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you
exceed this number, all the newly created creatures fall under your control, and any

excess undead from previous castings become uncontrolled. (You choose which creatures are
released.) If you are a cleric, any undead you might command by virtue of your power to
command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse
must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a
creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of
the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the
spell turns these gems into worthless, burned-out shells.

Bigbys Icy Grasp Wizard Attack 5


You conjure a giant floating hand made of chiseled ice that clutches
foes and freezes them.
Daily Arcane, Cold, Conjuration, Implement
Standard Action Ranged 20
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.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier 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 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.
Summon Abyssal Maw 5
Daily Attack
Ranged 10
Minor Action
Effect:You summon a Medium abyssal maw in an unoccupied square
within range. The maw has a speed of 6. You can give the maw the
following special commands.
Hit:
Keywords:
Arcane, Implement, Summoning
Mordenkainens Sword Wizard Attack 9
You invoke a sword of crackling golden force that slashes and stabs
furiously at the creature you indicate.
Daily Arcane, Conjuration, Force, Implement

Standard Action Ranged 10


Effect: You conjure a sword of force in an unoccupied square within
range, and it attacks. As a move action, you can move the sword to a
new target within range. The sword lasts until the end of your next
turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Feather Fall
You or a creature you choose falls gently, like a feather.
Daily Arcane
Free Action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of
its distance, and does not fall prone at the end of the fall
Shield of Faith Cleric Utility 2
A gleaming shield of divine energy appears over you, granting you and
nearby allies protection against attacks.
Daily Divine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to AC until the end of the
encounter.
Disguise Self
With a snap of your fingers, you suddenly look like someone else.
Daily Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look
different. You can take on the appearance of any creature of similar
build and size, including a specific individual whom youve seen. You
gain neither the abili- ties or mannerisms of the chosen form, nor the
tactile or audible properties of your form or gear. For example, if you
took on the illusion of a dwarf fighter in plate armor, any- one touching
you would realize you werent wearing plate armor, and you would not
clank, creak, or jingle as you walked. The illusion lasts for 1 hour,
although you can end it as a minor action. You must keep the same
appearance for the entire duration. Anyone who attempts to see
through your ruse makes an Insight check opposed by your Bluff check,
and you gain a +5 power bonus to your check.
Dispel Magic Wizard Utility 6

You unleash a ray of crackling arcane energy that destroys a magical


effect created by an opponent.
Daily Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the
conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end,
including those that normally last until a target saves.

Rituals
Animal Friendship
The animal nuzzles your hand, returning the friendship you offer.
Level:5 Component Cost:50 gp
Category: Binding Market Price:250 gp
Time:1 minute Key Skill: Nature
Duration: Special
When you perform this ritual, choose a non-hostile Tiny natural beast, such as a cat, a fox, a
fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time
necessary to perform the ritual. Once the ritual is complete, the animal regards you as a
friend and performs simple tasks on your behalf. The tasks are limited to the options below,
and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the
animal is unable to carry the object due to the items size or weight, the animal enlists the aid
of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything thats alive or animate.
The animal can travel up to 20 squares away from you and uses your passive
Perception check to determine if it notices hidden creatures in the area. When the animal
returns, you learn from it whether a creature occupies the area. The animal cannot
communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign
the animal the task, you designate creatures that are allowed to enter the location. If a
creature that you have not designated enters the location, the watching animal informs you
by coming to you and making a noise. If you move more than 20 squares away from the
area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the rituals duration,
perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has
AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed
attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you
can release an animal from your service as a minor action.

Nature Check Result Duration


19 or lower 1 hour
2029 8 hours
3039 1 day
40 or higher 1 week
At the heroic tier, you can have one animal at a time bound to your service using the ritual. At
the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can
have three animals bound using the ritual. You must complete a separate ritual for
each animal you bind.
Bloom is a 2nd-level ritual
Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom
with new growth and foliage. The entire area becomes difficult terrain.
Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield
food. The plants produce enough food to feed five people for a week.
Comprehend Language is a 1st-level ritual.
When beginning the ritual, choose a language you have heard or a piece of writing you have
seen within the past 24 hours.

Using this ritual on a language you have heard allows you to understand it when spoken for
the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language
fluently for the duration.

Using this ritual on a language you have seen as a piece of writing allows you to read the
language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the
language in its native script or in any other script you know for the duration.

Using this ritual on a language you have both heard and seen as a piece of writing within the
past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana
check result of 35 or higher allows you to speak and write the language.

Fool's Speech is a 6th-level ritual available to bards.


When you finish performing the ritual, you and up to five allies who heard it can use a secret
language to communicate with each other. To other creatures, your speech is
incomprehensible, a string of nonsense words. Affected characters can speak in Fools
Speech or another language at their discretion.
Focus: A musical instrument you play as part of performing the ritual.

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