[U]Ability scores[/U]
Strength : [B]18 (+4)[/B] Hit points : [B]60[/B]
Constitution : [B]18 (+4)[/B] Bloodied : [B]30[/B]
Dexterity : [B]12 (+1)[/B] Surges : [B]16[/B]
Intelligence : [B]18 (+4) [/B] Surges/day : [B]10[/B]
Wisdom : [B]12 (+1) [/B] Initiative : [B]+6[/B]
Charisma : [B]15 (+2) [/B]
[U]Defenses:[/U]
Armour class : [B]22[/B]
Fortitude : [B]19[/B]
Reflex : [B]18[/B]
Will : [B]17[/B]
Resistance (Fire) : [B]8[/B]
Resistance (Necrotic) : [B]5[/B]
Resistance (Poison) : [B]5[/B]
[U]Skills[/U]
Arcana (Int): [B]+12 [/B] (trained, pact initiate)
Athletics (Str): [B]+12 [/B] (trained)
Bluff (Cha): [b]+ 7[/B] (+2 racial bonus)
Diplomacy (Cha): [B]+ 5 [/B]
Endurance (Con): [B]+12 [/B] (trained)
History (Int): [b]+12[/b] (trained]
Intimidate(Cha): [b]+10[/B] (trained)
Stealth (Dex): [b]+ 6[/B] (+2 racial bonus)
Streetwise(Cha): [b]+ 5[/B]
Minor Action, Close burt 5
Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
10; Standard action, Attack: +9 vs. Reflex; Damage: 1d6 +6 (Magic Rod gives +2d6 on a critical)
Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
10; Standard action, Attack: +9 vs. Reflex; Damage: 3d6 +6 (Magic Rod gives +2d6 on a critical)
Standard action, Attack: +12 vs. AC; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
Standard action, Attack: +12 vs. Reflex; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
10; Minor action
Burst 5; Minor action[U]Magic Items Weight Other[/U]
Vicious Bastard Sword (+2) 6 lb. lvl 7 item, versaltile
Magic Rod (+2) - lb. lvl 6 item
Deathcut hide armour (+1) 25 lb. lvl 5 item
Safewing Amulet (+1) - lb. lvl 3 item (680 gp.)
Belt of Vigor (+1) - lb. lvl 2 item (520 gp.)
[U]Currency:[/U]
75 gp.
[U]Equipment Price Weight Other[/U]
Everburning torch 50 gp 1 lb.
Journeybread 50 gp 1 lb. (10 days)
Tent 10 gp 20 lb.
Adventurer's kit 28 gp 30 lb.
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint & Steel 1 gp -
Pouch, belt 1 gp 1/2 lb.
Rations, trail 5 gp 10 lb. 10 days
Rope, silk 10 gp 5 lb. 50 ft.
Sunrod (4) 8 gp 4 lb.
Waterskin 1 gp 4 lb.
Climber's kit 2 gp 11 lb. +2 for climbing
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
Pitons (10) 5 sp 5 lb.
Riding horse 75 gp - lb. 237/475/1,187 lb.
[B]Total 215 gp 94 lb.[/B]
Normal load: 180 lb.
Heavy load: 360 lb.
Max. drag load: 900 lb.
Phantom Chasm(standard)✦ Arcane, Illusion, Implement
Phantasmal Assailant (standard) ✦ Arcane, Illusion, Implement
Maze of Mirrors (standard) ✦ Arcane, Illusion, Implement
Divine Glow (standard) ✦ Divine, Implement (HS), Radiant
Unarmed (standard; at-will) ✦ non-Weapon
Illusory Ambush (standard; at-will) ✦ Arcane, Illusion, Implement
Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
Divine Glow (standard; encounter) ✦ Divine, Implement (HS), Radiant
Maze of Mirrors (standard; Encoutner) ✦ Arcane, Illusion, ImplementFreezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 (w/in 10 squares) | +9 vs Ref; Hit: 1d8+6 damage and knocked prone. Miss: Half Damage. Effect: Cloud remains until the end of Verity's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
ORPhantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 20 squares) | +9 vs Will; Hit: each creature in burst takes 2d6 + 6 psychic damage and is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
✦Rituals✦ 10 minutesStinking Cloud (standard; daily) ✦ Arcane, Implement, Poison, Zone
Burst 2 (w/in 20 squares) | +9 vs Fort; Hit: 1d10+6 damage and knocked prone. Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of Verity's next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, Verity can move the zone up to 6 squares.
Sustain Minor: The zone persists.
ORPhantasmal Assailant (standard; daily) ✦ Arcane, Illusion, Implement
ranged 20 | +9 vs Will; Hit: 2d10 + 6 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all Verity's allies (save ends both).
Light (minor; At-will) ✦ Arcane
Mage Hand (minor; At-will) ✦ Arcane, Conjuration
Ghost Sound(minor; At-will) ✦ Arcane, Illusion![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.