Dalarian
Dalaran
Human Wizard 1
Str 8 -1
Con 12 +1
Dex 10 0
Int* 18 +4
Wis 16 +3
Cha 12 +1
* Human Racial +2
Hit Points: 22
Bloodied: 11
Healing Surge: 5
Surges per Day: 7
Initiative: 4 (0+0+4)
Defenses:
AC: 14 (10+0+4)
Fort: 12 10+0+1+1)
Ref: 15 (10+0+4+1)
Will: 16 (10+0+3+1+2)
Skills:
Arcana* 9 = 4+5
Diplomacy* 6 = 1+5
History* 9 = 4+5
Insight* 8 = 3+5
Nature* 9 = 4+5
Perception 3 = 3
Basic Attack
Melee: Dagger +2/1d4-1;
Ranged: Dagger +3/1d4;
Feats:
Improved Initiative (+4 Initiative).
Human Perseverance (+1 Saving Throws).
Orb of Imposition, 1/enc., free action, -3 saves one creature, one effect/extend one round.
Wizard 1 At-Will Powers
Illusionary Ambush
+4 vs. Will, 1d6+4, Range 10, -2 attacks until the end of your next turn
Scorching Burst
+4 vs. Reflex, 1d6+4, Area Burst 1, Range 10.
Cloud of Daggers
+4 vs. Reflex, 1d6+4, 1 square, Range 10, 3 damage to creature in area till end of my next turn.
Wizard 1 Encounter Powers
Force Orb Std Action, Ranged 20
+4 vs. Ref, 2d8+4,+4 vs. Reflex adjacent enemies, 1d10+4
Wizard 1 Daily Powers
Sleep Std Action, Area Burst 2 Range 20
+4 vs. Will, Hit Slowed, save ends, failed save unconscious save ends
miss slowed save ends
Acid Arrow std action Range 20
+4 vs. Reflex
Hit 2d8+4, 5 ongoing, sec attack,+4 vs ref, 1d8+4, 5 ongoing
Miss Half damage, 2 ongoiung, no sec attack
[sblock=Cantrips]
Ghost Sound - At-Will, Std Action, Range 10
Light - At-Will, Minor Action, Range 5
Burst 4, bright light
Mage Hand - At-Will, Minor Action, Range 5, Sustain Minor
Can lift 20 lbs, move 5 squares move action, drop as free action
Prestidigitation - At-Will, Std Action, Range 2
[/sblock]
Rituals:
Comprehend Languages
Silence
Tenser's Floating Disk
Equipment:
Cloth Armor 1 4
Quarterstaff 5 4
Dagger 1 1
Standard kit 15 33
Ritual Comp.
Comp. Lang. 10
Silence 30
TF Disk 10
Spellbook
Treasure: 28gp.
Senses:
Vision: Normal
P. Insight: 17 (10+7)
P. Perception: 12 (10+2)
Age: 22
Gender: Male
Height: 6'2"
Weight: 180 lbs.
Hair: Brown
Eyes: Blue
Size: Medium
Speed: 6 squares
Languages: Common, Elven
Alignment: Unaligned
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
[sblock=Background]
Dalaran is a spoiled 4th son of a highly regarded Brelish noble family, noted for their legacy of powerful wizards. he tries desperately to project an aura of privilege and to gain advantage through family connections, but his actual wealth and power are not what he tries to pretend they are. He is a seeker of lost knowledge and power.
[/sblock]
[sblock=BookText]
Orb of Imposition: Once per encounter as a free
action, 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.
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.
You must wield an orb to use this ability. Control
wizards select this form of mastery because it helps
extend the duration of their control effects.
Cloud of Daggers Wizard Attack 1
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 power’s 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 (minimum
1). The cloud remains in place until the end of your
next turn. You can dispel it earlier as a minor action.
Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will ✦ Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
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.
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 secondary
attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sleep Wizard Attack 1
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 its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target
and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing
5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier 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.
========================================
Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from
somewhere close by.
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. If you whisper,
you can whisper quietly enough that only creatures
adjacent to the target can hear your words.
Light Wizard Cantrip
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: 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.
Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object 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 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.
Prestidigitation Wizard Cantrip
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.
✦ Move up to 1 pound of material.
✦ Create 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.
Comprehend Language
As you finish the ritual, the guttural language of the creatures
before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
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.
Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in
the warded area from outside the area take a –10 penalty
to their Perception checks.
Tenser’s Floating Disk
“Oh, this? It follows me everywhere, like a porter that never
needs to rest.”
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Arcana Check Result Maximum Load
9 or lower 250 pounds
10–24 500 pounds
25–39 1,000 pounds
40 or higher 2,000 pounds
You create a slightly concave, circular plane of force that
floats a foot off the ground and can carry what you lay
upon it. The disk is 3 feet in diameter and 1 inch deep
at its center. It remains stationary unless you move
more than 5 squares away from it, in which case it
moves with your base speed once per round until it is
within 5 squares of you. You can command
the disk to move up to your speed as a move
action. If you are more than 5 squares from
the disk for 2 consecutive rounds, the disk
disappears, dropping whatever it was
carrying. Your Arcana check result determines
the maximum load the disk can
carry.
[/sblock]