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<blockquote data-quote="ff6shadow" data-source="post: 4395826" data-attributes="member: 61179"><p>[sblock=New Keyword - Enemy Skill]When using a skill with this keyword, you typically gain the use of an ability that targeted you. If the ability is an at-will, you use it as an at-will. If it an encounter power without a recharge, you use it as an encounter power. If the ability is an encounter power with a recharge or a daily power, you gain the use of the power as an encounter power with recharge or a daily as appropriate. In the case of a power with recharge, it is expended like a daily and will only recharge for the duration of the encounter you first use it in.</p><p>-----When using a power stolen in this manner, you use the same attack bonus as the monster, modified only by temporary adjustments such as a power bonus to hit or Combat Advantage.</p><p>-----A stolen power occupies the same "slot" as the power that learned it. If you have the power Encounter Talent and you capture an eldarin's Fey Step, you may use Fey Step this encounter as an encounter power.[/sblock]</p><p>[sblock=At-Will Spells]<strong>Mystic Strike</strong></p><p>At-Will * Arcane, Weapon</p><p><em>With a quick spell, you imbue your weapon with a small bit of magic to enhance it's accuracy.</em></p><p>Standard Action * Melee or Ranged Weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: Strength +1 vs. AC (Melee) or Dexterity +1 vs. AC (Ranged)</p><p><strong>Hit</strong>: 1[W] + Strength modifier (melee) or Dexterity modifier (ranged) damage.</p><p>-----Increase to 2[W] + Strength modifier at 21st level.</p><p></p><p><strong>Mystic Blast</strong></p><p>At-Will * Arcane, Implement</p><p><em>Gathering your foes magic, you launch an assault that borrows some of their energy.</em></p><p>Standard Action * Range 10</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: Charisma vs. Reflex</p><p><strong>Hit</strong>:2d4 + Charisma modifier damage.</p><p>-----Increase to 4d4 + Charisma modifier damage at 21st level.</p><p>-----<strong>Special</strong>: This counts as a ranged basic attack. You may add any elemental keyword power used by and enemy on a target within 5 squares of you since your last turn.</p><p></p><p><strong>Lightning Burst</strong></p><p>At-Will * Arcane, Implement. Lightning</p><p><em>You unleash a blast of thunder to clear your path.</em></p><p>Standard Action * Range 5 Burst 1</p><p><strong>Target</strong>: All creatures in the burst</p><p><strong>Attack</strong>: Charisma vs. Fortitude</p><p><strong>Hit</strong>: 1d6 + Charisma modifier damage and the target suffers a -1 penalty to attack rolls until the end of your next turn.</p><p>-----Increase to 2d6 + Charisma modifier at 21st level.</p><p></p><p><strong>Shockwave Strike</strong></p><p>At-Will * Arcane, Weapon, Thunder</p><p><em>With a swing of your weapon, you throw your foes backwards.</em></p><p>Standard Action * Close Blast 2</p><p><strong>Target</strong>: All creatures in the blast</p><p><strong>Attack</strong>: Strength vs. AC</p><p><strong>Hit</strong>: 1[W] and push the target a number of squares equal to your Intelligence modifier.</p><p>-----Increase to 2[W] at 21st level.[/sblock]</p><p></p><p>[sblock=1st Level Encounter Spells]<strong>Thundering Attack</strong></p><p>Encounter * Arcane, Weapon, Thunder</p><p><em>You enhance your weapon with the power of thunder before you attack.</em></p><p>Standard Action * Melee or Ranged Weapon</p><p><strong>Target</strong>: 1 creature</p><p><strong>Attack</strong>: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)</p><p><strong>Hit</strong>: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier thunder damage and the target is knocked prone and pushed 1 square.</p><p></p><p><strong>Flash</strong></p><p>Encounter * Arcane, Implement</p><p><em>You unleash a blinding flash of light.</em></p><p>Standard Action * Close Burst 5</p><p><strong>Target</strong>: All creatures in the burst</p><p><strong>Attack</strong>: Charisma vs. Fortitude</p><p><strong>Hit</strong>: 1d10 + Charisma damage and the target is blind until the end of your next turn.[/sblock]</p><p></p><p>[sblock=1st level Daily Spells]<strong>Double Slash</strong></p><p>Daily * Arcane, Weapon</p><p><em>You use your magic to speed your weapon, enabling you to attack twice as fast.</em></p><p>Standard Action * Melee or Ranged weapon</p><p><strong>Target</strong>: One or two creatures</p><p><strong>Attack</strong>: Strength +2 vs. AC (Melee) or Dexterity+2 vs. AC (Ranged)</p><p><strong>Hit</strong>: 1[W] + Strength modifier damage and the target suffers a -2 penalty to AC (save ends).</p><p><strong>Miss</strong>: Half damage.</p><p></p><p><strong>Trine</strong></p><p>Daily * Arcane, Implement, Lightning</p><p><em>You unleash an expanding circle of electricity from yourself.</em></p><p>Standard Action * Close Burst 3</p><p><strong>Target</strong>: Each creature in the burst</p><p><strong>Attack</strong>: Charisma vs. Reflex</p><p><strong>Hit</strong>: 3d6 + Charisma modifier damage.</p><p><strong>Miss</strong>: Half damage.[/sblock]</p><p></p><p>[sblock=2nd Level Utility Spells]<strong>Skill Duplication</strong></p><p>Encounter * Arcane, Enemy Skill</p><p><em>With a touch, you steal knowledge from your target, allowing you to be as capable as they are.</em></p><p>Minor Action * Adjacent creature</p><p><strong>Attack</strong>: Charisma vs. Will</p><p>-----<strong>Special</strong>: A willing target is automatically affected by this power.</p><p><strong>Hit</strong>: Pick one of the target's skill modifiers. You may use modifier in place of your own for your next skill check using that skill until the end of the encounter or 5 minutes.</p><p></p><p><strong>Elemental Ward</strong></p><p>Encounter * Arcane</p><p><em>You just manage to erect a ward in time to protect yourself from an attack.</em></p><p>Immediate Interrupt * Personal</p><p><strong>Trigger</strong>: You are struck by an attack with the fire, cold, lightning, thunder, or acid keyword.</p><p><strong>Effect</strong>: You gain resistance to the triggering damage type equal to your Charisma modifier until the beginning of your next turn. If the power has multiple damage types, you gain resistance to one of them.</p><p></p><p><strong>Just Close Enough</strong></p><p>Encounter * Arcane, Teleportation</p><p><em>With a sudden teleport, you jump adjacent to an enemy so you can duplicate his ability.</em></p><p>Immediate Interrupt * Personal</p><p><strong>Trigger</strong>: A creature within 3 squares makes an attack, or uses an at-will power or encounter power.</p><p><strong>Effect</strong>: You may teleport up to three squares, and must end adjacent to the triggering creature. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered this power until the end of your next turn.[/sblock]</p><p></p><p>[sblock=3rd Level Encounter Spells]</p><p><strong>Flame Thrower</strong></p><p>Encounter * Arcane, Fire, Implement</p><p><em>You unleash a blast of flame towards your foes.</em></p><p>Standard Action * Close Blast 3</p><p><strong>Target</strong>: All creatures in the blast.</p><p><strong>Attack</strong>: Charisma vs. Reflex</p><p><strong>Hit</strong>: 1d8 + Charisma modifier damage and the target suffers ongoing 5 fire damage (save ends)</p><p></p><p><strong>Shocking Blade</strong></p><p>Encounter * Arcane, Lightning, Weapon</p><p><em>You channel lightning through your weapon</em></p><p>Standard Action * Melee or Ranged Weapon</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)</p><p><strong>Hit</strong>: 2[W] + Strength (Melee) or Dexterity (Ranged) lightning damage</p><p>-----<strong>Secondary Attack</strong>: Strength vs. Fortitude (Melee) or Dexterity vs. Fortitude (Ranged)</p><p>-----<strong>Hit</strong>: The target is dazed until the end of your next turn.[/sblock]</p><p></p><p>[sblock=5th Level Daily Spells]<strong>Mind Blast</strong></p><p>Daily * Arcane, Implement</p><p><em>Picking your target, youn unleash a blast of psychic energy to disable your foe.</em></p><p>Standard Action * Range 5</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Charisma vs. Will</p><p><strong>Hit</strong>: 1d8 + Charisma modifier damage and the target is stunned and slowed (save ends both).</p><p>-----<strong>Blue Wizard</strong>: Deal an extra 1d8 damage and the target is slowed (save ends) and stunned (save ends).</p><p><strong>Miss</strong>: Half damage and the target is slowed until the end of your next turn.</p><p></p><p><strong>Defenseless Blow</strong></p><p>Daily * Arcane, Weapon</p><p><em>With a single attack of your enhanced weapon, you obliterate your opponent's ability to defend himself.</em></p><p>Standard Action * Melee or Ranged weapon</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)</p><p><strong>Hit</strong>: 2[W] + Strength (Melee) or Dexterity (Ranged) modifier damage and the target suffers a -2 penalty to AC (save ends).</p><p>-----<strong>Blue Warrior</strong>: The penalty to Ac is equal to yur Intelligence modifier (save ends).</p><p><strong>Miss</strong>: Half damage and the target suffers a -2 penalty to AC until the end of your next turn.[/sblock]</p><p></p><p>[sblock=6th level Utility Powers]<strong>Big Guard</strong></p><p>Daily * Arcane</p><p><em>Channelling your power, you provide your allies with a magical defense.</em></p><p>Standard Action * Close Burst 5</p><p><strong>Target</strong>: You and all allies within the burst.</p><p><strong>Effect</strong>: All targets within the burst gain a +2 bonus to defenses and Resist 5 all until the end of the encounter.</p><p></p><p><strong>Arcane Vitality</strong></p><p>Daily * Arcane, Healing</p><p><em>You channel your power into yourself to restore your ability to fight on.</em></p><p>Standard Action * Personal</p><p><strong>Effect</strong>: You may spend a healing surge. Add your Charisma modifier to the damage healed.</p><p></p><p><strong>Warded Mind</strong></p><p>Encounter * Arcane</p><p><em>You ward your mind just in time to protect you from an attack</em></p><p>Immediate Interrupt * Personal</p><p><strong>Trigger</strong>: You are hit by an attack against your Will defense.</p><p><strong>Effect</strong>: You gain a +2 bonus to your Will defense against the triggering attack.</p><p></p><p><strong>Scan</strong></p><p>Encounter * Arcane</p><p><em>With a quick spelll you are able to learn what attacks your foe is capable of.</em></p><p>Minor Action * Range 10</p><p><strong>Target</strong>: One creature</p><p><strong>Effect</strong>: You know all power available to the targetted creature. You gain a +2 bonus on skill checks made to learn powers from this creature.[/sblock]</p><p></p><p>[sblock=7th Level Encounter Powers]<strong>Aqua Breath</strong></p><p>Encounter * Arcane, Implement</p><p><em>You open your mouth and unleash a wave of water to throw your foes back.</em></p><p>Standard Action * Close Blast 5</p><p><strong>Targets</strong>: All creatures in the blast</p><p><strong>Attack</strong>: Charisma vs. Reflex</p><p><strong>Hit</strong>: 2d6 + Charisma modifier damage and the target is pushed 3 squares.</p><p>------<strong>Secondary Attack</strong>: Charisma vs. Fortitude</p><p>------<strong>Hit</strong>: The target is knocked prone.</p><p></p><p><strong>Flash Blade</strong></p><p>Encounter * Arcane, Weapon, Radiant</p><p><em>Channeling radiant energy through your blade, you blind your opponent as your attack.</em></p><p>Standard Action * Melee or Ranged weapon</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged)</p><p><strong>Hit</strong>: 1[W] + Strength (melee) or Dexterity (ranged) radiant damage and the target is blinded (save ends).[/sblock]</p><p></p><p>[sblock=9th Level Daily Power]<strong>Aero</strong></p><p>Daily * Arcane, Implement</p><p><em>You unleash a small tornado upon your enemies.</em></p><p>Standard Action * Range 10 Burst 1</p><p><strong>Target</strong>: All creatures in the burst</p><p><strong>Attack</strong>: Charisma vs. Reflex</p><p><strong>Hit</strong>: 3d8 + Charisma modifier damage and the target is pushed 1 squares from the center of the burst.</p><p>-----<strong>Blue Wizard</strong>: The target is instead pushed 2 squares.</p><p><strong>Miss</strong>: Half damage.</p><p>-----<strong>Blue Wizard</strong>: Half damage and the target is pushed 1 square.</p><p></p><p><strong>Shifting Tide of Battle</strong></p><p>Daily * Arcane, Weapon</p><p><em>You strike at all nearby foes, using wind to push them where you need them to be.</em></p><p>Standard Action * Close Burst 1</p><p><strong>Target</strong>: All creatures in the burst</p><p><strong>Attack</strong>: Strength vs. AC</p><p><strong>Hit</strong>: 2[W] + Strength modifier damage.</p><p>-----<strong>Blue Warrior</strong>: You may slide the target 1 square. [/sblock]</p><p></p><p>[sblock=10th Level Utility Powers]<strong>Reactive Teleport</strong></p><p>Daily * Arcane, Teleportation</p><p><em>After getting struck, you teleport away to protect yourself from further injury.</em></p><p>Immediate Reaction * Personal</p><p><strong>Trigger</strong>: You are struck by an attack.</p><p><strong>Effect</strong>: You teleport your speed.</p><p></p><p><strong>Borrowed Strength</strong></p><p>Daily * Arcane, Healing</p><p><em>You touch your ally and healing energy flows between you.</em></p><p>Minor Action * Melee Touch</p><p><strong>Effect</strong>: You can give the touched ally up to three of your healing surges, and they may immediately use one of them or the touched ally can give you up to two healing surges and you may immediately use one of them.</p><p></p><p><strong>Taste Some of Your Own Medicine</strong></p><p>Daily * Arcane, Teleportation, Enemy Skill</p><p><em>Seeing your ally in danger, you swap places with him and take the attack, before reversing it towards your foe.</em></p><p>Immediate Interrupt * 6 squares</p><p><strong>Trigger</strong>: An ally within range is hit by an attack</p><p><strong>Effect</strong>:You and the ally swap places and you are automatically hit by the attack. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power immediately, targetting the creature that triggered this attack.[/sblock]</p></blockquote><p></p>
[QUOTE="ff6shadow, post: 4395826, member: 61179"] [sblock=New Keyword - Enemy Skill]When using a skill with this keyword, you typically gain the use of an ability that targeted you. If the ability is an at-will, you use it as an at-will. If it an encounter power without a recharge, you use it as an encounter power. If the ability is an encounter power with a recharge or a daily power, you gain the use of the power as an encounter power with recharge or a daily as appropriate. In the case of a power with recharge, it is expended like a daily and will only recharge for the duration of the encounter you first use it in. -----When using a power stolen in this manner, you use the same attack bonus as the monster, modified only by temporary adjustments such as a power bonus to hit or Combat Advantage. -----A stolen power occupies the same "slot" as the power that learned it. If you have the power Encounter Talent and you capture an eldarin's Fey Step, you may use Fey Step this encounter as an encounter power.[/sblock] [sblock=At-Will Spells][B]Mystic Strike[/B] At-Will * Arcane, Weapon [I]With a quick spell, you imbue your weapon with a small bit of magic to enhance it's accuracy.[/I] Standard Action * Melee or Ranged Weapon [B]Target[/B]: 1 creature [B]Attack[/B]: Strength +1 vs. AC (Melee) or Dexterity +1 vs. AC (Ranged) [B]Hit[/B]: 1[W] + Strength modifier (melee) or Dexterity modifier (ranged) damage. -----Increase to 2[W] + Strength modifier at 21st level. [B]Mystic Blast[/B] At-Will * Arcane, Implement [I]Gathering your foes magic, you launch an assault that borrows some of their energy.[/I] Standard Action * Range 10 [B]Target[/B]: 1 creature [B]Attack[/B]: Charisma vs. Reflex [B]Hit[/B]:2d4 + Charisma modifier damage. -----Increase to 4d4 + Charisma modifier damage at 21st level. -----[B]Special[/B]: This counts as a ranged basic attack. You may add any elemental keyword power used by and enemy on a target within 5 squares of you since your last turn. [B]Lightning Burst[/B] At-Will * Arcane, Implement. Lightning [I]You unleash a blast of thunder to clear your path.[/I] Standard Action * Range 5 Burst 1 [B]Target[/B]: All creatures in the burst [B]Attack[/B]: Charisma vs. Fortitude [B]Hit[/B]: 1d6 + Charisma modifier damage and the target suffers a -1 penalty to attack rolls until the end of your next turn. -----Increase to 2d6 + Charisma modifier at 21st level. [B]Shockwave Strike[/B] At-Will * Arcane, Weapon, Thunder [I]With a swing of your weapon, you throw your foes backwards.[/I] Standard Action * Close Blast 2 [B]Target[/B]: All creatures in the blast [B]Attack[/B]: Strength vs. AC [B]Hit[/B]: 1[W] and push the target a number of squares equal to your Intelligence modifier. -----Increase to 2[W] at 21st level.[/sblock] [sblock=1st Level Encounter Spells][B]Thundering Attack[/B] Encounter * Arcane, Weapon, Thunder [I]You enhance your weapon with the power of thunder before you attack.[/I] Standard Action * Melee or Ranged Weapon [B]Target[/B]: 1 creature [B]Attack[/B]: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) [B]Hit[/B]: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier thunder damage and the target is knocked prone and pushed 1 square. [B]Flash[/B] Encounter * Arcane, Implement [I]You unleash a blinding flash of light.[/I] Standard Action * Close Burst 5 [B]Target[/B]: All creatures in the burst [B]Attack[/B]: Charisma vs. Fortitude [B]Hit[/B]: 1d10 + Charisma damage and the target is blind until the end of your next turn.[/sblock] [sblock=1st level Daily Spells][B]Double Slash[/B] Daily * Arcane, Weapon [I]You use your magic to speed your weapon, enabling you to attack twice as fast.[/I] Standard Action * Melee or Ranged weapon [B]Target[/B]: One or two creatures [B]Attack[/B]: Strength +2 vs. AC (Melee) or Dexterity+2 vs. AC (Ranged) [B]Hit[/B]: 1[W] + Strength modifier damage and the target suffers a -2 penalty to AC (save ends). [B]Miss[/B]: Half damage. [B]Trine[/B] Daily * Arcane, Implement, Lightning [I]You unleash an expanding circle of electricity from yourself.[/I] Standard Action * Close Burst 3 [B]Target[/B]: Each creature in the burst [B]Attack[/B]: Charisma vs. Reflex [B]Hit[/B]: 3d6 + Charisma modifier damage. [B]Miss[/B]: Half damage.[/sblock] [sblock=2nd Level Utility Spells][B]Skill Duplication[/B] Encounter * Arcane, Enemy Skill [I]With a touch, you steal knowledge from your target, allowing you to be as capable as they are.[/I] Minor Action * Adjacent creature [B]Attack[/B]: Charisma vs. Will -----[B]Special[/B]: A willing target is automatically affected by this power. [B]Hit[/B]: Pick one of the target's skill modifiers. You may use modifier in place of your own for your next skill check using that skill until the end of the encounter or 5 minutes. [B]Elemental Ward[/B] Encounter * Arcane [I]You just manage to erect a ward in time to protect yourself from an attack.[/I] Immediate Interrupt * Personal [B]Trigger[/B]: You are struck by an attack with the fire, cold, lightning, thunder, or acid keyword. [B]Effect[/B]: You gain resistance to the triggering damage type equal to your Charisma modifier until the beginning of your next turn. If the power has multiple damage types, you gain resistance to one of them. [B]Just Close Enough[/B] Encounter * Arcane, Teleportation [I]With a sudden teleport, you jump adjacent to an enemy so you can duplicate his ability.[/I] Immediate Interrupt * Personal [B]Trigger[/B]: A creature within 3 squares makes an attack, or uses an at-will power or encounter power. [B]Effect[/B]: You may teleport up to three squares, and must end adjacent to the triggering creature. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered this power until the end of your next turn.[/sblock] [sblock=3rd Level Encounter Spells] [B]Flame Thrower[/B] Encounter * Arcane, Fire, Implement [I]You unleash a blast of flame towards your foes.[/I] Standard Action * Close Blast 3 [B]Target[/B]: All creatures in the blast. [B]Attack[/B]: Charisma vs. Reflex [B]Hit[/B]: 1d8 + Charisma modifier damage and the target suffers ongoing 5 fire damage (save ends) [B]Shocking Blade[/B] Encounter * Arcane, Lightning, Weapon [I]You channel lightning through your weapon[/I] Standard Action * Melee or Ranged Weapon [B]Target[/B]: One creature [B]Attack[/B]: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) [B]Hit[/B]: 2[W] + Strength (Melee) or Dexterity (Ranged) lightning damage -----[B]Secondary Attack[/B]: Strength vs. Fortitude (Melee) or Dexterity vs. Fortitude (Ranged) -----[B]Hit[/B]: The target is dazed until the end of your next turn.[/sblock] [sblock=5th Level Daily Spells][B]Mind Blast[/B] Daily * Arcane, Implement [I]Picking your target, youn unleash a blast of psychic energy to disable your foe.[/I] Standard Action * Range 5 [B]Target[/B]: One creature [B]Attack[/B]: Charisma vs. Will [B]Hit[/B]: 1d8 + Charisma modifier damage and the target is stunned and slowed (save ends both). -----[B]Blue Wizard[/B]: Deal an extra 1d8 damage and the target is slowed (save ends) and stunned (save ends). [B]Miss[/B]: Half damage and the target is slowed until the end of your next turn. [B]Defenseless Blow[/B] Daily * Arcane, Weapon [I]With a single attack of your enhanced weapon, you obliterate your opponent's ability to defend himself.[/I] Standard Action * Melee or Ranged weapon [B]Target[/B]: One creature [B]Attack[/B]: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) [B]Hit[/B]: 2[W] + Strength (Melee) or Dexterity (Ranged) modifier damage and the target suffers a -2 penalty to AC (save ends). -----[B]Blue Warrior[/B]: The penalty to Ac is equal to yur Intelligence modifier (save ends). [B]Miss[/B]: Half damage and the target suffers a -2 penalty to AC until the end of your next turn.[/sblock] [sblock=6th level Utility Powers][B]Big Guard[/B] Daily * Arcane [I]Channelling your power, you provide your allies with a magical defense.[/I] Standard Action * Close Burst 5 [B]Target[/B]: You and all allies within the burst. [B]Effect[/B]: All targets within the burst gain a +2 bonus to defenses and Resist 5 all until the end of the encounter. [B]Arcane Vitality[/B] Daily * Arcane, Healing [I]You channel your power into yourself to restore your ability to fight on.[/I] Standard Action * Personal [B]Effect[/B]: You may spend a healing surge. Add your Charisma modifier to the damage healed. [B]Warded Mind[/B] Encounter * Arcane [I]You ward your mind just in time to protect you from an attack[/I] Immediate Interrupt * Personal [B]Trigger[/B]: You are hit by an attack against your Will defense. [B]Effect[/B]: You gain a +2 bonus to your Will defense against the triggering attack. [B]Scan[/B] Encounter * Arcane [I]With a quick spelll you are able to learn what attacks your foe is capable of.[/I] Minor Action * Range 10 [B]Target[/B]: One creature [B]Effect[/B]: You know all power available to the targetted creature. You gain a +2 bonus on skill checks made to learn powers from this creature.[/sblock] [sblock=7th Level Encounter Powers][B]Aqua Breath[/B] Encounter * Arcane, Implement [I]You open your mouth and unleash a wave of water to throw your foes back.[/I] Standard Action * Close Blast 5 [B]Targets[/B]: All creatures in the blast [B]Attack[/B]: Charisma vs. Reflex [B]Hit[/B]: 2d6 + Charisma modifier damage and the target is pushed 3 squares. ------[B]Secondary Attack[/B]: Charisma vs. Fortitude ------[B]Hit[/B]: The target is knocked prone. [B]Flash Blade[/B] Encounter * Arcane, Weapon, Radiant [I]Channeling radiant energy through your blade, you blind your opponent as your attack.[/I] Standard Action * Melee or Ranged weapon [B]Target[/B]: One creature [B]Attack[/B]: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) [B]Hit[/B]: 1[W] + Strength (melee) or Dexterity (ranged) radiant damage and the target is blinded (save ends).[/sblock] [sblock=9th Level Daily Power][B]Aero[/B] Daily * Arcane, Implement [I]You unleash a small tornado upon your enemies.[/I] Standard Action * Range 10 Burst 1 [B]Target[/B]: All creatures in the burst [B]Attack[/B]: Charisma vs. Reflex [B]Hit[/B]: 3d8 + Charisma modifier damage and the target is pushed 1 squares from the center of the burst. -----[B]Blue Wizard[/B]: The target is instead pushed 2 squares. [B]Miss[/B]: Half damage. -----[B]Blue Wizard[/B]: Half damage and the target is pushed 1 square. [B]Shifting Tide of Battle[/B] Daily * Arcane, Weapon [I]You strike at all nearby foes, using wind to push them where you need them to be.[/I] Standard Action * Close Burst 1 [B]Target[/B]: All creatures in the burst [B]Attack[/B]: Strength vs. AC [B]Hit[/B]: 2[W] + Strength modifier damage. -----[B]Blue Warrior[/B]: You may slide the target 1 square. [/sblock] [sblock=10th Level Utility Powers][B]Reactive Teleport[/B] Daily * Arcane, Teleportation [I]After getting struck, you teleport away to protect yourself from further injury.[/I] Immediate Reaction * Personal [B]Trigger[/B]: You are struck by an attack. [B]Effect[/B]: You teleport your speed. [B]Borrowed Strength[/B] Daily * Arcane, Healing [I]You touch your ally and healing energy flows between you.[/I] Minor Action * Melee Touch [B]Effect[/B]: You can give the touched ally up to three of your healing surges, and they may immediately use one of them or the touched ally can give you up to two healing surges and you may immediately use one of them. [B]Taste Some of Your Own Medicine[/B] Daily * Arcane, Teleportation, Enemy Skill [I]Seeing your ally in danger, you swap places with him and take the attack, before reversing it towards your foe.[/I] Immediate Interrupt * 6 squares [B]Trigger[/B]: An ally within range is hit by an attack [B]Effect[/B]:You and the ally swap places and you are automatically hit by the attack. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power immediately, targetting the creature that triggered this attack.[/sblock] [/QUOTE]
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