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Jovian, Human Spellstorm Wizard (Archmage) 21


STR 13 +1 HP 116; BLOODIED 58
CON 14 +2 SURGE 29; PER DAY 7
DEX 16 +3 AC 33; FORT 30, REF 33, WILL 32
INT 24 +7 INIT 19; SPEED 6
WIS 18 +4
CHA 12 +1


RACIAL:
  • +2 Any stat
  • +1 Fort, Ref, Will
  • +1 bonus Feat
  • +1 skill
  • +1 Language
  • +1 At-Will from Class
CLASS:
  • Cloth; Dagger & Quarterstaff; Orb, Staff, or Wand; +2 Will;
  • Arcane Implement Mastery: Once/ Encounter gain +dex mod to attack as free action
  • Cantrips: ghost sound, light, mage hand, and prestidigitation at-will
  • Ritual Casting
  • Spellbook: Gain two Utility or Daily spells into book when told to gain one
PARAGON:
  • Extra Damage Action (Half level to damage when action point used); Storm Spell 1/day make check to regain spell used today
EPIC:
  • Spell Recall (Choose daily spell each day; that spell two times per day instead of one)
SKILLS:
  • Arcana +22, Insight +16, Diplomacy +15, History +19, Dungeoneering +16
FEATS:
  • Toughness (+5 hp per tier), Armor Proficiency Leather
  • Quickdraw (Take out item and use it in same action)
  • Alertness (+2 Init, plus)
  • Skill Focus (Arcana)
  • Improved Init
  • Burning Blizzard (+1 cold & acid damage)
  • Arcane Reach
  • Evasion
  • Devestating Critical (+1d10 on crit)
  • Great Fortitude (+2 Fort)
  • Inescapable Force (Normal force damage to insubstantial +1d10)
  • Lasting Frost (Cold damage gives 5 vulnerable to enemies 1/round)
  • Spell Focus (-2 to enemy saves from spells)
ATTACKS:
  • Magic Missile +22 vs Ref; 3d4+7 Force
POWERS: (* Indicates Replacement Power)
At-Will:
  • Magic Missile +22 vs Ref; 3d4+7 Force
  • Thunderwave +22 vs Fort; 1d6+7 Thunder plus push 1 square
  • Ray of Frost +22 vs Fort; 1d6+8 Cold plus target slowed
Encounter:
  • Frostburn +22 vs Fort (Burst 2 in 20); 3d6+8 Cold and Fire plus difficult terrain
  • Color Spray +22 vs Will (Close Blast 5); 1d6+7 Radiant plus dazed 1 round
  • Lightning Bolt +22 vs ref; 2d6+7 Lightning plus attack 2 other targets within 10 sqrs
  • Storm Cage (p) +22 vs ref (Burst 2 in 20); 4d6+7 Lightning & Thunder; see spell for extras
Daily: Ready 4 at the beginning of a day.
  • Sleep +22 vs Fort (Area 2 in 20); See Spell text
  • * Blast of Cold +22 vs Ref (Close Blast 5);6d6+8 Cold plus immobilized
  • Fireball +22 vs Ref (Burst 3 in 20); 3d6+7 Fire
  • Web +22 vs Ref (Burst 2 in 20); Target Immobilized
  • * Disintegrate +22 vs Ref (No Roll to Hit object);5d10+7 Damage, ongoing 10, then ongoing 5
  • Mordenkainen’s Sword +22 vs Ref; 1d10+7 Force; sustained with minor
  • Maelstrom of Chaos +22 vs Fort (Close Burst 10); 3d8+7 plus teleport target within range
Utility: Ready 5 at the beginning of a day.
  • Shield
  • Feather Fall
  • Dispel Magic
  • Dimension Door
  • Blur
  • Arcane Gate
  • Sudden Storm (p)
  • Fly

EQUIPMENT: Spellbook, +4 Magic Leather, +5 Magic Wand, Cloak of Resistance +5, 125,000gp
 

Thanks for the reply. One question though. As you have 4 dailies, and you get to learn 2 dailies to add into your spellbook everytime you can add a new daily slot, should you not have at least 8 to choose from rather than 7?
 

Also, Shield is a utility spell, but also an encounter spell. Does that mean it still takes up one of your utility slots but you can use it as an encounter power on the days you choose memorize it?
 

Otterscrubber said:
Also, Shield is a utility spell, but also an encounter spell. Does that mean it still takes up one of your utility slots but you can use it as an encounter power on the days you choose memorize it?

To answer your first question: No. Sometimes, especially in the paragon levels, it does not tell you to add a new spell, but to replace one. In that circumstance, you do not get to add an additional spell.

Secondly, Yes, it's a utility spell. Some Utility spells are Daily some are Encounter. Don't think any are at will. :)
 

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