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OOC: The Enemy Within, using 4E
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<blockquote data-quote="airwalkrr" data-source="post: 5469132" data-attributes="member: 12460"><p>Well, all I really have is the PH so I will stick to that. I am most comfortable with the archetypal elf wizard but in 4e it seems the eladrin fits that bill better. So let's go with that. I am going to have to learn about the setting as I go along since I really know nothing of it. But hopefully having some helpful skill checks along the way will clue me in to important pieces of information. I am open to suggestions on how my eladrin (high elf) came to be amongst the others, but it almost seems to me like it would be more interesting (believable even) if that were a mystery.</p><p></p><p><span style="font-size: 15px"><u>Aaryn d'Alcor</u></span></p><p>Wizard Eladrin Level 1</p><p><strong>Height:</strong> 6' 0"</p><p><strong>Weight:</strong> 170 lbs.</p><p><strong>Languages:</strong> Common, Elven</p><p><strong>Hit Points:</strong> 20</p><p><strong>Healing Surges:</strong> 6</p><p><strong>Str</strong> 8 (-1), <strong>Con</strong> 10 (+0), <strong>Dex</strong> 13 (+1), <strong>Int</strong> 20 (+5), <strong>Wis</strong> 14 (+2), <strong>Cha</strong> 10 (+0)</p><p><strong>AC</strong> 15, <strong>Fort</strong> 10 <strong>Ref</strong> 15 <strong>Will</strong> 15 (20 against charm)</p><p><strong>Racial Traits:</strong> Low-light vision, +2 Arcana and +2 History*, Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will*, Fey Origin, Trance, Fey Step</p><p>*already calculated</p><p><strong>Wizard Class Features:</strong> Armor Proficiency (Cloth), Weapon Proficiencies (dagger, quarterstaff), Implements (Orb of Imposition), +2 Will*</p><p>*already calculated</p><p><strong>Skills:</strong> Acrobatics +1, Arcana +12*, Athletics -1, Bluff +0, Diplomacy +0, Dungeoneering +10*, Endurance +0, Heal +2, History +12*, Insight +7*, Intimidate +0, Nature +10*, Perception +2, Religion +10*, Stealth +1, Streetwise +0, Thievery +1</p><p>*trained skill</p><p><strong>Feats:</strong> Initiate of the Faith, Ritual Caster</p><p><strong>Equipment:</strong> green and yellow robes, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft), sunrods (2), waterskin, orb, spellbook, longsword, 4 gp</p><p>[sblock=At-Will Powers]</p><p>[sblock=Ghost Hand]<strong>Ghost Sound</strong> Wizard Cantrip</p><p><em>With a wink, you create an illusory sound that emanates from somewhere close by.</em></p><p><strong>At-Will * Arcane, Illusion</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> One object or unoccupied square</p><p><strong>Effect:</strong> 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.[/sblock]</p><p>[sblock=Light]<strong>Light</strong> Wizard Cantrip</p><p><em>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.</em></p><p><strong>At-Will * Arcane</strong></p><p><strong>Minor Action</strong> - <strong>Ranged</strong> 5</p><p><strong>Target:</strong> One object or unoccupied square</p><p><strong>Effect:</strong> 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.</p><p><strong>Special:</strong> You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/sblock]</p><p>[sblock=Mage Hand]<strong>Mage Hand</strong> Wizard Cantrip</p><p>You gesture toward an object nearby, and a spectral floating hand</p><p>lifts the object into the air and moves it where you wish.</p><p><strong>At-Will * Arcane, Conjuration</strong></p><p><strong>Minor Action</strong> - <strong>Ranged</strong> 5</p><p><strong>Effect:</strong> 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.</p><p>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.</p><p><strong>Sustain Minor:</strong> You can sustain the hand indefinitely.</p><p><strong>Special:</strong> You can create only one hand at a time.[/sblock]</p><p>[sblock=Prestidigitation]<strong>Prestidigitation</strong> Wizard Cantrip</p><p><em>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.</em></p><p><strong>At-Will * Arcane</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 2</p><p><strong>Effect:</strong> Use this cantrip to accomplish one of the effects given below.</p><p>* Move up to 1 pound of material.</p><p>* Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p>* Color, clean, or soil items in 1 cubic foot for up to 1 hour.</p><p>* Instantly light (or snuff out) a candle, a torch, or a small campfire.</p><p>* Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.</p><p>* Make a small mark or symbol appear on a surface for up to 1 hour.</p><p>* Produce out of nothingness a small item or image that exists until the end of your next turn.</p><p>* Make a small, handheld item invisible until the end of your next turn.</p><p>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.</p><p><strong>Special:</strong> You can have as many as three prestidigitation effects active at one time.[/sblock]</p><p>[sblock=Ray of Frost]<strong>Ray of Frost</strong> Wizard Attack 1</p><p><em>A blisteringly cold ray of white frost streaks to your target.</em></p><p><strong>At-Will * Arcane, Cold, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock]</p><p>[sblock=Scorching Burst]<strong>Scorching Burst</strong> Wizard Attack 1</p><p><em>A vertical column of golden flames burns all within.</em></p><p><strong>At-Will * Arcane, Fire, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Area</strong> burst 1 within 10 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock][/sblock]</p><p>[sblock=Encounter Powers]</p><p>[sblock=Fey Step]<strong>Fey Step</strong> Eladrin Racial Power</p><p><em>With a step, you vanish from one place and appear in another.</em></p><p><strong>Encounter * Teleportation</strong></p><p><strong>Move Action</strong> - <strong>Personal</strong></p><p><strong>Effect:</strong> Teleport up to 5 squares.[/sblock]</p><p>[sblock=Icy Terrain]<strong>Icy Terrain</strong> Wizard Attack 1</p><p><em>With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.</em></p><p><strong>Encounter * Arcane, Cold, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Area</strong> burst 1 within 10 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 1d6 + Intelligence modifier cold damage, and the target is knocked prone.</p><p><strong>Effect:</strong> The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.[/sblock][/sblock]</p><p>[sblock=Daily Powers 1*/day]</p><p>[sblock=Acid Arrow*]<strong>Acid Arrow</strong> Wizard Attack 1</p><p><em>A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.</em></p><p><strong>Daily * Acid, Arcane, Implement</strong></p><p><strong>Standard Action</strong> - <strong>Ranged</strong> 20</p><p><strong>Primary Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.</p><p><strong>Secondary Target:</strong> Each creature adjacent to the primary target</p><p><strong>Secondary Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).</p><p><strong>Miss:</strong> Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/sblock]</p><p>[sblock=Healing Word]<strong>Healing Word</strong> Cleric Feature</p><p><em>You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.</em></p><p><strong>Daily * Divine, Healing</strong></p><p><strong>Minor Action</strong> - <strong>Close</strong> burst 5 (10 at 11th level, 15 at 21st level)</p><p><strong>Target:</strong> You or one ally</p><p><strong>Effect:</strong> The target can spend a healing surge and regain an additional 1d6 hit points.</p><p>Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/sblock]</p><p>[sblock=Sleep*]<strong>Sleep</strong> Wizard Attack 1</p><p><em>You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.</em></p><p><strong>Daily * Arcane, Implement, Sleep</strong></p><p><strong>Standard Action</strong> - <strong>Area</strong> burst 2 within 20 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Intelligence vs. Will</p><p><strong>Hit:</strong> The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).</p><p><strong>Miss:</strong> The target is slowed (save ends).[/sblock][/sblock]</p><p>[sblock=Rituals]</p><p>[sblock=Animal Messenger]<em>You whisper to the animal before you, and it bounds off in the direction you point to carry your message.</em></p><p><strong>Level:</strong> 1</p><p><strong>Category:</strong> Exploration</p><p><strong>Time:</strong> 10 minutes</p><p><strong>Duration:</strong> Special</p><p><strong>Component Cost:</strong> 10 gp</p><p><strong>Market Price:</strong> 50 gp</p><p><strong>Key Skill:</strong> Nature</p><p>You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.</p><p>Your Nature check determines how long the animal is affected by the ritual.</p><p>[code]Nature Check Result - Duration</p><p>19 or lower 6 hours</p><p>20–29 12 hours</p><p>30–39 18 hours</p><p>40 or higher 24 hours</p><p>[/code][/sblock]</p><p>[sblock=Comprehend Language]<em>As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.</em></p><p><strong>Level:</strong> 1</p><p><strong>Category:</strong> Exploration</p><p><strong>Time:</strong> 10 minutes</p><p><strong>Duration:</strong> 24 hours</p><p><strong>Component Cost:</strong> 10 gp</p><p><strong>Market Price:</strong> 50 gp</p><p><strong>Key Skill:</strong> Arcana</p><p>When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.</p><p>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.</p><p>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.</p><p>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.[/sblock]</p><p>[sblock=Silence]<em>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.</em></p><p><strong>Level:</strong> 1</p><p><strong>Category:</strong> Warding</p><p><strong>Time:</strong> 10 minutes</p><p><strong>Duration:</strong> 24 hours</p><p><strong>Component Cost:</strong> 30 gp</p><p><strong>Market Price:</strong> 75 gp</p><p><strong>Key Skill:</strong> Arcana (no check)</p><p>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.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5469132, member: 12460"] Well, all I really have is the PH so I will stick to that. I am most comfortable with the archetypal elf wizard but in 4e it seems the eladrin fits that bill better. So let's go with that. I am going to have to learn about the setting as I go along since I really know nothing of it. But hopefully having some helpful skill checks along the way will clue me in to important pieces of information. I am open to suggestions on how my eladrin (high elf) came to be amongst the others, but it almost seems to me like it would be more interesting (believable even) if that were a mystery. [SIZE="4"][U]Aaryn d'Alcor[/U][/SIZE] Wizard Eladrin Level 1 [B]Height:[/B] 6' 0" [B]Weight:[/B] 170 lbs. [B]Languages:[/B] Common, Elven [B]Hit Points:[/B] 20 [B]Healing Surges:[/B] 6 [B]Str[/B] 8 (-1), [B]Con[/B] 10 (+0), [B]Dex[/B] 13 (+1), [B]Int[/B] 20 (+5), [B]Wis[/B] 14 (+2), [B]Cha[/B] 10 (+0) [B]AC[/B] 15, [B]Fort[/B] 10 [B]Ref[/B] 15 [B]Will[/B] 15 (20 against charm) [b]Racial Traits:[/b] Low-light vision, +2 Arcana and +2 History*, Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will*, Fey Origin, Trance, Fey Step *already calculated [b]Wizard Class Features:[/b] Armor Proficiency (Cloth), Weapon Proficiencies (dagger, quarterstaff), Implements (Orb of Imposition), +2 Will* *already calculated [b]Skills:[/b] Acrobatics +1, Arcana +12*, Athletics -1, Bluff +0, Diplomacy +0, Dungeoneering +10*, Endurance +0, Heal +2, History +12*, Insight +7*, Intimidate +0, Nature +10*, Perception +2, Religion +10*, Stealth +1, Streetwise +0, Thievery +1 *trained skill [b]Feats:[/b] Initiate of the Faith, Ritual Caster [b]Equipment:[/b] green and yellow robes, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft), sunrods (2), waterskin, orb, spellbook, longsword, 4 gp [sblock=At-Will Powers] [sblock=Ghost Hand][B]Ghost Sound[/B] Wizard Cantrip [I]With a wink, you create an illusory sound that emanates from somewhere close by.[/I] [B]At-Will * Arcane, Illusion[/B] [B]Standard Action[/B] - [B]Ranged[/B] 10 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] 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.[/sblock] [sblock=Light][B]Light[/B] Wizard Cantrip [I]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.[/I] [B]At-Will * Arcane[/B] [B]Minor Action[/B] - [B]Ranged[/B] 5 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] 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. [B]Special:[/B] You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/sblock] [sblock=Mage Hand][B]Mage Hand[/B] 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. [B]At-Will * Arcane, Conjuration[/B] [B]Minor Action[/B] - [B]Ranged[/B] 5 [B]Effect:[/B] 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. [B]Sustain Minor:[/B] You can sustain the hand indefinitely. [B]Special:[/B] You can create only one hand at a time.[/sblock] [sblock=Prestidigitation][B]Prestidigitation[/B] Wizard Cantrip [I]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.[/I] [B]At-Will * Arcane[/B] [B]Standard Action[/B] - [B]Ranged[/B] 2 [B]Effect:[/B] 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. [B]Special:[/B] You can have as many as three prestidigitation effects active at one time.[/sblock] [sblock=Ray of Frost][B]Ray of Frost[/B] Wizard Attack 1 [I]A blisteringly cold ray of white frost streaks to your target.[/I] [B]At-Will * Arcane, Cold, Implement[/B] [B]Standard Action[/B] - [B]Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Intelligence vs. Fortitude [B]Hit:[/B] 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock] [sblock=Scorching Burst][B]Scorching Burst[/B] Wizard Attack 1 [I]A vertical column of golden flames burns all within.[/I] [B]At-Will * Arcane, Fire, Implement[/B] [B]Standard Action[/B] - [B]Area[/B] burst 1 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Reflex [B]Hit:[/B] 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock][/sblock] [sblock=Encounter Powers] [sblock=Fey Step][B]Fey Step[/B] Eladrin Racial Power [I]With a step, you vanish from one place and appear in another.[/I] [B]Encounter * Teleportation[/B] [B]Move Action[/b] - [b]Personal[/B] [B]Effect:[/B] Teleport up to 5 squares.[/sblock] [sblock=Icy Terrain][B]Icy Terrain[/B] Wizard Attack 1 [I]With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.[/I] [B]Encounter * Arcane, Cold, Implement[/B] [B]Standard Action[/B] - [B]Area[/B] burst 1 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Reflex [B]Hit:[/B] 1d6 + Intelligence modifier cold damage, and the target is knocked prone. [B]Effect:[/B] The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.[/sblock][/sblock] [sblock=Daily Powers 1*/day] [sblock=Acid Arrow*][B]Acid Arrow[/B] Wizard Attack 1 [I]A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.[/I] [B]Daily * Acid, Arcane, Implement[/B] [B]Standard Action[/B] - [B]Ranged[/B] 20 [B]Primary Target:[/B] One creature [B]Attack:[/B] Intelligence vs. Reflex [B]Hit:[/B] 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. [B]Secondary Target:[/B] Each creature adjacent to the primary target [B]Secondary Attack:[/B] Intelligence vs. Reflex [B]Hit:[/B] 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). [B]Miss:[/B] Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/sblock] [sblock=Healing Word][B]Healing Word[/B] Cleric Feature [I]You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.[/I] [B]Daily * Divine, Healing[/B] [B]Minor Action[/B] - [B]Close[/B] burst 5 (10 at 11th level, 15 at 21st level) [B]Target:[/B] You or one ally [B]Effect:[/B] The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/sblock] [sblock=Sleep*][b]Sleep[/b] Wizard Attack 1 [I]You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.[/I] [B]Daily * Arcane, Implement, Sleep[/B] [B]Standard Action[/B] - [B]Area[/B] burst 2 within 20 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). [B]Miss:[/B] The target is slowed (save ends).[/sblock][/sblock] [sblock=Rituals] [sblock=Animal Messenger][I]You whisper to the animal before you, and it bounds off in the direction you point to carry your message.[/I] [B]Level:[/B] 1 [B]Category:[/B] Exploration [B]Time:[/B] 10 minutes [B]Duration:[/B] Special [B]Component Cost:[/B] 10 gp [B]Market Price:[/B] 50 gp [B]Key Skill:[/B] Nature You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior. Your Nature check determines how long the animal is affected by the ritual. [code]Nature Check Result - Duration 19 or lower 6 hours 20–29 12 hours 30–39 18 hours 40 or higher 24 hours [/code][/sblock] [sblock=Comprehend Language][I]As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.[/I] [B]Level:[/B] 1 [B]Category:[/B] Exploration [B]Time:[/B] 10 minutes [B]Duration:[/B] 24 hours [B]Component Cost:[/B] 10 gp [B]Market Price:[/B] 50 gp [B]Key Skill:[/B] 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.[/sblock] [sblock=Silence][I]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.[/I] [B]Level:[/B] 1 [B]Category:[/B] Warding [B]Time:[/B] 10 minutes [B]Duration:[/B] 24 hours [B]Component Cost:[/B] 30 gp [B]Market Price:[/B] 75 gp [B]Key Skill:[/B] 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.[/sblock][/sblock] [/QUOTE]
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OOC: The Enemy Within, using 4E
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