Spells
|
Level
| Spell
| Action
| Bonus
| Damage
| Miss
|
At-Will Spells
|
Class
| Ghost Sound
| Standard
| N/A
| N/A, Range 10 Create illusionary sound of any kind
| N/A
|
Class
| Light
| Minor
| N/A
| N/A, Range 5 Target object shines right light in 4 squares for 5 minutes Putting out the light is a free action May only have one active at a time
| N/A
|
Class
| Mage Hand
| Minor
| N/A
| N/A, Range 5 Spectral hand picks up/moves/manipulates objects 20 pounds or less If holding/wearing object, can sheath or retrieve object Move action to move up to 5 squares Free action to drop held object Minor action to pick up/maniupte different object Sustain Minor: Sustain hand indefinitely Can only have one hand at a time
| N/A
|
Class
| Predesgination
| Standard
| N/A
| N/A, Range 2 Can do one of the following: 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 Cannot deal damage, serve as weapon/tool, or hinder another creature's actions Cannot duplicate effect of another power
| N/A
|
1
| Magic Missile
| Standard
| Intellegence vs. Reflex
| 2d4+INT Mod Force, Range 20 Counts as ranged basic attack Can be used with powers that allow a ranged basic attack
| N/A
|
1
| Ray of Frost
| Standard
| Intellegence vs. Fortitude
| 1d6+INT Mod Cold, Range 10
| N/A
|
1
| Thunderwave
| Standard
| Intellegence vs. Fortitude
| 1d6+INT Mod Thunder, Close Blast 3 Push target a number of squares equal to WIS Mod
| N/A
|
Encounter Spells
|
1
| Ray of Enfeeblement
| Standard
| Intellegence vs. Fortitude
| 1d10+INT Mod Necrotic, Range 10 Target is weakened until end of next turn
| N/A
|
3
| Daunting Light
| Standard
| Wisdom vs. Reflex
| 2d10+WIS Mod Radiant, Range 10 One visible ally gains combat advantage against target until end of next turn
| N/A
|
7
| Winter's Wrath
| Standard
| Intellegence vs. Fortitude
| 2d8+INT Mod Cold, Burst 2 within 10 squares Targets all visible enemies within blast
| N/A
|
Daily Spells Known
|
1
| Acid Arrow
| Standard
| Intelligence vs. Reflex
| 2d8+INT Mod Acid, Ranged 20 Ongoing 5 Acid damage (save ends), make secondary attack Secondary Targets: Each creature adjcacent to primary target, Intelligence vs. Reflex Hit: 1d8+INT Mod Acid, ongoing 5 Acid damage (save ends)
| Half damage, ongoing 2 Acid damage to primary target (save ends) No secondary attack
|
1
| Flaming Sphere
| Standard
| Intelligence vs. Reflex
| 2d6+INT Mod, Fire, Range 10 Conjure Sphere in a square Adjacent creatures at start of their turn take 1d4+INT Mod Fire Move Action: Move sphere up to 6 squares Sustain Minor: Can sustain until end of encounter, attacking is Standard Action
| N/A
|
1
| Sleep
| Standard
| Intelligence vs. Will
| N/A, Burst 2 within 20 squares Target is slowed (Save ends) If target fails its first saving throw against this power, target becomes unconcious
| Target is slowed (Save ends)
|
5
| Fireball
| Standard
| Intelligence vs. Reflex
| 3d6+INT Mod Fire, Burst 3 within 20 squares
| Half Damage
|
5
| Stinking Cloud
| Standard
| Intelligence vs. Fortitude
| 1d10+INT Mod Poison, Burst 2 within 20 squares Zone of poison vapor blocks line of sight Creatures entering/starting turns inside take Hit damage Move Action: Move Zone up to 6 squares Sustain Minor: Zone persiss
| Half Damage, Target not prone
|
5
| Web
| Standard
| Intelligence vs. Reflex
| N/A, Burst 2 within 20 squares, Target is immobilized (save ends) Zone fills area for 5 minutes, considered difficult terrain Creatures that end their move in web are immoblized (save ends)
| N/A
|
Utility Spells
|
Feat
| Healing Word
| Minor
| N/A
| Target can spend a healing surge, regains additional +2d6
| N/A
|
6
| Chamelon
| Immediate
| N/A
| Must be in Stealth, must lose cover/concealment Stealth check to remain hidden, visible next turn if without cover/concealment
| N/A
|