Companions
Powers
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Melee Basic Attack
At-Will Power
Ranged Basic Attack
At-Will Power
Light
Effect:The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Source:
View Rules (Requires DDI Account)
At-Will Power
Thunderwave
At-Will Power
Hypnotism
Effect:Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
Source:
View Rules (Requires DDI Account)
At-Will Power
Heroic Effort
Effect:Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Orb of Imposition
Effect:Penalize the first saving throw a creature makes on an on-going effect of your's by a number equal to your wisdom modifier.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Suggestion
Effect:Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Spook
Effect:Trigger: You would make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Chameleon's Mask
Effect:Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Icy Terrain
Effect:Hit: 1d6 + Intelligence modifier cold damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of your next turn or until you end it as a minor action. The ground of the zone is difficult terrain.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Extra Effort
Effect:Trigger: You make a saving throw and dislike the result.
Effect: Reroll the saving throw with a +2 power bonus. The next saving throw you make before the end of the encounter takes a -2 penalty.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Icy Rays
Effect:Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Arcane Whirlwind
Burst 2 within 10 squares
Range
Effect:Hit: 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.
Sustain Minor: The zone persists, and you can slide one creature within the zone 2 squares.
Miss: Half damage.
Effect: The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Spirit Rend
Effect:Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends).
Miss: Half damage.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Phantasmal Terrain
Effect:Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Bigby's Icy Grasp
Effect:You conjure a 5-foot-tall hand of ice in an unoccupied square within range. The hand lasts until the end of your next turn. When the hand appears, it immediately makes the following attack. While the hand persists and doesn’t have a creature grabbed, you can use a standard action to command it to make the attack again or a move action to move it up to 6 squares.
Target: One creature adjacent to the hand
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. The hand uses your Fortitude or Reflex if the target attempts to escape. You can end the grab as a free action.
Sustain Minor: The hand persists until the end of your next turn, and a creature grabbed by the hand takes 1d8 + Intelligence modifier cold damage.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Stinking Cloud
Effect:Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists until the end of your next turn.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Equipment Cards
Shared Suffering Armor +1
Properties:Power Encounter (Immediate Reaction)
Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
Power:
Source:
View Rules (Requires DDI Account)
Magic Orb +2
attack rolls and damage roll
Enhancement
Brooch of Sheilding +1
Fort, Ref, Will
Enhancement
Properties:Gain resist 10 force
Power:(Daily): Immediate Interrupt.
Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch's resist force value against this attack.
Source:
Orb of Nimble Thoughts +1
Properties:Wielder adds his Intelligence bonus as an item bonus to initiative.
Power:
Source:
Rituals
Animal Messenger
Properties: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.
Notes:
Source:
View Rules (Requires DDI Account)
Hold Portal
Time: 1 standard action Duration: 10 minutes or discharge
Properties:You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.
Notes:
Source:
View Rules (Requires DDI Account)
Comprehend Language
Time: 10 minutes Duration: 24 Hours
Properties: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.
Notes:
Source:
View Rules (Requires DDI Account)
Seal Death's Door
Time: 1 minute Duration: 24 hours
Properties:You grant yourself or one ally present during the ritual’s performance a +2 power bonus to death saving throws.
Notes:
Source:
View Rules (Requires DDI Account)
Lesser Telepathy
Time: 1 minute. Duration: 1 Hour