Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Level 9 Daily Exploits
Lingering Blast
"You blast the opponent, and with focus you sustain that blast."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:2d8+Charisma Modifier Damage and the Target takes Ongoing Damage 5 (save ends).
Sustain Minor: 1d12 Damage, you cannot sustain this power after the target succeeds on their save.
Evoker: The target has a penalty to its save equal to half your dexterity modifier.
Reality Warp
"You surround your opponent with fluctuating energy and set your will against theirs."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Will
Hit:1d8+Charisma Modifier Damage and Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target’s unmodified die roll, the target’s attack misses or the target’s saving throw fails.
Sustain Standard: Repeat the attack, if you miss you may no longer sustain this power.
Transmuter: Apply half your Constitution Modifier to the d20 roll to prevent the target's attack or save.
Dual Blast
"You produce a powerful blast from each hand."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC, two Attacks
Hit:3d12+Charisma Modifier Damage.
Miss: Half Damage.
Time Lapse
"With this blast you flick your target in time."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d10+Charisma Modifier Damage and the Target is held in an ex-temporal stasis removing them from combat until the end of your next turn, they return to the square in which they were hit by your attack, if that square is occupied the return to the nearest unoccupied square of your choice.
Miss: Half damage, no disappearance.