Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Level 1 At will powers
Warding Strike
At-Will * Arcane, Weapon
You weave a spell to protect you even as you attack.
Standard Action * Melee weapon or Range 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1[W] damage
Increases to 2[W] damage at 21st level.
Effect: You gain a +1 power bonus to your AC and Reflex defense.
Weapon: If you are wielding a staff the power bonus is a +2.
Increases to a +2 power bonus to your AC and Reflex defense at level 21.
Weapon: if you are wielding a staff the power bonus is equal to +4.
Enigmatic Strike
At-Will * Arcane, Implement
You conceal your spell casting, preventing your foe from knowing who attacked it.
Standard Action * Close Burst 10
Target: One creature in the burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage.
Increases to 2d8 + Charisma modifier damage at 21st level.
Special: The target is unaware of who attacked it, but still knows you are there.
Split Blast
At-Will * Arcane, Implement
You blast two creatures at once.
Standard Action * Range 10
Target: Two creatures within 5 squares of each other
Attack: Charisma vs. Reflex
Hit: 1d4 + Strength modifier damage per target
Increases to 2d4 + Strength modifier damage at 21st level.
Thundering Blow
At-Will * Arcane, Weapon, Implement, Thunder
You strike your foe with your weapon, channeling magic through it to throw him back.
Standard Action * Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier thunder damage and the target is pushed a number of squares equal to your Constitution modifer.
Increases to 2[W] + Strength modifier damage at 21st level.
Level 1 Encounter Powers
Lightning Arc
Encounter * Arcane, Implement, Lightning
Lightning arcs from your fingertips and arcs to your foes.
Standard Action * Range 10
Target: Two enemies within 2 squares of each other
Attack: Charisma vs. Reflex
Implement: If you are wielding a Rod, you gain a bonus to hit equal to 1/2 your Dexterity modifier.
Hit: 1d10 + Charisma modifier lightning damage per target.
Force Spike
Encounter * Arcane, Weapon, Implement, Force
You aim and slam your foe backward with a spell channeled through your weapon.
Standard Action * Range 3
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Charisma modifier force damage and push the target 2 squares.
Implement: If you are wielding a quarterstaff, push the target a number of squares equal to your Constitution modifier.
Concealing Mist
Encounter * Arcane, Implement, Psychic
Choosing your foe, you cloud his vision so that you are all he sees.
Standard Action * Range 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage and your allies are invisible to the target until the beginning of your next turn.
Implement: Of you are wielding an Orb, you're allies do not become visible to the target when they attack and you have Concealment against the target.
Flame Whirl
Encounter * Arcane, Weapon, Implement, Fire
Fire streams from your weapon as you spin it above your head.
Standard Action * Close Burst 2
Target: All enemies within the burst
Attack: Dexterity vs. Reflex
Hit: 1[W] + Charisma modifier fire damage per target.
Level 1 Daily Powers
Traced Blast
Daily * Arcane, Implement
Your magic latches onto the target and trips him apart.
Standard Action * Range 15
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage.
Special: If you use this attack to mark the target, you can sustain this power as long as the target remains marked.
Miss: Half damage.
Sustain Minor: The target takes 1d6 damage but this does not replace the mark. You can use a Standard action to repeat this attack against the target.
Ice Prison
Daily * Arcane, Implement, Cold
You freeze your foe in place.
Standard Action * Range 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier cold damage and the target is immobilized until the end of your next turn..
Miss: Half damage and the target is slowed until the end of your next turn.
Dazing Strike
Daily * Arcane, Weapon, Implement, Lightning
Your strike dazes your foe with a jolt of electricity.
Standard Action * Melee weapon or Range 3
Target: 1 creature
Attack: Dexterity vs. AC
Hit: 2[W] + Charisma modifier lightning damage and the target is dazed until the end of your next turn.
Miss: Half damage and the target suffers a -1 penalty to hit until the end of your next turn.
Echoing Blast
Daily * Arcane, Implement, Thunder
You unleash a blast of sound that echoes within your enemies for a short time.
Standard Action * Close Blast 3
Target: All creatures in the range
Attack: Constitution vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage and the target suffers ongoing 5 thunder damage (save ends)
Miss: Half damage.