4th -- D&D -- Arcane Heroics - Wizard
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Transcript of 4th -- D&D -- Arcane Heroics - Wizard
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Heroic Wizard
by Trevor Steinke
Table of Contents
Title Page
Table of Contents
Introduction
Chapter 1: Heroic Feats 1
Chapter 2: Heroic Powers 6
Chapter 3: New Items 18
Conclusion
Introduction
I truly believe that work should stand aloneon it's own content and not have people become
biased against it due to it's creator. That said,
please don't steal it. I might one day decide to
actually publish this work and try to make moneyoff of it. Everyone else is after all.
Well, what do we have in this book? Theplayers I DM tend to enjoy magic much more thanweapons. Thus we have developed new powers,
feats, items for the arcane. I've kept class and
racial based prerequisites to a minimum and evenleft them open where possible. That way, when new
races and classes are released, my options will still
be viable for them without going into anyadditional house rules.
Also, this book contains stuff designed for
the Heroic Tier of gameplay. My own players
enjoy this the best so I've done the most work on it.With this said, enjoy!
Trevor
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Chapter 1: Heroic Tier Feats
All right, this is where we get into some
sweet crunchy bits. I have always loved feats sincethe start of third edition of this fine game. I lovethe options and the customization that they give
you and your character. Lets face it, there were
some feats that we all took, but there were manythat were just for style. In this new edition (4th for
those counting) you have much more possibilities.
Not only does the new edition give you newpossibilities, it also gives you more feats.
I might eventually create more books like
this one. The possibilities are near limitless. This
particular book is designed after the arcane caster,specifically the wizard. I've thrown in more than a
few feats that can be applied to other classes and
one that almost solely does. Still, they have anarcane feel to them so I've included them.
When I saw the feats that Wizards of the
Coast put out in their base books, I must say I wasdisappointed. Most of the feats seemed to apply
more toward martial classes. To be fair, most of
them are crossovers from last edition and it was the
martial classes that got most of the feats. Not so in
this edition. Also, I was quite disappointed withthe lack of Metamagic feats. I began working on
them when I came across the Quintessential Wizardby Mongoose Publishing. I strongly recommend
you go out and buy that bad boy. I also still haven't
seen the new Arcane Power book in it's entirety andI heard they have included them there. Between
those two Metamagic feats should be covered. I
was sort of leaning to Mongoose Publishing's styleanyhow, so I don't need to go with that.
Also, I have often wondered what
goes through the mind of these gamecreators. How do they think some of theirstuff is balanced or even fun? What did
they mean when they said whatever they
said? To eliminate this (and to remindmyself later what I was thinking) I've
included the right hand column of notes.
I've included thoughts, examples in oneparticular complicated case, and
explanations for what I've created. I hope
they help. They also help me fill out the
book. This way my poor book is more thanjust three or four pages. Makes me feel like
I've accomplished a bit more.
Also, this is my first time creatinganything even remotely like this. The
format is kinda basic (I didn't even try to put
in the images for my new basic attackspells. I hope you guys using this don't
mind. I gotta keep things to a certain
acceptable format or people will always
complain. Also, as of typing this, I wonder
how I'm gonna make that funny column ofquick feat descriptions that all the books
include. I thought about not doing it, but Ilove to see it in other books. I have quite a
few feats here and it would be no fun to
read through them all over and over lookingfor just one. So the table is crucial. We'll
see how it turns out. And I gotta remember
to highlight every other entry on it to makeit more readable.
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Heroic Tier Feats
Adaptive Training
Prerequisites: power from a class or power source other
than from your primary class.
Benefit: Alter the primary attack and damage ability scorefor a single attack power (at-will, encounter, or daily) to that
of your primary class.
Assault Versatility
Prerequisites: 15 or higher ability score in your class's
primary ability
Benefit: Gain an additional 1st level at-will attack power
from your primary class.
Concussive Blast
Benefit: Whenever you use a power that pushes a target, the
target is also knocked prone.
Dimensional Stepper
Benefit: Whenever you teleport, increase the distance by one
square. This is a feat bonus to movement.
Eldrich Assault
Benefit: You over-channel your arcane energies to make an
arcane at-will attack power more potent. Once per
encounter,as a free action, before making an attack roll, you
can, as a free action, activate this power allowing your next
attack to cause maximum damage.
Eldrich Bolt
Prerequisites: arcane power source, you must posses at least
two at-will attack powers from your primary class.
Benefit: Choose a power you already posses. Replace one of
your 1st level at-will attack powers with the Eldrich Bolt
power using the attack and energy and relevant spell
descriptors of your chosen power. At the end of a extended
rest, you can refocus this feat to be linked to a different
power.
Eldrich Bolt ranged 20
target: one creature attack: same as chosen power
effect: 1d6 + abil mod damage and energy
of your chosen power
special: this power can be used as a basic
ranged attack
Notes
Adaptive Training: This is sort of based on the
Melee Training feat where you swap your basic
attack and damage. But since you are using this feat
for a more powerful ability, I've limited it to a singlepower. This should make multiclassing and power
swapping a bit more useful.
Assault Versatility: One additional at-will power
doesn't make anybody more powerful. I've included
the prereq to make it so you have to be at least a little
good at what you do. Some might think this would
take away from humans, but they can take it too.
Concussive Blast: This one's just fun. Gives a real
sweet feel to a wizard's Thunderwave. This
particular feat might be on the upper end of Heroic,
but doesn't quite break into Paragon level power
Dimensional Stepper: There are already feats that
increase your base movement, this my be more
powerful, but it's definitely used less often. I think
that balances it out. On a side note, I can't believe
that teleport wasn't in my spellchecker.
Eldrich Assault: Clerics already have a one-up on
this with their channel divinity powers. Besides,
wizard powers might attack quite a few foes, but at-
will powers don't exactly do that much damage.
Eldrich Bolt: Not every arcane class has an abilitythat can be used as a ranged basic attack. Most do,
but for the rest, I offer this option. In addition, you
might not like the one your class has, and this
provides an additional option, and options are where
it's at. This power also can give a good feel to a
class. Lets look at an example. Lets have a wizard
pick an illusionary power that attacks your enemy's
will defenses with psychic energy.
Eldrich Bolt ranged 20
target: one creature
attack: Intelligence vs. Will
effect: 1d6 + int mod psychicdamage
special: this power is arcane,
illusion, psychic,
implement
You get the same spell descriptors as the original
spell. Hope this example helps.
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Feat Name Prerequisites Description
Adaptive Training power from a class or source switch power's attack
other than your primary ability score
Assault Versatility 15 or higher ability score in gain at-will attack power
your class's primary ability
Concussive Blast knock enemies proneDimensional Stepper teleport one more square
Eldrich Assault maximize attack
Eldrich Bolt arcane power source, at least gain at-will ranged basic
two at-will attack powers from attack of your choice
your primary class
Eldrich Grasp arcane power source, at least gain at-will melee basic
two at-will attack powers from attack of your choice
your primary class
Energy Expertise +1 attack with chosen
energy
Energy Focus +1 damage with chosen
energy types
Energy Modification trained in arcana modify spell with chosen
energy type
Innate Channeling elemental race select random energy
Mind over Matter use alternate score for
generating hit points
Orb Mastery orb of imposition class feature enhanced orb powers
Potent Magic increase spell damage
Protective Burst trained in arcana emergency burst magic
Ranged Commander grant ranged basic attacks
Ranged Combat Training use alternate ability score
for ranged basic attacks
Secret Mage trained in stealth or bluff secretly cast spells
Shifting Invisibility dexterity 13 single step while invis.
Staff Mastery staff of defense class feature enhanced staff defense
Wall Specialization extend wall lengthWand Mastery wand of accuracy class feature enhanced wand attack
Eldrich Grasp
Prerequisites: arcane power source, you must posses at least
two at-will attack powers from your primary class.
Benefit: Choose a power you already posses. Replace one of
your 1st level at-will attack powers with the Eldrich Grasp
power using the attack and energy and relevant spell
descriptors of your chosen power. At the end of a extended
rest, you can refocus this feat to be linked to a different
power.
Eldrich Grasp melee touch
target: one creature
attack: same as chosen power
effect: 1d6 + abil mod damage and energy
of your chosen power
special: this power can be used as a basic
melee attack
Eldrich Grasp: Ok, this one is much like the
Eldrich Bolt, but with a basic melee attack. So with
both of these, you might notice that the damage is
less than eitherMagic Missile orEldrich Blast. I did
that on purpose. I think that this makes up for the
additional options you gain, and you gain quite a
few. Ok, with the prerequesite, I did this so you still
must maintain at least one at-will power from your
class after you've taken this feat. And unless you are
human or take the Arcane Versitility feat you won'tbe able to get this one and Arcane Bolt. I won't go
into another example, give you a few more thoughts.
With these two feats, you can gain powers using any
ability score attacking any defense. If you already
have a power that does it, you got another. Also, the
energies allowed are just as limitless.
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Energy Expertise
Benefit: Choose two related energy types (i.e. fire, acid,
poison, radiant, etc.). You gain a +1 feat bonus to attack rolls
with any power you use that utilizes that energy type. The
bonus increases to +2 at 11th level and +3 at 21th level.Special: You can take this feat more than once. Each time
you select this feat, choose two different energy types.
Note: Feat bonuses from this feat and others do not stack
with one another.
Energy Focus
Benefit: Choose an two related energy types (i.e. fire, acid,
poison, radiant, etc.). You gain a +1 feat bonus to damage
rolls with any power you use that utilizes those energy types.
The bonus increases to +2 at 11th level and +3 at 21th level.
Special: You can take this feat more than once. Each time
you select this feat, choose two other energy types.
Energy Modification
Prerequisites: trained in arcana
Benefit: Choose an energy type (radiant, necrotic, acid, cold,
fire, lightning, thunder, poison, psychic, etc.). Once per
encounter as a free action, you can modify one of your arcane
at-will powers to use the chosen energy type instead of the
power's original energy type. Modify the spell descriptor as
appropriate.
Innate Channeling
Prerequisites: Dragonborn or Genasi
Benefit: Whenever you have an ability that randomly
generates what energy form it produces (such as several
chaotic sorcerous powers) you may opt, before rolling, toselect the same element of your breath weapon or genasi
manifestation.
Special: if you are of another race that has energy attacks
and/or resistances, you also qualify for this feat.
Mind over Matter
Benefit: When calculating hit points (not healing surges) you
can replace your constitution score with your highest ability
score.
Orb Mastery
Prerequisites: orb of imposition class feature
Benefit: Once per encounter as a free action, you can useyour orb to cause an enemy to make two saving throws
against an effect of one of your powers and take the lower of
the results. This ability must be used before the saving throw
is made. This ability uses up your Orb of Imposition
encounter ability.
Energy Expertise: As fighters have weapon
expertise, I've given wizards this feat. This way you
can specialize in a specific energy source. It's
important to note that feat bonuses don't stack. Thus
if you take some sort of implement expertise or spellexpertise or whatever that grants you an attack, it
won't stack. Let's keep it balanced people.
Energy Focus: Lets face it, WotC isn't always the
most creative group in the land. I've created this feat
so if you can link the energy forms in your mind and
explain it to your DM, go ahead and choose any two
energy forms. Have fun and don't be so limiting.
Energy Modification: At first I thought to just
permanently change the spell description, but then
you might just as well make a new spell. This way
you get another option in combat. Also, I felt that
changing encounter or daily powers in this way
would be too powerful. If you don't think so, go
with it, it's your game.
Innate Channeling: Obviously if you are born of
ice, you'd have a better understanding of ice magic.
With the wild magic of certain spells, I thought this
feat appropriate, and my group loved it. Of course
I've included a note about new races as well. Whoknows what elemental races are coming down the
line.
Mind of Matter: a popular feat last edition and
with all the backgrounds giving it to you for free, I
went ahead and made it a feat.
Orb Mastery: If you have a class feature, why not
give players an option to make it stronger. This feat
does just that. It doesn't give you a new power, but anew use for a power you already have.
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Potent Magic
Benefit: Choose a single energy type you can cast, such as
fire, poison, necrotic, etc. Whenever you cast a spell using
that energy type, the damage die of the power increases by
one step as shown on the weapon charts in the PHB.
Protective Burst
Prerequisites: trained in arcana
Benefit: If you choose yourself as the origin point for an area
burst effect, you get a -5 to hit yourself , take half damage and
do not provoke attacks of opportunity.
Ranged Combat Training
Benefit: Choose an ability other than Dexterity (or Strength
for heavy thrown weapons). When you make a ranged basic
attack using a weapon you are proficient with, you can use
that ability instead of Dexterity (or Strength) for the attack
roll and the damage roll.
Secret Mage
Prerequisites: trained in stealth or bluff
Benefit: Character gives no outward signs that he is casting a
spell and all spell effects appear to be generated from an
alternate location, such as from the sky, illusionary rifts in
reality, from the ground, or detonating without an origin
location thus concealing the fact that you cast the spell.
Shifting Invisibility
Prerequisites: Dexterity 13
Benefit: every round you are invisible, you can shift 1 square
as a free action at any point during your turn.
Staff Mastery
Prerequisites: Wizard, staff of defense class feature
Benefit: Once per encounter as a free action, you can use
your staff to cause an enemy to make two attack rolls to hit
you and take the lower of the results. This ability must be
used before the attack roll is made. This ability uses up your
Wand of Defense encounter ability.
Wall Specialization
Benefit: when creating a wall, you can extend the wall by
one additional full height square. This bonus increases to +2
squares at 11th level and +3 squares at 21st level.
Wand Mastery
Prerequisites: Wizard, wand of accuracy class feature
Benefit: Once per encounter as a free action, you can use
your wand to make an attack roll, rolling twice and taking
either result. This ability must be used before the attack roll
is made. This ability uses up your Wand of Accuracy
encounter ability
Potent Magic: This is equivalent to using a bigger
weapon. On average, you cause one or two
additional points of damage. It's a cool effect, but is
hardly overpowered.
Protective Burst: Sometimes when you're
surrounded, you gotta do what you gotta do. This
more-or-less turns area burst into close bursts. Trust
me, it's worth it.
Ranged Combat Training: There is already a
melee combat training feat. I went ahead and made
this one, it's only fair.
Secret Mage: This bad boy is for character and
style only. It does not make it so you do not come
out of hiding when you attack. But it does make you
more awesome.
Shifting Invisibility: At first glance, this is a very
powerful ability. However, since all invisibilities
vanish whenever you attack and few powers grant
invisibility to begin with, I think that balances it out
fairly well. I also added a mobility type prerequisite
to balance it down just a little more.
Staff Mastery: As with the orb and wand mastery,
this should add some combat options that can be a lot
of fun.
Wall Specialization: Honestly, I find this feat to be
a bit on the weak side. Still, it has a pretty cool
effect, especially for those wizards that specialize in
such things.
Wand Mastery: As with the orb and staff mastery,
this adds a another combat action. There are already
abilities out that let others do this very thing, clearly
it's not overrated.
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Chapter 2: Heroic Powers
All right, I was gonna right some witty paragraph about my powers, but at the end of this
I am running out of ideas. I'll just give you the powers and have at it. That said, you can
easily see that the vast majority of my work was with first level at-will attack powers. These
are what define a wizard in my opinion. I hope you enjoy them and the options they
provide you.
Following several pages of at-will powers are my encounter, daily, and utility powers.
I've incorporated teleportation, telekinesis, and all other goodies I've developed.
(Developed sounds much better than made up.)
These powers should carry you easily through tenth level. After that you are on your
own. Well, perhaps my own campaign will progress beyond the Heroic level and
I'll have another book of this stuff for you by then. Don't hold your breath, though.
Still, if you are impatient, send me the stuff you made up and I'll put it in thisnice format and get it out there. Well, at least the first part. I honestly have no idea
how to get this information out to the people. I'll try to come up with some ideas.
In the meantime, if you are reading this then I was successful. Send me your stuff
and I'll do the same.
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1st level Wizard At-Will Attack Powers
Acid Based Magic
Acid Blast Wizard Attack 1You fill the air with a corrosive residue that burns the skin, lungs,
and eyes of all therein.
At-Will * Arcane, Implement, Acid
Standard Action Area burst 1 within 10 squaresTarget: Each creature in blastAttack: Intelligence vs FortitudeHit: Ongoing Intelligence modifier acid damage until the end
of your next turn.Increase damage to 1d6 + intelligence modifier at 21 st level
Acid Breath Wizard Attack 1
You take a deep breath in and then expel a horrible burningfluid all over your enemies.
At-Will * Arcane, Implement, Acid
Standard Action Close blast 3Target: Each creature in blastAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier acid damage and the targets
get a -1 to their armor class until the end of your next turn.Increase damage to 2d6 + intelligence modifier at 21 st level
Acid Dart Wizard Attack 1Gathering up arcane energies, you throw a pulsing green mass
at your enemy.
At-Will * Arcane, Implement, Acid
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier acid damage and the acid
continues to burn causing continual damage equal toyour intelligence modifier until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Acid Eruption Wizard Attack 1Small strands of dark energy creep away from you into the
immediate surrounds, suddenly they burst upward, scalding
and burning away those standing too close.
At-Will * Arcane, Implement, Acid
Standard Action Close burst 1Target: Each creature in burstAttack: Intelligence vs Fortitude
Hit: 1d6 + Intelligence modifier acid damage and the targetsget a -1 to their Fortitude until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Cold Based Magic
Frost Aura Wizard Attack 1Your breath suddenly freezes and falls to the ground as you
breath out, you can see those around you turning blue.
At-Will * Arcane, Implement, Cold
Standard Action Close burst 1Target: Each creature in burstAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier cold damage and any
enemy that makes a melee attack against youtakes your intelligence modifier in cold damage.
Increase damage to 2d6 + intelligence modifier at 21 st level
Frost Snap Wizard Attack 1
You take a deep breath in and then expel a horrible burningfluid all over your enemies.
At-Will * Arcane, Implement, Cold
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier cold damage and all enemies
adjacent to your target take your intelligence modifierin cold damage.
Increase damage to 2d6 + intelligence modifier at 21 st level
Ice Patch Wizard Attack 1With a quick gesture and a few arcane words you suddenly
freeze a small section of ground.
At-Will * Arcane, Implement, Cold
Standard Action Area 1 square within 10Target: Each creature in squareEffect: The square becomes difficult terrain and all beginning
their turn or entering immediately fall prone andtake 1d6 + Intelligence modifier cold damage. The
square of ice persists until the end of your next turn.Increase damage to 2d6 + intelligence modifier at 21 st level
Ice Shard Wizard Attack 1You grip the moisture in the air and crush it into a sharp spike
of ice, ready to impale your enemies with it
At-Will * Arcane, Implement, Cold
Standard Action Ranged 20 [special]
Target: One creatureAttack: Intelligence +2 vs ACHit: 1d8 + Intelligence modifier cold damage.
Note: This attack can also be used as a melee touch attack.Increase damage to 2d8 + intelligence modifier at 21 st level
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Fire Based Magic
Fire Claws Wizard Attack 1Suddenly your hands smolder as you take a swipe at your enemy
leaving burning embers in his flesh.
At-Will * Arcane, Implement, FireStandard Action Melee touchTarget: One creatureAttack: Intelligence vs ReflexHit: 1d8 + Intelligence modifier fire damageNote: This power can be used as a basic melee attack.
Increase damage to 2d8 + intelligence modifier at 21 st level
Fire Spark Wizard Attack 1Opening a portal into pure fire, you call forth a small being of
flame that burns those who get to close.
At-Will * Arcane, Implement, Fire, Conjuration
Standard Action Area 1 square within 10Target: Each creature in squareEffect: You conjure a small fire elemental in an unoccupied
square within range. The elemental occupies 1 squareand lasts until the end of your next turn. Each enemy
that moves into a square adjacent to the elementaltakes your intelligence modifier in fire damage.
Increase damage to 1d8 + intelligence modifier at 21 st level
Finger of Fire Wizard Attack 1With a quick gesture, you fling a flaming shard of energy toward
your enemy.
At-Will * Arcane, Implement, Fire
Standard Action Ranged 20Target: One creatureAttack: Intelligence vs ReflexHit: 1d8 + Intelligence modifier fire damageNote: This power can be used as a basic ranged attack.Increase damage to 2d8 + intelligence modifier at 21 st level
Mantle of Fire Wizard Attack 1Raising your arms to the sky, you call forth a blue flame that
wreathes your body in it's protective heat.
At-Will * Arcane, Implement, FireStandard Action Personal
Target: One creatureAttack: Intelligence vs ReflexHit: 1d8 + Intelligence modifier fire damage and any enemy
that makes a melee attack against you before the end
of your next turn takes your intelligence modifierfire damage.
Increase damage to 2d8 + intelligence modifier at 21 st level
Force Based Magic
Arcane Repulsion Wizard Attack 1You call forth pure energy that drives your foe away from you
and prevents him from advancing.
At-Will * Arcane, Implement, ForceStandard Action Close burst 2Target: One creatureAttack: Intelligence vs FortitudeHit: Intelligence modifier force damage and push the target
1 square. Until the end of your next turn, the target
cannot move or shift closer to you.Increase damage to 2d6 + intelligence modifier at 21 st level
Collision Wizard Attack 1Using your well honed telekinetic powers, you thrust two
opponents violently into one another.
At-Will * Arcane, Implement, Force
Standard Action Ranged 5Target: one or two creatures adjacent to one anotherAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier force damage to both as they
are slammed against one another. If used to target one
creature, the target takes 1d6 + Intelligence modifierforce damage and is knocked prone as it is slammedagainst the ground.
Increase damage to 2d6 + intelligence modifier at 21 st level
Force Dagger Wizard Attack 1You call forth a dagger made of pure arcane energies which
immediately begins to harass your opponents.
At-Will * Arcane, Implement, Force, Conjuration
Standard Action Area 1 square within 10Effect: You conjure a small dagger of force into one square
within range. The force dagger occupies one square
and lasts until the end of your next turn. The daggerblocks all movement through its square and makesattacks of opportunity using your intelligence vsreflex for 1d6 + Intelligence modifier damage. The
dagger also can be used in flanking maneuvers.Increase damage to 2d6 + intelligence modifier at 21 st level
Telekinetic Vortex Wizard Attack 1You cause the arcane eddies and vortexes to swirl around your
opponents, spinning and shoving them around.
At-Will * Arcane, Implement, ForceStandard Action Area burst 1 within 10Target: each creature in burstAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier force damage and all within
are shifted 1 square. Creatures cannot be shifted out
of the burst area.Increase damage to 2d6 + intelligence modifier at 21 st level
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Lightning Based Magic
Flash Wizard Attack 1Without warning, a bright lightning bolt strikes nearby that burns
and blinds all standing too close.
At-Will * Arcane, Implement, LightningStandard Action Area burst 1 within 10Target: each creature in burstAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier lightning damage and the
target is blinded until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Lightning Aura Wizard Attack 1You stand with lightning coursing over your body after releasing
a blast of electrical destruction.
At-Will * Arcane, Implement, Lightning
Standard Action Close burst 1
Target: each creature in burstAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier lightning damage and the next
creature that makes a melee attack against you before the
end of your next turn takes Intelligence modifier lightningdamage.
Increase damage to 2d6 + intelligence modifier at 21 st level
Shocking Bolt Wizard Attack 1You shoot forth electricity which burns your enemy and leaves
his body shaking in the aftermath.
At-Will * Arcane, Implement, Lightning
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier lightning damage and the target
get a -2 to all defenses until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Shocking Grasp Wizard Attack 1Your fingers course with electricity as you reach to grab your
opponent.
At-Will * Arcane, Implement, Lightning
Standard Action Melee touch
Target: One creatureAttack: Intelligence vs Reflex
Hit: 1d8 + Intelligence modifier lightning damage and thetarget is dazed until the end of your next turn.
Increase damage to 2d8 + intelligence modifier at 21 st level
Necrotic Based Magic
Dark Ray Wizard Attack 1Pointing your finger, you shoot forth a ray of pure darkness.
Your opponent screams and withers slightly at it's touch.
At-Will * Arcane, Implement, NecroticStandard Action Ranged 10Target: One creatureAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier necrotic damage and grants
combat advantage to all until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Feed the Hunger Wizard Attack 1Your opponent grasps at the ethereal pieces of its soul that you
siphon off and devour.
At-Will * Arcane, Implement, Necrotic
Standard Action Close burst 5
Target: One creatureAttack: Intelligence vs FortitudeHit: Intelligence modifier necrotic damage and you gain
temporary hit points equal to your Intelligencemodifier.
Increase damage to 1d6 + intelligence modifier at 21 st level
Necrotic Portal Wizard Attack 1You open a doorway into the darkest of the pits, allowing demonic
spirits to partially enter this world and drain your foes.
At-Will * Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10Target: each creature in burst
Attack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier necrotic damageEffect: The zone of darkness lasts until the end of your next turn.
All within take a -2 on all ranged attacks.Increase damage to 2d6 + intelligence modifier at 21 st level
Summon Minor Shade Wizard Attack 1You summon forth a minor shade from the dark beyond that
immediately latches onto the life energies of your opponent.
At-Will * Arcane, Implement, Necrotic, Conjuration
Standard Action Close burst 5Target: One creatureAttack: Intelligence vs Will
Hit: 1d6 + Intelligence modifier necrotic damage and thetarget is slowed until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
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Poison Based Magic
Biting Fangs Wizard Attack 1You summon forth a dark spider which immediately latches onto
your opponent, sinking its poisoned fangs into it's flesh.
At-Will * Arcane, Implement, Poison, ConjurationStandard Action Ranged 10Target: One creatureAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier poison damage and the target
is grappled by the spider.Effect: You summon a spider until the end of your next turn.
Any creature grappled by the spider at the start of youturn takes poison damage equal to your intelligencemodifier. The spider uses your defenses.
Increase damage to 2d6 + intelligence modifier at 21 st level
Poison Bite Wizard Attack 1
Pointing your finger, you shoot forth a ray of pure darkness.Your opponent screams and withers slightly at it's touch.
At-Will * Arcane, Implement, Poison
Standard Action Melee touchTarget: One creatureAttack: Intelligence +2 vs FortitudeHit: 1d6 + Intelligence modifier poison damage.Increase damage to 2d6 + intelligence modifier at 21 st level
Poison Breath Wizard Attack 1Breathing deep, you exhale a sickening black gas that chokes
your enemies and burns their eyes and lungs.
At-Will * Arcane, Implement, Poison
Standard Action Close blast 3Target: Each creature in blastAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier poison damage and the targets
get a -1 to all attacks until the end of your next turn.Increase damage to 2d6 + intelligence modifier at 21 st level
Poison Cloud Wizard Attack 1Poisonous gases well up from beneath your enemies feet, blinding
them and choking out all breathable air.
At-Will * Arcane, Implement, Poison, Zone
Standard Action Area burst 1 within 10Target: each creature in burst
Attack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier poison damageEffect: The zone of dark gas lasts until the end of your next turn.
All have lesser concealment against those within.Increase damage to 2d6 + intelligence modifier at 21 st level
Psychic Based Magic
Illusionary Fire Wizard Attack 1You create an illusion of a roaring flame that fills up an entire
square and psychically burns all who enter.
At-Will * Arcane, Implement, Illusion, PsychicStandard Action Area 1 square within 10Target: Each creature in squareEffect: You conjure an illusion of a roaring blaze into one
square within range. The illusion occupies one squareand lasts until the end of your next turn. All who enter
the square take 1d6 + Intelligence modifier psychicdamage and believe they have caught fire.
Increase damage to 2d6 + intelligence modifier at 21 st level
Mind Blank Wizard Attack 1
You target your arcane energies at the core of your opponent'smind, sending him reeling in pain and confusion.
At-Will * Arcane, Implement, Psychic
Standard Action Ranged 5Target: One creatureAttack: Intelligence vs WillHit: 1d6 + Intelligence modifier psychic damage and the
target is dazed until the end of your next turn.Increase damage to 2d6 + intelligence modifier at 21 st level
Pain Remembrance Wizard Attack 1Dig up old ancient memories of long dead people, memories of
their pain and agony, and force your enemy to relive them.
At-Will * Arcane, Implement, Psychic
Standard Action Ranged 5Target: One creatureAttack: Intelligence vs WillHit: 1d8 + Intelligence modifier psychic damageIncrease damage to 2d8 + intelligence modifier at 21 st level
Selective Blindness Wizard Attack 1You strike at your enemy's mind, targeting the visual centers
blurring his vision and making him unable to see you.
At-Will * Arcane, Implement, Psychic
Standard Action Ranged 10Target: One creature
Attack: Intelligence vs WillHit: 1d6 + Intelligence modifier psychic damage and you are
invisible to the target until the end of your next turnor until you attack the target.
Special: If you score a critical hit with this power, you may alsodesignate an additional ally to be invisible to the target.
Increase damage to 2d6 + intelligence modifier at 21 st level
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Radiant Based Magic
Blast of Light Wizard Attack 1Pulling pure divine light from the outer planes, you shoot it
forth from your hands to burn and blind your enemies.
At-Will * Arcane, Implement, RadiantStandard Action Close blast 3Target: Each creature in blastAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier radiant damage and the target
is blinded until the end of your next turn.
Increase damage to 2d6 + intelligence modifier at 21 st level
Disrupt Undead Wizard Attack 1Shooting a bolt of pure light, this attack as the power to burn
the living, but is truly destructive against the unliving.
At-Will * Arcane, Implement, RadiantStandard Action Ranged 10Target: One creatureAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier radiant damageSpecial: If used against the undead, this power causes
1d8 + Intelligence modifier + Wisdom modifierradiant damage, and the target is pushed 1 square.
Increase damage to 2d6 + intelligence modifier at 21 st levelSpecial: Increase damage to 2d8 + intelligence modifier + wisdommodifier against undead at 21st level.
Radiant Eruption Wizard Attack 1You cause pure radiant energy to burst forth from your opponent
shooting forth from eyes, mouth, hands and the like.At-Will * Arcane, Implement, Radiant
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: 1d6 + Intelligence modifier radiant damage and all
adjacent targets take your Intelligence modifier in
radiant damage.Increase damage to 2d6 + intelligence modifier at 21 st level
Radiant Servant Wizard Attack 1You call forth an angelic being of pure light and power to defend
you and your allies.
At-Will * Arcane, Implement, Radiant, ConjurationStandard Action Area 1 square within 10Effect: You conjure a radiant servant into one square within
range. The servant occupies one square and lastsuntil the end of your next turn. All who leave a squareadjacent to the servant take 1d6 + Intelligence modifier
radiant damage.Increase damage to 2d6 + intelligence modifier at 21 st level
Teleport Based Magic
Dimensional Anchor Wizard Attack 1You create an anchor in space and time that cause all who pass
through to leave small parts of themselves behind.
At-Will * Arcane, Implement, TeleportStandard Action Area 1 square within 10Target: Each creature in squareEffect: You create an anchor in space and time in one square
within range. The anchor occupies one square andlasts until the end of your next turn. All who leave the
square take Intelligence modifier of damage and areslowed until the end of your next turn.
Increase damage to 1d6 + intelligence modifier at 21st level
Dimensional Shift Wizard Attack 1With a wave of your hand and a few arcane words, you disrupt
reality in a localized area, twisting and shifting it as you see fit.
At-Will * Arcane, Implement, TeleportStandard Action Area burst 1 within 10Target: each creature in burstAttack: Intelligence vs WillHit: 1d6 + Intelligence modifier damage and all targets within
the area exchange places.Increase damage to 2d6 + intelligence modifier at 21st level
Dimensional Shove Wizard Attack 1You violently teleport an opponent a short distance, not caring
if he gets there in his entirety.At-Will * Arcane, Implement, Teleport
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: 1d6 + Intelligence modifier damage and the target is
teleported two squares. The target must end it's teleport
on safe ground and cannot occupy the space of another.Increase damage to 2d6 + intelligence modifier at 21 st level
Expulsion Wizard Attack 1With a wave of your hand, you send your enemies further away.
You notice small bits of blood and bone remained behind.
At-Will * Arcane, Implement, TeleportStandard Action Close burst 1Target: Each creature in burstAttack: Intelligence vs WillHit: 1d6 + Intelligence modifier damage and the target is
teleported one square directly away from you.
Increase damage to 2d6 + intelligence modifier at 21 st level
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Thunder Based Magic
Reverberation Wizard Attack 1After the lightning flash comes the rolling thunder. If you count
the seconds can you determine how long you have to live?
At-Will * Arcane, Implement, ThunderStandard Action Close burst 5Target: One creatureEffect: 1d6 + Intelligence modifier thunder damageSpecial: This power can only be used within one round of the
target taking lightning damage.
Increase damage to 2d6 + intelligence modifier at 21 st level
Screech Wizard Attack 1You wave your wand and whistle into its wake creating a high
pitch sound that penetrates flesh and shatters bone.
At-Will * Arcane, Implement, Thunder
Standard Action Area burst 1 within 10
Target: each creature in burstAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier thunder damage.Increase damage to 2d6 + intelligence modifier at 21 st level
Sonic Knockout Wizard Attack 1Clapping your hands, you create a disruptive sound wave that
buffets your opponent into unconsciousness.
At-Will * Arcane, Implement, Thunder
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs FortitudeHit: 1d8 + Intelligence modifier thunder damageSpecial: This power cannot do lethal damage, any creature
knocked to 0 hit points by this power awakensafter an extended rest.
Increase damage to 2d8 + intelligence modifier at 21 st level
Thunderous Blow Wizard Attack 1Pure destructive sound strikes your opponent from the side,
pushing your foe around like a small child.
At-Will * Arcane, Implement, Thunder
Standard Action Ranged 20Target: One creatureAttack: Intelligence vs FortitudeHit: 1d6 + Intelligence modifier thunder damage and slide
the target one square.
Increase damage to 2d6 + intelligence modifier at 21st
level
Notes
As is apparent, I've put quite a bit of work into the
wizard's at-will attack powers. I truly feel that
these are what defines a wizard. He might have
additional encounter, utility, and daily powers, butwhen things get dicey and you gotta dig hard, this
is what you end up with. This is what makes your
magic unique over all other wizards.
If you don't like what you chose, you can always
swap one out every level. So experiment with what
works for you.
I've also attempted to make sure that there are
ranged, bursts, blasts, area effects, lingering
conjurations and whatnot for just about every
energy source. This game is about options after all,
lets make some.
That said, even though I admire what Mongoose
Publishing has done with their Quintessential
Wizard, I do not care for the weapon based powers.
Leave them to the Swordmage in my opinion. But
if you like em, go ahead and have fun.
I've also included a new type of spell, well not
really. It's the teleport magic. Not only can you
teleport yourself around, you can teleport your
enemies. When you teleport yourself, you gotta
make sure you get all of you and that you end up
safely in a wall. Not so with your enemies. If you
happen to leave little bits of blood and bone lying
around afterwards, all the better.
Now, on to some other powers. I have pages of
these at-will powers, I don't think I'll make quite so
many encounter, utility, and daily. I sorta enjoy
this column format so I'll go ahead and fill a
column for every category at every level. On to
bigger and better powers!
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Level 1 Encounter Spells
Bone Controller Wizard Attack 1Like a puppet, you snatch control of the bones of your victim
making him do exactly what you command.
Encounter * Arcane, Implement, NecroticStandard Action Close burst 5Target: One creatureAttack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier necrotic damage and the target
is dominated until the end of your next turn.Orb of Imposition: You can extend the duration of the domination
even though this is not an at-will attack power.
Retaliation Wizard Attack 1You shoot a barrage of magic missiles at several targetsEncounter * Arcane, Implement, Force
Immediate Reaction Melee touchTrigger: a creature hits you with a melee attackTarget: the creature that hit youAttack: Intelligence vs ReflexHit: 2d8 + Intelligence modifier force damage and the
target is pushed 1 square and immediately ends its turn.
Steal Heat Wizard Attack 1You draw forth the body heat of your enemies in order to protect
you from the cold.
Encounter * Arcane, Implement, ColdStandard Action Close blast 3Target: each creature in burstAttack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier cold damage and you gain
cold resistance 10 until the end of your next turn.Staff of Defense: You gain cold resistance equal five times the
number of creatures targeted by this power until the endof your next turn.
Teleportation Strike Wizard Attack 1You target shards of bone and sinew of your opponent and
with a few dark words, teleport them from his body.Encounter * Arcane, Implement, Teleportation
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs FortitudeHit: 2d8 + Intelligence modifier damage and the target is
stunned until the end of your next turn.
Level 1 Daily Spells
Bloody Teleport Wizard Attack 1You dive into the flesh of a nearby foe, tearing him open and then
emerge from another in a spray of blood.
Daily * Arcane, Implement, Necrotic, Teleportation, ReliableStandard Action Close burst 2Target: One creatureAttack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier necrotic damage and make a
secondary attack against an enemy within 5 squaresSecondary Target: one creature within 5 squares of theprimary target.Secondary Attack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier necrotic damage and
you teleport to an adjacent square.Miss: This power is not expended.
Force Trap Wizard Attack 1Coalescing the energies into a few concentrated points, you setup arcane traps meant to ensnare your foes.
Daily * Arcane, Implement, Force, Conjuration
Standard Action Area 3 squares within 10Effect: You create a force trap in three square within range which
do not need to be adjacent. The traps occupy one squareand last until activated or until the end of the encounter.You can give the traps the following commands:
Ensnare: when an enemy enters the square, the trap activates.Make an immediate interrupt attack.Target: creature activating the trapAttack: Intelligence vs ReflexHit: the creature is stunned until the end of your nextturn and restrained (save ends). The creature does not
get to make a save against this effect until it is no longerstunned.
Detonate: as a free action make an attack against all adjacentenemies as well as any enemies within the trap square.Target: all creatures in and adjacent to the trap.Attack: Intelligence vs Reflex
Hit: targets are stunned and knocked proneMiss: Target is dazed
Missile Barrage Wizard Attack 1You shoot a barrage of magic missiles at several targets
Daily * Arcane, Implement, Force
Standard Action Area burst 2 within 20
Target: One, two or three creaturesAttack: Intelligence vs ReflexHit: 2d4 + Intelligence modifier force damageWand of Accuracy: You can attack up to four separate targets.
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Level 2 Utility Spells
Dimensional Step Wizard Utility 2Stepping between realities, you retreat with but a step
Encounter * Arcane, Implement, Teleport
Move Action PersonalEffect: You teleport 3 squares. You cannot teleport into a square
already occupied and must teleport onto solid ground.
Domination Mastery Wizard Utility 2Your mind isn't only full of mental defenses, but you've sent up
psychic traps to all those who dare enter.
Encounter * Arcane, Implement, PyschicImmediate Reaction Close burst 20Trigger: you are attacked by a power with a domination effectTarget: the creature that attacked youEffect: negate the attack and the creature attacking you is
dominated until the end of it's next turn
Forced Combustion Wizard Utility 2You channel combustive energies back through the ether along
the energy path of one who recently threatened you.
Encounter * Arcane, Implement, Fire
Immediate Reaction Close burst 10Trigger: you are attacked with a melee or ranged attackTarget: the creature that attacked youEffect: The target gains vulnerability 5 fire until the end of
your next turn.
Illusionary Flames Wizard Utility 2You create the illusion of a short wall of fire. This complex illusion
spreads to all who come in contact with it, making them believe
they too are aflame.
Daily * Arcane, Implement, Illusion, ConjurationStandard Action Area wall 5 within 10Effect: You conjure an illusionary wall of fire that consists of
contiguous squares filled with flames. The wall lastsuntil the end of your next turn. It can be up to 5 squareslong and up to 4 squares high. The illusionary fire causes
no damage but spreads to whomever enters the wall.Sustain Minor: The wall and spread flames persist.
Level 3 Encounter Spells
Betrayed Wizard Attack 3You invade the mind of another and force him to believe that
everyone has turned against him.
Encounter * Arcane, Implement, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: 2d8 + Intelligence modifier psychic damage and the target
becomes confused and views all creatures as enemies
until the end of your next turn.Sustain Minor: The confusion persists.
Downward Step Wizard Attack 3In a blink of an eye your foe is suddenly buried up to its neck in
the earth, screaming as his body becomes one with the stone.
Encounter * Arcane, Implement, TeleportationStandard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: 2d8 + Intelligence modifier damage and the target is
restrained until the end of your next turn.
Mind Control Wizard Attack 3Invading and controlling a mind without causing serious damage
is an art. Too bad you are no artist.
Encounter * Arcane, Implement, Psychic
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: 2d6 + Intelligence modifier psychic damage and the target
is dominated (save ends)Aftereffect: the target is dazed
Striking Fist Wizard Attack 3A simple strike by most mages is something to be laughed at, but
not when backed by powerful arcane energies.
Encounter * Arcane, Implement, Force
Standard Action Melee touchTarget: One creatureAttack: Intelligence vs FortitudeHit: 2d8 + Intelligence modifier force damage and the target
is pushed a number of squares equal to 1 + intelligencemodifier and then knocked prone.
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Level 5 Daily Spells
Ice Encasement Wizard Attack 5Solidifying the moisture in the air, you encase your enemies in
solid ice, freezing and immobilizing them.
Daily * Arcane, Implement, ColdStandard Action Area burst 1 within 10Target: each creatures in burstAttack: Intelligence vs FortitudeHit: 10 ongoing cold damage and the target is restrained
(save ends both)Aftereffect: 5 ongoing cold damage and the target is
immobilized (save ends both)Miss: 5 ongoing cold damage and the target is immobilized
(save ends both)
Thundering Strike Wizard Attack 5Calling down a terrifying strike, you send your foes flying everywhich way.
Daily * Arcane, Implement, Thunder
Standard Action Area burst 2 within 10Target: each creatures in burstAttack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier thunder damage, and targets are
pushed 3 away from the origin point and knocked prone.
The target in the origin square takes an additional 1d6thunder damage and is knocked prone.
Miss: Half damage and pushed 1 from the origin point. The centraltarget is still knocked prone but takes no additional damage.
Walking Dead Wizard Attack 5You call forth skeletal minions to strike down your foes.
Daily * Arcane, Implement, Necrotic, Conjuration
Standard Action Close 4 squares in burst 5Effect: You summon 4 skeletal minions in four separate squares
within range. The minions occupy one square each andlast until the end of your next turn. You can give the
minions the following commands:Opportunity Attack: stand and make opportunity attacks
Target: one adjacent creatureAttack: Intelligence vs FortitudeHit: 1d8 + Intelligence modifier necrotic damage and thetarget takes a -2 to his fortitude defenses until the end ofyour next turn.
Detonate: as a free action you can detonate one, two, three or four
skeletal minions and make an attack against all creaturesadjacent to those detonating.Target: all creatures adjacent to the minion.Attack: Intelligence vs Fortitude
Hit: 2d6 + Intelligence modifier necrotic damageSpecial: When the skeletal minions are slain they immediately
detonate as noted above. You do not take damage whenthe minions die as with normal conjurations.
Level 6 Utility Spells
Bone Armor Wizard Utility 6A sacrifice of blood is paid, but they of the darkness, the unnamed,
grant a boon of life and defense to the faithful.
Daily * Arcane, Implement, NecroticStandard Action Personal
Effect: You take damage equal to your healing surge value. Youthen gain temporary hit points equal to the same amountas well as a +2 to all defenses until the end of theend of the encounter.
Special: You cannot be healed while you still posses thesetemporary hit points.
Boneless Wizard Utility 6You harmlessly remove your bones to give you better flexability.Encounter * Arcane, Implement
Minor Action PersonalEffect: Until the end of the encounter, or for five minutes you
become boneless gaining the ability to squeeze throughareas as small as under a door without penalties tomovement, attacks, and without providing combatadvantage or opportunity attacks. In addition you gain
a +5 bonus to escaping grapples.
Mage Armor Wizard Utility 6Protected by your arcane power, you stride forth into battle
without fear of harm.
Encounter * Arcane, Implement, Force
Standard Action PersonalEffect: You gain resist 10 to all damage until the end of your
next turn or until you attack.Staff of Defense: The resistance is not negated the first time
you attack.
Quickening Magic Wizard Utility 6
You slow time down, every so slightly, allowing you to to movefaster.
Daily * Arcane, Implement
Minor Action PersonalEffect: You gain an additional move actionSustain Minor: The effect persists.
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Level 7 Encounter Spells
Electrical Destroyer Wizard Attack 7You summon forth a being of pure electrical energy, pulsing with
so much power it seems ready to explode.
Encounter * Arcane, Implement, LightningStandard Action Close Burst 5Effect: You summon forth an elemental destroyer into a single
square within range. The elemental destroyer occupiesone square and lasts until the end of your next turn.The elemental destroyer immediately charges a foe you
designate and makes the following attack:Target: one adjacent creatureAttack: Intelligence vs ReflexHit: 1d6 + Intelligence modifier lightning damage
Special: If destroyed in combat the elemental destroyer explodescausing 2d6 + Intelligence modifier lightning damageto all adjacent creatures.
Fractal Shove Wizard Attack 7You gather your energies and teleport your opponent into two
places at the same time. You can hear from his screams that it is
quite uncomfortable.
Encounter * Arcane, Implement, Teleportation
Standard Action Ranged 5Target: One creatureAttack: Intelligence vs FortitudeHit: 2d6 + Intelligence modifier damage and the target is both
stunned and occupying an additional square within 5
squares of it's original position until the end of yournext turn. Either square can be targeted with an attack
to damage the enemy and any effect targeting bothoccupied squares does double damage.
Note: Any aura or like power of the target is likewise duplicated.Orb of Imposition: You can sustain this power even though it is
not a first level at-will attack power.
Greater Domination Wizard Attack 7Your enemies minds are as a child's toy in your hands.
Encounter * Arcane, Implement, Psychic
Standard Action Ranged 10Target: One creatureAttack: Intelligence vs WillHit: the target is dominated until the end of your turn.Aftereffect: the target is dominated (save ends)Aftereffect: 2d8 + Intelligence modifier psychic damage and
the target is dazed until the end of its next turn.
Level 9 Daily Spells
Contagious Flame Wizard Attack 9You breath a small wisp of fire toward your enemy, which quickly
grows and spreads like a wildfire.
Daily * Arcane, Implement, FireStandard Action Ranged 10Target: One CreatureAttack: Intelligence vs ReflexHit: 10 ongoing fire damage until the end of your next turn and
made a secondary attack.Secondary Target: up to your intelligence modifierworth of creatures or objects within 10 squares andadjacent to a creature or object taking ongoing firedamageSecondary Attack: Intelligence vs ReflexHit: 10 ongoing fire damage until the end of your nextturn
Sustain Standard: both primary and secondary ongoing damage
persists and repeat the secondary attack
Continual Barrage Wizard Attack 9Opening your hand you send forth a barrage of magic missiles
that strike down your enemies.
Daily * Arcane, Implement, Force
Standard Action Ranged 20Target: One creatureAttack: Intelligence vs ReflexHit: 2d4 + Intelligence modifier force damage. Then repeat the
attack against the same target or another target withinrange.
Effect: repeat the attack a number of times equal to yourintelligence modifier. You may target the same creature
or any other within range.
Lesser Thralldom Wizard Attack 9You step from your own mind and enter that of another. This is
no mere domination, but complete bodily control.
Daily * Arcane, Implement, Psychic
Standard Action Ranged 5Target: One creatureAttack: Intelligence vs WillHit: 10 ongoing psychic damage and you thrust your mind into
the target, using his body as a vessel (save special)Effect: your body falls inert and helpless while you maintain the
power. You can end this effect, leaving the target's bodyas a free action.
Special: on a successful save, the target takes 2d8 + Intelligencepsychic damage and you are dazed on your next turn.
Sustain Minor: the ongoing damage and bodily control persists.
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Level 10 Utility Spells
Eldrich Wall Wizard Utility 10With a wave of your hand, an invisible wall of force springs up
between you and your enemies.
Encounter * Arcane, Implement, ForceMinor Action Area wall 8 within 10Effect: You conjure a wall that consists of contiguous squares
filled with pure arcane force. The wall lasts until theend of your next turn. It can be up to 8 squares longand up to 4 squares high. No creature can enter a square
containing the wall. Creatures on one side of the wallcannot attack creatures on the other and the wall blocksall objects and creatures attempting to pass through it.The wall cannot be climbed.
Extraplanar Refuge Wizard Utility 10You step into the nothing and don't suddenly appear anywhere
else right away.Daily * Arcane, Implement, Teleportation
Move Action PersonalEffect: You step into a localized, pseudoplane that is only ten
feet in diameter. You can remain here in relative safety
for a total number of round equal to your intelligencemodifier. When you return you appear in the same spaceyou left from or the nearest unoccupied square.
Siren Call Wizard Utility 10Calling forth into the Never-never, you draw an alluring fae
siren whose call draws all to its embrace.
Daily * Arcane, Implement, Conjuration, Zone
Standard Action Area 1 square within 10
Effect: You conjure an fae siren from the Never-never into onesquare within range. The fae occupies one square andlasts until the end of your next turn. Make an attack
against all creatures within 5 squares of the fae.Target: all creatures within Close blast 5 of the faeAttack: Intelligence vs WillHit: the target must, on its turn, move closer to the fae
Sustain Minor: the fae siren persitsSustain Standard: the fae siren persists and make another attack
Teleport Swap Wizard Utility 10The town guard weeps as he pulls his blade from an old woman he
was sure was watching safely from the sidelines. With everyone's
attention on the guard, you make your escape.Encounter * Arcane, Implement, Necrotic, Reliable
Immediate Interrupt Close burst 10Trigger: you are attacked by a melee or ranged attackTarget: one creature within rangeAttack: Intelligence vs. WillEffect: you swap places with the target before you are hit and
the attack hits the new creature instead.
Notes
I almost feel like I should write a few paragraphs
explaining what how some of these powers actually
work. I won't though. If you truly cannot figure
them out through their explanations, drop me a linethrough e-mail and I'll give you a description and
and example or two. This way I'm also getting
some feedback. See how sneaky I am?
That said, I am really proud of some of these, but
some of em ended up being filler. Not too many
mind you, but a few.
Again I was surprised by some of the words that
weren't in my dictionary, words such as undead,
unliving, eldrich, fae, extraplanar, pseudoplane,
teleport, and teleportation among others. Stupid
D&D expanding my vocabulary.
Looking back over these powers, I realize just how
awesome some of these abilities are. I especially
enjoy the domination effects. There just weren't
enough in the original content. Sure, there were
monsters that could almost do it at will, but what
about wizards? And again the teleport magic is
amazing. Pay close attention to Fractal Shove, it's
one of my favorites.
Once I got going, I had to stop myself from
creating new powers on the spot. I shifted some of
the power's levels around and renamed a fewpowers. Honestly, I still haven't figured out what
differentiates a first level daily from a fifth level
daily. So I tried to put the weaker ones lower level.
That said, that means that some of the official
content is clearly better than this stuff. But you
might give up a few damage for a new effect or
options.
That said, remember that wizards are controllers
and not strikers. Sure, they can pull off some
amazing amounts of damage if everyone is
bunched together, but compared to a sorcerer or
warlock, it's just not your forte. Pick powers you
like and have at it.
Now, lets see what kinds of magic items I can
scrounge up from my various notes and notebooks.
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Chapter 3: Magic Items
The most difficult part of creating new items isn't
the creative ideas. We all come up with what if's
and how about's. And with this new edition, game
balance is seldom the problem either. If the item is
too powerful, make it a higher level, or heaven
forbid, an artifact. The real problem is the item
level.
What makes one magic sword a level 3 weapon and
another a level 4? Within the half-tier 5-level sets,
it's fairly easy to figure out. But how does one fine
tune the item costs?
Of course I took an extensive look at the existing,
official and unofficial items that have been thus farreleased. Is my new magic hat more powerful than
this other one or is it weaker? How could I best
utilize it? What skill, class, feat, item combination
would make this item seem broken and overly
powerful? Are there common monsters that this
won't effect at all?
When it comes down to it, I faked it. I just thought
to myself, what is the lowest level character I want
to have this item? A few items got thrown out cause
they would make nice Paragon Tier items, and that's
not what I'm doing here. I even threw out a couple
magic rods. Wizards aren't proficient in rods. It'skinda hard to actually stick to the subject matter of
the book. I like more and more.
Anyhow, on to the items.
Firstly, I don't have too many weapons and armors.
While cool and sometimes lifesaving, if you're
hitting someone with a weapon you're doing it
wrong. If someone is hitting you, your team failed
you. You aren't some front line warmage like the
sorcerer or some sword-wielding arcane warrior like
the swordmage. You are a back line controller. But
still, to each their own. Have fun with it. I'veincluded what I hope are a couple armors and
weapons that we enjoyed and think you might as
well.
I did much more focus on implements. Orbs and
wands are my favorites. But I was actually
disappointed with how few cool tomes they
included. So I've included more than a few of my
own. Not all of em have been tested, but they
should be balanced or even a bit weak. I thought
about including some hats and masks that are
discussed in the Quintessential Wizard but we
haven't really done anything with em.
As wands go, the most brilliant concept the folks so
far have come up with has been the Master's wands.
I have so many at-will spells, however, I didn't think
I would create them all here. But it turns out that
once I got rolling, they just came out. I hope youenjoy them.
The tomes weren't hard to come up with. The ideas
seemed to flow quite easily. However, I did not
have a wide variety to compare them to. It makes
choosing an item level for tomes a bit difficult.
Still, I did my best and I think they turned out quite
well. Feel free to tweak them as you see fit.
Finally, I had a bunch of really cool alchemical
items all worked up, but the files got corrupted. I
think I'll release another one of these bad boys full
of rituals and alchemy and consumable items. But,at least with my group, we haven't done much with
em. I include all these cool new potions and
explosives and rituals, but my people don't use em.
I think they feel they are just throwing away money
if they do. Gotta find some way to break them of
that thinking. So I'll save them for another time.
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Armor
Pocketed Armor Level 2+These robes are filled with secret pockets that carefully hold
various arcane paraphernalia.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gpArmor: Cloth, LeatherEnhancement: ACProperty: This armor holds a number of small items such as
potions, elixirs, reagents, daggers, wands, orbs, and the like inextradimensional pockets only the wearer can access, and thewearer can retrieve them as a free action. The armor can hold anumber of items of this nature equal to 3 plus the enchantment
bonus of the armor.
Robes of Rampant Destruction Level 4+These tattered robes are often worn by truly destructive mages,
protecting them from their own devastation.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gpLvl 9 +2 4,200 gp Lvl 24 +5 525,000 gpLvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Armor: ClothEnhancement: ACProperty: The wearer of this armor can ignore his own spelleffects, not taking any damage or detrimental effects.Power (Daily): Free Action. Use this power when you cast a
spell. A choose a number of targets equal to or less thanthe enchantment bonus of this armor. Those creatures are
unaffected by the spell.
Notes
Though the proper choice in armor can be the
matter of life or death for a wizard, most do not
focus on such matters. Arcane studies are of more
import. That said, we haven't really came up with
too many viable armors. We had a few more, but
they clearly ended up broken after some playtesting,
so I will not include them here.
And just cause they are called robes doesn't mean
that they have to be. Your cloth armor might be a
swanky swashbuckling outfit or formal uniform, or
even a tattered loincloth. Customize your
character's look, it makes all the difference.
Weapons
Arcane Etched Level 4+Pulsing mystical runes are etched down the length of this weapon
allowing arcane energy to be channeled through it.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gpLvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gpWeapon: AnyEnhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus, +1d8 damage per plus if the
attack has the arcane keyword.Property: This weapon can be used as an implement by any arcane
class. You do not gain the proficiency bonus of thisweapon for such attacks.
Power (Encounter): Standard Action. You can change one ofyour ranged attack power into a melee touch power usingthis weapon as the implement.
Easy Wield Level 3+Perfectly balanced with a slight intelligence that guides in
combat, even the most untrained soldier is formidable with this
mystical weapon.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: AnyEnhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusProperty: Then wielder of this weapon gains is always counted as
proficient in the weapon.Power (Daily): Free Action. You add double the enchantment
bonus to the next attack you make before the end ofyour next turn.
Notes
There are some mages that enjoy wielding physical
weapons, but most of them end up swordmages
instead. That said, wizards don't get much training
weaponwise, so they need magical bonuses. That's
where the Easy Wield weapon comes in. I thought
to put that as an armor ability, but it was clearly too
powerful. I don't think it is so with weapons.
When making a weapon choice other than that
you're proficient in, go crazy. If you aren't
proficient in it, don't worry about whatever bonuses
they get. Odds are unless you get more training,
you won't hit anything, so make it look awesome.
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Orbs
Orb of Catastrophic Combustion Level 2+This glass orb appears to be filled with twisting flames and it
seems hot to the touch, almost burning your hands.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gpLvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus, +1d8 damage per plus if the
attack has the fire keyword.Power (Encounter): Free Action. Use this power when you
use a power that causes ongoing fire damage. Thetarget takes a penalty to its saving throws to overcomethe ongoing damage equal to the enchantment bonusof this orb.
Orb of Dimensional Redirection Level +5Holding this orb, you feel a strange pulling sensation. It's even
stranger because you cannot determine which way it's pullng.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gpLvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gpImplement (Orb)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus, +1d8 damage per plus if the
attack has the teleport keyword.Power (Daily): Immediate Interrupt. Use this power when
a creature within Close burst 10 teleports. Make anattack against the triggering creature, Intelligence vs Will
if the attack hits, choose a new location for the creatureto teleport to. It must be a legal position for the power
used and it must be within 10 squares of your position.If the attack fails, you don't expend the use of this power
and no daily use of a magic item power occurs.
Orb of Eldrich Sustination Level 4+This smooth black orb contains the necessary power of arcane
continuance.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gpLvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free Action. Use this power to sustaina power instead of expending the necessary action.
Orb of Psychoanalytical Assertation Level 2+This glass orb appears to contain a small, living brain. You can
feel it's mind reaching into your own.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gpLvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Encounter): Free Action. Use this power when you
use a power that causes domination. The target takes a
penalty to its saving throws to overcome the dominationequal to the enchantment bonus of this orb.
Orb of Re-Implementation Level 2+Contained in this smooth stone orb is the most basic of arcane
power, used to teach the basic techniques to apprentices.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gpImplement (Orb)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus
Power (Daily): Free Action. Gain another use of your Orb ofImposition class feature.
Notes
As I stated earlier, I like orbs. I enjoy the Masterypower that goes with them. But most of all I love
their names and their style. You might wield a staff,
or whip out a wand, flip through a tome, but you
caress an orb and coax out it's power.
With the sustaining powers of the Implement
Mastery class ability, it was an easy step to continue
those effects and enhance them with the orbs. If
you can't tell yet, we had a wikkid dominator mage
in my group. It was amazing.
If any of these is slightly overpowered, it is the Orb
of Dimensional Redirection. So while I enjoyencounter power items better, I bumped that to a
daily power and put distance limits to it. With those
changes, I felt it a bit underpowered since I didn't
want it to be less than 5th level. So I bumped up the
crit damage for teleport magic. Not so useful unless
you use my enhanced spell list from earlier.
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Staffs
Staff of Continual Defense Level 2+Nicks and scrapes cover this staff. Clearly this weapon has
seen combat and has protected many a neck.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gpLvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Free Action. Gain another use of your Staff of
Defense class feature.
Staff of Destruction Level 7+Blasted and burnt, this staff has seen war after war since its
creation, now in your hands, it calls for destruction.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gpLvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gpLvl 17 +4 65,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusProperty: Add the enhancement bonus of the staff as an item
bonus to damage dealt.
Power (Daily): Free Action. Use this power when you use anencounter or daily power. Ignore all resistances of theinanimate objects hit with the power.
Staff of Energy Mastery Level 5+Carved with runes of the elements, this staff enhances yourarcane powers.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gpLvl 10 +2 5,000 gp Lvl 25 +5 625,000 gpLvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage of the aligned energy type per plusProperty: Choose an energy type when creating this staff
(i.e. acid, fire, radiant, thunder, etc.). The type cannotbe changed afterwards. This is the energy type thestaff is forever aligned to.
Power (Encounter): Free Action. Change the energy type of
a spell you cast to the staff's aligned energy type.
Power (Daily): Free Action. Use this power when casting aspell with the keyword of the energy type this staffis aligned with. Add 1d6 per enhancement bonus of
additional damage of the aligned energy type.
Wands
Far Reaching Wands Level 4+A simple, straight wand with a glowing gemstone on it's tip
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gpLvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Encounter): Free Action. Increase the maximum range
of the next spell you cast before the end of your next turnby twice the enhancement bonus of this wand.
Power (Daily): Standard Action. Choose one encounter powerof the appropriate level or lower. Once per day, thiswand generates the same spell.
Level 4: level 1 encounter spell
Level 9: level 3 encounter spellLevel 14: level 7 encounter spellLevel 19: level 13 encounter spell
Level 24: level 17 encounter spellLevel 29: level 23 encounter spell
Precise Wands Level 5+This wand is formed to provide deadly accuracy in your attacks.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gpLvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gpImplement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus
Property: Gain a +1 item bonus to attack rolls using thisimplement for the spell associated with this wand.
Power (Daily): Standard Action. As the wizard's power of thesame name. If your first attack roll with the power
hits, you score a critical hit.Level 5: level 1 encounter spellLevel 10: level 3 encounter spellLevel 15: level 7 encounter spell
Level 20: level 13 encounter spellLevel 25: level 17 encounter spellLevel 30: level 23 encounter spell
Resurgent Accuracy Wands Level 2+A basic curved wand, good for apprentice training.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gpLvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Implement (Wand)Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plus
Power (Daily): Free Action. Gain another use of your Wand ofAccuracy class feature.
Power (Encounter): Standard Action. Choose one first level at-will attack power when creating this wand. Once per
encounter, this wand generates the same spell.
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Master's Wands (Acid)
Master's Wand of Acid Blast Level 3+Corrosive acid drips from this wand's tip.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: The area burst of yourAcid Blastbecomes burst 2.Power (Encounter): Standard Action. As the wizard's
Acid Blastpower.
Master's Wand of Acid Breath Level 3+A haze of greenish gas surrounds this wand.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpImplement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: The area blast of yourAcid Breath becomes blast 5.Power (Encounter): Standard Action. As the wizard's
Acid Breath power.
Master's Wand of Acid Dart Level 3+Many green ceramic shards are embedded in the shaft of this wand
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpImplement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: The ongoing damage of yourAcid Dartbecomes
equal to twice your intelligence modifier instead
of just your intelligence modifier.Power (Encounter): Standard Action. As the wizard's
Acid Dartpower.
Master's Wand of Acid Eruption Level 3+This clear glass wand seethes with green energy.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: TheAcid Eruption now bestows a -1 penalty to all
defenses of those hit.Power (Encounter): Standard Action. As the wizard's
Acid Eruption power.
Master's Wands (Cold)
Master's Wand of Frost Aura Level 3+A thin layer of frost continually covers this wand.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: Any creature attacking you that takes damage from
your Frost Aura is also slowed.Power (Encounter): Standard Action. As the wizard's
Frost Aura power.
Master's Wand of Frost Snap Level 3+This blue wand is made of pure hardened ice.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpImplement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: All enemies adjacent to your Frost Snap target take the
same damage as the primary target.Power (Encounter): Standard Action. As the wizard's
Frost Snap power.
Master's Wand of Ice Patch Level 3+This wand is constructed of twisted bands of darkwood wrapped
around a shaft of blackened ice.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: Any creature entering yourIce Patch are also
immobilized.Power (Encounter): Standard Action. As the wizard's
Ice Patch power.
Master's Wand of Ice Shard Level 3+Corrosive acid drips from this wand's tip.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: Creatures hit by yourIce Shardpower also gain
vulnerability 5 to cold until the end of your next turn.Power (Encounter): Standard Action. As the wizard's
Ice Shardpower.
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Master's Wands (Fire)
Master's Wand of Fire Claws Level 3+This thick wooden wand looks like it's been burned in a fire
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: Any creature struck by your Fire Claws power catches
fire and takes ongoing 2 fire damage (save ends).Power (Encounter): Standard Action. As the wizard's
Fire Claws power.
Master's Wand of Fire Spark Level 3+This flame shaped glass wand shimmers with heat.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gpLvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gpImplement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: All enemies starting their turn adjacent to the elemental
conjured by your Fire Sparkpower also takes the spelldamage..
Power (Encounter): Standard Action. As the wizard's
Fire Sparkpower.
Master's Wand of Finger of Fire Level 3+A continual fire burns within this clear crystalline cylinder
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rollsCritical: +1d8 damage per plusProperty: Any creature struck by your Finger of Fire power also
gains vulnerability 5 fire until the end of your