4th -- D&D -- Arcane Heroics - Wizard

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    Cover

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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