Quatis 1 88 45 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don't go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment. Birth You were not born in the world, but rather on another plane, such as the Feywild. What circumstances brought your ancestors to that plane? Were they natives of that plane, taken there against their will, or just visitors? When did you leave that plane, and what did you have to accomplish to escape it? Do you miss your birth plane, or do you dread returning to it? General Arcana Gain a +2 bonus to Arcana checks. “I soar, carried on currents of elemental air.” Best known for their speed and mobility, windlords are agile combatants, darting through the air and supplementing their attacks with gusts that rush in from nowhere. Many windlords use hit-and-run tactics, similar to those that might be employed by monks, rangers, and assassins. Although elemental air does not increase an attack's potency, it does help a combatant get into a superior position from where he or she can attack. Mages, psions, druids, and others can use power over elemental air to make up for any shortcoming they might have in weapon use. With the increased maneuverability and defensive properties elemental air can provide, such implement wielders can better reach places where they can use their magic to the greatest effect. ID_FMP_POWER_16113 ID_FMP_POWER_16113,ID_FMP_POWER_16114,ID_FMP_POWER_16115,ID_FMP_POWER_16116 ID_FMP_CLASS_FEATURE_4320,ID_FMP_CLASS_FEATURE_4321,ID_FMP_CLASS_FEATURE_4322 The mantle of the windlord is taken up by those who devote themselves to mastering elemental air, able to manipulate any expression of it from the lightest breeze to the most terrible gale. A windlord might be a mortal who has pledged fealty to a primordial such as Chan, Yan-C-Bin, or another figure associated with elemental air or storms. Other individuals come to master the talents of the windlord after discovering a primordial relic or being transformed during an extended foray into the Elemental Chaos. In some histories, the earliest windlords were eladrin mages who discovered how they could use elemental air to supplement their magical training. Legends go on to say that once these mages mastered the higher mysteries, they lost their fey heritage and soared through the air as eagles. Some claim that they still watch over the eladrin cities today, always circling, always vigilant until the day when they are vitally needed. Other accounts hypothesize that the djinn handed down the secrets of becoming a windlord to mortal allies who had earned their trust. Support for this claim is found in frescoes in the ruined city of Badalada, perched atop a f loating earthmote in the Elemental Chaos, that show djinn carrying what are obviously humans, elves, and other races through the air and teaching them to f ly. If there were such connections between these races, they are long dead now, since the djinn presently show little interest in forging bonds with the people of the natural world. A windlord who strikes out in the world does not go long without attracting a potential employer. One who does not pursue the life of an adventurer might find work as a spy or a scout. Being able to manipulate elemental air helps such an individual pick out sounds another person might not perceive. A windlord can hide on a high perch and monitor enemy movements, or find a path through the wilderness from the advantage of an aerial position. You must embrace the untamed nature of the Elemental Chaos to wield its power. Whether you came by this ability through a primordial shard or a forbidden ritual, or by spending too much time on this dangerous plane, you undergo a transformation into an elemental creature. Your skin pales, your eyes brighten, and a wispy breeze always stirs your hair and clothing. You can call elemental air to spirit you aloft and lend a surprising movement aspect to your attacks. With elemental air in your pocket, so to speak, you find that the wind helps you run, climb, and jump. Your sensitivity to air clarifies your senses so that you can pick out small details and hear faint noises. Your origin becomes elemental; gain Primordial language, +2 bonus to Athletics and Perception checks, and the wind fury assault power 1 ID_FMP_POWER_16113 Encounter ID_FMP_POWER_16113 Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks. You also gain the wind fury assault power. The primordials had their own language with none of the special qualities of Supernal. The wind carries you aloft, helping you deliver a punishing strike against a distant foe. Encounter Windlord Attack Elemental, Weapon Standard Action Melee or Ranged weapon You can fly up to your speed. At any point during this movement, you can make the following attack. One creature Highest ability modifier vs. AC 1[W] + highest ability modifier damage, and you can slide the target 1 square. Level 11: 2[W] + highest ability modifier damage. Level 21: 3[W] + highest ability modifier damage. Attack ID_FMP_CLASS_FEATURE_4320 Powerful wizards, haughty courtiers, creatures of the mysterious Feywild Medium 6 squares Aesthetic, deliberative, detached, free, graceful, magical, otherworldly, patient, perceptive Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can't grow facial hair and have little body hair. Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don't begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even at the end they suffer few of the infirmities of old age. Eladrin society straddles the boundary between the Feywild and the natural world. Eladrin build their elegant cities and towers in places of striking natural splendor, especially where the veil between the worlds is thin—isolated mountain vales, green islands along wild and storm-wracked coasts, and the deepest recesses of ancient forests. Some eladrin realms exist mostly in the Feywild, only rarely touching the natural world; others permanently straddle both planes of existence. A few appear in the world at sunset each day, only to fade back into the Feywild at dawn. Long-lived and strongly tied to the Feywild, eladrin have a detached view of the world. They often have difficulty believing that events in the mortal realm are of much importance to them, and they consider courses of action that can last for centuries. Some of the oldest eladrin see the world as a distraction—a source of unwanted intrusions, needless fearmongering, and meddlesome people of other races. If they could, they would shut down every gate between the Feywild and the natural world. However, many younger eladrin reject such narrow views. They see all too clearly the continuing rise of evil in the world and the encroaching darkness that surrounds their once-grand realm. These eladrin venture into the world in the hope of forging stronger ties between their homeland and the lands of humans, elves, dwarves, and halflings. However, the aloof reputation of their race makes such ties difficult to forge and maintain. Eladrin live by an aesthetic philosophy common to the Feywild and personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify grace, skill, and learning in every part of life, from dance and song to swordplay and magic. Their cities are places of stunning beauty that shape and guide their natural surroundings into elegant forms. Low-light 5' 5"-6'1" 130-180 lb. +2 Intelligence, +2 Charisma or +2 Dexterity Common, Elven +2 Arcana, +2 History Hailing from the Feywild, a realm of verdant magic, the eladrin are masters of arcane power. Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae ID_FMP_RACIAL_TRAIT_14, ID_FMP_RACIAL_TRAIT_15, ID_FMP_RACIAL_TRAIT_17, ID_FMP_RACIAL_TRAIT_350, ID_FMP_RACIAL_TRAIT_352, ID_FMP_RACIAL_TRAIT_641 Essentials ID_FMP_SUBRACE_56,ID_FMP_SUBRACE_57,ID_FMP_SUBRACE_64 Play an Eladrin if you want ... ID_FMP_RACE_3 Meditate aware 4 hours instead of sleep. 1 Essentials ID_FMP_RACE_3 Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Training in any one additional skill. 1 Essentials ID_FMP_RACE_3 You gain training in one skill of your choice. +1 Will; +5 to saving throws against charm. 1 Essentials ID_FMP_RACE_3 You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects. Use fey step as an encounter power. 1 Essentials ID_FMP_POWER_1449 Encounter ID_FMP_RACE_3 ID_FMP_POWER_1449 You have the fey step power. You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. Encounter Eladrin Racial Power Teleportation Move Action Personal Teleport up to 5 squares. Essentials ID_FMP_RACIAL_TRAIT_352 ID_FMP_RACE_3 Your origin is fey, not natural 1 Essentials ID_FMP_RACE_62 Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Elven is a debased form of Supernal, in the way that elves heard the first language. @ Gain a +2 racial bonus to Arcana. @ Gain a +2 racial bonus to History. Sun elves were the aggressors who forced the Llewyrr out of the Llewyrrwood on the mainland, so you harbor a lingering animosity toward them. This distrust extends to other elf subraces as well. Having lived in isolation for so long, most Llewyrr feel no kinship toward their elf cousins, and have no desire to be caught up in elven politics and intrigues. You swear fealty to the High Lady of Sarifal, not the crown of Evermeet. You share a bond with the natural world and primal spirits of the land. Unlike many eladrin, the Llewyrr do not worship Corellon Larethian or other divine entities of the Seldarine. Instead, the Llewyrr venerate the “fey gods,” mighty primal spirits and archfey that have watched over the Moonshaes for millennia. Greatest among these primal manifestations are the Earthmother and her children. Your people have survived for millennia by forming strong family and community bonds, and you honor these. An oath given by a Llewyrr is a binding pledge. Though Llewyrr are slow to trust, once a bond is formed, the friendship lasts a lifetime. ID_FMP_RACE_3 ID_FMP_RACIAL_TRAIT_4274, ID_FMP_RACIAL_TRAIT_4276 During the Crown Wars, the Llewyrr were a community of moon elves and green elves dwelling in the verdant woodland known today as Neverwinter Wood. When Vyshaan armies swept through their lands, the Llewyrr fled across the sea seeking the fabled isle of Evermeet. A fierce squall forced the refugees to make landfall on the Moonshaes, where they were greeted by the enigmatic leShay, legendary progenitors of the fey. The leShay permitted the Llewyrr to settle in isolation and safety among the mountains of the large central island. The Llewyrr named their new kingdom Synnoria, after the queen who led them to this island sanctuary. Over the next eleven millennia, the Llewyrr evolved into a unique subrace rarely seen outside the Moonshaes. Llewyrr share many of the same societal attributes of their moon elf ancestors, including the building of grand cities and advanced mastery of arcane arts. Llewyrr have fair skin, but unlike their moon elf cousins, the elves of Synnoria have golden hair. Llewyrr born in the last century share the hauntingly opalescent eyes common to all eladrin, with the pupils of older generations colored in shades of green and brown, with gold flecks. At the heart of Synnoria is the resplendent city of Chrysalis, resting upon a verdant tor rising from a crystal clear lake. The city is a dazzling display of soaring glassteel towers, crystalline gardens, and majestic silver-glyphed boulevards. Today, much of the city is abandoned, for the Llewyrr have paid a price for their long isolation. Birth rates are low, and centuries of attrition has dwindled their numbers dramatically. Males are uncommon, constituting less than a quarter of the population. Gain proficiency with the longbow and the shortbow 1 Eladrin Weapon Proficiency You gain proficiency with the longbow and the shortbow. This benefit replaces Eladrin Weapon Proficiency. You realize the ultimate blending of swordplay and spellcasting, unleashing magic and making attacks with your blade with equal ease. Intelligence, Dexterity Orbs, staffs, wands Cloth, leather Simple melee, military melee, simple ranged, military ranged +2 Will 12+ Constitution Score 5 7+ Constitution Modifier Arcana. From the class skills list below, choose 3 more trained skills at 1st level. Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis) Blade Magic, Bladesinger Cantrips, Bladesinger Daily Powers, Bladesinger's Spellbook, Bladesong, Bladespells, Guarded Flourish, Instinctive Attack, Magic Missile, Level 2 Bladesinger Utility Powers, Arcane Strike, Level 5 Bladesinger Daily Powers, Level 6 Bladesinger Utility Powers, Steely Retort, Level 9 Bladesinger Daily Powers, Level 10 Bladesinger Utility Powers, Unerring Bladespell, Level 15 Bladesinger Daily Powers, Level 16 Bladesinger Utility Powers, Level 19 Bladesinger Daily Powers, Level 22 Bladesinger Utility Powers, Bladespell Burst, Level 25 Bladesinger Daily Powers, Level 29 Bladesinger Daily Powers Controller. Arcane. Using a Weapon as an Implement Like all bladesingers, you can channel magic through your chosen blade, treating it as an implement. When you use the weapon as an implement, it works like a normal implement, but you gain neither the weapon's proficiency bonus nor its nonmagical properties, such as high crit or versatile. A weapon's range and damage dice are usually irrelevant to implement powers, since such powers tend to specify their range and damage. If your chosen blade is magical and you use it as an implement, you can also use its enhancement bonus, critical hit effect, properties, and powers. However, some magic weapons have properties and powers that function only with weapon powers. ID_FMP_ROLE_1 ID_FMP_POWER_SOURCE_2 You combine arcane might and martial prowess in age-old eladrin techniques, smiting foes with blade and spell. ID_FMP_CLASS_9 Wizard (Bladesinger) Those who see a bladesinger in battle never forget the sight. Amid the chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act as partners, matching awe-inspiring beauty with an awful deadliness. When the bladesinger engages in the true heart of the art, when the sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, when the bladesong has begun—then the bladesinger becomes something unreal, something timeless. According to legend, Corellon himself inspired and taught the first bladesinger. The techniques handed down as a gift from the leader of the elven deities have passed from one to another among the Tel'Quessir for untold generations, and though different styles evolved as eladrin and elves turned its power to suit their needs, none have improved upon the essential core of the art. The bladesinger wields a weapon one-handed, leaving the other free or using it to employ a wand that can be incorporated into the fighting style. This technique gives a bladesinger the speed and freedom of movement necessary for the dancelike motions of the various forms of martial art, which allow for both magical and physical attacks to flow freely. Few among the Tel'Quessir have the honor of being inducted into the bladesingers. One must have the mind necessary to be a great wizard, and also the agility of the greatest dancer. Yet those traits alone are not enough. A bladesinger is first and foremost devoted to the ways and the people of the Tel'Quessir, for that was the purpose of Corellon's gift. A bladesinger who has set out beyond the borders of a nation of the People must have had good cause. Adventuring bladesingers might seek out relics or locations of great meaning to the Tel'Quessir, or they could leave in order to guard a specific person or group against harm. A bladesinger might instead embark upon a quest to eliminate a threat to the People or to find and communicate with some long-lost branch of the race. In a more tragic case, a bladesinger might have failed in the duty to protect a community and be death-pledged to avenge it and restore his or her honor. ID_FMP_CLASS_883 ID_FMP_CLASS_9 You count as a wizard for meeting prerequisites. Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes. Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells. Your weapon becomes part of the magic you cast. Just as a mage can direct spells with a wand, destructive magic can spew from the point of your sword. Choose a one-handed melee weapon you are proficient with for an implement; the weapon also counts as a wand 1 Bladesinger @ Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it. The weapon also counts as a wand for you, although it can be enchanted only as a weapon. ID_FMP_CLASS_FEATURE_4031 gain proficiency with Sickle as an implement, counts as wand ID_FMP_WEAPON_6 Sickle You gain proficiency with Sickle as an implement, meaning you can use your implement powers through it. Sickle also counts as a wand for you, although it can be enchanted only as a weapon. The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. Gain three wizard cantrips 1 ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731 Utility ID_FMP_CLASS_9 Bladesinger ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731 @ You gain three cantrips of your choice. You speak a message to the wind and let it carry your words to an audience you choose. Encounter Wizard Utility Arcane Standard Action Personal You cause a breeze to carry a message of up to 25 words or a sound up to 6 seconds long to a place you choose. The destination must be within a number of miles equal to your Intelligence modifier and must be familiar to you, and it must be a location that the wind can reach. Once you complete the message or the sound, the wind travels at speed 5 (or 1 mile per hour) until it reaches the destination, where it conveys the message or the sound regardless of whether anyone hears it. You can have one whispering wind active at a time. ID_FMP_CLASS_9 Utility Cantrip A perfect spell for transmitting messages over short distances, you can use whispering wind to warn allies of danger or to coordinate an attack. You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Wizard Utility Arcane, Conjuration Minor Action Ranged 5 You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. The hand moves up to 5 squares in any direction, carrying the object it holds. The hand drops the object it is holding. The hand persists until the end of your next turn. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 When you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents and volatile components from a safe distance. In lost ruins or the throne rooms of dukes and kings, this minor magic has even more uses. With a wink, you create an illusory sound that emanates from a distant location. At-Will Wizard Utility Arcane, Illusion Standard Action Ranged 10 One object or unoccupied square You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 Useful for creating diversions both in and out of combat, ghost sound can help you distract other creatures with mysterious footsteps, the sound of a brawl coming from around a corner, or any other sound you can imagine. A bladesinger must split time between study of martial skill and the arcane arts while at the same time using mental focus for both. This division limits the bladesinger's spellcasting attacks while they heighten his or her melee capability. Spells that a mage can use in every battle become powers that a bladesinger can replenish only after an extended rest. Add two 1st-level wizard encounter attack powers to your spellbook; you use them as daily powers 1 ID_FMP_POWER_159,ID_FMP_POWER_1171,ID_FMP_POWER_416 Encounter ID_FMP_CLASS_9 Bladesinger ID_FMP_POWER_159,ID_FMP_POWER_1171,ID_FMP_POWER_416 @ You add two 1st-level wizard encounter attack powers of your choice to your spellbook. The two function as daily attack powers for you. You hit your foe with a bolt of frigid purple energy, reducing its ability to act for a moment. Daily Wizard Attack 1 Arcane, Cold, Evocation, Implement Standard Action Ranged 10 One creature Intelligence vs. Fortitude 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn. The target is slowed until the end of your next turn. ID_FMP_CLASS_9 1 Attack ID_FMP_CLASS_FEATURE_4035 ID_FMP_CLASS_883 Many encounter powers trace their origin to simpler spells. Although they have many similarities with these spells in application and function, they reveal what happens when an arcanist invests more energy into his or her elementary attacks. Chill strike resembles ray of frost in application, but instead of merely slowing an enemy down, you numb its body and mind with biting cold. You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy's flesh, carrying away its strength. Daily Wizard Attack 1 Arcane, Implement, Necromancy, Necrotic Standard Action Ranged 10 One creature Intelligence vs. Fortitude 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn. Half damage. ID_FMP_CLASS_9 1 Attack ID_FMP_CLASS_FEATURE_4035 ID_FMP_CLASS_883 Although many arcanists concern themselves with the power of the cosmos, there are some whose intellectual curiosity leads them to dark places. The Shadowfell, for necromancers and their ilk, holds great promise, since vast reservoirs of dark energy are there for the taking. Ray of enfeeblement draws this shadowy force and projects it through an arcane ray. Those touched by its fell power find their strength sapped. Like other wizards, a bladesinger keeps a spellbook and prepares spells from it. Your spellbook holds the most powerful spells you learn as you advance in level. Gain bladesinger's spellbook 1 Bladesinger @ As you attain certain levels, you learn two new wizard powers and add them to your spellbook (two wizard utility powers at 2nd level, for instance). At the end of each of your extended rests, you choose a number of wizard powers from your spellbook and prepare them. The number you can prepare is determined by your level. The powers that you prepare are the wizard powers that you can use during the coming day, in addition to your at-will attack powers and powers from another source, such as racial powers. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. See the Wizard Powers Learned table for the levels at which you add wizard powers to your spellbook. Any wizard encounter attack power that you add to your spellbook through this class feature functions as a daily attack power for you. In other words, you can use it once per day, rather than once per encounter, and you can use the power again only after an extended rest. Because the power functions as a daily attack power, you cannot regain its use from any effect that recharges encounter attack powers. Find your level on the Wizard Powers Prepared per Day table. The row corresponding to your level indicates how many wizard encounter attack powers and wizard utility powers you can prepare each day. (The table does not account for powers that you might have from another source, such as a paragon path.) You cannot prepare more than one attack power and one utility power of any given level on the same day. WIZARD POWERS LEARNED <table>Level Encounter as Daily Utility 1 2 — 2 — 2 3–4 — — 5 2 — 6 — 2 7–8 — — 9 2 — 10 — 2 11–14 — — 15 2 — 16 — 2 17–18 — — 19 2 — 20–21 — — 22 — 2 23–24 — — 25 2 — 26–28 — — 29 2 — 30 — —</table> WIZARD POWERS PREPARED PER DAY <table>Level Encounter as Daily Utility 1 1 — 2–4 1 1 5 2 1 6–8 2 2 9 3 2 10–15 3 3 16–21 3 4 22–30 3 5</table> The bladesong lies at the heart of any bladesinger's craft. Bladesingers describe it as a period of peace amid war, calm in chaos, and clarity in confusion. When you enter the bladesong, the world seems to slow even as, to an outside observer, your movements speed into a blur. Your concentration becomes absolute as mind and body, spell and sword meld into one perfection of form. Then your sword sings the dirge of your foes. Gain the bladesong power 1 ID_FMP_POWER_14285 Utility ID_FMP_CLASS_9 Bladesinger ID_FMP_POWER_14285 @ You gain the bladesong power. Your whirling blade begins to sing through the air as you enter a state of total concentration. Encounter Wizard Utility Arcane Minor Action Personal You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement. Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls. Level 17: +10 power bonus to damage rolls. Level 27: +15 power bonus to damage rolls. ID_FMP_CLASS_9 Utility ID_FMP_CLASS_FEATURE_4032 ID_FMP_CLASS_883 A bladesinger mixes melee and magic with such ease and grace that every successful strike unleashes a spell. Unique to bladesingers, these bladespells lash out to affect even the most well-defended foes. Gain three wizard at-will attack powers with the bladespell keyword 1 ID_FMP_POWER_14286,ID_FMP_POWER_14287,ID_FMP_POWER_14288,ID_FMP_POWER_14289,ID_FMP_POWER_14290,ID_FMP_POWER_14291 At-Will (Special) ID_FMP_CLASS_9 Bladesinger ID_FMP_POWER_14286,ID_FMP_POWER_14287,ID_FMP_POWER_14288,ID_FMP_POWER_14289,ID_FMP_POWER_14290,ID_FMP_POWER_14291 @ You gain three wizard at-will attack powers that have the bladespell keyword. You level a crushing blow against your foe, and an unseen force grasps an enemy and drags it about the field of battle. At-Will (Special) Wizard Attack Arcane, Bladespell, Force No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier force damage, and you slide the target up to 3 squares. Level 11: 2 + Dexterity modifier force damage. Level 21: 4 + Dexterity modifier force damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 When a bladesinger needs to bring a foe close or heave an enemy farther away, the trick is to summon forth a hand of force to guide the foe's fate. Using this power, a bladesinger can act like a chess master playing about with pieces on a board. You strike with your blade and from the other hand unleash a beam of brilliant light to confound your foe. At-Will (Special) Wizard Attack Arcane, Bladespell, Radiant No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 11: 2 + Dexterity modifier radiant damage. Level 21: 4 + Dexterity modifier radiant damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 The bladesingers of old knew how to catch the reflection of the sun upon their glittering blades to temporarily blind distant foes. In time this tactic became a bladespell in many bladesingers' arsenal so that it might be used no matter how dark the day or deep the shadows of night. You stab your opponent, and an arc of lightning leaps from your hand to encircle a foe in a crackling ring. At-Will (Special) Wizard Attack Arcane, Bladespell, Lightning No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again. Level 11: 2 + Dexterity modifier lightning damage. Level 21: 4 + Dexterity modifier lightning damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 A bladesinger's prowess comes from more sources than the Feywild. Like other wizards, bladesingers draw upon the Elemental Chaos, the Shadowfell, the Astral Sea, and the latent magic of the world to craft enchantments amid the swirl of their swords. With lightning ring, you use elemental forces to set a lightning bolt to chasing itself around a foe. With a blade in your hand, you weave a defensive web of steel that allows you to hurl spells or weapons without fear of reprisal from nearby foes. Your ranged and area attacks don't provoke opportunity attacks when you use 1-handed melee weapons; you gain a +2 shield bonus to AC with light/no armor and a one-handed melee weapon without shield 1 Bladesinger Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon. In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other. You have trained your body and your mind to work in concert so well that you can act without conscious thought. In your hands a sword is no mere weapon. It becomes an extension of your deadly will. Use Int instead of Str when making melee basic attacks with a weapon wielded in one hand 1 Bladesinger @ When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll. Gain the magic missile power. 1 Essentials ID_FMP_POWER_463 At-Will ID_FMP_CLASS_9 Mage,Bladesinger ID_FMP_POWER_463 @ You gain the magic missile power. A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3037 ID_FMP_CLASS_722,ID_FMP_CLASS_883 true Ranged Every mage learns this spell as part of his or her arcane studies. What magic missile lacks in strength, it compensates for with unparalleled accuracy. Neither the heaviest armor nor the toughest hide offers any defense against this spell. ID_FMP_CLASS_883 You have dedicated yourself to becoming as attuned to your ki focus as possible, heightening your prowess in battle. +1/2/3 (by tier) to implement/weapon attack rolls made w/ ki focus. +1/2/3 (by tier) to dmg rolls of attacks made w/ ki focus vs. bloodied enemy Heroic You gain a +1 feat bonus to implement attack rolls and weapon attack rolls that you make with your ki focus. In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. Leather Armor Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. AC Bonus: +2 Weight: 15 lb. Cost: 25 gp. Type: Leather 15 2 - - 25 2 2 2 3 3 4 Light Body Leather Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Longsword Military one-handed melee weapon Cost: 15 gp Damage: 1d8 Proficient: +3 Weight: 4 lb. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 4 15 1d8 3 Military Melee One-Handed One-hand Heavy Blade Versatile Staff Implement Category: Gear Price: 5 gp Weight: 4 lb Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff. 4 5 Gear 1 Off-Hand Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff. Lance Military one-handed melee weapon Cost: 12 gp Damage: 1d10 Proficient: +2 Weight: 10 lb. This long, heavy spear relies on the weight and speed of a charging mount to skewer a hapless enemy. Most mounted warriors set aside their lances once they engage in close quarters fighting. Properties: Mounted (A mounted weapon is most effective when you use it while riding a mount. When you use such a weapon while not mounted, you take a -2 penalty to attack rolls with it. While you are mounted, your charge attacks with the weapon deal 1[W] extra damage.). Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.). Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). 10 12 1d10 2 Military Melee One-Handed One-hand Spear Mounted, Small, Versatile This long, heavy spear relies on the weight and speed of a charging mount to skewer a hapless enemy. Most mounted warriors set aside their lances once they engage in close quarters fighting. Javelin Simple one-handed melee weapon Cost: 5 gp Damage: 1d6 Proficient: +2 Range: 10/20 Weight: 2 lb. Properties: Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.). Group: Spear (Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks.). 2 5 10/20 1d6 2 Simple Melee One-Handed One-hand Spear Heavy Thrown Sickle Simple one-handed melee weapon Cost: 2 gp Damage: 1d6 Proficient: +2 Weight: 2 lb. Properties: Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 2 2 1d6 2 Simple Melee One-Handed Off-Hand Light blade Off-Hand You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 6 1d6+4 INT AC +4 INT modifier. +0 half your level. +2 proficiency bonus. +4 INT modifier. 10 20 6 1d6+4 INT AC +4 INT modifier. +0 half your level. +2 proficiency bonus. +4 INT modifier. 10 20 4 1d8+2 Strength AC +2 Strength modifier. +0 half your level. +2 proficiency bonus. +2 Strength modifier. 10 20 2 1d4+2 Strength AC +2 Strength modifier. +0 half your level. +2 Strength modifier. 6 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 4 1d6+2 Strength AC +2 Strength modifier. +0 half your level. +2 proficiency bonus. +2 Strength modifier. 8 20 1 1d4+1 Dexterity AC +1 Dexterity modifier. +0 half your level. +1 Dexterity modifier. 5 20 The wind carries you aloft, helping you deliver a punishing strike against a distant foe. Encounter Windlord Attack Elemental, Weapon Standard Action Melee or Ranged weapon You can fly up to your speed. At any point during this movement, you can make the following attack. One creature Highest ability modifier vs. AC 1[W] + highest ability modifier damage, and you can slide the target 1 square. Level 11: 2[W] + highest ability modifier damage. Level 21: 3[W] + highest ability modifier damage. Attack ID_FMP_CLASS_FEATURE_4320 6 1d6+4 Intelligence AC +4 Intelligence modifier. +0 half your level. +2 proficiency bonus. +4 Intelligence modifier. 10 20 6 1d6+4 Intelligence AC +4 Intelligence modifier. +0 half your level. +2 proficiency bonus. +4 Intelligence modifier. 10 20 6 1d8+4 Intelligence AC +4 Intelligence modifier. +0 half your level. +2 proficiency bonus. +4 Intelligence modifier. 12 20 4 1d4+4 Intelligence AC +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 8 20 You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. Encounter Eladrin Racial Power Teleportation Move Action Personal Teleport up to 5 squares. Essentials ID_FMP_RACIAL_TRAIT_352 ID_FMP_RACE_3 You speak a message to the wind and let it carry your words to an audience you choose. Encounter Wizard Utility Arcane Standard Action Personal You cause a breeze to carry a message of up to 25 words or a sound up to 6 seconds long to a place you choose. The destination must be within a number of miles equal to your Intelligence modifier and must be familiar to you, and it must be a location that the wind can reach. Once you complete the message or the sound, the wind travels at speed 5 (or 1 mile per hour) until it reaches the destination, where it conveys the message or the sound regardless of whether anyone hears it. You can have one whispering wind active at a time. ID_FMP_CLASS_9 Utility Cantrip You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Wizard Utility Arcane, Conjuration Minor Action Ranged 5 You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. The hand moves up to 5 squares in any direction, carrying the object it holds. The hand drops the object it is holding. The hand persists until the end of your next turn. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 With a wink, you create an illusory sound that emanates from a distant location. At-Will Wizard Utility Arcane, Illusion Standard Action Ranged 10 One object or unoccupied square You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 You hit your foe with a bolt of frigid purple energy, reducing its ability to act for a moment. Daily Wizard Attack 1 Arcane, Cold, Evocation, Implement Standard Action Ranged 10 One creature Intelligence vs. Fortitude 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn. The target is slowed until the end of your next turn. ID_FMP_CLASS_9 1 Attack ID_FMP_CLASS_FEATURE_4035 ID_FMP_CLASS_883 4 2d8+4 Cold Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 20 20 4 2d8+4 Cold Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 20 20 4 2d8+4 Cold Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 20 20 You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy's flesh, carrying away its strength. Daily Wizard Attack 1 Arcane, Implement, Necromancy, Necrotic Standard Action Ranged 10 One creature Intelligence vs. Fortitude 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn. Half damage. ID_FMP_CLASS_9 1 Attack ID_FMP_CLASS_FEATURE_4035 ID_FMP_CLASS_883 4 1d10+4 Necrotic Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 14 20 4 1d10+4 Necrotic Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 14 20 4 1d10+4 Necrotic Intelligence Fortitude +4 Intelligence modifier. +0 half your level. +4 Intelligence modifier. 14 20 Your whirling blade begins to sing through the air as you enter a state of total concentration. Encounter Wizard Utility Arcane Minor Action Personal You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement. Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls. Level 17: +10 power bonus to damage rolls. Level 27: +15 power bonus to damage rolls. ID_FMP_CLASS_9 Utility ID_FMP_CLASS_FEATURE_4032 ID_FMP_CLASS_883 You level a crushing blow against your foe, and an unseen force grasps an enemy and drags it about the field of battle. At-Will (Special) Wizard Attack Arcane, Bladespell, Force No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier force damage, and you slide the target up to 3 squares. Level 11: 2 + Dexterity modifier force damage. Level 21: 4 + Dexterity modifier force damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 You strike with your blade and from the other hand unleash a beam of brilliant light to confound your foe. At-Will (Special) Wizard Attack Arcane, Bladespell, Radiant No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 11: 2 + Dexterity modifier radiant damage. Level 21: 4 + Dexterity modifier radiant damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 You stab your opponent, and an arc of lightning leaps from your hand to encircle a foe in a crackling ring. At-Will (Special) Wizard Attack Arcane, Bladespell, Lightning No Action Ranged 10 During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. One creature Dexterity modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again. Level 11: 2 + Dexterity modifier lightning damage. Level 21: 4 + Dexterity modifier lightning damage. You can use only one bladespell power per triggering attack. ID_FMP_CLASS_9 Attack ID_FMP_CLASS_FEATURE_4034 ID_FMP_CLASS_883 A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3037 ID_FMP_CLASS_722,ID_FMP_CLASS_883 true Ranged 0 6 Force +4 Intelligence modifier. 6 20 0 6 Force +4 Intelligence modifier. 6 20 0 6 Force +4 Intelligence modifier. 6 20
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