User:Marasmusine/Living Spell (4e Elite Character)/Heroic

From D&D Wiki
Jump to navigation Jump to search

Heroic Living Spell[edit]

Level Feats Known Class Features and Powers
1 1 Elite Saves
Ooze Traits
Arcane Aegis
Arcane Provenance
Core Spell
Engulf
2 +1 Utility Power
3 Improved Core Spell
4 +1 Ability score increase
Inherent Ritual Magic
Defense increase
5 Spell Resistance
6 +1 Utility Power
7 Enhanced Core Spell
8 +1 Ability score increase
9 Defense increase
Daily Power
10 +1 Utility Power

Level 1: Elite Saves[edit]

Benefit: You gain a +2 bonus to saving throws.

Level 1: Ooze Traits[edit]

Benefit: While squeezing, you move at full speed rather than half speed, you do not take the -5 penalty to attack rolls, and you do not grant combat advantage for squeezing.

Level 1: Arcane Aegis[edit]

Benefit: You gain a +1 armor bonus to AC. You are considered to be wearing cloth armor for the purpose of qualifying for feats, and you can enchant and disenchant your arcane aegis as though it were cloth armor. It does not turn to dust when disenchanted.

Level 1: Core Spell[edit]

You are the embodiment of several combined spells. When you first form, the most destructive of these defines your features.
Benefit: Select freezing sphere, nightmare or ghoul touch as your core spell. At level 1, this grants you an at-will and encounter power.

Level 1: Arcane Provenance[edit]

Benefit: Whenever you use a wizard spell you have gained through your core spell class feature, you use your Constitution modifier instead of Intelligence for determining attack and damage rolls.

Level 1: Engulf[edit]

Benefit: You gain the engulf power.

Engulf Living Spell Class Feature
When you advance, creatures have little option but to dodge out of the way of your amorphous body of energy.
At-Will Star.gif Arcane, Implement
Standard Action Melee 1
Target: One creature
Attack: Constitution Vs. Reflex
Hit: You grab the target. Until the grab ends, the target is dazed and suffers 5 ongoing damage.
When the you move, you pull with you any creature you have grabbed, and the creature remains grabbed and within your space. This movement does not provoke opportunity attacks by the grabbed creature. You can engulf two creatures at a time.


Level 17: 10 ongoing damage.
Level 27: 15 ongoing damage.


Level 2: Utility Power[edit]

You have absorbed traces of secondary wizard spells, and your form sometimes manifests them.
Benefit: You gain the Living Shield power.

Living Shield Living Spell Utility 2
A shield of arcane energy appears, weak at first, but growing in deflective energy.
Encounter Star.gif Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +1 power bonus to AC and Reflex against the attack. If the triggering attack hits you, you gain a +2 power bonus to AC and Reflex against the next attack made against you before the end of the encounter. If that attack hits you, you gain a +3 power bonus to AC and Reflex against the next attack made against you before the end of the encounter.


Level 3: Improved Core Spell[edit]

Benefit: You can use the encounter power granted by your core spell twice per encounter, but only once per round.

Level 4: Ability Score Increase[edit]

Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 4: Inherent Ritual Magic[edit]

As a living spell, you can shape your energies instinctively to achieve magic that mortals normally spend years to master.
Benefit: You gain the Ritual Caster as a bonus feat. You cannot use a ritual book or master new rituals through normal means. Instead, you master rituals as class features. You can use ritual scrolls normally. In addition, as a minor action you can consume any ritual components you are carrying and create residuum of equal value.
You master the Enchant Magic ItemPHB1 ritual.

Level 4: Defense increase[edit]

Although you cannot wear magic cloaks or amulets, you receive an inherent bonus to your defenses.
Benefit: You gain a +1 bonus to Fortitude, Reflex and Will.

Level 5: Spell Resistance[edit]

Benefit: You gain the damage resistance associated with your core spell.

Level 6: Utility Power[edit]

Benefit: You gain the Living Levitation power.

Living Levitation Utility 6
You emit a brief field of weightlessness.
Encounter
Move Action Personal
Effect: You can move 2 squares vertically and remain there until the end of your next turn. While you are able to do this, creatures adjacent to you can also perform this move.

While aloft, creatures take a -2 penalty to AC and Reflex, can can move 1 squares up or down, or 1 square horizontally. If a levitating creatures is ever higher than 2 squares, they immediately descend to be 2 squares above the ground.

When the effect ends, all levitating creatures descend without taking falling damage.


Level 6: Ritual Mastery[edit]

Benefit: You master either the Disenchant Magic ItemPHB1 ritual or ShrinkArcane Power ritual

Level 7: Enhanced Core Spell[edit]

Benefit: You can use the encounter power granted by your core spell three times per encounter.

Level 8: Ability Score Increase[edit]

You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.

Level 8: Ritual Mastery[edit]

Benefit: You master either the Linked PortalPHB1 ritual or Wizard's SightPHB1 ritual.

Level 9: Defense increase[edit]

Benefit: Your inherent bonus to Fortitude, Reflex and Will increases to +2.

Level 9: Daily Power[edit]

Benefit: You gain one of the following daily powers: Polar Screen, Drums of Despair, or Mummy Touch


Polar Screen Wizard Attack 9
You create a misty, bluish-white screen of energy. Those that pass through it are coated with ice crystals that painfully chill until they thaw.
Daily Star.gif Arcane, Conjuration, Cold, Implement
Standard Action Area wall 8 within 10 squares
Effect: You create a wall that consists of contiguous squares filled with freezing blizzard. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 3 + Intelligence modifier cold damage. If a creature moves into the wall's space or starts its turn there, the creature takes ongoing 5 cold damage (save ends). The squares occupied by the wall provide concealment and are difficult terrain.
Sustain Minor: The wall persists.



Drums of Despair Wizard Attack 9
You create the sound of oppressively loud war drums. Those that hear it are filled with dread and despair.
Daily Star.gif Arcane, Implement, Psychic, Zone
Standard Action Area burst 2 within 20 squares
Attack: Intelligence Vs. Will
Hit: 2d8 + Intelligence modifier psychic damage and the target is weakened (save ends).
Miss: Half damage and the target suffers a -2 penalty to damage rolls (save ends).
Effect: The burst creates a zone of loud sound that lasts until the end of your next turn. Enemies that start their turn in the zone or move into it take a -2 penalty to attack rolls and cannot communicate. As a move action you can move the zone up to 6 squares.
Sustain Minor: The zone persists.



Mummy Touch Wizard Attack 9
You reach out with the same necromatic magic used to create animated mummies and their cursed, rotting touch.
Daily Star.gif Arcane, Implement, Necrotic
Standard Action Melee 1
Attack: Intelligence Vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage, ongoing 5 necrotic damage and the target cannot regain hit points (save ends both).
Miss: Half damage.
Effect: You are immune to mummy rot until the end of the encounter.


Level 10: Utility Power[edit]

Benefit: You gain the Living Energy Devourer power.

Living Energy Devourer Living Spell Utility 10
You were formed by a mote of energy that soaked up the remnants of spells. You have developed this ability to absorb violent forces.
Encounter Star.gif Arcane
Immediate Interrupt Personal
Trigger: You are damaged by an area attack or a close attack
Effect: Until the end of your next turn you gain Resist 5 against the damage types of the triggering attack, and a +2 power bonus to damage rolls with wizard or living spell attack powers that share at least one damage type with the triggering attack.


Level 10: Ritual Mastery[edit]

Benefit: You gain either the Detect TreasureArcane Power ritual or Detect ObjectPHB1 ritual.