Epic Warmage[edit]
Level |
Feats Known |
Class Features and Powers
|
21 |
+1 |
Ability score increase Epic Destiny Feature
|
22 |
+1 |
Utility Power
|
23 |
|
Encounter Power
|
24 |
+1 |
Ability score increase Epic Destiny Feature
|
25 |
|
Daily Power
|
26 |
+1 |
Epic Destiny Power
|
27 |
|
Encounter Power
|
28 |
+1 |
Ability score increase
|
29 |
|
Daily Power
|
30 |
+1 |
Epic Destiny Feature
|
Level 21: Ability Score Increase[edit]
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.
Level 21: Epic Destiny Feature[edit]
Benefit: You gain the level 21 feature of your chosen epic destiny.
Level 22: Utility Power[edit]
Benefit: You gain one of the following utility powers.
Quaren's Fire Shroud
|
Warmage Utility 22
|
Before being hit by your foe, bright flames quickly burst out from you, blinding nearby enemies.
|
Encounter Arcane, Fire
|
Immediate Interrupt
|
Close burst 3
|
Trigger: A ranged or a melee attack hits you.
|
Effect: Each enemy in burst is blinded (save ends) and the attacker must reroll the attack roll.
|
Azuric's Gateway
|
Warmage Utility 22
|
Collapsing one of your Mystic Orbs, you absorb its energy and teleport away, forming an ethereal gateway as you travel
|
Daily Arcane, Conjuration, Teleportation
|
Move Action
|
Personal
|
Effect: Teleport up to a number of squares equal to four times your Wisdom modifier. An ethereal gateway manifests in the square on which you arrive, allowing travel back to the square from which you departed as a move action for any creature on or adjacent to it. If a creature enters either the departure or the arrival square as a result of one of your abilities, you may choose to have them enter the gateway, teleporting them to the other side and resuming their movement accordingly. The gateway lasts until the end of your next turn.
|
Sustain Minor: The gateway persists.
|
Ethereal Shadow
|
Warmage Utility 22
|
Your image becomes hazy as an aura of arcane energy both shrouds your true form and empowers your next attack.
|
Daily Arcane, Illusion
|
Minor Action
|
Personal
|
Effect: Your next attack will be a critical hit and until the end of the encounter, you gain a +2 power bonus to all defenses.
|
Level 23: Encounter Power[edit]
Benefit: You gain one of the following encounter powers.
Flamelance
|
Warmage Attack 23
|
A spike of scorching fire jets from your hand, piercing your enemies and burning them from the inside out.
|
Encounter Arcane, Fire, Implement
|
Standard Action
|
Ranged 20
|
Target: One creature
|
Attack: Intelligence Vs. Reflex
|
Hit: 5d6 + Intelligence modifier fire damage and ongoing 10 fire damage (save ends).
|
Effect: Any enemy providing the target cover against this attack takes ongoing 8 fire damage (save ends). If the enemy saves, it takes ongoing 4 fire damage (save ends).
|
Mystic Volley
|
Warmage Attack 23
|
You arc a stream of mystic energy towards an enemy and watch it split off, striking down foe after foe in an amazing array of arcane light.
|
Encounter Arcane, Force, Implement
|
Standard Action
|
Ranged 20
|
Primary Target: One creature
|
Attack: Intelligence Vs. Reflex
|
Hit: 3d8 + Intelligence modifier force damage. Make a secondary attack.
|
Secondary Target: 1d4 creatures within 10 squares of primary target
|
Secondary Attack: Intelligence Vs. Reflex.
|
Hit: 2d8 + Intelligence modifier force damage. Make a tertiary attack.
|
Tertiary Target: 1d4 creatures within 5 squares of secondary target
|
Tertiary Attack: Intelligence Vs. Reflex.
|
Hit: 1d8 + Intelligence modifier force damage.
|
Effect: Any enemy providing a target cover for this attack takes 1d4 force damage.
|
Toban's Stormbreaker
|
Warmage Attack 23
|
Lightning shoots forth form your hand and arcs between your enemies, launching them into the sky and shocking them into submission upon impact.
|
Encounter Arcane, Force, Implement, Lightning
|
Standard Action
|
Close blast 4
|
Target: Each creature in blast
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d10 + Intelligence modifier lightning damage. Make a secondary attack.
|
Secondary Attack: Intelligence Vs. Fortitude.
|
Hit: The target is launched into the air and pushed an amount of squares equal to your Wisdom modifier. Upon impacting the ground, an arcane-lightning nova erupts in an Area burst 5, centered on their location, dealing 1d8 force damage and 1d8 lightning damage to each enemy in burst, knocking them prone.
|
Level 24: Ability Score Increase[edit]
The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature[edit]
Benefit: You gain the level 24 feature of your chosen epic destiny.
Level 25: Daily Power[edit]
Benefit: You gain one of the following daily powers.
Arcane Tempest
|
Warmage Attack 25
|
A great blast echoes from one of your Mystic Orbs as it explodes into a thousand pulsating arcane shards that swiftly strike into the ground, emanating pure destructive force.
|
Daily Arcane, Force, Implement, Zone
|
Standard Action
|
Area burst 5 within 15 squares
|
Target: Each creature in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 5d8 + Intelligence modifier force damage and the target is dazed (save ends).
|
Effect: The burst creates a shard-filled arcane zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the zone at the start of its turn takes 4d6 force damage. Any creature that ends its move in the arcane zone is dazed (save ends).
|
Special: The Mystic Orb used for this power is destroyed.
|
Elemental Blast
|
Warmage Attack 25
|
You thrust your hands forward and channel all the power you can muster for a great pulse of pure elemental energy, shocking, burning, and freezing your foes at once.
|
Daily Arcane, Cold, Fire, Implement, Lightning
|
Standard Action
|
Close blast 4
|
Target: Each creature in blast
|
Attack: Intelligence Vs. Fortitude, Reflex, Will
|
Hit: The effect of the attack varies based on the defense overcome. Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 3d6 + Intelligence modifier cold damage, pushed up to an amount of squares equal to your Wisdom modifier, and slowed (save ends). Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 3d6 + Intelligence modifier fire damage, ongoing 5 fire damage, and is knocked prone (save ends both). Hit (Will): If the attack hits the target's Will defense, the target takes 3d6 + Intelligence modifier lightning damage becomes dazed (save ends) and energizes you with a feedback shock, allowing you to shift up to an amount of squares equal to your Wisdom modifier.
|
Special: You make only one attack, but compare that attack result against both defenses. The target might be subject to either, both, or neither of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
|
Fire Chains
|
Warmage Attack 25
|
One of your Mystic Orbs is ripped apart from within by flowing molten metal, arcing to nearby enemies and dragging them to the ground with flaming chain links.
|
Daily Arcane, Fire, Implement
|
Standard Action
|
Area burst 5 within 15 squares
|
Target: Each creature in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d10 + Intelligence modifier fire damage and the target is restrained (save ends). If the target saves, the target is immobilized (save ends).
|
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d10 fire damage and is immobilized (save ends).
|
Sustain Minor: When you sustain the power, repeat the attack against any creature that is not restrained or immobilized, and deal 1d10 fire damage to creatures that are restrained or immobilized.
|
Mystic Arsenal
|
Warmage Attack 25
|
Your Mystic Orbs surround you and change their form into an assortment of weaponry, the Mystic Weapons coordinating their strikes against your enemies.
|
Daily Arcane, Conjuration, Weapon
|
Standard Action
|
Ranged 15
|
Special: Choose up to 5 of your Mystic Orbs to use for this power, an attack is made for each Mystic Orb used.
|
Target: Any number of creatures, up to a maximum of one per Mystic Orb used
|
Attack: Intelligence Vs. AC
|
Hit: 2[W] + Intelligence modifier damage
|
Effect: You may choose to ready a Mystic Weapon instead of using it to attack a creature. You gain a +2 power bonus to AC for each Mystic Weapon readied in such a manner so long as it persists. Mystic Weapons last until the end of your next turn.
|
Sustain Standard: When you sustain the Mystic Arsenal, each Mystic Weapon may make another attack. The effect persists.
|
Special: The Mystic Orbs used for this power transform into Mystic Weapons, which can be controlled in the same way Mystic Orbs are, but cannot be used by other powers.
|
Level 26: Epic Destiny Power[edit]
Benefit: You gain the level 26 power of your chosen epic destiny.
Level 27: Encounter Power[edit]
Benefit: You gain one of the following encounter powers.
Azuric's Mindtrap
|
Warmage Attack 27
|
You trap an enemy's consciousness within a mental labyrinth you form in its own mind, haunting it with its greatest nightmares.
|
Encounter Arcane, Implement, Psychic
|
Standard Action
|
Ranged 20
|
Target: One creature
|
Attack: Intelligence Vs. Will
|
Hit: 3d10 + Intelligence modifier psychic damage
|
Effect: You trap the target within their own mind. While trapped, the target is considered unconscious. On its turn each round, the target can attempt an Intelligence check against your Will defense to escape the trap as a standard action. The target gains a cumulative +5 bonus to this check each time it fails. Upon recovering its senses, the nightmare ends and the target is no longer considered unconscious.
|
Prismatic Shards
|
Warmage Attack 27
|
You strike out at an enemy and release a blast of prismatic energy, showering nearby foes in ice shards, torrents of flame, and shocking arcs of lightning.
|
Encounter Arcane, Cold, Fire, Lightning, Weapon
|
Standard Action
|
Melee Weapon
|
Primary Target: One creature
|
Attack: Intelligence Vs. AC
|
Hit: 2[W] + Intelligence modifier damage, make a secondary attack.
|
Miss: Half damage, make a secondary attack.
|
Secondary Target: Each enemy in Close burst 4
|
Secondary Attack: Intelligence Vs. Reflex.
|
Hit: 2d6 cold damage, 2d6 fire damage, and 2d6 lightning damage and target is pushed up to an amount of squares equal to twice your Wisdom modifier.
|
Quaren's Forcefire
|
Warmage Attack 27
|
You ignite the air itself and engulf your enemies in a crackling torrent of flame and force energy.
|
Encounter Arcane, Fire, Force, Implement
|
Standard Action
|
Area burst 5 within 15 squares
|
Target: Each creature in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 6d6 + Intelligence modifier fire and force damage, and ongoing 10 fire damage (save ends).
|
Effect: Each creature is pushed an amount of squares equal to twice your Wisdom modifier and knocked prone (save ends).
|
Level 28: Ability Score Increase[edit]
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.
Level 29: Daily Power[edit]
Benefit: You gain one of the following daily powers.
Call of Flame
|
Warmage Attack 29
|
You move your Mystic Orbs into strategic position and ignite them all in a tremendous fire that relentlessly consumes your enemies.
|
Daily Arcane, Fire, Implement
|
Standard Action
|
Area burst 5, centered on selected Mystic Orb
|
Special: Choose up to 5 of your Mystic Orbs to use for this power, an attack is made for each Mystic Orb used.
|
Target: Each enemy in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 4d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends). If the target saves, it takes ongoing 5 fire damage (save ends).
|
Miss: Half damage, and ongoing 5 fire damage (save ends).
|
Special: The Mystic Orbs used for this power are destroyed.
|
Freezeframe
|
Warmage Attack 29
|
Your Mystic Orbs merge into you and freeze time around you, covering your enemies in frost and accelerating your movements for a short while before time resumes its normal flow.
|
Daily Arcane, Cold, Implement
|
Standard Action
|
Close burst 5
|
Special: Choose up to 5 of your Mystic Orbs to use for this power, an attack is made for each Mystic Orb used.
|
Target: Each enemy in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6 + Intelligence modifier cold damage, and target is immobilized (save ends).
|
Miss: Half damage, and target is slowed (save ends).
|
Effect: You gain one extra minor action for each Mystic Orb or one extra standard action for each two Mystic Orbs used by this power. No action granted by this effect may be used to directly attack other creatures.
|
Special: The Mystic Orbs used for this power are destroyed.
|
Storm of Ages
|
Warmage Attack 29
|
Your Mystic Orbs travel upward and form dark clouds, channeling lightning strikes into you as you direct them forward.
|
Daily Arcane, Implement, Lightning, Thunder
|
Standard Action
|
Close blast 5
|
Special: Choose up to 5 of your Mystic Orbs to use for this power, an attack is made for each Mystic Orb used.
|
Primary Target: Each enemy in blast
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d10 + Intelligence modifier lightning damage, the target is stunned (save ends), and make a secondary attack.
|
Miss: Half damage, and the target is dazed (save ends).
|
Secondary Target: Each enemy within 4 squares of primary target
|
Secondary Attack: Intelligence Vs. Fortitude.
|
Hit: 1d6 + Intelligence modifier thunder damage.
|
Special: The Mystic Orbs used for this power are destroyed.
|
Level 30: Epic Destiny Feature[edit]
Benefit: You gain the level 30 feature of your chosen epic destiny.