Heroic Warmage[edit]
Level |
Feats Known |
Class Features and Powers
|
1 |
1 |
Arcane Implement Specialization Arcane Affinity Mystic Orb Empowered Orbs At-Will Powers
|
2 |
+1 |
Utility Power
|
3 |
|
Encounter Attack Power
|
4 |
+1 |
Ability score increase
|
5 |
|
Daily Attack Power
|
6 |
+1 |
Utility Power
|
7 |
|
Encounter Attack Power
|
8 |
+1 |
Ability score increase
|
9 |
|
Daily Attack Power
|
10 |
+1 |
Utility Power
|
Level 1: Arcane Implement Specialization[edit]
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.
Benefit: Choose one of the following specializations.
Rod of Deception[edit]
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.
Orb of True Imposition[edit]
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.
Mystic Weapon Mastery[edit]
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.
Level 1: Arcane Affinity[edit]
Benefit: You gain the arcane affinity power.
Arcane Affinity
|
Warmage Class Feature
|
You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.
|
Daily Arcane
|
Special: At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later. AcidColdFireForceLightning
|
Immediate Reaction
|
Personal
|
Trigger: An attack with the chosen keyword includes you as a target.
|
Effect: Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.
|
Level 1: Mystic Orb[edit]
Using the mystic orb ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.
Benefit: You gain the mystic orb power.
Mystic Orb
|
Warmage Class Feature
|
With a wave of your hand you conjure a Mystic Orb to float about you.
|
At-Will Arcane, Conjuration
|
Minor Action
|
Ranged 15
|
Effect: Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. 11th Level: The maximum amount of orbs created by this power you may have under your control increases to four. 21st Level: The maximum increases to five.
|
Level 1: Empowered Orbs[edit]
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.
Benefit: You gain the empower orb power. In addition, choose either power of the force magi or power of the phase magi.
Empower Orb
|
Warmage Class Feature
|
Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.
|
At-Will Arcane
|
Standard Action
|
Personal
|
Effect: Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.
|
Power of the Force Magi[edit]
Benefit: After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.
Power of the Phase Magi[edit]
Benefit: After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.
Level 1: At-Will Powers[edit]
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.
Benefit: You gain two of the following powers.
Arcane Strike
|
Warmage Attack 1
|
You channel the arcane into your attack, accurately pummeling your foe with its force.
|
At-Will Arcane, Force, Weapon
|
Standard Action
|
Melee weapon
|
Target: One creature
|
Attack: Intelligence +2 Vs. AC
|
Hit: 1[W] + Intelligence modifier force damage.
|
Increase damage caused to 2[W] + Intelligence modifier force damage at 21st level.
|
Force Strike
|
Warmage Attack 1
|
Arcane power flows through your strike and into your opponent, pushing them away.
|
At-Will Arcane, Force, Weapon
|
Standard Action
|
Melee weapon
|
Target: One creature
|
Attack: Intelligence Vs. Fortitude
|
Hit: 1[W]+Intelligence modifier damage and you push the target one square.
|
Increase damage caused to 2[W]+Intelligence modifier damage at 21st level.
|
Mystic Strike
|
Warmage Attack 1
|
Arcane energy flows through you, shifting your form as you strike your enemy.
|
At-Will Arcane, Weapon
|
Standard Action
|
Melee weapon
|
Target: One creature
|
Attack: Intelligence Vs. AC
|
Hit: 1[W] + Intelligence modifier damage
|
Effect: You shift one square after attacking your target.
|
Increase damage caused to 2[W] + Intelligence modifier damage at level 21.
|
Arcane Weapon
|
Warmage Attack 1
|
You focus for a moment to empower your weapon with raw magic, increasing its power and releasing residual energies into your surroundings.
|
At-Will Arcane, Force, Implement
|
Standard Action
|
Close burst 1
|
Target: All enemies within burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d6 + Intelligence modifier force damage Increase damage to 2d6 + Intelligence modifier at 21st level.
|
Effect: Enchants your equipped weapon to cause an additional 1d4 of force damage on a successful melee attack, increasing to 2d4 force damage at 21st level. This effect lasts until the end of your next turn.
|
Sustain Minor: The effect continues until the end of your next turn.
|
Mystic Blast
|
Warmage Attack 1
|
You channel a blast of arcane energy towards an enemy and use its magic to alter the flow of battle.
|
At-Will Arcane, Implement
|
Standard Action
|
Ranged 10
|
Target: One creature
|
Attack: Intelligence Vs. Fortitude
|
Hit: 1d8 + Intelligence modifier damage and choose one of the following: Push the target 1 square or shift 1 square. Increase damage to 2d8 + Intelligence modifier at 21st level.
|
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
|
Level 1: Encounter Power[edit]
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.
Benefit: You gain one of the following powers.
Faultline
|
Warmage Attack 1
|
You strike the ground beneath you, sending a line of force through the earth to your target, upheaving stone and soil to form a stalwart wall.
|
Encounter Arcane, Conjuration, Implement
|
Standard Action
|
Area wall 6 within 10 squares (Special)
|
Special: The number of squares the wall is able to occupy and the range at which the wall's origin can be set is increased by an amount of squares equal to your Wisdom modifier.
|
Target: Each creature adjacent to wall
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d8+Intelligence modifier damage
|
Effect: You upheave a solid wall of contiguous squares packed of stone and soil. Any creature adjacent to the wall at its creation will be considered a target of its initial attack. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
|
Special: As a standard action, a creature can attack one square of the wall. Each square has 15 hit points. If not destroyed, the wall is permanent.
|
Frostshade
|
Warmage Attack 1
|
You quickly expel a frozen surge of wind from your body, damaging enemies and ensuring your safety should any of them retaliate.
|
Encounter Arcane, Cold, Implement
|
Standard Action
|
Close burst 1
|
Target: Each enemy in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier cold damage.
|
Effect: If a target attempts to attack you before the end of your next turn, you may shift a number of squares equal to your Wisdom modifier.
|
Mystic Torrent
|
Warmage Attack 1
|
A twisting vortex of arcane power envelops you, repelling your enemies with immense force.
|
Encounter Arcane, Force, Implement
|
Standard Action
|
Close burst 2
|
Target: Each enemy in burst
|
Attack: Intelligence Vs. Fortitude
|
Hit: 2d4+Intelligence modifier force damage and target is pushed up to an amount of squares equal to your Wisdom modifier.
|
Miss: Target is pushed up to an amount of squares equal to half of your Wisdom modifier away.
|
Phase Strike
|
Warmage Attack 1
|
You strike at your foe before our body shifts out of phase with the world, teleporting you a short distance away. The residual energies of your movement reach out and disperse on your enemy, pushing them away from you.
|
Encounter Arcane, Teleportation, Weapon
|
Standard Action
|
Melee weapon
|
Target: One creature
|
Attack: Intelligence Vs. Fortitude
|
Hit: 2[W] + Intelligence modifier damage
|
Effect: You can teleport up to an amount of squares equal to your Wisdom modifier. Your target is pushed the same amount of squares your teleport.
|
Surefire Flame
|
Warmage Attack 1
|
Flames engulf your weapon as you point it towards your enemies and the ground beneath them erupts in a pillar of fire.
|
Encounter Arcane, Fire, Implement
|
Standard Action
|
Area burst 2 within 15 squares
|
Target: Each creature in burst
|
Attack: Intelligence +2 Vs. Reflex
|
Hit: 1d6+Intelligence modifier fire damage and ongoing 4(save ends)
|
Effect: The burst ignites the area in arcane fire, lasting until the end of your next turn. Any creature that enters the area or starts its turn within it takes 1d4 fire damage. You can dismiss the effect as a minor action.
|
Level 1: Daily Power[edit]
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers—arcane magic so devastating that only an extended rest can replenish it.
Cindershards
|
Warmage Attack 1
|
You move one of your Mystic Orbs in front of you and - with your weapon engulfed in arcane fire - slash it in two. The pieces fly apart and shatter on the ground, setting it ablaze.
|
Daily Arcane, Fire, Implement
|
Standard Action
|
Close blast 3 (Special)
|
Special: This power generates two separate blast areas. These areas may overlap, but only partially. Overlapping blast areas are considered difficult terrain and creatures entering or starting their turn within them suffer 1d4 fire damage in addition to this power's normal effects.
|
Target: Each enemy in blast
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d4+Intelligence modifier fire damage.
|
Effect: The blast creates an area of flame. If a creature moves into a square adjacent to the blast zone or starts its turn in a square adjacent to the blast zone, it takes 1d4+Intelligence modifier fire damage. If a creature moves into the blast zone or starts its turn within the blast zone, the creature takes 2d4+Intelligence modifier fire damage. Entering a square occupied by the blast zone costs 1 extra square of movement.
|
Sustain Minor: The effect persists.
|
Special: The Mystic Orb used for this power is destroyed.
|
Implosion
|
Warmage Attack 1
|
You destroy one of your Mystic Orbs, collapsing it in upon itself and crashing nearby enemies into each other.
|
Daily Arcane, Implement, Mystic Orb
|
Standard Action
|
Area burst 3 within 10 squares
|
Target: Each creature within burst
|
Attack: Intelligence Vs. Reflex
|
Hit: Target is pulled 3 squares towards the burst's origin.
|
Miss: Target is pulled one square toward the burst's origin.
|
Effect: If a target cannot be pulled the full amount of squares described above, they suffer 1d6 damage for each square they were unable to be pulled through and are knocked prone.
|
Special: The Mystic Orb used for this power is destroyed.
|
Stormsphere
|
Warmage Attack 1
|
One of your Mystic Orbs grows in size and fills an area, shocking enemies caught within before it dissipates in an explosion of electricity.
|
Daily Arcane, Implement, Lightning
|
Standard Action
|
Area burst 2 within 15 squares
|
Primary Target: Each creature in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d10+Intelligence modifier lightning damage.
|
Miss: Half damage.
|
Secondary Target: All creatures within burst
|
Secondary Attack: Intelligence + 3 Vs. Reflex.
|
Hit: 1d6+Intelligence modifier lightning damage.
|
Special: The Mystic Orb used for this power is destroyed.
|
Zone of Frost
|
Warmage Attack 1
|
You destroy one of your Mystic Orbs with a ray of frost, launching shards of ice into the air and leaving behind a fine mist of snow and ice, covering the area.
|
Daily Arcane, Cold, Implement
|
Standard Action
|
Area burst 4 within 15 squares
|
Target: Each creature in burst.
|
Attack: Intelligence Vs. Reflex
|
Hit: 1d8+Intelligence modifier cold damage and the target is knocked prone.
|
Miss: Half damage.
|
Effect: A fine mist and layer of ice cover the area of effect until the end of your next turn. Any creature entering the area or starting its turn within the area is subject to another attack. You can dismiss the cloud as a minor action.
|
Sustain Minor: The effect persists.
|
Special: The Mystic Orb used for this power is destroyed.
|
Level 2: Utility Power[edit]
Benefit: You gain one of the following utility powers.
Arcane Tyrant
|
Warmage Utility 2
|
Overloading yourself with arcane energy, you make a mad dash in front of you, knocking opponents out of the way.
|
Encounter Arcane
|
Move Action
|
Personal
|
Effect: You can move your speed and attempt to force rush any enemies adjacent to your path. Performing a successful force rush against your enemies in this manner does not end your move action; however, a failed force rush will end your move action.
|
Force Rush: Make an Intelligence attack vs. Fortitude defense. Hit: Push the target 1 square and you may shift into the vacated space.
|
Ephemeral Pulse
|
Warmage Utility 2
|
You emit a quick blast of arcane energy after taking a blow, knocking your foes back with great force and giving you enough room to plan your next move.
|
Daily Arcane
|
Immediate Reaction
|
Close burst 2
|
Trigger: You are hit by an attack.
|
Target: Each enemy in burst
|
Effect: The target is pushed a number of squares equal to your Wisdom modifier and rolls a Reflex saving throw against your Intellect. If it fails, it is knocked prone.
|
Ethereal Riposte
|
Warmage Utility 2
|
You raise a large, ghostly hand to retaliate against an enemy and draw them to you.
|
Daily Arcane
|
Immediate Reaction
|
Ranged 10
|
Trigger: An enemy misses you with a melee attack or ranged attack.
|
Effect: Slide the enemy into a square adjacent to you. You are able to shift one square. This power does not provoke opportunity attacks.
|
Level 3: Encounter Attack Power[edit]
Benefit: You gain one of the following encounter attack powers.
Coldwing's Grasp
|
Warmage Attack 3
|
A frozen hand covered in shards of ice and surrounded by mist bursts forth from your weapon and seeks out its target, freezing it in its grasp.
|
Encounter Arcane, Cold, Implement
|
Standard Action
|
Ranged 15
|
Target: One creature
|
Attack: Intelligence Vs. Fortitude
|
Hit: 1d6+Intelligence modifier cold damage, and ongoing 3 cold damage (save ends).
|
Effect: Target is immobilized until the end of your next turn.
|
Searing Flame
|
Warmage Attack 3
|
Your weapon channels forth a hot gout of fire, searing your target and engulfing your weapon in flames.
|
Encounter Arcane, Fire, Implement
|
Standard Action
|
Ranged 20
|
Target: One creature.
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier fire damage and ongoing 5 fire damage (save ends).
|
Effect: Your next attack with your weapon deals an additional 1d6 fire damage. At level 16, this bonus increases to 1d8 fire damage.
|
Sustain minor: The effect persists.
|
Toban's Jolt
|
Warmage Attack 3
|
You send numerous tendrils of lightning in front of you, forcing away those who suffer from their shock and making you more evasive for each foe left untouched.
|
Encounter Arcane, Implement, Lightning
|
Standard Action
|
Close blast 4
|
Target: Each creature in blast
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier lightning damage and target is pushed a number of squares equal to your Wisdom modifier.
|
Miss: You may shift a number of squares equal to your Wisdom modifier.
|
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 5: Daily Attack Power[edit]
Benefit: You gain one of the following daily attack powers.
Ephemeral Grasp
|
Warmage Attack 5
|
You reform a Mystic Orb into a mass of writhing energy and send it towards your foes, lashing out and leashing them to the ground.
|
Daily Arcane, Force, Implement
|
Standard Action
|
Area burst 3 within 15 squares
|
Target: All creatures in burst
|
Attack: Intelligence Vs. Fortitude
|
Hit: 2d8+Intelligence modifier force damage and the mass of energy grabs the target. If the target attempts to escape, the mass of energy uses your Fortitude or Reflex defense.
|
Miss: Half damage and the target is immobilized (save ends).
|
Special: The Mystic Orb used for this power is destroyed.
|
Force Weapon
|
Warmage Attack 5
|
One of your Mystic Orbs merges with your weapon and pulses with arcane energy, resonating off of your enemies to grant your current weapon increased power.
|
Daily Arcane, Force, Implement
|
Standard Action
|
Close blast 4
|
Target: All creatures within blast
|
Attack: Intelligence Vs. Reflex
|
Hit: 3d6 + Intelligence modifier force damage
|
Effect: Enchants your weapon to cause an additional 2d4 of force damage on a successful hit. Each target hit increases this bonus by an additional 1d4. After the end of each of your turns, this bonus is reduced by 1d4, until it no longer provides an increase in damage.
|
Special: The Mystic Orb used for this power is destroyed.
|
Explosion
|
Warmage Attack 5
|
Your chosen Mystic Orb glows red with fire as it explodes on the spot, bathing nearby enemies in its flame.
|
Daily Arcane, Fire, Implement
|
Standard Action
|
Area burst 3 within 15 squares
|
Target: Each creature in burst.
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier fire damage and the target is pushed an amount of squares equal to your Wisdom modifier.
|
Miss: Half damage and target is pushed an amount of squares equal to one half of your Wisdom modifier.
|
Special: The Mystic Orb used for this power is destroyed.
|
Game of Stones
|
Warmage Attack 5
|
You fracture one of your Mystic Orbs into four arcane-infused rocks and hurl them at your enemies, each stone exploding on impact.
|
Daily Arcane, Force, Implement
|
Standard Action
|
Ranged 20
|
Primary Target: One, two, three, or four creatures
|
Attack: Intelligence Vs. Reflex, a total of four attacks.
|
Hit: 1d6+Intelligence modifier damage. Make a secondary attack.
|
Secondary Target: Each creature within 2 squares of the target
|
Secondary Attack: Intelligence Vs. Fortitude.
|
Hit: 1d4+Intelligence modifier force damage and the target is pushed a number of squares equal to half of your Wisdom modifier.
|
Note: Forced movement resulting from this ability is performed after all stones have either hit or missed their targets.
|
Special: The Mystic Orb used for this power is destroyed.
|
Level 6: Utility Power[edit]
Benefit: You gain one of the following utility powers.
Azuric's Able-Portal
|
Warmage Utility 6
|
Collapsing one of your Mystic Orbs, you absorb its energy to teleport a short distance away.
|
At-Will Arcane, Teleportation
|
Move Action
|
Personal
|
Effect: Destroy one of your Mystic Orbs. Teleport up to a number of squares equal to twice your Wisdom modifier.
|
Fusion Leash
|
Warmage Utility 6
|
A tendril of arcane energy lashes out from one of your Mystic Orbs and grabs hold of an attacker, pulling the foe away from you.
|
Encounter Arcane
|
Immediate Reaction
|
Personal
|
Trigger: You are the target of a direct attack.
|
Effect: Attacker is pulled to a square occupied by a chosen Mystic Orb and enveloped by it, immobilizing the attacker until the end of your next turn and destroying the Mystic Orb in the process.
|
Ethereal Wind
|
Warmage Utility 6
|
Noticing your foe's attack in time, you conjure an arcane wind to avoid damage.
|
Daily Arcane
|
Immediate Interrupt
|
Personal
|
Trigger: You are hit by an enemy's melee attack.
|
Effect: You receive no damage from the attack and shift a number of squares away equal to your Wisdom modifier.
|
Pirion's Shroud
|
Warmage Utility 6
|
You shroud yourself in arcane energy, becoming nigh indiscernible from your surroundings.
|
Daily Arcane, Illusion
|
Standard Action
|
Personal
|
Effect: Until the end of the encounter, you gain a power bonus to your AC and Reflex defense equal to your Wisdom modifier and enemies 3 or more squares away from you cannot sense you.
|
Level 7: Encounter Attack Power[edit]
Benefit: You gain one of the following encounter attack powers.
Freezing Ray
|
Warmage Attack 7
|
You channel a stream of frost through your weapon, freezing your target in its icy grip and shrouding your weapon in ice.
|
Encounter Arcane, Cold, Implement
|
Standard Action
|
Ranged 20
|
Target: One creature
|
Attack: Intelligence Vs. Fortitude
|
Hit: 2d8+Intelligence modifier cold damage and target is immobilized until the end of your next turn.
|
Effect: Your next attack with your weapon deals an additional 1d6 cold damage. At level 16, this bonus increases to 1d8 cold damage.
|
Sustain minor: The effect persists.
|
Mindshock Strike
|
Warmage Attack 7
|
You strike your opponent as fierce bolts of lightning emanate from your weapon, shocking the minds of nearby foes.
|
Encounter Arcane, Lightning, Weapon
|
Standard Action
|
Melee weapon
|
Primary Target: One creature
|
Attack: Intelligence Vs. Reflex
|
Hit: 1[W]+Intelligence modifier damage. The target is stunned until the start of your next turn. Make a secondary attack.
|
Miss: The target is dazed until the start of your next turn. Make a secondary attack.
|
Secondary Target: Each creature within 3 squares of the target
|
Secondary Attack: Intelligence Vs. Will.
|
Hit: 1d6+Intelligence modifier lightning damage and the target is dazed until the start of your next turn.
|
Quaren's Torch
|
Warmage Attack 7
|
Flames burst from your weapon and dance towards your target, bathing it in its heat before moving on to the next victim.
|
Encounter Arcane, Fire, Implement
|
Standard Action
|
Ranged 20
|
Primary Target: One creature.
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier fire damage.
|
Secondary Target: One creature within 5 squares of the primary target.
|
Secondary Attack: Intelligence Vs. Reflex.
|
Hit: 1d6+Intelligence modifier fire damage.
|
Special: Any of your Mystic Orbs may be targets of this ability's primary or secondary attack. If a Mystic Orb is targeted, it does not make a saving throw and is destroyed, exploding and dealing half of the attack's damage to all enemies within 5 squares of the Mystic Orb.
|
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 9: Daily Attack Power[edit]
Benefit: You gain one of the following daily attack powers.
Arcane Blast
|
Warmage Attack 9
|
One of your Mystic Orbs overflows with arcane energies and explodes into a column of mystic energies.
|
Daily Arcane, Force, Implement
|
Standard Action
|
Area burst 3 within 15 squares
|
Target: Each creature in burst
|
Attack: Intelligence Vs. Fortitude
|
Hit: 2d10+Intelligence modifier force damage and the target is immobilized (save ends).
|
Miss: Half damage and target is dazed (save ends).
|
Special: The Mystic Orb used for this power is destroyed.
|
Mystic Weapon
|
Warmage Attack 9
|
You split and transform one of your Mystic Orbs into two Mystic Weapons and direct their attacks.
|
Daily Arcane, Conjuration, Weapon
|
Standard Action
|
Ranged 15
|
Target: One creature adjacent to a Mystic Weapon
|
Attack: Intelligence Vs. AC, two attacks.
|
Hit: 1[W] + Intelligence modifier damage
|
Sustain Minor: When you sustain the Mystic Weapons, they attack again.
|
Special: The Mystic Orb used for this power is transformed into two, separate Mystic Weapons. The Mystic Weapons are controlled exactly like Mystic Orbs, but they cannot be Empowered by the Empower Orb class feature nor may they be the targets of any attack that can use Mystic Orbs as targets. These Mystic Weapons last until the end of your next turn.
|
Veil of Fire
|
Warmage Attack 9
|
A Mystic Orb fuses with your body and surrounds you with a whirling vortex of flame.
|
Daily Arcane, Fire, Implement, Zone
|
Standard Action
|
Close burst 2
|
Target: Each creature in burst
|
Attack: Intelligence Vs. Reflex
|
Hit: 2d6+Intelligence modifier fire damage and the target is dazed (save ends).
|
Effect: The burst creates a zone of flame that lasts until the end of your next turn. Creatures that enter the zone or start their turn there take 2d6 + Intelligence modifier fire damage. This zone follows you when you move.
|
Sustain Minor: The effect persists.
|
Special: The Mystic Orb used for this power is destroyed.
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Level 10: Utility Power[edit]
Benefit: You gain one of the following powers.
Mystic Gate
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Warmage Utility 10
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You reshape two of your Mystic Orbs into two Mystic Gates, allowing instantaneous travel between them.
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At-Will Arcane, Conjuration, Teleportation
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Standard Action
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Personal
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Effect: Create two Mystic Gates where the Mystic Orbs used for this power were located. Any creature that enters one of the Mystic Gates' squares can move to the other Mystic Gate's square as if it were adjacent to that square. Travelling through the Mystic Gates increases a creature's speed by twice your Wisdom modifier until the end of their next turn. A creature cannot travel through the Mystic Gates if either square is occupied by another creature. The Mystic Gates last for 5 minutes. Unsummoning both Mystic Gates is a free action.
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Special: The Mystic Orbs used for this power are destroyed.
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Pirion's Doppelganger
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Warmage Utility 10
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Shifting out of phase and into a thin layer of arcane energies, you re-emerge with a spectral duplicate at your side.
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Daily Arcane, Conjuration
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Standard Action
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Personal
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Effect: You may choose to either phase one square and create a spectral duplicate in your previous location or create a spectral duplicate in a square adjacent to you. This duplicate will mimic every action you take, making it indistinguishable from yourself. Should you choose to, you may move the duplicate as you would a Mystic Orb, but doing so results in an explosion afterwards, causing all creatures within 2 squares to be pushed an amount of squares equal to your Wisdom modifier. If directly attacked, your duplicate will immobilize its attacker with its arcane energies (save ends) and dissipate. The duplicate will last for 1 hour.
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Quaren's Flameskin
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Warmage Utility 10
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Arcane fire rises up around you and binds itself to your body, its heat only felt by enemies should they decide to risk injury and strike.
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Daily Arcane, Fire
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Standard Action
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Personal
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Effect: When a creature includes you as a target of its attacks, it provokes an opportunity attack from you. Make an opportunity attack with the flames surrounding you (Intelligence vs. Reflex). You deal 1d8 + Intelligence modifier fire damage with this attack. Lasts until the end of the encounter or for 5 minutes.
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Spectral Shield
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Warmage Utility 10
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You phase into the arcane briefly, just long enough to attune yourself to a specific type of magic, reducing its effectiveness against you.
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Daily Arcane
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Standard Action
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Personal
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Effect: You gain resistance to a damage type of your choice equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Should your chosen damage type be used against you while affected by this power, you may use your Empower Orb class feature as a free action.
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