Character Sheet Player Name
Lothrannil
11
Character Name
Level
Eladrin
Medium
Race
Size
Wizard
Wizard of the Spiral Tower
Class
Paragon Path
Male Age
Gender
Height
Weight
INITIATIVE SCORE
DEX
1/2 LVL
3
Lawful Good
Corellon
Alignment
Deity
Total XP
Adventuring Company
DEFENSES MISC
SCORE DEFENSE
Initiative
15
26,000 Epic Destiny
5
7
CONDITIONAL MODIFIERS
25
10 + ARMOR/ 1/2 LVL ABIL CLASS
AC
15
SCORE FEAT
7
RPGA Number
MOVEMENT ENH
MISC
BASE
ARMOR
ITEM
MISC
MISC
6
3
Speed
6
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES SCORE
ABILITY
Strength
CON
14
Constitution
Dexterity
INT
21
Intelligence
Wisdom
CHA
11
6
2
7
20
3
8
5
10
Charisma
3
8
0
5
23
74
24
FEAT
2
ENH
MISC
10 + 1/2 LVL ABIL
REF
15
PASSIVE SENSE
BASE
23
Passive Insight
10 +
13
23
Passive Perception
10 +
13
MISC
3
CLASS
FEAT
5
ENH
MISC
MISC
Low-light Vision
3
ATTACK WORKSPACE ABILITY:
10 + 1/2 LVL ABIL
WILL 15
3
SKILL BONUS
SPECIAL SENSES
CLASS
FEAT
2
ENH
MISC
3
1
MISC
CONDITIONAL BONUSES
Melee Basic Attack - Unarmed
ATT BONUS
1/2 LVL
ABIL
+ 8
5
1
ABILITY:
CLASS
PROF
FEAT
ENH
MISC
FEAT
ENH
MISC
ENH
MISC
MISC
ENH
MISC
MISC
2
Ranged Basic Attack - Unarmed
ATT BONUS
1/2 LVL
ABIL
+ 10
5
3
CLASS
PROF
2
ACTION POINTS
SURGE VALUE
SURGES/DAY
37
18
8
1/2 HP
1/4 HP
CURRENT HIT POINTS
CLASS
CONDITIONAL BONUSES
HEALING SURGES BLOODIED
SCORE
CONDITIONAL BONUSES
HIT POINTS MAX HP
10 + 1/2 LVL ABIL
FORT 15
DEFENSE
WIS
16
1
DEFENSE
DEX
16
MOD + 1/2 LVL DEFENSE
STR
12
SENSES
ABIL MOD
MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
Action Points
ACTION POINTS 1 2 3
RACE FEATURES Trance - Meditate aware 4 hours instead of sleep. SECOND WIND 1/ENCOUNTER
Eladrin Weapon Proficiency - Proficient with longsword.
USED
Melee Basic Attack - Unarmed
DAMAGE
ABIL
1d4+1
CURRENT SURGE USES
TEMPORARY HIT POINTS
DAMAGE WORKSPACE ABILITY:
ABILITY:
1
Ranged Basic Attack - Unarmed
DAMAGE
ABIL
1d4+3
DEATH SAVING THROW FAILURES SAVING THROW MODS +5 racial bonus against charm effects, +2 item bonus against effects that apply the slowed, immobilized, or restrained condition
Fey Step - Use fey step as an encounter power. Fey Origin - Your origin is fey, not natural.
RESISTANCES CURRENT CONDITIONS AND EFFECTS
FEAT
3
Eladrin Education - Training in any one additional skill. Eladrin Will - +1 Will; +5 to saving throws against charm.
FEAT
BASIC ATTACKS ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
11
vs
AC
Frost Longsword +2
1d8+3
8
vs
AC
Unarmed (Melee)
1d4+1
10
vs
AC
Unarmed (Range)
1d4+3
vs
CLASS / PATH / DESTINY FEATURES
SKILLS BONUS
ABIL MOD + 1/2 LVL
SKILL NAME
TRND (+5)
8
Acrobatics
DEX
8
0
20
Arcana
INT
10
5
6
Athletics
STR
6
0
ARMOR PENALTY MISC
Staff of Defense, or Wand of Accuracy. n/a
5
Bluff
CHA
5
0
n/a
5
Diplomacy
CHA
5
0
n/a
13
Dungeoneering
WIS
8
5
n/a
7
Endurance
CON
7
0
8
Heal
WIS
8
0
n/a
12
History
INT
10
0
n/a
13
Insight
WIS
8
5
n/a
5
Intimidate
CHA
5
0
n/a
13
Nature
WIS
8
5
n/a
13
Perception
WIS
8
5
n/a
10
Religion
INT
10
0
n/a
8
0
8
5
2
FEATS
Arcane Implement Mastery - Choose Orb of Imposition,
Orb of Imposition - Encounter, free; with orb, penalize
Ritual Caster - Master and perform rituals Burning Blizzard - +1 damage with acid or cold power
foe's saving throws against your spell, or extend duration of
Armor Proficiency (Leather) - Training with leather armor
your at-will spell one round.
Improved Initiative - +4 to initiative checks
Cantrips - Use ghost sound, light, mage hand, and
Toughness - Gain 5 additional hit points per tier
prestidigitation as at-will powers.
Wintertouched - Gain combat advantage against foe
Ritual Casting - Gain Ritual Caster as a bonus feat.
vulnerable to cold
Spellbook - Three 1st-level rituals, plus more at higher
Skill Focus (Arcana) - +3 to Arcana checks
levels. Also, twice the daily and utility spells you can use;
Lasting Frost - Target hit with cold power gains vulnerable
choose from among these at each extended rest.
cold 5
Corellon's Implement - Use longsword as arcane implement you specialize in Orb - You can use a longsword as if it were a orb Spiral Tower Action - Can spend action point to regain a wizard encounter power
LANGUAGES KNOWN
POWER INDEX
MAGIC ITEM INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
List your powers below. Check the box when the power is used. Clear the box when the power renews.
AT-WILL POWERS
MAGIC ITEMS WEAPON
Ghost Sound
WEAPON
Light
CHARACTER PORTRAIT
Frost Longsword +2 (One-hand) (E) Orb of Reversed Polarities +2 (Off-hand) (E)
WEAPON
Mage Hand
WEAPON
Prestidigitation
ARMOR
Thunderwave
ARMS
Ray of Frost
FEET
ENCOUNTER POWERS HANDS
Fey Step
HEAD
Orb of Imposition
NECK
Chill Strike
Feytouched Leather Armor +3 (E) Bracers of Escape (heroic tier) (E) Boots of Free Movement (heroic tier) (E) Frost Gauntlets (heroic tier) (E) Arcanist's Glasses (heroic tier) (E) Absence Amulet +3 (E)
RING
Icy Rays
RING
Winter's Wrath
WAIST
The One Sword
PERSONALITY TRAITS
Ironskin Belt (heroic tier) (E) Eternal Chalk (heroic tier)
DAILY POWERS Freezing Cloud
Everlasting Provisions (heroic tier)
Web
Restful Bedroll (heroic tier)
Wall of Fire
Lens of Reading (heroic tier)
Sleep Bigby's Icy Grasp
MANNERISMS AND APPEARANCE
Ice Storm
UTILITY POWERS Feather Fall Invisibility Resistance Shield
Daily Item Powers Per Day
Dispel Magic Arcane Gate
Heroic (1-10)
Milestone
/
/
/
Paragon (11-20)
Milestone
/
/
/
Epic (21-30)
Milestone
/
/
/
OTHER EQUIPMENT
CHARACTER BACKGROUND
RITUALS / ALCHEMY
Spellbook
Comprehend Language
Alchemical Reagents (Arcana) (600)
Magic Mouth
Residuum (Any) (300)
Secret Page Hallucinatory Item
COMPANIONS AND ALLIES
Knock Magic Circle Linked Portal Leomund's Secret Chest Enchant Magic Item Endure Elements Arcane Lock Phantom Steed Skull Watch
COINS AND OTHER WEALTH Money on hand: 94 pp; 95 gp Stored money: 0 gp Encumbrance: 25 lb. / 120 lb.
Water Breathing Detect Object Tenser's Floating Disk Sending
SESSION AND CAMPAIGN NOTES Two Separate Leomand's Chests have been created, and reside in his distant home's guild hall, where many wizards chest reside for centuries. One he keeps spare reagents, one he keeps for odds and ends.
CHARACTER NAME
Second Wind
Lothrannil PLAYER NAME
RACE
KEYWORDS
CLASS
Eladrin
HP
LEVEL
Wizard
12 STR
74
14 CON
6
21 INT
Init
16 WIS
+15
11 CHA
Will 24
23
Passive Perception
Passive Insight
Personal
ACTION
RANGE vs
ATTACK
Self DEFENSE
Ref 23
ADDITIONAL EFFECTS
CLASS
PLAY DATA
®
Ghost Sound KEYWORDS
USED
Arcane, Illusion 10
Standard
vs ATTACK
ENCOUNTER SPECIAL
®
Light
ACTION
KEYWORDS
USED
Arcane 5
Ranged 10
Minor
RANGE
ACTION
TARGET
LEVEL
BOOK
PH
ENCOUNTER ACTION
®
Mage Hand
vs
One object or unoccupied square DEFENSE
TARGET
Effect: You spend a healing surge and regain 18 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Fort 20
16 DEX
23
Standard
11
AC 25
Spd
USED
ATTACK
KEYWORDS
5
Ranged 5
Minor
RANGE
ACTION
TARGET
Ranged 5 RANGE
vs
One object or unoccupied square DEFENSE
USED
Arcane, Conjuration
ATTACK
DEFENSE
TARGET
Effect: 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.
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
Wizard
1
BOOK
CLASS
PH
AT-WILL POWER
®
Prestidigitation KEYWORDS
USED
2
ACTION
Ranged 2 RANGE
vs ATTACK
DEFENSE
1
BOOK
CLASS
PH
AT-WILL POWER
®
Thunderwave
Arcane
Standard
LEVEL
Wizard
TARGET
KEYWORDS
ACTION
3
12
vs
ATTACK
1
BOOK
PH
AT-WILL POWER
®
Ray of Frost USED
Arcane, Implement, Thunder
Standard
LEVEL
Wizard
KEYWORDS
USED
Arcane, Cold, Implement
Close blast 3
Standard
RANGE
ACTION
Fort
Each creature in blast
12
DEFENSE
TARGET
10
Ranged 10
Fort
One creature
DEFENSE
TARGET
RANGE vs
ATTACK
Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+3). Increase damage to 2d6 + Intelligence modifier (+5) at 21st level.
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level.
Orb of Reversed Polarities +2: +12 attack, 1d6+7 damage
Orb of Reversed Polarities +2: +12 attack, 1d6+9 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Fey Step KEYWORDS
Orb of Imposition USED
Teleportation
ACTION
KEYWORDS
Personal
Free Action
RANGE
ACTION
DEFENSE
TARGET
LEVEL
Racial Power
*
BOOK
®
Icy Rays USED
10
ACTION vs
12 ATTACK
BOOK
CLASS
PH
ENCOUNTER POWER
®
KEYWORDS
10
ACTION
2
KEYWORDS
®
Fort
Each creature in burst
15
TARGET
ATTACK
Melee weapon RANGE Reflex
One creature
DEFENSE
TARGET
Attack: Intelligence vs. Reflex Hit: 2[W] + Intelligence modifier damage. Make a secondary attack against the target. Secondary Attack: Intelligence vs. Will Hit: The target is dazed until the end of your next turn, and this power is not expended.
Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage
Frost Longsword +2: +15 attack, 2d8+7 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
LEVEL
Wizard
7
BOOK
CLASS
PH
ENCOUNTER POWER
®
KEYWORDS
LEVEL
11
BOOK
PH
ENCOUNTER POWER
®
Wall of Fire USED
Arcane, Implement, Zone
KEYWORDS
Arcane, Conjuration, Fire, Implement
Standard
20
Area burst 2 within 20 squares
Standard
RANGE
ACTION
2
RANGE
ACTION
Fort
Each creature in burst
12
Reflex
Each creature in burst
DEFENSE
TARGET
DEFENSE
TARGET
Area burst 2 within 10 squares
*
vs
DEFENSE
Web USED
USED
Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage. Effect: A blizzard erupts in the designated area and continues until the end of your next turn. Its area is lightly obscured, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier (+5). You can end this effect as a minor action.
CLASS
PH
®
Arcane, Weapon
Standard
12
Standard
USED
ACTION
ATTACK
PH
ENCOUNTER POWER
RANGE
TARGET
BOOK
1
The One Sword
Arcane, Cold, Implement
vs
LEVEL
Wizard
Area burst 2 within 10 squares
Arcane, Cold, Implement
ATTACK
*
2
Freezing Cloud
vs
LEVEL
10
BOOK
TARGET
Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage
Standard
ENCOUNTER POWER
12
ATTACK
ADDITIONAL EFFECTS
One or two creatures
3
DEFENSE
RANGE
ADDITIONAL EFFECTS
Reflex
LEVEL
One creature
Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage, and the target is dazed until the end of your next turn.
DEFENSE
Wizard
KEYWORDS
TARGET
ACTION
ADDITIONAL EFFECTS
CLASS
DEFENSE
RANGE
Orb of Reversed Polarities +2: +12 attack, 1d10+9 damage
Fort
vs
Ranged 10
Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier (+5) cold damage, and the target is immobilized until the end of your next turn.
Ranged 10
Effect: you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+3). Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.
Winter's Wrath
Arcane, Cold, Implement
10
ACTION 12
CLASS
PH
ENCOUNTER POWER
Standard
RANGE
USED
Arcane, Cold, Implement
Standard
ATTACK
ADDITIONAL EFFECTS
KEYWORDS
KEYWORDS
vs
Effect: Teleport up to 5 squares.
CLASS
USED
Implement
vs ATTACK
Chill Strike
vs
ATTACK
Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+5) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Attack: Intelligence vs. Reflex Hit: The target is immobilized (save ends). Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
Orb of Reversed Polarities +2: +12 attack, 1d8+9 damage
Orb of Reversed Polarities +2: +12 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
10
USED
Area wall 8 within 10 squares RANGE
vs ATTACK
DEFENSE
TARGET
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. 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 1d6 + Intelligence modifier (+5) fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier (+5) fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists. ADDITIONAL EFFECTS
Sleep KEYWORDS
Bigby's Icy Grasp USED
Arcane, Implement, Sleep
KEYWORDS
20
Area burst 2 within 20 squares
Standard
ACTION
2
RANGE
ACTION
Will
Each creature in burst
12
DEFENSE
TARGET
vs
ATTACK
USED
Arcane, Cold, Conjuration, Implement
Standard
12
Ice Storm
20
Standard
20
RANGE
ACTION
3
RANGE
Reflex
One creature adjacent to the hand
12
Fort
Each creature in burst
DEFENSE
TARGET
DEFENSE
TARGET
vs
ATTACK
Orb of Reversed Polarities +2: +12 attack
USED
Arcane, Cold, Implement, Zone
Ranged 20
vs
ATTACK
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+5) cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier (+5) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
KEYWORDS
Area burst 3 within 20 squares
Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage
Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage
ADDITIONAL EFFECTS
CLASS
ADDITIONAL EFFECTS
LEVEL
Wizard
1
BOOK
CLASS
PH
DAILY POWER
®
Freezing Cloud KEYWORDS
ADDITIONAL EFFECTS
LEVEL
Wizard
5
BOOK
CLASS
PH
DAILY POWER
®
Web USED
Arcane, Cold, Implement
KEYWORDS
USED
Arcane, Implement, Zone
KEYWORDS
Area burst 2 within 10 squares
Standard
20
Area burst 2 within 20 squares
Standard
2
RANGE
ACTION
2
RANGE
ACTION
vs
Fort
Each creature in burst
12
DEFENSE
TARGET
ATTACK
Reflex
Each creature in burst
DEFENSE
TARGET
Orb of Reversed Polarities +2: +12 attack, 1d8+9 damage
Orb of Reversed Polarities +2: +12 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
LEVEL
1
BOOK
CLASS
PH
DAILY POWER
®
Feather Fall KEYWORDS
USED
Free Action
10
ACTION AT-WILL
LEVEL
5
BOOK
CLASS
PH
DAILY POWER
®
ENCOUNTER
Standard
RANGE
ACTION
DAILY
AT-WILL
RANGE
DEFENSE
TARGET
LEVEL
Wizard
9
BOOK
PH
DAILY POWER
®
Resistance USED
Arcane, Illusion
Ranged 10
Area wall 8 within 10 squares
ADDITIONAL EFFECTS
Wizard
KEYWORDS
USED
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. 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 1d6 + Intelligence modifier (+5) fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier (+5) fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.
Invisibility
Arcane
10
ATTACK
Attack: Intelligence vs. Reflex Hit: The target is immobilized (save ends). Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
Wizard
®
vs
Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+5) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
CLASS
PH
Arcane, Conjuration, Fire, Implement
10
12
BOOK
Wall of Fire
Standard
ATTACK
9
DAILY POWER
ACTION vs
LEVEL
Wizard
5
ENCOUNTER
KEYWORDS
Ranged 5
Minor
RANGE
ACTION
DAILY
USED
Arcane
AT-WILL
10
Ranged 10 RANGE ENCOUNTER
DAILY
Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends. Sustain Standard: If the target is within range, you can sustain the effect.
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier (+5) 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.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Shield KEYWORDS
Dispel Magic USED
Arcane, Force
ACTION AT-WILL
ENCOUNTER
KEYWORDS
Standard
RANGE
ACTION
10
AT-WILL
Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
USED
Arcane, Implement
Personal DAILY
Arcane Gate
RANGE
ACTION
DAILY
LEVEL
2
BOOK
CLASS
PH
UTILITY POWER
®
Feather Fall KEYWORDS
USED
10
Free Action ACTION AT-WILL
LEVEL
Wizard
BOOK
6
CLASS
PH
UTILITY POWER
ENCOUNTER
KEYWORDS
®
Standard
RANGE
ACTION
DAILY
LEVEL
Wizard
10
BOOK
PH
UTILITY POWER
®
Resistance USED
Arcane, Illusion
Ranged 10
DAILY
ADDITIONAL EFFECTS
Invisibility
Arcane
ENCOUNTER
Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.
ADDITIONAL EFFECTS
Wizard
Ranged 20 RANGE
AT-WILL
Orb of Reversed Polarities +2: +12 attack
CLASS
20
Minor
ENCOUNTER
USED
Arcane, Teleportation
Ranged 10
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
ADDITIONAL EFFECTS
KEYWORDS
5
AT-WILL
KEYWORDS
Ranged 5
Minor
RANGE
ACTION
ENCOUNTER
DAILY
USED
Arcane 10
Ranged 10 RANGE
AT-WILL
ENCOUNTER
DAILY
Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends. Sustain Standard: If the target is within range, you can sustain the effect.
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier (+5) 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.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
Wizard
2
BOOK
CLASS
PH
UTILITY POWER
®
Eternal Chalk (heroic tier)
LEVEL
Wizard
6
BOOK
CLASS
PH
UTILITY POWER
®
Feytouched Leather Armor +3
ENHANCEMENT
CRITICAL
BONUS
ENHANCEMENT
BONUS
A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author.
Gain an item bonus to initiative checks equal to the armor's enhancement bonus.
ACTION
AT-WILL POWER
DAILY
®
ENHANCEMENT
CRITICAL
PROPERTIES
KEYWORDS
USED
ACTION
ENCOUNTER
PH
+2 attack rolls and damage rolls +2d6 cold damage CRITICAL
PROPERTIES
USED
BOOK
Frost Longsword +2
PROPERTIES
KEYWORDS
10
UTILITY POWER
+3 AC BONUS
LEVEL
Wizard
AT-WILL
KEYWORDS
USED
ACTION
ENCOUNTER
DAILY
AT-WILL
ENCOUNTER
DAILY
POWER
POWER
Power (Encounter • Illusion): Standard Action. You become invisible until the end of your next turn.
Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.
Absence Amulet +3
Everlasting Provisions (heroic tier)
Restful Bedroll (heroic tier)
+3 Fortitude, Reflex, and Will BONUS
ENHANCEMENT
CRITICAL
BONUS
ENHANCEMENT
CRITICAL
BONUS
PROPERTIES
PROPERTIES
Attempts to scry upon you, your location, or objects in your possession fail, as if the target of the attempt did not exist.
After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
KEYWORDS
USED
KEYWORDS
ACTION
USED
ENCOUNTER
DAILY
ENCOUNTER
DAILY
AT-WILL
POWER
DAILY
Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).
LEVEL
Neck
ENCOUNTER
POWER
Item Slot: Neck
ITEM SLOT/TYPE
USED
ACTION
AT-WILL
POWER
CRITICAL
KEYWORDS
ACTION
AT-WILL
ENHANCEMENT
PROPERTIES
12
PRICE
13000
BOOK
ITEM SLOT/TYPE
AV
MAGIC ITEM
®
Bracers of Escape (heroic tier)
LEVEL
4
PRICE
840
BOOK
ITEM SLOT/TYPE
PH
MAGIC ITEM
®
Orb of Reversed Polarities +2
LEVEL
1
PRICE
360
BOOK
AV
MAGIC ITEM
®
Arcanist's Glasses (heroic tier)
+2 attack rolls and damage rolls +2d6 damage BONUS
ENHANCEMENT
CRITICAL
BONUS
PROPERTIES
ENHANCEMENT
CRITICAL
BONUS
PROPERTIES
ENHANCEMENT
CRITICAL
PROPERTIES
Gain a +3 item bonus to Arcana checks to detect magic.
KEYWORDS
USED
KEYWORDS
ACTION
USED
KEYWORDS
ACTION
AT-WILL
ENCOUNTER
DAILY
ACTION
AT-WILL
ENCOUNTER
DAILY
AT-WILL
ENCOUNTER
POWER
POWER
POWER
Item Slot: Arms Power (Daily): Immediate Interrupt. You can use this power when you are the target of a melee attack. You teleport 2 squares.
Item Slot: Off-hand Power (Daily): Minor Action. Until the end of your next turn, your attacks treat any resistance possessed by the target as vulnerable 5 to the same damage type.
Item Slot: Head
ITEM SLOT/TYPE
ITEM SLOT/TYPE
ITEM SLOT/TYPE
LEVEL
Arms
7
PRICE
2600
BOOK
Dragon 365
MAGIC ITEM
®
Frost Gauntlets (heroic tier)
BONUS
ENHANCEMENT
Off-hand
LEVEL
9
PRICE
4200
BOOK
PH
MAGIC ITEM
®
Boots of Free Movement (heroic tier)
CRITICAL
BONUS
PROPERTIES
USED
ENHANCEMENT
LEVEL
Head
3
PRICE
680
DAILY
BOOK
AV
MAGIC ITEM
®
Ironskin Belt (heroic tier)
CRITICAL
BONUS
PROPERTIES
ENHANCEMENT
CRITICAL
PROPERTIES
Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition. KEYWORDS
USED
ACTION
AT-WILL
KEYWORDS
USED
ACTION
ENCOUNTER
DAILY
AT-WILL
KEYWORDS
USED
ACTION
ENCOUNTER
DAILY
AT-WILL
ENCOUNTER
DAILY
POWER
POWER
POWER
Item Slot: Hands Power (Daily • Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter. If you've reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.
Item Slot: Feet Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
Item Slot: Waist Power (Daily): Minor Action. Gain resist 5 to all weapon damage until the end of your next turn.
Lens of Reading (heroic tier)
BONUS
ENHANCEMENT
CRITICAL
PROPERTIES
KEYWORDS
USED
ACTION
AT-WILL
ENCOUNTER
DAILY
POWER
Power (Daily): Standard Action. Use this power while perusing text written in a language you do not know. For 1 hour, you can read that language as long as you hold the lens of reading. Special: You can activate the lens of reading in place of the required component cost for a Comprehend Languages ritual.
ITEM SLOT/TYPE
MAGIC ITEM
LEVEL
7
PRICE
2600
BOOK
AV 速