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Character Sheet Player Name Bryan Dante Ignacio e'Morlana 5 Wizard 5,690 Character Name Level Class Paragon Path Epic Destiny Total XP Tiefling Medium Male 5'9" Unaligned Sehanine Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX 1/2 LVL MISC 3 Initiative 1 2 CONDITIONAL MODIFIERS ABILITY SCORES SCORE ABILITY ABIL MOD MOD + 1/2 LVL 8 STR Strength -1 1 13 CON Constitution 1 3 13 DEX Dexterity 1 3 19 INT Intelligence 4 6 16 WIS Wisdom 3 5 12 CHA Charisma 1 3 HIT POINTS MAX HP HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY 1/2 HP 1/4 HP 39 19 9 7 CURRENT HIT POINTS CURRENT SURGE USES SECOND WIND 1/ENCOUNTER USED TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES Resist 7 Fire CURRENT CONDITIONS AND EFFECTS SKILLS BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC 3 Acrobatics DEX 3 0 11 Arcana INT 6 5 n/a 1 Athletics STR 1 0 5 Bluff CHA 3 0 n/a 2 3 Diplomacy CHA 3 0 n/a 5 Dungeoneering WIS 5 0 n/a 3 Endurance CON 3 0 5 Heal WIS 5 0 n/a 11 History INT 6 5 n/a 10 Insight WIS 5 5 n/a 3 Intimidate CHA 3 0 n/a 5 Nature WIS 5 0 n/a 5 Perception WIS 5 0 n/a 11 Religion INT 6 5 n/a 5 Stealth DEX 3 0 2 3 Streetwise CHA 3 0 n/a 3 Thievery DEX 3 0 DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 16 AC 12 4 CONDITIONAL BONUSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 13 FORT 12 1 CONDITIONAL BONUSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 16 REF 12 4 CONDITIONAL BONUSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 17 WILL 12 3 2 CONDITIONAL BONUSES ACTION POINTS Action Points MILESTONES 0 1 2 ACTION POINTS 1 2 3 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS RACE FEATURES Infernal Wrath - Use infernal wrath as an encounter power. Fire Resistance - Resist fire 5 + 1/2 level. Bloodhunt - +1 on attacks against bloodied foes. CLASS / PATH / DESTINY FEATURES Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy. Orb of Imposition - Encounter, free; with orb, penalize foe's saving throws against your spell, or extend duration of your at-will spell one round. Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers. Ritual Casting - Gain Ritual Caster as a bonus feat. Spellbook - Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest. LANGUAGES KNOWN Common, Deep Speech MOVEMENT SCORE BASE ARMOR ITEM MISC 6 Speed (Squares) 6 SPECIAL MOVEMENT SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 20 Passive Insight 10 + 10 15 Passive Perception 10 + 5 SPECIAL SENSES Low-light Vision ATTACK WORKSPACE ABILITY: Melee Basic Attack - Unarmed ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 1 2 -1 ABILITY: Ranged Basic Attack - Unarmed ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 3 2 1 DAMAGE WORKSPACE ABILITY: Melee Basic Attack - Unarmed DAMAGE ABIL FEAT ENH MISC MISC 1d4-1 -1 ABILITY: Ranged Basic Attack - Unarmed DAMAGE ABIL FEAT ENH MISC MISC 1d4+1 1 BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 1 vs AC 1d4-1 Unarmed (Melee) 3 vs AC 1d4+1 Unarmed (Range) vs vs FEATS Ritual Caster - Master and perform rituals Hellfire Blood - +1 attack and damage with fire and fear powers Raging Storm - +1 damage with lightning or thunder power Implement Expertise (wand) - +1 to attack rolls with wands Dante Ignacio e'Morlana Page 1 Bryan
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D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

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Page 1: D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

Character Sheet

Player Name Bryan

Dante Ignacio e'Morlana 5 Wizard 5,690Character Name Level Class Paragon Path Epic Destiny Total XP

Tiefling Medium Male 5'9" Unaligned SehanineRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVESCORE DEX 1/2 LVL MISC

3 Initiative 1 2

CONDITIONAL MODIFIERS

ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL

8 STRStrength

-1 1

13 CONConstitution

1 3

13 DEXDexterity

1 3

19 INTIntelligence

4 6

16 WISWisdom

3 5

12 CHACharisma

1 3

HIT POINTSMAX HP HEALING SURGES

BLOODIED SURGE VALUE SURGES/DAY

1/2 HP 1/4 HP

39 19 9 7

CURRENT HIT POINTS CURRENT SURGE USES

SECOND WIND 1/ENCOUNTER USED

TEMPORARY HIT POINTS

DEATH SAVING THROW FAILURES

SAVING THROW MODS

RESISTANCES Resist 7 Fire

CURRENT CONDITIONS AND EFFECTS

SKILLS

BONUS SKILL NAMEABIL MOD+ 1/2 LVL

TRND(+5)

ARMORPENALTY MISC

3 Acrobatics DEX 3 0

11 Arcana INT 6 5 n/a

1 Athletics STR 1 0

5 Bluff CHA 3 0 n/a 2

3 Diplomacy CHA 3 0 n/a

5 Dungeoneering WIS 5 0 n/a

3 Endurance CON 3 0

5 Heal WIS 5 0 n/a

11 History INT 6 5 n/a

10 Insight WIS 5 5 n/a

3 Intimidate CHA 3 0 n/a

5 Nature WIS 5 0 n/a

5 Perception WIS 5 0 n/a

11 Religion INT 6 5 n/a

5 Stealth DEX 3 0 2

3 Streetwise CHA 3 0 n/a

3 Thievery DEX 3 0

DEFENSESSCORE 10 + ARMOR/

DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

16 AC 12 4

CONDITIONAL BONUSES

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

13 FORT 12 1

CONDITIONAL BONUSES

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

16 REF 12 4

CONDITIONAL BONUSES

10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

17 WILL 12 3 2

CONDITIONAL BONUSES

ACTION POINTS

Action PointsMILESTONES

012

ACTION POINTS123

ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

RACE FEATURES

Infernal Wrath - Use infernal wrath as an encounter

power.

Fire Resistance - Resist fire 5 + 1/2 level.

Bloodhunt - +1 on attacks against bloodied foes.

CLASS / PATH / DESTINY FEATURES

Arcane Implement Mastery - Choose Orb of Imposition,

Staff of Defense, or Wand of Accuracy.

Orb of Imposition - Encounter, free; with orb, penalize

foe's saving throws against your spell, or extend duration of

your at-will spell one round.

Cantrips - Use ghost sound, light, mage hand, and

prestidigitation as at-will powers.

Ritual Casting - Gain Ritual Caster as a bonus feat.

Spellbook - Three 1st-level rituals, plus more at higher

levels. Also, twice the daily and utility spells you can use;

choose from among these at each extended rest.

LANGUAGES KNOWN

Common, Deep Speech

MOVEMENTSCORE BASE ARMOR ITEM MISC

6 Speed (Squares) 6

SPECIAL MOVEMENT

SENSESSCORE PASSIVE SENSE BASE SKILL BONUS

20 Passive Insight 10 + 10

15 Passive Perception 10 + 5

SPECIAL SENSES

Low-light Vision

ATTACK WORKSPACEABILITY: Melee Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 1 2 -1

ABILITY: Ranged Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 3 2 1

DAMAGE WORKSPACEABILITY: Melee Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC

1d4-1 -1

ABILITY: Ranged Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC

1d4+1 1

BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE

1 vs AC 1d4-1Unarmed (Melee)

3 vs AC 1d4+1Unarmed (Range)

vs

vs

FEATS

Ritual Caster - Master and perform rituals

Hellfire Blood - +1 attack and damage with fire and fear

powers

Raging Storm - +1 damage with lightning or thunder

power

Implement Expertise (wand) - +1 to attack rolls with

wands

Dante Ignacio e'Morlana Page 1 Bryan

Page 2: D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

POWER INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

AT-WILL POWERS

Ghost Sound

Light

Mage Hand

Prestidigitation

Scorching Burst

Storm Pillar

ENCOUNTER POWERS

Infernal Wrath

Orb of Imposition

Visions of Avarice Attack

Force Orb

Fire Shroud

DAILY POWERS

Visions of Avarice

Flaming Sphere

Summon Fire Warrior

Grasp of the Grave

Icy Rays

UTILITY POWERS

Shield

Guardian Blades

OTHER EQUIPMENT

Spellbook

Fine Clothing

Backpack (empty)

Waterskin

Pouch, Belt (empty)

Scroll of Comprehend Language

Scroll of Secret Page

Scroll of Eye of Alarm

Scroll of Knock

Scroll of Arcane Lock

Scroll of Make Whole

COINS AND OTHER WEALTHMoney on hand: 123 gp

Stored money: 0 gp

Encumbrance: 19 / 80

MAGIC ITEM INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

MAGIC ITEMSWEAPON

Implement, Orb (Off-hand) (E)

WEAPONScepter of Winter +2 (Off-hand) (E)

WEAPON

WEAPON

ARMOR

ARMS

FEET

HANDS

HEAD

NECK

RING

RING

WAIST

Daily Item Powers Per Day

Heroic (1-10) Milestone / / /

Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

RITUALS / ALCHEMY

Magic Mouth

Silence

Comprehend Language

Eye of Alarm

Transfer Enchantment

CHARACTER PORTRAIT

PERSONALITY TRAITS

MANNERISMS AND APPEARANCE

CHARACTER BACKGROUND

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

Dante Ignacio e'Morlana Page 2 Bryan

Page 3: D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

CHARACTER NAME

Dante Ignacio e'MorlanaPLAYER NAME

BryanRACE

TieflingCLASS

WizardLEVEL

5

HP

39

Spd

6

Init

+3

8 STR

13 CON

13 DEX

19 INT

16 WIS

12 CHA

AC

16

Fort

13

Ref

16

Will

17

20PassiveInsight 15

PassivePerception

PLAY DATA ® ENCOUNTER SPECIAL ®

Second Wind

KEYWORDS USED

Standard

ACTION

Personal

RANGE

ATTACK

Self

TARGET

vs

DEFENSE

Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

CLASS LEVEL BOOKPH

ENCOUNTER ACTION ®

Melee Basic Attack

KEYWORDSWeapon

USED

Standard

ACTION

Melee weapon

RANGE

1

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier (-1) damage. Increase damage to 2[W] + Strength modifier (-1) at 21st level.

Special: You can use an unarmed attack as a weapon to make a melee basic attack.

Unarmed: +1 attack, 1d4-1 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL*

BOOK

AT-WILL POWER ®

Ranged Basic Attack

KEYWORDSWeapon

USED

Standard

ACTION

Ranged weapon

RANGE

3

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier (+1) damage. Increase damage to 2[W] + Dexterity modifier (+1) at 21st level.

Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use

magic missile as a ranged basic attack.

Unarmed: +3 attack, 1d4+1 damageADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL*

BOOK

AT-WILL POWER ®

Ghost Sound

KEYWORDSArcane, Illusion

USED

Standard

ACTION

Ranged 10

RANGE

ATTACK

One object or unoccupied square

TARGET

10

vs

DEFENSE

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.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Light

KEYWORDSArcane

USED

Minor

ACTION

Ranged 5

RANGE

ATTACK

One object or unoccupied square

TARGET

5

vs

DEFENSE

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.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Mage Hand

KEYWORDSArcane, Conjuration

USED

Minor

ACTION

Ranged 5

RANGE

ATTACK TARGET

5

vs

DEFENSE

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

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Prestidigitation

KEYWORDSArcane

USED

Standard

ACTION

Ranged 2

RANGE

ATTACK TARGET

2

vs

DEFENSE

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.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Dante Ignacio e'Morlana Page 3 Bryan

Page 4: D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

Scorching Burst

KEYWORDSArcane, Fire, Implement

USED

Standard

ACTION

Area burst 1 within 10 squares

RANGE

10

ATTACK

Each creature in burst

TARGET

10

1

vs Reflex

DEFENSE

Attack: Intelligence vs. ReflexHit: 1d6 + Intelligence modifier (+4) fire damage.

Increase damage to 2d6 + Intelligence modifier (+4) at 21st level.

Scepter of Winter +2: +10 attack, 1d6+7 damageImplement, Orb: +7 attack, 1d6+5 damageUnarmed: +7 attack, 1d6+5 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL1

BOOKPH

AT-WILL POWER ®

Storm Pillar

KEYWORDSArcane, Conjuration, Implement, Lightning

USED

Standard

ACTION

Ranged 10

RANGE

ATTACK TARGET

10

vs

DEFENSE

Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar

occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar takes 1d6 + your Intelligence

modifier (+4) lightning damage.Level 21: 2d6 + Intelligence modifier (+4) lightning damage.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL1

BOOKAP

AT-WILL POWER ®

Infernal Wrath

KEYWORDS USED

Minor

ACTION

Personal

RANGE

ATTACK TARGET

vs

DEFENSE

Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an

enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (+1) as extra damage.

ADDITIONAL EFFECTS

CLASSRacial Power

LEVEL*

BOOKPH

ENCOUNTER POWER ®

Orb of Imposition

KEYWORDSImplement

USED

Free

ACTION RANGE

ATTACK TARGET

vs

DEFENSE

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.

ADDITIONAL EFFECTS

CLASS LEVEL*

BOOKPH

ENCOUNTER POWER ®

Force Orb

KEYWORDSArcane, Force, Implement

USED

Standard

ACTION

Ranged 20

RANGE

9

ATTACK

One creature or object

TARGET

20

vs Reflex

DEFENSE

Attack: Intelligence vs. ReflexHit: 2d8 + Intelligence modifier (+4) force damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier (+4) force damage.

Scepter of Winter +2: +9 attack, 2d8+6 damageImplement, Orb: +6 attack, 2d8+4 damageUnarmed: +6 attack, 2d8+4 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL1

BOOKPH

ENCOUNTER POWER ®

Fire Shroud

KEYWORDSArcane, Fire, Implement

USED

Standard

ACTION

Close burst 3

RANGE

10

ATTACK

Each enemy in burst

TARGET

3

vs Fort

DEFENSE

Attack: Intelligence vs. Fortitude

Hit: 1d8 + Intelligence modifier (+4) fire damage, and ongoing 5 fire damage (save ends).

Scepter of Winter +2: +10 attack, 1d8+7 damageImplement, Orb: +7 attack, 1d8+5 damageUnarmed: +7 attack, 1d8+5 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL3

BOOKPH

ENCOUNTER POWER ®

Visions of Avarice Attack

KEYWORDSArcane, Illusion, Implement, Zone

USED

Minor

ACTION

Close burst 5

RANGE

9

ATTACK

Each enemy in burst

TARGET

5

vs Will

DEFENSE

Requirement: You must be under the effect of the Visions of Avarice power.Attack: Intelligence vs. Will

Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends).

Scepter of Winter +2: +9 attack, 0 damageImplement, Orb: +6 attack, 0 damageUnarmed: +6 attack, 0 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL5

BOOKAP

ENCOUNTER POWER ®

Flaming Sphere

KEYWORDSArcane, Conjuration, Fire, Implement

USED

Standard

ACTION

Ranged 10

RANGE

10

ATTACK TARGET

10

vs Reflex

DEFENSE

Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that

starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier (+4) fire damage. As a move action, you can move the

sphere 6 squares.squares.Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier (+4) fire damage.Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with

the sphere.

Scepter of Winter +2: +10 attack, 2d6+7 damageImplement, Orb: +7 attack, 2d6+5 damage

Unarmed: +7 attack, 2d6+5 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL1

BOOKPH

DAILY POWER ®

Icy Rays

KEYWORDSArcane, Cold, Implement

USED

Standard

ACTION

Ranged 10

RANGE

9

ATTACK

One or two creatures

TARGET

10

vs Reflex

DEFENSE

Attack: Intelligence vs. Reflex, one attack per targetHit: 1d10 + Intelligence modifier (+4) cold

damage, and the target is immobilized until the end of your next turn.

Scepter of Winter +2: +9 attack, 1d10+6 damage

Implement, Orb: +6 attack, 1d10+4 damageUnarmed: +6 attack, 1d10+4 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL3

BOOKPH

DAILY POWER ®

Dante Ignacio e'Morlana Page 4 Bryan

Page 5: D&D 4E Character Sheet - · PDF fileAT-WILL POWER ® Storm Pillar KEYWORDS Arcane, Conjuration, Implement, Lightning USED Standard ACTION Ranged 10 RANGE ATTACK TARGET 10 vs DEFENSE

Visions of AvariceSPELLBOOKKEYWORDS

Arcane, Illusion, Implement, ZoneUSED

Standard

ACTION

Area 1 squares within 10 squares

RANGE

ATTACK TARGET

10

vs

DEFENSE

Effect: The power's area becomes a zone of illusory treasure that lasts until the end of your

next turn. Once per turn, you can use the Visions of Avarice Attack power, using the zone as the origin square.

Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL5

BOOKAP

DAILY POWER ®

Grasp of the Grave

KEYWORDSArcane, Implement, Necrotic, Zone

USED

Standard

ACTION

Area burst 2 within 20 squares

RANGE

9

ATTACK

Each enemy in burst

TARGET

20

2

vs Reflex

DEFENSE

Attack: Intelligence vs. ReflexHit: 1d10 + Intelligence modifier (+4) necrotic damage, and the target is dazed until the end of your next turn.Miss: 1d10 + Intelligence modifier (+4) necrotic damage.Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage and is dazed until the end of its turn.

Scepter of Winter +2: +9 attack, 1d10+6 damageImplement, Orb: +6 attack, 1d10+4 damageUnarmed: +6 attack, 1d10+4 damage

ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASSWizard

LEVEL5

BOOKDragon 372

DAILY POWER ®

Summon Fire WarriorSPELLBOOKKEYWORDS

Arcane, Fire, Implement, SummoningUSED

Minor

ACTION

Ranged 10

RANGE

ATTACK TARGET

10

vs

DEFENSE

Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands.

Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+4) fire damage.

Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+4) fire damage.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL1

BOOKAP

DAILY POWER ®

Shield

KEYWORDSArcane, Force

USED

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Trigger: You are hit by an attackEffect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL2

BOOKPH

UTILITY POWER ®

Guardian BladesSPELLBOOKKEYWORDS

Arcane, FearUSED

Minor

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal

to your Intelligence modifier (+4). No enemy can take this damage more than once per turn.

ADDITIONAL EFFECTS

CLASSWizard

LEVEL2

BOOKAP

UTILITY POWER ®

Scepter of Winter +2

AC BONUS CHECK SPEED

1

QUANTITY

+2 attack rolls and damage rolls

ENHANCEMENT

10

LEVEL

Wand

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Item Slot: Off-handPower (Daily • Arcane, Force): Immediate Interrupt. As the wizard's shield power.

Power (Daily • Arcane, Cold, Implement): Standard Action. As the wizard's icy rays power. Shield Wizard Utility 2.

ITEM SLOTOff-hand

WEIGHT0

PRICE5000

BOOK

MAGIC ITEM ®

Dante Ignacio e'Morlana Page 5 Bryan