ENCHANTER
Level | Class Features and Powers |
1 | Spell Specialty, Hallucinatory Terrain- Cantrips, Spells (2) |
2 | Boost |
3 | Spells (3) |
4 | Boost |
5 | Spells (4) |
6 | Boost |
7 | Spells (5) |
8 | Boost |
9 | Spells (6) |
10 | Greater Spell Speciality |
Role: Controller
Armor Proficiencies: None
Weapon Proficiencies: Dagger, quarterstaff, crossbow
Implement Proficiencies: Staves, tomes, wands
Starting Hit Points: 22
Hit Points Gained Per Level: 4
Healing Surges: 8
Bonus Skill: Arcana
CLASS FEATURES
SPELL SPECIALITY
Choose one of the following options:
Compulsion: Your powers with the charm and fear keywords affect creatures that are immune to charm and fear effects normally.
Domination: Whenever you use a power that causes a creature to make an attack, the target gets a +2 bonus to the attack roll.
Compulsion: Your powers with the charm and fear keywords affect creatures that are immune to charm and fear effects normally.
Domination: Whenever you use a power that causes a creature to make an attack, the target gets a +2 bonus to the attack roll.
Illusion: You take a -4 penalty to attack rolls against your allies with illusion powers.
HALLUCINATORY TERRAIN
You gain the Hallucinatory Terrain power.
HALLUCINATORY TERRAIN
You gain the Hallucinatory Terrain power.
Hallucinatory Terrain
At-Will – Illusion
Minor Action – Ranged 5
Target: One square within range
Effect: The target square becomes difficult terrain until the end of the scene or until you dismiss it as a minor action. You can have a maximum of five such zones active at any given time.
Special: You can use this power no more than once per turn.
Special: You can use this power no more than once per turn.
ARCANE WEAVE
Casting powerful spells involves weaving together incredible arcane energies in complex patterns that few understand and even fewer truly master. In addition to skill and concentration, this also takes time.
Spells have a Weave Time: this is how many rounds it takes to summon and shape the energy needed to cast the spell. To cast a spell, first decide which spell you will cast. Then, once during each of your turns, you can Weave the spell as a free action. After a number of turns equal to the Weave Time of the spell, it becomes avaliable to cast as a major action. You don't have to cast the spell right away, but you cannot Weave more than one spell at a time.
If you end your turn without Weaving, the Weave Time of any spell you were Weaving resets. However, you do not actually expend the spell use until the spell is cast, so if you stop Weaving a spell in order to start on a new one, it does not count towards the uses of the spell.
Weaving a spell does not stop you from taking your normal compliment of actions, and you can use Cantrips, boosts, and any other abilities normally. The only exception is that you cannot Weave more than one spell at a time.
REPEAT WEAVING
The more the universe is manipulated by arccane power, the greater its resistance to such manipulation. This makes casting the same spell many times more difficult each time, which in turn means that it takes longer.
Each time in a chapter that you cast a spell, the Weave Time of that spell increases by 1 round until the end of the chapter. This increase only applies to further casts of that specific spell: the Weave Times of other spells you know are only increased by casting those spells.
If a spell has no effect (it misses all targets and does not have a miss effect, or because all targets are immune to the effects of the spell) then its casting does not increase the Weave Time of later casts.
ENCHANTER CANTRIPS
Biting Figment
At-Will – Illusion, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: 1d6 + (bonus) psychic damage, and the target takes a -2 penalty to attack rolls for one round.
Drop of Rage
At-Will – Charm, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: For one round, the target takes a -2 penalty to attack rolls and can only use basic attacks.
Grasping Illusions
At-Will – Illusion, Implement, Psychic, Zone
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: 1d4 + (bonus) psychic damage.
Effect: The burst creates a zone that lasts for one round. The zone is difficult terrain.
Effect: The burst creates a zone that lasts for one round. The zone is difficult terrain.
Hypnotism
At-Will – Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: Slide the target 1 square. The target then makes a basic melee attack against a creature of your choice as a free action.
Painful Puppetry
At-Will – Implement, Psychic
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: 1d4 + (bonus) psychic damage, and you slide the target 1 square.
Wave of Fear
At-Will – Fear, Implement, Psychic
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Will
Hit: 5 psychic damage, and you can push the target 3 squares.
ENCHANTER HEROIC SPELLS
Charm of Holding
Spell – Arcane, Charm, Implement
Major Action – Area burst 1 within 10 squares
Target: Each creature in the burst
Attack vs. Will
Hit: The target is dazed and slowed (save ends).
First Failed Saving Throw: The target is dazed and immobilized (save ends).
Miss: The target is dazed and slowed for one round.
Deep Slumber
Spell – Arcane, Implement, Sleep
Major Action – Area burst 2 within 10 squares
Target: Each creature in the burst
Attack vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious (save ends). Any damage awakens the
target.
Double Vision
Spell – Arcane, Illusion, Implement, Psychic
Major Action – Area burst 2 within 10
Target: Each creature in the burst
Attack vs. Will
Hit: Whenever the target makes an attack roll, it rolls twice and uses the lower result (save ends).
Miss: For one round, whenever the target makes an attack roll, it rolls twice and takes the lower result.
Glitterdust
Spell – Arcane, Illusion, Implement
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Reflex
Hit: The target is blinded and cannot benefit from concealment or invisibility (save ends both).
Effect: The burst creates a zone that lasts until the end of the scene. The zone is lightly obscured.
Phantom Chasm
Spell – Arcane, Illusion, Implement, Psychic
Major Action – Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack vs. Will
Hit: 1d8 + (bonus) pychic damage, and the target is immobilized for one round.
Effect: The burst creates a zone that lasts until the end of the scene. Any enemy that enters the zone or ends its turn there falls prone.
Chain of Command
Spell – Arcane, Domination, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: The target is stunned for one round.
Aftereffect: The target makes a basic attack against a creature of your choice as a free action.
If the basic attack hits, repeat this attack against that creature as a free action.
Wave of Terror
Spell – Arcane, Fear, Implement
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Will
Hit: The target moves up to its speed directly away from you, taking the safest route possible.
Miss: You push the target up to 3 squares.
Creeping Control
Spell – Arcane, Domination, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is stunned (save ends).
Second Failed Saving Throw: The target is dominated (save ends).
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