Powers for Kireth Majere
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Magic Missile
Ranged 20 (Far Spell: 25)
Target one creature
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
Keywords: Arcane, Evocation, Force, Implement
Effect: 2 + Int modifier (+5) force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition you can use this power as a ranged basic attack.
Additional Effects: none
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Nightmare Eruption
Ranged 10 (Far Spell: 12)
Target one creature
You bring forth a nightmare in your foe's mind and project it out for its comrades to see.
Keywords: Arcane, Illusion, Implement, Psychic
Attack: Intelligence vs Will
Hit: 1d8 + Int modifier (+5) psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Int modifier (+5).
Additional Effects: none
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Force Orb (Primary)
Ranged 20 (Far Spell: 25)
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Keywords: Arcane, Evocation, Force, Implement
Primary Target: one creature or object
Attack: Intelligence vs Reflex
Hit: 2d8 + Int modifier (+5) force damage. Make a secondary attack.
Additional Effects: none
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Force Orb (Secondary)
Area burst 1 centered on the primary target
Keywords: Arcane, Evocation, Force, Implement
Secondary Target: each enemy in the burst other than the primary target
Attack: Intelligence vs Reflex
Hit: 1d10 + Int Modifier (+5) force damage.
Additional Effects: none
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Shadow Claws
Ranged 10 (Far Spell: 12)
Target: one creature
A cloud of freezing shadow wraps around your foe, turning into a snarling beast that lashes out when that enemy tries to move.
Keywords: Arcane, Cold, Implement, Shadow
Attack: Charisma vs Fortitude
Hit: 1d10 + Cha modifier (+0) cold damage.
Effect: If the target moves during its next turn, it takes cold damage equal to 2 + your Dex modifier (+2) or Int modifier (+5)
Additional Effects: none
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Shock Sphere
Area burst 2 within 10 squares (Far Spell: within 12 squares)
Target: each creature in the burst
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Keywords: Arcane, Evocation, Implement, Lightning
Attack: Intelligence vs Reflex
Hit: 2d6 + Int modifier (+5) lightning damage.
Miss: Half damage.
Additional Effects: none
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Spectral Ram
Ranged 10 (Far Spell: 12)
Target: one creature
You seize your foe with unseen magical force and bash him against the ceiling and walls before hurling it to the ground.
Keywords: Arcane, Evocation, Force, Implement
Attack: Intelligence vs Fortitude
Hit: 2d10 + Int modifier (+5) force damage, and you push the target up to 3 squares and knock it prone.
Miss: You push the target up to 3 squares.
Additional Effects: none
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Flaming Sphere
Ranged 10 (Far Spell: 12)
Keywords: Arcane, Conjuration, Evocation, Fire, Implement
You conjure a medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Int modifier (+5) fire damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack.
Target: one creature adjacent to the flaming sphere
Attack: Intelligence vs Reflex
Hit: 2d6 + Int modified (+5) fire damage.
Sustain Minor: The sphere persists until the end of your next turn.
Additional Effects: none
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Fountain of Flame
Area burst 1 within 10 squares (Far Spell: within 12 squares)
Target: each enemy in the burst
You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat.
Keywords: Arcane, Evocation, Fire, Implement, Zone
Attack: Intelligence vs Reflex
Hit: 3d8 + Int modifier (+5) fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.
Additional Effects: none
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Acid Mire
Area burst 1 within 10 squares (Far Spell: within 12 squares)
Target: each creature in the burst
You transform the ground beneath your enemies' feet to hellish slime that eats away at flesh and bone.
Keywords: Acid, Arcane, Evocation, Implement, Zone
Attack: Intelligence vs Fortitude
Hit: 3d6 + Int modifier (+5) acid damage.
Miss: Half damage.
Effect: The burst creates a zone of caustic slime that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 5 acid damage (a creature can take this damage only once per turn). Whenever a creature falls prone within the zone, it takes 5 extra acid damage.
Sustain Minor: The zone persists.
Additional Effects: none
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Fireball
Area burst 3 within 20 squares (Far Spell: within 25 squares)
Target: each creature in the burst
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Keywords: Arcane, Evocation, Fire, Implement
Attack: Intelligence vs Reflex
Hit: 4d6 + Int modifier (+5) fire damage.
Miss: Half damage.
Additional Effects: none
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Tasha's Forcible Conscription
Ranged 10 (Far Spell: 12)
Target: one enemy
By digging deep into an enemy's mind, you unleash crippling pain that causes it to lash out blindly.
Keywords: Arcane, Charm, Enchantment, Implement
Attack: Intelligence vs Will
Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
Aftereffect: The target makes a basic attack against a target of your choice as a free action.
Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.
Additional Effects: none
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Ghost Sound
Ranged 10 (Far Spell: 12)
Target: one object or unoccupied square
With a wink, you create an illusory sound that emanates from a distant location.
Keywords: Arcane, Illusion
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: none
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Light
Ranged 5 (Far Spell: 7)
Target: one object or unoccupied square
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
Keywords: Arcane
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Additional Effects: none
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Mage Hand
Ranged 5 (Far Spell: 7)
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
Keywords: Arcane, Conjuration
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand persists until the end of your next turn.
Additional Effects: none
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Prestidigitation
Ranged 2 (Far Spell: 4)
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
Keywords: Arcane
Effect: Use this cantrip to accomplish one of the effects given below:
Change the color of items in 1 cubic foot.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
Clean or soil items in 1 cubic foot.
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.
Special: You can have as many as three prestidigitation effects active at one time. 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.
Additional Effects: none
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Staff of Defense
This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells.
Keywords: Implement
Effect: You gain a +2 bonus to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total.
Requirement: You must wield your staff.
Additional Effects: none
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Dispel Magic
Ranged 5 (Far Spell: 7)
Target one conjuration or zone
You send out a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Keywords: Arcane, Implement
Attack: Intelligence vs Will of the creator
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
Additional Effects: none
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Instant Friends
Ranged 10 (Far Spell: 12)
Target one creature
Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend.
Keywords: Arcane, Charm, Enchantment
Requirement: You must use this power outside a combat encounter.
Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn't remember that you used this power on it.
Additional Effects: none
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Memory to Mist
Ranged 2 (Far Spell: 4)
Target one creature that is not involved in combat and that is lower level than you
Your magic settles into a creature's mind, causing it to forget what it just witnessed.
Keywords: Arcane
Effect: The creature forgets everything that happened in the last 10 minutes and for the next 1 minute.
Additional Effects: none
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Book of Undeniable Fire
Properties: Deal +1d8 fire critical damage on any critical hit.
Properties: When you use a wizard fire power through this tome, the target's resistance to fire (if any) against that attack is reduced by 10.
Properties: This tome contains two wizard daily fire powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spellbook.
Power: Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter.
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Gloaming Shroud
Properties: Gain an item bonus to Stealth checks in dim light or darkness of +1.
Power: Create a zone of dim light (close burst 10) that lasts until the end of the encounter. Bright light created or brought into the zone is reduced to dim light while within the zone.