Dominc
Posts : 30 Join date : 2011-08-11 Location : No wheres...
| Subject: Dom's Application Sat Oct 15, 2011 8:16 am | |
| Player name: Dominc(use user name) Char name: Domean Kilt Class: Wizard Paragon Path:blood wizard (decide at lvl 11) Epic Destiny: demigod (decided at lvl 21) Level: 25 Exp: 350300/450000(Current Exp/ Exp to next level) Race:Eladrin Size:Medium Age: 26 Gender: Male Height:6'1" Weight: 124 Character Background: Mastered Arcana magic at a young age slowly started to work my way into Dark Arcana magic. Caught by the Eladrin Leaders of the society and i was banned form all the cities of the race. If i ever entered the cities id have 72 hours to leave or be killed at the position i stood, if they even could by now. Started to travel and explore now i party up with people exploring the deeps of caves and unknown places testing my powers and to pay for the components of my demonic practices Appearance: Severely burned by many problems with demonic souls being disturbed. Three deep scares run down my right eye from a demon overlord that went berserk upon the entrance of this world. Long black hair runs across the center of my eyes covering half of the two scares and showing the one the is over the center of my left eye. Thankfully a spell saved my vision only by a second and a half. A long black robe runs down my body a quiet rustling sound is made by the robe as i walk as it drags across the very tip rocks upon the ground. A blood red trim show a ornate fire design upon the robe. Black pants can barely be seen behind the robe. A Crystal skull can be seen easily as it protrudes out at the waist kept there by a belt were it is used as a belt buckle. Black shoes can be seen upon my feet. A key with deceptive scribes upon with a faint white glow to them clearly show upon the key held around the neck by a brilliant silver chain. Mannerisms: rude but kind when needed to get something that is needed very persuasive to most people. (background info does effect this a little) Personality Traits:shy keeps away from everyone as much as possible keeps secretes of his past life (this is greatly determined on background or choices made describe how u came to be this way) Alignment: unaligned Deity: Vecna Adventuring Company: (normal Partying group) Companions meet: (list) Initiative | total | dex | 1/2 lvl | misc | Initiative | 19
| 7
| 12
| _ |
Speed (square) | Total | Base | Armour | Item | Misc | Speed (square) | 6 | 6 | _ | _ | _ |
Abilities Ability | ability score | ability mod | ability mod 1/2 lvl | strength | 13 | 1
| 13
| constitution | 15
| 2
| 14
| dexterity | 27 | 8
| 20
| intelligence | 28
| 9
| 21
| wisdom | 14
| 2
| 14
| charisma | 13 | 1
| 13
|
Max HP: 114 Bloodied: 57 (1/2 max HP) Healing Surge Value: 28 (1/4 Max HP) Surges/Day: 12 Skills Skill Name | Ability used | Ability Mod 1/2 lvl | Trained( 5) | Armour Pen | Misc. | Total Bonus | Acrobatics | dex | 20
| _ | _ | _ | 20
| Arcana | int | 21
| X | _ | 2 | 28
| Athletics | str | 13
| _ | _ | _ | 13
| Bluff | cha | 13
| _ | _ | _ | 13
| Diplomacy | cha | 13
| X | _ | _ | 18
| Dungeoneering | wis | 14
| X | _ | _ | 19
| Endurance | con | 14
| _ | _ | _ | 14
| Heal | wis | 14
| _ | _ | _ | 14
| History | int | 21
| X | _ | 2 | 28
| Insight | wis | 14
| _ | _ | _ | 14
| Intimidate | cha | 13
| _ | _ | _ | 13
| Nature | wis | 14
| _ | _ | _ | 14
| Perception | wis | 14
| _ | _ | _ | 14
| Religion | int | 21
| X | _ | _ | 26
| Stealth | dex | 20
| _ | _ | _ | 20
| Streetwise | cha | 13
| _ | _ | _ | 13
| Thievery | dex | 20
| _ | _ | _ | 20
|
Defense Defense Name | Total Score | 10 1/2 lvl | Ability mod/ Armour on Ac | Class | Feat | Enh | Misc | Misc | Armour Class | 46
| 22
| 21
| _ | 1 | 2
| _ | _ | Fortitude | 36
| 22
| 12
| _ | _ | 2
| _ | _ | Reflex | 46
| 22
| 21
| _ | 1 | 2
| _ | _ | Will | 39
| 22
| 12
| 2 | _ | 2
| _ | 1 |
Race Features: undefined Eladrin Will: You gain 1 racial bonus to your Will defense. In addition you gain a 5 racial bonus to saving throws against charm effects. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origins. Trance: Rather than sleep, Eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races get for taking a 6-hour extended rest. While in a trance you are fully aware of your surroundings and notice approaching enemies and other events as normal. - Fey Step:
With a step, you vanish from one place and appear in another.
Encounter Teleportation Move Action Personal
Effect: Teleport up to 5 squares
(anything interesting within the Race u chose put here) Class/ Path/ Destiny Features: Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature. This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers. Cantrips Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers. Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Spellbook You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells. Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level. Blood Action (11th level): When you spend anaction point to take an extra action, if you use youraction to make an attack that hits, that attack dealsongoing 10 damage (save ends).- Bolstering Blood:
You learn to turn your own pain into additional pain for your enemies. When you use a wizard encounter power, a wizard daily power, or a blood mage power that deals damage, you can, once per turn as a free action just prior to using the power, deal either a minor wound or a severe wound to yourself. A minor wound deals 1d10 damage to you. A severe wound deals 2d10 damage to you. When the power you use damages a target, you deal extra psychic damage equal to the damage you dealt to yourself.
- Burning Blood:
When you use your second wind, enemies within 10 squares of you take
psychic damage equal to your Constitution modifier.
If those enemies are currently suffering from an effect
that you caused, add your Intelligence modifier. They
also take ongoing 5 fire damage (save ends).
Epic Destiny feats:
Divine Spark (21st level): Increase two ability scores of your choice by 2 each.
Divine Recovery (24th level): The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.
(anything interesting that u wish to have about ur class choice)
Languages Known: Elven, Common
Sense
Passive Sense | Total | Base | Skill Bonus | Passive Insight | 24
| 10 | 14
| Passive Perception | 24
| 10 | 14
|
Ability used | Total Bonus | 1/2 lvl | Ability | Class | Prof | Feat | Enh | Misc | str | 13
| 5
| 5
| _
| 3
| _
| _
| _ | | | | | | | | | |
Damage Workspace
Ability Used | Damage (_d_ Mod) | Ability mod | Feat | Enh | Misc | Misc | str
| 1d8 6 | 5
| 1
| _
| _
| __ | ... | _
| _ | _ | _ | _ | _ |
Basic Attack vs. vs.
Attack | Defense | Weapon or power | Damage (_d_) | Str | AC | Longsword | 1d8 5 | Int | Reflex | Magic missile | 2d4 10 | ... | _ | _________ | _______ | ... | _ | _________ | _______ |
Feats:
- Expanded Spellbook:
Prerequisites: Wis 13, wizard Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn’t change the number of daily attack spells you can prepare each day.
- Two-Weapon Fighting:
Prerequisite: Dex 13 Benefit: While holding a melee weapon in each hand, you gain a 1 bonus to damage rolls with your main weapon.
- Two-Weapon Defense:
Prerequisites: Dex 13, Two-Weapon Fighting Benefit: While holding a melee weapon in each hand, you gain a 1 shield bonus to AC and Reflex.
- Legion-caller of Moil:
Benefit: Any creature that you summon with a shadow summoning power gains a 1 feat bonus to attack rolls and a 1 feat bonus to all defenses.
- ELADRIN SWORD WIZARDRY:
Prerequisite: Dex 13, eladrin, wizard
Benefit: You can wield a longsword as an implement when using wizard powers. Your longs word adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when you use your longsword as an implement. If you have any feats or class features that apply a benefit when you wield a wand, you can also apply these benefits when you wield a longsword. If such benefits apply to attacks, they apply only when you use the longsword as an implement for a wizard attack power.
- TWIST THE ARCANE FABRIC:
Prerequisite: Eladrin, any arcane class Benefit: Before you use an area or close arcane power, you can use a free action to expend your fey step racial power to teleport an ally rather than yourself If you do so, select one ally within the area of effect targeted by the arcane power and teleport that ally 3 squares.
- Blood
Thirst:
Benefit: You gain a 2 bonus to melee damage rolls
against bloodied foes.
- DUAL IMPLEMENT SPELLCASTER:
Prerequisite: Dex 13, any arcane class Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the offhand implement's enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
- TWIST THE ARCANE FABRIC:
Benefit: Before you use an area or close arcane power, you can use a free action to expend your fey step racial power to teleport an ally rather than yourself If you do so, select one ally within the area of effect targeted by the arcane power and teleport that ally 3 squares.
- DESTRUCTIVE WIZARDRY:
Prerequisite: Dex 13, wizard Benefit: When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power's damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.
- Lasting Frost:
Benefit: Any target you hit with a power that has the cold keyword gains vulnerable cold 5 until the end of your next turn.
- Arcane Reach:
Prerequisite: Dex 15 Benefit: When using a close arcane attack power, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks.
- ARCANE FIRE:
Prerequisite: Int 13, any arcane class Benefit: When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.
- QUICKENED SPELLCASTING:
Prerequisite: 21st level, any arcane class Benefit: Choose an arcane at-will attack power that is used as a standard action. Once per encounter, you can use that power as a minor action.
Magic missle
- Spell Accuracy:
Prerequisite: Wizard Benefit: You can omit a number of squares from the area of effect of any of your area or close wizard powers. This number can’t exceed your Wisdom modifier.
- Irresistible Flame:
Benefit: Treat your target’s resist fire as 20 fewer than normal when determining damage for your attacks.
Cantrips:
- Ghost Sound:
With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square 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.
- Light:
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. At-Will ✦ Arcane Minor Action Ranged 5 Target: One object or unoccupied square 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.
- Mage Hand:
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 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.
- Prestidigitation:
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. At-Will ✦ Arcane Standard Action Ranged 2 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.
- Disrupt Undead:
A simple gesture causes the darkness powering a11d protecting an undead creature to unravel. At-Will ✦ Arcane, Necromancy, Shadow Minor Action Ranged 5 Target: One undead creature Effect: The target's necrotic resistance, if any, is reduced by 5 until the end of your turn.
- Spook:
You gather the shadows to yourself, so that when you speak, your words drip with menace. Encounter ✦ Arcane, Nethermancy, Shadow Free Action Personal Trigger: You would make an Intimidate check. Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
At will Powers:
- Magic Missile:
You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 4d4 Intelligence modifier 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.
- Rotting Doom:
You hold up your hand, palm out, and release pale wisps to infect your foes with horrid decay. At-Will ✦ Arcane, Implement, Necromancy, Necrotic, Shadow Standard Action Ranged 10 Target One creature Attack: Intelligence vs. Fortitude Hit:2d8 Intelligence modifier necrotic damage. If the target is undead, it also gains vulnerable 5 to all damage until the start of your next turn.
Effect: The target cannot regain hit points until the start of your next turn.
Encounter powers
- Reaper Antidote:
A reaper appears behind all party members and ejects a serum into them. Encounter ✦ Arcane, Heal Standard Action Close burst 10 Effect: Heals all friendly champions in burst area for one healing surge + 3d6 mod.
- Fire Burst:
A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame. Encounter ✦ Arcane, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage.
- Ice Tomb:
You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus. Encounter ✦ Arcane, Cold, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn.
- Freezing Bolts:
A thin layer of ice coats your wand, unleashing frigid waves as unstoppable as winder itself. Encounter ✦ Arcane, Cold, Implement Standard Action Ranged 20 Target: One, two, or three creatures Hit: 3d6 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn Wand of Accuracy: Re-roll any missed attacks with this power.
- Blood Pulse :
A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates amid your enemies, covering them in a blood-red shroud. Encounter ✦ Arcane, Implement Standard Action Area burst 3 within 20 squares Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier damage, and until the end of your next turn the target takes 1d6 damage for every square it leaves.
Daily powers:
- Bigby’s Icy Grasp:
You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.
Daily ✦ Arcane, Cold, Conjuration, Implement Standard Action Ranged 20
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.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier 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 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.
- Bigby’s Grasping Hands:
Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together. Daily ✦ Arcane, Conjuration, Force, Implement Standard Action Ranged 10
Effect: You conjure two 5-foot-tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn. Targets: One or two creatures Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target. Sustain Minor: The hands persist.
- Wall of Fire:
A blazing wall of flame erupts from the ground at your command. Daily ✦ Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares
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 fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier 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
- Fireball:
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Daily ✦ Arcane, Fire, Implement Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage.
- Cinder storm:
A spinning cloud of flaming ash surrounds your enemies, burning them and blinding their allies Daily ✦ Arcane, Fire, Implement, Zone Standard Action Area burst 2 within 20 squares
Primary Target: each creature in burst
Primary Attack: Intelligence vs. Reflex
Hit: 5d6+ Int modifier fire damage, and ongoing 10 fire damage (save ends)
Miss: Half damage, and ongoing 5 fire damage(save ends)
Effect: the burst creates a zone of flaming ash that lasts until the end of your next turn. You can make a secondary attack, using a square within the zone as the origin square.
Opportunity Action Close burst 5
Trigger: A creature fails its saving trow against this power's ongoing damage.
Secondary Target: triggering creature in burst
Secondary Attack: Int vs Reflex
Hit: 1d8 + intelligence modifier fire damage, and the secondary target is blinded until the end of its next turn.
- Summon Abyssal Horde:
Three horrid creatures, little more than living toothy mouths, appear around your foes to devour them. Daily ✦ Arcane, Implement, Summoning Minor Action Range 20
Effect: You summon up to three medium abyssal maws, each appearing in an unoccupied square within range. Each maw has a speed of 6. You can give the maws the following special commands. ✦Standard action: Melee 1; targets one creature; Int vs reflex; 2d6+ int mod damage ✦ Opportunity Attack: Melee 1; targets one creature; Int vs reflex; 1d6 + int mod damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw makes and opportunity attack against that enemy after the enemy's attack is resolved. Special: Whenever you use a standard action or a minor action to issue a command, all the summoned maws take that action. Only one maw within range of a target can make an opportunity attack against that target. You do not lose a healing surge until all the maws summoned by this power are reduced to 0 hit points or fewer.
- Destructive Salutation:
You greet your enemies with a psychic wave that scrambles their minds and leaves them stunned. Daily ✦ Arcane, Implement, Psychic Standard Action Area burst 3 within 20 squares Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 6d6 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both). Miss: Half damage, no ongoing damage, and the target is stunned until the end of your next turn.
Utility power:
- Expeditious Retreat:
Your form blurs as you hastily withdraw from the battlefield. Daily ✦ Arcane Move Action Personal Effect: Shift up to twice your speed.
- Dimension Door:
You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby. Daily ✦ Arcane, Teleportation Move Action Personal Effect: Teleport 10 squares. You can’t take other creature with you.
- Invisibility:
A creature you choose vanishes from sight. Daily ✦ Arcane, Illusion Standard Action Ranged 5 Target: You or one creature Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within range, you can sustain the effect.
- Arcane Gate:
You open a dimensional rift connecting two nearby locations. Daily ✦ Arcane, Teleportation Minor Action Ranged 20 Target: Two unoccupied squares 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.
- Mordenkainen's Lucubration:
Your mastery of arcane arts allows you to push your mind far beyond its limits, tapping into reserves of magic that allow your spells to endue. Daily ✦ Arcane Minor Action Personal Effect: Until the end of the encounter or until you become unconscious, your arcane powers that can be sustained instead last until the end of the counter.
- Wall of force:
A transparent barrier of force springs up where you command. Daily ✦ Arcane, Conjuration, Force Standard Action Area wall 12 within 20 squares Effect: You conjure a solid, transparent wall of contiguous squares filled with magical force that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall blocks line of effect and movement. No creature can enter a square containing the wall, and phasing creatures can't move through it. Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If its reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.
- Soul Burn:
You trade your recuperative ability for more arcane power. Daily ✦ Arcane Minor Action Personal Effect: You spend a healing surge. Instead of regaining hit points, you regain one encounter power you have already used.
Item: Soul stealer Spell+3d6 and after killing one monster 1d6 is added the to the 3d6 for that encounter
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