Re: D&D heroic Microadventure
Posted: Wed Apr 08, 2015 6:20 pm
Powers for you! (sorry for delay)
At Will Powers: (choose 2)
Cloud of Daggers
Arcane, Force, Implement
Standard Action ♦ Area 1 square within 10 Target: Each creature in square
Attack: Int vs. Ref
Hit: 1d6 + Int force damage.
Increase damage to 2d6 + Int at 21st level.
Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wis (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Magic Missile
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4 + Int force damage.
Increase damage to 4d4 + Int at 21st level.
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
Ray of Frost
Arcane, Cold, Implement
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d6 + Int cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Int at 21st level.
Scorching Burst
Arcane, Fire, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int fire damage.
Increase damage to 2d6 + Int at 21st level.
Thunderwave
Arcane, Implement, Thunder
Standard Action ♦ Close blast 3
Target: Each creature in blast
Attack: Int vs. Fort
Hit: 1d6 + Int thunder damage, and you push the target a number of squares equal to your Wis.
Increase damage to 2d6 + Int at 21st level.
Encounter (choose 1)
Burning Hands
Arcane, Fire, Implement
Standard Action ♦ Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 2d6 + Int fire damage.
Force Orb
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature or object
Attack: Int vs. Ref
Hit: 2d8 + Int force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d10 + Int force damage.
Icy Terrain
Arcane, Cold, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Ray of Enfeeblement
Arcane, Implement, Necrotic
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d10 + Int necrotic damage, and the target is weakened until the end of your next turn.
Daily spells (choose 2, of which you choose 1 to 'prepare' at the start of each day)
Acid Arrow
Acid, Arcane, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature
Attack: Int vs. Ref
Hit: 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d8 + Int acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Flaming Sphere
Arcane, Conjuration, Fire, Implement
Standard Action ♦ Ranged 10
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 fire damage. As a move action, you can move the sphere 6 squares.
Target: One creature adjacent to the flaming sphere
Attack: Int vs. Ref
Hit: 2d6 + Int 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.
Freezing Cloud
Arcane, Cold, Implement
Standard Action ♦ Area burst 2 within 10 Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d8 + Int 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.
Sleep
Arcane, Implement, Sleep
Standard Action ♦ Area burst 2 within 20 Target: Each creature in burst
Attack: Int 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).
At Will Powers: (choose 2)
Cloud of Daggers
Arcane, Force, Implement
Standard Action ♦ Area 1 square within 10 Target: Each creature in square
Attack: Int vs. Ref
Hit: 1d6 + Int force damage.
Increase damage to 2d6 + Int at 21st level.
Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wis (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Magic Missile
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4 + Int force damage.
Increase damage to 4d4 + Int at 21st level.
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
Ray of Frost
Arcane, Cold, Implement
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d6 + Int cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Int at 21st level.
Scorching Burst
Arcane, Fire, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int fire damage.
Increase damage to 2d6 + Int at 21st level.
Thunderwave
Arcane, Implement, Thunder
Standard Action ♦ Close blast 3
Target: Each creature in blast
Attack: Int vs. Fort
Hit: 1d6 + Int thunder damage, and you push the target a number of squares equal to your Wis.
Increase damage to 2d6 + Int at 21st level.
Encounter (choose 1)
Burning Hands
Arcane, Fire, Implement
Standard Action ♦ Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 2d6 + Int fire damage.
Force Orb
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature or object
Attack: Int vs. Ref
Hit: 2d8 + Int force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d10 + Int force damage.
Icy Terrain
Arcane, Cold, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Ray of Enfeeblement
Arcane, Implement, Necrotic
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d10 + Int necrotic damage, and the target is weakened until the end of your next turn.
Daily spells (choose 2, of which you choose 1 to 'prepare' at the start of each day)
Acid Arrow
Acid, Arcane, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature
Attack: Int vs. Ref
Hit: 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d8 + Int acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Flaming Sphere
Arcane, Conjuration, Fire, Implement
Standard Action ♦ Ranged 10
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 fire damage. As a move action, you can move the sphere 6 squares.
Target: One creature adjacent to the flaming sphere
Attack: Int vs. Ref
Hit: 2d6 + Int 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.
Freezing Cloud
Arcane, Cold, Implement
Standard Action ♦ Area burst 2 within 10 Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d8 + Int 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.
Sleep
Arcane, Implement, Sleep
Standard Action ♦ Area burst 2 within 20 Target: Each creature in burst
Attack: Int 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).