Warlock/Wizard Hybrid
18
118
31
file://C:\Users\Neil\Downloads\fwizard.bmp
99000
2 pp; 35 gp
2 ad; 90 pp; 35 gp
1000
Dexterity
Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall.
Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it.
Intelligence
The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena.
Charisma
Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way.
Charisma
Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith.
Wisdom
The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm.
Constitution
The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects.
Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks.
Wisdom
The Heal skill is used to help others recover from wounds or debilitating conditions, including disease.
Intelligence
The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information.
Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”).
Wisdom
The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.)
Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force.
When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving.
Charisma
An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.)
Wisdom
The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study.
Wisdom
The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object.
In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
Intelligence
The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane.
Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study.
Dexterity
Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
Charisma
The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements.
When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are.
Dexterity
The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding.
Strength
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
Racial
Like most changelings, you've spent your time dwelling among the members of the other races. You've paid more attention than most, however, or perhaps you're abnormally fascinated by other peoples. Whatever the case, you've become skilled at interacting with them.
Eberron
Diplomacy, Insight
Gain a +2 bonus to Insight checks.
Anyone, anywhere, hidden in plain sight
Medium
6 squares
Adaptable, compelling,cunning, devious, evasive, furtive, insightful, mysterious, prudent, sly, subtle
Changelings wear many masks, concealing their true identities behind false faces. As shape changers, changelings can appear to be members of any humanoid race, playing the part of a dwarf one day and a dragonborn the next. This propensity for disguise leads people to distrust changelings, so most keep their true nature hidden.
Although changelings can adopt any persona, most rely on a few established guises, each with a developed history and a network of friends and acquaintances. These guises provide a changeling with backup identities should one persona become compromised. A changeling who travels frequently might change identities from town to town, swapping genders, appearances, and voices to blend in within each new community.
In true form, a changeling has a startling yet vague appearance. A changeling's skin is uniformly pale with white or light gray tones. Its oversized eyes are often sunken in dark rings, between which lies a subtle nose. Changelings are slender, bordering on frail. Their hair tends to have light coloring with hints of blue, green, and even pink; pale silver is the most common hair color, followed by platinum and blond. Aside from the hair on their heads, changelings have little or no hair.
Changelings reach maturity at about fifteen years of age, and they live about as long as humans do.
Lacking a culture or a civilization to call their own, changelings adopt other races' societies. They seek out communities that have values and interests that parallel their own. Changelings prefer cities because they are ideal places to blend in with others or to vanish if necessary. Cities also contain people too interested in their own affairs to notice the oddities of strangers.
Changelings are inoffensive and peaceful by nature, and they have few concerns about political and social affairs. Their mercurial nature breeds distrust and suspicion in other races. People are intent on seeing the worst in changelings; they assume the race uses its shapechanging ability for malicious ends. Some changelings do use their talents for evil, but such individuals exist in no greater numbers than among other races.
In a way, changelings are parasitic in their relationships
with other races. Rather than constructing grand civilizations and sweeping edifices devoted to their people, changelings are content to treat the works of other races as their own. Their willingness to identify with a variety of societal structures is vital to maintaining their false identities. For most changelings, the arts, customs, and practices they uphold are more than tools to reinforce their identities. These aspects of society and culture are a part of their beliefs and values, just as they are for other members of their adopted communities.
Normal
5'7"-6'0"
120-160 lb.
+2 Charisma, +2 Dexterity or +2 Intelligence
Common
+2 Bluff, +2 Insight
Changelings are shapechangers, a people able to assume the features of other humanoids.
Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yog.
ID_FMP_RACIAL_TRAIT_400, ID_FMP_RACIAL_TRAIT_710, ID_FMP_RACIAL_TRAIT_1568, ID_FMP_RACIAL_TRAIT_1570
Changelings are shapechangers, a people able to assume the features of other humanoids. Known also as doppelgangers, changelings' talents breed mistrust and fear, leading many changelings to hide their true nature from even their closest companions. Many changelings seek only to avoid unwanted attention and to find a place in the world.
Play a Changeling if you want ...
- to excel at deception, misdirection, and trickery.
- to fit in wherever you go.
- to be a member of a race that favors the bard, rogue, sorcerer, and warlock classes.
ID_FMP_RACE_14
Use changeling disguise as an at-will power
1
ID_FMP_POWER_2472
At-Will
ID_FMP_RACE_14
ID_FMP_POWER_2472
You have the changeling disguise power.
You alter your form to look like another person.
At-Will
Changeling Racial Power
Polymorph
Minor Action
Personal
You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
ID_FMP_RACIAL_TRAIT_400
ID_FMP_RACE_14
+1 to Will
1
ID_FMP_RACE_14
You have a +1 racial bonus to Will.
You have the shapechanger quality.
1
ID_FMP_RACE_14
You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
You have the changeling trick power.
1
ID_FMP_POWER_7546
Encounter
ID_FMP_RACE_14
ID_FMP_POWER_7546
You have the changeling trick power.
Your feint tricks a foe into giving you an advantage.
Encounter
Changeling Racial Power
Minor Action
Melee 1
One creature
You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
ID_FMP_RACIAL_TRAIT_1570
ID_FMP_RACE_14
Common is a debased form of Supernal, in the way that humans and halflings heard the first language.
1
Gain a +2 racial bonus to Bluff.
1
Gain a +2 racial bonus to Insight.
You combine elements of two distinct classes into a brand-new class of your own.
The hybrid character rules allow you to combine elements of two character classes into a whole. Effectively, you create a brand-new class from portions of two classes. Like the multiclass feats introduced in the Player's Handbook, these rules let you reflect a more varied array of character abilities than traditional classes do. Whether you're doing this to reflect your character's elaborate backstory, to combine different mechanical elements to create a potent new combination, or to fill out a group that needs just a little something extra, the end result is the same: Your hybrid character gives up depth of ability in exchange for greater flexibility.
Intelligence, Wisdom, Dexterity
Orbs, staffs, wands, tomes
Cloth
Dagger, quarterstaff
+1 Will
5+ Constitution Score
2
3
Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
Cantrips
Controller.
Arcane.
Suggested Combinations
As a hybrid wizard, you're not particularly durable, so you must choose your second hybrid class, as well as your powers, with care.
The swordmage shares the same key ability, but that class's predilection for melee combat is at odds with the typical wizard's preference for staying out of the fray. To keep up in melee, select a good mix of close attack powers and some feats that improve your survivability. Alternatively, focus your swordmage power selection on ranged powers and area powers and enter melee only as a last resort.
A cleric/wizard who has good Intelligence and Wisdom scores can safely and effectively remain in the back ranks while supporting allies with battlefield control and healing.
Adding the avenger class to your hybrid wizard allows you to surprise your enemies with the occasional deadly melee attack. Taking Armor of Faith through the Hybrid Talent feat gives you the boost to AC you need to stay close enough to deliver such an attack.
ID_FMP_ROLE_1
ID_FMP_POWER_SOURCE_2
Arcane Implement Mastery.
You tap the raw arcane power of the cosmos, bending reality to your will with your focus.
ID_FMP_CLASS_9
The path of wizardry demands focus and study, yet you have mastered several elements of arcane magic while still having time for other learning.
Did you give up a promising academic life to pursue a less sheltered existence? Did your mentor abandon you before sharing the final secrets of arcane lore? Or have you only recently begun the long task of master-ing the arcane power that permeates the cosmos?
As a hybrid wizard, you have much of a wizard's versatility in power selection, but you give up the flexibility provided by the Ritual Casting and Spellbook class features, as well as the Arcane Implement Mastery class feature.
ID_FMP_HYBRID_CLASS_360
ID_FMP_CLASS_9
You count as a wizard for meeting prerequisites.
Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes.
Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells.
Use ghost sound, light, mage hand, and prestidigitation as at-will powers.
1
ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930
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.
With a wink, you create an illusory sound that emanates from a distant location.
At-Will
Wizard Utility
Arcane, Illusion
Standard Action
Ranged 10
One object or unoccupied square
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
Useful for creating diversions both in and out of combat, ghost sound can help you distract other creatures with mysterious footsteps, the sound of a brawl coming from around a corner, or any other sound you can imagine.
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
Wizard Utility
Arcane
Minor Action
Ranged 5
One object or unoccupied square
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
With a light cantrip at your disposal, you need never worry about carrying torches, lanterns, or oil.
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
Wizard Utility
Arcane, Conjuration
Minor Action
Ranged 5
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.
The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
The hand moves up to 5 squares in any direction, carrying the object it holds.
The hand drops the object it is holding.
The hand persists until the end of your next turn.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
When you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents and volatile components from a safe distance. In lost ruins or the throne rooms of dukes and kings, this minor magic has even more uses.
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
Wizard Utility
Arcane
Standard Action
Ranged 2
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.
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
This catch-all cantrip is a mage's best friend. The mundane chores and tasks you were burdened with as an apprentice were made easier by this beginner's magic, but prestidigitation continues to make itself useful to you as you begin your adventuring career.
ID_FMP_HYBRID_CLASS_360
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will
Warlock Attack 1
Arcane, Implement
Standard Action
Ranged 10
One creature
Charisma or Constitution vs. Reflex
1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later.
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
ID_FMP_CLASS_7
1
Attack
ID_FMP_CLASS_FEATURE_606
Ranged
Use CHA for Eldritch Blast
true
ID_FMP_POWER_1333
You use charisma as your key ability with Eldritch Blast.
Charisma, Constitution, Intelligence
Rods, wands
Cloth, leather
Simple melee, simple ranged
+1 Reflex or +1 Will
6+ Constitution Score
2.5
3
Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)
Eldritch Pact (Hybrid), Warlock's Curse (Hybrid)
Striker.
Arcane.
Suggested Combinations
A sorcerer/warlock can be a potent striker, with Charisma as the highest ability score.
Combining the warlock with the wizard creates a synergistic power list, and the wizard's key ability, Intelligence, is a good secondary ability for the warlock.
A combination of warlock and bard works quite well, thanks to the ability score overlap of the two classes and the diversity of their power selection.
ID_FMP_ROLE_3
ID_FMP_POWER_SOURCE_2
Prime Shot, Shadow Walk, Warlock Pact Boon.
You draw on a pact formed with a greater power, using that alliance to vex your enemies.
ID_FMP_CLASS_7
You draw power from snippets of arcane lore wrested from dusty tomes and primeval entities, but these secrets do not wholly define or limit your abilities. What keeps you from fully embracing the pacts of a warlock? Do you fear the price that such bargains might entail? Or have you not yet managed to pin down the final secret that would unleash your arcane destiny? As a hybrid warlock, you command excellent damage-dealing ability along with some control powers, but you must give up some of the more notable features of the class, including the Pact Boon and Shadow Walk.
ID_FMP_HYBRID_CLASS_358
ID_FMP_CLASS_7
You count as a warlock for meeting prerequisites.
Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around
1
This class feature functions as the warlock class feature, except that you don't gain the at-will attack power or the Pact Boon granted by it. This means you meet prerequisites that require the pact you choose, and you can use the benefits tailored for it in certain powers.
Warlock pact minus the at-will attack power and pact boon
ID_FMP_CLASS_FEATURE_1844
This feature is the same as the non-hybrid pact, except you do not gain the at-will attack power nor the pact boon.
When using warlock powers, deal bonus damage to cursed targets
1
ID_FMP_POWER_5597
At-Will
ID_FMP_POWER_5597
This class feature functions as the warlock class feature, except that you can deal the extra damage only when you hit a cursed enemy with a warlock power or a warlock paragon path power.
At-Will
Warlock's Curse Power
Minor Action
You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated.
You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse.
As you advance in level, your extra damage increases.
<table>Level Warlock's Curse Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6</table>
ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533
ID_FMP_HYBRID_CLASS_358
Your piercing gaze and whispered word let you seize momentary control of your enemy's mind.
At-Will
Wizard Attack 1
Arcane, Charm, Enchantment, Implement
Standard Action
Ranged 10
One enemy
Intelligence vs. Will
Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
ID_FMP_CLASS_9
1
Attack
Essentials
ID_FMP_CLASS_FEATURE_3038
ID_FMP_CLASS_722
Even this relatively minor enchantment underscores the power of that school, letting you direct your foe's movement or action in the thick of combat. When a more powerful monster scoffs at your so-called mind magic, see how its attitude changes when it walks off the edge of a cliff at your command.
You gain a +1 bonus to Will Defense Class Bonus.
Heroic
Gain language, skill bonus, disguise bonus related to imitated race
When you select this feat, you must choose one race that you can imitate with your changeling disguise power. You learn one additional language known by the race you chose (if the race can choose any language so can you), and you gain a +2 racial bonus to one skill to which the chosen race gains a bonus (if you chose human you gain the bonus to one skill of your choice). Additionally, when using changeling disguise to imitate your chosen race, you gain an additional +5 bonus to avoid detection.
1
Gain a +2 racial bonus to Religion.
Elven is a debased form of Supernal, in the way that elves heard the first language.
Good
ID_FMP_DOMAIN_3, ID_FMP_DOMAIN_9, ID_FMP_DOMAIN_13
The Sovereign Host is a group of deities collectively representing the entire world, but focusing on aspects of civilization—community, the protection of the weak, the slaying of wild beasts, fertility, construction, and the like. The Sovereign Host is the most widely worshiped body in Khorvaire. Nearly everyone offers prayers to the Host as a whole and to individual deities for specific actions. For example, a farmer might whisper a prayer of thanks to Arawai when his baby is born healthy, and a blacksmith might sing the songs of Onatar when working at her forge. The Sovereign Host finds worshipers among all races and from all walks of life—peasants, kings, and adventurers. The faithful worship the pantheon as a whole, rather than devoting themselves to specific deities. Worshipers of the Sovereign Host are called Vassals.
As a group, the Host exhorts its followers to:
-Place your trust in the community. The group is stronger by far than the individual. The great light of a city is composed of the thousands of flames of its citizens. You must ensure that your flame is as bright as you can make it.
- Treat others as they deserve to be treated. If they haven't harmed you or yours, treat them kindly.
- Bring the light of civilization to the darkness of the wilds.
Both Erathis and Asmodeus prize civilization as the most important force for greatness, but they seize upon the concept in different ways.
Erathis sees civilization as the means of bringing order and illumination to a dark and chaotic cosmos. For her, any culture of laws advances society better than the wild aspirations of individuals. Large and stable communities give people the chance to create the inventions that further propel the ascendancy of civilization as a whole.
Asmodeus understands civilization as a means of gaining power. Confused rabble roaming the wilderness make for easy conquests, but conquering them means bringing them under control. The laws, technologies, and structures of civil society provide the tools to pinion the weak beneath the boots of the mighty.
A good god of civilization might view it as the best way for people to help one another. The laws and shared responsibilities of societies give people the opportunities to show their better selves. In a world where cities are separated by vast areas of peril, expanding the reach of civilization can be a heroic task indeed.
To many mortals, fate is inescapable. Their destinies are written before they're born, and throughout their lives, events conspire to lead them along their appointed path. A few mortals—particularly great heroes—sometimes overpower fate, but very few defy it indefinitely. Sooner or later all but the most extraordinary are caught up in fate's web.
The Raven Queen takes fate as her domain, acting as the guardian of destiny. In keeping with her cold nature, her vision of fate is grim, and she frequently resents great heroes for flouting their destinies. The irony of her situation is that she achieved mastery of fate by overcoming a mortal's destiny, so extraordinary heroes who survive long enough eventually find that fate begins to tip in their favor.
Ioun has fate as a domain for its aspect of prognostication. Ioun's followers seek to know and record the paths of events—in the past, the present, and the future. Her devotees hope to understand their own fates and to help those who do not comprehend their destinies to perceive what it is they are meant to do, for good or ill.
Ioun and Vecna take opposing perspectives on knowledge. Ioun believes that knowledge of any kind is for the benefit of all. Vecna encourages his followers to hide learning so that only their actions and his plans can profit by them. Ioun sees knowledge as a light that can illuminate the world. Vecna sees it as the secrets that can keep people bound in the darkness of ignorance.
Another god of knowledge might emphasize particular types of knowledge that god values. A deity of arcana and knowledge likely drives followers to discover the secrets of magic and the cosmos. A deity of knowledge and trickery emphasizes the power of using truth to make others believe lies.
If you serve a god of knowledge, you are naturally interested in discovering and preserving lore, especially the ancient or the esoteric. You might fill journals with descriptions of your travels and sketches of things you've seen.
1250
Through study or extensive travel, you have mastered several languages.
Heroic
Learn three new languages
You can take this feat more than once. Each time you select this feat, choose three new languages.
Essentials
Choose three languages. You can now speak, read, and write those languages fluently.
Dwarven is a debased form of Supernal, in the way that dwarves heard the first language.
Goblin is a debased form of Supernal, in the way that goblins heard the first language. Goblin is the only foundational language of the world that lacks its own script, owing to the brutal and barbaric nature of the goblin race.
Draconic is a debased form of Supernal, in the way that dragons heard the first language.
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.
Daily
Wizard Utility 2
Arcane, Charm, Enchantment
Standard Action
Ranged 10
You must use this power outside a combat encounter.
One creature
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.
ID_FMP_CLASS_9
2
Utility
Essentials
ID_FMP_CLASS_FEATURE_3041
ID_FMP_CLASS_722
Enchantment magic used in the thick of combat typically needs to control an enemy only for a moment. Outside battle, a wizard can afford to undertake a more subtle approach. Instant friends creates a rapport between caster and target, making it possible for you and your allies to gain valuable aid and information.
1500
You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.
Encounter
Warlock Attack 3
Arcane, Implement, Teleportation
Standard Action
Close burst 1
Each creature in the burst
Charisma vs. Fortitude
1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.
You teleport 5 squares.
You teleport a number of squares equal to 5 + your Intelligence modifier.
ID_FMP_CLASS_7
3
Attack
1750
Heroic
Gain a hybrid talent option for one of your hybrid class entries
You gain this feat at 11th level if you don't take a paragon path. If you gain this feat twice, you can't use it to choose an option that you already have.
You gain a hybrid talent option for one of your hybrid class entries.
On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn
1
Binder
During your turn, if you move 3 or more squares away from where you started your turn, you gain partial concealment until the end of your next turn.
2000
By digging deep into an enemy's mind, you unleash crippling pain that causes it to lash out blindly.
Daily
Wizard Attack 5
Arcane, Charm, Enchantment, Implement
Standard Action
Ranged 10
One enemy
Intelligence vs. Will
The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
The target makes a basic attack against a target of your choice as a free action.
The target is dazed until the end of your next turn. This effect also ends if the target is attacked.
ID_FMP_CLASS_9
5
Attack
Essentials
ID_FMP_CLASS_FEATURE_3047
ID_FMP_CLASS_722
The dark wizard Tasha (long rumored to be an alias of the young Iggwilv, the Witch Queen) developed a number of enchantment spells noted for their elegant brutality. Not content with simply bending a creature's mind, Tasha's spells ravage the creature and force it into obedience using indescribable pain.
2500
Heroic
Enemy -2 to attacks after you hit it with charm power
Whenever you hit an enemy with a charm power, that enemy takes a -2 penalty to attack rolls against you until the end of its next turn.
You spin a web of lies that makes someone doubt his or her own recollection.
Encounter
ID_FMP_SKILL_3
Utility
6
Bluff Utility 6
Standard Action
Ranged 10
One creature that shares a language with you
You make a Bluff check opposed by an Insight check that the target makes as a free action. The target gains a +5 bonus to Insight if the target is unfriendly to the character, or a +10 bonus if the target is hostile. If your check succeeds, you make the target doubt its memory and believe your version of events.
You must be trained in Bluff.
3000
3500
Heroic
+2 AC while wearing cloth armor or no armor
You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
4000
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Daily
Wizard Attack 9
Arcane, Charm, Implement, Summoning
Minor Action
Ranged 10
You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
If you haven't given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.
ID_FMP_CLASS_9
9
Attack
5500
A rod is a useful conduit for arcane energy. It is also useful when defending yourself against your foes. The magic you draw from within a rod, along with your training and expertise, allows you to use it to parry attacks.
Heroic
When wielding a rod, gain a +1 shield bonus to AC and Reflex. +1/2/3 (by tier) to attack rolls made using a rod.
You gain a +1 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex. The bonus to attack rolls increases to +2 at 11th level and +3 at 21st level.
For a moment, your mind and body are in harmony, and you achieve the pinnacle of grace and speed.
Daily
Warlock Utility 10
Arcane
Minor Action
Personal
Until the end of the encounter, you gain a bonus to speed and saving throws equal to your Intelligence modifier (minimum 1).
ID_FMP_CLASS_7
10
Utility
6000
Paragon
Gain 2nd Eldritch Pact, with spell and boon; one boon benefit at a time
You gain a second Eldritch Pact. You gain the at-will spell and pact boon of that pact. You can use only one of your pact boon benefits at a time, however.
Eyebite spell; Misty Step boon: When cursed foe is dropped to 0 hp, you can teleport 3 squares (free).
1
ID_FMP_POWER_2094,ID_FMP_POWER_1456
At-Will
ID_FMP_CLASS_7
ID_FMP_POWER_1456,ID_FMP_POWER_2094
You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that ranges from feral and savage to wondrous and enchanting.
Eyebite: You know the eyebite spell.
Misty Step: You have the Misty Step pact boon. You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will
Warlock Attack 1
Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
One creature
Charisma vs. Will
1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
ID_FMP_CLASS_7
1
Attack
ID_FMP_CLASS_FEATURE_772
You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
At-Will
Warlock Pact Boon 1
Free Action
Personal
Fey Pact
An enemy under your Warlock's Curse is reduced to 0 hit points or fewer
You can immediately teleport 3 squares as a free action.
ID_FMP_CLASS_7
1
Pact Boon
ID_FMP_CLASS_FEATURE_772
“Bend an ear and listen close. You don't want to miss this, do you? That's the way—calm and easy. See how easily you've fallen under my sway?”
Spells
ID_FMP_CLASS_FEATURE_1411, ID_FMP_CLASS_FEATURE_1412, ID_FMP_CLASS_FEATURE_1413
ID_FMP_POWER_5959,ID_FMP_POWER_5960,ID_FMP_POWER_5961
ID_FMP_POWER_5959,ID_FMP_POWER_5960,ID_FMP_POWER_5961
You are a figure of rumor and local folklore. You learned your craft from the First Order, ascended quickly to the Second Order, and made your pacts to the invisible magi of the Third Order. In return for your devotion, they have given you the power to beguile and warp minds.
Your ways are mysterious and frightening to other creatures. When you use your spells, and even when you speak, people sit and listen, enraptured by the hypnotic sound of your words and mesmerized by your eyes. Few ever realize what they risk upon meeting your ensnaring gaze or listing to your enthralling voice. Those who do realize your true power consider themselves lucky to have survived the experience.
When you take an action point action, a creature within 5 takes ongoing 5 psychic damage (save ends).
11
When you spend an action point to take an extra action, one creature within 5 squares of you takes ongoing 5 psychic damage (save ends).
Enemies moving or starting turn within 3 of you take -2 to saving throws, or -5 against charm powers.
11
Each enemy that enters a space within 3 squares of you or that starts its turn there takes a -5 penalty to saving throws against charm effects and a -2 penalty to all other saving throws.
Your foe becomes lost in your eyes, shuffling in the direction of your gaze.
Encounter
Entrancing Mystic Attack 11
Arcane, Charm, Implement, Psychic
Standard Action
Ranged 5
One creature
Charisma vs. Will
1d8 + Charisma modifier psychic damage, and you slide the target a number of squares equal to your Charisma modifier. The target is slowed until the end of your next turn.
ID_FMP_PARAGON_PATH_322
11
Attack
7000
Heroic
+4 to saving throws against dazing and stunning effects
You gain a +4 feat bonus to saving throws against dazing effects and stunning effects.
Your enemy moves to strike you, but you stare into its eyes and rob the creature of its will.
Daily
Entrancing Mystic Utility 12
Arcane, Charm
Immediate Reaction
Ranged 5
An enemy within 5 squares of you misses you with an attack
The triggering enemy
The target is dazed until the end of your next turn.
ID_FMP_PARAGON_PATH_322
12
Utility
8000
You whisper words of fey power, words that drive mortals to madness.
Encounter
Warlock Attack 13
Arcane, Charm, Implement
Standard Action
Ranged 10
One creature
Charisma vs. Will
Until the end of your next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible.
The target gains a power bonus to these attack rolls equal to your Intelligence modifier.
ID_FMP_FEAT_3421
ID_FMP_CLASS_7
13
Attack
10000
You can shrug off attacks that try to seize your mind or leave you senseless.
Heroic
+2/3/4 (by tier) to Will. Additional saving throw vs. dazed or stunned at start of turn, even if condition is not (save ends)
Essentials
You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.
12000
As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber.
Daily
Wizard Attack 15
Arcane, Charm, Enchantment, Implement
Standard Action
Area burst 2 within 20 squares
Each creature in the burst
Intelligence vs. Will
The target is dazed and slowed (save ends both).
The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
The target is slowed (save ends).
The target instead falls unconscious (save ends).
ID_FMP_CLASS_9
15
Attack
Essentials
ID_FMP_CLASS_FEATURE_3057
ID_FMP_CLASS_722
The fey of the Winter Court are as cruel as the season they embrace, and this spell reflects their subtle treachery. By forcing foes into a deep sleep, you negate their threat. Minions that succumb to this spell can be finished off at your leisure, while their powerful leader is disarmed and taken prisoner under your control.
14000
Heroic
Pact boon grants additional 2 squares of teleport
Your Misty Step now allows you to teleport an additional 2 squares.
Your hasty spell draws on your greatest strength to cover your weaknesses.
Encounter
Warlock Utility 16
Arcane
Immediate Interrupt
Personal
An enemy makes an attack roll against you
You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy's attack targets that defense. If the attack hits, it deals half damage to you.
ID_FMP_CLASS_7
16
Utility
+1 attack with charm powers; if you miss all targets with an encounter charm power, it isn't expended.
16
You gain a +1 bonus to the attack roll of each charm power you use. If you use an encounter attack power that has the charm keyword and miss all targets with the attack, you don't expend the use of that power.
16000
Your foe shouts in triumph as it suddenly turns against its allies. Your magic twists its sight and mind, causing it to see enemies where allies stand.
Encounter
Wizard Attack 17
Arcane, Charm, Implement
Standard Action
Ranged 10
One creature
Intelligence vs. Will
Slide the target a number of squares equal to its speed. It is immobilized until the end of your next turn. In addition, until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement's enhancement bonus. Each time it hits with this attack, you can slide the target 2 squares.
ID_FMP_CLASS_9
17
Attack
20000
You are tough enough to withstand poisons, disease, and harsh environmental conditions. You can endure brutal attacks meant to overcome your body's resilience.
Heroic
+2 to Fortitude defense, +3 at 11th, +4 at 21st
Essentials
You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level.
Spellbook
Category: Gear
Price: 50 gp
Weight: 3 lb
Description: Wizards keep the spells they've learned in a spellbook.
3
50
Gear
1
Wizards keep the spells they've learned in a spellbook.
As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.
Exploration
Arcana
10 gp
24 hours
1
10 minutes
50 gp
Ritual
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Onto the object's surface you etch a glowing rune, which shimmers for a moment before fading, marking the item as your own.
Creation
Arcana (no check)
10 gp
Permanent
1
5 minutes
20 gp
Ritual
You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.
You are clean, and you would like to remain so, even while digging through aboleth slime for lost treasures.
Warding
Arcana (no check)
10 gp
24 hours
1
10 minutes
50 gp
Ritual
You or a creature within 2 squares of you is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target's person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue.
Adventurer's Kit
Category: Gear
Price: 15 gp
Weight: 33 lb
Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
33
15
Gear
1
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
This murky orb reflects the visage of your enemy suffering from an ongoing barrage of conditions and afflictions.
16
45000
Orb
Off-Hand
Power (Daily): Free Action. Use this power when a creature makes a save against one of your powers. It rerolls its saving throw and must take the new result.
Uncommon
+4 attack rolls and damage rolls
Githweave Armor
Description: Githzerai weavers first taught other peoples the methods of making githweave. It's clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
AC Bonus: +0
Minimum Enhancement Value: +3
Weight: 2 lb.
Cost: Special
Special: +1 Will
Type: Cloth
2
0
3
-
-
9000
+1 Will
Light
Body
Cloth
Githzerai weavers first taught other peoples the methods of making githweave. It's clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
Embroidered patterns on these robes resemble clouds and great, slashing bursts of lightning. You gain both protection from storms and the ability to call upon their power.
14
21000
Armor
Cloth
Power (Daily • Healing): Immediate Interrupt. Use this power when you would take lightning or thunder damage. You take no lightning or thunder damage, you gain a +1 power bonus to attack rolls until the end of your next turn, and you can spend a healing surge.
Uncommon
+3 AC
Resist 10 lightning and resist 10 thunder.
Supposedly containing the tears of succubi, this glittering golden amulet can turn a foe's heart toward you and against itself.
15
25000
Neck Slot Item
Neck
Power (Daily * Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet's enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.
Uncommon
+3 Fortitude, Reflex, and Will
You gain a +2 item bonus to Bluff and Diplomacy checks.
You gain a +2 item bonus to Bluff and Diplomacy checks.
Charms cast through this twinkling golden wand reach the most distant of foes.
14
21000
Wand
Off-Hand
+1d6 damage per plus
Power (Daily * Arcane, Charm, Implement): Standard Action. As the bard's fast friends power (Player's Handbook 2, page 69).
Uncommon
+3 attack rolls and damage rolls
ID_FMP_POWER_2346(Daily)
When you use a ranged arcane charm power through this wand, the power's range increases by 5 squares, and you ignore cover and concealment.
ID_FMP_POWER_2346(Daily)
Mindweave Armor
Description: Patterns taken from captured mind flayer garments led to mindweave armor.
AC Bonus: +0
Minimum Enhancement Value: +4
Weight: 2 lb.
Cost: Special
Special: +2 Will
Type: Cloth
2
0
4
-
-
45000
+2 Will
Light
Body
Cloth
Patterns taken from captured mind flayer garments led to mindweave armor.
A set of basic yet effective enchanted armor.
16
45000
Armor
Any
Common
+4 AC
Essentials
This simple golden circlet fortifies your mind.
8
3400
Head Slot Item
Head
Common
Gain a +1 bonus to Will defense.
You funnel the energy granted by your pact through these gloves, amplifying your power.
8
3400
Hands Slot Item
Hands
Warlock
Power (Encounter, 5 Charges/Day • Acid, Cold, or Fire): Free Action. The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d6 damage; 2 charges, 2d6 damage; 5 charges, 3d6 damage. This extra damage can be acid, cold, or fire damage.
Uncommon
When you deal extra damage as a result of your Warlock's Curse, you can choose that damage to be acid, cold, or fire (or leave it untyped).
The diamonds on this platinum band grant great fortitude, which you can sacrifice for health.
10
5000
Waist Slot Item
Waist
Power (At-Will * Healing): Minor Action. When you use this power, you can spend a healing surge and one diamond on the belt cracks and darkens, becoming worthless. Each time a diamond cracks, the belt's item bonus is reduced by 1. If there are no diamonds on the belt, you can't use this power. After an extended rest, each diamond destroyed by this power is restored.
Uncommon
This belt holds one diamond and you gain a +1 item bonus to Fortitude.
This supple leather footwear keeps you out of harm's way.
8
3400
Feet Slot Item
Feet
Common
Gain a +1 bonus to Reflex defense.
This orange dragon shard crystal enhances a weapon when it is used as an implement.
3
680
Dragonshard Augment
Uncommon
You gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon.
This fist-sized stone glows faintly and can be used to create a bright burst of radiant light that harms undead creatures.
10
200
Consumable
Power (Consumable • Radiant, Zone): Standard Action. Use the glowstone to creates a zone of bright illumination in an area burst 2 within 5 squares of you. Any undead creature that is vulnerable to radiant damage that enters or starts its turn within the zone is affected as if it had taken radiant damage. For example, a skeleton that has vulnerable 5 radiant takes 5 radiant damage if it enters or starts its turn in the zone. The zone remains until the end of the encounter or for 5 minutes, whichever comes first. Using this power turns the glowstone to dust.
Uncommon
A glowstone radiates dim light in a 2-square radius.
This staff increases your resistance to all types of attacks.
2
520
Staff
Off-Hand
+1d8 damage
Common
+1 attack rolls and damage rolls
Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
You feel hale and hearty while wearing this wide belt.
8
3400
Waist Slot Item
Waist
Common
Gain a +1 bonus to Fortitude defense.
This rod magnifies and multiplies your Warlock's Curse.
3
680
Rod
Off-Hand
+1d6 damage
Uncommon
+1 attack rolls and damage rolls
Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock's Curse to each enemy within 5 squares of the original target.
This staff increases your resistance to all types of attacks.
12
13000
Staff
Off-Hand
+3d8 damage
Common
+3 attack rolls and damage rolls
Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
This rod enhances the deadliness of your curse.
13
17000
Rod
Off-Hand
+3d10 damage
Uncommon
+3 attack rolls and damage rolls
When you deal your Warlock's Curse damage with this rod, you roll d8s instead of d6s.
These enchanted armbands increase the damage you deal with a single ranged attack.
3
680
Arms Slot Item
Arms
Uncommon
When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.
You laugh through your broken teeth. The duke's impersonator might have found your journal, but he'll never see what you wrote there.
Warding
Arcana
10 gp
Permanent
1
10 minutes
50 gp
Ritual
You ward writings so others cannot read them. Use of this ritual protects one page (maximum 250 words). You make the page appear not to exist, causing anyone other than you to ignore it; the page's presence is blocked from a reader's mind. You can choose instead to obscure the page with false writings, which you produce before performing the ritual. Other readers see the false text rather than the real text.
When you perform the ritual, make an Arcana check, with a +5 bonus. The result is the DC for a Perception check to notice the concealed writing (readers use passive Perception unless they are specifically looking for concealed text).
Straining both your patience and your keen ears, you hear nothing in the duke's private chamber. That's why you're so surprised to see the duke when you boldly enter.
Warding
Arcana (no check)
30 gp
24 hours
1
10 minutes
75 gp
Ritual
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Restoration
Heal (no check)
500 gp
Instantaneous
8
8 hours
680 gp
Ritual
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature's life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can't restore life to a creature that has been petrified or to a creature that died of old age.
The subject's soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.
The tip of your finger shines with purple light. When you pull your hand away, the light remains behind, suspended in the air.
Exploration
Arcana
60 gp
1 hour
6
1 minute
100 gp
Ritual
<table>Arcana Check Result Lanterns Created
20 or lower 1
21-25 2
26-30 3
31 or higher 4</table>
You create one or more motes of shining light, each about the size of your fingertip. They hang stationary in the air in squares of your choice within 5 squares of you. You can also choose to bind a lantern to a creature (including yourself). The lantern then hovers over that creature's head wherever the creature goes. Each lantern sheds dim light within 2 squares around it (similar to a candle).
You conjure black, ghostly horses. They sniff the air and stamp impatiently as if ready to ride like the wind. Their hooves, manes, and tails trail off into mist.
Exploration
Arcana
70 gp
12 hours
6
10 minutes
360 gp
Ritual
This ritual conjures forth up to eight horselike creatures. Each one is Large and can be ridden by you or any other character you designate during the ritual.
Your Arcana check determines the speed of the steeds you conjure and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with your check result and all lower results.
<table>Arcana Check Result Speed Special Movement
19 or lower 10 None
20–29 12 Ignore difficult terrain
30–39 15 Move on water as if it were solid ground
40 or higher 20 Fly (up to 10 squares above ground)</table>
The steeds cannot attack or affect other creatures in any way other than to serve as mounts. Each steed's defense scores are equal to its rider's (or yours, if the steed has no rider). A phantom steed is immune to any effect other than damage.
A steed created by this ritual lasts for 12 hours or until it takes any damage. When the ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steed's space. If a steed is flying when it disappears, the rider descends safely to the ground, landing at the start of his or her next turn.
Mindweave Armor
Description: Patterns taken from captured mind flayer garments led to mindweave armor.
AC Bonus: +0
Minimum Enhancement Value: +4
Weight: 2 lb.
Cost: Special
Special: +2 Will
Type: Cloth
2
0
4
-
-
45000
+2 Will
Light
Body
Cloth
Patterns taken from captured mind flayer garments led to mindweave armor.
This fine silk cloth appears to be covered in swirls of color or peacock feather patterns, but in fact depicts dozens of unblinking eyes.
17
65000
Armor
Cloth
Uncommon
+4 AC
You cannot be blinded and gain an item bonus to Perception checks equal to the armor's enhancement bonus.
The color and smell of this potion varies with the protection it provides.
14
800
Potion
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 10 to damage of a specific type until the end of the encounter. The damage type (acid, cold, fire, lightning, necrotic, poison, psychic, or thunder) is determined when the potion is created. Only one potion of resistance can be in effect on you at once.
Uncommon
This cool cyan liquid hones your physical and mental acuity at a critical moment.
15
1000
Potion
Power (Consumable): Minor Action. When you drink this potion, you must spend a daily magic item use. Once, before the end of the encounter, when you make an attack roll with an encounter or a daily attack power of 15th level or lower, you can reroll the attack roll but must use the second result.
Uncommon
Growing only in remote desert oases, this yellow flower helps to maintain arcane and divine powers.
7
100
Reagent
Power (Consumable): Free Action. Expend this reagent when you use a arcane or divine power of up to 5th level. You do not need to use an action on the following round to sustain that power (sustaining it for subsequent rounds does require the appropriate action).
Uncommon
This rare black pearl is found in subterranean lakes and favored by mesmerists and hypnotists.
14
800
Reagent
Power (Consumable): Free Action. Expend this reagent when you use of a power with the charm keyword of upto 7th level. Roll twice for the power's attack roll and take the better of the two results.
Uncommon
This rod enhances the deadliness of your curse.
13
17000
Rod
Off-Hand
+3d10 damage
Uncommon
+3 attack rolls and damage rolls
When you deal your Warlock's Curse damage with this rod, you roll d8s instead of d6s.
This rod enhances the deadliness of your curse.
18
85000
Rod
Off-Hand
+4d10 damage
Uncommon
+4 attack rolls and damage rolls
When you deal your Warlock's Curse damage with this rod, you roll d8s instead of d6s.
This cool cyan liquid hones your physical and mental acuity at a critical moment.
5
50
Potion
Power (Consumable): Minor Action. When you drink this potion, you must spend a daily magic item use. Once, before the end of the encounter, when you make an attack roll with an encounter or a daily attack power of 5th level or lower, you can reroll the attack roll but must use the second result.
Uncommon
Your social graces and force of personality are amplified while you wear this thin coronet.
10
5000
Head Slot Item
Head
Power (Daily): Minor Action. Gain a +2 power bonus to the next Charisma attack that you make this turn.
Uncommon
Gain a +2 item bonus to Diplomacy and Insight checks, and a +1 item bonus to attack rolls on powers that have the charm or illusion keyword.
These dark leather cuffs, etched with symbols and runes, protect you against those you' ve cursed.
11
9000
Arms Slot Item
Arms
Uncommon
Gain a +1 item bonus to all defenses against attacks by creatures affected by your Warlock's curse.
This mithral ring enhances your teleportation abilities.
14
21000
Ring
Ring
Power (Daily • Teleportation): Move Action. You teleport 6 squares (not including additional distance gained from this item's property).
If you have reached at least one milestone today, you do not need line of sight for this teleport. However, if you attempt to teleport to an occupied space, this power fails to function and is expended.
Uncommon
When you teleport, increase the distance of your teleport by 1. If you are an eladrin, increase the distance of your teleport by 2.
This ordinary-looking backpack is surprisingly light.
10
5000
Wondrous Item
Uncommon
This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from the backpack is a minor action.
Dagger
Simple one-handed melee weapon
Cost: 1 gp
Damage: 1d4
Proficient: +3
Range: 5/10
Weight: 1 lb.
Properties:
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Group:
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.).
1
1
5/10
1d4
3
Simple Melee
One-Handed
Off-Hand
Light blade
Light Thrown, Off-Hand
This slender weapon cunningly adopts the characteristics of your garb when stowed.
13
17000
Weapon
Light blade, Mace
+3d6 damage
Power (At-Will): Free Action (1/round). Effect: You draw or sheathe this weapon. If you sheathe this weapon, it vanishes, and only you can find and draw it.
Uncommon
+3 attack rolls and damage rolls
You gain an item bonus to initiative checks equal to the weapon's enhancement bonus.
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will
Basic Attack
Weapon
Standard Action
Melee weapon
One creature
Strength vs. AC
1[W] + Strength modifier damage.
2[W] + Strength modifier damage.
14
1d4+2
Strength
AC
-1 Strength modifier.
+9 half your level.
+3 proficiency bonus.
+3 enhancement bonus.
-1 Strength modifier.
+3 enhancement bonus.
8
1d4-1
Strength
AC
-1 Strength modifier.
+9 half your level.
-1 Strength modifier.
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will
Basic Attack
Weapon
Standard Action
Ranged weapon
One creature
Dexterity vs. AC
1[W] + Dexterity modifier damage.
2[W] + Dexterity modifier damage.
15
1d4+3
Dexterity
AC
+0 Dexterity modifier.
+9 half your level.
+3 proficiency bonus.
+3 enhancement bonus.
+0 Dexterity modifier.
+3 enhancement bonus.
9
1d4
Dexterity
AC
+0 Dexterity modifier.
+9 half your level.
+0 Dexterity modifier.
You alter your form to look like another person.
At-Will
Changeling Racial Power
Polymorph
Minor Action
Personal
You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
ID_FMP_RACIAL_TRAIT_400
ID_FMP_RACE_14
Your feint tricks a foe into giving you an advantage.
Encounter
Changeling Racial Power
Minor Action
Melee 1
One creature
You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
ID_FMP_RACIAL_TRAIT_1570
ID_FMP_RACE_14
With a wink, you create an illusory sound that emanates from a distant location.
At-Will
Wizard Utility
Arcane, Illusion
Standard Action
Ranged 10
One object or unoccupied square
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
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
Wizard Utility
Arcane
Minor Action
Ranged 5
One object or unoccupied square
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
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
Wizard Utility
Arcane, Conjuration
Minor Action
Ranged 5
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.
The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
The hand moves up to 5 squares in any direction, carrying the object it holds.
The hand drops the object it is holding.
The hand persists until the end of your next turn.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
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
Wizard Utility
Arcane
Standard Action
Ranged 2
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.
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.
ID_FMP_CLASS_9
Utility
Essentials
ID_FMP_CLASS_FEATURE_2870
ID_FMP_CLASS_722
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will
Warlock Attack 1
Arcane, Implement
Standard Action
Ranged 10
One creature
Charisma or Constitution vs. Reflex
1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later.
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
ID_FMP_CLASS_7
1
Attack
ID_FMP_CLASS_FEATURE_606
Ranged
18
1d10+7
Charisma
Reflex
+6 Charisma modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+1 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
21
1d10+10
Charisma
Reflex
+6 Charisma modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+4 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
20
1d10+9
Charisma
Reflex
+6 Charisma modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+3 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
15
1d10+6
Charisma
Reflex
+6 Charisma modifier.
+9 half your level.
+6 Charisma modifier.
+2d6 to damage once per round (Warlock's Curse)
At-Will
Warlock's Curse Power
Minor Action
You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated.
You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse.
As you advance in level, your extra damage increases.
<table>Level Warlock's Curse Extra Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6</table>
ID_FMP_CLASS_FEATURE_605,ID_FMP_CLASS_FEATURE_1533
Your piercing gaze and whispered word let you seize momentary control of your enemy's mind.
At-Will
Wizard Attack 1
Arcane, Charm, Enchantment, Implement
Standard Action
Ranged 10
One enemy
Intelligence vs. Will
Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
ID_FMP_CLASS_9
1
Attack
Essentials
ID_FMP_CLASS_FEATURE_3038
ID_FMP_CLASS_722
20
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
23
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
22
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
17
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
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.
Daily
Wizard Utility 2
Arcane, Charm, Enchantment
Standard Action
Ranged 10
You must use this power outside a combat encounter.
One creature
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.
ID_FMP_CLASS_9
2
Utility
Essentials
ID_FMP_CLASS_FEATURE_3041
ID_FMP_CLASS_722
You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.
Encounter
Warlock Attack 3
Arcane, Implement, Teleportation
Standard Action
Close burst 1
Each creature in the burst
Charisma vs. Fortitude
1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.
You teleport 5 squares.
You teleport a number of squares equal to 5 + your Intelligence modifier.
ID_FMP_CLASS_7
3
Attack
18
1d8+7
Charisma
Fortitude
+6 Charisma modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+1 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
21
1d8+10
Charisma
Fortitude
+6 Charisma modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+4 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
20
1d8+9
Charisma
Fortitude
+6 Charisma modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+6 Charisma modifier.
+3 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
15
1d8+6
Charisma
Fortitude
+6 Charisma modifier.
+9 half your level.
+6 Charisma modifier.
+2d6 to damage once per round (Warlock's Curse)
By digging deep into an enemy's mind, you unleash crippling pain that causes it to lash out blindly.
Daily
Wizard Attack 5
Arcane, Charm, Enchantment, Implement
Standard Action
Ranged 10
One enemy
Intelligence vs. Will
The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
The target makes a basic attack against a target of your choice as a free action.
The target is dazed until the end of your next turn. This effect also ends if the target is attacked.
ID_FMP_CLASS_9
5
Attack
Essentials
ID_FMP_CLASS_FEATURE_3047
ID_FMP_CLASS_722
20
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
23
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
22
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
17
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
You spin a web of lies that makes someone doubt his or her own recollection.
Encounter
ID_FMP_SKILL_3
Utility
6
Bluff Utility 6
Standard Action
Ranged 10
One creature that shares a language with you
You make a Bluff check opposed by an Insight check that the target makes as a free action. The target gains a +5 bonus to Insight if the target is unfriendly to the character, or a +10 bonus if the target is hostile. If your check succeeds, you make the target doubt its memory and believe your version of events.
You must be trained in Bluff.
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Daily
Wizard Attack 9
Arcane, Charm, Implement, Summoning
Minor Action
Ranged 10
You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
If you haven't given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.
ID_FMP_CLASS_9
9
Attack
For a moment, your mind and body are in harmony, and you achieve the pinnacle of grace and speed.
Daily
Warlock Utility 10
Arcane
Minor Action
Personal
Until the end of the encounter, you gain a bonus to speed and saving throws equal to your Intelligence modifier (minimum 1).
ID_FMP_CLASS_7
10
Utility
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will
Warlock Attack 1
Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
One creature
Charisma vs. Will
1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
ID_FMP_CLASS_7
1
Attack
ID_FMP_CLASS_FEATURE_772
20
1d6+7
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+1 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
23
1d6+10
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+4 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
22
1d6+9
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+3 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
17
1d6+6
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+2d6 to damage once per round (Warlock's Curse)
You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
At-Will
Warlock Pact Boon 1
Free Action
Personal
Fey Pact
An enemy under your Warlock's Curse is reduced to 0 hit points or fewer
You can immediately teleport 3 squares as a free action.
ID_FMP_CLASS_7
1
Pact Boon
ID_FMP_CLASS_FEATURE_772
Your foe becomes lost in your eyes, shuffling in the direction of your gaze.
Encounter
Entrancing Mystic Attack 11
Arcane, Charm, Implement, Psychic
Standard Action
Ranged 5
One creature
Charisma vs. Will
1d8 + Charisma modifier psychic damage, and you slide the target a number of squares equal to your Charisma modifier. The target is slowed until the end of your next turn.
ID_FMP_PARAGON_PATH_322
11
Attack
20
1d8+7
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+1 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
23
1d8+10
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+4 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
22
1d8+9
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+3 enhancement bonus.
+2d6 to damage once per round (Warlock's Curse)
17
1d8+6
Psychic
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
+6 Charisma modifier.
+2d6 to damage once per round (Warlock's Curse)
Your enemy moves to strike you, but you stare into its eyes and rob the creature of its will.
Daily
Entrancing Mystic Utility 12
Arcane, Charm
Immediate Reaction
Ranged 5
An enemy within 5 squares of you misses you with an attack
The triggering enemy
The target is dazed until the end of your next turn.
ID_FMP_PARAGON_PATH_322
12
Utility
You whisper words of fey power, words that drive mortals to madness.
Encounter
Warlock Attack 13
Arcane, Charm, Implement
Standard Action
Ranged 10
One creature
Charisma vs. Will
Until the end of your next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible.
The target gains a power bonus to these attack rolls equal to your Intelligence modifier.
ID_FMP_FEAT_3421
ID_FMP_CLASS_7
13
Attack
20
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
23
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
22
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
17
Charisma
Will
+6 Charisma modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber.
Daily
Wizard Attack 15
Arcane, Charm, Enchantment, Implement
Standard Action
Area burst 2 within 20 squares
Each creature in the burst
Intelligence vs. Will
The target is dazed and slowed (save ends both).
The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
The target is slowed (save ends).
The target instead falls unconscious (save ends).
ID_FMP_CLASS_9
15
Attack
Essentials
ID_FMP_CLASS_FEATURE_3057
ID_FMP_CLASS_722
20
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
23
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
22
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
17
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
Your hasty spell draws on your greatest strength to cover your weaknesses.
Encounter
Warlock Utility 16
Arcane
Immediate Interrupt
Personal
An enemy makes an attack roll against you
You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy's attack targets that defense. If the attack hits, it deals half damage to you.
ID_FMP_CLASS_7
16
Utility
Your foe shouts in triumph as it suddenly turns against its allies. Your magic twists its sight and mind, causing it to see enemies where allies stand.
Encounter
Wizard Attack 17
Arcane, Charm, Implement
Standard Action
Ranged 10
One creature
Intelligence vs. Will
Slide the target a number of squares equal to its speed. It is immobilized until the end of your next turn. In addition, until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement's enhancement bonus. Each time it hits with this attack, you can slide the target 2 squares.
ID_FMP_CLASS_9
17
Attack
20
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
23
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+4 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
22
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+3 enhancement bonus.
+2 Feat bonus - Rod Expertise
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
17
Intelligence
Will
+6 Intelligence modifier.
+9 half your level.
+1 bonus - Mystery Given Form
+1 item bonus - Laurel Circlet (heroic tier)
100 gp
0 gp
0
Warlock/Wizard Hybrid
C:\Windows\TEMP\tmp4BBB.tmp
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
100 gp
0 gp
0
99000
False
False
False
False
MobilePanelsLocked=False|CurrentOrientationStyle=Vertical|NewPageLayoutAffinity=Portrait|NewPowerLayoutAffinity=Portrait|ShowJournalPages=False|ShowNotesPage=False|ShowPowerCardPages=True|ShowBasicAttackPowerCards=False|ShowOptionalCards=True|ShowNormalItemCards=False|ShowItemSetInfoCards=True|ShowAllWeaponsForCards=False|ShowBlankPowerCardPage=False|ShowPageNumbers=True|ShowFlavorText=False|ReplacesAdditionalEffects=True|ZoomLevel=150|PersonalizedData=True&BaseStyle=PortraitPage1/LayoutStyle=Portrait|*/HEADER|*/INITIATIVE/ABILITY_SCORES/HIT_POINTS/SKILLS|*/DEFENSES/ACTION_POINTS/RACE_FEATURES;Height=151/CLASS_FEATURES;Height=270/LANGUAGES;Height=52|*/MOVEMENT/SENSES/BASIC_ATTACKS;Eldritch Blast (Vicious Rod +3)/FEATS;Height=338/RITUALS;Height=221&BaseStyle=PortraitPage2/LayoutStyle=Portrait|*|*/POWERS_PANEL/OTHER_EQUIPMENT;Height=221/COINS_AND_WEALTH|*/MAGIC_ITEMS_PANEL|*/PORTRAIT/NOTES_PERSONALITY;Height=110/NOTES_APPEARANCE;Height=110/NOTES_BACKGROUND;Height=110/NOTES_ALLIES;Height=110/NOTES_SESSION;Height=110
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36 pp; 80 gp
0
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Hidden Dagger +3
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95 pp; 125 gp
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95 pp; 125 gp
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2 pp; 35 gp
2 ad; 90 pp; 35 gp
0
false
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Vicious Rod +4~Rod of Corruption +1
118
31
Wimwick