Spells+Sustain
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NameCostSchoolPrerequisitesSustainEffect
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Affinity30MetaMinorYou regain an extra ten Ability points at the start of your turn.
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Alter Mind25AlterationYou gain a bonus to your next Interaction check made before the end of your next turn equal to your Alteration modifier.
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Alter Self100AlterationAlteration 30StandardYou turn into one mundane object of your size such as a tree, bush, cabinet, or rock. While in this form, you cannot use items, move, or speak.
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Antidote20RestorationThe effects of a poison (including ongoing poison damage) are ended on you or one adjacent ally
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Armor100CreationCreation 60, Shield45You gain a +6 bonus to all defenses and saving throws.
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Attunement***MetaUsing this power simultaneously activates the highest version that you know of the following Abilities: Speed, Aura and Barrier. The cost of this Ability is 20 plus 50% of the total cost it would have taken to use each of the activated Abilities individually
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Aura70Creation30You gain a +2 bonus to all defenses and saving throws.
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Barrier90CreationCreation 3040You gain resist 10 damage to all melee attacks.
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Battle Focus80RestorationRestoration 40For the next three rounds, your melee damage die increases by one, and you gain a +2 to attack and saving throws. While this effect persists, you and allies adjacent to you gain regeneration 5.
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Battle Rage125AlterationAlteration 4060While this effect lasts, you gain a plus 2 to all attack rolls, regeneration equal to (2 times your Alteration modifier), and you cannot be slowed, dazed, or stunned. Your multiplier for Melee Weapon and Unarmed Combat attacks increases by one. This bonus to multiplier increases by 1 for each hostile creature you kill during this state, for a maximum of +4. Note: this power does not end the slowed, dazed, or stunned conditions.
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Bloodlust Frenzy130AlterationAlteration 40Choose a bloodied ally within your Alteration range. That ally can score a critical hit on a 19 or 20. This effect ends when the ally is no longer bloodied, if they become unconscious, or after five minutes, whichever comes first.
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Bone Spikes35CreationCreation 30Make an attack vs. Fortitude against one creature you can see within your Creation range. If the attack hits, the target is slowed and takes ongoing 5 damage (save ends both).
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Breath Control175AlterationAlteration 30You or an adjacent creature do not need to breathe for five minutes.
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Call Fog35Creation15You and all creatures within three squares of you are blinded while within three squares of you.
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Channel50Meta[Meta] 30, AffinityRoll a d10 and add in your school modifier. For that many rounds, the following effects occur: you regain an extra fifteen Ability points at the start of your turn, the damage multiplier for all your Destruction Abilities increases by 1, and you gain a +2 to all saving throws
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Choke125DestructionDestruction 40, InjureMake an attack vs. Fortitude against one creature you can see within your Destruction range. If that attack hits, the target is stunned and takes ongoing damage equal to half your Destruction score (save ends both).
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Cleanse35RestorationRestoration 20Remove all status effects from yourself or one creature you are touching.
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Cocoon40AlterationAlteration 30For the next three rounds, you gain damage reduction equal to your Alteration modifier
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Combust25DestructionYou make a small explosion in 1 cubic foot within your Destruction range, igniting any flammable material in the target area
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Conceal45AlterationAlteration 3020An object you are touching becomes invisible. The object becomes visible 10 seconds after you cease to sustain this Ability. You must be touching the object to sustain the Ability.
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Conjure Armor80CreationCreation 2035You call armor that gives you a bonus to AC equal to your Creation modifier while worn by you . Only you can wear this armor.
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Conjure Hand70CreationCreation 5030You call a hand in your square capable of wielding any onehanded weapon or shield. If the hand is wielding a weapon, you can tell the hand to attack with that weapon as a minor action (using your Creation skill). If it is holding a shield, you gain a +1 bonus to your AC.
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Conjure Messenger50CreationYou call a tiny creature such as a carrier pigeon. It can carry one pound of weight and will travel to any location you know within (your Creation modifier) miles.
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Conjure Mount90Creation40 per hourYou call a mount that can carry (10 x your Creation modifier) pounds and that has a movement of (2 + your Creation modifier). When the mount is no longer sustained, it vanishes, and anything that was on it falls to the ground.
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Conjure Shield60Creation25You call a shield that gives you a bonus to AC equal to your Creation modifier. You must have an open hand to wield this shield. Only you can hold this shield.
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Conjure Weapon50CreationCreation 3030You call a weapon that gives you a bonus to attack and has a damage multiplier both equal to your Creation modifier. This weapon cannot be augmented and you must have a free hand to wield it. Only you can wield this weapon.
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Conjure Wings75CreationCreation 5035You grow wings and gain flight equal to your movement until the end of your next turn. You must land at the end of your turn or you fall.
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Crush55DestructionMake an attack vs. Fortitude against one creature you can see within your Destruction range. If the attack hits, the target takes damage equal to 1d10 times your Destruction modifier
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Curtain of Fire150DestructionDestruction 30, FireballsMake an attack vs. Reflex against each creature burst 1 within 5. Each creature hit with the attack takes fire damage equal to 1d6 times your Destruction modifier.
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Death Field150RestorationRestoration 70, Drain LifeMake an attack vs. Fortitude against each living enemy you can see within your Restoration range. Each enemy hit takes damage equal to 1d4 times your Restoration modifier. (Miss: half damage). You regain hit points equal to 2 times the greatest amount of damage dealt to a single target.
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Debris Slam60CreationMake an attack vs. Reflex against one creature you can see within your Creation modifier. If the attack hits, the target takes damage equal to 1d8 times your Creation Modifier
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Deflection100CreationCreation 4045You cannot be hit by Ranged attacks. This does not provide immunity to Abilities.
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Demoralize I30AlterationMake an attack vs. Will against each enemy you can see within your Alteration range. Each creature hit takes a -1 penalty to attack rolls and saving throws (save ends).
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Demoralize II45AlterationAlteration 30, Demoralize IMake an attack vs. Will against each enemy you can see within your Alteration range. Each creature hit takes a -2 penalty to attack rolls and saving throws (save ends).
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Demoralize III70AlterationAlteration 40, Demoralize IIMake an attack vs. Will against each enemy you can see within your Alteration range. Each creature hit takes a -3 penalty to attack rolls and saving throws and is weakened (save ends all).
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Demoralize IV90AlterationAlteration 50, Demoralize IIIMake an attack vs. Will against each enemy you can see within your Alteration range. Each creature hit takes a -4 penalty to attack rolls and saving throws and is weakened (save ends all).
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Demoralize V120AlterationAlteration 60, Demoralize IVMake an attack vs. Will against each enemy you can see within your Alteration range. Each creature hit takes a -5 penalty to attack rolls and saving throws and is weakened and dazed (save ends all).
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Disorient60AlterationAlteration 25Make an attack vs. Will against one creature within your Alteration range. If it hits, the creatures is dazed and confused (save ends both)
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Disrupt70MetaEnd one Creation you are adjacent to, or end the effects of an Ability on a creature you are adjacent to.
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Domination120AlterationAlteration 30Make an attack vs. Will against one creature you can see within your Alteration Range. If the attack hits, you dominate the creature (save ends). You can only dominate one creature at a time with this power
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Drain Ability0MetaMake an attack vs. Will against one creature you can see within your school range. If the attack hits, the target loses 20 Ability points (miss 10). You regain Ability points equal to the amount lost.
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Drain Life90RestorationRestoration 40Make an attack vs. Fortitude against one living creature you can see within your Restoration range. If the attack hits, the target takes damage equal to 1d4 times your Restoration modifier. Regain hit points equal to twice the amount of damage dealt.
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Empulse I40DestructionMake an attack vs. Reflex against each creature within two squares of you. All creatures hit are knocked prone or pushed back 2 squares (user’s choice).
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Empulse II60DestructionEmpulse IMake an attack vs. Reflex
against each creature within
three squares of you. All
creatures hit are knocked prone
or pushed back 2 squares (user’s
choice).
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Empulse III80DestructionEmpulse IIMake an attack vs. Reflex against each creature within four squares of you. All creatures hit are knocked prone or pushed back 3 squares (user’s choice).
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Enlarge60AlterationOne non-living, non-enlarged object you are touching grows to 5 times its size. The weight of the object is unchanged. This Ability takes 3 rounds (18 seconds) to use, and you must be touching the object for the entire duration. The object stays grown for 24 hours or until this effect is removed.
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Expert Scream175DestructionDestruction 70, Improved ScreamMake an attack vs. Will blast 2, targeting all creatures. Each creature hit suffers a -5 penalty to attack rolls (Save ends) and takes damage equal to 1d6 times your Destruction modifier.
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Fireballs50DestructionMake an attack vs. Reflex against one or two creatures you can see within your Destruction range. Each creature hit takes fire damage equal to 1d6 times your Destruction modifier.
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Firewave225DestructionDestruction 70Make an attack vs. Reflex against each creature blast 5. Each creature hit takes fire damage equal to 1d6 times your Destruction modifier.
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Frost45DestructionDestruction 20Make an attack vs. Fortitude against each creature within your Destruction range. Each creature hit is slowed (save ends)
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Greater Conjure Wings120CreationCreation 70, Conjure Wings55You grow wings and gain flight equal to (2 + your movement) until the end of your next turn. As long as you sustain, you do not have to land at the end of your turn
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Heal70RestorationYou or an adjacent ally regains hit points equal to (5 times your Restoration modifier).
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Healing Fountain150RestorationRestoration 40, HealYou and all allies within three squares of you regain hit points equal to (5 times your Restoration modifier).
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Illuminate15Creation5You create a bright light within your Creation range. This light brightly illuminates everything within 5 squares of it. You must be within 1 mile to sustain. .
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Improved Ability Drain0Meta[Meta] 40, Drain AbilityMake an attack vs. Will against one creature you can see within your school range. If the attack hits, the target loses 40 Ability points (miss 20). You regain Ability points equal to the amount lost.
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Improved Barrier120CreationCreation 40, Barrier55You gain resist 15 damage to all melee attacks.
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Improved Battle Focus120RestorationRestoration 50, Battle Focus55While this effect lasts, you and all allies within your Restoration Range gain the following effects: +2 to attack and saving throws, increase damage die by 1, and regeneration five.
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Improved Cleanse50RestorationRestoration 30, CleanseRemove all status effects from yourself or one creature within your Restoration range.
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Improved Heal120RestorationRestoration 50, HealYou or an ally within your
Restoration range regains hit
points equal to (5 times your
Restoration modifier).
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Improved Healing Fountain200RestorationRestoration 50, Healing Fountain, Improved HealYou and all allies within your Restoration Range regain hit points equal to (5 times your Restoration modifier).
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Improved Mass Deafen75DestructionDestruction 40, Mass DeafenMake an attack vs. Will against each creature within your Destruction range. Each creature hit is deafened (save ends).
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Improved Pooling60Meta[Meta] 30, Pooling HealthFor the next 5 rounds, all of your Abilities take 40% of their cost from your Ability point total, and 40% from your hit point total (round down for both). The total will be 80% of the Ability’s’ cost.
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Improved Revitalize225RestorationRestoration 50, RevitalizeAll dying allies within your Restoration range are stabilized and gain 5% of their full hit points.
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Improved Scream100DestructionDestruction 40, ScreamMake an attack vs. Will blast 5, targeting all creatures. Each creature hit suffers a -2 penalty to attack rolls (Save ends) and takes damage equal to 1d6 times your Destruction modifier.
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Improved Throw Weapon90DestructionDestruction 40, Throw Weapon, must be wielding a melee weaponMake an attack vs. Reflex against one creature that is between five and ten squares away from you. Roll 1d6 times your Destruction modifier for damage. You may repeat the attack against an additional target within 5 squares of the primary target, and once more against a different target within five squares of the secondary target, for a total of up to three attacks. The damage is the same for every attack. The weapon returns to your hand after the final attack.
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Infection40DestructionDestruction 30, SlowMake an attack vs. Fortitude against one creature you can see within your Destruction range. If the attack hits, the creature is affected by a horrendous poison. While affected, the character is slowed, and takes ongoing poison damage equal to 2 + your Destruction modifier (save ends both). Each failed saving throw incurs a cumulative -1 to save, for maximum of -5.
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Injure80DestructionMake an attack vs. Fortitude against one creature you can see within your Destruction range. If the attack hits, the creature takes ongoing damage equal to half your Destruction score (save ends).
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Inspire Allies I90Restoration45While this effect persists, you and all allies within five squares of you who can hear you gain a +1 bonus to attack rolls, saving throws, and damage multiplier.
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Inspire Allies II120RestorationRestoration 40, Inspire Allies I55While this effect persists, you and all allies within five squares of you who can hear you gain a +2 bonus to attack rolls, saving throws, and damage multiplier.
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Inspire Allies III150RestorationRestoration 40, Inspire Allies II70While this effect persists, you and all allies within five squares of you who can hear you gain a +3 bonus to attack rolls, saving throws, and damage multiplier.
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Inspire Allies IV180RestorationRestoration 50, Inspire Allies III85While this effect persists, you and all allies within five squares of you who can hear you gain a +4 bonus to attack rolls, saving throws, and damage multiplier.
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Inspire Allies V210RestorationRestoration 50, Inspire Allies IV100While this effect persists, you and all allies within five squares of you who can hear you gain a +5 bonus to attack rolls, saving throws, and damage multiplier.
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Inspire Fear90AlterationMake an attack vs. Will against one creature you can see within your Alteration range. If the attack hits, the target cannot attack you until the end of your next turn.
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Inspire Terror120AlterationAlteration 40, Inspire FearMake an attack vs. Will against one creature you can see within your Alteration range. If the attack hits, the target cannot attack until the end of your next turn
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Invisibility80AlterationAlteration 30StandardYou cannot be seen by creatures and gain a +10 to perception checks regarding being seen. Creatures using Echolocation are not affected.
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Lesser Heal40RestorationYou or an adjacent ally regains 5 hit points.
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Lifeforce Affinity0MetaAs a minor action you may expend a number of hit points less than or equal to your school score to regain that many Ability points.
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Lightning Bolts75DestructionDestruction 30, ShockMake an attack vs. Reflex against each creature in blast 3. Each creature hit takes damage equal to 1d6 times your Destruction modifier (miss half damage)
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Lightning Storm120DestructionDestruction 50, Lightning BoltsMake an attack vs. Reflex against each creature burst 1 within 10. Each creature hit takes electrical damage equal to 1d6 times your Destruction modifier, and is debilitated until the end of your next turn (Miss: half damage, no effects).
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Maelstrom of Shards80CreationCreation 30Make an attack vs Reflex against one creature within half your Creation Range. If hit, the creature takes 1d6 times your Creation modifier and its space, along with each square adjacent to its space is filled with jagged shards until the end of your next turn. Any creature that enters into the shards or starts its turn there takes damage equal to your Creation Modifier.
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Maim350DestructionDestruction 80, ChokeMake an attack vs. Fortitude against one creature you can see within your Destruction range. If the attack hits, the creature takes damage equal to (half of its remaining hit points -5). This power automatically kills minions. (Miss: half your Destruction score damage).
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Mass Cleanse70RestorationRestoration 50, Improved CleanseRemove all status effects from yourself and all allies within your Restoration range.
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Mass Deafen45DestructionMake an attack vs. Will against each creature within 3 squares of you. Each creature hit is deafened until the end of your next turn
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Mass Inspire Fear150AlterationAlteration 40, Inspire Terror20 per target affectedMake an attack vs. Will against each enemy within five squares of you. Each creature hit cannot attack you until the end of your next turn.
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Mass Inspire Terror200AlterationAlteration 50, Mass inspire Fear40 per target affectedMake an attack vs. Will against each enemy within five squares of you. Each target hit cannot attack until the end of your next turn.
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Master Ability Drain0Meta[Meta] 50, Improved Ability DrainMake an attack vs. Will against all enemies you can see within 2 squares of you. If the attack hits, the target loses 60 Ability points (miss 30). You regain Ability points equal to half of the total amount lost.
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Master Barrier150CreationCreation 50, Improved Barrier90You gain resist 20 to all melee attacks.
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Master Battle Focus150RestorationRestoration 80, Improved Battle Focus80While this effect lasts, you and allies within your Restoration range gain the following effects: a +4 bonus to attack rolls and saving throws, +1 damage multiplier, and regeneration 10.
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Master Heal250RestorationRestoration 80, Improved HealYou or one ally within your Restoration range regains hit points equal to your Restoration score. The target may also make a saving throw.
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Master Healing Fountain325RestorationRestoration 90, Improved Healing Fountain, Master HealYou and each ally within 5 squares of you regain hit points equal to your Restoration score and can make a saving throw
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Master Pooling125Meta[Meta] 80, Improved PoolingFor the next 5 rounds, all powers take 30%of their cost from your hit points, and 30%from your Ability points, resulting in a total of only 60% cost.
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Master Revitalize300RestorationRestoration 90, Improved RevitalizeAll dying allies within your Restoration range are stabilized and regain 10% of their total hit points (round up).
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Morph120AlterationAlteration 4065You transform into an animate creature of your size category with hit points and attributes equal to your Alteration score and defenses equal to 10 + your Alteration modifier. Unarmed attacks made in this form still use the Unarmed Combat skill.
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Paramount Speed250AlterationAlteration 80, Superior Speed120You gain a +4 bonus to all
defenses, your movement is
multiplied by 2, and you gain an
additional standard action on
your turn.
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Permafrost35Creation15You create a thin layer of ice over every square within 3 squares of you. Every creature who moves onto or through this ice must make a saving throw to avoid being knocked prone. Note that this does not need to be made for every square if multiple are crossed.
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Perpetuate20CreationOne creation you can see within your Creation Range regains hit points equal to 5 times your Creation modifier
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Pestilence50Destruction20You create a zone burst 3 centered within your Destruction range. Each creature that starts its turn in this zone or moves into takes damage equal to your Destruction modifier.
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Phasing50Alteration25You add or remove phasing to yourself or a creature or object you are touching, rendering it intangible. If the target is an object, you determine which objects the target does and does not pass through.
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Plague300DestructionDestruction 80, InfectionStandardMake an attack vs. Fortitude against one creature you can see within your Destruction range. If the attack hits, the creature is affected by a strong poison. While affected, the creature is slowed, takes ongoing damage equal to your Destruction modifier, and suffers from a -1 penalty to all die rolls. The target may attempt save from the effect, but starts with a -2 penalty to saving throws against it. Each time the target fails a saving throw, the penalty to die rolls increases by one. This penalty will also apply to the saving throw penalty
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