Spells+Sustain
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NameCostSchoolPrerequisitesSustainEffectVersion
2
Affinity30EnhancementMinorYou regain an extra ten Ability Points at
the start of your turn.
2
3
Armistice15ControlEach creature within 1/2 your Control Range is disrupted until they are targeted by an attack (save ends).2
4
Backfire20ControlControl 15Make an attack vs Will against one creature
within 1/2 your Control Range. If the attack
is successful, that creature gains backfire
percentage equal to your Control score.
2
5
Decoy175ControlControl 3080You create the image of a small creature
within your Control Range. The creature
has one hit point and defenses equal to 10+
your Control Modifier. While this creature
exists, you cannot be targeted with an
attack that does not also include this
creature. As a move action you can move
the creature a number of squares equal
to your movement. As a standard action
you can make a melee attack through the
creature, using your Control score and a d2
for damage die. The creature must remain
within your Control Range relative to you
at all times.
2
6
Demoralize30ControlControl 20Make an attack vs. Will against one creature
you can see within your Control Range. If
hit, the creature takes a penalty to attack
rolls and saving throws equal to -1/2 your
Control Modifier (save ends).
2
7
Dishearten60ControlControl 25Make an attack vs. Will against one creature
within your Control Range. If it hits, the
creatures is dazed and confused (save ends
both).
2
8
Disorient35ControlControl 20Make an attack vs. Will against each
creature within 1/2 your Control Range.
Any creature hits takes a penalty to all
attack rolls and saving throws equal to
your Control Modifier until the end of
your next turn.
2
9
Drain Ability0ControlControl 20Make an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, the target loses 20 Ability
Points (miss: 10 Ability Points). You regain
Ability Points equal to the amount lost.
2
10
Empulse40ControlMake an attack vs. Reflex against each
creature within 1/2 your Control Range.
Each creature hit is either knocked prone,
slowed until the end of your next turn, or
pushed back 2 squares (your choice).
2
11
Enthrall120ControlControl 30Make an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, you dominate the creature
(save ends). You can only dominate one
creature at a time with this Ability.
2
12
Infection40ControlControl 30Make an attack vs. Fortitude against one
creature you can see within your Control
Range. If the attack hits, the creature is
affected by a poison. While affected, the
character is weakened and blinded (save
ends both). Each failed saving throw incurs
a cumulative -1 to save, for maximum of -5.
2
13
Inspire Fear90ControlMake an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, the target cannot attack you
until the end of your next turn. This also
gives you a bonus to Interaction equal to
your Control Modifier.
2
14
Inspire Terror120ControlControl 40,
Inspire Fear
Make an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, the target is disrupted until
the end of your next turn. This also gives
you a bonus to Interaction equal to your
Control Modifier.
2
15
Mass Deafen45ControlMake an attack vs. Will against each
creature within 1/2 your Control Range.
Each creature hit is deafened until the end
of your next turn.
2
16
Mass Inspire
Terror
150ControlControl 40,
Inspire Terror
20 per targetMake 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. (Sustain 20 points per target
affected).
2
17
Mass Inspire Fear200ControlControl 50, Mass
inspire Fear
25 per targetMake an attack vs. Will against each enemy
within five squares of you. Each target hit
is disrupted until the end of your next turn,
sustain.
2
18
Permafrost35Control15You create a zone of ice over each square
within 1/2 your Control Range. Choose
one of the following effects:
each square within the zone is difficult
terrain or each creature who moves onto
or through this zone must make a saving
throw to avoid being knocked prone. Note
that this save does not need to be made for
each square if multiple are crossed.
2
19
Petrify120ControlMake an attack vs. Fortitude against an
adjacent creature. If the attack hits, the
creature is petrified, save ends. This attack
does not provoke an attack of opportunity.
2
20
Plague250ControlControl 55,
Infection
Make an attack vs Fortitude against one
creature you can see within your Control
Range. If the attack hits, the creature is
dazed, takes ongoing damage equal to
your Control Modifier, and suffers from a
-1 penalty to all die rolls (sustain minor).
The target may attempt to save to end the
effects of Plague, but each failed saving
throw increases the penalty to all die rolls
by 1.
2
21
Push90ControlControl 40Make an attack vs. Reflex against one
creature you can see within your Control
Range. If the attack hits, the creature is
pushed a number of squares equal to your
Control Modifier and is dazed until the end
of your next turn.
2
22
Quell30ControlControl 20Make an attack vs. Will against one creature
within your Control Range. If the attack
hits, the target is debilitated (save ends).
2
23
Reversal150ControlControl 50Choose one creature within your Control
Range. Whenever that creature deals
damage before the end of your next turn, it
takes damage equal to the damage it dealt.
2
24
Silence80ControlControl 20Make an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, the creature cannot use any
Abilities until the end of your next turn.
2
25
Stun125ControlControl 30Make an attack vs. Will against one creature
you can see within your Control Range. If
the attack hits, the target is stunned until
the end of your next turn. If the attack
misses, the target is slowed until the end of
your next turn.
2
26
Tempest300ControlControl 80Make an attack vs. Reflex against each
enemy within 1/2 your Control Range.
Each target hit takes damage equal to your
Control Modifier, is pushed a number of
squares equal to your Control Modifier,
knocked prone, and stunned until the end
of your next turn. If an attack misses, the
target takes 1/2 damage, and no other effects.
2
27
Arc90DestructionDestruction 30Make an attack vs. Reflex against each
creature within blast 2. Each creature
hit takes electrical damage equal to 1d6
times your Destruction Modifier (miss: 1/2
damage).
2
28
Bone Spikes35DestructionDestruction 30Make an attack vs. Fortitude against
one creature you can see within your
Destruction Range. If the attack hits, the
target is prone and takes ongoing 5 damage
(save ends both).
2
29
Crush60DestructionMake 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.
2
30
Curtain of Fire145DestructionDestruction 25Make an attack vs. Reflex against each
creature burst 1 within your Destruction
Range. Each creature hit with the attack
takes fire damage equal to 1d6 times your
Destruction Modifier.
2
31
Death Field150DestructionDestruction 60Make an attack vs. Fortitude against each
living enemy you can see within your
Destruction Range. Each enemy hit takes
damage equal to 1d4 times your Destruction
Modifier (miss: 1/2 damage). You regain hit
points equal to 2 times the damage dealt to
a single target.
2
32
Debris Slam50DestructionMake an attack vs. Reflex against one
creature you can see within 1/2 your
Destruction Range. If the attack hits, the
target takes damage equal to 1d8 times your
Destruction Modifier.
2
33
Gambit30DestructionMake 1d6 attacks. If the result on the d6
was even, these attacks target enemies.
If the result was odd, this attack targets
allies. You may distribute these attacks as
you choose, in accordance with the die,
provided you can see each target. Each
attack deals damage equal to your Luck
Modifier. You do not need to roll to hit.
2
34
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
your Destruction Modifier (save ends).
2
35
Kismet200DestructionDestruction 45For each creature within 1/2 your
Destruction Range, flip a coin. If it is heads,
the next attack that creature makes will
be a critical hit. If it is tails, that creature
takes damage equal to 1/2 of its remaining
hit points.
2
36
Lottery125DestructionDestruction 20Choose one creature within your
Destruction Range. Roll 1d8. If the result
is odd, the creature regains health equal
to the result of the roll times your Luck
Modifier. If the result is even, the creature
takes damage equal to the result of the roll
times your Luck Modifier.
2
37
Maelstrom of
Shards
80DestructionDestruction 20Make an attack vs Reflex against one
creature within 1/2 your Destruction
Range. If hit, the creature takes 1d4 times
your Destruction 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 Destruction
Modifier.
2
38
Pestilence50Destruction20You create a zone of noxious gas burst 3
centered within your Destruction Range.
Each creature that starts its turn in this
zone or moves into it takes damage equal to
your Destruction Modifier.
2
39
Pulse15DestructionOne creature within 10 squares of you
takes damage equal to your Destruction
Modifier. You do not have to make an
attack roll.
2
40
Ridicule60DestructionDestruction 25
Taunt
Make an attack vs. Will against each enemy
within 2 squares of you. If the attack hits,
they are marked by you, and you may pull
the target 1 square. Then you may make a
Melee Weapon or Unarmed Combat attack
against each enemy adjacent to you.
2
41
Scatterbrain175DestructionMake an attack vs. Will against each enemy
within 1/2 your Destruction Range. Each
creature hit takes damage equal to 1d6 times
your Destruction Modifier.
2
42
Scream60DestructionMake an attack vs. Will blast 2, targeting
each creature. Each creature hit takes
damage equal to 1d4 times your Destruction
Modifier and suffers a -2 penalty to attack
rolls until the end of your next turn.
2
43
Storm120DestructionDestruction 50,Make an attack vs. Reflex against each
creature burst 1 within your Destruction
Range. Each creature hit takes electrical
damage equal to 1d6 times your Destruction
Modifier, and is debilitated until the end
of your next turn (miss: 1/2 damage, no
effects).
2
44
Sunder175DestructionArcYou create a number of holes or cracks
totaling no more than 35 cubic feet in
volume in an object you are touching. This
Ability takes three rounds (18 seconds) to
use, and you must be constantly touching
the object for the duration of the Ability.
2
45
Taunt25DestructionAs a minor action, enemies within 1/2 your
Destruction Range are marked by you.
2
46
Throw Weapon75DestructionDestruction 30,
must be wielding
a melee weapon
Make an attack vs. Reflex against one
creature within 1/2 your Destruction
Range. If the attack hits, the target takes
damage equal to 1d6 times your Destruction
Modifier, and you may make the same
attack again against one additional creature
within 1/2 your Destruction Range. The
weapon returns to your hand after the
second attack.
2
47
Wallop50DestructionThe next time you roll damage, increase the
damage die by 1. This Ability takes a minor
action to use.
2
48
Wreckage Zephyr70DestructionDestruction 40Make an attack vs Reflex against each
creature within blast 2. Each creature
hit takes damage equal to 1d4 times your
Destruction Modifier.
2
49
Armor100EnhancementEnhancement 60,
Shield
45You gain a +6 bonus to all
defenses and saving throws.
2
50
Aura70Enhancement30You gain a +2 bonus to all defenses and
saving throws.
2
51
Awaken10EnhancementAs a minor action, restore your
Enlightenment Points to full.
2
52
Barrier40EnhancementEnhancement 30For the next three rounds, you gain damage
reduction equal to your Enhancement
Modifier.
2
53
Battle Focus80EnhancementEnhancement 40For the next three rounds, your melee
damage die increases by one, and you gain a
+2 bonus to attack rolls and saving throws.
While this effect persists, you and allies
adjacent to you gain regeneration 5.
2
54
Battle Rage200EnhancementEnhancement 4060While this effect lasts, you gain a + 2 bonus
to all attack rolls, regeneration equal to 2
times your Enhancement Modifier, and you
cannot be slowed, dazed, or stunned. Your
multiplier for Melee Weapon and Unarmed
Combat attacks increases by 1. This bonus
to multiplier increases by 1 for each hostile
creature you kill during this state, for a
maximum of +4. Note: this
Ability does not end the slowed, dazed, or
stunned conditions.
2
55
Bloodlust Frenzy130EnhancementEnhancement 40You can score a critical hit when you
roll 15 or higher on a Combat Skill roll
if your current hit point value is below
half your total hit points. This effect ends
when you are no longer bloodied, if you
become unconscious, or after five minutes,
whichever comes first.
2
56
Cleanse35EnhancementEnhancement 20Remove all status effects from yourself.2
57
Do-over30EnhancementBefore the end of your next turn, you
may reroll any dice, but you must take the
second result, even if it is worse.
2
58
Empower40EnhancementRoll damage twice and choose either result
on your next successful Combat Skill roll
before the end of your next turn.
2
59
Heal70EnhancementYou regain hit points equal to 5 times your
Enhancement Modifier.
2
60
Healing Fountain150EnhancementEnhancement 40,
Heal
You and each ally within three squares of
you regain hit points equal to 5 times your
Enhancement Modifier.
2
61
Improved
Revitalize
225EnhancementEnhancement 50,
Revitalize
All dying allies within your Enhancement
Range are stabilized and regain 10 hit
points.
2
62
Inspire90Enhancement40While this effect persists, you gain a +1
bonus to attack rolls, saving throws, and
damage multiplier.
2
63
Invigorate120EnhancementEnhancement 40,
Inspire
55While this effect persists, you and each ally
within 1/2 your Enhancement Mod squares
who can hear you gain a +1 bonus to attack
rolls, saving throws, and damage multiplier.
2
64
Lesser Heal40EnhancementYou or an adjacent ally regains 5 hit points.2
65
Mass Cleanse70EnhancementEnhancement 50,
Cleanse
Remove all status effects from yourself and
each ally within your Enhancement Range.
2
66
Reflect55EnhancementEnhancement 40Until the end of your next turn, you take
1/2 damage from attacks. Any creature that
attacks you takes 1/2 of the damage they
inflict on you.
2
67
Reincarnate300EnhancementEnhancement 40You restore one adjacent creature that has
died back to life with 10% of its total hit
points. The creature must have died within
a number of days equal to or less than your
Enhancement Modifier.
2
68
Revitalize120EnhancementEnhancement 30One dying ally adjacent to you is stabilized
and restored to 10% of their total hit points.
2
69
Shield120EnhancementEnhancement 30,
Aura
55You gain a bonus to all defenses and
saving throws equal to your Enhancement
Modifier. If there are any
creatures adjacent to you, you must mark
one of them.
2
70
Alter Self100UtilityUtility 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.
2
71
Assault And25UtilityFor a number of rounds equal to your
Utility Modifier, regain 15 extra Ability
Points at the start of your turn.
2
72
Breath Control175UtilityUtility 30You or an adjacent creature do not need to
breathe for five minutes.
2
73
Combust25UtilityYou make a small explosion in 1 cubic foot
within your Destruction Range, igniting
any flammable material in the target area.
2
74
Conceal45UtilityUtility 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.
2
75
Enlarge60UtilityOne non-living, non-enlarged object you
are touching grows to 5 times its volume.
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.
2
76
Find15UtilityAs a minor action, you know the cardinal
direction in which an object lies, relative
to your current location.
2
77
Illuminate15Utility5You create a bright light within your
Utility Range. This light clearly illuminates
everything within 5 squares of it.
You must be within 1 mile to sustain.
2
78
Imbue30Utility10One item you are touching or carrying
gains or loses one of the following effects:
Magnetism, heat or cold (enough to boil
or freeze a gallon of water), or constant
emission of a tone. This may add a damage
type to attacks made with this object.
2
79
Invisibility80UtilityUtility 30StandardYou cannot be seen by creatures and gain
a +10 to stealth checks relating to being
seen. Creatures using Echolocation are not
affected .
2
80
Lifeforce Affinity0UtilityAs a minor action, you may expend a
number of hit points less than or equal
to your Utility score to regain that many
Ability Points.
2
81
Morph120UtilityUtility 4055You transform into an animate creature
of your size category with hit points and
attributes equal to your Utility score and
defenses equal to 10 + your Utility Modifier.
You no longer benefit from healing, nor can
you use Abilities or items. Unarmed attacks
made in this form still use the Unarmed
Combat skill.
2
82
Phasing50Utility20You add phasing to yourself or a willing
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.
You may also remove phasing
from yourself or a willing creature or
object with this Ability.
2
83
Pooling Health50UtilityFor the next 5 rounds, all of your Abilities
take half of their cost from your Ability
Point total, and half from your hit point
total.
2
84
Read Object45UtilityUtility 20When you touch an object, you become
aware of every person and thing that has
come in contact with that object in the last
(Utility Mod) days. This lasts for a number
of hours equal to your Utility Mod.
2
85
Relinquish30UtilityOne lock, bond, restraining device, or
security terminal that you are touching
fails, causing the associated door to open or
unlock.
2
86
Repair30UtilityYou can repair damage to one inanimate
object that occupies one cubic foot or less.
Alternatively, you can assemble one
inanimate object from a complete set of
materials, provided both the materials
and the final object occupy one cubic foot
or less. This Ability takes three rounds (18
seconds) to use, and you must be constantly
touching the object for the duration of the
Ability.
2
87
Shrink60UtilityUtility 30One non-living, non-shrunk object you are
touching shrinks to 1/5 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 shrunk for 24
hours or until this effect is removed.
2
88
Sight50UtilityUtility 3020Living creatures (including plants)
within 10 squares of you appear to glow
brightly and cannot benefit from cover,
concealment, or invisibility from you.
(They can still benefit from these effects
where other creatures are concerned) You
also gain a bonus to perception equal to
your Utility Mod.ifier while this Ability is
active
2
89
Speak30UtilityFor the next Utility Mod rounds, you
become fluent in every language, including
the languages of plants, animals, and
complex machines.
2
90
Speed Burst75UtilityYou gain a +2 bonus to all defenses, and
your
2
91
State Change200UtilityUtility 6095You can change the physical state (solid,
liquid, gas) of one non-living item you can
touch. This Ability takes one minute to use,
and you must be constantly touching the
item for the entire time. You do
not have to be touching the item to sustain.
2
92
Summon Bigger
Fish
80UtilityIf there is a creature within your Utility
Range that was not summoned by this
Ability, you may summon a creature of
the same species that is large enough to
eat the previous creature. The summoned
creature must be within your Utility
Range. Creatures summoned by this
Ability are not under your control and
cannot be dominated. Additionally, these
creatures count as having been teleported
here, and do not disappear when you fall
unconscious.
2
93
Superior Speed250UtilityUtility 80, Speed Burst120You gain a +4 bonus to all defenses, your
movement is multiplied by 2, and you gain
an extra standard action on your turn
.
2
94
Suppression150UtilityUtility 40Make an attack vs. Will against one creature
you can see within your Utility Range. If
the attack hits, you may end all auras or
effects on the target and its equipment.
2
95
Teleport60UtilityUtility 30You teleport a number of squares equal to
your Utility Modifier. This Ability takes a
move action to use. This does not provoke
attacks of opportunity.
2
96
Alter Mind25AlterationYou gain a bonus to your next Interaction check made before the end of your next turn equal to your Alteration modifier.1
97
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.1
98
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.1
99
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.1
100
Breath Control175AlterationAlteration 30You or an adjacent creature do not need to breathe for five minutes.1
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