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Swift Escape

Sorcerer Utility 6

A quick reaction saves you from the explosion.

Encounter Arcane, Teleportation

Immediate Interrupt Personal

Trigger: You are hit by an area or a close attack Effect: You teleport 3 squares.

Wild Magic: The number of squares you teleport equals 2 + your Dexterity modifier.

Level 7 Encounter Spells

Chaos Storm

Sorcerer Attack 7

A storm of lightning pounds your enemies. When the storm

clears, everyone has teleported to new positions by your magic.

Encounter Arcane, Implement, Lightning, Teleportation Standard Action Area burst 1 within 10 squares Target: Each creature in burst

Attack: Charisma vs. Reflex

Hit: 2d6 + Charisma modifier lightning damage.

Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. Wild Magic: You instead teleport each target hit by the

attack to any other space within the burst.

Crushing Sphere

Sorcerer Attack 7

A field of force contracts around your enemies, crushing them.

Encounter Arcane, Force, Implement

Standard Action Area burst 1 within 10 squares Target: Each creature in burst

Attack: Charisma vs. Reflex

Hit: 2d6 + Charisma modifier force damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Rimestorm

Sorcerer Attack 7

A wintry blast drives your enemies to their knees.

Encounter Arcane, Cold, Implement Standard Action Close blast 3

Target: Each enemy in blast Attack: Charisma vs. Fortitude

Hit: 2d8 + Charisma modifier cold damage, and you knock

the target prone.

Dragon Magic: The target also takes a –2 penalty to Fortitude until the end of your next turn.

Shout

Sorcerer Attack 7

A deafening shout leaves your enemies reeling.

Encounter Arcane, Implement, Thunder Standard Action Close blast 5

Target: Each creature in blast Attack: Charisma vs. Fortitude

Hit: 2d8 + Charisma modifier thunder damage, and the

target is deafened until the end of your next turn.

Level 9 Daily Spells

Adamantine Echo

Sorcerer Attack 9

You unleash a thunderous roar to batter your enemies, and

scales like those of an adamantine dragon cover your skin.

Daily Arcane, Implement, Thunder Standard Action Close blast 3

Target: Each creature in blast Attack: Charisma vs. Fortitude

Hit: 2d6 + Charisma modifier thunder damage, and

ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends).

Effect: You gain a +2 power bonus to AC until the end of

the encounter.

Dragon Magic: The power bonus to AC equals your Strength modifier.

Contagious Curse

Sorcerer Attack 9

A cloud of poison gas coils around your foe, warding off help.

Daily Arcane, Implement, Poison

Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 2d10 + Charisma modifier poison damage.

Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.

Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.

Prime the Fire

Sorcerer Attack 9

Flames wash over your foe and then subside, but they flare to

life again if the enemy acts in hostility.

Daily Arcane, Fire, Implement

Standard Action Area burst 1 within 10 squares Target: Each creature in burst

Attack: Charisma vs. Fortitude

Hit: 2d8 + Charisma modifier fire damage.

Effect: If the target attacks before the start of your next turn, the target takes 2d8 fire damage.

Staggering Blast

Sorcerer Attack 9

Your mental assault leaves your foe reeling. With a thought,

you can force the foe to the ground if it tries to move.

Daily Arcane, Implement, Psychic

Standard Action Ranged 10

Target: One creature Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier psychic damage. If the target moves before the end of your next turn, you can knock

the target prone during that movement as an immediate interrupt.

Miss: Half damage, and you knock the target prone.

C H A P T E R 2 | C h a r a c t e r C l a s s e s

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