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Players Handbook 2.pdf
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INVOKER

FR ANZ VOHWINKEL

Wall of Light

Invoker Utility 2

You transform divine energy into the form of a long, glowing

wall.

Daily Conjuration, Divine

Minor Action Area wall 5 within 10 squares Effect: You conjure a wall of divine energy. The wall is 1 square high, and it lasts until the end of your next turn. While within the wall, any ally gains a +1 power bonus

to AC, and each ally who starts his or her turn in the wall gains 5 temporary hit points.

Sustain Minor: The wall persists.

Level 3 Encounter Prayers

Chains of Carceri

Invoker Attack 3

You invoke the power of the prison of Carceri, causing red chains to appear around your enemies to hinder their movement.

Encounter Divine, Implement

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

Attack: Wisdom vs. Reflex

Hit: 2d8 + Wisdom modifier damage, and the target is

slowed until the end of your next turn.

Glyph of Imprisonment

Invoker Attack 3

A divine glyph of censure forms around your foes, searing them and glowing with radiant power. If they move from their positions, the glyph flares with searing light.

Encounter Divine, Implement, Radiant

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

Attack: Wisdom vs. Will

Hit: 1d8 + Wisdom modifier radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage.

Offering of Justice

Invoker Attack 3

You call out to the gods, demanding retribution against a foe who dares to strike at you or your allies and mercy for a foe who refrains from attacking.

Encounter Divine, Implement, Radiant Standard Action Ranged 10

Target: One creature

Effect: If the target attacks you or your allies before the end of its next turn, the target takes 2d10 + your

Wisdom modifier radiant damage at the end of that turn.

If the target doesn’t attack you or your allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.

Sun Hammer

Invoker Attack 3

Forged from the light of the Bright City of Hestavar, the sun hammer glows brighter the more your allies suffer. You invoke the hammer to call down a radiant burst upon your foes.

Encounter Divine, Implement, Radiant

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

Attack: Wisdom vs. Fortitude

Hit: 1d10 + Wisdom modifier radiant damage. If any bloodied allies are in the burst, the attack deals 2 extra radiant damage.

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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