Dragon Magazine - 401
Dragon Magazine - 401
Dragon Magazine - 401
82 Dragonmirth
By Various Artists
Laughter returns to the pages of Dragon maga-
zine. Get your “funny fix” here.
Dragon # 401 | Editorial Archive | 7/1/2011
Digital Publishing
Dragon Editorial
by Steve Winter
When I was a kid in Iowa, we had a rope tied to a tree branch that hung out over the Mississippi River. The tree was atop a low
bluff, so from the rope to the water was about a 10-foot drop (but it felt like 30 feet to my 10-year-old self). You could swing
out over the water and, as long as you held onto the rope, feel perfectly secure. Or you could relax and swim in the cool,
refreshing embrace of the river.
Between those two states, however, was the moment when you were plunging toward the water at ever-increasing speed,
flailing your arms and legs and probably screaming your lungs out. That brief interlude was far more thrilling, and more
frightening, than the stable conditions that sandwiched it.
Publishing was a stable business for centuries. Then along came the digital revolution, and traditional publishing found itself
swinging out over the river. Major booksellers are going out of business. Newspaper and magazine publishers are shutting their
doors. Everyone is trying to figure out how to convert a traditional publishing business to the web without going broke in the
process, and plenty of publishers are going broke in the process. Even those that launched in this brave new age as pure web
endeavors are stalling almost as fast they took off.
J u l y 2 011 | D R AG O N 4 01
3
Every publisher is faced with the decision of when to let go of that rope. Simply hanging on is becoming less of an option all
the time. It’s not always apparent whether the water is warm or cold, deep or shallow, but it’s pretty clear that it’s moving
swiftly.
The transition from letters and pictures on paper to strings of 1s and 0s in the cloud calls for reexamining a lot of ingrained
“truths” about publishing. The one that most closely affects us is this question: what does it mean to “publish a magazine” in
digital form?
Much of what people visualize when they think of a magazine has little to do with content but a lot to do with the fact that until
the digital age, magazines were always printed on paper. The image of a magazine as an object that lands in your mailbox or
newsstand once a month lingers even after paper is removed from the equation.
The screen is not just a sheet of paper in different form. Its possibilities and limitations are wholly its own. Digital delivery is
such a game-changer that even the word “magazine” is called into question. Some of you may have noticed that we seldom
refer anymore to “Dragon and Dungeon magazines.” Instead, we refer to “Dragon and Dungeon online.” It’s emblematic of the
situation in electronic publishing that no new word has arisen to replace magazine, even though one is clearly needed. (Simply
tacking an “e” onto the beginning of a word is becoming tiresome. We should be able to do better than that.)
We’re committed to digital publishing for Dragon and Dungeon online. This medium offers many possibilities that we’ve yet to
explore and raises questions that we’ve yet to answer. Is a web-based periodical that publishes stand-alone, unbundled articles
still a magazine? If so, it’s a different model for the 21st century. If not, then what is it? Regardless of your answer, it’s here to
stay . . . until the next new form comes along.
We’d like to hear your views on the advantages, disadvantages, and unexplored possibilities of digital publishing, especially
regarding Dragon and Dungeon online. Use the comments field below, or drop into the forum and share your thoughts.
J u l y 2 011 | D R AG O N 4 01
4
Surely
You Joust!
By Alana Joli Abbott
Illustration by Jason Juta
J u l y 2 011 | D R AG O N 4 01
5
Surely You Joust!
though he knew her intentions, smiled A gathering of so many warriors has great potential
for intrigue, as courtiers might persuade champions
confidently just before lowering the visor to overthrow a tyrant—or a benevolent monarch. Or
of his helmet. Despite the rules of the For the DM:
a knight of the old guard simply might not like the
tournament, she suspected that if he adventurers moving into his or her territory, thus Jousting skill
won, she’d be dead. taking every opportunity to show that they are out Challenge
of their element and should crawl back into the dun- If you want to introduce the idea of a joust into
The flag dropped and Adriana geons where they belong. your game, but your players are not interested in
charged, her mare’s hooves pounding the That potential for intrigue also opens up multiple taking on additional feats or tailoring their char-
ground toward the center of the pitch. reasons why the heroes would be attending a festival acters for chivalric competitions, you can create a
in the first place. It isn’t just the monetary prize that tournament as a long skill challenge.
Streynar’s mount clawed the ground, leads people to compete in jousts and other chival- Make most of the challenge a part of the prepa-
leaping into action. Their lances paral- ric events. Though tournaments are a great place to ration stage. Use primary skills such as Intimidate,
leled, and her heartbeat slowed. The make—or lose—a fortune and a reputation, they are which adventurers use to shake the confidence of
also a handy place for adventurers to find future
moment of truth was here. employers. What better way to impress a lord who
other competitors; Nature, which allows adventur-
ers to choose or prepare a mount; and Perception,
might later need someone to solve a persistent goblin which helps identify a treacherous area on the
If the dungeon crawl represents the staple of adven- incursion than showing prowess in battle against jousting pitch or a flaw in a foe’s armor. These
turing, it is also the dark, dank, smelly side of the skilled warriors? In addition to using a tournament skills could open additional uses of Athletics, Heal,
profession. Hours spent away from daylight, days and to advertise their services, adventurers can find such Insight, or Streetwise.
nights that are interchangeable, dull meals of hard- an event to be an excellent opportunity to track down The joust itself becomes the final stage of the
tack and dried meat—a dungeon crawl might be the minstrels, merchants, informants, and entertainers skill challenge. Each prior success adds a +2 bonus
most lucrative of an adventurer’s missions, but it can who might know a thing or two about whatever mis- to one final Athletics roll. The DC should be hard
also be the pits. Literally. sions the adventurers are trying to solve. for the characters’ level, particularly given the
If you are an adventurer who prefers sunlight to A tournament is also a great place to go shopping. number of bonuses that can be earned in the prep-
gloom, who favors chivalry and camaraderie over As competitors and delegations from many lands aration stage. Simulating a joust in this context
mingling with monsters, a joust might be just what gather to make their names, merchants from those allows any groups to give themselves something
you need to eliminate the dungeon doldrums. Surely, lands also flock to the crowd. Looking for a hard- important to do at a tournament—and gives them
among other noble-minded individuals who take to-find ritual or discounted magic items? Someone the possibility of earning an otherwise unlikely
their honor and valor seriously, adventurers have is sure to be selling them. An adventurer hoping to victory.
little to worry about aside from winning glory and unload a tricky artifact picked up on a previous mis-
prizes, right? sion might find someone to take that dangerous item
Not necessarily. off his or her hands and earn a profit.
The dangers in a dungeon are often straight-
forward: monsters, traps, and hazards that need to
be overcome. At a jousting tournament, the dan-
gers are more subtle. A count might be plotting to
undermine the king’s champion by crippling the
champion’s horse. Spies from an enemy nation might
be planning to ruin the festival as an act of terrorism.
J u l y 2 011 | D R AG O N 4 01
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Surely You Joust!
Setting the S cene Between the tent city and the main gate of the
noble’s keep is the banquet table—actually several
Although a major metropolis might host a tour- tables lined end to end. Placed close to the keep to
For the DM:
nament as a civic event, most tournaments are make it easier for the servants to bring food back
conducted under the direction of a lord or a lady, who and forth, it is heavily laden with food. Meals include a Challenge
is responsible for the care and feeding of guests— delicacies such as oxen, birds stuffed inside each oF etiquette
not only the competitors but the spectators as well. other (from swans to swallows), stags from the noble’s If you’re integrating a bit of intrigue into your
Nobles and adventurers, merchants and peasants forest, meat and sweet pies, and a multitude of sweets. game, a tournament can be the perfect place to
are all considered a part of the tournament, and the A high table is set aside for the noble, the noble’s do it—and the banquet portion of the event can be
banquets held every night of the competition can be family, and the most important guests, usually includ- turned into a skill challenge for uncovering secrets,
extremely expensive affairs. Only rich nobles host ing religious leaders, winners in the competition, and winning allies, and gaining clues. It can also be an
tournaments, and they use the events as a way to any guests who would be insulted if they were seated excellent way to introduce threats that impact the
show off their wealth and generosity. A host might with the peasantry. adventurers at a later time: if they fail, they may
be required to feed up to six thousand guests for Though the food is free, conducting oneself prop- have offended some important characters who can
the duration of a tournament, making the event erly at dinner can be as much of a challenge as the cause trouble for them later.
effectively a temporary city. The most important com- tournament competition, especially if an adventurer This is a great chance for social characters to
petitors and guests (or those most likely to betray the is seated at the high table. A competitor’s manners shine and sneaky ones to sit back and observe, or
lord or the lady, given the opportunity) might find should be impeccable, and his or her conversa- search through the tent city or the noble’s keep
themselves housed in the keep along with the noble’s tion should be intriguing. Sometimes, competitors while the normal residents are occupied.
family. are expected to show off their more refined skills If you’re using the entire tournament as a skill
However, the best gossip and rumors—and deals by performing a song or a poem. Fortunately for challenge, adventurers could gain successes during
on items—happen where the common folk are. The many warriors who don’t have great social skills, the banquet with skills such as Diplomacy, History,
tent city that springs up around the jousting pitch it’s acceptable to show one’s wealth instead by and Streetwise.
is a place of cheer and color, and the atmosphere hiring professional entertainers. After dinner come
tends to be welcoming. Given the necessary diver- games, such as backgammon and chess, and danc-
sity of this type of festival, even races that typically ing. Though most of these games are reserved for
are shunned might find themselves side by side the upper classes, occasionally merchants and peas-
with races that usually show them disdain. Peace ants are allowed to participate, breaking down the
outside the competition is a necessity; a brawl could barriers between ranks for the short duration of the
disrupt the tournament and bring dishonor to the festival.
noble hosting the event. People participating in this
kind of unsavory activity could easily find them-
selves spending the rest of the tournament in the
dungeons—or worse.
J u l y 2 011 | D R AG O N 4 01
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Surely You Joust!
t he A rt of t ilting not only losing face but also losing whatever you’ve
wagered in the competition.
new Feat
Combat jousting, commonly called tilting or the tilt, The goal of a joust is to knock your opponent off
is typically the main event at a tournament. Entering Jousting Charge
his or her horse while wielding a lance (longspear).
the tilt requires the knight or adventurer to put up On the pitch, combat happens quickly. The action Prerequisite: Mounted Combat feat
stakes in advance. Typically, a knight puts up a sword, unfolds like this: Benefit: If you hit a target with a charge attack
armor, a shield, a mount, or all of these. Such posses- 1. Opponents make simultaneous attacks with while you are mounted, you can push the target 1
sions typically represent the majority of the wealth their spears. Unless the character has an applicable square and then shift 1 square into the square the
owned by competitors. Those who can afford to do power, this is a melee basic attack, Strength vs. target vacated.
so might put up cold cash, but risking something so AC, with a longspear (+2 proficiency bonus, 1d10
impersonal is seen as less chivalrous than putting up damage). Roll damage as normal. s
an item that has personal meaning. 2. If a contestant hits with the first attack, he or
In the tent city, competitors in the tilt leaves their Aside from the main event, a tournament is the site of
she rolls a second attack, Strength vs. Fortitude, to try
shields outside the openings of their tents, each one in many other sporting competitions. Two of these, ring
to unhorse the opponent.
the charge of a page or a squire. (These aides could be jousting and dummy jousting, also require the use of
3. If the second attack is successful, the target
other members of the party or hirelings acquired for a lance or a tilting lance.
makes a saving throw to remain mounted. On a fail-
this purpose.) The page or squire makes note of any In a ring jousting match, several rings are sus-
ure, he or she falls off the mount.
competitors or their hirelings who come by and tap pended from different poles along a course; the
the shield with a sword. This gesture is a challenge to competitor spears as many rings as possible along
If neither rider is unhorsed, the joust continues with
compete; failing to meet that challenge could mean the course in the fastest time. Usually the rings are of
another simultaneous attack (step 1). If both riders
increasingly smaller size, to make the last ones more
are unhorsed at the same time, either the joust is
difficult to spear than the first ones.
considered a draw or the contest continues as though
Dummy jousting also tests speed and accuracy.
neither one had been unhorsed.
Rather than meeting a live opponent on the jousting
heaD shots A joust is over when one and only one competi-
pitch, the competitor faces off against a dummy that
Most jousting competitors aim for their opponents’ tor is unhorsed at the end of step 3, or when either
has a target on one arm and a counterweight on the
torsos, but one school of training recommends contestant drops to 0 hit points or fewer. A joust that’s
other. When the lance strikes the target, the dummy
aiming for the head. This is a riskier tactic, since part of a tournament is never meant to be a fight to
swings around; if the competitor isn’t quick enough,
hitting the head is a more difficult shot. The payoff, the death.
he or she is struck on the back of the head by the
however, is high: You receive twice the amount of Some jousters prefer to use a tilting lance, which
counterweight.
treasure (or number of points, if the tournament is a brittle spear that breaks spectacularly on a solid
Both of these competitions can be run as indi-
is point-based) if you win a joust with a head shot impact. A tilting lance shatters on an unmodified
vidual skill challenges, in which each ring has its own
rather than a normal knockdown. attack roll of 15–20 that results in a hit. A character
DC or each joust against the dummy counts as a use
In a joust, the opponent’s head has a +5 bonus who shatters one or more tilting lances during a joust
of a skill. Acrobatics and Nature, representing your
to AC. A successful head shot gives the target gains a +2 bonus to Diplomacy checks or Intimidate
agility and your ability to communicate your desires
a –2 penalty to the saving throw to avoid being checks against those who witness the shattering. The
to your horse, are the primary skills involved. The
unhorsed. bonus lasts until the end of the encounter.
lance’s proficiency bonus (+2 in the case of the long-
spear) should be added to any Acrobatics checks in
this competition. Alternatively, one of these events
J u l y 2 011 | D R AG O N 4 01
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Surely You Joust!
because spectators enjoy watching the fireworks A nonmonetary reward might be more ephemeral,
but don’t want to catch any sparks! Dueling can be but more worthwhile. Perhaps the prize is a kiss from
run as an individual combat, ending at first blood or a fair youth of high rank. If the noble youth is a spy for
Chivalry or Cheating?
unconsciousness, or as part of a larger skill challenge, an agency you need to make contact with, earning his
What some competitors might consider practi- using Athletics to represent brawling or wrestling, or or her favor might be the only way to pass on secret
cal preparations, others see as cheating. Rituals Arcana to represent a challenge of magical power. information—or learn of your next mission. The prize
such as Fortify Beast, Bolster Object, Uncanny could be a boon from the lord or the lady who hosts
Strength, and Song of Sustenance, or items such
as the unbroken lance, are certain to improve your target shooting the tournament: by virtue of your accomplishments,
you are granted a story reward that opens doors for
odds, especially if no one else is using magic. But Archery competitions are another tournament staple. you on future quests. Tournament winners without
then, if no one else is using magic, this advantage Target shooting begins at a range of 6 squares; each land of their own might suddenly find themselves
might be considered unfair enough that the host target has three concentric rings that determine the with estates and titles, so long as they swear fealty to
finds your winning dishonorable—and deserving of number of points awarded on a hit. On each suc- the lords who granted them.
some time in the stocks. cessful hit, the target is moved back an additional 3 But the best prize might be the songs that min-
squares. This competition can be part of a skill chal- strels sing in your honor—and the knowledge that at
lenge, using Acrobatics to hit the target, or it can be the next festival, it’s rumors about you that will spread
its own event, where the targets have three ACs to like wildfire along the banquet table.
can be represented by a single skill check in a much represent the different rings. At the closest range, the
larger skill challenge. outer circle has AC 10, the middle ring AC 15, and About the Author
These competitions could also be run as combat the bull’s-eye AC 20. These ACs increase by 2 for Alana Joli Abbott has written several adventure scenarios
encounters. The rings might start out as AC 17, with every 3 squares the target is moved back. for RPGA campaigns from Living Kingdoms of Kalamar to
the AC increasing for each progressively smaller- Xen’drik Expeditions and Living Forgotten Realms. She
diameter ring. The dummy might be easy to hit (AC ss is a contributor to the award-winning Serenity Adventures,
as well as a writer of fiction, comics, and history articles.
10), but it attacks (+10 vs. Reflex) as an immedi-
The most prevalent rewards for success in a When not rewriting Greek or Norse mythology in her home
ate reaction. If the dummy’s opponent is hit, he or games, she blogs about writing and mythology on her home
she must succeed on a saving throw to avoid being tournament are the stakes put up by the other com-
page at www.VirgilandBeatrice.com.
unseated (and embarrassed) before the crowd. petitors—which could be magic weapons or exotic
mounts, but often end up being mundane equipment.
Beyond that, a generous host is likely to put up a sepa-
Dueling and Jousting rate prize for the winner of the tournament. Some
Dueling is a common addition to a jousting tourna- tournaments allow teams to compete, rewarding
ment, either as a separate event or as a part of the tilt. points for every event won. Some award points only
When one competitor is knocked off a horse during to individual competitors, making each entrant show
a tilt, the event might continue as the foes face off on his or her talents in diverse fields. In other cases, the
foot, switching their lances for swords or other pre- noble who’s running the show might feel that all com-
ferred weapons. petitions but the tilt are irrelevant: the tournament
As its own event, a duel might involve basic melee winner is the last jouster standing. Regardless of how
competitions or, in rare cases, a challenge between it’s come by, the purse in these competitions is the
casters, showing off their prowess in combat magic. equivalent of a quarter of the gold that the adventur-
These activities tend to be given plenty of space, ers are expected to receive at their current levels.
J u l y 2 011 | D R AG O N 4 01
9
Step into
the Ring
Sparring, Wrestling, and
Other Physical Contests
By Teos Abadia
Illustration by Sam Wood
J u l y 2 011 | D R AG O N 4 01 10
Step into the Ring
J u l y 2 011 | D R AG O N 4 01 11
Step into the Ring
J u l y 2 011 | D R AG O N 4 01
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Step into the Ring
during a race to help someone in need might later be Participants: The hybrid approach to design- a minor advantage for each successful use of a skill.
granted two successes by the match organizer for that ing a physical contest has the same considerations In hand-to-hand combat a participant might select
display of compassion. in this regard as a straight combat encounter or skill from a menu of skills, gaining a different advantage
challenge. If players can choose between skills and from each.
Hybrid Approach combat or can boost their combat prowess with skills,
they gain greater flexibility. For this reason, the
Events: The hybrid approach lends itself well to
the use of events. Events can be either combat epi-
A combination of skill challenge and combat ele- hybrid approach allows a wider variety of character sodes or skill challenges based on what will introduce
ments can capture both the furious blows in a builds to compete in a challenge. a fun change.
sparring match and the strategic decisions made to Design Elements: The most important consid- Victory Conditions: Victory conditions are
gain defensive or offensive advantages. A gladiatorial eration on a hybrid contest is how to blend the use of driven by the kind of contest you devise. In a skill-
match might require participants to battle as they skills with the activity of combat. The best way to do driven contest, besting a foe in combat might
climb a cliff face. In the style of Robin Hood’s Merry this depends on whether you want the contest to be contribute a success toward the skill challenge. In
Men, bandits in the forest might challenge a player combat-driven or skill-driven (see the sidebar). a combat-driven contest, the successful use of skills
character to duel with staffs while balancing on a log Advantages: Advantages can be especially helps the combatants land their blows or defend
over a river. useful in the hybrid approach. Consider providing against attacks, making success in the overall battle
more likely.
COmbAt-DRiven SkiLL-DRiven
COnteStS COnteStS
In a combat-driven hybrid contest, each participant For a skill-driven hybrid contest, you can follow
can engage in combat normally. In addition, com- the design of a typical skill challenge, breaking the
batants can use skills to gain advantages. challenge into various scenes or stages. In between
If a successful skill check is made as a standard each, allow for one or more combat actions or
action, its benefit should be as significant as the combat rounds. Consider the many adventures of
successful use of a power. This sort of contest can Indiana Jones where he intermittently traverses
work well if participants are not able to use class dangerous terrain and dispatches foes (usually
powers or similar attack powers. A contest might minions).
allow only bull rush actions, grab actions, or the use Combat scenes within a skill-driven contest
of Acrobatics, Athletics, or Intimidate. work best when they are fast and furious. Consider
Allowing the use of a skill as part of a move a scene in which three minions block the path that
action can be an integral part of a contest focused the characters must take. A minion might be pre-
on traversing terrain, such as a chase. Minor actions pared to cut a rope bridge, giving the characters
are best for skills that provide small benefits. In a just one chance to strike first. Or, they might need
duel, a successful Perception check might enable to find a key that is in one of several baskets. The
a character to spot a weak spot in the target’s correct basket also holds a dangerous viper, lead-
defenses. ing to a bit of combat before they can gain the key.
J u l y 2 011 | D R AG O N 4 01
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Step into the Ring
Using sample HybriD provide a +1 bonus to the skill check if the player
provides a vivid description of the tactics his or
FortUne CarDs a pproaCH: her character is using. As a move action, a combat-
ant can shift only a single square or use the escape
Fortune Cards are an excellent addition to a physical ch action. You might allow some racial powers or class
contest. They can represent tactics that the char- powers to be used.
acters use during the match. Consider using these Premise: Each year the king grants an audience
At the end of a round, each of the other charac-
optional rules. and a boon to an individual who can best his cham-
ters can try to inf luence the crowd with Diplomacy,
pion in a wrestling match. The player characters wish
Intimidate, or Streetwise checks. Each successful
an audience to free an ally imprisoned in the king’s
team Deck dungeons.
check shifts the power bonus to attack rolls granted
Players create a single deck together, choosing by the crowd one step in favor of their ally, and each
Location: The match is held in a small ring in the
options based on their assessment of the challenge. failed check shifts the bonus farther in favor of the
castle’s large courtyard. Nobles watch from stands
At the beginning of a round, each player draws a king’s champion, to a maximum of +4 in either
and wager their coin while villagers jostle for position
card from the team deck. Players can trade cards if direction. A character who’s not participating might
and fervently cheer for the king’s champion.
desired. The deck should have twenty or more cards agree on a wager with a noble, using Diplomacy,
Rules: This is an unarmed wrestling match
so that lasts for the entire contest. You can create a History, or Insight. Each successful check trans-
between two contestants. Either one can win by
second deck for the opposing team. lates into a greater reward if the king’s champion is
bloodying the opponent, grabbing the opponent for 3
defeated.
rounds, or forcing him or her out of the ring.
Advantages: Fortune Cards are used with the
match Deck Participants: One player character and one foe.
For a foe we select a brute or a soldier within two
Scenario Deck option. The first time each round
Each participant—including the characters’ a combatant succeeds on a skill check, he or she
levels of the adventurer’s level, possessing defenses,
opponents—selects a deck of ten cards. At the chooses one of the Fortune Cards, gaining sole use
skills, and unarmed attacks appropriate for the chal-
beginning of combat, each individual draws the of the card. A participant can control more than one
lenge. Other player characters do not participate
top three cards and places them on the table face active Fortune Card, but can use no more than one in
directly, but they can influence the outcome (see
up, discarding the rest of the deck. In each round a round.
below).
thereafter, the participant can play a card, turning it Victory Conditions: Victory is achieved when
Design Elements: Using the combat-driven
over after it has been used. one combatant is bloodied, is grabbed for three con-
hybrid approach, here’s how the contest unfolds.
tinuous rounds, or is pushed or otherwise forced out
Before combat, each PC can use History or Street-
Scenario Deck wise to learn one fact about the king’s champion
of the ring by physical means. If the characters win,
they gain an audience with the king, any gold they
The DM selects two to four cards of each category (granting a +1 to initiative for a success).
wagered with the nobles, and a boon. If they fail, the
(attack, defense, and tactics) that are especially useful Opponents face each other in the center of a 20–
king grants them an audience but demands a service
in the match. The cards are placed face up where foot-diameter ring. The crowd’s cheering grants the
in return.
each participant can view them. Each round on his or king’s champion a +2 power bonus to attack rolls.
her turn, a participant selects one of the cards, turn- Combatants roll initiative. Each round, the par-
ing it over after it has been used. ticipants can use an unarmed attack, a grab, or a
bull rush action. While a creature is grabbed, it can
be moved only 1 square per round. Additionally,
as a minor action, a combatant can make a Bluff,
Insight, Intimidate, or Perception check against
a moderate DC to gain an advantage. You might
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Step into the Ring
J u l y 2 011 | D R AG O N 4 01
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Character Theme:
Fatedancer
By Quinn Murphy
Illustration by Slawomir Maniak
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
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Character Theme: Fatedancer
J u l y 2 011 | D R AG O N 4 01
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Character Theme: Fatedancer
lives with equal parts daring, skill, and luck, but You learn to see and hear what the universe is telling Flowing Fortune Fatedancer Utility 6
many take to heart the idea that it is better to be lucky you and are rarely caught off guard, easily outmaneu- You read the flow of fate, creating a decisive advantage for
than skilled. vering those who are deaf to fate. your allies.
Benefit: You gain a +4 power bonus to passive Daily
Creating a Fatedancer Perception checks to determine if you are surprised. Minor Action Close burst 5
Requirement: You must discard a Fortune Card.
A fatedancer’s relationship with Fortune Cards is dif- Level 10 Feature Target: Each ally in the burst
ferent from that of other characters. By choosing this Effect: If the card you discarded was an Attack card,
You have an uncanny ability to be right where you
theme, your character has a greater choice of cards to each target gains a +4 power bonus to the next dam-
need to be, when you need to be there. Others believe age roll he or she makes before the end of your next
play, as well as abilities that augment and encourage
you to be extremely lucky, but you do not trust to turn. If it was a Tactics card, you slide each target up to
their use. Other characters’ Fortune Card decks vary
luck—only destiny. 2 squares. If it was a Defense card, each target gains a
thematically, but a fatedancer can build a deck with a
Benefit: Once per encounter, you can discard two +2 power bonus to all defenses until the end of your
wide variety of cards. Their effects are thus more situa- next turn.
Fortune Cards at the start of your turn to search your
tional, but your increased hand size and card-drawing
deck for any one card. Put that card into your hand,
abilities let you be better prepared for any situation. Level 10 Utility Power
then shuffle your deck.
Fatedancers favor no alignment, since a rigid
In desperate times, other adventurers pray to gods or
attitude toward life obstructs their adventures and
travels. Rare are good-aligned fatedancers, but rarer Optional Powers seek arcane aid. You trust to fate, assured that it will
protect and guide you through difficult times.
still are those who are evil. Such agents of chaos follow Following fortune’s path makes you more agile and
fortune along its dark edges, to the peril of all nearby. responsive to change. Desperate Chance Fatedancer Utility 10
Fortune smiles broadly on you in troubled times.
Starting Feature Daily
Though fatedancers vary widely in their choices and Minor Action Personal
beliefs, after making the decision to connect with Requirement: You must have expended all your
and embrace fate, all come to perceive the branches encounter attack powers.
Effect: Draw three cards from your Fortune Card deck.
of fortune’s road before them. At any moment, many
Fatedancer Utility 2 Until the end of the encounter, you can have up to
possible actions exist, each with its own outcome. As three Fortune Cards in your hand. You can still play only
a fatedancer, you find the best path to follow. You seize one opportunity, then another.
one in a round, but you can draw a card at the start of
Benefit: You can have up to two Fortune Cards Encounter your turn if your hand contains fewer than three cards.
in your hand. You can still play only one in a round, Minor Action Personal
Requirement: You must have fewer than two Fortune
but you can draw a card at the start of your turn if you About the Author
Cards in your hand.
have fewer than two cards in your hand. Effect: Draw two cards from your Fortune Card deck.
Quinn “gamefiend” Murphy has been writing about 4th
Edition Dungeons & Dragons since shortly after its release.
Put one of those cards into your hand, and discard the
He has been published in Kobold Quarterly and the Wizards
Additional Features other.
Community Blog, as well as his own website, http://at-will.
omnivangelist.net/. He is also active on Twitter (@gamefiend).
Level 6 Utility Power
Level 5 Feature
You grow more accustomed to taking advantage of
After walking fate’s path for some time, you learn the
fortune. For a brief moment, you can immerse your
language of fate. It speaks of destiny and truth, choos-
allies in the stream of opportunity.
ing your own fortune through bold and clever action.
J u l y 2 011 | D R AG O N 4 01
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Class Acts: Assassin
Black Flame Zealot
By Chad Brown
Illustration by Peter Tikos
“Again.”
The instructor’s voice was f lat and familiar, and it came
T he Order Of The
from the darkness near the corner of the chamber. Sicari Black flame
detected a hint of frustration underlying it. Clapping his
hands to his sides in a wordless bow, Sicari dropped the At some point on the precarious path to shadow
practice blade of weighted bone neatly into his scabbard, power, each assassin gives over a portion of his or her
which was hidden in the folds of his light cloak. Across the soul to the Shadowfell. Assassins continue this prac-
room, his target was wrapped in a heavy cloak over loose tice as they grow in power and experience, binding
robes, with a cloth mask covering his face. themselves more closely to the dark reflection of their
The room was intentionally dark, with a pair of gutter- own sacrificed souls. Many, having started down
ing torches providing uneven light. Sicari sought to absorb this path, find it difficult to retrace their steps; some
the details—not searching, not looking, but becoming aware. of those do not try. After being bound to shadow,
Although he was careful to keep the effort from his face clever assassins learn to infuse their enemies, their
and his posture, Sicari began focusing his ire on the target, weapons, and themselves with the aspects of shadow
feeding the shadow in his own heart. He felt the shadow best suited to their task: the task of killing. Few trust
react and started to use the power it produced. In his mind, known assassins, so many assassins train and study
shrouds of shadow began to coalesce around the target, in secret, honing their abilities through techniques
when suddenly the masked figure turned, drawing a long, developed and passed on by guilds.
curved blade with both hands. Sicari stepped back, his con- Many assassins strive to become cold, relentless
centration slipping, and paused. As he reached for his own envoys of death, while others are anything but dispas-
blade, the figure before him erupted in dark f lames. sionate in combat. The Order of the Black Flame was
“Too slow, too late, too little. You must strike while the a group of like-minded assassins and their allies who
fire is hot. The time for preparation has gone. The moment dedicated themselves to exploring the idea that fury
is here, now. Summon your will, and strike—or fail.” and hatred are powerful tools in the right hands.
Over the years since its inception, the Order of the
Black Flame explored the connections between the
assassin and his or her sacrifice to shadow, creating
many techniques based on feeding and empower-
ing this dark reflection. These explorations led to the
first Black Flame Zealot, an assassin of the order who
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
19
Class Acts: Assassin Black Flame Zealot
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20
Class Acts: Assassin Black Flame Zealot
Most elves find the path of the assassin unpalat- Black Flame Form Assassin Utility Devastating shroud
able, but a few take satisfaction from the expression The shadows nearby deepen as dark flames erupt from your Your lethal shadow attacks leave your foe’s weak-
of chaos and control inherent to the teachings of the body, enveloping and protecting you. nesses still exposed to your keen assassin’s eye.
Black Flame Zealot. This satisfaction is especially true Encounter F Fire, Necrotic, Shadow Prerequisite: Assassin, assassin’s shroud power
of elves from gloaming hearts, where forest groves Minor Action Personal Benefit: When you score a critical hit with a
shrouded in shadow touch the Shadowfell. Dusk elves, Effect: You assume a dark, fiery form that lasts until you shadow attack power, any shrouds you invoked on the
rejected by Corellon and filled with zealous hatred for make an attack roll or until the end of your next turn.
target are not removed.
Lolth and the drow, also make worthy assassins. While in this form, you gain resist 5 to all damage, and
any creature that hits you with a melee attack takes 5
Many half-orcs who enjoy trickery and deception Inexorable shroud
fire and necrotic damage. When you assume this form,
are drawn to the path of the assassin, but some find you can use your assassin’s shroud power once as part As the final blow is delivered, your exultation in the
their raw fury unsatisfied by the subtlety of shade of the same action. This use of assassin’s shroud does death of your chosen foe feeds the shadows surround-
form. These half-orcs might find the technique of the not count against the limit on the number of times per ing your next victim.
Black Flame Zealot more to their liking. round you can use that power.
Prerequisite: Assassin, assassin’s shroud power
Level 11: The resistance and damage increase to 10.
Benefit: If an enemy is reduced to 0 hit points
T echniques Of Level 21: The resistance and damage increase to 15.
Sustain Minor: The form persists until the end of your while it is subject to two or more of your shrouds,
The Black flame next turn. you can move up to two shrouds to a different enemy
within 5 squares of you.
ZealOTs Assassin Feats lethal shroud
Many assassins merge their physical form with the This section includes new feats for the assassin that Your intense emotional focus has empowered you to
stuff of shadow, and those who survive learn to help support the class’s thematic ties to the Black take greater advantage of your assassin’s shrouds.
manipulate and control the process, resulting in shade Flame Zealot. However, any assassin might find these Prerequisite: Assassin, assassin’s shroud power
form. The teachings of the Black Flame Zealot take a feats useful. Benefit: The damage dealt per shroud when you
different approach: Rather than seeking to restrain invoke your shrouds increases from 1d6 to 1d8. This
the infusion of shadow, they instead feed it raw fury Cruel shroud damage increases to 1d8 + 5 at 11th level and 1d8 +
and hatred, stoking it as they would a bonfire. These Your assassin’s shroud power reveals more to your keen 10 at 21st level.
assassins eschew the subtlety of shade form, favoring eyes, allowing you to find weaknesses others might
the destructive potential of black flame form instead. overlook. shadow Reservoir
Prerequisite: Assassin, assassin’s shroud power You tap into the shard of shadow lodged in your soul,
Benefit: You have combat advantage against tar-
Alternative Class Feature gets subject to your assassin’s shroud power.
channeling energy through your ki focus to empower
You can gain the black flame form power instead of your attacks.
the shade form power. This new power emphasizes Prerequisite: Assassin
damage dealing, whereas shade form (and the feats Benefit: You gain a +2 feat bonus to damage rolls
and features related to it) emphasizes damage mitiga- with shadow attacks made through a ki focus. The
tion and stealthiness. bonus increases to +3 at 11th level and +4 at 21st
level.
J u l y 2 011 | D R AG O N 4 01
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Class Acts: Assassin Black Flame Zealot
r elics Of The Order embers of Black Flame Embers of Black Flame Level 10+ Rare
This clattering assortment of charcoal beads and fire-black-
Of The Black flame
The first strand of bone and charcoal embers of black
ened finger bones is strung together into a strand with sinew.
f lame was created by a zealot of Kossuth named Ibn
Idrahim Khayal, with the assistance of a necroman- Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Techniques and practices were not the only thing to Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
have escaped the secrecy of the Order of the Black cer whose name was purged from all records. When
Lvl 20 +4 125,000 gp
Flame. The liberated lore also included descriptions using the embers of black flame, Khayal found that even Implement (Ki Focus)
of magic equipment specially created for members of the protections of the zulkirs of Thay could not stop Enhancement Bonus: Attack rolls and damage rolls
the order. Kossuth’s wrath. In battle, Khayal’s blade “set afire Critical: +1d10 fire and necrotic damage per plus
the very air.” Khayal left behind no known records Property: Fire damage dealt by attacks using this ki focus
concerning the embers, but the rare witness’s descrip- is also necrotic damage, and necrotic damage dealt by
Bracers of Assassination tion suggests that attacks enhanced by the embers attacks using this ki focus is also fire damage.
Originally used by members of the order, a couple of Power (Encounter F Fire, Necrotic): No Action. Trigger:
create a lingering trail of dark flame.
You hit with a shadow attack power using this ki
sets of bracers of assassination have made their way The writings of one of his apprentices tell of how focus. Target: The creature you hit. Effect: The target
to the marketplace recently. What happened to their Khayal intended to take the secret of the creation of takes ongoing 5 fire and necrotic damage and cannot
original owners? None know, but those interested in the embers to his death, but such things are tempo- regain hit points (save ends both).
the techniques of the Black Flame Zealots might kill rary obstacles in Thay, and the knowledge found its Level 15 or 20: Ongoing 10 fire and necrotic damage.
for these items. way back into the world. Recently, the Fire Knives Level 25 or 30: Ongoing 15 fire and necrotic damage.
hunted such knowledge, using bribes, threats,
Bracers of Assassination Level 16+ Uncommon and force. About the Author
These dark bronze bracers are covered in a mosaic of red and Those using embers of black flame for the first Chad Brown has been gaming his whole life. He has worked
black stones, depicting a flaming dagger. with the RPGA and is ecstatic to be writing for Dragon
time often have visions and dreams of the victims
magazine.
Lvl 16 45,000 gp Lvl 26 1,125,000 gp of previous possessors. In some cases, these inspire
Item Slot: Arms an obsessive fixation on escaped targets of the
Property: When you use an assassin attack power or an former wielder.
assassin paragon path attack power against a target
subject to at least three shrouds from your assassin’s
shroud power, you can score a critical hit on a roll of
19–20.
Level 26: You can score a critical hit on a roll of 18–20.
J u l y 2 011 | D R AG O N 4 01
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Channel Divinity:
Melora
By Tracy Hurley
Illustrations by Kate Laird and Lee Moyer
The mention of Melora strikes fear in the heart of the Her home was the wilderness, and the sea was her
average city dweller. As the god of the wilderness and playground. Her friends were the primal spirits, who
the sea, she represents the unfettered savagery of a called her Great Mother. Cut off from the world the
natural world that does not care what titles its visi- she loved, she withdrew completely for generations,
tors hold or how much gold is in their treasuries. But her whispers silenced. She passed the time hunting
those who fear her don’t truly know her. They forget alone in the Hunting Lands of Arvandor. If it weren’t
that her faithful spend years in the wilderness, hunt- for the sacred task of hunting the abominations that
ing creatures that threaten both the natural order and escaped from Carceri, she might have died from
the civilized world. An urban resident knows only heartbreak.
that Melora seems cold and distant, uncaring of the During this time, few continued to worship her
needs of cities and those who live in them. other than sailors, fishermen, and elves. Melora rees-
It wasn’t always this way. At one time, Melora was tablished contact with the primal spirits when they
considered almost a sister of Erathis. The two dei- renewed her interest in the race that she and Seha-
ties worked together to improve the mortal world in nine created together—the halflings, in whom she
all of its aspects. Melora and her hunters protected found a bit of joy. Although Melora still cannot act
the cities as well as the wilderness from aberrants directly in the world, her followers have noticed her
and from deities that craved destruction, such as Erathis’s followers continued to proselytize inside change of heart and begun to embrace her anew.
Baphomet, Gruumsh, and Yeenoghu. Partly as a the city, agents of Baphomet worked in secret to
result of this protection, the cities prospered, and
their citizens developed skills, knowledge, and an
undermine them. When the minotaurs broke from
Erathis’s fold and Ruul was overrun by the Horned
M elora’s FaithFul
outlet for their creative urges. King, Melora and Kord combined their power to The followers of Melora come from many walks of
The turning point in their relationship came reduce Ruul to ruins. The discord that arose between life, worshiping both her and the primal spirits, and
when, after the Dawn War, Erathis assumed domin- Melora and Erathis because of these events extended frequently adopting the spirits’ custom of calling
ion over the minotaurs now that their god Baphomet to their followers, who began to view one another as her the Great Mother. Methods and symbols associ-
had been cast into the Abyss (see “Minotaur Origin” adversaries. ated with her worship vary depending on locale and
in “Playing Minotaurs,” Dragon 369.) With her guid- The banishment of the gods from the world after which aspect of her personality a group of followers
ance, the minotaurs established the great city of Ruul, the Dawn War had a severe effect on Melora. More chooses to emphasize.
which became a model of civilization. But even as than any other god, she was of the natural world.
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
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Channel Divinity: Melora
In Coastal Areas the ocean breeze whispering to you. Now you spend
your days on the open water and in a myriad of ports,
Prerequisite: Channel Divinity class feature,
must worship Melora
Most of Melora’s faithful live in and travel between
helping others deal with the loneliness and dangers of Benefit: You gain the nowhere to hide power.
the fishing villages, towns, and cities that dot the sea-
life at sea.
coast. Her priests help the inhabitants of this territory
Associated Skills: Endurance, Religion Feat Utility
understand how to live in harmony with the ocean.
Associated Quests: Tend to the lost and set them As the sound of your prayer spreads around you, your foes
The coast is one of the few places where her clerics, as
on the path of nature’s harmony; build lighthouses are revealed.
members of the Order of the Sacred Tide, construct
to warn sailors of perils; investigate mass beachings Encounter F Channel Divinity, Divine
permanent temples dedicated to Melora. Members
of dolphins and whales to ensure nothing sinister is Minor Action Close burst 5
of the order wear light blue cloaks edged with white Target: Each hidden or invisible enemy in the burst
behind them.
lamb’s wool, bringing to mind the foam at the crest of whose Will is equal to or lower than 12 + your level
a wave. These priests prefer holy symbols carved from Effect: Each target becomes visible to you, and grants
whalebone, coral, and driftwood—objects that are In the Wilderness combat advantage to you until the end of your next
considered gifts from Melora. Whereas Melora’s faithful near the sea are organized, turn.
The priests of the Sacred Tide have a variety of those in the wilderness collect in groups of no larger Special: You can use only one channel divinity power per
encounter.
duties. They pray for Melora to bring the annual than a dozen members. Part of the reason for this
runs of rockfish and blueback and to keep away the small group size is practical, because small villages
blood tides that sicken the population. Before boats on the edge of the wilderness are spread out, and
Background: Tree Talker
and ships leave the safety of the harbor, captains ask traveling between them is difficult. These followers Your parents swear you could climb trees before you
the priests to pray for Melora’s protection and make live in small cabins and survive off the land. They learned how to walk. You spent your childhood high
offerings of carved bones and shells. They ask for plant gardens of berries, vegetables and legumes if in the branches, and for as long as you can remem-
her protection against sea invaders, praying that her the climate allows, and they practice rituals, potion ber, the trees whispered to you whenever the breeze
waves might take any boat that means them harm. brewing, and the healing arts. They might spend moved through their leaves. Sometimes they would
In addition to these duties, the Order of the Sacred years in close contact with the primal spirits, learning warn you of looming danger—a poisonous snake or
Tide is instrumental to each locale’s defenses and the name of every tree, bird, and insect. They might a mountain cat. At other times, they shared secrets
politics. When disagreements break out over fishing keep birds as messengers to warn the other faithful with you, such as who met secretly beneath the
grounds, especially between those who dwell on land when danger arises. Or they might study and train to poplar the previous night.
and those that swim beneath the waves, Sacred Tide become Oak Shields (see below), which they consider Associated Skills: Athletics, Streetwise
members negotiate the treaties. They might learn to a way of acting as Melora’s avatars in the world. Associated Quests: Find and renew a long-forgotten
speak with animals, asking creatures such as dolphins The faithful who live in these areas adapt their or defiled sacred grove; create a book of trees with
and whales to act as scouts. In other locations, members practices to their locale. They wear garments appro- names, descriptions, leaves, and pressed flowers of
research rune-inscribed buoys and rocks that serve as priate to the area, from animal skins in the cold north each of the sacred trees, including oak, ash, hawthorn,
an early warning system for tidal waves or invasions. to grass-woven clothes in the tropical savannas. Their elm, apple, hazel, alder, elder, yew, holly, and willow.
holy symbols vary greatly in form; however, wooden
Background: Sea Chaplain symbols crafted from the three most sacred trees— In Inland Towns and Cities
You have lived a stone’s throw from the sea your oak, ash, and hawthorn—are especially prized by Melora’s faithful avoid towns and cities that aren’t
entire life, learning its secrets. For as long as you can those who can create or buy them. along the coast. They consider such places to be dens
remember, riding the ocean waves or diving beneath of wickedness and corruption, out of touch with the
the foam felt more natural than walking on land. You Feat: Nowhere to Hide [Divinity] natural world. However, a few followers do brave the
can hold your breath longer than anyone you know, Your time in the wild has taught you how to notice urban environment, teaching the wisdom of the natu-
and when you sit on the beach at night, you can hear creatures without seeing them. ral order to any who would listen. These followers
J u l y 2 011 | D R AG O N 4 01
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Channel Divinity: Melora
J u l y 2 011 | D R AG O N 4 01
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Channel Divinity: Melora
For centuries, the Oak Shields have guarded the wild Steadfast Resolve Oak Shield Attack 11
areas of the world. Oak Shields, like their namesake Your prayers to Melora strengthen your resolve, allowing you
trees, are known for longevity, hardiness, and loyalty. to stand your ground.
Legends claim that Melora personally trained the Encounter F Divine, Weapon Renewing Vines Oak Shield Attack 20
first members of the order, providing them with the Standard Action Melee weapon
When you raise your weapon, vines launch from the ground,
secrets of using everspring groves and standing stones. Target: One creature
piercing your enemies with poisonous thorns and refreshing
Attack: Highest ability modifier vs. AC
Ancient sites such as these might hold information on your allies.
Hit: 2[W] + highest ability modifier damage, and you
how Melora’s faithful can benefit from them. push the target up to 2 squares. Daily F Divine, Poison, Weapon
Each aspiring Oak Shield studies under a master. Effect: You or one ally within 5 squares of you is immune Standard Action Close burst 2
Together, the student and the master meditate to forced movement until the end of your next turn. Target: Each enemy in the burst
beneath a sacred oak, seeking enlightenment about Attack: Highest ability modifier vs. Fortitude
Hit: 2[W] + highest ability modifier poison damage, and
the natural world. The student learns to interpret the Whirling Leaves Oak Shield Utility 12
the target is immobilized (save ends).
whispers of the primal spirits and to understand the Your prayer takes the form of leaves in a strong wind, obscur- Miss: Half damage, and the target is slowed (save ends).
wisdom of the changing seasons. During this time, ing you and your allies. Effect: You and each ally in the burst gain temporary hit
he or she comes to appreciate when to stand tall Encounter F Divine points equal to 2 + one-half your level and a +2 bonus
against the wind and when to bend when the wind is Minor Action Close burst 5 to a single saving throw, skill check, or attack roll of his
too strong. In addition, the student learns about the Target: You and each ally in the burst or her choice before the end of the encounter.
complexity of the world, how something as simple as Effect: Each target has partial concealment until the
a tree can have multiple aspects to its nature. An Oak end of your next turn. About the Author
Shield applies these lessons to his or her life’s work as Tracy Hurley is a freelance game designer and, in her spare
a guardian of the natural order, remaining steadfast time, the writer behind SarahDarkmagic.com. Recent work
includes co-writing the “Choose Your Fortunes Wisely”
in the face of adversity and providing shelter during
article for the D&D website, co-designing the Lost City
the storm. sourcebook by Open Design, and contributing to the Dragon
Brigade Roleplaying Game from Margaret Weis Productions.
J u l y 2 011 | D R AG O N 4 01
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Dungeon # 401 | D&D Alumni Archive | 7/8/2011
Those who attended Free RPG Day a few weeks back might have picked up Domain of Dread: Histhaven, the
supplement that tied into Shadowfell: Gloomwrought and Beyond. In the back of Histhaven, you might have noticed the
following ad (go ahead and click on it for a better view).
J u l y 2 011 | D R AG O N 4 01
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The Lost Crown of Neverwinter season for D&D Encounters starts up on Wednesday, August 10th. If you run one
session during the month of August as a Dungeon Master, you might get your hands on the special bonus adventure:
The Hidden Shrine of Tamoachan, updated for 4th Edition. (The special bonus adventure will arrive 6-8 weeks later,
and because we have limited supplies, this offer is only while supplies last.) Did you miss playing the original? Or did
you play it and now dare venture back through this famed tournament module? In either case, read on! We're here to
guide you through the famed pyramid as best we can without giving away too much.
Aside from its existence as an early tournament module, Hidden Shrine stands
out because it provided a setting that deviated from the traditional medieval
fantasy of most other adventure modules at the time. As written in the
background: "The design of the temple draws heavily on Mayan and
Aztec/Toftec mythology and society. Certain historic examples were used as
models in designing this module. DMs wishing to expand the ruins of
Tamoachan will find it very helpful to use their local library to find out more
about these fascinating cultures." How's that for educational?
Further instilling this cultural influence, the module showed a penchant for intricate Mayan/Aztec sounding names,
complete with (necessary) pronunciation guides; Tamoachan (TA-mo-a-chan) was Olman for "the home sought after,"
and its shrine dedicated to Zotzilaha (Zotz-el-a'-a), vampire god of the underworld.
J u l y 2 011 | D R AG O N 4 01
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Who Were the Olman?
Originally written by Harold Johnson and Jeff R. Leason, Hidden Shrine was staged as part of an ancient ruined city,
and it was "…once the northeastern capitol of the Olman empire, which covered much of the southern continent
centuries before current history began." The World of Greyhawk boxed set would place these distant ruins at the very
edge of its map, somewhere within the "savage lands south of the Olman Islands and southeast of the Holds of the Sea
Princes."
Stephen Radney-MacFarland designed the conversion, taking care to preserve the original module's sensibilities and
challenges (you can read more of this topic in his upcoming Design & Development column). Still a ruined temple of
the Olman people, their background has been slightly reworked so that now this "…human culture worshiped not only
powers from the Astral Sea, but also a collection of primal spirits, fey creatures, vampires, and even monstrosities of
the Far Realm. They built city-states that banded together as empires and waged mighty wars against enemies both
internal and external. These people were the Olman.
"All that is currently left of the Olman civilization," the new background continues, "are the scattered tribes of their
degenerate descendants, now prone to Demogorgon worship and savagery." The Hidden Shrine remains one of their
derelict structures that still holds "…great treasures and the legendary magic of the Olman. All feature deadly traps and
creatures still bound to the dead empire. The Hidden Shrine of Tamoachan is one such temple. Dedicated to Zotzilaha,
vampire god of the underworld, and built to imprison a powerful Far Realm entity, it is filled with lost secrets and
merciless traps."
As far as testing skill, this adventure introduced us to the gibbering mouther and nereid as new monsters, plus it set a
plague of traps along the way. Those playing through or running the updated version can see that the update retains a
J u l y 2 011 | D R AG O N 4 01
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sense of deadliness (just ask the Nahual, Xilonen, or the steam-spitting dragon). Those who remember the original
should also expect renewed threats from the priest-king Tlacaelel (who has reworked origins and is now said to be the
true reason for most of the deadly traps and precautions within the shrine), as well as Nanahuatcin ("the pimply one").
When it comes to the Olman culture, several of their trapped ancestral spirits can be encountered throughout the
version, including Kalka-Kylla (expanded by SRM as a primal spirit vanquished by Zotzilaha and who is forced to
swear service to the vampire and his spawn), Tloques-Popollocas (promoted from "master of the others" to "master of
tombs and the night"), and Tecuziztecatl (the "lord of snails"). Other details, such as the statue of the werejaguar, the
massive calendar stone, and the pelota court (still marked with the warning: dare not open this pit, lest you meet the
challenge of the game) have all returned. What secrets do these details hold when it comes to safely navigating the
shrine? We'll leave them for you to discover.
J u l y 2 011 | D R AG O N 4 01
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Tecuziztecatl, Lord of Snails Level 8 Elite Brute
Large natural magical beast (aquatic) XP 700
HP 222; Bloodied 111 Initiative +5
AC 20, Fortitude 22, Reflex 20, Will 19 Perception +11
Speed 5, swim 3 Darkvision
Resist 5 all; Vulnerable 10 fire
Saving Throws +2; Action Points 1
Traits
Truesight
Tecuziztecatl can see invisible creatures and objects.
Standard Actions
Tentacle At‐Will
Attack: Melee 3 (one creature); +13 vs. AC
Hit: 3d8 + 6 damage.
Bite At‐Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d10 + 4 damage.
Double Attack At‐Will
Effect: Tecuziztecatl makes two melee basic attacks.
Acid Spray (acid) Recharge
Requirement: Tecuziztecatl must be bloodied.
Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex
Hit: 2d6 + 5 damage, and the target is dazed and slowed until the end of Tecuziztecatl’s next turn.
Move Actions
Barrel Through Recharge when first bloodied
Effect: Tecuziztecatl moves its speed, and can enter other creature’s spaces. A creature whose space it
enters with this movement takes 10 damage. If any creature is in Tecuziztecatl’s space when it ends the
move, it slides that creature to the nearest square outside its space.
Skills Bluff +8, Diplomacy +8, Insight +11
Str18 (+8) Dex13 (+5) Wis14 (+6)
Con21 (+9) Int17 (+7) Cha8 (+3)
Alignment unaligned Languages Olman
J u l y 2 011 | D R AG O N 4 01
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Accessing the Temple
Unlike the Tomb of Horrors, Lost Caverns of Tsojcanth, or similar adventures -- where you sought the heart of the
dungeon to face its ultimate foe and hopefully collect your deserved reward -- The Hidden Shrine of Tamoachan started
with the tournament characters lost in the jungle and accidentally falling into the dungeon. Your quest was to find your
way out, not go farther in.
In the original, the tournament backstory had the adventurers jumping ship to escape the clutches of bounty hunters,
effectively being swallowed by the jungle, and falling into the Hidden Shrine during a sudden cave-in. The new version
keeps the same swift opening scene, where it assumes a bunch of backstory elements so that it can have the adventurers
stumble through the jungle. It does so "…like an adventure serial, introducing the story with the action already in
progress."
Granted, DMs were always free to improvise as needed. The original included
an alternative route into the shrine, requiring adventurers to dig their way inside.
But the proposed sudden, breakneck style of play -- plunging the party straight
into the shrine -- works to encourage the primary goal: that of escaping the
dungeon, rather than exploring it (much like A4: In the Dungeon of the Slave
Lords, the open tournament module for Gen Con XIII, 1980).
Not to be outdone, the updated version describes "…a slow-acting but deadly
poisonous gas, the effects of which the characters will immediately realize." A
short rest or 5 minutes in the gas requires a saving throw; failure costs a healing
surge. A long rest in the gas? Death.
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A Final Secret
In the original Hidden Shrine, Zotzilaha's name is barely mentioned in passing. The temple ruin, which offers final
escape from the shrine itself, is decorated with an image of a giant bat, which might well have represented Zotzilaha in
his bat form. Otherwise, nothing of this vampire god is ever really known. Not so in the updated version. As hinted in
the conclusion, a seed for DMs allows them to continue the adventure and bring back more of the Olman and their
culture: "Even though Zotzilaha has long been absent from this place, the vampire still exists." Additionally, he still
cares about the treasures within his Hidden Shrine!
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Monster Vault: Threats to the Nentir Vale
As a special addendum, let's look at a list we pulled together of our top five monsters that are returning to the game in
Monster Vault: Threats to the Nentir Vale.
5. Mooncalf: Set between the moonbeast (a ferocious, tenacious, and thoroughly horrifying
adversary; seeing one can send strong adventurers fleeing for their lives) and the moonrats (lunar
light has an insidious effect on these creatures, making them smarter, stronger, and more
ferocious than any rat ought to be), the mooncalf appeared in the 3rd Edition Monster Manual II.
Lovecraftian in appearance, mooncalves were otherworldly monstrosities that, according to
rumor, flew down to earth from the dark side of the moon. In the Monster Vault, their natures are
equally strange; they now travel from the Far Realm to terrorize the Nentir Vale every eight
years during the period of a single lunar cycle.
4. Boggle: Steve Townshend waxed eloquently on the boggle's origins. In doing so, he covered
not only the 1st Edition Monster Manual 2 version, but also tackled the older traditions of
fantasy and folklore. Precursors to the ethereal filchers (even more frustrating), boggles have
ranked high among the game's hated pickpockets, reaching through dimension doors to steal
characters' hard-won loot. Not even the viscous, nonflammable oil they secreted from their pores
could save them after a wronged adventurer finally tracked them down.
3. Penanggalan: You might notice a 1st Edition Fiend Folio feel to this creature. Strange and
wholly disturbing, a penanggalan was originally "…a female vampire-type undead of fearsome
power and nauseating appearance." Disguised as a helpful stranger by day, the penanggalan's
head and guts detached from her body to fly about in search of a victim to charm and upon which
to feed at night. (Where did the designers come up with such a foul concept? From mythology.)
The Monster Vault version expands on the penanggalan's backstory and also provides a state for
the bodiless head if it's encountered on its own!
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2. Hound of Ill Omen: Another 1st Edition Fiend Folio beast, the hound of ill omen appeared
mainly to foretell the doom of characters who seriously offended their deity ("…for example by
a flagrant act out of alignment…"). In other words, they were in-game warning signs displayed
by the DM. They also might have incorporated parts of the Hound of the Baskervilles,
inevitables, and Steve Townshend's reimagining of the catoblepas. The updated version brings
back the hounds' ominous appearance as harbingers of death, but also allows characters to better
interact with them.
1. Peryton: The peryton comes from the 1st Edition Monster Manual, where we once wondered
at these odd hybrids: "They are omnivorous creatures of the weirdest appearance, likely the
result of the same type of experimentation as brought about the owlbear." Although the owlbear's
true origins might have come from a dime store toy purchased in Lake Geneva, the peryton has
its first mention in Jorge Luis Borge's Book of Imaginary Beings (complete with man-shaped
shadow). We're thrilled to see its return to the game, and with our latest Creature Competition
focused on hybrids, we're also pleased to call the peryton its honorary host!
Honorable Mentions: Cadaver collector, wandering tower, and Mages of Saruun (from the
Thunderspire Labyrinth).
Bart Carroll
Bart Carroll is neither the result of genetic experimentation by some insane wizard, nor a nightmarish creature
loathsome beyond description (though he has been called both); a medium natural humanoid, he joined
Wizards of the Coast in the spring of 2004. Originally producing their licensed property websites (including
Star Wars and G.I. Joe), he transitioned to the D&D website, where he’s remained part of the D&D Insider
Team. In this role, he generates website content in support of the 4th Edition line of products, the online
magazines, and the gamer lifestyle—of which he is an extremely proud adherent.
J u l y 2 011 | D R AG O N 4 01
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Nerathi Legends:
Merindaelion,
Barony of the
Emerald Blade
By Richard Baker
Illustration by Bernadette Carstensen
Cartography by Adam Gillespie
“A beautiful land and a people favored by guilds based in Merindaelion’s ports flourish under
the relaxed laws of the barony, and hundreds of ships
fortune, but don’t let the glittering waters from all over the world call here. Unlike with the
dazzle your eyes—dark perils gather in the large trading houses of Sarthel and other such cen-
Barony of the Emerald Blade, and old evil ters, the merchants of the Emerald Blade are mostly
stirs in the shadows of the forest.” private shipowners and individual speculators. In
troubled times, they are quick to turn to piracy,
making up for lost or interrupted trade by sending
At the eastern end of the great Altaran Peninsula their ships and crews out to take what they can by
lies an expanse of dense green forests and sparkling force. As long as the baron’s share is paid, the authori-
white sands—Merindaelion, the realm of the Emerald ties are happy to set loose Emerald Blade privateers
Blade. A small domain in comparison to the neigh- on the coasts of Tithinia, Numoth, Relis Vullin, and
boring Kingdom of Tithinia or the Duchy of Solandir, sometimes even the kingdom of Rethmil.
Merindaelion is home to a unique people. Elves and Merindaelion’s merger of human and elven cul-
humans have blended and mingled in these beautiful ture took shape one thousand years ago, when the
lands more than anywhere else in the world, giving great elven kingdom of Solaneillon entered its final
rise to a bold, handsome, and independent people decline. In those days, hordes of gnolls from the
known the world over as great adventurers and Sand Sea and the Desert of Black Stone posed a con-
seafarers. stant, ever-growing threat to the fading power of the
Situated on the western shores of the Sunrise Sea, elves. The rulers of Solaneillon took into their service
the Emerald Blade Barony has long been a land with human warriors from the vigorous tribes of southern
its eyes turned outward. The merchants and trading
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
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Nerathi Legends: Merindaelion, Barony of the Emerald Blade
Power Structure
The Emerald Blade Barony was originally a league
of allied nobles, of which the Baron of Nesmalen was
the highest-ranking and most powerful member. In
the years since Althier Merind successfully united
the disparate fiefs into Merindaelion, the barony has
drawn together, taking on the functions (if not the
titles) of a kingdom.
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Nerathi Legends: Merindaelion, Barony of the Emerald Blade
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Nerathi Legends: Merindaelion, Barony of the Emerald Blade
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Nerathi Legends: Merindaelion, Barony of the Emerald Blade
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C o n f e s s i o n s o f a f u l l -t i m e w i z a r d
First Impression
By Shelly Mazzanoble
Illustrations by William O’Connor, Doug Chaffee, Greg Harper, and Jim Roslof
the other day i horrified myself by starting a sen- “Back in my day i actually had to get up to change
tence with the phrase “when i was a kid . . .” the tV channel,” i said. “what a pain that was.”
i mean, seriously? i’m that old already? “Back in my day i had to actually push a vacuum
the impetus was a friend who posted a picture on around the floor,” laura said. “Can you imagine life
facebook of a pay phone with the caption “what is before roomba?”
this thing?” “Back in my day, i had to roll up a d&d character
i directed my co-workers’ attention to the picture. with a pencil and paper,” Chuck said, pressing pause
“do you remember having to use a pay phone?” i on his iPod shuffle. “and do my own math.”
asked. “and always having change with you in case of “ew!” i said. “How old are you?”
emergency?” “we didn’t have dungeon tiles, so we had to draw
“i remember having a calling card,” laura said. our maps on graph paper,” Chris said. “that is, if we
“and the number was like 79 digits long. i had to bothered using a map.”
memorize every one of them because my mom was “But how did you know where you were?” i asked.
afraid if i wrote the number down, someone might “the dm told you,” Chuck said.
steal it.” “Haven’t you ever heard of show, don’t tell?” i asked.
i can’t remember what it was like before i had an “i like seeing where my mini is on a map. You know,
iPhone, let alone a cell phone. i swear if i’m not oper- just in case there’s a well i decide to shift down into.”
ating heavy machinery or asleep, i’m on that thing “oh, we didn’t use minis,” Chuck said. “at least not
Googling the lyrics to a def leppard song or looking as tactically as we do today.”
up how many calories are in a microbrew. (don’t do “and as your current dungeon master, i can
that. it’s not a “feel good” number.) and what did we assure you,” Chris added, “that seeing the well won’t
do before the internet? prevent you from falling in it. i’m just saying.”
“we used encyclopedias,” Chris said. this was crazy talk. Kind of like Grandpa walking
“and microfiche machines,” Chuck added. “in a all those miles to school in the snow.
library.” “But how did you know how many feet the mon-
“what’s a library?” we asked. sters were away from you? or if there was a large
naturally, we old-timers began to trip down boulder you could be hiding behind? or which allies
memory lane with our walkers and canes, rehashing were standing next to you?”
how rough it was back in our day. no GPs, no digital Chuck cleared his throat. “as an ally who is often
cameras, no Glee! standing next to you and your burning hands, i
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D R AG O N 4 01
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C o n f e s s i o n s o f a f u l l -t i m e w i z a r d
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C o n f e s s i o n s o f a f u l l -t i m e w i z a r d
fortunately, i have a tad bit more knowledge of Chris knows me pretty well, so in the interest of
d&d, so Chris doesn’t have it so tough when we meet time he offers a treaty.
up at lunch to create my first edition magic user. she’s “fine. You can have henchmen, but they’re not
going to be level 8 to play in the adventure Chris has coming on the adventure. they have to stay home and
planned. tend to the garden and draw you a bath and plan your
“Her name is majeka magicmaker,” i say. “and i wardrobe or whatever. let’s move on.”
love her.” Chris instructs me to pull out my d6s. lots of
Chris nods his head. “that’s a very first edition them. majeka’s abilities are dependent on the fate of
name. what’s her race?” these dice.
i decide on elf, since it’s most familiar to me, but a first and second rolls grants me 16s, which i
gray elf because it’s the most unfamiliar of my elven promptly assign to intelligence and wisdom. i hate
choices. having dumb characters.
if we had more time, Chris could have unearthed “Hey, look at that!” i say. “i’m good at first edition!”
his first edition goldenrod character sheets from the the next three rolls are 12, 10, and 10. see? i’m
overflowing rubbermaid bins in his basement. He pretty much rocking this edition.
apparently has smithsonian-caliber relics stashed in i sit quietly while Chris looks up my bonuses in a
there. instead, we make do with the character sheets chart in the Player’s Handbook. i suspect this too is in
he made using excel. the interest of time. shelly of the 1980s would prob-
“not very old-school,” he admits, “but it will work ably muddle her own way through this book and like
in the interest of time.” it. i assign the rest of my numbers to my remaining
even an excel character sheet is bizarro in first abilities. so i’m not the most agile elf. so what?
edition. system shock? resurrect survival? Paralyza- next Chris instructs me to do something i’ve never
tion poison? this stuff can’t all be relevant, can it? done before.
“what the heck is a henchman?” i ask. “is that like “Get your percentile die.”
even set aside some time to help you roll up a charac- a familiar?” “i have no idea what you’re asking me to do.”
ter. the old-fashioned way,” he added. “not really. they’re basically followers of your He hands me the die that i’ve kept in my bag for
uh-oh. Better get a pencil. character who perform services in exchange for six years and never once rolled.
money, food, lodging.” “for real?” i ask. “i always wondered what that
By the time the Character Builder was released, i was “i totally want a henchman,” i say. “How do i get thing was for.”
already playing d&d, so to roll up astrid, my 3.5 elf one?” Because majeka is very intelligent, Chris explains
sorceress, i did it the “old-fashioned way.” there were “You’re not getting any henchmen,” Chris says. she has a 65% chance of knowing the spells she
lots of pencil shavings, dice, and seemingly compli- “not in my game.” chooses. again, this makes little sense to me.
cated and random algorithms involved, so yeah, i had “But i’m entitled to them,” i explain, pointing to “so, unlike willamena who just puts spells in her
it rough, too. sort of. okay, my dm at the time had it the box on the character sheet. the character sheet spellbook and uses them, majeka might not even have
rough trying to explain not only what an ability modi- he made, i might add. “majeka needs an entourage. the option of learning them?”
fier was, but also how to calculate it. i asked a lot of she has trunks and trunks of robes and bracers and “well she may have tried to learn one and failed,
“why are we doing that?” and he answered with a a plethora of those exploding carnations she pins on or just never had the opportunity to learn it because
lot of “Because that’s how it is.” (more proof that my her lapel.” (i’m still having a hard time grasping this no one taught her,” Chris says. “But maybe your dm
mom would make a fabulous dungeon master.) whole “magic user” classification.) knows there’s a spell you’re after and somehow the
scroll winds up in treasure the party finds.”
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C o n f e s s i o n s o f a f u l l -t i m e w i z a r d
now that’s pretty cool. Cooler than some silly i’m still getting used to this whole every-spell- “think carefully about what you’re packing,” he
armor or a sword my wizard can’t use anyway. i’m is-like-a-daily-spell thing when Chris throws me says. Chris actually makes me think about what i’m
happy with what spells majeka knows. she clearly another doozy. bringing along. “there’s a limit to what you can carry,
paid attention in magic-user school and is a pro at “oh, and monsters can attack you while you’re cast- and you don’t know how long you’ll be gone.”
casting old standbys like magic missile and burning ing a spell,” he says. “each spell takes a certain amount “Jeez, you and the airlines!”
hands and soon-to-be favorites like ice storm and wall of time to cast, and during that time you become very the days of stuffing everything you own in your
of fire. the best part is the instructions on how to hold noticeable. i should probably mention that.” checked luggage are over. i do manage to get a ring of
your hands to correctly cast burning hands—a w for- “excuse me?” in my world it’s always been i pull protection, a wand of lightning, bracers of defense, and a
mation with your thumbs touching one another. i’ve out a spell, cast it, roll the die and boom. done. the bitchin’ elven cloak and boots, though.
been doing it wrong all this time. bad guys never see it coming. “i realize this is more “now you can only pack enough rations for one
“Yeah, there was lot of roleplaying back then,” first grade than first edition, but it’s my turn. they can week,” Chris explains. “and you’re out adventur-
Chris says. try to hit me on their turn.” ing for nine days, so you better hope someone in the
Just when i think i’m all tough girl with my wall of “they will then, too,” Chris says. “it was dangerous party has a small appetite.”
fire and mirror image, Chris lets me in on another first- to be a magic user back then. You were a huge target.” “or they have a big appetite so they’re nice and
edition quirk. “i’m glad to see magic users figured out a more plump when i’m forced to eat them.”
“these aren’t at-will spells. You use one once and efficient way of casting spells their ancestors could Chris stares at me. “that’s gross. and aren’t you a
it’s gone.” benefit from.” what were they doing, anyway? vegetarian? now for the fun part: let’s figure out your
“like until the next encounter?” Pulling out their chemistry sets and reading the armor Class.”
“like until you relearn it so you can cast it the next instructions? again he consults a chart, factors in my bracers
day. use them wisely, grasshopper.” finally we get to equipment. and my ring, and comes up with a . . .
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C o n f e s s i o n s o f a f u l l -t i m e w i z a r d
“two.”
say what?
“How the heck am i two? at eighth level! oh, no,
Chris, you messed up! if i got stung by a bee, i’d be
toast!”
He laughs. “ah, that’s the beauty of first edition.
the lower your armor Class, the better. ever hear of
tHaC0?”
indeed i have, but it didn’t make any sense until
Chris showed me the chart on my new character
sheet. and it still doesn’t make a lot of sense.
“so to hit armor Class 2 i need to roll a 17 or
higher?” i ask.
“Correct.”
“so why wouldn’t the armor class just be 17
instead of some arbitrary number?”
Chris pats my head. “Because that’s the way Gary
Gygax wrote it to be.”
He packs up his musty, dog-eared, and much loved
first edition, leaving me to wrap my head around the
fact that a –7 armor Class is way better than a 10.
and monsters have no regard for initiative order. and
there won’t be any maps, or minis, or protection from
evil when i’m trying to cast a spell.
“Be ready this friday after work,” he says. “oh, and
you might want to bring friends.”
Right, friends. majeka isn’t going out there alone.
she’ll need to round up a party.
when i get back to my desk, i overhear laura and
Chuck arguing about the merits of Labyrinth versus
About the Author
Ladyhawke. there’s a 75% chance that shelly mazzanoble turned this
“for real?” i ask. “You guys are still debating column in on time, an 85% chance next month’s will be later,
cheesy 80s movies?” and a 95% chance that she is all caught up on The Real House-
“i guess we’re feeling nostalgic,” Chuck says. wives of New York.
ahh . . . i think majeka may have just met the rest
of her party.
“well, you’re in luck,” i say, pulling out my dice
and sharpening my pencils. “Bust out your aqua net
and peg your jeans. we’re going back in time.”
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Wizard
Illustrations by William O’Connor and Steve Ellis
This article has been revised to include player feedback submitted to playtesting@wizards.
com. These changes include revisions to many powers. Thank you for participating in the
playtest process!
Why This Is the Class for You: You like to master the battlefield and control
your enemies, while also having the tools to handle any situation you face.
Some things no person is meant to know, some powers no mortal should ever
wield, and some mysteries are best left buried in the lost manuscripts. Common
wisdom advises all this, yet wizards have little use for such quaint warnings and
plunge headlong into the occult without fear. For this reason, most people fear
wizards, or if they don’t fear them, they at least steer clear of them—for who knows
what magic they work in their laboratories or what terrible secrets they have
unearthed? If wizards notice such an attitude, they pay it no heed or, perhaps,
cultivate it to keep the uninitiated from peering too closely at the forces these
magicians wield.
A wizard, it has been said, is an arcane scion, a gifted individual trained in the
mystical arts who accesses the power that permeates the cosmos and molds it into
useful and often destructive forms. A wizard’s approach to magic is one of scholar-
ship and accomplishment. To a wizard, there is no easy path to power; there is only
research, discipline, and intellect. Those who circumvent the proper order, such
as the dubious warlocks and their untamed cousins the sorcerers, pervert magi-
cal energy—or, worse, are ruled by it. For this reason wizards guard their secrets
well, teaching their lore only to those worthy candidates who have both the mental
acuity and the strength of will to use it. The wizard’s traditions are passed down to
promising students through apprenticeship or in an arcane academy’s classrooms.
Although wizards have a reputation for being pedantic scholars, more con-
cerned with preserving moldering books than with what goes on outside their
tower walls, the truth is that many of them venture into the world as adventurers.
Magical treasures litter the world, and in those items are secrets to growing one’s
power. Wizards expand their minds through arcane lore they find, improve their
TM & © 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D r ag o n 4 01
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Wizard
other abilities with each item recovered, and awaken new spellcasting abilities the Like mages, arcanists gravitate to the adventuring life because it gives them the
longer they pursue the adventuring life. chance to discover interesting new spells and rituals to add to their spellbooks.
The mage and the arcanist are two types of wizards. The mage appears in Though they might lack focus, arcanists prove themselves equal to their school-
Heroes of the Fallen Lands. The arcanist first appeared in the Player’s Handbook as specialist counterparts in both learning ability and application of that knowledge,
the wizard. and are counted as valued members of any expedition.
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Wizard
Many humans learn their Orb of Imposition Arcanists who want to exert greater control over their
craft from established arcanists, enemies favor the orb. Channeling arcane energy through such an implement mag-
usually spending some number of nifies its power, making certain effects harder to resist and letting your magic linger
years studying as an apprentice. The longer. Manipulating an orb in this way requires discipline and a keen attention to
master wizard parcels out lessons in detail; thus you will need a high Wisdom score to get the most from this choice.
exchange for the apprentice’s labor.
Mixing potions, sweeping floors, and Staff of Defense The staff symbolizes strength and power. This imple-
clearing out cobwebs defines many ment serves best those arcanists who look to their defenses first. An arcanist with a
an apprentice’s early life. Bit by bit, staff can protect himself or herself against enemy attack, and at an instant’s notice
though, the lessons start to sink in, the arcanist can channel its power to raise a potent shield to protect body or mind.
and the apprentice learns how to Such energy requires health and vigor, so a high Constitution score will serve you
control simple cantrips and later well if you choose the staff.
more powerful spells.
Human arcanists tend to favor Wand of Accuracy Battle arcanists prefer wands for their unequaled
the worship of Ioun, the goddess of accuracy. A wand focuses magic and guides it to wherever its wielder desires. It is a
knowledge and skill, because they precise tool and thus requires a steady hand to use it properly. Make sure you have
see talent and study as the critical a high Dexterity score to fully realize your wand’s benefits.
components of mastering spells.
Ability Scores
Arcane Implement Determine your ability scores. Make Intelligence your highest score, since it is
Mastery your attack ability and it is crucial to mastering higher and more complex forms
Although arcanists draw spells from of arcane magic. Your arcane implement choice determines your second-highest
the same schools studied by other ability score. Wisdom is important for arcanists who use orbs, since it makes it
wizards, what sets them apart is harder for enemies to overcome your spells. If you chose the staff, Constitution
their extensive focus and mastery helps boost your defenses when you come under attack and also increases your
over implements. An arcanist who hit points. Finally, mastery of the wand allows you to add your Dexterity modi-
casts spells through an orb can exert fier to one attack roll every encounter, helping you hit when it’s most important
greater control over his or her foes, to do so.
while another armed with a wand You increase two ability scores of your choice by 1 each when you reach cer-
can direct spells with terrifying tain levels: 4th, 8th, 14th, 18th, 24th, and 28th. In addition, all your ability scores
precision. increase by 1 at 11th and 21st levels.
Choose one of the following forms Your other ability scores help flesh out your character’s personality and back-
of Arcane Implement Mastery. See ground. A good Charisma might paint you as a traveling wizard, one who relied on
page 5 for details on their benefits. equal parts magic and deception, subterfuge, and perhaps even larceny to survive.
A high Strength runs counter to the stereotype of a wizard. You might have been a
An eladrin wizard studies his spellbook laborer or even a warrior-in-training before taking up the wizard’s vocation.
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Wizard
Skills most of the implement you wield while also boosting your accuracy and damage.
The quick reaction category offers feats to let you act early in the round and set the
At 1st level, you have training in Arcana. In addition, you choose three more
combat’s tone. Finally, don’t overlook the vigilant reflexes category. These feats can
trained skills from the following list of class skills: Diplomacy, Dungeoneering,
help you avoid attacks so you can outlast your enemies.
History, Insight, Nature, and Religion.
Your skill choices can define your character’s background, describing the cir-
cumstances of your training and the experiences you had before becoming an
Equipment
adventurer. Dungeoneering and Nature both suggest training in the field. Diplo- You have proficiency with cloth armor. You have proficiency with the following
macy and Insight could arise from spending time in the Feywild as a courtier in weapons: dagger and quarterstaff. However, your use of arcane magic for offense
an eladrin court. Religion and History both speak to a more scholarly approach to and defense means you have little need for weapons and armor.
your studies; you might have spent a great deal of time examining old manuscripts. You have 100 gp with which you can purchase equipment. Your first need is
an arcane implement of the type appropriate to your mastery (orb, staff, or wand).
Class Features and Powers Beyond that, you don’t need armor or weapons, so invest in adventuring gear and
components to power your rituals. Unless you have a staff, which can double as a
Note which class features and powers you gain at 1st level, as specified on the
weapon, it never hurts to pick up a dagger in case you are cornered.
Arcanist Heroic Tier table on page 5.
When choosing your at-will, encounter, and daily powers, think about the
choice you made for Arcane Implement Mastery. Orb of Imposition aids arcanists
Defenses and Hit Points
who prefer to exert greater battlefield control, so cloud of daggers and thunderwave Calculate your defenses using your ability modifiers. In addition, you gain a +2
are good choices for at-will powers. For your encounter power, consider icy terrain, bonus to Will.
and sleep is a fine daily power. You start with hit points equal to 10 + your Constitution score. You gain 4 hit
Arcanists who chose Staff of Defense tend to have a more diverse selection of points each time you gain a level. You have a number of healing surges per day
powers, with a greater emphasis on personal protection. Ray of frost keeps enemies equal to 6 + your Constitution modifier.
from closing in on you, while thunderwave can push them back when they do. Ray of
enfeeblement is a good choice for your encounter power, while f laming sphere serves Alignment and Final Details
well for your daily power. At this point, you should have all the mechanical details of your character deter-
Finally, if you chose Wand of Accuracy, look to aggressive spells with an eye on mined. There are a few more decisions to make.
damage. Ray of frost and scorching burst are both good choices for at-will powers. Pick an alignment, which represents a basic outlook on the world that helps
Burning hands helps you clear a path for your allies, while acid arrow can deliver a shape how your character acts. Did you hope to help the world and improve lives
punishing attack against a critical opponent. through your magical study? You’re probably lawful good or good. If you sought
power as its own end, you are likely unaligned.
Feats Finally check with your DM to see where you are from in the campaign setting,
Choose one feat at 1st level. You gain an additional feat at every even-numbered the people you already know, and what your current situation is. It also helps to
level, plus a feat at 11th and 21st levels. spend a few minutes working out how or if you know the other player characters.
Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms introduce the
concept of feat categories to associate similar feats into groups, making the selec-
tion process easier. Feats from the implement training category help you make the
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Heroic A rcanist Orb of Imposition The orb is a polished sphere usually made from crys-
Dusty tomes and strange ingredients defined your training. Years spent cloistered tal, glass, metal, stone, or even wood. Magic channeled through an orb has lasting
in a laboratory and under a master’s critical eye prepared you for the trials ahead power and can help you maintain control over your targets.
by giving you a solid foundation on which you built your magical talents. The Benefit: Once per encounter while you are holding an orb, you can take a free
heroic tier offers incredible opportunities to increase your prowess, and you will action on your turn to gain one of the following two effects.
add to your learning in a rapid fashion. Husband your power, however, for your F Saving Throw Penalty: Choose one creature that is suffering an effect that was
resources are not without limit. One error can mean the difference between life caused by one of your wizard powers and that a save can end. That creature
and death. takes a penalty to its next saving throw against that effect. The penalty equals
your Wisdom modifier.
Arcanist Heroic Tier F Extended Duration: Choose an effect that was created by one of your wizard
Total Feats at-will powers and that is set to end at the end of your current turn. The effect
XP Level Known Class Features and Powers instead ends at the end of your next turn.
0 1 1 Arcane Implement Mastery
Arcanist’s Spellbook
Staff of Defense One of the more identifiable implements used by wiz-
Cantrips
ards, the staff enjoys great popularity for its defensive quality. Nearly all staffs are
Ritual Casting
At-will powers
fashioned from rare wood favored for its mystical properties.
Encounter power Benefit: You gain a +1 bonus to AC while holding a staff.
Daily powers In addition, once per encounter while you are holding a staff, you can use an
1,000 2 +1 Utility powers immediate interrupt to gain a bonus to all defenses against one attack. The bonus
2,250 3 — Encounter power equals your Constitution modifier. You can decide to use this ability after the DM
3,750 4 +1 Ability score increase has told you how much damage the attack is going to deal to you.
5,500 5 — Daily powers
7,500 6 +1 Utility power Wand of Accuracy A wand gives an arcanist unequaled accuracy and
10,000 7 — Encounter power
finesse when he or she casts a spell. Wooden wands are common, though ivory,
13,000 8 +1 Ability score increase
bone, and metal are common too.
16,500 9 — Daily powers
20,500 10 +1 Utility powers Benefit: Once per encounter, you can take a free action to gain a bonus to a
single attack roll made with a wand. The bonus equals your Dexterity modifier.
Level 1: Arcane Implement Mastery
Where some wizards focus their training on a particular school of magic, arcan-
Level 1: Arcanist’s Spellbook
ists concentrate on the implements of their power. Such dedicated training allows You possess a spellbook, a book full of mystic lore in which you store your daily
arcanists to develop techniques to coax all they can from their magical tools. and utility powers and your rituals.
Benefit: You gain one of the benefits described below, depending on your Daily and Utility Powers: Your spellbook also holds your wizard daily attack
choice of Arcane Implement Mastery. powers and wizard utility powers (not including your cantrips). You begin with
two daily attack powers in your spellbook, one of which you can use on any given
day. Each time you gain a level that lets you select a wizard daily attack power or a
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wizard utility power, choose two different powers of that type at that level and add Level 1: Cantrips
them to your book.
The basic tricks of magic are known as cantrips, and they are the first spells that a
After each extended rest, you can prepare a number of daily attack powers and
beginning wizard learns. The formula underlying a cantrip is so simple that each
utility powers according to what you can use per day for your level (see the Wizard
cantrip can be committed to memory and used at will once you have mastered it.
Powers Prepared per Day table). You can’t prepare the same power twice on the
Benefit: You gain four cantrips of your choice.
same day.
If you replace a power because of gaining a level or through retraining, the pre- Ghost Sound Useful for creating diversions both in and out of combat,
vious power vanishes from your spellbook and is replaced by the new power. ghost sound can help you distract other creatures with the sound of mysterious foot-
Rituals: Your book also contains three 1st-level rituals of your choice that you steps, a brawl coming from around a corner, or any other sound you can imagine.
have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more Ghost Sound Wizard Utility
rituals of your choice and add them to your spellbook. When you choose the ritu- With a wink, you create an illusory sound that emanates from a distant location.
als, they must be your level or lower. At-Will F Arcane, Illusion
Capacity: A typical spellbook has 128 pages. Each power takes up 1 page. A Standard Action Ranged 10
ritual takes up a number of pages equal to its level. Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature
Wizard Powers Prepared per Day 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
Level Daily Utility
enough that only creatures adjacent to the target can hear your words.
1 1 —
2–4 1 1
5 2 1
Light With a light cantrip at your disposal, you need never worry about carry-
6–8 2 2
ing torches, lanterns, or oil.
9 3 2
10–15 3 3 Light Wizard Utility
16–21 3 4 With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon
22–30 3 5 some other object, or in a nearby space.
At-Will F Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: 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.
Mage Hand When you first took up the often dangerous study of alchemy,
mage hand allowed you to mix reagents and volatile components from a safe dis-
tance. In lost ruins or the throne rooms of dukes and kings, this minor magic has
even more uses.
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it compensates for with unparalleled accuracy. Neither the heaviest armor nor the Thunderwave Despite your best efforts to stay behind the front line, the
toughest hide offers any defense against this spell. enemy will reach you at times. These instances are when thunderwave comes in
handy. When you cast this spell, you send shock waves through the ground and
Magic Missile Wizard Attack 1
your foes to drive them away from you.
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your
target.
Thunderwave Wizard Attack 1
At-Will F Arcane, Evocation, Force, Implement
You lash your foes with a wave of thunderous power.
Standard Action Ranged 20
Target: One creature At-Will ✦ Arcane, Evocation, Implement, Thunder
Effect: 2 + Intelligence modifier force damage. Standard Action Close blast 3
Level 11: 3 + Intelligence modifier force damage. Target: Each creature in the blast
Level 21: 5 + Intelligence modifier force damage. Attack: Intelligence vs. Fortitude
Special: If the implement used with this power has an enhancement bonus, add that Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of
bonus to the damage. In addition, you can use this power as a ranged basic attack. squares up to your Wisdom modifier.
Level 21: 2d6 + Intelligence modifier thunder damage.
Ray of Frost As part of their training, arcanists learn to call forth elemen-
tal forces and bind them with arcane power. Ray of frost is a valuable teaching tool Level 1: Encounter Power
in that it helps an apprentice contain and direct elemental cold where he or she Learning your at-will powers trained your mind to accept even greater quantities
wills. That the spell has combat applications is just an added boon. of arcane power. Thus prepared, you have learned to cast a few more complicated
and draining spells.
Ray of Frost Wizard Attack 1 Benefit: You gain a 1st-level wizard encounter attack power of your choice.
You fire a blisteringly cold ray of white frost at your foe, slowing its movement.
At-Will ✦ Arcane, Cold, Evocation, Implement Burning Hands Cowardly pack fighters such as goblins and kobolds see
Standard Action Ranged 10 your lack of armor and weapons as an excuse to mob you. This spell shows them
Target: One creature
the error of their ways. Fanning your fingertips before you, you blast jets of flame
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of that can wipe out a dozen or more minions and leave stronger foes quaking.
your next turn.
Level 21: 2d6 + Intelligence modifier cold damage. Burning Hands Wizard Attack 1
A gout of flame erupts from your hands and scorches nearby foes.
Scorching Burst Finesse has its place in magic, but so does brute force. Encounter F Arcane, Evocation, Fire, Implement
Scorching burst is a simple and effective attack spell that lets you call forth a spire of Standard Action Close blast 5
elemental fire down on your enemies. Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Scorching Burst Wizard Attack 1
Miss: Half damage.
You create a vertical column of golden flames that burns all within.
At-Will ✦ Arcane, Evocation, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Level 21: 2d6 + Intelligence modifier fire damage.
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Chill Strike Many encounter powers trace their origin to simpler spells. Icy Terrain You focus your energy to drain heat from the landscape, causing
Although they have many similarities with these spells in application and function, temperatures to plunge and ice to form over the ground. This spell lets you shape
they reveal what happens when an arcanist invests more energy into his or her the battlefield to your advantage by slowing your opponent’s advance while clear-
elementary attacks. Chill strike resembles ray of frost in application, but instead of ing away your weaker foes.
merely slowing an enemy down, you numb its body and mind with biting cold.
Icy Terrain Wizard Attack 1
Chill Strike Wizard Attack 1 You coat the ground with a treacherous patch of ice that freezes and hampers your foes.
You hit your foe with a bolt of frigid purple energy, reducing its ability to act for a moment. Encounter ✦ Arcane, Cold, Evocation, Implement, Zone
Encounter ✦ Arcane, Cold, Evocation, Implement Standard Action Area burst 1 within 10 squares
Standard Action Ranged 10 Target: Each creature in the burst
Target: One creature Attack: Intelligence vs. Reflex
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier cold damage, and the target falls prone.
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of Effect: The burst creates a zone that lasts until the end of your next turn or until you end
your next turn. it as a minor action. The ground of the zone is difficult terrain.
Miss: The target is slowed until the end of your next turn.
Ray of Enfeeblement Although many arcanists concern themselves
Force Orb Nearly every wizard learns to manipulate force using arcane with the power of the cosmos, there are some whose intellectual curiosity leads
magic. This fact is evidenced in the magic missile spell that so many wizards master. them to dark places. The Shadowfell, for necromancers and their ilk, holds great
Those arcanists who have a talent for shaping force find new and effective ways to promise, since vast reservoirs of dark energy are there for the taking. Ray of
use it in battle. Force orb, for example, enables you to compress arcane energy into a enfeeblement draws this shadowy force and projects it through an arcane ray. Those
magical sphere, which you hurl to explode amid your enemies. touched by its fell power find their strength sapped.
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Acid Arrow Prince Brightflame, called Melf or Perelay, created this spell Flaming Sphere Wizard Attack 1
long ago. A warrior-wizard of great power and fame, he led the Knights of Luna to You conjure a rolling ball of fire and control where it goes.
victory in the defense of his people. Brightflame’s innovations established many Daily ✦ Arcane, Conjuration, Evocation, Fire, Implement
Standard Action Ranged 10
of the tactics still used by eladrin war wizards today. Acid arrow exemplifies his
Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The
aggressive style. He would often open a battle using this signature spell to signal sphere occupies its square, and it lasts until the end of your next turn. Any creature
his allies to attack when they heard his target’s screams. that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire
damage. As a move action, you can move the sphere up to 6 squares.
Acid Arrow Wizard Attack 1 When the sphere appears, it immediately makes the following attack. While the
sphere persists, you can use a standard action to command it to make the attack.
You call out an arcane word and fire an arrow of green, glowing liquid that bursts against your Target: One creature adjacent to the sphere
foe and sends out a spray of sizzling acid. Attack: Intelligence vs. Reflex
Daily ✦ Acid, Arcane, Evocation, Implement Hit: 2d6 + Intelligence modifier fire damage.
Standard Action Ranged 20 Sustain Minor: The sphere persists until the end of your next turn.
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex Freezing Cloud Arcanists deserve their reputation for being dangerous.
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Many spells they learn, especially those favored by war wizards, wreak untold
Miss: Half damage, and ongoing 2 acid damage (save ends).
Effect: Make the secondary attack. harm on their enemies, scorching with fire, freezing with cold. What makes these
Secondary Attack spells dangerous is that they make no distinction between friend or foe, so a wizard
Area burst 1 centered on the primary target who studies them must be cautious about their use. Freezing cloud sends forth raw
Secondary Target: Each creature in the burst other than the primary target
elemental cold that either freezes your foes at once or drains away their vitality.
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Freezing Cloud Wizard Attack 1
Flaming Sphere Most wizards can call forth elemental fire, but only a You launch an icy pellet from your hand that explodes in a cloud of icy mist around your foes.
talented few can shape it into stable forms they can use in battle. Flaming sphere lets Daily ✦ Arcane, Cold, Evocation, Implement, Zone
you draw a measure of this roiling flame and contain it in a spheroid shape. Then Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
you can command it to strike where you will, harrying enemies pinned down by Attack: Intelligence vs. Fortitude
your allied defenders or cutting a fiery path through ranks of minions. Hit: 2d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you
dismiss it as a minor action. Any creature that enters the zone or starts its turn there
takes 5 cold damage (a creature can take this damage only once per turn).
Sustain Minor: The zone persists until the end of your next turn.
Sleep Legends tell of mortals who have stumbled into the Feywild and slept for
hundreds of years. Such stories build on elements of the truth, for the eladrin are
known for their tendency to incapacitate threats they have no immediate need to
destroy. This spell is only a pale reflection of the potent magic of the fey, but it lets
you dispense with troublesome foes in a bloodless manner.
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Sleep Wizard Attack 1 Jump Arcanists are not normally known for their athletic prowess. With the
You exert your will against your foes, seeking to overwhelm them with a tide of magical right spells, however, they can compete with some of the best. Jump can give you a
weariness. boost when leaping over an obstacle or a hazard. Sometimes it’s better used to sac-
Daily F Arcane, Charm, Enchantment, Implement rifice your own move and let an ally spring forward and engage the enemy.
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will Jump Wizard Utility 2
Hit: The target is slowed (save ends). You or another creature you choose can suddenly leap great distances.
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Encounter ✦ Arcane
Miss: The target is slowed (save ends).
Move Action Ranged 10
Target: You or one creature
Level 2: Utility Powers Effect: The target makes an Athletics check as a free action to jump with a +10 power
bonus. The target can move as many squares as the check allows and is considered to
Your cantrips hint at the ways you can employ magical energy. As you hone your have a running start.
ability with battle magic, you learn to use other spells to protect you or help you
control your circumstances. Shield Shield is a potent defensive spell whose benefit remains dormant until
Benefit: You add two 2nd-level wizard utility powers of your choice to your you need it.
spellbook.
Shield Wizard Utility 2
Expeditious Retreat This spell’s name comes from its most common You throw up your hand, and a shield of arcane energy springs into existence, protecting you
use, allowing a wizard to slip away safely as foes press in. However, many wizards against imminent attacks.
use this spell for offense, pushing daringly into the midst of their foes. Encounter F Arcane
Immediate Interrupt Personal
Expeditious Retreat Wizard Utility 2 Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Your form blurs as you hastily withdraw from the battlefield.
Daily F Arcane
Move Action Personal Level 3: Encounter Power
Effect: You shift up to twice your speed. Your spellcasting talent improves after several adventures. You now have ability
and will enough to use multiple encounter attack powers in the same encounter.
Feather Fall This spell ensures that you or an ally never has to fear a fall. Benefit: You gain a new wizard encounter attack power of your level or lower.
Even though feather fall has limited application, many wizards who prepared it
have thanked their foresight when confronted by a rapid and unexpected descent. Color Spray You fling multicolored sand at your enemies, and when the
granules pick up the light, they explode in brilliant colors. Your enemies recoil
Feather Fall Wizard Utility 2 from the brightness and are left shaking their heads to clear away the spots before
You or a creature you choose falls gently, like a feather. their eyes. An enemy dazzled by color spray is powerless to react to dangers around
Daily ✦ Arcane it, so your allies can move in to press their attacks with impunity.
Free Action Ranged 10
Trigger: You fall, or a creature within 10 squares of you falls.
Target: The triggering creature
Effect: The target takes no damage from the fall, and consequently does not fall prone at
the end of it.
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Color Spray Wizard Attack 3 Shock Sphere When you hurl this orb of arcane power, you balance the
A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby en- high number of potential targets against the need to avoid hitting your allies with
emies senseless. a deadly burst of lightning. Use this spell in concert with forced movement that
Encounter ✦ Arcane, Evocation, Implement, Radiant pushes your foes together, or to get the drop on enemies in a confined space.
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will Shock Sphere Wizard Attack 3
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all
your next turn. nearby creatures in its electric embrace.
Encounter F Arcane, Evocation, Implement, Lightning
Fire Shroud Many spells that arcanists wield today trace their origin to Standard Action Area burst 2 within 10 squares
the battlefields of the past. An eladrin war wizard used fire shroud as a last resort Target: Each creature in the burst
Attack: Intelligence vs. Reflex
against drow enemies when they cut their way through her defenders. As her foes
Hit: 2d6 + Intelligence modifier lightning damage.
fought against the spreading flames, she slipped away unharmed. Miss: Half damage.
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Dimension Door Wizard Utility 6 Invisibility The most potent combat illusion lets you summon up an image
You trace the outline of a doorway in front of you, step through the portal, and reappear some- of nothing at all. A nearby creature of your choice seems to disappear, but only
where else nearby. your sustained concentration can maintain its invisibility for very long.
Daily F Arcane, Teleportation
Move Action Personal
Invisibility Wizard Utility 6
Effect: You teleport up to 10 squares.
A creature you choose vanishes from sight.
Disguise Self An illusion created by the disguise self spell can mask your Daily F Arcane, Illusion
Standard Action Ranged 5
appearance and let you become anyone you want to be. Whether you’re infiltrating Target: You or one creature
an enemy encampment or evading pursuers, only the most dedicated scrutiny will Effect: The target becomes invisible until the end of your next turn. If the target makes
pierce your disguise. an attack, the invisibility ends.
Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the
end of your next turn.
Disguise Self Wizard Utility 6
With a snap of your fingers, you suddenly look like someone else.
Levitate Positioning is crucial to an arcanist’s success on the battlefield.
Daily ✦ Arcane, Illusion
When faced with several enemies at once, you can use levitate to lift yourself clear
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look different. You can of their attacks and reach a better vantage point. The spell’s other applications are
take on the appearance of any creature of similar build and size, including a specific obvious. Don’t rely on this spell too much, though. While you are hovering, your
individual whom you’ve seen. You gain neither the abilities or mannerisms of the unsteadiness makes you vulnerable to missile fire.
chosen form, nor the tactile or audible properties of your form or gear. For example, if
you took on the illusion of a dwarf fighter in plate armor, anyone touching you would
realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as Levitate Wizard Utility 6
you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You You rise off the ground a short distance.
must keep the same appearance for the entire duration. Daily ✦ Arcane
Anyone who attempts to see through your ruse makes an Insight check opposed by Move Action Personal
your Bluff check, and you gain a +5 power bonus to your check. Effect: You move up to 4 squares vertically and hover there until the end of your next
turn. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex. If some
Dispel Magic One of the oldest of all spells is also one of the most useful. effect, such as a pit opening below you, causes you to be more than 4 squares above
Your foes’ magic is a threat only while it lasts. With dispel magic at your disposal, the ground, you drop down to 4 squares above the ground. You do not take damage
from such a fall. When the levitation ends, you descend to the ground without taking
you can negate the continuing effects of a spell, prayer, or other power.
falling damage.
Sustain Move: You move up to 3 squares up or down or 1 square horizontally, and you
Dispel Magic Wizard Utility 6 hover there until the end of your next turn. You cannot go higher than 4 squares above
You send out a ray of crackling arcane energy that destroys a magical effect created by an the ground.
opponent.
Encounter F Arcane, Implement
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will of the creator of the conjuration or the zone
Hit: The conjuration or zone is destroyed. All its effects end, including those that nor-
mally last until a target saves.
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Wall of Fog Arcanists are adept at changing battlefield conditions to suit Lightning Bolt Wizard Attack 7
their allies. Wall of fog is an excellent defense against enemy artillery. With a word, Brilliant strokes of blue-white lightning erupt from your outstretched hand.
you conjure thick fog that impairs visibility. Simply drop the wall on the battle’s Encounter F Arcane, Evocation, Implement, Lightning
Standard Action Ranged 10
edge, and your enemies will have little choice but to close in for hand-to-hand
Target: One, two, or three creatures
combat. Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Wall of Fog Wizard Utility 6 Miss: Half damage.
You create a billowing wall of gray fog that obscures vision.
Daily ✦ Arcane, Conjuration
Spectral Ram Few enemies can withstand your magical might when it’s
Standard Action Area wall 8 within 10 squares expressed as the spectral ram spell. This power lets you seize your enemy and fling
Effect: You conjure a wall of fog that lasts until the end of your next turn. The wall can it about. It’s particularly useful for dealing with enemies that are close to overpow-
be up to 4 squares high. The wall is heavily obscured and blocks line of sight.
ering your allies, since it gives your companions time to regroup.
Sustain Minor: The wall persists until the end of your next turn.
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You reap the reward of constant challenge by increasing your physical and mental A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form
as it strikes.
well-being.
Daily ✦ Arcane, Evocation, Implement, Lightning, Poison
Benefit: You increase two ability scores of your choice by 1.
Standard Action Ranged 10
Target: One creature
Level 9: Daily Powers Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the target is slowed and takes
You have almost reached the top of the heroic tier, and new power is again your ongoing 5 poison damage (save ends both).
reward for your efforts. Miss: Half damage, and the target is slowed (save ends).
Benefit: You add two new wizard daily attack powers of your level or lower to
your spellbook. Mordenkainen’s Sword Mordenkainen might be the most famous
wizard to have ever lived. Among his many contributions to the arcane arts were
Ice Storm Few evocation spells are as visually impressive as ice storm. With several spells that created something from nothing. Mordenkainen’s sword is one of
a shout, you call down a pounding gale of fist-sized hailstones that can rend flesh his better-known innovations, particularly useful for pressing enemies who hide
from bone. In the aftermath, you leave the ground a frozen morass as a stark behind the front ranks. Once you create the shimmering blade, it takes little effort
reminder of your power. to guide its strikes and thus gives you an extra ally on the battlefield.
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Wall of Fire Wizard Attack 9 Mirror Image The protective quality of this spell has made it a popular
A blazing wall of flame erupts from the ground at your command. choice for many wizards throughout the long ages. Each duplicate it creates is an
Daily ✦ Arcane, Conjuration, Fire, Implement opportunity for an enemy’s attack to be deflected from you. The spell’s magic can
Standard Action Area wall 8 within 10 squares
be sufficient to keep you from harm you until help comes your way.
Effect: You conjure a wall of fire that lasts until the end of your next turn. The wall can
be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6
+ Intelligence modifier fire damage. Any creature that enters the wall or starts its turn Mirror Image Wizard Utility 10
there takes 3d6 + Intelligence modifier fire damage (a creature can take this damage Three duplicate images of you appear, imitating your actions perfectly and confusing your
only once per turn). The wall blocks line of sight. Each square of movement that enemies.
includes one or more squares of the wall costs 3 extra squares of movement.
Sustain Minor: The wall persists until the end of your next turn. Daily ✦ Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power
Level 10: Utility Powers bonus to AC. Each time an attack misses you, one of your duplicate images disappears,
and the bonus granted by this power decreases by 2. When the bonus reaches 0, all
Having reached the peak of the heroic tier, you develop spells to give you and your
your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
allies a decided advantage on the battlefield.
Benefit: You add two new wizard utility powers of your level or lower to your Resistance Having long worked with various forms of arcane energy, you
spellbook. have gained insight into how to protect yourself or another from any of them.
Arcane Gate Your mastery of the battlefield is made more complete by Resistance Wizard Utility 10
arcane gate, which opens up a temporary portal controlled by the power of your mind.
You make yourself or another creature resistant to a particular kind of damage.
Daily ✦ Arcane
Arcane Gate Wizard Utility 10
Minor Action Ranged 10
You open a dimensional rift connecting two nearby locations. Target: You or one creature
Daily F Arcane Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thun-
Minor Action Ranged 20 der. The target gains resistance to that damage type until the end of the encounter.
Effect: You create a dimensional rift between two unoccupied squares in range. The rift The resistance equals your level + your Intelligence modifier.
lasts until the end of your next turn. Until the rift ends, the two squares are effectively
adjacent to each other, but for movement only.
Sustain Minor: The rift persists until the end of your next turn.
Blur First perfected by the legendary combat casters of old, the blur spell wraps
you in an arcane shroud that shields you from your enemies’ sight.
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right away.
Benefit: You gain features associated with your paragon path.
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Mesmeric Hold Your voice, aided by potent magic, burns your command Thunderlance No elemental force is beyond your ken. With the slightest
to halt into a creature’s mind, wreaking havoc with its thoughts and making it help- gesture, you let loose a thunderous blast to smash through your enemies and drive
less to resist your will. them back. As potent as this spell is, you must be close to your foes to use it effec-
tively. It is often a good defensive spell, helping you keep foes at bay, but is also just
Mesmeric Hold Wizard Attack 13 as useful to force enemies into zones and clouds created by your other spells, such
You command your foes to remain still, holding them in place. as web or wall of fire.
Encounter ✦ Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 10 Thunderlance Wizard Attack 13
Target: One, two, or three creatures
A thunderous pulse of concussive energy rolls from your hand, throwing your enemies back.
Attack: Intelligence vs. Will. You gain a +4 power bonus to the attack roll if you target
only one creature. Encounter ✦ Arcane, Evocation, Implement, Thunder
Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the Standard Action Close blast 5
end of your next turn. Target: Each creature in the blast
Miss: The target is slowed until the end of your next turn. Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you push the target up to 4
squares.
Prismatic Burst Your enemies have nothing that you cannot take away. Miss: You push the target up to 4 squares.
Focusing your study on unlocking light’s destructive potential, you create a bril-
liant sphere and hurl it to a spot where it detonates in a flash of burning radiance.
You can do little to shield your allies from the blinding burst, so you must be care-
Level 14: Ability Score Increase
Each new challenge only makes you stronger in body and mind.
ful when and where you use this spell.
Benefit: You increase two ability scores of your choice by 1.
Prismatic Burst Wizard Attack 13
You lob a fist-sized orb of pulsating white light among your enemies, blasting them with rays of
Level 15: Daily Powers
multicolored light. As you progress through the paragon tier, you face ever greater challenges. To meet
Encounter ✦ Arcane, Evocation, Implement, Radiant these dangers, you master even more powerful arcane attack powers.
Standard Action Area burst 2 within 20 squares Benefit: You can add up to two new wizard daily attack powers of your level or
Target: Each creature in the burst
lower to your spellbook. If you do so, each new power must replace one of the daily
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end attack powers you already have from your class (usually one of your lowest-level
of your next turn. daily attack powers).
Miss: Until the end of the target’s next turn, creatures have partial concealment against
the target. Bigby’s Grasping Hands The various spells that Bigby created are
unified by a common theme. Each spell conjures a magical hand that the caster can
direct and use to make attacks. In some case, Bigby’s sense of humor comes through,
such as when two magical hands crash a pair of enemies into one another.
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Blast of Cold Where its cousin cone of cold is useful for taking enemies
alive, blast of cold has no room for mercy. You manipulate the latent sentience lurk-
ing within the elemental cold you create and direct it to scourge your foes with
killing frost that binds them in clinging ice. The eladrin wizard assails an angel of valor with a sudden blast of cold
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Prismatic Beams Originating from the same theories that led to both color Level 16: Paragon Path Feature
spray and prismatic burst, this spell creates a burst of shimmering, intertwined, mul- You are now in the upper half of the paragon tier. To mark this status, you gain a
ticolored beams that spring from your hand and lance into your enemies. The magic new feature of your paragon path.
imbuing the rainbow of colors targets every aspect of your foes from their endurance Benefit: You gain a feature associated with your paragon path.
to their minds, and finds a way through any defense to deliver a punishing magical
assault. Level 16: Utility Powers
As your mastery of battle magic evolves, so does your ability to wield other useful
Prismatic Beams Wizard Attack 15
forms of magic. Such spells help you contend with the various challenges that still
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your
lie ahead.
foes in unpredictable ways.
Benefit: You add two new wizard utility powers of your level or lower to your
Daily ✦ Arcane, Evocation, Fire, Implement, Poison
Standard Action Close blast 5
spellbook.
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make a single attack roll and use it Displacement Many spell-crafting wizards of yore drew their inspiration
against each defense. from the creatures they encounter. With this power, you become like the displacer
Hit (Fortitude): Ongoing 10 poison damage (save ends).
Hit (Reflex): 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save
beast. When an enemy closes in, you can thwart its attack with an illusion that
ends). makes you appear to be somewhere you’re not.
Hit (Will): The target is dazed (save ends).
Displacement Wizard Utility 16
Wall of Ice Principally a defensive spell, wall of ice proves it is more than a You make yourself or an ally seem to be standing somewhere else, avoiding an enemy’s attack.
simple barrier when creatures draw too close to its surface. The murky ice drains Encounter ✦ Arcane, Illusion
heat and life from anyone who comes near and thus forces enemies to find some Immediate Interrupt Ranged 5
other way through or around the wall. Trigger: A ranged or a melee attack hits you or an ally within 5 squares of you
Effect: The attacker must reroll the attack roll and use the new result.
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Greater Invisibility A more powerful version of invisibility, this power Combust Wizard Attack 17
lets you conceal an ally at an even greater range. You cause several foes to burst into flame.
Encounter ✦ Arcane, Evocation, Fire, Implement
Greater Invisibility Wizard Utility 16 Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
With a wave of your hand, you or another creature nearby fades away, becoming invisible. Attack: Intelligence vs. Reflex
Daily ✦ Arcane, Illusion Hit: 5d6 + Intelligence modifier fire damage.
Standard Action Ranged 20 Miss: Half damage.
Target: You or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Minor: If the target is in range, the invisibility persists until the end of your next
Crushing Titan’s Fist Another potent spell designed to destroy several
turn. enemies, crushing titan’s fist works by thickening the arcane energy flowing through
an area into constricting bands of force. For as long as the effect lingers, the area is
Stoneskin Without the benefit of armor, arcanists draw on their magical practically impassable.
expertise to protect themselves. Stoneskin is one of the more famous efforts in this
regard. It gives your flesh the appearance and durability of stone. Crushing Titan’s Fist Wizard Attack 17
You clench your fist, crushing your enemies within a huge, invisible grip of force.
Stoneskin Wizard Utility 16 Encounter ✦ Arcane, Evocation, Force, Implement, Zone
Standard Action Area burst 2 within 20 squares
With an arcane word and a sprinkle of diamond dust, you imbue yourself or an ally with skin
Target: Each creature in the burst
as hard as granite.
Attack: Intelligence vs. Reflex
Daily ✦ Arcane, Transmutation Hit: 3d8 + Intelligence modifier force damage, and the target is immobilized until the
Standard Action Melee touch end of your next turn.
Target: You or one ally Effect: The burst creates a zone that lasts until the end of your next turn or until you
Effect: The target gains resist 10 to all damage until the end of the encounter. dismiss it as a minor action. Each square of movement that includes one or more
squares of the zone costs 4 extra squares of movement.
Level 17: Encounter Power
Your achievements with arcane magic continue to mount as you add an even more
Force Volley It’s believed that force volley was another one of Morden-
kainen’s creations, since he developed much of what is known today about magical
powerful spell to your repertoire.
force. A more powerful version of magic missile, this spell creates numerous darts of
Benefit: You can gain a new wizard encounter attack power of your level or lower.
force and sends them smashing into your foes. You can also concentrate these mis-
If you do so, this new power must replace one of the encounter attack powers you
siles against a single target to be practically assured of a hit.
already have from your class (usually your lowest-level encounter attack power).
Combust On speaking this incantation, you call forth elemental fire. This
untamed energy latches onto nearby creatures and causes them to erupt in flames.
Like many similarly aggressive spells, combust targets all creatures in its area, so
use it to soften up your opponents before the battle is truly joined.
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Force Volley Wizard Attack 17 Acid Wave Your incantation creates a globular mass of undulating fluid
Silvery missiles spring from your fingertips and streak across the battlefield, striking your en- that swells in size until you reach the crescendo, at which point it collapses in a ter-
emies with a staggering impact. rible wave. The caustic fluids dissolve flesh and bone and keep working even after
Encounter ✦ Arcane, Evocation, Force, Implement the initial splash. Once the wave is created, you have little control over whom it
Standard Action Ranged 20
Target: One, two, or three creatures
strikes, so must be cautious when using it around your companions.
Attack: Intelligence vs. Reflex. You gain a +4 power bonus to the attack roll if you target
only one creature. Acid Wave Wizard Attack 19
Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of
You throw out your hands and send a wave of caustic acid over your enemies. The acid contin-
your next turn.
ues to burn long after the wave passes.
Daily ✦ Acid, Arcane, Evocation, Implement
Ice Tomb This spell lets you trap an enemy in a block of solid ice. Ice tomb is Standard Action Close blast 5
useful for dealing with enemy spellcasters, since it has a long range and shuts down Target: Each creature in the blast
the enemies’ attacks. While the ice is thawing, your allies can converge to make Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).
the kill.
Miss: Half damage, and ongoing 5 acid damage (save ends).
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Level 20: Paragon Path Feature Level 21: Epic Destiny Feature
You gain the capstone ability of your paragon path at 20th level.
Your epic destiny provides you with one or more class features that you gain when
Benefit: You gain a feature (typically a daily attack power) associated with your
you select that destiny.
paragon path.
Benefit: You gain a feature associated with your epic destiny.
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Level 22: Utility Powers Time Stop The relentless advancement of time is a reality that even the gods
By ascending into the epic tier, you gain access to new spells that can shape reality cannot fully control. However, as you advance into the epic tier, you learn a small
to suit your needs. measure of temporal mastery that lets you act at lightning speed compared to your
Benefit: You add two new wizard utility powers of your level or lower to your foes. Make use of this power at the beginning of combat, using your extra standard
spellbook. actions to cast utility powers that can set up your eventual victory.
Mass Fly This spell was first cast by planar wizards exploring the unpre- Time Stop Wizard Utility 22
dictable reaches of the Elemental Chaos, but its utility in combat is what makes it Everything around you slows to a halt, frozen in time. Then, after a few moments, everything
valuable. With the power of flight at your command, you and your allies can easily starts to speed up again, returning to normal time.
gain the advantage over land-bound foes. Daily F Arcane
Minor Action Personal
Effect: You gain two extra standard actions, which you must use before the end of your
Mass Fly Wizard Utility 22
turn. You can’t use these extra actions to make attacks.
White motes of light fly from your fingertips and swirl about, lifting you and your allies off the
ground and granting each of you the power of flight.
Level 23: Encounter Power
Daily F Arcane
Standard Action Close burst 5 As you climb through the epic tier, your mastery over arcane magic becomes more
Target: You and each ally in the burst and more secure.
Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly Benefit: You can gain a new wizard encounter attack power of your level or lower.
speed ends, each target floats to the ground without taking falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
If you do so, this new power must replace one of the encounter attack powers you
already have from your class (usually your lowest-level encounter attack power).
Mordenkainen’s Mansion As Mordenkainen worked to become an
archmage, he found the rigors of travel annoying. To provide comfort and security, Acid Storm Favored by no-nonsense wizards who delight in their enemies’
he developed a powerful spell to shelter himself and his companions from any dan- suffering, acid storm summons a vile black cloud that spills green droplets capable
gers they might face on their quests. Using this spell ensures that your nightly rest of eating through anything they touch. Like many destructive spells, acid storm is
will never again be troubled. blind to your allies and melts anyone in its path. It’s an effective way to eliminate
enemies that are sequestered in hard-to-reach places, since they can’t see out of it
Mordenkainen’s Mansion Wizard Utility 22 to continue their attacks.
You trace the outline of a door, and a shimmering portal appears, leading to a space accessible
only by you and your allies.
Acid Storm Wizard Attack 23
Daily ✦ Arcane, Conjuration You create a thick, black cloud of acid droplets that burns everything inside it.
Standard Action Melee touch Encounter ✦ Acid, Arcane, Evocation, Implement, Zone
Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Standard Action Area burst 4 within 10 squares
Medium creatures. It is reached through a single doorway that you trace on a surface Target: Each creature in the burst
or in the air. Only you and those you designate can pass through it. You can close the Attack: Intelligence vs. Fortitude
entrance and make it invisible after you enter the mansion, and only someone inside Hit: 4d6 + Intelligence modifier acid damage.
the mansion can open the portal once it’s closed. The mansion contains comfort- Effect: The burst creates a zone that lasts until the end of your next turn or until you
able furnishings and enough food and drink to satisfy its denizens. The furniture and dismiss it as a minor action. The zone is heavily obscured and blocks line of sight. Any
food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creature that enters the zone or starts its turn there takes 10 acid damage (a creature
creatures still in the mansion when the power ends reappear in unoccupied squares can take this damage only once per turn).
outside the entrance portal.
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Chain Lightning Few spells can produce as much destruction in a single Thunderclap Wizard Attack 23
casting as chain lightning. Used early in combat, this spell can deliver a decisive You create a peal of thunder that rolls across the battlefield and slams into a foe, disorienting it
opening blow against a powerful enemy leader while thinning the ranks of its for a short time.
minion allies. Kept in reserve until late in the battle, chain lightning can wipe out an Encounter ✦ Arcane, Evocation, Implement, Thunder
Standard Action Ranged 20
entire wounded enemy force, lashing out at targets across the battlefield. Target: One creature
Attack: Intelligence vs. Fortitude
Chain Lightning Wizard Attack 23 Hit: 3d10 + Intelligence modifier thunder damage, and the target is stunned until the
end of your next turn.
From your fingertips springs a stroke of blinding purple-white lightning that leaps from one
Miss: The target is dazed until the end of your next turn.
enemy to another.
Encounter F Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20 Level 24:
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Ability Score
Hit: 4d6 + Intelligence modifier lightning damage. Increase
Miss: Half damage.
The threats of the epic chal-
Effect: Make the secondary attack.
Secondary Attack lenges you face are countered
Secondary Target: One or two creatures within 5 squares of the primary target by the perfection of your body
Attack: Intelligence vs. Reflex and mind.
Hit: 2d6 + Intelligence modifier lightning damage.
Benefit: You increase two
Miss: Half damage.
Effect: Make the tertiary attack. ability scores of your choice
Tertiary Attack by 1.
Tertiary Target: Each enemy within 20 squares of you that was not a primary or a
secondary target
Attack: Intelligence vs. Reflex Level 24: Epic
Hit: 1d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Destiny Feature
Your epic destiny continues to
Thunderclap Your smallest gesture creates a resounding thunderclap that transform you, granting you
knocks your enemy senseless. Perfect for dealing with enemy spellcasters, leaders, abilities and talents that are
and elite foes, this spell levels the playing field and gives your allies a chance to beyond the merely mortal.
rally and renew their attack. Benefit: You gain a feature
associated with your epic
destiny.
A dwarf wizard
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The foes arrayed against you in the epic tier compel you to develop more powerful You trap an enemy in an extradimensional vault resembling a maze, which holds the foe until
it can figure out how to escape. Where the foe vanished, a faintly glowing sigil hovers in the air.
and effective spells.
Daily ✦ Arcane, Enchantment, Implement, Psychic
Benefit: You can add up to two new wizard daily attack powers of your level or
Standard Action Ranged 10
lower to your spellbook. If you do so, each new power must replace one of the daily Target: One creature
attack powers you already have from your class (usually one of your lowest-level Attack: Intelligence vs. Will
daily attack powers). Hit: 3d12 + Intelligence modifier psychic damage.
Effect: The target is removed from play. At the end of each of its turns, the target makes
an Intelligence check against your Will. On a success, the target returns to play in the
Elemental Maw This spell coalesces a small portion of the Elemental space it last occupied or in the nearest unoccupied space of its choice, if that space is
Chaos. Elemental substance exudes from it and swirls in a vortex that sucks in and occupied. On each failure, the target gains a cumulative +5 bonus to the check.
destroys everything in its reach. Natural laws offset the effect after a few moments,
but until the maw closes, it pulls everyone nearby into it. Those pulled inside reap- Necrotic Web This power takes the web spell to new heights (or depths).
pear a moment later, far worse off for the experience. The strands of this web drain the energy of any creature it ensnares as the victim
struggles to break free.
Elemental Maw Wizard Attack 25
You call up a spinning vortex of elemental energy that draws your enemies inside. It then spits Necrotic Web Wizard Attack 25
them out where you direct, fallen and reeling. You cover your enemies in a giant web made from strands of black, life-draining energy.
Daily ✦ Acid, Arcane, Cold, Fire, Implement, Lightning, Teleportation, Thunder, Zone Daily ✦ Arcane, Implement, Necromancy, Necrotic, Zone
Standard Action Area burst 4 within 20 squares Standard Action Area burst 3 within 20 squares
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next Target: Each creature in the burst
turn. Any creature that enters the origin square of the zone or starts its turn there Attack: Intelligence vs. Reflex
takes 10 acid, cold, fire, lightning, and thunder damage (a creature can take this Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save
damage only once per turn). You must teleport the creature to a square within 20 ends).
squares of you that is outside the zone. The creature then falls prone, and it is dazed Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.
until the start of your next turn. Any creature that starts its turn in the zone takes 4d6 necrotic damage, and is slowed
When the zone appears, make the following attack. (save ends).
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier acid, cold, fire, lightning, and thunder damage, and
Prismatic Spray When you cast prismatic spray, you create a sudden
the target is pulled up to 2 squares toward the zone’s origin square. bright light. The spell’s magic separates the light into colors that can poison, burn,
Miss: Half damage. or disorient any enemy exposed to them. This spell’s full effect is revealed when
you hit a target with several colors at once.
Maze The maze spell casts an enemy into an extradimensional labyrinth of
your making. To escape, your foe must pit its mind against your will and navi-
gate the confusing passages until it can find a way out. The power is best used to
imprison a troublesome opponent while your allies mop up its underlings.
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Prismatic Spray Wizard Attack 25 Confusion In an echo of the magic of the Feywild from which this spell was
A dazzling spray of multicolored light springs from your hands, enveloping your enemies. crafted, confusion allows you to impose your will upon an enemy. A more powerful
Daily ✦ Arcane, Evocation, Fire, Implement, Poison form of control than mere domination, this spell lets you force your foe to move
Standard Action Close blast 5
and attack, leaving it out of position and vulnerable.
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make a single attack roll and use it
against each defense. Confusion Wizard Attack 27
Hit (Fortitude): The target is slowed and takes ongoing 15 poison damage (save ends both). You magically compel your enemy to attack its ally.
Hit (Reflex): 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save
Encounter F Arcane, Charm, Enchantment, Implement, Psychic
ends).
Standard Action Ranged 20
Hit (Will): The target is stunned (save ends).
Target: One enemy
Attack: Intelligence vs. Will
Level 26: Epic Destiny Feature Hit: 3d10 + Intelligence modifier psychic damage.
Effect: At the start of the target’s next turn, you can use a free action to slide it a number
At 26th level, your epic destiny provides you with a another ability. of squares equal to its speed. It then makes a basic attack against a creature of your
Benefit: You gain a feature (typically a utility power) associated with your epic choice as a free action.
destiny.
Forcecage You have learned to mold force into any shape you wish. Rather
Level 27: Encounter Power than batter an enemy with a brutal barrage, you ensnare it in a prison of invisible
Nearing the end of the epic tier, you come to rely on a new spell that reinforces energy. A foe so imprisoned is helpless to avoid your allies when they move in for
your ability to control the battlefield and the enemies you face. the kill.
Benefit: You can gain a new wizard encounter attack power of your level
or lower. If you do so, this new power must replace one of the encounter attack Forcecage Wizard Attack 27
powers you already have from your class (usually your lowest-level encounter You erect an invisible cage of unbreakable bars of force around your foe, trapping it momentarily.
attack power). Encounter ✦ Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Black Fire The supernatural flames created by the black fire spell recall Attack: Intelligence vs. Reflex
those that burn in the City that Waits, Moil, the lost city on the edge of oblivion. Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage
Many sages claim that Acererak himself created this spell, for the flames it creates until the end of your next turn. While confined, it is immobilized, grants combat
advantage, and cannot gain line of effect against nonadjacent enemies.
burn not just the flesh but also the very soul.
Miss: Half damage, and the target is slowed until the end of your next turn.
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Level 29: Daily Powers Meteor Swarm The height of destructive wizardry, meteor swarm allows
The end of the epic tier is in sight, and your mightiest spells are the very powers of you to evoke a fiery cataclysm from the heavens. This spell is indiscriminate in its
the gods themselves. effects, so beware of including your allies in the conflagration.
Benefit: You can add up to two new wizard daily attack powers of your level or
lower to your spellbook. If you do so, each new power must replace one of the daily Meteor Swarm Wizard Attack 29
attack powers you already have from your class (usually one of your lowest-level Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, oblit-
daily attack powers). erating them in a storm of fire.
Daily F Arcane, Evocation, Fire, Implement
Greater Ice Storm Overwhelming force is sometimes the only answer Standard Action Area burst 5 within 20 squares
Target: Each creature in the burst
for a tenacious enemy. Greater ice storm improves on the spell’s earlier version by Attack: Intelligence vs. Reflex
calling down punishing hailstones and gripping your enemies with cold. Even after Hit: 8d6 + Intelligence modifier fire damage.
the torrent stops, the ground is slick with ice. Miss: Half damage.
Greater Ice Storm Wizard Attack 29 Level 30: Epic Destiny Feature
You mount a storm of bitterly cold hailstones that pummels a wide swath of ground and covers Your epic destiny is fully realized, and you reach the heights of fame and accom-
the area in ice. plishment for which you have been striving so long. You are mortal no longer!
Daily ✦ Arcane, Cold, Evocation, Implement, Zone Benefit: You gain a feature associated with your epic destiny.
Standard Action Area burst 5 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.
Legion’s Hold The more magic you gather, the more formidable you
become. Legion’s hold is evidence of your great prowess, since it lets you command
nearly every enemy on the battlefield. With just a softly spoken word, your mental
power crushes your enemies, halting their progress and scourging their thoughts
while they stand fast, reeling from your psychic assault.
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The wizard paragon paths reflect different arcane traditions and specialties found Encounter ✦ Arcane, Evocation, Force, Implement
in the world. Some introduce new tactics, while others offer new resources. Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Battle M age Hit: 3d8 + Intelligence modifier force damage, and you can push the target 1 square
and knock it prone.
Prerequisite: Wizard
Level 12: Arcane Rejuvenation
You didn’t leave behind the thrill of battle when you took up the mantle of wizard, Blasting enemies right and left often puts you in danger. To safeguard against an
so why should you stand back and let the fighters have all the fun? You have devel- untimely end, you hold back magical energy to heal your wounds if you find your-
oped skills and techniques that have turned you into a true battle mage, ready to self overwhelmed.
deal damage up close and personal or from afar, depending on the situation and Benefit: You gain the arcane rejuvenation power.
how the mood strikes you. You have even learned of a technique for using arcane
energy to temporarily stave off death—and you can’t wait to try it out in battle. Arcane Rejuvenation Battle Mage Utility 12
In a bad spot, you draw on arcane energy to help you stay on your feet.
Level 11: Arcane Riposte Daily ✦ Arcane, Healing
Imbued with magical might, your hands bristle with arcane energy in the heat Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer.
of battle. Your enemy realizes its mistake too late when you lash out, shaping the
Effect: You regain hit points equal to your level + your Intelligence modifier.
energy into cold, fire, force, or lightning. It scourges the enemy you would punish.
Benefit: When a creature provokes an opportunity attack from you, you can
make an opportunity attack with one of your hands (Intelligence + 4 vs. Reflex).
Level 16: Battle Edge
The bonus increases to +6 at 21st level. Choose cold, fire, force, or lightning. On a You concentrate on the battle at hand. If an injury disrupts your concentration, you
hit, the attack deals 1d8 + Intelligence modifier damage of that type. lash out with a swift and destructive counterattack.
Benefit: When you first become bloodied in an encounter, you can use an at-
Level 11: Battle Mage Action will power of yours as an immediate reaction.
You can shape magical energy into destructive spells. When you call on greater arcane
power, you find it easy to direct your next spell where it can achieve the greatest effect.
Level 20: Closing Spell
Benefit: When you spend an action point to take an extra action, you also gain One of the mightiest powers known to wizards, closing spell calls down raw elemen-
a +4 bonus to attack rolls until the start of your next turn. tal destruction that only intensifies if your other resources are drained.
Benefit: You gain the closing spell power.
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Closing Spell Battle Mage Attack 20 A minor wound deals 1d10 damage to you.
You save the best for last—a devastating display of pure elemental power that your enemies A severe wound deals 2d10 damage to you.
aren’t likely to see again. You then gain a bonus to the power’s damage rolls. The bonus equals the
Daily ✦ Arcane, Evocation, Implement; Varies damage you dealt to yourself.
Standard Action Area burst 3 within 20 squares
Special: Choose cold, fire, lightning, or thunder. Your choice determines the power’s
damage type.
Level 11: Blood Pulse
Target: Each enemy in the burst Your blood becomes the instrument of your foes’ demise. You call on its essence
Attack: Intelligence vs. Reflex and unveil its destructive potential in the midst of your enemies.
Hit: 3d10 + Intelligence modifier damage of the chosen type, or 8d10 + Intelligence
Benefit: You gain the blood pulse power.
damage of that type if you have no other daily attack powers remaining.
Miss: Half damage.
Blood Pulse Blood Mage Attack 11
A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates
Blood M age amid your enemies, covering them in a blood-red shroud.
Encounter ✦ Arcane, Implement
Prerequisite: Wizard
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
You have learned to combine your blood with arcane formulas to cast more power- Attack: Intelligence vs. Will
ful spells. Your blood is your life, but it is also your source of power. Few wizards Hit: 2d6 + Intelligence modifier damage. Until the end of your next turn, the target
takes 5 damage for every square it moves willingly.
travel this route to arcane mastery, because it is a path steeped in pain and soaked
in blood. But you have embraced the way of blood and magic, and you have
become more powerful because of it.
Level 12: Soul Burn
With this spell, you sacrifice your long-term health for greater access to arcane
Level 11: Blood Action energy. When you use soul burn, you feel new energy lancing through you as your
blood begins to surge.
You can draw deep on the magic flowing through your blood to exceed your
Benefit: You gain the soul burn power.
normal limitations, putting more lethality into your next strike.
Benefit: When you spend an action point to make an attack, each target hit by
Soul Burn Blood Mage Utility 12
the attack takes ongoing 10 damage (save ends).
You trade your recuperative ability for more arcane power.
Daily ✦ Arcane
Level 11: Bolstering Blood Minor Action Personal
Pain is power. Your suffering adds weight to your spells, improving their potency Effect: You spend a healing surge. Instead of regaining hit points, you regain the use of
one encounter power you have already used during this encounter.
at the expense of your own vitality. When you slash yourself, the blood released
mingles with arcane magic to intensify your spell’s effects.
Benefit: You learn to turn your own pain into additional pain for your enemies. Level 16: Burning Blood
When you use a wizard encounter attack power, a wizard daily attack power, or a Your very vitality is a weapon. When you pause to recover from your injuries,
blood mage attack power that deals damage, you can, once per turn as a free action your foes shriek from mental anguish, while those touched by your magic erupt in
just prior to using the power, deal either a minor wound or a severe wound to yourself. eldritch flames.
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Benefit: When you use your second wind, each enemy within 10 squares of Level 11: Storm Cage
you takes ongoing 10 fire damage (save ends), but only if that enemy is subject to an
This spell calls forth the arcane storm, manifesting it where you will. Enemies in
effect that a save can end.
its midst are trapped in the maelstrom, with lightning striking and thunder boom-
ing from all sides. Spellstorm mages often use storm cage early to keep enemies in
Level 20: Destructive Salutation position for their next destructive spell.
You have mastered the power in your blood and discovered how to tap its greatest Benefit: You gain the storm cage power.
strength. With destructive salutation, you channel this energy to assail your enemies’
minds, leaving the victims savaged and hampered by your dark magic. Storm Cage Spellstorm Mage Attack 11
Benefit: You gain the destructive salutation power. You trap your enemies in a cage made of lightning and filled with roaring thunder.
Encounter ✦ Arcane, Conjuration, Implement, Lightning, Thunder
Destructive Salutation Blood Mage Attack 20 Standard Action Area burst 2 within 20 squares
You greet your enemies with a psychic wave that scrambles their minds and leaves them dazed. Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Daily ✦ Arcane, Implement, Psychic
Hit: 4d6 + Intelligence modifier lightning and thunder damage.
Standard Action Area burst 3 within 20 squares
Effect: You conjure a wall in the 16 outer squares of the burst (forming a square
Target: Each enemy in the burst
enclosure). The wall is 1 square high. Any creature that enters the wall or starts its turn
Attack: Intelligence vs. Will
adjacent to it takes 10 lightning damage (a creature can take this damage only once per
Hit: 4d6 + Intelligence modifier psychic damage, and the target takes ongoing 10 psy-
turn). Each square of movement that includes 1 or more squares of the wall costs 1 extra
chic damage and is dazed (save ends both).
square of movement. The wall does not grant cover or concealment. It lasts until the
Miss: Half damage, and the target is dazed until the end of your next turn.
end of your next turn.
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Maelstrom of Chaos Spellstorm Mage Attack 20 Level 11: The One Sword
Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and tele- You emulate Corellon by using sword and spell in concert, channeling the magic of
porting them from one place to another. the Feywild through your weapon to enhance your attacks.
Daily ✦ Arcane, Evocation, Force, Implement, Teleportation Benefit: You gain the power the one sword.
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier force damage, and you can teleport the target to a
square in the burst.
Miss: Half damage.
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The One Sword Wizard of the Spiral Tower Attack 11 Level 20: Corellon’s Blade
Your blade flashes with the twilight power of the Feywild as you strike your foe. This power imbues your longsword with the ability to emulate Corellon’s weapon.
Encounter ✦ Arcane, Enchantment, Weapon With a single sweep, you attack all nearby foes and twist reality to dismiss them
Standard Action Melee weapon
Target: One creature
from your presence.
Attack: Intelligence vs. Reflex Benefit: You gain the Corellon’s blade power.
Hit: 2[W] + Intelligence modifier damage. Make the secondary attack against the target.
Secondary Attack Corellon’s Blade Wizard of the Spiral Tower Attack 20
Attack: Intelligence vs. Will
Hit: The target is dazed until the end of your next turn, and this power is not You swing your glowing longsword around you, striking nearby enemies with the flat of the
expended. blade and banishing them into the Feywild.
Daily ✦ Arcane, Enchantment, Radiant, Weapon
Level 12: Shape the Dream Standard Action Close burst 1
Target: Each enemy you can see in the burst
With your blade, you slice through fate’s strands to alter your fortunes. What might Attack: Intelligence + 4 vs. Will
have taxed your mind is now no more than a fleeting memory. Hit: 3[W] + Intelligence modifier radiant damage. In addition, the target is removed
from play until the end of your next turn. When the target returns to play, it appears
Benefit: You gain the shape the dream power. in its former space, or if that space is occupied, the target appears in the nearest
unoccupied space (its choice).
Shape the Dream Wizard of the Spiral Tower Utility 12 Miss: Half damage.
You alter reality slightly, so that an attack your foe assumed it had made didn’t actually
happen.
Daily ✦ Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack against your Will.
Effect: The attack has no effect on you.
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Addendum:
Wizard Updates in Brief (Player’s Handbook)
Name Page Change
Orb of Imposition (Class Feature) 157 The free action you take must be on your turn.
Arcanist’s Spellbook 158 Renames class feature from “Spellbook” to avoid confusion.
Cloud of Daggers 159 Adds the zone keyword.
Chill Strike 159 Adds a Miss entry to the power.
Force Orb 160 Clarifies that the secondary attack is an area burst.
Icy Terrain 160 Clarifies that the ground of the zone is difficult terrain. Adds the zone keyword.
Ray of Enfeeblement 160 Adds a Miss entry to the power.
Acid Arrow 160 Makes the secondary attack part of the Effect instead of the Hit entry, and clarifies that the secondary attack is an
area burst.
Flaming Sphere 160 The damage in the Effect now occurs at the end of a creature’s turn, not at the start.
Freezing Cloud 160 Increases the power’s damage from 1d8 to 2d8. The Effect now creates a zone. A creature can take the zone damage
only once per turn. Adds a Sustain entry. Adds the zone keyword.
Icy Rays 161 Adds a Miss entry to the power.
Stinking Cloud 161 A creature can take the Effect entry damage only once per turn. Changes the zone damage to a static amount
instead of a damage roll. The zone is heavily obscured.
Levitate 162 Clarifies that Sustain duration does not persist until the end of the encounter.
Fire Burst 162 Adds a Miss entry to the power.
Spectral Ram 163 Adds a Miss entry to the power.
Winter’s Wrath 163 Adds the zone keyword.
Wall of Fire 163 Creatures can take damage from the wall only once per turn.
Frostburn 164 Adds the zone keyword.
Mesmeric Hold 164 Adds a Miss entry to the power.
Prismatic Burst 164 Adds a Miss entry to the power.
Thunderlance 164 Adds a Miss entry to the power.
Bigby’s Grasping Hands 164 Clarifies what happens when the wizard uses a standard action to slam the hands together.
Prismatic Beams 165 The spell’s area is now a blast, and the Fortitude attack now deals only ongoing damage.
Combust 166 Adds a Miss entry to the power.
Crushing Titan’s Fist 166 The Effect now creates a zone. Adds the zone keyword.
Ice Tomb 166 Adds a Miss entry to the power.
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