Monday, May 31, 2010

Necromancer Powers (heroic tier)

NECROMANCER POWERS
Your powers are called hexes.

LEVEL 1 AT-WILL HEXES
Bone Shards
At-Will - Shadow, Implement
Standard Action - Ranged
10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Level 21: 2d6 + Charisma modifier damage.

Ghostbolt
At-Will - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier cold and necrotic damage,
and the target cannot make opportunity attacks until
the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

Soften Skin
At-Will - Shadow, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Until the end of your next turn, the target takes a
-2 penalty to all defenses, and each attack that hits the
target deals an extra 1d6 damage.
Level 21: 2d6 extra damage.

Stolen Speed
At-Will - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier necrotic damage, and the
target is slowed until the end of your next turn. You or
one ally adjacent to you or the target can shift one
square.
Level 21: 2d6 + Charisma modifier damage.

LEVEL 1 ENCOUNTER HEXES
Boneshard Spray
Encounter- Shadow, Implement
Standard Action- Close
blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Effect: You or one ally adjacent to you gains a +2 power
bonus to AC until the end of your next turn.
Fleshshaper: You can expend a healing surge to
increase the area to a blast 5.

Ghoul's Touch
Encounter - Shadow, Implement, Necrotic,
Poison
Standard Action- Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier necrotic and poison
damage, and the target is immobilized until the end of
your next turn.

Tiring Ray
Encounter - Shadow, Implement, Necrotic

Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and
the target suffers a -2 penalty to attack rolls, AC, and
Reflex defense until the end of your next turn.

Soulfire Bolt
Encounter - Shadow, Implement, Fire, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire and necrotic damage,
and until the end of your next turn, any attack that hits
the target deals an additional 1d6 fire damage.
Soulweaver: If you miss, you can expend a healing
surge to re-roll the attack roll.

LEVEL 1 DAILY HEXES
Blood to Water
Daily - Shadow, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage, and until the end
of the encounter, whenever the target is hit by an attack,
it takes ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).

Raise Skeletal Warrior
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium skeletal warrior in the
triggering enemy's space. The warrior has speed 6. You
can give the warrior the following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage.
Instinctive Effect: If you haven't given the warrior
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

Raise Zombie Shambler
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium zombie shambler in
the triggering enemy's space. The shambler has a speed
of 5. You can give the shambler the following special
command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d4 + Charisma modifier damage,
and the target is grabbed.
Instinctive Effect: If you haven't given the shambler
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

LEVEL 2 UTILITY HEXES
Soulsight
Daily - Shadow
Minor Action - Personal
Effect:
Until the end of the encounter you can see
invisible creatures, and creatures cannot gain
concealment or total concealment against you.

Painful Relief
Encounter - Shadow
Minor Action - Close
burst 5
Target: You or one ally
Effect: The target makes a saving throw and takes 1d4
damage. This damage cannot be reduced or prevented in
any way. Increase the damage to 2d4 at 11th level and to
3d4 at 21st level.

Raise Skeletal Skitterer
Daily - Shadow, Implement, Summoning
Standard Action - Close
burst 1
Effect: You summon a Tiny skeletal skitterer in an
unoccupied square in the burst. The skitterer has a
speed of 6. It gains a +5 bonus to Stealth checks and
takes no penalty to Stealth checks for moving more than
2 squares. You can give the skitterer the following special
command:
Minor Action: Until the end of your next turn you can
see through the skitterer's eyes. You cannot gain line of
effect to any creature or object this way.
Instinctive Effect: If you haven't given the skitterer
any commands by the end of your turn, it makes a
Stealth check to hide. Otherwise, it moves its speed to
the nearest cover or concealment in sight. If there is no
cover or concealment in sight, it remains still.

Reaper's Step
Encounter - Shadow
Immediate Reaction - Personal
Trigger:
An enemy within 10 squares drops to 0 hit
points
Effect: You teleport up to 10 squares to a space that
enemy occupied.

LEVEL 3 ENCOUNTER HEXES
Bone Armor
Encounter - Shadow, Implement
Standard Action - Ranged
10
Target: You or one ally in range
Effect: The target gains a +2 power bonus to AC until
the end of your next turn. The next time that ally is hit
by a melee attack before the end of your next turn,
this effect ends and you can make the following secondary
attack, using the target's space as the point of origin:
Secondary Attack: Blast 3, Charisma vs. Reflex
Target: Each creature in blast
Hit: 2d6 + Charisma modifier damage.
Fleshshaper: The bonus to AC equals your Constitution
modifier.

Corpseburst
Encounter - Shadow, Implement, Necrotic,
Thunder
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: Make a secondary attack using the triggering
enemy's space as the point of origin.
Secondary Attack: Blast 3, Charisma vs. Reflex
Target: Each creature in blast
Hit: 2d4 + Charisma modifier necrotic and thunder
damage, and the target is knocked prone.
Soul Weaver: You gain a bonus to the damage roll
equal to your Intelligence modifier.

Leech Life
Encounter - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage,
and you or one ally adjacent to you or the target can
spend a healing surge.

Wight's Grasp
Encounter - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier cold and necrotic damage,
and the target is dazed until the end of your next turn.

LEVEL 5 DAILY HEXES
Blighted Ground
Daily - Shadow, Healing, Necrotic, Zone
Standard Action - Close
burst 1
Effect: The burst creates a zone of blighted ground
that lasts until the end of your next turn. Enemies that
start their turn within the zone take necrotic damage
equal to your Charisma modifier. Whenever an enemy
takes damage in this way, you or one ally in the zone
regains hit points equal to the damage dealt.
Sustain Minor: The zone persists.

Raise Skeletal Guardian
Daily- Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit point
Effect: You summon a Medium skeletal guardian in the
triggering enemy's space. The guardian has a speed of 6
and a +2 bonus to AC. Allies adjacent to the guardian
gain a +2 bonus to AC. You can give the guardian the
following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the target is marked until the end of your next
turn.
Instinctive Effect: If you haven't given the guardian
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

Raise Zombie Hound
Daily- Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Small zombie hound in the
triggering enemy's space. The hound has a speed of 5.
You can give the hound the following special commands:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d6 + Charisma modifier damage.
Immediate Interrupt: Triggered when an enemy
adjacent to the hound makes an attack against an ally;
melee 1; targets the triggering enemy; Charisma vs.
Reflex; 1d6 + Charisma modifier damage; and the target
takes a -2 penalty to the interrupted attack role.
Instinctive Effect: If you haven't given the hound
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

LEVEL 6 UTILITY HEXES
Dark Revival
Daily - Shadow, Healing
Minor Action - Ranged
10
Target: One dead or dying ally
Effect: You spend a healing surge but regain no hit
points. The target's hit point total becomes 1, and he or
she gains temporary hit points equal to two times his or
her healing surge value. The target may stand up as a
free action.
Special: If the target is a dead ally, he or she is dazed
until the end of the encounter, and at the end of the
encounter, he or she dies.

Reaper's Boon
Encounter - Shadow, Healing
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Target: You or one ally adjacent to you or the
triggering enemy.
Effect: The target can spend a healing surge and
regains additional hit points equal to your Charisma
modifier. The target also gains temporary hit points
equal to your Charisma modifier.

Undead Resistance
Daily - Shadow
Minor Action - Close
burst 5
Target: You or one ally in burst
Effect: The target gains resist 5 necrotic and resist 10
poison until the end of the encounter.

Wear the Skin
Daily - Shadow, Polymorph
Standard Action - Personal
Effect:
You spend a healing surge but regain no hit
points. You alter your physical form to take on the
appearance of a dead Medium humanoid that you are
touching. Your clothing, armor, and equipment do not
change. Your new form lasts up to 1 hour. You can
dismiss it as a minor action.
A creature can attempt an Insight check opposed by
your Bluff check to see through your deception. You
gain a +5 bonus to all Bluff checks made in this way.

LEVEL 7 ENCOUNTER HEXES
Bloodacid Spatter
Encounter - Shadow, Implement, Acid
Standard Action - Ranged
10
Target: You or one ally in range; the target must be
bloodied
Effect: The target spends a healing surge but regains
no hit points. Instead, he or she gains temporary hit
points equal to your Charisma modifier, and you can
make the following secondary attack, using the target's
square as the point of origin:
Secondary Attack: Burst 1; Charisma vs. Reflex;
Target: Each creature in burst
Hit: 3d6 + Charisma modifier acid damage, and the
target suffers a -2 penalty to AC until the end of your
next turn.
Fleshshaper: Add your Constitution modifier to the
temporary hit points gained and to the damage of the
secondary attack.

Drain Vigor
Encounter - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Attack: Charisma vs. Fortitude
Hit: The target is dazed until the end of your next turn.
You or one ally adjacent to you or the target can make a
basic attack.

Soulfire Burst
Encounter - Shadow, Implement, Fire, Necrotic
Standard Action - Area
burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire and necrotic damage,
and until the end of your next turn, any attack that hits
the target deals an additional 1d6 fire damage.
Soulweaver: You can expend a healing surge to
increase the area to a burst 2.

Wraith's Whisper
Encounter - Shadow, Implement, Necrotic,
Psychic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic and psychic
damage, and the target is weakened until the end of
your next turn.

LEVEL 9 DAILY HEXES
Grasping Wall
Daily - Shadow, Conjuration, Implement
Standard Action - Area
wall 5 within 10 squares
Effect: You conjure a wall of contiguous squares filled
with grasping undead hands that lasts until the end of
your next turn. The wall can be up to 5 squares long and
up to 2 squares high. The squares occupied by the wall
and the squares adjacent to the wall are difficult terrain.
If a creature moves into the wall's space or starts its turn
their, the creature takes 2d6 + Charisma modifier
damage and is grabbed. The wall uses your defenses for
checks made to escape the grab.
Sustain Minor: The wall persists.

Raise Skeletal Opportunist
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium skeletal opportunist in
the triggering enemy's space. The opportunist has a
speed of 6. You can give the opportunist the following
special commands:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the skeletal opportunist shifts 1 square.
Opportunity Attack: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the skeletal opportunist shifts 1 square.
Instinctive Effect: If you haven't given the opportunist
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a square
adjacent to an enemy.

Raise Zombie Brute
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium zombie brute in the
triggering enemy's space. The brute has a speed of 5.
You can give the brute the following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 2d6 + Charisma modifier damage,
and the target is knocked prone.
Instinctive Effect: If you haven't given the brute any
commands by the end of your turn, it attacks an adjacent
enemy. Otherwise, it moves its speed to a square adjacent
to an enemy.

LEVEL 10 UTILITY HEXES
Bloodletting
Encounter - Shadow
Minor Action - Close
burst 5
Target: You or one ally in burst
Effect: The target takes ongoing 5 damage (save ends).
This damage cannot be reduced in any way. At the end of
the target's turn, he or she can choose not to make a
saving throw against this damage, and instead make a
saving throw against another effect a save can end.


Bloodwell
Encounter - Shadow, Conjuration, Healing
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You conjure a fountain of soul-infused blood in
the triggering enemy's space. The bloodwell occupies
1 square and lasts until the end of your next turn.
Whenever you or an ally begin or end a turn in a square
adjacent to the bloodwell, you or that ally can spend a
healing surge and gain temporary hit points equal to
your Charisma modifier. A character can only benefit
from this healing once per turn.

Instruments of Shadow
Daily - Shadow, Necrotic
Minor Action - Close
burst 5
Targets: You and each ally in burst
Effects: Until the end of the encounter, the targets'
attacks deal an additional 1d6 necrotic damage.

Raise Skeletal Structure
Daily - Shadow, Conjuration
Standard Action - Ranged
10
Effect:
You conjure a skeletal bridge, ladder, or spiked
rampart (see below) that lasts until the end of your next
turn. You may not conjure a structure into an occupied
square.
Bride: The bridge is up to 2 squares wide and up to 5
squares long. At least one side of the bridge must occupy
solid ground. One short side can be up to 2 squares
higher than the other.
Ladder: The ladder is 1 square wide and up to 10
squares tall.
Rampart: The rampart is 1 square wide and up to 5
squares long. You can choose to nominate one side as
the spiked side. Entering a square occupied by the
rampart costs 3 extra squares of movement. Any
creature that enters a square adjacent to the spiked
side takes 1d8 damage. The rampart provides cover.
Sustain Minor: The structure persists.

No comments:

Post a Comment