Immeral

War Wizard

Description:

Immeral
Level 3 Wizard, XP 2250
Eladrin (Fey) Male, 5 foot 7 inches, 140lbs, 62yrs
Alignment Good Deity Sehanine Languages Common, Elven

Str 11 (+0) Con 13 (+1) Dex 16 (+3)
Int 16 (+3) Wis 14 (+2) Cha 13 (+1)

Hit Points 31 (Bloodied 15) Healing Surges 7/day Surge Value 7hp
AC 14 Fort 12 Ref 14 Will 16
Initiative +8 Passive Insight 12 Passive Perception 12
Speed 6 Squares

Skills
Acrobatics +4 Arcana(T) +11 Athletics +1 Bluff +2 Diplomacy +2 Dungeoneering +3 Endurance +2 Heal(T) +8 History(T) +11 Insight +4 Intimidate +2 Nature(T) +8 Perception +3 Religion(T) +9 Stealth +4 Streetwise +2 Thievery +4
Feats Expanded Spellbook, Ritual Caster, Improved Initiative
Race Features +5 bonus vs charm effects, Trance, Low Light Vision
Class Features Orb of Imposition (Once per encounter as a free action, you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.)

Basic Attacks
+1 FeySwarm QuarterStaff 1d8+1dmg, Creature is dased on critical hit and Fey Swarm(Daily Power)

At-Will Cantrips

Ghost Sound Wizard Cantrip
At-WillArcane, Illusion
Standard Action, Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or ighting creature 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 enough that only creatures adjacent to the target can hear your words.

Light Wizard Cantrip
At-WillArcane
Minor Action, Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand Wizard Cantrip
At-WillArcane, Conjuration
Minor Action, Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation Wizard Cantrip
At-WillArcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

At-Will Spells.

Magic Missle Wizard Attack 1
At-WillArcane, Force, Implement
Standard Action, Ranged 20
Target: One creature
Attack: +4 (Int+1) vs Ref
Hit: 2d4 + 3 + 1 (force damage)
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Thunderwave Wizard Attack 1
At-WillArcane, Implement, Thunder
Standard Action, Close blast 3
Target: Each creature in blast
Attack: +4 (Int+1) vs Fort
Hit: 1d6 + 3 + 1 mod thunder damage, and you push the target a number of squares equal to your Wisdom mod.

Encounter Spells.

Force Orb Wizard Attack 1
EncounterArcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: +4 (Int+1) vs Ref
Hit:2d8 + 3 + 1 force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +4 (Int+1) vs Ref
Hit: 1d10 + 3 + 1 force damage

Icy Rays Wizard Attack 3
EncounterArcane, Cold, Implement
Standard Action Ranged 10
Primary Target: One or Two creatures
Attack: +4 (Int+1) vs Ref, make one attack per target.
Hit: 1d10 + 3 + 1 cold damage, and the target is immobilized until the end of your next turn.

Daily Spells.

Acid Arrow Wizard Attack 1
DailyAcid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +4 (Int+1) vs Ref
Hit: 2d8 + 3 + 1 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +4 (Int+1) vs Ref
Hit: 1d8 + 3 + 1 acid damage, and ongoing 5 acid damage (save ends)
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Flaming Sphere Wizard Attack 1
DailyArcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Primary Target: One creature adjacent to the flaming sphere
Attack: +4 (Int+1) vs Ref
Hit: 2d6 + 3 + 1 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 3 + 1 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Freezing Cloud Wizard Attack 1
DailyArcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +4 (Int+1) vs Fort
Hit: 1d8 + 3 + 1 cold damage
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is suject to another attack. You can dismiss the cloud as a minor action.

Utility Spells.

Fey Step Eladrin Racial Power
EncounterTeleportation
Move Action Personal
Effect: Teleport up to 5 squares (see teleportation, pg 286

Shield Wizard Utility 2
EncounterArcane, Force
Immediate Interupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Equipment/Item Spells.

FEY SWARM (FEY STORM QUARTER STAFF, ENCOUNTER)

Ilmarinen’s PROTECTION (Ilmarinen’s Magic Helm, ENCOUNTER, STACKS WITH SHIELD SPELL)

Rituals.

Level: 1 Category: Exploration Time: 10 minutes Duration: Special Component Cost: 10 gp Market Price: 50 gp Key Skill: Nature You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior. Your Nature check determines how long the animal is affected by the ritual. Nature Check Result Duration 19 or lower 6 hours 20–29 12 hours 30–39 18 hours 40 or higher 24 hours

Comprehend Language As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand. Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language

Eye of Alarm You conjure forth a phantasmal sentry—a slender pillar 6 feet tall, topped with a floating, unblinking eye. The eye watches over your camp as you sleep and cries out an alert if danger approaches. Level: 2 Category: Warding Time: 30 minutes Duration: 24 hours (special) Component Cost: 25 gp Market Price: 100 gp Key Skill: Arcana This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection. Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess. Arcana Eyes Check Result Created Vision or Ability 19 or lower One Normal 20–39 Three Darkvision 40 or higher Five Darkvision and tremorsense 12 squares The eyese do not hear, but they see well. Each uses your Perception modifier, with a +5 bonus. If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal). The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it). The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes. Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of the eyes.

Gentle Repose Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead. Level: 1 Category: Restoration Time: 1 hour Duration: Special Component Cost: 10 gp Market Price: 50 gp Key Skill: Heal (no check) This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

Magic Mouth The stone wall grinds as it reshapes into the semblance of dry, cracked lips framing teeth like canting tombstones. “Beware!” it says. Level: 1 Category: Exploration Time: 10 minutes Duration: Until discharged Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana (no check) You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth’s appearance.

Silence Straining both your patience and your keen ears, you hear nothing in the duke’s private chamber. That’s why you’re so surprised to see the duke when you boldly enter. Level: 1 Category: Warding Time: 10 minutes Duration: 24 hours Component Cost: 30 gp Market Price: 75 gp Key Skill: Arcana (no check) You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.

Bio:

Immeral was born into more money than what a normal person could do with. His parents were the King and Queen of the south eastern continent in the known realm of Feywild. He was raised to the standards a prince would have been raised, but he did not act like a normal prince did. He was very stuck up and very selfish. His parents grew tiresome of his childish antics, and banished him from the land until he could learn to be like his elderly. But before they let him go, they told him a story, and gave him a quest. The story was of how his father, Paelias, was watching over this one tribe in the plane of common, how he had created some very unique weapons and artifacts that were given to them as gifts from the Feywild. One of the most powerful weapons, which he called “Lyntheril”, was put into the hands of a young barbarian named Massack. Paelias did not know how Lyntheril would handle such a rogue man such as Massack, so he needed someone to watch over Massack, and Lyntheril, to make sure they would unite as one and help keep the tribe safe from outsiders. Paelias and the Queen had given Immeral this quest, and told him not to come back to the kingdom until he has made sure his quest was complete - then and only then would he be allowed to take over the kingdom as King.

Immeral

Lands Together Keyan