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Vampiric Curse Necromancer (Cleric) Attack 1 Summon Spectre Necromancer (Druid) Attack 1

(Astral Seal) (Fire Hawk)

At-Will ✦ Divine, Healing, Implement At-Will ✦ Fire, Implement, Primal


Standard Action Ranged 5 Standard Action Ranged 10
Target: One creature Target: One creature
Attack: Wisdom + 2 vs. Reflex Attack: Wisdom vs. Reflex
Hit: Until the end of your next turn, the target takes a –2 penalty to Hit: 1d8 + Wisdom modifier fire damage. Until the start of your next
all defenses. The next ally who hits it before the end of your next turn turn, you can use the Spectre Attack against the target.
regains hit points equal to 2 + your Charisma modifier. Level 21: 2d8 + Wisdom modifier fire damage.
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Spectre Attack Miasma Cloud Necromancer (Druid) Attack 1


(Fire Hawk Attack) (Stinging Cloud)
At-Will ✦ Fire, Implement, Primal Encounter ✦ Implement, Poison, Primal, Zone
Opportunity Action Ranged 10 Standard Action Area burst 1 within 5 squares
Trigger: The target takes any action that can provoke opportunity Target: Each creature in burst
attacks
Attack: Wisdom vs. Reflex
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier poison damage.
Hit: 1d8 + Wisdom modifier fire damage.
Effect: The burst creates a zone of sickening miasma that lasts until
Requirement: The power Summon Spectre must be activated for you the end of your next turn. Any creature that ends its turn within the
to use this power. zone takes 5 poison damage.
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Summon Lasher Zombie Necromancer (Druid) Attack 1 Shielding Spectres Necromancer (Druid) Utility 2
(Summon Giant Toad) (Warding Wind)
Daily ✦ Implement, Primal, Summoning Encounter ✦ Primal
Standard Action Ranged 5 Immediate Interrupt Personal
Effect: You summon a Medium lasher zombie in an unoccupied Trigger: You are hit by a melee attack
square within range. The zombie has speed 5 and swim 6, and it gains
Effect: You gain a +2 power bonus to all defenses until the end of
a +10 bonus to Athletics checks to jump. You can give the zombie the
your next turn. If the triggering attack misses you, you slide the
following special command. On the turn you summon the zombie,
attacker 2 squares.
you give that command as part of using this power.
Standard Action: Melee 3; targets one creature; Wisdom vs. Reflex;
1d8 + Wisdom modifier damage, and the target is pulled 2 squares.
Instinctive Effect: If you haven’t given the zombie any commands by
the end of your turn, it attacks the same creature that it attacked
during your previous turn. If it can’t do that, it attacks an enemy
within 3 squares of it if it can. Otherwise, it moves its speed to a
square within 3 squares of the nearest enemy.
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Dark Favour Necromancer (Cleric) Attack 3 Desecrated Ground Necromancer (Cleric) Attack 5
(Hymn of Resurgence) (Consecrated Ground)

Encounter ✦ Divine, Implement Daily ✦ Divine, Healing, Radiant, Zone


Standard Action Close blast 5 Standard Action Close burst 1
Target: Each enemy in blast Effect: The burst creates a zone of sanctified ground that lasts until
Attack: Wisdom vs. Fortitude the end of your next turn. You can move the origin square of the
zone 3 squares as a move action. Enemies that start their turns
Hit: The target takes a -2 penalty to all defenses until the end of your
within the zone take 1d6 + your Charisma modifier radiant damage.
next turn. When any ally hits the target before the end of your next
You and any allies who are bloodied and start their turns within the
turn, the target is knocked prone.
zone regain hit points equal to 1 + your Charisma modifier.
Effect: Each ally in the burst can choose either to gain 5 temporary hit
Sustain Minor: The zone persists.
points or to make a saving throw.
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Life Tap Necromancer (Cleric) Utility 6 Death’s Shroud Necromancer (Assassin) Feature
(Stream of Life) (Assassin’s Shroud)

Daily ✦ Divine, Healing At-Will ✦ Shadow


Minor Action Personal Free Action Close burst 10
Effect: You take ongoing 5 damage (save ends). This damage can’t be Target: One enemy you can see in burst
reduced in any way. At the end of your turn, you can choose not to Effect: You subject the target to your shroud. If any of your shrouds
make a saving throw against this ongoing damage. Whenever you are already on the target, you subject it to an additional shroud, up
take the ongoing damage, an ally within 5 squares of you regains 15 to a maximum of four. The shrouds last until you use this power
hit points. against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to
invoke either all your shrouds on it or none of them. If you invoke
your shrouds, the attack deals 1d6 damage per shroud, minus one
shroud if the attack misses, and all your shrouds then vanish from
the target. This damage roll never benefits from bonuses to damage
rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 damage per shroud.
Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per
turn. You can use it no more than twice each encounter.
Ritual Book Zombie Horde (Obsidian Steed)
(Obsidian Steed) Large natural animate (mount)
Level: 5 Initiative as conjurer Senses Perception +9
Price: 1,000gp HP 8; Bloodied 4
Wonderous Item AC 19; Fortitude 17, Reflex 14, Will 14
Power (Daily • Conjuration): Standard Action. Use this ritual book to Speed 7
conjure a zombie horde (see below for statistics). As a free action,
m Claw (Standard, at-will)
you can spend a healing surge when activating this item to give the
creature temporary hit points equal to your healing surge value. +6 vs Armor Class; 1d6+5 damage.
Charger (While mounted by a rider of 5th level or higher) ✦ Mount
The zombie horde grants its rider a +5 bonus to damage rolls on
charge attacks.
Impenetrable Barding (While ridden)
The mount gains resist 5 to all damage.
Alignment Unaligned Languages --
Str 21 (+7) Dex 14 (+4) Wis 14 (+4)
Con 18 (+6) Int 2 (-2) Cha 10 (+2)
Description: When you activate the ritual book, the conjured
creature appears in a space adjacent to you, provided the space is
large enough to contain the creature without squeezing. The
creature obeys only you, responding to commands spoken in any
language. The creature remains for up to 8 hours or until you use a
minor action to dismiss it. The conjured creature acts on the same
initiative count as you. Every action it takes costs you a minor action
(which you use to issue commands), and a conjured creature cannot
exceed its normal allotment of actions (a standard, a move, and a
minor action) during its turn. If you spend no minor actions on your
turn to command the creature, it remains where it is without taking
any actions on its turn.
A conjured creature has hit points, defenses, and attacks as
indicated in its statistics block. It has no healing surges and cannot
be healed, though it can still benefit from temporary hit points.
When reduced to 0 hit points or fewer, the conjured creature
disappears and cannot be conjured again until after you’ve taken an
extended rest. Conjured creatures lack basic attacks and therefore
cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can
ride the creature and are considered to have the Mounted Combat
feat while mounted on it. While mounted, you can command the
creature using free actions, though the mount is still limited to its
normal allotment of actions. You can choose to be mounted on the
creature when it appears.
Fell Regeneration Necromancer (Longtooth Shifter) Racial Power Bone Knit Necromancer (Cleric) Feature
(Longtooth Shifting) (Healing Word)

Encounter ✦ Healing Encounter ✦ Divine, Healing


Minor Action Personal Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Requirement: You must be bloodied. Target: You or one ally
Effect: Until the end of the encounter, you gain a +2 bonus to Effect: The target can spend a healing surge and regain additional hit
damage rolls. In addition, while you are bloodied, you gain points equal to your Wisdom modifier + 1d6 hit points.
regeneration 5. Whenever you regain hit points from this Increase the amount of additional hit points regained to 2d6 at 6th
regeneration, nonminion creatures adjacent to you take necrotic level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6
damage equal to the hit points you regained. at 26th level.
Level 11: Regeneration 8. ________________________________________________________
Level 21: Regeneration 11. ________________________________________________________

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