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Spellstorm Mage

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“I stand in the center of a storm you cannot see, a storm of arcane spells waiting to be snatched from the maelstrom and used as I see fit.” [PH:170]

Prerequisite: Wizard

It is considered a good choise due to the power recharge, as well as being suitable for blaster-style wizards. Additionally, you can ignore wisdom requirements, as it's either dwarfed by the half-level bonus, or is part of an ability that auto-slays minions.[Char-op Wizard]

Spellstorm Mage Path Features

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.

Storm Spell (11th level): Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.

  • 1–10: Encounter utility spell.
  • 11–15: Encounter attack spell.
  • 16–20: Daily utility spell.
  • 21 or higher: Daily attack spell.

Storm Fury (16th level): When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 5 + your Wisdom modifier lightning damage to all your enemies within 10 squares of you.

 Storm Cage Spellstorm Mage Attack 11
You trap your enemies in a cage made of lightning and filled with roaring thunder.
 Encounter + Arcane, Conjuration, Implement, Lightning, Thunder
 Standard Action  Area burst 2 within 20 squares
 Target: Each enemy in burst
 Attack: Intelligence vs. Reflex
 Hit: 4d6 + Intelligence modifier lightning and thunder damage.
 Effect: You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). The wall is 1 square high. Any creature that enters the wall or starts its turn adjacent to it takes 10 lightning damage (a creature can take this damage only once per turn). Each square of movement that includes 1 or more squares of the wall costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn.
 Sudden Storm Spellstorm Mage Utility 12
With a wave of your hand, you create an area of torrential rain that creatures have difficulty passing through.
 Daily + Arcane, Zone
 Standard Action  Area burst 2 within 20 squares
 Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.
 Sustain Minor: The zone persists.
 Maelstrom of Chaos Spellstorm Mage Attack 20
You save the best for last — a devastating display of pure elemental power that your enemies aren’t likely to see again.
 Daily + Arcane, Implement; Cold, Fire, Lightning, or Thunder
 Standard Action  Close burst 5[U]
 Attack: Intelligence vs. Reflex
 Hit: 3d10 + Intelligence modifier damage of a particular damage type, chosen by you from the following list: cold, fire, lightning, or thunder. Add 5d10 damage of the same damage type if you have no other daily powers remaining.
 Miss: Half damage.


  • Storm cage was modified to have a maximum height of 1 square, and also limited damage to once per turn. It's wording was also cosmetically changed.
  • Maelstrom of Chaos was changed from close burst 10 to close burst 5, to limit teleporitng targets vertically.

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