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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.” [PHB:170]

Prerequisite: 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). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square 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  Area burst 5 within 20 squares
 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.

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