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Witch D octor
Player Class
“Your magic will fail and your steel will betray you. I
see your end, and soon so will you!”
Class Traits
Role: Controller. You impair enemies with dark
curses and shape the battlefield with large
effects.
Power Source: Spirit. You tap the powers of the
spirit world to perform your magic. To you,
magic is an intensely personal thing, an ongoing
negotiation with ancient powers.
Key Abilities: Charisma, Constitution, Wisdom,
Intelligence
Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: Simple melee, simple ranged
Implements: Medicine stick
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class skills list below,
choose four trained skills at 1st level.
Class Skills: Arcana (Int), Endurance (Con), Heal
(Wis), History (Int), Insight (Wis), Intimidate
(Cha), Nature (Int), Religion (Int)
Build Options: Resolute witch doctor, tempest
witch doctor
Class Features: Evil eye, Medicine Stick, Ritual Magic,
Witch Doctor’s Mask
your campaign world of choice. Good possibilities say—but you understand their power. It is up to you how
include arcane, primal, or shadow (or even psionic). you will use it.
You summon a great boulder to roll over your enemies or force You speak, and lightning leaps from your mouth to deliver a
them to jump out of the way. message.
Daily * Implement, Spirit Daily * Lightning, Spirit
Standard Action Ranged 10 Minor Action Personal
Target: One creature adjacent to the boulder Effect: You name a target and speak a message of up to 25
Attack: Charisma vs. Reflex words. If the target is within 10 miles, lightning will strike
near them (doing no damage) and deliver the message in
Hit: 2d8 + Charisma modifier damage, and you push the
the boom of thunder that follows.
target 1 square.
Increase the range to 100 miles at 11th level. Increase the
Miss: You push the target 1 square
range to 1,000 miles at 21st level.
Effect: You conjure a Medium boulder in an unoccupied
square within range, and the boulder attacks an adjacent
creature. As a move action, you can move the boulder up to Level 3 Encounter Curses
6 squares.
Hotfoot Witch Doctor Attack 3
Sustain Minor: You can sustain this power until the end of
Fire bursts under the feet of your enemy, forcing him to jump.
the encounter. As a standard action, you can make another
attack with the boulder. If the boulder moves more than 2 Encounter * Fire, Implement, Spirit
squares away from the square in which it started the turn, Standard Action Close burst 5
you receive a +1 bonus to the attack roll. Target: One enemy in burst
Special: All push effects are measured from the boulder, not Attack: Charisma vs. Reflex
from you. Hit: 1d10 + Charisma modifier fire damage, and the target
moves 1 square away from you if possible, provoking oppor-
tunity attacks as normal.
Level 2 Utility Curses
Spirit’s Pursuit Witch Doctor Attack 3
Illuminating Arc Witch Doctor Utility 2
Howling spirits launch themselves at a target, tearing into it, and
Lightning arcs around your hand, illuminating the area and
then launch themselves at another target.
revealing hidden enemies.
Encounter * Implement, Psychic, Spirit
Encounter * Implement, Spirit
Minor Action Personal Standard Action Ranged 10
Target: One enemy
Effect: Until the end of the encounter, you cast bright light out
Attack: Charisma vs. Will
to a radius of 10 squares. Any creature within the illumi-
nated area takes a -5 penalty to Stealth checks. Hit: 1d10 + Charisma modifier psychic damage. Make a
secondary attack.
Lightning Rod Witch Doctor Utility 2 Secondary Target: One target within 10 squares of the
primary target. Determine line of sight and line of effect
You hold forth your implement, channeling enemy lightning
from the primary target
attacks into personal power.
Secondary Attack: Charisma vs. Will
Encounter * Implement, Spirit
Hit: 2d6 + Charisma modifier psychic damage.
Minor Action Personal
Mask of the Ancestors: You get a +2 power bonus to
Effect: You gain resist 20 lightning until the end of your next
secondary attack roll.
turn. If you take lightning damage, you gain temporary hit
points equal to 2d6 + half your level, and the effect ends
immediately.
Spirit’s Yoke Witch Doctor Attack 3
Sustain Minor: The effect persists. In a risky gambit, you reach out with chains of spirit and yank an
enemy towards you to deliver a powerful blow and then push him
Repel Earth Witch Doctor Utility 2 away.
Encounter * Implement, Spirit
You drive your staff into the ground and push, sliding away as you
hover a few inches off the ground. Standard Action Close burst 3
Target: One enemy in burst
Daily * Implement, Spirit
Effect: Pull the target a number of squares to bring the target
Move Action Personal
adjacent to you. You can then attack the target.
Effect: You shift 6 squares, ignoring difficult terrain. You do
Attack: Charisma vs. Reflex
not fall for the duration of this move, so long as you end
Hit: 2d6 + Charisma modifier damage, and you push the
your move on solid ground.
target a number of squares equal to 3 + your Charisma
modifier.
Immediate Reaction Personal You strike down an enemy, ripping out its very spirit, and use the
Trigger: An enemy you can see successfully makes a saving energy to unleash a cascade of spectral force.
throw. Encounter * Implement, Spirit
Effect: You may spend a healing surge and make a saving Standard Action Close burst 1
throw. Target: One enemy in burst
Mask of the Wild: Allies adjacent to you may also spend a Attack: Charisma vs. Reflex
healing surge and make a saving throw. Hit: 2d8 + Charisma modifier psychic damage. If the target is
reduced to 0 hit points, you may make a secondary attack.
Spirit Anchor Witch Doctor Utility 16 Secondary Target: Each enemy in area burst 2 within 10
You chant and scatter a handful of dust that binds spirits more squares
fully within the world. Secondary Attack: Charisma vs. Reflex
Daily * Conjuration, Spirit Hit: 3d10 + Charisma modifier psychic damage.
Standard Action Close burst 3 Mask of the Ancestors: The primary attack is close burst 2.
Effect: The burst creates a zone of anchoring energy that lasts
until the end of your next turn. Insubstantial creatures in The Totem’s Pounce Witch Doctor Attack 17
the zone take full damage from attacks; phasing creatures in You call upon the spirits for strength and strike with the speed and
the zone are slowed. ferocity of a beast.
Sustain Move: The zone persists. Encounter * Spirit, Weapon
Mask of the Ancestors: You may sustain the zone as a Standard Action (Special) Melee weapon
minor action. Special: You may use this attack to perform an opportunity
attack.
Target: One enemy
Level 17 Encounter Curses Attack: Charisma vs. Reflex
Harpoon of Earth Witch Doctor Attack 17 Hit: 4[W] + Charisma modifier damage.
You cast your stick, trailing a chain of stone, that pulls your enemy Mask of the Wild: If you make an opportunity attack
toward you and binds him to the earth. provoked by an enemy move, the enemy stops moving.
Encounter * Implement, Spirit
Standard Action Ranged 10
Target: One enemy
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier damage, and you pull the
target a number of squares equal to your Constitution modi-
fier. If the target is flying, you slide it to the nearest surface
that can support it, and it cannot fly (save ends).
Special: If the target is flying, you gain a +2 bonus to the
attack roll.
Attack: Charisma vs. Will Special: Against the target in the square where the zones
Hit: 2d6 + Charisma modifier damage, and the target takes a intersect, you gain a +2 power bonus to the attack roll, and
-2 penalty to its saving throws and takes 5 points of damage the damage increases to 3d8 + Charisma modifier lightning
every time it fails a saving throw (save ends both). damage.
Fang of the Wild One Fang, Many Bites Fang of the Wild Attack 20
My fang shall drink deep of your heartsblood! Powered by a feral spirit, you lash out with your spear against all
who dare to face you.
Prerequisite: Witch doctor class Daily * Spirit, Weapon
Standard Action Close Burst 1
You have learned to pair your powerful magics with the
Attack: Charisma vs. AC
brutal necessities of attack and defense, your medicine
Hit: 2[W] + Charisma modifier damage and ongoing 10
stick serving as the ultimate symbol of this fusion. It is damage (save ends).
the focus of your magics, but it is also your fang, and
your enemies have learned to fear its bite.
Spirit Hunter
Fang of the Wild I have come to deliver you to your final rest.
The following items enhance the witch doctor’s already This pristine spear of cedarwood hums with the whispers of a
thousand spirits.
fearsome abilities.
Lvl 5 +1 840 gp Lvl 20 +4 105,000 gp
Lvl 10 +2 4,200 gp Lvl 25 +5 525,000 gp
Medicine Sticks Lvl 15 +3 21,000 gp Lvl 30 +6 2,625,000 gp
If you are a member of a class that can use a medicine Implement (Medicine Stick)
stick as an implement, you can apply the enhance- Enhancement: Attack rolls and damage rolls
ment bonus of a medicine stick to the attack rolls and Critical: +1d6 per plus
Power (Daily): Immediate Interrupt. Use this power when
the damage rolls of any of your powers from that class
you are hit by a power with the necrotic keyword. You gain
that have the implement keyword or with any attacks
immune necrotic until the end of your next turn.
using the medicine stick as a weapon. You can also use Special: A medicine stick can be used as a weapon and is
a medicine stick’s properties and powers. Members of treated as a spear. It adds its enhancement bonus to attack
other classes gain no benefit from wielding a medicine rolls and damage rolls when used in this manner. You do
stick as an implement, though they may still wield it as not gain your weapon proficiency bonus to the attack roll
a normal spear. when using a medicine stick as an implement.
Medicine Stick of Thundering Oak Level 11+ Redwood Medicine Stick Level 5+
This spear has a thick haft of oak that sends shockwaves through The haft of this medicine stick is longer and thicker than a typical
the ground. spear.
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Lvl 5 +1 840 gp Lvl 20 +4 105,000 gp
Lvl 16 +4 4,500 gp Lvl 10 +2 4,200 gp Lvl 25 +5 525,000 gp
Lvl 21 +5 225,000 gp Lvl 15 +3 21,000 gp Lvl 30 +6 2,625,000 gp
Implement (Medicine Stick) Implement (Medicine Stick)
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus Critical: +1d6 per plus
Power (Daily * Thunder): Standard Action. Strike the Property: Add 1 square to the number of squares to any wall
ground with the haft of the stick: Close burst 2; each you create with this stick, and add 1 square to the height of
creature in the burst makes a saving throw. Any creature the wall.
that fails is knocked prone. The area of the burst becomes Level 15: Add 2 squares to the length of the wall and 1
difficult terrain until the end of your next turn. square to its height.
Level 21: Close burst 5. Level 25: Add 3 squares to the lengths of the wall and 1
Special: A medicine stick can be used as a weapon and is square to its height.
treated as a spear. It adds its enhancement bonus to attack Power (Daily): A wall that you create using this stick and that
rolls and damage rolls when used in this manner. You do you can sustain lasts until the end of your next turn after
not gain your weapon proficiency bonus to the attack roll you stop sustaining it.
when using a medicine stick as an implement. Special: A medicine stick can be used as a weapon and is
treated as a spear. It adds its enhancement bonus to attack
Medicine Stick of Wild Censure Level 3+ rolls and damage rolls when used in this manner. You do
This acacia stick is covered in long thorns that make beasts yelp in not gain your weapon proficiency bonus to the attack roll
fear. when using a medicine stick as an implement.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement (Medicine Stick)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus, or +1d10 per plus if the target is a
beast
Power (Daily): Immediate Interrupt. If you hit a beast when
using this stick, you may make it a critical hit.
Special: A medicine stick can be used as a weapon and is
treated as a spear. It adds its enhancement bonus to attack
rolls and damage rolls when used in this manner. You do
not gain your weapon proficiency bonus to the attack roll
when using a medicine stick as an implement.
You transfer the magical qualities of an enchanted spear You transfer the magical qualities of an enchanted
or staff onto your medicine stick. You must maintain head-slot item onto your witch doctor’s mask. You must
physical contact with both items for the duration of the maintain physical contact with both items for the dura-
ritual. The ritual transfers the enhancement bonus and tion of the ritual. The ritual transfers the enhancement
all properties and powers of the source item to the target bonus and all properties and powers of the source item to
stick, which may itself be mundane or magical. When the the target mask, which may itself be mundane or magical.
ritual is completed, the source item loses all of its magical When the ritual is completed, the source item loses all of
qualities. Any magical qualities on the target stick prior to its magical qualities. Any magical qualities on the target
the ritual are lost. mask prior to the ritual are lost
Each time a mask is fed in this fashion, a new symbol
Creations of Spirit is carved onto its surface to represent the consumption.
Your hands are guided by the spirits as you carve symbols into Over time, a powerful witch doctor’s mask might become
mask, stick or tokens of power. quite ornate as a result of feeding his mask.
to face her and can culminate around 12th level—just A Frostwall (standard; sustain minor; recharge 56)
as the characters are getting into their paragon paths, Area wall 10 within 10 squares that lasts until the end of
Pili’s next turn. Pili makes an attack against each crea-
and the ideal time to face her down.
ture within the wall; +18 vs. Fortitude; 3d8 + 6 cold and
necrotic damage. Any creature that starts its turn within the
Pili Tactics wall takes 10 cold and necrotic damage. The wall is consid-
Pili fights with wild abandon, confident in her immor- ered difficult terrain. Pili can sustain or dismiss the wall as a
minor action.
tality. She prefers to attack from range, using her darkice
Indestructible
ray ability. She first uses her frostwall ability when she
can isolate one or two members of the party. When Pili is reduced to 0 hit points, her body and posses-
sions crumble into dust be she is not destroyed. She reap-
pears (along with her possessions) in 1d10 days within 1
Pili Lore square of her phylactery, unless the phylactery is also found
A character might know the following about Pili Unihi and destroyed.
with a successful skill check. Second Wind (standard; encounter) * Healing
History, DC 20: Generations ago, Pili controlled a Pili regains 109 hit points. She gains a +2 bonus to all
dozen islands. She was defeated and thought slain by defenses until the start of her next turn.
a group of heroes, but either she survived, or someone Evil Eye (immediate interrupt, when an enemy within 10
squares makes a successful saving throw; recharges when
else is using the name.
first bloodied)
Arcana, DC 25: When a Witch Doctor becomes a
The enemy rerolls the saving throw.
lich, some of the subtleties of their usage of ritual magic
Alignment Evil Languages Abyssal, Common, Primordial
impact the final shape of things. Notably, their phylac-
Skills Arcana +18, History +18, Insight +13, Intimidate +16,
tery will look very different, usually taking the form of a
Nature +13, Perception +13
fetish or a carved item.
Str 11 (+7) Dex 12 (+8) Wis 13 (+8)
History, DC 25: Pili considers herself the rightful
Con 14 (+9) Int 22 (+13) Cha 18 (+11)
ruler of her islands (and several more) and those
who approach her respectful of that will find that
she embraces the trappings of rulership in her own
If he is bloodied again or his mask of the elements Alignment Evil Languages Common, Primordial
ability does not trigger (which, one should note, allows Skills Arcana +22, Bluff +25, Diplomacy +25, Insight +21,
Intimidate +25, Nature +21, Religion +22
him to potentially use evil eye 3 times per encounter)
he will become more cautious, appearing to retreat but Str 29 (+21) Dex 26 (+20) Wis 18 (+16)
actually hoping to split his attackers. Con 25 (+19) Int 20(+17) Cha 26 (+20)
It is only after he is bloodied again that he will truly Equipment spear
seek to flee in earnest, provided that is possible. If it is
not, he will simply use whatever powers have recharged
as often as possible in hopes of creating an opportunity
to flee.
Ranged 10 * Fire, Implement, Spirit Close wall 5 * Implement, Spirit Ranged 10 * Implement, Spirit
Target: One creature, or two creatures Target: Each creature in wall Target: One enemy
no more than one square away from
each other Attack: Cha [ ] vs. Fortitude Attack: Cha [ ] vs. Reflex
Mask of the Elements: Target one, two, Hit: [ ]d6 + Cha mod [ ] Hit: 1d10 + Cha mod [ ]
three, or four creatures no more than damage damage, and the target is knocked
two squares apart from each other. prone.
You strike the ground with your staff and You strike the ground with the end of your
With a wave of your stick, you unleash a send a twisting shockwave through your stick, and earth blasts up under the feet of
swarm of fiery bugs upon your enemies. enemies. an enemy.
Close burst 5 * Implement, Close wall 5 * Fire, Implement, Spirit Area wall 5 w/i 5 squares * Cold,
Psychic, Spirit Implement,
Target: Each creature in wall Spirit
Target: One enemy in burst
Attack: Cha [ ] vs. Fortitude Target: Each creature in wall
Attack: Cha [ ] vs. Will
Hit: 1d6 + Cha mod [ ] fire Attack: Cha [ ] vs. Fortitude
Hit: 1d8 + Cha mod [ ] psychic damage and ongoing 5 fire damage
damage, and you push the target 1 (save ends). Hit: 1d8 + Cha mod [ ] cold
square. damage, and the target is slowed
(save ends).
Mask of the Ancestors: You push the
target a number of squares equal to
your Wis modifier [ ].
Ranged 10 * Implement, Lightning, Close burst 2 * Implement, Spirit Area burst 1 w/i 10 sq * Implement,
Spirit, Thunder Spirit
Target: Each enemy in burst
Target: One enemy Target: Each enemy in burst
Attack: Cha [ ] vs. Reflex
Attack: Cha [ ] vs. Fortitude Attack: Cha [ ] vs. Reflex
Hit: 1d8 + Cha mod [ ] damage,
Hit: 1d8 + Cha mod [ ] thunder and the target is immobilized (save Hit: 2d6 + Cha mod [ ] damage,
Effect: You create a cage of lightning ends). and the target is knocked prone.
surrounding the square occupied by Special: You may immediately shift Miss: Half damage.
the target (save ends). The cage lasts a number of squares equal to the
until the target leaves the square Effect: Squares in the area of the burst
number of targets hit.
or makes a saving throw against become difficult terrain until the end
this effect. If the target leaves the of the encounter.
square by any means other than
teleportation or an effect with the Spirits swirl around you and your enemies.
arena keyword, it takes 2d8 + Cha Your foes are bound tightly in place, while Jagged rocks jut up from under your
mod [ ] lightning damage. you are whisked away to safety. enemy’s feet.
Area burst 2 within 10 squares Ranged 10 * Implement, Spirit Ranged 10 * Implement, Lightning,
* Implement, Spirit, Zone Psychic, Spirit
Target: One creature
Target: Each enemy in burst Target: One creature
Attack: Cha [ ] vs. Will
Attack: Cha [ ] vs. Reflex
Hit: 1d8 + Cha mod [ ] damage. Attack: Cha [ ] vs. Reflex
Hit: 1d8 + Cha mod [ ] damage. If the target has been marked Hit: 1d6 + Cha mod [ ] lightning
Effect: The burst creates a zone of by an ally, you deal 3d8 + Cha
grasping stone hands. Each enemy mod [ ] damage instead. Special: If the attack reduces the target
that starts its turn within the zone is to 0 hit points, you may make a
Special: If the attack reduces the target
slowed until the beginning of its next secondary attack.
to 0 hit points, you may mark one
turn. The zone lasts until the end of
enemy adjacent to the target, as if it 2nd Target: Each enemy within 2
your next turn.
had been marked by the same char- squares of the primary target
Sustain Move: The zone persists. acter that marked the original target.
2nd Attack: Cha [ ] vs. Fortitude
Hands of stone reach up to harry your You speed the doom of one enemy whose
enemies. fate has taken a turn for the worse. 2nd Hit: 2d6 + Cha mod [ ] psychic
Close wall 10 * Implement, Spirit Ranged 10 * Implement, Spirit Close burst 5 * Implement,
Lightning, Spirit, Thunder
Target: Each creature in wall Target: One enemy
Target: One ally in burst
Attack: Cha [ ] vs. Fortitude Attack: Cha [ ] vs. Reflex Effect: If the target ally charges before
the end of your next turn, he does
Hit: 3d8 + Cha mod [ ] damage. Hit: 2d6 + Cha mod [ ] psychic not provoke opportunity attacks for
damage. Choose one other enemy moving, and may move diagonally
Miss: Half damage. you can see that is currently suffering past corners or between enemies or
from a condition. The target gains obstacles. If he hits with his attack,
Special: The wall cannot change direc- that condition (save ends). he inflicts an additional 2d6 thunder
tion. It must extend in a straight line.
damage, and he may push the target
Mask of the Ancestors: The wall can 2 squares.
change directions once. Mask of the Elements: As part of the
charge, the target may move an
You unleash a thick stream of screaming You reach out to seize the curse on one additional number of squares equal
spirits that scourge everything they touch. enemy and spread it to another. to your Int modifier [ ].
Resounding Response Spirit Step Taste of Mojo
Encounter • WD Utility 6 Encounter • WD Utility 6 Encounter • WD Utility 6
As you are struck, the blow resounds like You pass into the very edges of the spirit When an enemy shakes off an effect, you
thunder upon your attacker. world to move like a ghost. draw strength from its passing.
Ranged 10 * Fire, Implement, Spirit Ranged 10 * Implement, Spirit Close burst 2 * Fear, Psychic,
Implement, Spirit,
Target: One creature Target: One creature Thunder
Ranged 10 * Implement, Spirit Close burst 5 * Implement, Spirit Area burst 4 within 10 squares
* Spirit, Zone
Target: One enemy Target: One enemy in burst
Effect: The burst creates a zone until
Attack: Cha [ ] vs. Fortitude Attack: Cha [ ] vs. Will the end of your next turn. Enemies
Hit: 3d8 + Cha mod [ ] damage, within the zone block each other’s
Hit: 2d8 + Cha mod [ ] psychic line of sight.
and you slide the target a number damage. Remove a condition from
of squares up to 1 + your Cha one ally in burst and place that same Sustain Minor: The zone persists.
mod [ ] (minimum 1 square). condition on the target (save ends).
After you slide the target, you may
slide each enemy adjacent to the Miss: Half damage, and one ally in
target 1 square. burst makes a saving throw.
Melee weapon * Spirit, Weapon Area burst 4 within 10 squares Range 10 * Implement, Spirit
* Implement, Lightning, Spirit
Special: You may use this attack to Target: One enemy in range
perform an opportunity attack. Target: Each enemy in burst
Attack: Cha [ ] vs. Will
Target: One enemy Hit: 3d8 + Cha mod [ ] damage,
Attack: Cha [ ] vs. Reflex and you slide the target to any square Hit: 2d10 + Cha mod [ ] psychic
within the burst. damage.
Hit: 4[W] + Cha mod [ ] damage.
Miss: Half damage, and you slide the Effect: The target may make no attacks
Mask of the Wild: If you make an target 1 square within the burst.
opportunity attack provoked by other than basic attacks (save ends).
an enemy move, the enemy stops Effect: You may slide each ally within
moving. the burst to any other square within
the burst.
You call upon the spirits for strength and
strike with the speed and ferocity of a You call up a great whirlwind that shields You strike directly at your enemy’s spirit,
beast. your allies and scatters your enemies. draining his focus and will to fight.
You call upon the spirits of earth to with- You stand and gather the strength of the
hold their protection from your enemies, You open the way into the realm of spirits earth to add its rumbling might to your
allowing your allies to strike through walls. for your allies. next blow.
Close burst 10 * Implement, Ranged 10 * Implement, Poison, Spirit Ranged 10 * Implement, Spirit
Lightning, Spirit, Zone Target: One enemy
Target: One enemy
Effect: You create two zones, perpen- Attack: Cha [ ] vs. Fortitude
dicular to each other, within the Hit: 2d8 + Cha mod [ ] damage + Attack: Cha [ ] vs. Fortitude
burst. Each zone is 10 squares long, ongoing 10 poison (save ends). Hit: 4d8+ Cha mod [ ] damage
one square wide, and two squares 2nd Target: One enemy within 5 squares and ongoing 15 damage, and the
high. You may attack each creature in of 1st target. target is immobilized (save ends
either zone. 2nd Attack: Cha [ ] vs. Fortitude both).
Attack: Cha [ ] vs. Reflex 2nd Hit: 2d8 + Cha mod [ ] and Special: Each time the target fails its
ongoing 10 poison (save ends). save against this power, the ongoing
Hit: 3d6 + Cha mod [ ] lightning.
3rd Target: Each enemy in area burst 2 damage increases by 5.
Special: Against the target in the within 10 squares of the 2nd target.
square where the zones intersect, 3rd Attack: Cha [ ] vs. Fortitude
you gain a +2 power bonus to the
attack roll, and the damage increases 3rd Hit: 2d6 + Cha mod [ ] and You summon a great spirit constrictor to
to 3d8 + Cha mod [ ] lightning. ongoing 5 poison (save ends). crush your enemy.
Curse of the Spirit’s Tread The Rising Storm Traveling Mask
Daily • WD Attack 25 Daily • WD Attack 25 Daily • WD Attack 25
Ranged 10 * Charm, Implement, Ranged 10 * Implement, Spirit Area burst 2 within 10 squares
Psychic, Spirit * Implement, Cold, Spirit
Target: One creature
Target: One enemy Target: Each enemy in burst
Attack: Cha [ ] vs. Fortitude
Attack: Cha [ ] vs. Will Attack: Cha [ ] vs. Reflex
Hit: 1d8 + Cha mod [ ] psychic
Hit: 2d8 + Cha mod [ ] psychic damage, and the target does not Hit: 4d8 + Cha mod [ ] cold.
damage, and the target is dominated make any saving throws at the end of
(save ends). its next turn. Mask of the Elements: You and any
allies in the burst may spend a
Mask of the Wild: All attacks the Mask of the Ancestors: The target also healing surge as a free action.
target makes while dominated gain a does not roll to recharge powers at
+2 power bonus to damage. the start of its next turn.
You curse your target, driving him to lash You curse the target to suffer further under You unleash a blue burst of thieving flame,
out at his allies. his current burden. sapping strength from its victims.
Area burst 1 within 10 squares Close blast 4 * Implement, Spirit Ranged 10 * Implement, Spirit
* Implement, Spirit Target: One enemy
Target: Each enemy in blast
Target: Each enemy in burst Attack: Cha [ ] vs. Foritude
Attack: Cha [ ] vs. Fortitude Hit: 3d10 + Cha mod [ ], and
Attack: Cha [ ] vs. Will you may slide the target a number of
Hit: 3d8 + Cha mod [ ] damage, squares up to 4 + your Wis mod [ ].
Hit: The target cannot attack (save and the target is immobilized (save If target ends the slide in a square adja-
ends). ends). cent to an enemy who has not already
been attacked with this power, then you
First Failed Save: The target is
may repeat the attack against the new
restrained instead of immobilized enemy. Each successive attack slides
(save ends). the target one less square. If the target
Second Failed Save: The target is petri- slides 1 square or less, you cannot
repeat the attack.
You open your enemy’s eyes to the connec- fied (no save).
Miss: Half damage, and you slide the
tion between all things, showing him that You scatter a handful of pebbles, and target a number of squares equal to
to attack a foe is to attack himself. where they strike, flesh turns to stone. 1 + your Wis Wis mod [ ].
Reflected Destruction The Spine of the World
Daily • WD Attack 29 Daily • WD Attack 29
Melee weapon * Spirit, Weapon Personal * Spirit Close Burst 1 * Spirit, Weapon
Attack: Cha [ ] vs. AC Trigger: You are hit by an attack. Attack: Cha [ ] vs. AC
Hit: 1[W] + Cha mod [ ] damage Effect: Shift a number of spaces equal Hit: 2[W] + Cha mod [ ] damage
and ongoing 10 damage (save ends). to your Charisma mod [ ]. and ongoing 10 damage (save ends).
You may spend a healing surge.
Mantle of Elements
Encounter • Feat Power
Free Action
Personal * Spirit