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-   -   Lilisette "Lili" Fastpaws (http://www.myth-weavers.com/showthread.php?t=177562)

IronFirewind Jul 23 '12 5:33pm

Lilisette "Lili" Fastpaws
 
http://img59.imageshack.us/img59/250...d77b575cb1.jpg

Lilisette Fastpaws, Eladrin (Sun Elf) Wizard (Mage), Enigmatic Mage
Init +12 HP 68/68 Bloodied 34 Healing Surge 17 (0 used /6)
AC 22 Fort 17 Reflex 23 Will 23 Speed 6
Str 8 (-1) Con 10 (0) Dex 13 (+1) Int 22 (+6) Wis 11 (0) Cha 16 (+3)
Illusory Ambush [At-Will] (AP)
You create an illusion of swirling spectral assailants that swarm over your enemy.
Standard Action
Arcane, Illusion, Implement, Psychic
(Ranged 10, One Creature)
Attack: Intelligence vs. Will
Effect: Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Illusory Ambush [At-Will] (AP),
Magic Missile [At-Will] (HoFL)
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.
Standard Action
Arcane, Evocation, Force, Implement
(Ranged 20, One creature)
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Magic Missile [At-Will] (HoFL),
Winged Horde [At-Will] (D381)
A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies’ maneuvers.
Standard Action
Arcane, Illusion, Implement, Psychic
(Area burst 1 within 10, Each enemy in the burst)
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 psychic damage.
Winged Horde [At-Will] (D381),
Grasping Shadows [Encounter 1] (AP)
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
Standard Action
Arcane, Illusion, Implement, Psychic
(Area burst 1 within 10 squares, Each creature in the burst)
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.
Grasping Shadows [Encounter 1] (AP),
Illusory Obstacles [Encounter 1] (HoFL)
The image of treacherous terrain appears in the minds of your enemies, which become disoriented.
Standard Action
Arcane, Illusion, Implement
(Area burst 1 within 10 squares, Each enemy in the burst)
Attack: Intelligence vs. Will
Hit: The target is dazed and unable to charge until the end of your next turn.
Miss: The target is unable to charge until the end of your next turn.
Illusory Obstacles [Encounter 1] (HoFL),
Maze of Mirrors [Encounter 3] (HoFL)
You envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them.
Standard Action
Arcane, Illusion, Implement
(Area burst 1 within 10 squares, Each creature in the burst)
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Maze of Mirrors [Encounter 3] (HoFL),
Color Spray [Encounter 3] (PHB)
A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless..
Standard Action
Arcane, Evocation, Implement, Radiant
(Close blast 5, Each creature in the blast)
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn
Color Spray [Encounter 3] (PHB),
Phantom Foes [Encounter 7] (HoFL)
Spectral warriors swirl around your enemies, causing them to lash out in a blind panic.
Standard Action
Arcane, Fear, Illusion
(Area burst 2 within 10 squares, Each creature in the burst)
Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.
Phantom Foes [Encounter 7] (HoFL),
Twist of Space [Encounter 7] (AP)
You bend and fold the fabric of space, scattering your enemies across the battlefield.
Standard Action
Arcane, Evocation, Implement, Teleportation
(Area burst 1 within 10 squares, Each creature in the burst)
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage, and the target is teleported 3 squares and slowed until the end of your next turn.
Twist of Space [Encounter 7] (AP),
Phantom Chasm [Daily 1] (HoFL)
Your enemies shriek in terror as, at least in their mind’s eye, a bottomless pit opens beneath their feet.
Standard Action
Arcane, Illusion, Implement, Psychic, Zone
(Area burst 1 within 10 squares, Each enemy in the burst)
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
Phantom Chasm [Daily 1] (HoFL),
Horrid Whispers [Daily 1] (AP)
Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies.
Standard Action
Arcane, Illusion, Implement, Psychic
(Area burst 1 within 10 squares, Each enemy in the burst)
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Horrid Whispers [Daily 1] (AP),
Visions of Avarice [Daily 5] (HoFL)
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Standard Action
Arcane, Illusion, Implement, Zone
(Area burst 5 within 10 squares)
Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.

Visions of Avarice Attack
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Minor Action
Arcane, Illusion, Implement, Zone
(Close burst 5 centered on the zone)
Requirement: The Visions of Avarice power must be active to use this power.
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.
Visions of Avarice [Daily 5] (HoFL),
Tasha's Forcible Conscription [Daily 5] (HoFL)
By digging deep into an enemy’s mind, you unleash crippling pain that causes it to lash out blindly.
Standard Action
Arcane, Charm, Enchantment, Implement
(Ranged 10, One enemy)
Attack: Intelligence vs. Will
Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
Aftereffect: The target makes a basic attack against a target of your choice as a free action.
Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.
Tasha's Forcible Conscription [Daily 5] (HoFL),
Mirage Arcana [Daily 9] (HoS)
The terrain writhes and warps, reshaped into a sinister realm born from darkest nightmare.
Standard Action
Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone
(Area burst 2 within 10 squares, Each Creature in Burst)
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack.
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.
Mirage Arcana [Daily 9] (HoS),
Symphony of the Dark Court [Daily 9] (HoFL)
Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy.
Standard Action
Arcane, Enchantment, Implement
(Area burst 2 within 20 squares, Each enemy in the burst)
Attack: Intelligence vs. Will
Hit: The target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of its next turn.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.
Symphony of the Dark Court [Daily 9] (HoFL),
Shield [Encounter Utility 2] (PHB)
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Immediate Interrupt
Arcane
(Personal)
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Shield [Encounter Utility 2] (PHB),
Spectral Image [Encounter Utility 2] (D381)
You make a complex illusion of a creature or an object to fool your enemies.
Minor Action
Arcane, Illusion
(Ranged 10)
Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it.
An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion.
Spectral Image [Encounter Utility 2] (D381),
Emerald Eye [Encounter Utility 6] (AP)
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Minor Action
Arcane
(Ranged 10, One creature)
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target’s Will.
Emerald Eye [Encounter Utility 6] (AP),
Disguise Self [Encounter Utility 6] (PHB)
With a snap of your fingers, you suddenly look like someone else.
Minor Action
Arcane, Illusion
(Personal)
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
Disguise Self [Encounter Utility 6] (PHB),
Illusory Wall [Daily Utility 10] (AP)
A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion.
Standard Action
Arcane, Illusion, Implement
(Area wall 8 within 20 squares)
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Minor: You can sustain this power until the end of the encounter.
Illusory Wall [Daily Utility 10] (AP),
Mass Resistance [Encounter Daily 10] (AP)
You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage.
Minor Action
Arcane
(Close burst 10)
Target: You and each ally in the burst
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier.
Mass Resistance [Encounter Daily 10] (AP)
Notes +5 saving throw vs Charm
Ranged Attacks with a staff don't provoke Opportunity Attacks
+1 Reach



Quote:

Originally Posted by Lili's Wishlist
(Will be kept up to date as I level, scaling upgrades are listed too)
Boots of the Fencing Master (Lv7)
Orb of Nimble Thoughts +2, +3 (Lv8, Lv13)
Elven Chain Shirt (Lv9)
Cloak of Distortion +2, +3 (Lv9, Lv14)
Battle Harness Cloth Armour +2, +3 (Lv9, Lv14)
Diamond Cincture (Lv10)
Cunning Accurate Staff +3 (Lv13)
Accurate Staff of Sleep and Charm +3 (Lv13)
Grace Ring of Salvation (Lv14)
Eladrin Ring of Passage (Lv14)



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