Erron of House Targét , Human Wizard
Init +1
HP 26/26
Bloodied 13
Healing Surge 6 (0 used /7)
AC 18
Fort 14
Reflex 16
Will 15
Speed 6
Str 14 (+2)
Con 12 (+1)
Dex 10 (0)
Int 18 (+4)
Wis 13 (+1)
Cha 11 (0)
At Will: Magic Missile
Magic Missile
At-Will * Arcane, Evocations, Force, Implement
Standard Action, Ranged Basic Attack
Range: 20
Target: One Creature
Effect: 2 + Int Mod (+4) Force Damage
Special: If the Implement used with this power has an enhancement bonus, add that bonus to damage. In addition, you can use this power as a ranged basic attack.
At Will: Magic Missile ,
At Will: Thunderwave
Thunderwave
At-Will * Arcane, Implement, Thunder
Standard Action
Range: Close Blast 3
Target: Each Creature in blast
Attack: Intelligence (+6) vs. Fortitude
Hit: 1d6 + Intelligence Modifier (+4) thunder damage, and you push the target a number of squares equal to your wisdom modifier (+1).
At Will: Thunderwave ,
At Will: Scorching Burst
Scorching Burst
At-Will * Arcane, Fire, Implement
Standard Action
Range: Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence (+6) vs. Reflex
Hit: 1d6 + Intelligence modifier (+4) fire damage
At Will: Scorching Burst ,
Second Wind
Second Wind
Encounter * Healing
Range: Personal
Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Second Wind ,
Burning Hands
Burning Hands
Encounter * Arcane, Evocation, Fire, Implement
Standard Action
Range: Close Blast 5
Target: Each creature in blast
Attack: Intelligence (+6) vs. Reflex
Hit: 2d6+Intelligence Modifier (+4) fire damage
Miss: Half Damage
Burning Hands ,
Conduit of Ice
Conduit of Ice
Encounter * Arcane, Cold, Implement, Zone
Standard Action
Range: 10 squares
Target: One creature
Attack: Intelligence (+6) vs. Reflex
Hit: 2d8 + Intelligence Modifier (+4) cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.
Conduit of Ice ,
Wizard's Fury
Wizard's Fury
Daily * Arcane, Force, Implement, Spellbook
Minor Action
Effect: Until the end of the encounter, as a minor action once per turn, you can cast Magic Missile.
Wizard's Fury ,
Summon Fire Warrior
Summon Fire Warrior
Daily * Arcane, Fire, Implement, Summoning, Spellbook
Minor Action
Range: 10
Effect: You summon a Medium Fire Warrior in an unoccupied square within range. The fire warrior has a speed of Fly 6 (hover). It has a +2 bonus to AC (20) and a +2 bonus to Fortitude (16), Reflex (16), Will (15). You can give the fire warrior the following special commands;
Standard Action: Melee 1; targets one creature; Intelligence (+6) vs Refles; 1d8 + Intelligence Modifier (+4) fire damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence (+6) vs. Reflex; 1d8 + Intelligence Modifier (+4) fire damage.
Summon Fire Warrior ,
Catrip: Ghost Sound
Ghost Sound
At-Will * Arcane, Illusion, Cantrip
Standard Action
Range: 20
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds, such as the ringing o a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Catrip: Ghost Sound ,
Cantrip: Light
Light
At-Will * Arcane, Cantrip
Minor Action
Range: 5
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter, or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Cantrip: Light ,
Cantrip: Mage Hand
Mage Hand
At-Will, Arcane, Conjuration, Cantrip
Minor Action
Range: 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the endo f your next turn or ntil you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions:
Minor Action: the hand picks up or manipulated an object weighing 20 pounds or less. It can hold one object at a time.
Move action: the hand moves up to 5 squares in any direction, carrying the object it holds.
Free action: the hand drops the object it is holding
Sustain Minor: The hand persists until the end of your next turn.
Cantrip: Mage Hand ,
Cantrip: Presdigitation
Presdigitation
At-Will, Arcane, Cantrip
Standard Action
Range: 2
Effect: Ude this cantrip to accomplish one of the effect given below:
* chance the color of items in 1 cubic foot.
* create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
* clean or soil items in 1 cubic foot
* instantly light (or snuff out), a candle, torch, or small campfire
* Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
* Make a small mark or symbol appear on a surface for up to one hour.
* Produce out of nothingness a small item or image that exists until the end of your next turn.
* Make a small, handheld item invisible until the end of your next turn.
Special: You can have as many as three presdigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Cantrip: Presdigitation ,
Utility: Mystical Debris
Mytical Debris
At-Will * Arcane, Utility Power, Spellbook
Minor Action
Range: 5
Effect: One square within range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action.
Special: You cannot have more squares than your Intelligence modifier (+4) under this effect at one time.
Utility: Mystical Debris ,
Utility: Expeditious Retreat
Expeditious Retreat
Daily * Arcane, Utility power, Spellbook
Move Action
Range: Personal
Effect: You shift up to twice your speed.
Utility: Expeditious Retreat ,
Magic Item: Repulsion Leather Armor (+1)
Level 2, Leather Armor
Enhancement: +1 AC
Power (Daily): Minor Action
Whenever an enemy moves into an adjacent square, you cna push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
Magic Item: Repulsion Leather Armor (+1)
Erron shrugs shyly as Xryhanna passes him by,
"Sorry," he repeats, looking to the warforged as well.
Raising his hands, Erron waits for either gnome to appear to his sight.
Keeping in his current position, Erron will delay action, make a perception check for the gnomes (invisible enemies make me nervous), and hold off casting magic missile until he sees an enemy.
Minor: Perception check to look for gnomes, any trouble, or secret doors we're not seeing. Mostly it's just a wasted action at this point.
Standard: Delay action, magic missile on the first gnome he sees.
Move: No action
Erron - Perception check (again): Dice Roll: 1d20+2
d20 Results: 10 (Total = 12)
Erron - Magic Missile, should the time come: Dice Roll: 1d20+6
d20 Results: 13 (Total = 19)