Magic-user Powers

Magic user At-Will powers

Magic missile
At-Will, Arcane, Implement, Force
Standard action, Ranged (long)
Target: One creature
Attack: Intelligence vs Reflex
Hit: 2d4 + Intelligence modifier force damage.

Mystic burst
At-Will, Arcane, Implement, Force
Standard action, Close blast
Target: Every enemy within range
Attack: Intelligence vs Fortitude
Hit: 1d6 + Intelligence modifier force damage.

Shadow crows
At-Will, Arcane, Implement, Necrotic
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier necrotic damage and the target takes a -2 penalty to a defence of your choice until the end of your next turn.

Flaming arrow
At-Will, Arcane, Implement, Fire
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d10 + Intelligence modifier fire damage and until the end of your next turn, the next time the target is hit he takes an additional amount of damage equal to your Intelligence modifier.

Ice bolt
At-Will, Arcane, Implement, Cold
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier cold damage and the target is slowed until the end of your next turn.

Arc lightning
At-Will, Arcane, Implement, Lightning
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d8 + Intelligence modifier lightning damage and every other enemy in the same engagement as the target takes lightning damage equal to your Intelligence modifier.

Ether restoration
At-Will, Arcane, Healing
Standard action, Area (local)
Target: One ally within range
Effect: The targeted ally recovers an amount of hit points equal to 1 + your Intelligence modifier.

Ether strike
At-Will, Arcane, Implement, Healing
Standard action, Melee
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 1d12 + Intelligence modifier damage and you gain an amount of temporary hit points equal to your Intelligence modifier.

Psybolt
At-Will, Arcane, Implement, Psychic
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Will
Hit: 1d8 + Intelligence modifier psychic damage and until the end of your next turn you gain a +2 power bonus to your attack rolls.

Magic user Augment powers

Burning hands
Augment 1, Arcane, Implement, Fire
Standard action, Close blast
Target: Every enemy within range
Attack: Intelligence vs Reflex
Hit: 2d6 + Intelligence modifier fire damage.

Wreath of flames
Augment 1, Arcane, Implement, Fire
Standard action, Close burst (melee)
Target: Every enemy within range
Attack: Intelligence vs Fortitude
Hit: 1d6 + Intelligence modifier fire damage and the target takes 5 continuing fire damage (saving throw ends).

Lance of thunder
Augment 1, Arcane, Implement, Thunder
Standard action, Ranged (long)
Target: One creature
Attack: Intelligence vs Reflex
Hit: 2d6 + Intelligence modifier thunder damage and the target is pushed up to one area.

Great horn
Augment 1, Arcane, Implement, Force
Standard action, Close blast
Target: One creature within range
Attack: Intelligence vs Fortitude
Hit: 2d6 + Intelligence modifier force damage and the target is pushed and knocked prone.

Icicle swarm
Augment 1, Arcane, Implement, Cold
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d12 + Intelligence modifier cold damage and the target is slowed (saving throw ends).

Illusion step
Augment 1, Arcane
Move action, Personal
Effect: You shift within the same area and gain concealment until the end of your next turn.

Beehive barrier
Augment 1, Arcane
Immediate interrupt, Close burst (area)
Trigger: One ally within range is attacked
Target: The attacked ally
Effect: The ally gains a +4 bonus to all defences against that attack.

Swords of lost Zaconia
Augment 2, Arcane, Implement, Force, Summoning
Standard action, Close burst (melee)
Target: One creature within range
Attack: Intelligence vs AC
Hit: 2d8 + Intelligence modifier force damage.
Effect: This power summons a mystical sword from the lost city of Zaconia that appears in your engagement and remains there, following you as you move (including forced movement). The sword is treated as a summoned creature and can be targeted as normal but ignores all forced movement effects placed on it. At the beginning of your every turn, you can direct this sword as a free action to perfors this same attack against any one enemy engaged with you. This summoning lasts until the end of your next turn.
Maintain move: The summoned sword remains for another turn.

Dolph strash
Augment 2, Arcane, Implement
Standard action, Ranged
Target: One, two, or three creatures within range
Attack: Intelligence vs Reflex
Hit: 3d10 + Intelligence modifier damage and the target is pushed up to one area and knocked prone.

Gray buster
Augment 2, Arcane, Implement, Necrotic
Standard action, Area 1
Target: All enemies within range
Attack: Intelligence vs Fortitude
Hit: 2d10 + Intelligence modifier damage and the target treats all targets as having concealment.

Psylock
Augment 2, Arcane, Implement, Psychic, Charm
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Will
Hit: 2d10 + Intelligence modifier psychic damage and the target takes a -2 penalty to all attack rolls and takes 5 continuing psychic damage (saving throw ends both).

Prism buster
Augment 2, Arcane, Implement, Fire, Cold, Radiant, Lightning
Standard action, Ranged
Target: One creature
Attack: Intelligence vs Will
Hit: 6d6 + Intelligence modifier fire, cold, radiant and lightning damage.

Offering to Yezud
Augment 3, Arcane, Implement, Necrotic, Poison, Zone, Fear
Standard action, Area (local)
Target: Every enemy in the area
Attack: Intelligence vs Fortitude
Hit: 3d10 + Intelligence modifier necrotic and poison damage and the target is weakened (saving throw ends).
Effect: This power creates a Zone of darkness with creeping red eyes flickering in and out of existence in the targeted area. The Zone becomes difficult terrain and every creature takes a -2 penalty to its Will defence, this is a fear effect. Every enemy that begins its turn within the Zone takes 5 necrotic and poison damage. Every ally within the Zone gains concealment. The Zone lasts until the end of your next turn.

Twilight spark
Augment 3, Arcane, Implement, Force
Standard action, Area (3)
Target: Every creature in the area
Attack: Intelligence vs Fortitude
Hit: 5d10 + intelligence modifier force damage and the target is knocked prone.

Magic-user Powers

Brave new world Mokuren