Blood

Rank 1

  • Bloodrage: At-will, free, reserve; you gain +20% Hit Power, but suffer 10% max hp damage each round you maintain the spell.
  • Blood Burn: At-will, swift, short range; subject gains 50% vulnerability to fire damage.
  • Blood Strike: Recharge 30, standard, melee attack; as normal melee attack, but you also heal yourself for 100% of the damage inflicted.
  • Incense: At-will, swift, medium range; subject is enraged by your presence and must direct hostile actions toward you (Will ends). This is an emotional effect, not a compulsion.
  • Incendiary Shout: Encounter, swift, close burst 10; allies gain +10% Hit Power for 5 rounds.
  • Evoke Flame: At-will, standard, range 1; you spill your blood, suffering 1 damage, and causing a fire in the targeted square. The fire continues to burn as long as you remain within long range, up to 24 hours. It will ignite combustible materials in nearby squares.

Rank 2

  • Black Flame: At-will, swift, short range, reserve; weapon gains 50% AP as bonus fire damage.
  • Blood Infusion: At-will, swift, touch; you transfer any amount of HP up to 100% of your maximum into the target as healing.
  • Hound of the Devil: Daily, swift, range 1; you summon an infernal hound, who seeks the target you designate (line of sight or scented item required) and bears down on him at a speed of 10; when the hound arrives, it attacks, inflicting heavy fire damage and knocking the opponent down (Fort negates). The hound provokes opportunity attacks for movement; it has your defenses and 20% of your HP. It is dismissed after one attack, or after 6 hours.
  • Ring of Fire: Encounter, swift; wall of fire lines a radius of 1-5 squares around you. Crossing the wall inflicts heavy fire damage. Normal projectiles are incinerated upon crossing the wall. The wall blocks line of sight. Duration: 3 rounds.

Rank 3

  • Blood Furnace: Daily, free; each time your blood spills, it bursts into flames. Whenever you suffer damage, you become the center of a close burst 3, inflicting light fire damage upon enemies.
  • Blood Worms: Encounter, swift, short range; subject is assaulted by 3 burrowing worms, suffering light ongoing physical damage for each worm (Fort ends, max one worm per round ended). Each time the worms inflict damage, you are healed for the same amount.
  • Heart Strike: Encounter, standard, melee attack; bloodied subject suffers 250% heavy damage. Recharged if blow slays subject.
  • Lash of Flames: Encounter, swift, medium range; whip-like flame inflicts 20% AP as fire damage per square of distance between you and the target. Damage inflicted at end of target's round. Duration: 3 rounds.
  • Soulfire: At-will, swift, reserve; subject gains a bonus to Spell Power equal to 10% of your Attack Power.

Rank 4

  • Abomination: Daily, free; you become Huge (+8 grapple/trip, +1 reach) and gain +16 Str and Con; you also gain immunity to all death and loss-of-control effects. You gain a new maneuver: swift, touch, reach 10, pull 10. Duration: 3 rounds or until dismissed.
  • Eruption: Encounter, swift, medium range, subject must be below 50% hp; subject's blood becomes fire, inflicting 10% of subject's remaining hp as fire damage to subject and enemies within 5 squares of subject.
  • Hot Blooded: Daily, free; you are healed, not harmed, by fire damage. If cast while Ice Form is active, it immediately removes the spell. Lasts 5 rounds otherwise.
  • Transfusion: Encounter, swift, medium range; subject dies, and you are healed equal to subject's current hp before death; any healing in excess of your maximum is gained as temporary hit points, to a maximum of 100% of your normal maximum hp. If you attempt to use this on a foe with more hit points than your normal maximum, you instead die, healing the foe equal to your current hit points.

Rank 5

  • Call of Blood: Daily, swift, unlimited range, subject must have suffered physical damage from you in the past; subject is dominated, Will negates.
  • Engorged Regeneration: At-will, swift, touch, reserve; as long as subject is not bloodied, he gains fast healing 10%. If subject's hp fall below 0, he is instantly restored to 50%, and the effect ends.
  • Final Revenge: Daily, immediate, triggered when you die, close burst 20; you inflict fire damage equal to your maximum hp, ignoring allies. This causes your body to burn to ashes.
  • Undying Flame: Encounter, standard, long range, burst 10; enemies suffer heavy ongoing fire damage (no save to end). The flames caused by this spell are never extinguished due to lack of fuel or oxygen.

Frost

Rank 1

  • Chill Wind: Encounter, swift, cone 5; enemies are pushed 5 squares and chilled for 3 rds, suffering +50% vulnerability to frost damage.
  • Ice Grip: Encounter, swift, close burst 10; enemies are pulled 10 and rooted (Fort ends).
  • Frost Barrier: Recharge 40, free; you are enveloped in frost, gaining a damage shield equal to heavy damage, blocking physical and fire damage.
  • Frost Strike: At-will, standard, melee attack; normal damage as frost.
  • Icewalker: At-will, swift, touch, reserve; subject can walk on water as easily as solid ground by freezing it on contact; subject can also walk on ice without slipping.

Rank 2

  • Cold Soul: At-will, swift, touch, reserve; subject gains 50% resistance to cold damage, but suffers -20% penalty to incoming healing.
  • Ice Block: Daily, immediate; you are frozen (incapacitated and immune to attacks) for 2 rounds, and freed of all ongoing effects. You may dismiss as a free action.
  • Horn of Winter: Encounter, free, close burst 10; allies gain +50% resilience for 5 rounds.
  • Wall of Ice: Encounter, swift, wall 1/level (20 ft high); wall has 100% of your HP, and regenerates on each of your turns.

Rank 3

  • Brain Freeze: Encounter, immediate, short range, triggered when target casts a spell, requires Awareness; subject is interrupted and cannot cast spells (Fort ends).
  • Icy Glare: Daily, swift, short cone; enemies are frozen (Fort ends).
  • Frost Bomb: Encounter, swift, medium range; subject suffers light frost damage, then medium frost damage next round, and finally heavy frost damage. At any time, as an immediate action, you may trigger the bomb, causing the target to become the center of a close burst 5, inflicting the current amount of frost damage. Happens automatically after the 3rd round.
  • Frozen Blows: Daily, free; your melee attacks inflict cold, not physical damage, and half the damage you cause is inflicted on enemies within 5 squares of target. 3 rounds.
  • Winterfall: At-will, swift, reserve, emanation 100; heavy snows blanket the area, causing a concealing fog effect, which you can see through.

Rank 4

  • Chill Wraiths: Daily, free; you summon a chill wraith in a square next to each enemy within 10 squares, to a maximum of 1/level wraiths. The wraiths attack their targets immediately, with melee touch attacks (using your numbers) inflicting light frost damage and chilling targets. They will move up to 20 squares per round to keep within range of their targets. They will take one attack per round for up to 3 rounds. They have your defenses, and 25% of your maximum HP.
  • Frostwind: Encounter, swift, emanation 10; cold winds blow either outward or inward from you, preventing movement in either direction (Fort partial each round; on save, move at 50%, no charge/run). Ignores allies.
  • Ice Form: Daily, free; you become living ice, gaining 100% fortification, immunity to cold damage, poison, polymorphing, and petrification, and gaining 100% soak rating. Lasts 5 rounds.
  • Numbing Cold: At-will, swift, touch, reserve; subject becomes immune to pain and pain effects.

Rank 5

  • Howling Blast: Daily, standard, close burst 5; heavy cold damage plus frozen (Fort ends). Subjects who suffer physical damage while frozen are shattered, becoming the center of a close burst 3 inflicting heavy physical damage.
  • Freeze the Lifeblood: Encounter, swift, medium range; subject receives 50% benefit from healing spells for 5 rounds (curse).
  • Icebound Fortitude: Encounter, free; consumes a damage shield, such as Frost Barrier, to provide 90% resistance to hit point damage for 1 round.
  • Frost Tomb: Encounter, swift, long range; subject is sealed in an ice block, becoming immune to all attacks, and rendered incapable of taking any actions. Ice block has 100% of your max hp; subject suffers 50% of ice block's hp each round, and the ice block loses 20% of its hp. If subject dies before the ice block is reduced to 0 hp, the block no longer loses hp each round and remains until destroyed by external forces, entombing the dead subject.

Unholy

Rank 1

  • Death Coil: Recharge 40, swift, short range; inflicts light shadow damage and heals you for the same.
  • Death Pact: At-will, swift, medium range; an undead you control instantly dies, and you are healed for 100% of its current hp.
  • Death Sight: At-will, concentration; you see through the eyes of an undead minion within 1 mile.
  • Raise Undead: Encounter, swift, short range; you raise a corpse as a ghoul. Ghouls have 50% of your HP, and the same attack and defense numbers. They inflict light physical damage with a claw attack. The ghoul lasts 5 rounds, then falls to pieces.
  • Unholy Speed: At-will, swift, reserve, emanation 10; you and any commanded undead in area gain +3 squares of movement.
  • Vermin Swarm: At-will, swift, short range; subject is assailed by vermin who inflict light ongoing disease damage and impose a -10% Hit Rating penalty for 5 rounds. Can be destroyed by area effect inflicting at least 10 damage.

Rank 2

  • Corpse Explosion: At-will, swift, medium range; targeted corpse or undead creature explodes, causing a close burst 3 inflicting medium physical damage, spreading any diseases on the corpse to all targets hit.
  • Death and Decay: Encounter, swift, medium range, circle 5; enemies suffer medium shadow damage OTS, and are compelled to attack you each time they suffer damage (Will ends). Duration: 5 rounds.
  • Death Shroud: At-will, swift, touch, reserve; subjects detect as undead to detection spells, vital sight, etc.
  • Fel Translocation: Recharge 50%, move; you swap locations with an undead servant within long range.
  • Howl of Terror: Encounter, swift, close burst 5; enemies are panicked (Will ends).
  • Necrosis: At-will, swift, reserve; your weapon inflicts 50% AP as ongoing shadow damage for 3 rounds.
  • Plague Strike: At-will, standard, melee attack; normal damage +100% AP per disease on subject as disease damage.
  • Pierce the Veil: At-will, swift, reserve; you see invisible and ethereal creatures.

Rank 3

  • Chains of Darkness: Encounter, swift, medium range; subject suffers medium ongoing shadow damage and is immobilized (Fort ends).
  • Dark Bargain: Daily, swift, short range; you resurrect a fallen ally to 50% health; requires a soul shard.
  • Death Strike: At-will, standard, melee attack; as normal melee attack, but inflicts light shadow damage for each instance of ongoing shadow damage on the target.
  • Shadow Walk: Daily, move, you enter the shadow plane, walk up to 500% normal movement, then re-emerge; or full, you and allies within 2 squares enter the shadow plane, walk at 500% speed, and re-emerge as a full-round action within next 1 hour/level.
  • Vital Sight: At-will, swift, reserve; you gain blindsight in a 10 square radius; you sense living and undead creatures, but not constructs or objects. You see terrain just well enough to avoid stumbling in the dark.

Rank 4

  • Little Death: Daily, immediate; you fall unconscious as if dead. At any time, as early as the beginning of your next turn, or as late as 1 day/level later, you arise again, healed of 50% of your maximum hp and freed of any ongoing effects that would normally end if you died.
  • Shadow Servant: Daily, free, short range; you open a portal to the Shadow plane, and from it emerges a nightshade. The nightshade can take any of the nightshade forms, and can change forms once per round as a free action. It serves you faithfully for 1 rd/level.
  • Spiritual Duplicates: Daily, free; when you take melee attacks, spiritual duplicates of you act simultaneously, extending your reach. You gain +2 squares of reach for 5 rounds.
  • Unholy Blight: Encounter, free, emanation 3; enemies starting turn in area suffer medium disease damage.

Rank 5

  • Army of the Dead: Daily, free; you summon 6 ghouls who serve you faithfully for 5 rounds. The ghouls have 50% of your HP, the same attack and defense abilities, and inflict light physical damage with attacks. As an immediate action, you may cause one ghoul to explode as in a Corpse Explosion. If the explosion kills other ghouls, they too explode in the same manner.
  • Aura of Corruption: Daily, free, emanation 10, lasts 5 rounds; you and allies inflict light ongoing shadow damage with every melee attack for 3 rounds.
  • Hide the Soul: Daily, free, close burst 10; you distribute your life force amidst all undead minions within the area. Thereafter, you disappear, losing the ability to make physical attacks, but retaining the ability to cast spells, choosing one minion each round to serve as your eyes and ears, and the origin of your spellcasting. Not until all minions are destroyed are you forced to emerge. Minions who leave medium range (relative to your chosen "puppet" in a given round) no longer count for the purposes of this spell until they return. You may end the spell at will; otherwise, it lasts for the duration of the encounter.
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