Basic Abilities

Fortitude Will
Black Mage

+1 every other level

+1 every level

Bladebound

+1 every level

+1 every level

Summoner

+1 every other level

+1 every level

Skill Points
4 + Int.
Skill List
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Minions

Warlocks can summon minions. See [#Spells|Spells] for the summoning spells used for this purpose.

List of minions:

Infernal
Fey
Shadow

Soul Shards

Warlocks specialize in soul magic, the very same used by the fel beings with which they pact.

With the spell Drain Soul, and other, similar spells, warlocks may siphon a small portion of a creature's soul, forming it into a tiny, purplish shard of polished stone. The purpose of these "soul shards" is to consume the power within, or trade it in some fel bargain, in order to power a warlock's magic.

Components
You need no receptacle in which to store a soul shard. When you successfully drain a subject's soul, the energy coalesces into a shard in your hand, or about a specially-prepared focus such as an amulet or a rod.
Gaining Soul Shards
Spells such as Soul Drain and Soul Burn can provide you with soul shards.
Limit on Soul Shards
The souls fragments trapped in shards are constantly fighting to rejoin the host soul from which they were untimely rent. Naturally, the souls of the departed are angered by this, and attempt to escape. You must impose your will upon them to prevent them fleeing the shards. You may do this automatically, but only for a maximum of 3 souls, plus 1 per 5 levels of Warlock achieved. Trapping a soul when you are already at your limit causes one soul fragment already trapped (randomly chosen) to break free. Being outside of Long range of a soul shard causes the soul fragment to be freed.
Shelf Life
Soul Shards degrade over time. They must be used within 13 days, or they are automatically freed to rejoin the host soul.
Consuming a Soul Fragment
When you use a soul shard, or if the soul fragment is freed from the shard through expiration or other means, the shard itself crumbles into useless dust.
Uses of Soul Shards
Many Warlock spells and talent call for the consumption of one or more soul shards, such as the more powerful summoning spells. Rituals also sometimes call for soul shards. Perhaps the most common use of a soul shard is to intensify the effect of a spell:
  • Intensify Spell: Metamagic. Costs 1 soul shard. Increases spell's damage by +300%. Cannot use twice on the same spell.

Spells

Warlock spells are organized into three pacts: Infernal, Fey, and Shadow.

Infernal warlocks contract with the forces of Hell, drawing upon fire and brimstone to harm their enemies. Their magic is best at pure offense; an Infernal warlock is truly a force of destruction.

Fey warlocks are attuned to the forces of Faerie, both seelie and unseelie. They are tricksters, whether for pure fun or for evil, and are best at confusing and misdirecting foes. Their magic is widely varied; they are quite unpredictable.

Shadow warlocks call upon an elder power beyond even Heaven or Hell, a primal nether that predates all things, and, so they say, will follow after the brief period of existence, as mortals know it, ends. The power of Nether can negate existence, making for effective defense spells.

In casual terms:

  • Infernal: single-target damage specialty is dots. AoEs tend to be instant. Control is through pain or physical restraint. Defense focuses on planar attunement (great vs. fire, others not so much). Pets are DPS-oriented.
  • Fey: not great at any kind of damage. Lots of charms, compulsions, teleporting, etc. Pets are varied. Good elemental defenses, and all-around defenses (like a mage's Shield, Mirror Image, etc).
  • Shadow: DPS specialty is shaping dots. single-target spells are usually instant. Control is through planar shifting or energy drain. Good defense against physical. Pets are good at tanking and subtlety.

Learning Spells

As a warlock, you know 8 spells at level 1, plus two at-will summons of your choice. Every level thereafter, you may select 2 new spells to add to your list. The spells must be of a rank you are allowed to access.

Special Spell Types

Curse
You may have one Curse spell of each Pact active per target. Casting a Curse on a target removes any Curse spells of the same Pact that you previously cast on the target.
Armor
At-will, swift, reserve. You may have only one Armor spell active on yourself at a time.

Infernal

Rank 1

DPS
  • Immolate: At-will, standard, medium range; medium fire damage plus same on your next 3 turns. The ongoing damage stacks and refreshes.
  • Conflagration: Recharge 33%, standard, medium range; causes an ongoing fire effect to instantly inflict damage equal to all of the ongoing damage it would normally inflict over its entire duration.
  • Curse of Agony: At-will, swift, medium range; subject is wracked (Fort ends), suffering light physical damage on turn start. If subject is immune to wracked, damage is medium instead, and the duration is 5 rounds.
Buff
  • Blood Boon: At-will, free, short range, reserve; subject gains +30% Hit Points.
Control
  • Command: Recharge 33%, swift, short range; subject must obey a single-word command (Will ends).
Debuff
  • Amplify Flames: At-will, free, medium range, costs 1 soul shard; targeted fire effect gains +200% damage for the remainder of its duration. Can be used on a natural fire to cause it to burn faster and hotter.

Rank 2

DPS
  • Chaos Bolt: Recharge 33%, standard, long range; heavy chaos damage (as fire, but ignores fire resistance and immunity). If subject has any ongoing fire effects, refreshes all such effects and adds +100% damage to them. Otherwise, adds heavy ongoing chaos damage for 1 round.
  • Hellfire: At-will, swift, emanation 3; enemies suffer heavy fire damage on turn start. On each of your subsequent turns, damage increases by +100%, but you suffer 10% of your max hp in fire damage (doubles each round: 10%, 20%, 40%, 80%). Lasts until you move at least 1 square, dismiss the spell, or die.
Control
  • Dance of Fire: Recharge 33%, swift, medium range; you cause subject to dance uncontrollably (Will ends). Subject must be suffering an ongoing fire effect. For each additional such effect beyond the first, subject suffers -5% penalty to the Will save (max -15%).
Debuff
  • Bloodstar: Encounter, swift, medium range, 3 rounds; star of blood hovers over target's head. Each time target suffers damage, he also suffers 2 points of Con damage. When spell expires, or subject dies (whichever comes first), the star explodes in a burst 3, inflicting light fire damage for each point of Con damage the target had suffered. Allies are unharmed, and instead healed for 5% of max hp per point of Con damage.
Defense
  • Fel Flame Ward: Encounter, swift, close burst 5, 3 rounds; you and allies gain 50% absorption (fire) with no limit. However, you gain 50% holy vulnerability, and detect as evil creatures.

Rank 3

Attack
  • Ember Storm: Recharge 33%, swift, long range; spreads all ongoing fire effects from subject to enemies within 3 squares of subject.
  • Waves of Pain: Encounter, swift, emanation; waves of agony emanate from you in a radius you may change freely each round, from 1 to 5 squares. All subjects (except you) suffer light physical damage +100% per square of radius beyond the 1st; subjects who take damage from this spell are wracked (unable to act due to pain) for 1 round (Fort negates), and those who save or are immune instead suffer double damage. Lasts up to 5 rounds, or until dismissed.
Buff
Control
  • Cruciatus: Recharge 33%, swift, medium range; subject is wracked, unable to take any actions due to pain for 3 rounds. (Curse)
Debuff
  • Blood Rain: Curse. Each time subject suffers physical damage, he becomes the center of a close burst 5, inflicting the same damage upon all enemies and healing allies for 1% of max HP.
Healing
  • Dark Bargain: Encounter, standard, consumes 1 soul shard; you trade one soul for another, resurrecting an ally within short range. Ally starts with 10% hit points.

Rank 4

Attack
  • Rain of Fire: Daily, standard, long range, circle 4; instantly, and on each of your next 2 turns, enemies suffer medium fire damage plus same ongoing for 3 rounds. Also, each round, there is a 10% chance per enemy struck (max 50%) that an Infernal will be summoned (optionally: you must spend a soul shard each time this occurs). This infernal is summoned with all the usual flair (Meteoric Arrival) and has the same stats as any infernal you'd normally summon. He is not considered a summoned minion, and stacks with any you already have, including a proper infernal, or other infernals summoned by this spell. He attacks targets within the Rain of Fire or those currently suffering from its ongoing damage. Any infernals summoned by Rain of Fire disappear when there are no more stacks of ongoing fire damage from this spell active on a living target.
  • Soul Burn: At-will, swift, long range, subject must have a soul, exclusive; for the next 4 rounds, on turn start, subject suffers light soulfire damage (as fire damage, but ignores any kind of resistance or absorption). Each round after the 1st, subject gains an additional stack of light soulfire damage. (1 in round 1, 2 in round 2, etc). Each round, after subject takes damage from this spell, there is a 10% chance per stack of soulfire damage that the subject's soul burns away completely, slaying the subject (if immune, instantly inflicts heavy soulfire damage per stack), and providing you with a soul shard (you get the soul shard even if subject is immune to death, but you may gain only one soul shard per casting of this spell). At the end of the duration, this occurs automatically.

Rank 5

Attack
  • Hellmouth: Daily, swift, long range, circle 1; a hole opens in the earth, revealing a many-fanged maw, leading deep into the bowels of hell, from which hellish flames spew forth. On each of your next 4 rounds, the maw widens by 1 square. Creatures who begin their turn within the area, or who enter the area, fall inside the maw, unless they are able to fly, or are unaffected by gravity, or are too large to fit inside. All creatures, inside or out, suffer heavy fire damage (+100% per square of radius including the first), and those who fall inside are immobilized (Fort ends) and suffer physical damage from the maw's teeth equal to the fire damage inflicted that round. The fangs prevent subjects from simply climbing out. Anyone in the maw when the spell ends (5 rounds after casting) is sucked bodily into Hell.

Fey

Rank 1

DPS
  • Color Spray: Recharge 33%, swift, short cone; for each target, roll 1d4: 1-blinded (Will ends), 2-rooted (Fort ends), 3-stunned (Will ends), 4-sleep (Fort ends).
  • Summon Sprite: At-will, free, short range; you summon a sprite (Fine creature, reach 0, fly 200% of your walking speed, Dodge +50%, Hit +20%, Crit +20%, HP 25% of yours). The sprite serves you faithfully for up to 5 rounds, then disappears. You may only have 5 sprites active at a time. All sprites are of one of the following types:
    • Summer Sprite: Immune to fire damage. Has two abilities:
    • Winter Sprite: Immune to frost damage. Has two abilities:
      • Chill of Winter: At-will, std, melee touch; light frost damage plus chilled (-20% move, 3 rds, stacks and refreshes, max 5 stacks). Gains +20% crit per stack of chilled on target.
      • Phantom Strike: At-will, std, melee touch; light shadow plus confusion 10% for 2 rds, stacks and refreshes, Will ends 1 stack.
  • Witchfire: Metamagic; can apply to any fire spell you cast. Fire damage becomes frost damage.
Control
  • Magic Fingers: Recharge 33%, swift, touch; living, non-asexual subject is unable to act due to overwhelming pleasure (Will ends, damage ends). If you first initiate a Grab, you may suspend the spell indefinitely, denying a Will save, as long as you maintain contact. Prolonged use of this spell can cause dependency in subject, leading to harsh withdrawal symptoms when the spell is denied them.
Debuff
  • Curse of Elements: Curse. Subject gains 50% vulnerability to one element (fire, frost, lightning, arcane, or shadow) for 5 rounds. Target-exclusive, non-stacking. Can be augmented by +50% per soul shard expended, max 1 per Warlock rank.
  • Curse of Tongues: Curse. Subject's speech is meaningless babble. He suffers 50% spell failure chance and cannot verbally communicate.
Defense
  • Eyebite: Recharge, swift; upon first viewing of you, subjects are stricken with a curse that prevents them from seeing you (Will negates). Curse is automatically broken if you attack a foe. Spell ends 3 rounds after you are first noticed by any foe, then recharges after a 5-round cooldown.
Mobility
  • Fey Step: Recharge 33%, move; you teleport within short range.
Utility
  • Twilight: At-will, swift, emanation 10, reserve; you cause all surfaces, objects, and creatures to glow faintly. Low-light vision can see these things easily, and those with normal vision can see well enough to know the location of all objects and creatures, and can see the ground and surfaces well enough to navigate. Produces almost no visible effect beyond radius. Reveals invisible creatures who are not moving; moving ones only appear as a blur of faerie fire.

Rank 2

DPS
  • Color Pool: At-will, swift, short range, 3 rounds, 5 rounds; you create a color pool, occupying 1 square. It can be of any of seven colors: red, orange, yellow, green, blue, indigo, violet. Standing in the pool causes deleterious effects, except to your sprites, who gain benefits from entering the pools (lasting until they are destroyed or unsummoned).
    • Red: Subjects in area are unable to remove ongoing fire effects by any means. *** Sprites: Fire/frost attacks become burst 2 (enemies only).
    • Green: Subjects suffer 10% HP penalty on turn start (poison effect).
      • Sprites: On turn start, sprites create a burst 2, healing self and allies for 10% of their max HP.
    • Blue: Subjects suffer -50% movement and -25% Haste.
      • Sprites: Sprites have a 10% chance on melee hit to turn subject to stone (Fort negates).
    • Cyan: Subjects suffer 25% confusion.
      • Sprites: Sprites become invisible and gain 90% resistance to area damage.
    • Yellow: Subject is nauseated (unable to take actions except for movement) while in area; while nauseated, subjects suffer -25% Hit Rating.
      • Sprites: Fire attacks gain +100% to ongoing damage; frost attacks gain ongoing damage equal to base damage.
    • Violet: Subjects are dimensionally locked.
      • Sprites: Sprites have a 20% chance to dispel one spell on melee hit.
  • Rainbow Beam: Recharge 50%, standard, medium line (1-2 sq wide); inflicts medium fire, medium frost, medium arcane, and medium shadow damage.
Defense
  • Chromatic Shield: Recharge 50%, swift, medium range, 3 rounds; you gain a variable energy shield. Each round, upon suffering energy damage, subject gains 50% resistance to that energy type for 1 round (including against the hit that triggered it). Non-exclusive.
Healing
  • Transfer the Curse: Recharge 50%, swift, medium range; you transfer a chosen curse to another target within range. If recipient is unwilling, Will negates (but curse is still removed from source).
Mobility
  • Demonic Circle: Encounter, swift, centered circle 1; you create a minor summoning circle, targeted to yourself. For up to 5 minutes thereafter, you may use the following effect:
    • Recharge 33%, immediate; you teleport to your Demonic Circle. No LoS or LoE needed. Max range long.

Rank 3

Attack
Debuff
  • Devour Magic: Recharge 25%, swift, medium range, 5 rounds; dispels one spell on subject each round.

Rank 4

Rank 5

Shadow

Rank 1

DPS
  • Corruption: At-will, swift, medium range, 5r; subject suffers light shadow damage on turn start. (This effect is often placed automatically by other spells)
  • Drain Life: At-will, standard, medium range; medium shadow damage, you are healed for half that amount.
  • Drain Soul: Recharge 33%, swift, medium range; you remove subject's soul and store it in a Soul Shard. Subject dies immediately. The chance for this to work is 0% plus 20% per stack of Corruption. If you fail to kill the subject for any reason, you instead cause one negative level.
  • Shadow Bolt: At-will, standard, long range; heavy shadow damage plus one stack of Corruption.
  • Void Zone: Recharge 33%, swift, medium range, circle 3, 3 rounds; on turn start, subjects in circle suffer medium shadow damage. Also, any single-target shadow damage effect striking any subject within the Void Zone also inflicts half its damage upon each target within the zone (including the target of the single-target spell).
Control
  • Fear: Recharge 33%, swift, short range; subject is frightened (takes no action but to run away) and suffers light psychic damage each round. Will ends, or ends when subject has suffered 500% light damage. If target is immune to fear, he still suffers the damage, and there is neither a save nor a damage threshold to end.
Debuff
  • Curse of Weakness: At-will, free, medium range, 5 rounds; subject suffers 50% damage penalty.
Defense
  • Guardian Force: Encounter, immediate, 3 rds, costs 1 soul shard; you are surrounded by a translucent entity, which absorbs much of the hostile abilities directed at you. You gain 50% avoidance against all effects, to a maximum of one effect avoided per round.
  • Shadow Ward: Recharge 50%, swift, medium range; subject gains Absorb 100% (shadow), limit heavy.
Utility
  • Soulgaze: At-will, standard, short range; you gaze into subject's eyes. If subject averts eyes, spell fails. You pry into subject's mind, gazing into his soul. While your gaze remains locked, you may learn things about the subject, learning the answer to one question about the subject per round (Will ends). Each time you learn an answer, the subject learns one random fact about you in return.

Rank 2

DPS
  • Life Tap: At-will, free; you instantly suffer 10% of your max hp in damage (no type, unavoidable), granting you one stack of the Tapped Life curse (+20% to damage inflicted, doubles damage suffered from Life Tap) for 1 round (stacks and refreshes if used every round). Due to the Tapped Life curse, damage suffered from Life Tap, if used every round, is exponential: 10%, 20%, 40%, 80%, etc.
  • Shadowfury: Recharge 20%, swift, medium range, burst 3; enemies suffer medium shadow damage plus stunned 1 round (Fort ends).
  • Siphon Life: Recharge 33%, swift, medium range, 3 rounds; on turn start, subject suffers light shadow damage (if you are currently within range), and you are healed the same amount. Cannot critically hit, but damage is increased by 100% per stack of Corruption.
Control
  • Banish: Recharge 50%, swift, medium range, 3 rounds; extraplanar subject is unable to act, but also invulnerable, as he is banished to the nether. No save, exclusive.
Debuff
  • Curse of Woe: At-will, free, medium range, 5 rounds; each time subject suffers damage, he gains a stacking 1% penalty to all rolls. No maximum. Debuff disappears at end of duration.
Utility
  • Secret Sight: At-will, swift, costs 1 soul shard, 3 minutes; you gain the ability to see visual representations of others' surface thoughts. In addition to its many non-combat utilities, it grants you a +10% bonus to all forms of avoidance and mitigation versus one opponent on whom you focus your vision.

Rank 3

Attack
  • Cursefire: At-will, swift, medium range; removes all curses from subject, inflict heavy shadow damage for each curse removed.
  • Demi: Recharge 10%, standard, long range, circle 3; removes 50% of current hp (10% vs elite, 1% vs boss).
  • Disintegrate: Recharge 50%, standard, medium range; heavy disintegration damage vs creature; vs object, disintegrates up to 10 cubic feet of contiguous matter. Instantly destroys one wall or other contiguous body of force.
Control
  • Black Tentacles: Encounter, swift, long range, circle 5; immediately, and at the beginning of each of your next 4 turns, enemies in area are seized by black tentacles which sprout from shadowy portals in the ground, causing immobilized (Fort ends). On failed Fort save, subjects suffer heavy physical damage and a 10% penalty to future Fort saves against this spell.
Debuff
  • Curse of Doom: Curse. Subject accumulates 20% of its maximum hp as potential damage each round. When it has accumulated enough potential damage to kill it, it dies.
  • Howl of Terror: Recharge 33%, swift, close burst 3; enemies are terrified for 1 round, immediately fleeing from you with a +100% movement bonus.
Shaping
  • Wall of Shadows: Encounter, swift, long range, wall 1/level, 5 rounds; opaque wall of blackness blocks line of sight and absorbs 100% of all effects passing through it. Inflicts 500% heavy shadow damage on crossing.

Rank 4

Rank 5

Rituals

Rank 1

  • Circle of Binding: 1 minute, reagent cost 1 sp; you create a circle 2, which is as effective as a Wall of Force against all extraplanar creatures, including those possessing a mortal host. Effect is broken if circle is damaged, although extraplanar creatures cannot touch the circle itself. Otherwise, lasts 24 hours.
  • Create Soul Prison: 10 minutes, reagent (1 gem worth at least 1 sp); you convert a gemstone into a prison for souls. More powerful souls require more expensive gems. The minimum cost per rank of the creature entrapped is: Rank 1 - 1 sp, Rank 2 - 5 sp, Rank 3 - 2 gp, Rank 4 - 10 gp, Rank 5 - 40 gp. Using a lower-ranked gem incurs a failure chance of 25% per rank difference. This ritual only creates a prison--it does not actually trap the soul.
  • Curse of Souls: At-will, free, medium range, 5 minutes; if subject dies, and you are within long range, you gain 1 soul shard. (Elites grant 3, and bosses auto-max).
  • Soul Trap: 1 minute, short range; you create a circle 2 (or larger, if needed, at a cost of 1 extra minute per square). A creature who dies in this circle will find that their soul cannot escape while the circle holds. If you have a Soul Prison handy, you may bind it to the trap, causing the creature's soul to be transferred into the prison upon death, if you are within long range.
  • Summon Imp: At-will, swift, short range; you summon an imp.
  • Summon Pixie: At-will, swift, short range; you summon a pixie.
  • Summon Voidwalker: At-will, swift, short range; you summon a voidwalker.

Rank 2

  • Create Healthstone: At-will, standard; you convert 1 soul shard into a Healthstone. The crystal becomes an opaque, glowing stone, which, when activated as a free action, heals it user for 50% of his maximum hp. A given creature may benefit from a Healthstone no more than once per encounter. Healthstones do not count against your limit of soul shards, and cannot be used for any other purpose once created. They degrade naturally after 24 hours.
  • Dark Exchange: 10 minutes; you draft a contract, describing an exchange of goods or services, using normal market values. You place your payment within a circle 2, and invoke the magic. A swirl of mysterious energy conceals the circle, and when it clears, the goods for which you have bargained appear. The cost is always 120% of market value, and you may purchase only goods (though you may bargain future services). Payment and goods received must fit within a circle 2. The mysterious merchants will gladly extend credit, with an interest rate of 20% per month (compound) times the number of lines of credit. 24 hour cooldown.
  • Enslave Outsider: At-will, short range, concentration; you force your will on the targeted extraplanar creature. Subject is rendered unable to act, but can move. Immediately, and each round you concentrate, subject is allowed a Will save to negate; as soon as subject fails, it is enslaved. While you concentrate, subject is allowed no more saves; if you stop, Will ends. If subject breaks free for any reason (Will ends, breaks line of sight, exits range), a 24 hour cooldown begins, rendering subject immune to this ritual.
  • Fetish of Misdirection: 1 minute, reagent (1 soul shard); you convert a soul shard into a fetish which causes all divinations against you to target another creature instead. The creature must either be the one whose soul you converted, whose body becomes the subject of the divinations, or a creature on whom you have currently laid a curse. Divinations on you will actually show the target creature, but the diviner will see your form in his place.
  • Ritual of Summoning: Requires sympathetic component. Summons named creature currently on same plane. Places 24 hour cooldown on target being summoned by this ritual.
  • Summon Felsteed: Summons a planar horse. 50% faster than a regular horse.
  • Summon Succubus: At-will, swift, short range; you summon a Succubus.
  • Summon Infernal: Encounter, swift, short range, costs 1 soul shard; you summon an Infernal.
  • Summon Felhunter: At-will, swift; you summon a Felhunter.
  • Summon Nymph: Encounter, swift, costs 1 soul shard; you summon a Nymph.
  • Summon Shade: At-will, swift; you summon a Shade.
  • Summon Ethereal: Encounter, swift, costs 1 soul shard; you summon an Ethereal.

Rank 3

  • Create Soulstone: At-will, standard; you convert 1 soul shard into a Soulstone. This orb of purple-black stone is no longer a soul shard, but is now a one-use consumable item. When its holder dies, he may immediately resurrect himself at 10% of max hp. Stone disappears after 24 hours if unused. You may only have one Soulstone in existence at a time.
  • Summon Dreadsteed: Summons a planar horse. 100% faster than a regular horse. Can walk on water, fly for brief periods.
  • Summon Felguard: Encounter, swift, consumes 1 soul shard; you summon a felguard.
  • Summon Nightshade: Encounter, swift; you summon a Nightshade.

Rank 4

  • Greater Ritual of Summoning: As Ritual of Summoning, but subject need not be willing.
  • Planar Merchant: 10 minutes, reagent cost 2 sp; you summon a mercane, a planar merchant who speaks every language and accepts every currency. He has many items for sale, and is happy to do business. He sticks around for up to 15 minutes, then leaves. 24 hour cooldown.
  • Summon Nightmare: Summons flying horse. Requires flight training.

Rank 5

Weird Old Rituals

These are all terribly, terribly old and out of date. Use at your own risk.

Glyphs

Glyphs have no requirements except for knowledge of the spells modified. The descriptors "Bladebound" and "Summoner" do not imply any prerequisite talents.

Rank 1

Major Glyphs

Infernal
  • Glyph of Immolate: The ongoing component of your Immolate spell stacks with other Immolate effects on the target, refreshing the duration and combining the damage. This can enhance the effect of Conflagration and similar effects. Dispelling a combined stack doesn't remove all damage, but only one Immolate worth.
  • Glyph of Conflagration: Your Conflagration spell removes the targeted ongoing effect, but inflicts instant damage equal to the amount the removed effect would normally do over its entire duration. It still spreads the effect to secondary targets, inflicting normal damage to them.
  • Glyph of Curse of Agony: Your Curse of Agony gains +100% damage each time the subject suffers physical or fire damage; the maximum bonus is +400%, whether through this glyph or duration.
Fey
Shadow
Summoner
Bladebound
  • Glyph of Agony: Your Curse of Agony spell procs (inflicts damage and increases to next damage rank) every time you strike the target with a melee weapon (max once/rd).
  • Glyph of Fel Armor: While protected by Demon Armor, you gain +20% Hit Power. While protected by Spirit Armor, you gain +20% damage with Fusion augments. While protected by Shadow Armor, you gain +2 Str and Con for 5 rounds each time you are hit.

Minor Glyphs

Infernal
  • Glyph of Combustion: Your Conflagration may be cast as a free action, but it inflicts no instant damage to any targets.
  • Glyph of Searing Pain: Your Curse of Agony causes pain that can only be relieved by attacking the source of it. Each time the subject takes a hostile standard action that is not focused on you, he is wracked (unable to act due to pain) for 1 round, interrupting his action; if immune, he instead suffers damage equal to the amount Curse of Agony would do over its entire duration, using the current damage bonus of the spell, if any.
Fey
  • Glyph of Eyebite: Your Eyebite isn't broken by attacking, but rather than rendering you invisible, it instead imposes a 25% hit penalty, and prevent foes from recognizing you for the duration.
Shadow
  • Glyph of Fear: Your Fear spell doesn't make the target run away, but rather simply cower in place. However, all shadow damage inflicted ignores the damage threshold.
Summoner
  • Glyph of Imp: Your imp's firebolt inflicts light ongoing fire damage for 3 rounds, but his claws lose their poison.
  • Glyph of Pixie: Your pixie may use her needle to inject you or an ally with a healing serum, granting Fast Healing 10% for 3 rounds, but depriving the pixie of her own Fast Healing for the same duration.
  • Glyph of Voidwalker: Your voidwalker's Torment ability can be cast as a close burst 1, but lasts only 1 round instead of Fort ends.
Bladebound
  • Glyph of Fey Charge: Your Fey Step can teleport you up to medium range, but the destination must be within 1 square of a hostile creature. Your next melee attack against that creature within 1 round gains +50% physical damage.
  • Glyph of Strength Drain: Your Curse of Weakness is reduced to melee range, but grants you +10% damage while the target remains within short range.

Rank 2

Major Glyphs

Infernal
  • Glyph of Chaos Bolt: The ongoing component of your Chaos Bolt gains an additional round of duration each time the subject suffers instant fire damage from one of your spells.
  • Glyph of Hellfire: Your Hellfire does no damage to allies, but inflicts only half damage to enemies (normal damage to you).
Fey
Shadow
  • Glyph of Shadowfury: Your Shadowfury also inflicts light ongoing (OTS) shadow damage for 3 rounds.
  • Glyph of Siphon Life: Your Siphon Life flows in reverse. Each round, it inflicts light damage on you, and medium damage upon the enemy. Darken Soul stacks on the enemy increase the damage he suffers, but not the damage you suffer.
Summoner
Bladebound

Minor Glyphs

Infernal
Fey
Shadow
Summoner
  • Glyph of Enthrall: Your succubus's Enthrall spell becomes a close burst 3, with a cast time of swift, but gains a recharge requirement of 40.
  • Glyph of Felhunter: Your Felhunter's Devour Magic causes the Felhunter to gain a copy of all curses active on the subject, to which he is immune. His Shadow Bite applies these curses to the target, removing them from himself.
Bladebound

Rank 3

Major Glyphs

Infernal
  • Glyph of Soulfire: Choose one target; each time target suffers ongoing fire damage from one of your spells, you have a 10% chance for your next Soulfire against that target to be quickened, cost no soul shard, and have no recharge time. If multiple ongoing fire effects hit at once, you may merge the 10% chances into a single roll.
  • Glyph of Waves of Pain: You may center Glyph of Pain on another creature, friend or foe. Either way, the center target is immune to the damage and wracking, but, if you center it upon an enemy, that enemy takes 50% of all damage suffered by anyone else in the radius. Either way, you control the radius, as normal; spell ends if you leave medium range of target.
Fey
Shadow
Summoner
Bladebound

Minor Glyphs

Infernal
Fey
Shadow
Summoner
Bladebound

Rank 4

Major Glyphs

Infernal
  • Glyph of Soul Burn: Each time subject suffers instant fire damage from one of your spells, you may roll to trigger Soul Burn's chance to explode. For targets immune to death, Soul Burn itself can trigger this.
Fey
Shadow
Summoner
Bladebound

Minor Glyphs

Infernal
Fey
Shadow
Summoner
Bladebound

Rank 5

Major Glyphs

Infernal
Fey
Shadow
Summoner
Bladebound

Minor Glyphs

Infernal
Fey
Shadow
Summoner
Bladebound

Paths

Bladebound

Level Benefit

1

Fusion, Bound Arms

2

Demonic Aegis

3

Sigils

4

Soul Drinker

5

Metamorphosis

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Bladebound Spells

These spells may be learned only by using one or both of your automatic spells learned per level, and then only if the level in question was a level of Bladebound.

Sigil
At-will, free, centered circle 2, 3 rounds. You may have only one Sigil spell active on the battlefield at a time. Certain talents may remove this limitation. Sigils generally become more powerful over time, with their effect increasing each round one stays within the sigil's area. This is indicated by slashes; e.g. light/medium/heavy damage indicates that the sigil inflicts light damage in round 1, medium in round 2, etc.
Rank 1
  • Searing Pain: At-will, swift, long range; subject suffers debilitating pain (-500% damage and effectiveness) if he attempts any hostile action that is not centered on you. Actions that are centered on you are unaffected, as are immediate actions of self-defense. After 3 such actions against you, or 3 rounds, the effect ends.
Rank 2
  • Sigil Jump: Recharge 33%, move, must be standing in a sigil; you teleport to a location within medium range, and transfer the sigil in which you are standing, removing it from its current location and recentering it upon your new location.
  • Sigil Trap: Sigil. This invisible sigil only affects enemies; the first enemy to enter or start his turn in the sigil causes a wall of force to surround the sigil's area, enclosing it on all sides and on the top. The wall blocks all effects and is itself invulnerable and immune to dispelling. Sigil's duration resets to 5 rounds when triggered.

Fusion

You may imbue a held weapon with the essence of one of your minions. You gain the following maneuver:

  • Fusion: At-will, free; you summon a minion who is currently in your service and not already summoned. Instead of appearing physically, it enters your weapon, altering the weapon's form and enhancing its function. Duration is the same as any normal summon.

The effect varies, depending on which minion you conjure into the weapon.

Infernal
  • All Infernal fusions cause the weapon to inflict half its base damage as fire damage instantly and ongoing for 3 rounds, in addition the effects listed below:
  • Imp: The weapon inflames and sprouts wicked spikes. It inflicts 25% of base damage as ongoing poison damage for 5 rounds.
  • Succubus: The weapon becomes as flexible as a whip, but retains its existing traits as well. Increases reach by 2, and allows you to use the weapon to grab or trip. All attacks with the weapon are a chain 2.
  • Infernal: The weapon bursts into chaotic green fire. All fire damage inflicted is changed to chaos damage. Each hit causes stun 1 rd (Fort negates), plus optional push 5, plus knockdown (Fort negates the knockdown).
  • Felguard: The weapon becomes oversized, yet you wield it with ease. Gain +1 reach, and all attacks are chain 3/3. Once/rd, you may charge as a free action, moving up to your base movement speed, provoking no attacks, and gaining a +50% bonus to next weapon attack's damage if you moved at least 2 squares.
  • Doomguard: Inflicts -50% penalty to damage and movement (Will ends). Also, each time you spend a standard action to attack in melee, you cause a centered circle 10, instantly inflicting base weapon damage as fire damage to enemies instantly, and again on each of your next 2 turns.
  • Pit Lord: ?
Fey
  • All Fey fusions cause the weapon to summon one Sprite (your choice: winter or summer) with each strike, in addition to the effects below.
  • Pixie: You gain the ability to inflict bonus damage when your foe is surprised by your attack. Whenever you have Combat Advantage, you gain +50% to base damage.
  • Felhunter: The weapon dispels one magic effect on subject per attack (just before hit is attempted); on success, causes arcane damage (equal to a critical hit with the weapon) as well.
  • Nymph: Upon striking a foe with the weapon, foe is entangled by vines (Fort ends) which cause 100% movement reduction, and, for each failed save, 25% passivity (a chance to lose all actions in a given turn in favor of sitting quietly, doing nothing), as well as (for each failed save) physical damage equal to half your weapon's base damage. The ongoing damage stacks.
Shadow
  • All Shadow fusions cause the weapon to inflict its base damage again as shadow damage, and add 1 stack of Corruption to the target, in addition to the effects below.
  • Voidwalker: The weapon may be used to Block as if it were a shield. Additionally, the weapon inflicts double damage against anyone suffering from a pain effect, such as Searing Pain.
  • Shade: The weapon bypasses armor, ignoring parry, block, fortification, and physical resistance; it also strikes incorporeal creatures as if it were a force effect.

Bound Arms

Not only can you fuse your minions with your existing weapons and armor, but you may use a similar technique to conjure weapons from nowhere.

When you gain Fusion, you also gain the ability to summon any weapon with which you are proficient. This has the same effect as Fusion, but instead of combining with an existing weapon, you create a new weapon, of any basic type, with the normal attributes for a weapon of that type. The weapon is made entirely out of magic. The disadvantage, relative to Fusion, is that the weapon cannot be customized, reforged, or enchanted.

When you gain Demonic Aegis, you may do the same with armor.

Demonic Aegis

You may bind a minion to your armor (or clothing) to enhance its effect. Similar to fusion, etc etc.

Infernal
  • Infernal armor generally takes on a wicked, bio-metallic appearance. Black and red, spiky, etc etc.
  • All Infernal armor fusions grant Resist 50% (fire) and Resist 10% (physical), plus special effects listed below:
  • Imp: The armor sprouts thin, deadly spikes coated with venom. Upon striking you in melee, attackers suffer poison damage instantly and ongoing for 3 rounds equal to half your main weapon's base damage.
  • Succubus: The armor radically alters your appearance, making you far more alluring to those with an active sex drive. Enemies who do not avert their eyes (therefore suffering effective blindness to you) must pass a Will save each time they wish to attack you (max once/rd); on failure, they lose the intended action, instead staring stupidly and lustfully at you.
  • Infernal: You are armored from head to toe with a several-inch-thick layer of burning stone. You gain Hardness 10%, and your Resist (physical) from Demonic Aegis increases by 10%. When an attack does penetrate your hardness, you cause a close burst 3, inflicting (base damage) as chaos damage to enemies only.
Fey
  • Fey armor fusions are subtle, causing your armor to glow with strange hues, and sometimes emit unearthly tones.
  • All Fey armor fusions grant Resist 10% (all magic) and +10 (+5/rank) to Dodge and Parry, plus special effects listed below:
  • Pixie: As a free action (once/rd), you may become 50% invisible. This can stack with itself (max 100% invisible). Each time you take an attack or suffer damage, you lose 50% invisibility (max once/rd). At any point where you are moving faster than 50% of your movement rate (including charging or running), your effective invisibility is 50% less.
  • Felhunter: Incoming targeted spells are subject to a dispel check, which, on success, dispels them before they affect you (max one success per round). Additionally, upon striking you in melee, attackers are subject to a dispel attempt on any one beneficial magic effect they currently benefit from.
  • Nymph: Each round, on turn start, you cause a close burst 3, causing yourself and allies to heal for 10% of max hp. Furthermore, each time you are struck for damage, the healing effect increases by 10% of max hp for 3 rounds (stacks/refreshes, max 50%).
Shadow
  • Shadow armor fusions are all about darkness. Darky dark dark.
  • All Shadow armor fusions grant Resist 50% (shadow) and +10 (+5/rank) to Block and Soak, plus the below effects, by minion type:
  • Voidwalker: You gain +50% Hit Points and +50% Fortification. While standing in darkness or dimness, you gain Fast Healing 20%.
  • Shade: You become partially incorporeal. All non-magical effects inflict 50% of their normal damage to you. Magic weapons and spells inflict 75% normal effect. This is a separate reduction from Resist and Soak mechanics. Arcane and Holy damage not only inflict full effect, but cancel the benefits of incorporealness for 2 rounds. While partially incorporeal, you may not pass through solid walls or doors, but you may pass through very thin walls (such as a wall of paper) or partially-solid walls (such as iron bars).

Sigils

You may create a sigil:

  • At-will, free, centered circle 2, 5 rounds; you create a sigil (removing any other sigils already created). Effects are detailed per sigil.
  • Sigil of Wrath: Whenever an enemy inside the sigil suffers damage, the sigil also inflicts damage (untyped, unavoidable, cannot be mitigated) equal to 10% of the damage suffered. This increases by 10% for each round a foe stays within the sigil.
  • Sigil of Blood: Enemies inside the sigil are drained of 10% of max hp each round they spend in the sigil. Each such drain adds 1 point of Blood to the sigil. Allies within the sigil may draw any amount of Blood as a free action to heal themselves for 10% of max hp per point drawn. Damage increases by 10% of max hp per round in the sigil.
  • Sigil of the Void: Allies within the sigil share all incoming damage equally. Additionally, the sigil itself absorbs 10% of incoming damage before allies suffer the shared remainder. Absorption increases by 10% per round allies remain in the sigil.

Soul Drinker

When infused with a minion's essence, your weapon becomes hungry for souls.

Each time you strike a foe with a fused weapon, you gain 33% of a soul shard. Partial soul shards have no effect; only a complete shard counts.

Furthermore, each time you strike a foe with a fused weapon, the foe suffers a curse; should he die within 3 rounds, you gain a soul shard.

Metamorphosis

You become a demon. Yay!

Abilities TBD. Basic breakdown:

  • +1 size
  • +50% all stats
  • improved resistances
  • fly
  • aura of fire, shadow, or arcane
  • special effects based on minion type?
  • cost: 1 cumulative Fatigue per round
 

Black Mage

Level Benefit

1

Fel Knowledge

2

Dominus

3

Soul Bangle

4

Decursive

5

Soul Burn

6

7

8

9

10

Planar Aura

11

12

13

14

15

16

17

18

19

20

Planar Domain

Black Mage Spells

Metamagic
A Metamagic spell is one whose sole purpose is to modify your spellcasting. You may have no more than one Metamagic effect active at a time. By default, all Metamagic spells are at-will, free, reserve, and self-only.
Rank 1
  • Burning Time: Metamagic. For each stack of ongoing damage from one of your spells that is active within long range, you gain 10% spell haste (max 30%).
  • Dark Intent: At-will, swift, short range, reserve, exclusive; subject gains +10% critical chance with spells. When subject scores a critical hit, you gain +10% bonus damage with spells for 3 rounds (stacks and refreshes).
  • Undying Flame: Recharge 33%, swift, consumes 1 soul shard, medium range; converts 1 ongoing fire effect (including a natural fire) to chaos damage (as fire, but ignores fire resistance/immunity). Removes the duration of said effect--the fire will continue to burn until the creature or object burning is consumed utterly, or until the fire is magically extinguished. The fire becomes immune to all forms of non-magical extinguishing. For purposes of effects which require knowledge of the spell's duration, consider it doubled; however, any spell which would normally consume the effect's duration to cause a harmful effect does not actually consume the effect, even though it does otherwise work as normal.
  • Spell Piercing: Metamagic. You gain +50% Critical Power with spells.
Rank 2
  • Fel Evasion: Recharge 33%, immediate, triggered by an incoming attack; you teleport to a location within medium range.

Fel Knowledge

Each time you gain a level of Warlock with the Black Mage path, you learn an additional spell. This spell may be a Black Mage spell or an ordinary Warlock spell.

Your knowledge of outsiders is unsurpassed. You gain 10% per Black Mage rank (max 30%) resistance to all damage caused by extraplanar creatures, and the same number as a bonus to damage inflicted against extraplanar creatures.

Dominus

Your will cannot be easily contested. You gain a bonus of 5% per 2 levels of Black Mage to Will saves, and subtract the same amount from your enemies' chance to use Will to negate or end your spells.

Soul Bangle

You may construct a Soul Bangle, a set of soul shards you wear somewhere on your person. The total number of shards you may keep in this bangle is equal to 1 per rank of Black Mage achieved.

Bonus Spell Power

While wearing the bangle, you gain +10% SP per shard in the bangle. The shards may also be used as normal soul shards, and replenished in the same manner.

Soul Sacrifice

You gain the following maneuver:

  • Soul Sacrifice: Immediate; you consume one or more soul shards in your bangle, granting +10% per shard to all forms of avoidance against a single incoming attack.
Soul Shard Limit

Shards in your bangle do not count against the normal limit of soul shards a warlock may have in his possession.

Soul Burn

When you use a soul shard to intensify a spell, you also improve the spell in other ways, as listed below:

  • Curse of Agony: Does all its damage upfront; still wracks (Fort ends).
  • Chaos Bolt: One bolt strikes all targets in a medium cone.
  • Demi: 100% max hp (50% elite, 10% boss).
  • Devour Magic: Devours up to 3 spells at a time, and you may steal one/rd.
  • Drain Life: Cast time becomes a swift action, and the healing is doubled.
  • Drain Soul: Short cone.
  • Eldritch Blast: Inflicts heavy damage of the random type rolled.
  • Fey Step: Increases teleport range to medium, and the next recharge chance is doubled.
  • Immolate: Instant and ongoing damage are upgraded to heavy.
  • Life Tap: Inflicts no damage.
  • Shadow Bolt: Increases critical chance by 100%.
  • Shadowfury: Heavy damage, stuns for 3 rounds.

Decursive

Each round, you automatically remove one harmful Curse effect from yourself. This does not require conscious intervention; if you are unconscious, the effect is determined randomly.

 

Summoner

Level Benefit Minion Talents

1

Rapid Summoning

1

2

Minion Resilience

2

3

Soul Link

3

4

Shard of Eternity

4

5

Demonic Sacrifice

5

6

6

7

7

8

8

9

9

10

Demonic Host

10

11

11

12

12

13

13

14

14

15

15

16

16

17

17

18

18

19

19

20

20

Summoner Spells

Spells labeled with a minion's name are actually learned by the minion, not by you.

Rank 1
  • Imp: Blink: Recharge 50%, move; teleport within short range. This spell may only be cast by your imp.
  • Imp: Life Tap: At-will, swift, medium range; subject suffers 2 Con damage, and an ally within range gains a +2 Con bonus. Lasts 3 rounds; stackable.
  • Imp: Flame Toss: Recharge 25%, std, medium range; imp throws 3 fireballs, each exploding in a burst 2 for light fire damage.
  • Pixie: Arcane Arrow: Your pixie gains a new spell: at-will, std, medium range; light arcane damage (your SP) plus 10% spell vulnerability for 3 rounds, stacks and refreshes to 50%.
  • Pixie: Dispel Magic: Your pixie gains a new spell: Recharge 50%, swift, medium range; removes one spell effect from ally or enemy.
  • Pixie: Sleep Arrow: Your pixie gains a sleep arrow: Recharge 33%, std, medium range; light physical damage (your AP) plus sleep for 3 rounds (Fort negates, damage ends, except damage from Sleep Arrow). 2nd and 3rd doses increase the duration to 1 minute and 30 minutes, respectively.
  • Voidwalker: Pound: Your voidwalker gains a new maneuver: Recharge 50%, std, cone 3; heavy physical damage plus stun 1 rd (Fort negates).
  • Voidwalker: Gravity: Your voidwalker gains a new spell: Recharge 50%, std, close burst 5; enemies suffer medium shadow damage plus pull 5.
  • Voidwalker: Shadow's Strength: Your voidwalker gains a new spell: at-will, swift, short range, reserve; subject gains +2 reserve bonus to Strength and Constitution.
Rank 2
  • Imp: Flame Strike: Your imp learns a new spell: Recharge 50%, std, long range, burst 3; heavy fire damage, plus enemies who start turn in area suffer heavy fire damage. 3 rounds.
  • Infernal: Infernal Leap: Infernal spell: Recharge 25%, standard, medium range; infernal leaps to a location within medium range, then causes a burst 3, inflicting medium fire damage (your SP) plus stun 1 round (Fort negates).
  • Succubus: Entangle: Succubus maneuver: Recharge 50%, swift, range 3; subject is rooted (Fort ends).
  • Succubus: Scourge: Succubus maneuver: Recharge 33%, standard, close burst 3; your succubus strikes each enemy target with her whip.
  • Succubus: Suggestion: Succubus spell: Recharge 50%, swift, short range; subject is compelled to obey one-sentence suggestion (Will ends, no save if currently enthralled). Actions taken while in compliance with Suggestion are allowed even when Enthralled.
  • Pixie: Irresistible Dance: Your pixie learns a new spell: channeled, short range, must be visible and medium size; subject humanoid must dance as long as the pixie keeps dancing. Pixie stops dancing upon suffering damage or moving (or you cancel the effect). Subject does not stop dancing for any reason as long as pixie continues.
  • Felhunter: Absorb Magic: recharge 33%, swift, emanation 3; 50% of all magic damage inflicted to subjects within area is absorbed by the felhunter. Of all the damage absorbed, he suffers only 10%. Lasts until felhunter has absorbed 100% of his max hp in damage, or up to 3 rounds.
  • Felhunter: Devour Curses: recharge 33%, swift, melee attack; felhunter devours all Curse spells on subject, inflicting medium physical (your AP) damage per Curse.
  • Felhunter: Shadow Tunnel: recharge 33%, move; felhunter creates a shadowy portal leading to any location within long range, and moves through it. The portal may be used by anyone for the next 1 rd.

Minion Talents

With each level of Summoner, you gain one talent which applies to a chosen minion.

  • Imp: Scorching Flames: Your imp's fire spells inflict 20% fire vulnerability for 3 rounds, stacks and refreshes to 100%.
  • Imp: Sympathetic Blink: Whenever your imp casts Imp: Blink, you gain a similar effect.
  • Succubus: Lash: Each time your succubus strikes with her whip, she inflicts 1 stack of Lash. Each stack causes light ongoing physical damage and 20% action failure due to pain; stacks last 5 rounds.
  • Infernal: Flame Aura: Your infernal gains an emanation 2, inflicting medium fire damage on turn start. If infernal does not move in a given round, he gains +100% damage with Flame Aura the next round (stackable). Movement resets.
  • Pixie: Natural Invisibility: Even after attacking or being struck, your pixie retains 50% invisibility, imparting a 50% miss chance vs direct attacks and 25% vs indirect attacks. Re-casting Invisibility returns her to full invisibility.
  • Nymph: Kiss of Death: As a standard action (melee range), your Nymph may inflict death (Will negates) with a kiss against any foe stunned by Dangerous Beauty or Disrobe.
  • Voidwalker: Shadow Shield: Your voidwalker gains a Block chance equal to 20% + 2% per level. If you are adjacent to your voidwalker, he may use his Block chance against attacks targeting you.
  • Voidwalker: Torment of Shadows: Your Voidwalker's Torment ability also causes 50% shadow vulnerability while active.

Rapid Summoning

By expending one soul shard, you may quicken any minion summoning spell.

Once per day per Summoner level, you may ignore the soul shard cost of any summoning spell (including the above cost), using one daily use per shard cost negated. At level 5, instead of using this ability 5 times per day, you may use it at will.

Minion Resilience

Your minions gain bonus Hit Points equal to 10% per 2 Summoner levels.

Soul Link

You gain the following maneuver:

  • Soul Link: At-will, free, long range, reserve; targeted minion suffers half of all damage you suffer, so that you don't have to. Any non-damaging effect that would kill you, remove you from the fight, or cause a total loss of control, has a 50% chance of being transferred to the minion instead.

Shard of Eternity

You gain the ability to use a Soul Prison of appropriate rank to store a captive outsider who you have enslaved with Enslave Outsider. You gain the following spells:

  • Retrieve Thrall: At-will, standard, long range; you force an enslaved outsider (see Enslave Outsider) into a Soul Prison (Will negates). Once inside, outsider is held in stasis, allowed no saves or attempts of any kind to break free of your control.
  • Produce Thrall: At-will, standard; you cause a Soul Prison in which you have stored an enslaved outsider (see Retrieve Thrall) to appear within short range.

Demonic Sacrifice

See Demonic Sacrifice.

 
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