Free Action
Arcane Defiling
You draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land and your allies
At Will Arcane, Necrotic
Free Action Personal
Trigger: You make an attack roll or damage roll as part of an arcane daily attack power
Effect: You can reroll the triggering roll but must use the second result. In addition each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way.
Specal: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.
Orb of Imposition
Control wizards select this form of mastery because it helps extend the duration of their control effects.
Encounter Implement
Free Action
Effect: You can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
Requirement: You must wield an orb to use this ability.
Minor Action
Light
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will Arcane
Minor Action Ranged 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.
Mage Hand
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until 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 manipulates an object weighing 20 pounds or less. It can hold only 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.
Standard Action
Melee Basic
Unarmed 1d20-1 vs AC; 1d4-1
Ranged Basic
None
Storm Pillar
A crackling column of lightning appears amid your enemies, lashing out at any who move near it.
At-Will Arcane, Conjuration, Implement, Lightning
Standard Action Ranged 10
Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar on its turn takes 1d6 + your Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.
Ghost Sound
With a wink, you create an illusory sound that emanates from a distant location.[i]
At-Will Arcane, Illusion
Standard Action Ranged 10
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 of 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.
Prestidigitation
[i]You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below:
* Change 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, a torch, or a 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 1 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 prestidigitation 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.
Freezing Burst
You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick.
At-Will Arcane, Cold, Evocation, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: +7 vs. Reflex
Hit: 1d6+5 Intelligence modifier cold damage, and you can slide the target 1 square.
Beguiling Strands
A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away.
At-Will Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: +7 vs. Will
Hit: Intelligence modifier (5) psychic damage, and you push the target up to 3 squares.
Illusory Obstacles
The image of treacherous terrain appears in the minds of your enemies, which become disoriented.
Encounter Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: +7 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.
Flaming Sphere
You conjure a rolling ball of fire and control where it goes.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Target: One creature adjacent to the flaming sphere
Attack: +7 vs. Reflex
Hit: 2d6 +5 fire damage.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere
Excise from Sight
Magic removes all evidence from your foe's senses that you or one of your allies exists
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you also slide the target 1 square on a hit.
Target: 1 creature
Attack +7 vs Will
Hit: 1d10+5 psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Sleep
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: +7 vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).