ABERRANT IMPLIMENT MASTERY
Like the wizard you specilize in the use of one kind of impliment to gain additional abilities when you weild it. Choose one of the following the forms of impliment mastery.
Once per encounter, you can use your orb of Imposition power.
Orb of Imposition Orb of Imposition Power
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 saving throws 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.
Staff of Defense
A staff of defense grants you a +1 bonus to AC. In addition, once per encounter, you can use the Staff of Defense power.
Staff of Defense Staff of Defense Power
Encounter Implement
Immediate Interrupt
Effect: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.
Requirement: You must wield your staff.
Wand of Accuracy
Once per encounter, you can use your Wand of Accuracy power.
Wand of Accuracy Wand of Accuracy Power
Encounter Implement
Free Action
Effect: you gain a bonus to a single attack roll equal to your Dexterity modifier.
Requirement: You must wield your wand.
RITUAL CASTING
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
ABERRANT COUNTENANCE
You appear to be otherworldly to people who behold you because of the aberations you serve. The aberrations are tentacled, glowing, inteligent and creepy creatures with strange abilites and complicated plans. Their are two countenace's that you may choose to shape your power.
Choose one of these options.
Aberrant Protector: While you are not wearing heavy armor, you can use your wisdom modifier inj place of your Dexterity or Inteligence modifier to determine your AC.
Aberrant Hunter: While you are not wearing heavy armor, you gain +1 bonus to your speed.
SPELL BOOK
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Rituals: Your book contains three 1st-level rituals of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
Grasping Tentacles
Cultist of the Ancient Ones Attack 1
You call up tentacles from the ground that attack anything they can reach.
At-Will * Aberrant, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage
Increase damage to 2d6 + Intelligence modifier force damage at 21st level | Aberrant Bolt
Cultist of the Ancient Ones Attack 1
At-Will * Aberrant, Necrotic, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier necrotic damage. Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: this power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
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Aberrant Revolation
Cultist of the Ancient Ones Attack 1
You reveal the power of the Outer Relm.
At-Will * Aberrant, Psychic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier psychic damage, and the target is dazed untill the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.
| Psychic Explotion
Cultist of the Ancient Ones Attack 1
You focus for a second and send enemies backward with your mental assalt.
At-Will * Aberrant, Psychic, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Inteligence modifier at 21st level. |
Acid Spray
Cultist of the Ancient Ones Attack 1
A spray of acid shoots from your hand and burn anything it hits.
Encounter * Aberrant, Acid, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier acid damage
| Mind Drain
Cultist of the Ancient Ones Attack 1
you put your hand on your head and you drain your enemies will.
Encounter * Aberrant, Psychic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target is weakend untill the end of your next turn
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Rotting Blast
Cultist of the Ancient Ones Attack 1
You point your finger at a foe blasting him and knocks off smaller blasts hitting nearby enemies.
Encounter * Aberrant, Necrotic, Implement
Standard Action Ranged 20
Target: One creature or object
Attack: Dexterity vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage.
| Terrain Morph
Cultist of the Ancient Ones Attack 1
You place your hands on the ground and sharp rocks of energy peirce your enemies.
Encounter * Aberrant, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and the target is knocked prone.
Effect: This power's area is difficult terrain untilll the end of your next turn. You can end this effect as a minor action.
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Freezing Orb
Cultist of the Ancient Ones Attack 1
Chanting paryers to the Ancient ones you summon a globe of freezing energy and you control its movement.
Daily * Aberrant, Cold, Implement
Standard Action Ranged 4
Target: One creature adjacent tho the Freezing Orb
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier cold damage.
Effect: You conjure a medium Freezing Orb in an unocupied square within range, and the Orb attacks an adjacent creature. Any creature that starts its turn next to the Freezing orb takes 1d4 + intelligence modifier cold damage. as a move action, you can move the Orb up to 6 squares.
Sustain Minor: You can sustain this power untill the end the encounter. As a standar action, you can make another attack with the Orb.
| Ray of Poison
Cultist of the Ancient Ones Attack 1
A purple ray errupts from your hand flying to your target and splashing off hitting nearby foes.
Daily * Aberrant, Poison, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends). Make a secondary attack.
Secondary Target:
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).
Miss: Half damage, and ongoing 2 poison damage to primary target (save ends), and no secondary attack.
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Armor of the Ancient Ones
Cultist of the Ancient Ones Utility 2
You pray to the Ancient onesand you are coverd by a green light that protects you.
Encounter * Aberrant
Minor Action Personal
Effect: Untill the end of your next turn, you gain a power bonus to AC equal to your wisdom modifier.
| Reward of the Ancient Ones
Cultist of the Ancient Ones Utility 2
The Ancient one reward you for your service.
Daily * Aberrant, Healing
Minor Action Personal
Effect: You regain hitpoints equal to 1d6 + Wisdom modifier + your Dexerity modifier
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Mark of Caging
Cultist of the Ancient Ones Attack 3
Dark energy encircles your foes and wounds them if they try to escape.
Encounter * Aberrant, Necrotic, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier necrotic damage, if the target moves before the end of its next turn, the target tahes 5 necrotic damage.
| Aberrant Shards
Cultist of the Ancient Ones Attack 3
Shards of Aberrant energy rain down on your foes showing them your masters power.
Encounter * Aberrant, Force, Zone, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage.
Effect: this power creates a zone of raining shards of energy that lasts untill the end of your next turn. While within the zone, any enemy that takes -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 Force damage
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Gibbering Blast
Cultist of the Ancient Ones Attack 5
An orb of rotting flesh and dark energy lanches at your foes erradicating them.
Daily * Aberrant, Necrotic, Implement
Standard Action Area burst 3 within 20 squares
Target:
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier necrotic damage.
Miss: Half damage.
| Shocking Vision
Cultist of the Ancient Ones Attack 5
You conjer a illution of one of the Ancient Ones and cause your foes to cower in fear.
Daily * Aberrant, Force, Implement
Standard Action Area burst 2 within 10 squares
Target:
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and the target is imobilized (save ends)
Miss: Half damage,and the target is slowed untill the end of your next turn.
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Ancient Ones Cloak
Cultist of the Ancient Ones Utility 6
You utter a prayer to the Ancient Ones and your target is covered in darkness.
Encounter * Aberrant
Minor Action Ranged 5
Target: You or one ally
Attack: Strength vs. AC
Effect: The target becomes invisible untill he or she moves or untill the end of your next turn.
| Outer Realm Travel
Cultist of the Ancient Ones Utility 6
You and your alies follow you through the Outer Realm temporarily teleporting you a short distance.
Daily * Aberrant, Teleportation
Move Action Close burst 5
Target: You and each ally in burst
Effect: You teleport each target 5 squares
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Eyes of the Stars
Cultist of the Ancient Ones Attack 7
You stare at a group of enimies and they see the myriads of stars in their glory causing them to be terified.
Encounter * Aberrant, Psychic, Fear, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target takes -2 penalty to attack roles until the end of its next turn.
| Shadow Strike
Cultist of the Ancient Ones Attack 7
You streach out your hand and curse your foes striking their pittifull forms with pure shadow energy.
Encounter * Aberrant, Necrotic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage.
Secondary Target: Two creatures within 10 squares of the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier necrotic damage
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Iron Skulls
Cultist of the Ancient Ones Attack 9
You lanch magical iron skulls at your foes stunning them, your foes fear you and weaken their mind's defences.
Daily * Aberrant, Psychic, Fear, Implement
Standard Action Close burst 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: The target is dazed (save ends).
Miss: The target is dazed untill the end of your next turn.
Effect: Untill the end of the encounter, any creature that hits or misses you takes 5 psychic damage.
| Dark Serpent
Cultist of the Ancient Ones Attack 9
A black ray of power erupts from your hand becoming a serpent before it strikes an enemy.
Daily * Aberrant, Force, Poison, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier force damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, an the target is slowed.
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Mindflayer Visage
Cultist of the Ancient Ones Utility 10
As your foe attacks you transform into a mindflayer, terified your foes backs away.
Encounter * Aberrant, Fear
Immediate Interrupt Close burst 5 Trigger: An ememy within 5 squares of you makes an attack roll against you
Target: The trigering enemy
Effect: the target takes -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3 squares.
| Aberrant Images
Cultist of the Ancient Ones Utility 10
Three Images of you apear , copying what you do to confuse your enemies.
Daily * Aberrant, Illusion
Standard Action Personal
Effect: Three Duplicates of Images of yourself apear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate Images disapears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your Images are gone and the power ends. Otherwise the effect lasts for 1 hour.
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