⚠ <pre> Ability Score Modifier Defense Value Strength 10 +0 Fortitude 12 Constitution 14 +2 Reflex 14 Dexterity 14 +2 Will 16 Intelligence 18 +4 AC 14 Wisdom 16 +3 Insight 18 Charisma 11 +0 Perception 13

Health: 24 (bloodied @ 12) Healing Surges: 8, heals 6 health

Eladrin Racial Traits

 Move 6, Medium, Low-light Vision
 Abilities:  +2 Dexterity, +2 Intelligence
 Languages:  Common, Elven
 Skill Bonuses:  +2 Arcana, +2 History
 Eladrin Education:  Gain one bonus skill.
 Eladrin Weapon Proficiency:  Longsword
 Eladrin Will:  +1 Will, +5 to save vs. Charm
 Fey Origin:  Considered a fey.
 Trance:  You only need 4 hours rest, and are aware during.
 Fey Step:  Encounter, Teleportation
  Move Action	Personal
  Effect:  Teleport up to 5 squares.

Wizard Class Features

 Armor:  Cloth
 Weapon:  Dagger, quarterstaff
 Implements:  Orbs, staffs, wands
 Defense:  +2 Will
 Starting Health:  10 + Constitution
 Health per Level:  4
 Healing Surges:  6 + Constitution modifier
 Arcane Implement Mastery (Orbs):  Encounter
  - Reduce an enemy saving throw by your Wisdom modifier, OR
  - Extend duration of an At-Will effect to the end of next turn.
 Cantrips:  Ghost Sound, Light, Mage Hand, Prestidigitation
 Ritual Casting:  You gain the Ritual Caster feat.
 Spellbook:
  Capacity:  128 pages
  Rituals:  3 lvl 1
   Pages Used:  3
  Daily Spells:  Icy Terrain, Sleep
   Pages Used:  2
  Utility Spells:  None
  - At levels 5, 11, 15, 21, and 25, enter 2 new rituals of your level or lower.
  - Enter 2 new daily or utility spells every time you would normally gain one.
  - If you retrain, replace spellbook spells as well.

Trained Skills

 Arcana (Int) 11, History (Int) 11, Insight (Wis) 8, Nature (Int) 8, Religion (Int) 9

Feats

 Burning Blizzard:  +1 damage to acid and cold powers.

Equipment

 Standard Adventurer Kit (15g)
 Longsword (+3 AB, 1d8, versatile, 15g)
 Spellbook (50g)
 Orb (15g)
 Rations (10 days worth, 5g)

At-Will Powers

 Thunderwave:  Arcane, Implement, Thunder
  Standard Action	Close blast 3
  Target:  Each creature in blast
  Attack:  Intelligence vs. Fortitude
  Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
   - Increase damage to 2d6 + Intelligence modifier at 21st level.

 Ray of Frost:  Arcane, Cold, Implement
  Standard Action	Ranged 10
  Target:  One creature
  Attack:  Intelligence vs. Fortitude
  Hit:  1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
   - Increase damage to 2d6 + Intelligence modifier at 21st level.

Encounter Powers

 Icy Terrain:  Arcane, Cold, Implement
  Standard Action	Area burst 1 within 10 squares
  Target:  Each creature in burst
  Attack:  Intelligence vs. Reflex
  Hit:  1d6 + Intelligence modifier cold damage, and the target is knocked prone.
  Effect:  The power’s area is difficult terrain until the end of 

your next turn. You can end this effect as a minor action.

Daily Powers

 Freezing Cold:  Arcane, Cold, Implement
  Standard Action  Area burst 2 within 10 squares
  Target:  Each creature in burst
  Attack:  Intelligence vs. Fortitude
  Hit:  1d8 + Intelligence modifier cold damage.
  Miss:  Half damage.
  Effect:  The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

 Sleep:  Arcane, Implement, Sleep
  Standard Action	Area burst 2 within 20 squares
  Target:  Each creature in burst
  Attack:  Intelligence vs. Will
  Hit:  The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
  Miss:  The target is slowed (save ends).

Rituals

 Animal Messenger, Comprehend Language, Tenser's Floating Disc⚠ </pre>