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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>