Wizard (Bladesinger)

CLASS TRAITS

Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Dexterity

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Implement: Orbs, staffs, wands
Bonus to Defense: +2 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis).

Class features: Blade Magic, Bladesinger Cantrips, Bladesinger Daily Powers, Bladesinger's Spellbook, Bladesong, Bladespells, Guarded Flourish, Instinctive Attack, Magic Missile.

Those who see a bladesinger in battle never forget the sight. Amid the chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act as partners, matching awe-inspiring beauty with an awful deadliness. When the bladesinger engages in the true heart of the art, when the sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, when the bladesong has begun—then the bladesinger becomes something unreal, something timeless.
    According to legend, Corellon himself inspired and taught the first bladesinger. The techniques handed down as a gift from the leader of the elven deities have passed from one to another among the Tel’Quessir for untold generations, and though different styles evolved as eladrin and elves turned its power to suit their needs, none have improved upon the essential core of the art.
    The bladesinger wields a weapon one-handed, leaving the other free or using it to employ a wand that can be incorporated into the fighting style. This technique gives a bladesinger the speed and freedom of movement necessary for the dancelike motions of the various forms of martial art, which allow for both magical and physical attacks to flow freely.
    Few among the Tel’Quessir have the honor of being inducted into the bladesingers. One must have the mind necessary to be a great wizard, and also the agility of the greatest dancer. Yet those traits alone are not enough. A bladesinger is first and foremost devoted to the ways and the people of the Tel’Quessir, for that was the purpose of Corellon’s gift.
    A bladesinger who has set out beyond the borders of a nation of the People must have had good cause. Adventuring bladesingers might seek out relics or locations of great meaning to the Tel’Quessir, or they could leave in order to guard a specific person or group against harm. A bladesinger might instead embark upon a quest to eliminate a threat to the People or to find and communicate with some long-lost branch of the race. In a more tragic case, a bladesinger might have failed in the duty to protect a community and be death-pledged to avenge it and restore his or her honor.

WIZARD (BLADESINGER) CLASS FEATURES



Level 1:

BLADE MAGIC
Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it. The weapon also counts as a wand for you, although it can be enchanted only as a weapon.

BLADESINGER CANTRIPS
You gain three cantrips of your choice.

Wizard Utility Ghost Sound

With a wink, you create an illusory sound that emanates from a distant location.

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.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 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.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 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.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Prestidigitation

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.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility Suggestion

You weave arcane power through your words, infusing each phrase with persuasive magic.

Encounter        Arcane
Free Action      Personal

Trigger: You make a Diplomacy check.

Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.


BLADESINGER DAILY POWERS
You add two 1st-level wizard encounter attack powers of your choice to your spellbook. The two function as daily attack powers for you.

Wizard Attack 1Burning Hands

A gout of flame erupts from your hands and scorches nearby foes.

Encounter        Arcane, Evocation, Fire, Implement
Standard Action      Close blast 5

Target: Each creature in the blast

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier fire damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 1Chill Strike

You hit your foe with a bolt of frigid purple energy, reducing its ability to act for a moment.

Encounter        Arcane, Cold, Evocation, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.

Miss: The target is slowed until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 1Ray of Enfeeblement

You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strength.

Encounter        Arcane, Implement, Necromancy, Necrotic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

BLADESINGER'S SPELLBOOK
As you attain certain levels, you learn two new wizard powers and add them to your spellbook (two wizard utility powers at 2nd level, for instance). At the end of each of your extended rests, you choose a number of wizard powers from your spellbook and prepare them. The number you can prepare is determined by your level.
    The powers that you prepare are the wizard powers that you can use during the coming day, in addition to your at-will attack powers and powers from another source, such as racial powers. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. See the Wizard Powers Learned table for the levels at which you add wizard powers to your spellbook.
    Any wizard encounter attack power that you add to your spellbook through this class feature functions as a daily attack power for you. In other words, you can use it once per day, rather than once per encounter, and you can use the power again only after an extended rest. Because the power functions as a daily attack power, you cannot regain its use from any effect that recharges encounter attack powers.
    Find your level on the Wizard Powers Prepared per Day table. The row corresponding to your level indicates how many wizard encounter attack powers and wizard utility powers you can prepare each day. (The table does not account for powers that you might have from another source, such as a paragon path.) You cannot prepare more than one attack power and one utility power of any given level on the same day.

WIZARD POWERS LEARNED
LevelEncounter as DailyUtility
12
22
3–4
52
62
7–8
92
102
11–14
152
162
17–18
192
20–21
222
23–24
252
26–28
292
30


WIZARD POWERS PREPARED PER DAY
LevelEncounter as DailyUtility
11
2–411
521
6–822
932
10–1533
16–2134
22–3035


BLADESONG
You gain the bladesong power.

Wizard Utility Bladesong

Your whirling blade begins to sing through the air as you enter a state of total concentration.

Encounter        Arcane
Minor Action      Personal

Requirement: You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power’s effect ends if you stop fulfilling this requirement.

Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.
    Level 17: +10 power bonus to damage rolls.
    Level 27: +15 power bonus to damage rolls.


BLADESPELLS
You gain three wizard at-will attack powers that have the bladespell keyword.

Wizard Attack Dancing Fire

A leaping flame dances over your enemy, driving it to distraction.

At-Will (Special)        Arcane, Bladespell, Fire
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier fire damage, and the target grants combat advantage until the end of your next turn.
    Level 11: 2 + Dexterity modifier fire damage.
    Level 21: 4 + Dexterity modifier fire damage.

Special: You can use only one bladespell power per triggering attack.


Wizard Attack Dazzling Sunray

You strike with your blade and from the other hand unleash a beam of brilliant light to confound your foe.

At-Will (Special)        Arcane, Bladespell, Radiant
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    Level 11: 2 + Dexterity modifier radiant damage.
    Level 21: 4 + Dexterity modifier radiant damage.

Special: You can use only one bladespell power per triggering attack.


Wizard Attack Frost Bite

Sparkling snow swirls around your enemy, numbing its limbs and making it struggle to move.

At-Will (Special)        Arcane, Bladespell, Cold
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier cold damage, and the target is slowed until the end of its next turn.
    Level 11: 2 + Dexterity modifier cold damage.
    Level 21: 4 + Dexterity modifier cold damage.

Special: You can use only one bladespell power per triggering attack.


Wizard Attack Lightning Ring

You stab your opponent, and an arc of lightning leaps from your hand to encircle a foe in a crackling ring.

At-Will (Special)        Arcane, Bladespell, Lightning
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again.
    Level 11: 2 + Dexterity modifier lightning damage.
    Level 21: 4 + Dexterity modifier lightning damage.

Special: You can use only one bladespell power per triggering attack.


Wizard Attack Shadow Sever

Your attack slices away your enemy’s shadow, sending it flitting across the field to pull at the feet of a foe.

At-Will (Special)        Arcane, Bladespell, Necrotic
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier necrotic damage, and the target falls prone if it is the same size as or smaller than the target of the triggering attack.
    Level 11: 2 + Dexterity modifier necrotic damage.
    Level 21: 4 + Dexterity modifier necrotic damage.

Special: You can use only one bladespell power per triggering attack.


Wizard Attack Unseen Hand

You level a crushing blow against your foe, and an unseen force grasps an enemy and drags it about the field of battle.

At-Will (Special)        Arcane, Bladespell, Force
No Action      Ranged 10

Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.

Target: One creature

Effect: Dexterity modifier force damage, and you slide the target up to 3 squares.
    Level 11: 2 + Dexterity modifier force damage.
    Level 21: 4 + Dexterity modifier force damage.

Special: You can use only one bladespell power per triggering attack.


GUARDED FLOURISH
Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon.
    In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.

INSTINCTIVE ATTACK
When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.

MAGIC MISSILE
You gain the magic missile power.

Wizard Attack 1Magic Missile

A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.

At-Will        Arcane, Evocation, Force, Implement
Standard Action      Ranged 20

Target: One creature

Effect: 2 + Intelligence modifier force damage.
    Level 11: 3 + Intelligence modifier force damage.
    Level 21: 5 + Intelligence modifier force damage.

Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.


Update (1/24/2012)
Updated in Class Compendium.

Level 2:

LEVEL 2 BLADESINGER UTILITY POWERS
You add two 2nd-level wizard utility powers of your choice to your spellbook.

Wizard Utility 2Expeditious Retreat

Your form blurs as you hastily withdraw from the battlefield.

Daily        Arcane
Move Action      Personal

Effect: You shift up to twice your speed.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 2Feather Fall

You or a creature you choose falls gently, like a feather.

Daily        Arcane
Free Action      Ranged 10

Trigger: You fall, or a creature within 10 squares of you falls.

Target: The triggering creature

Effect: The target takes no damage from the fall, and consequently does not fall prone at the end of it.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 2Shield

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.

Encounter        Arcane
Immediate Interrupt      Personal

Trigger: You are hit by an attack.

Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Level 3:

ARCANE STRIKE
When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.

Level 5:

LEVEL 5 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 3rd level or lower, and the two function as daily attack powers for you.

Wizard Attack 3Blissful Ignorance

A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams.

Encounter        Arcane, Charm, Enchantment
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Effect: Each target is slowed and can’t take opportunity actions or immediate actions until the end of your next turn.


Wizard Attack 3Color Spray

A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless.

Encounter        Arcane, Evocation, Implement, Radiant
Standard Action      Close blast 5

Target: Each creature in the blast

Attack: Intelligence vs. Will

Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 3Shock Sphere

You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Level 6:

LEVEL 6 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.

Wizard Utility 6Dimension Door

You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.

Daily        Arcane, Teleportation
Move Action      Personal

Effect: You teleport up to 10 squares.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 6Invisibility

A creature you choose vanishes from sight.

Daily        Arcane, Illusion
Standard Action      Ranged 5

Target: You or one creature

Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends.

Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 6Wizard's Escape

With a flash, you are gone.

Daily        Arcane, Teleportation
Immediate Interrupt      Personal

Trigger: An enemy hits you with a melee attack.

Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy.


Update (8/4/2010)
Power updated to match Essentials data.

Level 7:

STEELY RETORT
When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action.

Level 9:

LEVEL 9 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 7th level or lower, and the two function as daily attack powers for you.

Wizard Attack 7Lightning Bolt

Brilliant strokes of blue-white lightning erupt from your outstretched hand.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Ranged 10

Target: One, two, or three creatures

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Miss: Half damage.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 7Spectral Ram

You seize your foe with unseen magical force and bash him against the ceiling and walls before hurling it to the ground.

Encounter        Arcane, Evocation, Force, Implement
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 2d10 + Intelligence modifier force damage, and you push the target up to 3 squares and knock it prone.

Miss: You push the target up to 3 squares.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 7Winter’s Wrath

You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.

Encounter        Arcane, Cold, Evocation, Implement, Zone
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage.

Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. The zone is lightly obscured, and any creature that starts its turn in the zone takes cold damage equal to your Intelligence modifier. A creature can take this damage only once per turn.


Update (2/17/2012)
Changed in December 2011 updates.

Level 10:

LEVEL 10 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.

Wizard Utility 10Arcane Gate

You open a dimensional rift connecting two nearby locations.

Daily        Arcane
Minor Action      Ranged 20

Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.

Sustain Minor: The rift persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 10Blur

You cloak yourself with a shimmering aura, making your outline almost impossible to discern.

Daily        Arcane, Illusion
Minor Action      Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 10Mirror Image

Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.

Daily        Arcane, Illusion
Minor Action      Personal

Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears, 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.


Update (1/24/2012)
Updated in Class Compendium.

Level 13:

UNERRING BLADESPELL
When you make a melee basic attack while your bladesong is active, you can use a bladespell power even if the attack misses.

Level 15:

LEVEL 15 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 13th level or lower, and the two function as daily attack powers for you.

Wizard Attack 13Hold Monster

Your magic clouds your foe’s mind, leaving it too disoriented to move or attack effectively.

Encounter        Arcane, Charm, Enchantment
Standard Action      Ranged 5

Target: One creature

Effect: The target is restrained until the end of your next turn.


Wizard Attack 13Prismatic Burst

You lob a fist-sized orb of pulsating white light among your enemies, blasting them with rays of multicolored light.

Encounter        Arcane, Evocation, Implement, Radiant
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.

Miss: Until the end of the target’s next turn, creatures have partial concealment against the target.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 13Thunderlance

A thunderous pulse of concussive energy rolls from your hand, throwing your enemies back.

Encounter        Arcane, Evocation, Implement, Thunder
Standard Action      Close blast 5

Target: Each creature in the blast

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier thunder damage, and you push the target up to 4 squares.

Miss: You push the target up to 4 squares.


Update (1/24/2012)
Updated in Class Compendium.

Level 16:

LEVEL 16 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.

Wizard Utility 16Dimension Switch

You and your ally teleport into each other’s locations.

Encounter        Arcane, Teleportation
Move Action      Close burst 10

Target: You and one ally in the burst

Effect: Each target teleports, swapping positions.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Utility 16Fly

You leap into the air and are borne aloft on wings of magic.

Daily        Arcane
Standard Action      Personal

Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.

Sustain Minor: The fly speed persists until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Utility 16Stoneskin

With an arcane word and a sprinkle of diamond dust, you imbue yourself or an ally with skin as hard as granite.

Daily        Arcane, Transmutation
Standard Action      Melee touch

Target: You or one ally

Effect: The target gains resist 10 to all damage until the end of the encounter.


Update (1/24/2012)
Updated in Class Compendium.

Level 19:

LEVEL 19 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 17th level or lower, and the two function as daily attack powers for you.

Wizard Attack 17Dancing Flames

You unleash shifting streams of fire that burn down your foes while leaving allies untouched.

Encounter        Arcane, Evocation, Fire, Implement
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier fire damage.

Miss: Half damage.


Wizard Attack 17Force Volley

Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with a staggering impact.

Encounter        Arcane, Evocation, Force, Implement
Standard Action      Ranged 20

Targets: One, two, or three creatures

Attack: Intelligence vs. Reflex. You gain a +4 power bonus to the attack roll if you target only one creature.

Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.


Update (1/24/2012)
Updated in Class Compendium.

Wizard Attack 17Mass Charm

Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies.

Encounter        Arcane, Charm, Enchantment
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in the burst

Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.


Level 22:

LEVEL 22 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.

Wizard Utility 22Mass Fly

White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of flight.

Daily        Arcane
Standard Action      Close burst 5

Targets: You and each ally in the burst

Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage.

Sustain Minor: The fly speed persists until the end of your next turn.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Utility 22Time Stop

Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.

Daily        Arcane
Minor Action      Personal

Effect: You gain two extra standard actions, which you must use before the end of your turn. You can’t use these extra actions to make attacks.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Utility 22Wall of Force

A transparent barrier of force springs up where you command.

Daily        Arcane, Conjuration, Force
Standard Action      Area wall 12 within 20 squares

Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall.
    Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.


Update (8/4/2010)
Power updated to match Essentials data.

Level 23:

BLADESPELL BURST
Once per day when you use a bladespell power against an adjacent enemy, you can use that power against each adjacent enemy.

Level 25:

LEVEL 25 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 23rd level or lower, and the two function as daily attack powers for you.

Wizard Attack 23Chain Lightning

From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another.

Encounter        Arcane, Evocation, Implement, Lightning
Standard Action      Ranged 20

Primary Target: One creature

Primary Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier lightning damage.

Miss: Half damage.

Effect: Make the secondary attack.

  Secondary Target: One or two creatures within 5 squares of the primary target

  Attack: Intelligence vs. Reflex

  Hit: 2d6 + Intelligence modifier lightning damage.

  Miss: Half damage.

Effect: Make the tertiary attack.

  Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target

  Attack: Intelligence vs. Reflex

  Hit: 1d6 + Intelligence modifier lightning damage.

  Miss: Half damage.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 23Deceptive Shadows

Darkness swirls around your foes, assaulting their minds and clouding their vision.

Encounter        Arcane, Illusion, Implement, Psychic
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Will

Hit: 3d8 + Intelligence modifier psychic damage.

Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.


Update (8/4/2010)
Power updated to match Essentials data.

Wizard Attack 23Thunderclap

You create a peal of thunder that rolls across the battlefield and slams into a foe, disorienting it for a short time.

Encounter        Arcane, Evocation, Implement, Thunder
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 3d10 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn.

Miss: The target is dazed until the end of your next turn.


Update (1/25/2012)
Updated in Class Compendium.

Level 29:

LEVEL 29 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 27th level or lower, and the two function as daily attack powers for you.

Wizard Attack 27Black Fire

A blast of crackling black fire erupts from your hand, charring your foes’ flesh and burning their souls.

Encounter        Arcane, Fire, Implement, Necromancy, Necrotic
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Intelligence vs. Reflex

Hit: 6d6 + Intelligence modifier fire and necrotic damage.

Miss: Half damage.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 27Confusion

You magically compel your enemy to attack its ally.

Encounter        Arcane, Charm, Enchantment, Implement, Psychic
Standard Action      Ranged 20

Target: One enemy

Attack: Intelligence vs. Will

Hit: 3d10 + Intelligence modifier psychic damage.

Effect: At the start of the target’s next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.


Update (1/25/2012)
Updated in Class Compendium.

Wizard Attack 27Forcecage

You erect an invisible cage of unbreakable bars of force around your foe, trapping it momentarily.

Encounter        Arcane, Evocation, Force, Implement
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies.

Miss: Half damage, and the target is slowed until the end of your next turn.


Update (1/25/2012)
Updated in Class Compendium.

Using a Weapon as an Implement
Like all bladesingers, you can channel magic through your chosen blade, treating it as an implement. When you use the weapon as an implement, it works like a normal implement, but you gain neither the weapon’s proficiency bonus nor its nonmagical properties, such as high crit or versatile. A weapon’s range and damage dice are usually irrelevant to implement powers, since such powers tend to specify their range and damage.
    If your chosen blade is magical and you use it as an implement, you can also use its enhancement bonus, critical hit effect, properties, and powers. However, some magic weapons have properties and powers that function only with weapon powers.

Published in Neverwinter Campaign Setting, page(s) 66.