Battleweaver

Prerequisite: Any arcane class, at least two illusion at-will or encounter powers

You have adapted your arcane talents to control the field of battle. Your tradition originated with gnomes of the Feydark, who escaped their fomorian masters by mastering shadow magic to make their innate talent for illusions even more potent. Like those gnomes, you are an illusionist at heart, building your tactics on deception and misdirection. The shadowstuff you infuse into your spells makes those illusions a tangible part of the battlefield.

BATTLEWEAVER PATH FEATURES

    Battleweave (11th level): You gain the battleweave power.
    Hindering Illusion (11th level): Whenever you hit a creature with an at-will illusion attack power, the creature is slowed until the end of your next turn.
    Weaver's Action (11th level): When you spend an action point to use an illusion attack power, you have combat advantage against each target of the power. In addition, for each target you hit with the power, you can shift up to 2 squares as a free action.
    Illusory Shelter (12th level): You gain the illusory shelter power.
    Pierce Illusion (16th level): Any enemy takes a -2 penalty to its first saving throw against the effects of your illusion powers.
    Reshape Battlefield (20th level): You gain the reshape battlefield power.

Battleweaver Attack 11Battleweave

Shadow unfurls from your hands to surround your foes, setting up a haze of swirling darkness that leaves them at your mercy.

Encounter        Arcane, Illusion, Implement, Psychic, Shadow
Standard Action      Area burst 2 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence or Charisma vs. Will

Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and the target is slowed and grants combat advantage until the end of your next turn.


Battleweaver Utility 12Illusory Shelter

You call forth the illusion of a bunker, a wall, or some other concealing structure to shield you and your allies from enemy eyes.

Daily        Arcane, Illusion, Shadow, Zone
Standard Action      Area burst 1 within 10 squares

Effect: The burst creates a zone that lasts until the end of your next turn. Your allies gain partial concealment while in the zone. In addition, you can place the following illusions anywhere in the zone: 2 squares of difficult terrain that allies can ignore, and one wall 3 of blocking terrain.

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


Battleweaver Attack 20Reshape Battlefield

You call forth shadowstuff to take the form of piles of rubble, rampart walls, obscuring mist, and deadly spikes to hinder your foes.

Daily        Arcane, Illusion, Psychic, Shadow
Standard Action      Area burst 3 within 10 squares

Target: Each enemy in the burst

Attack: Intelligence or Charisma vs. Will

Hit: 3d6 + Intelligence or Charisma psychic damage.

Effect: You can distribute the following shadow terrain throughout the area of the burst.
    * 5 squares of difficult terrain that allies can ignore.
    * Two walls 3 of blocking terrain.
    * 2 heavily obscured squares.
    * 2 squares of caltrops. Any enemy that enters a caltrops square or ends its turn there takes damage equal to your Intelligence or Charisma modifier. A creature can take this damage only once per turn.
    Once distributed, the shadow terrain is stationary and cannot be moved. The shadow terrain lasts until the end of the encounter or until you end this effect as a minor action.


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

Published in Heroes of Shadow, page(s) 141.