Enigmatic Mage

Prerequisite: Mage

Having entered the paragon tier, you now command a strong array of spells. Your gain more versatility as your grasp of magic expands to match the lore contained within your spellbook. Spells that once seemed impossible to you are now simple, rote exercises.

ENIGMATIC MAGE PATH FEATURES

    Enigmatic Action (11th level): You gain a benefit associated with the school of magic for which you have the Master Mage benefit.
Necromancy Action
When you spend an action point to take an extra action, each enemy adjacent to you gains vulnerability to necrotic damage until the end of your turn. The vulnerability equals your Wisdom modifier. If the enemy has necrotic resistance, it is instead pushed up to a number of squares equal to your Wisdom modifier.

Nethermancy Action
When you spend an action point to take an extra action, your space and each square adjacent to you become a zone of darkness that lasts until the start of your next turn. The zone is totally obscured to creatures other than you.

    Enigmatic Encounter Power (11th level): You gain an 11th-level encounter attack power that is associated with the school of magic for which you have the Master Mage benefit.
    This power can be used in addition to the powers you prepare from your spellbook.
Necromancy Encounter Power
You gain the Nulathoe's concussive demise power.

Enigmatic Mage Attack 11Nulathoe's Concussive Demise

A dying creature explodes with sudden destructive power.

Encounter        Arcane, Implement, Necromancy, Necrotic, Shadow
Immediate Reaction      Area burst 2 within 10 squares

Trigger: A creature dies within 10 squares of you.

Target: Each creature in the burst centered on the triggering creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier necrotic damage.

Effect: You push each target up to 3 squares away from the burst’s origin square.



Nethermancy Encounter Power
You gain the Evard's wrenching darkness power.

Enigmatic Mage Attack 11Evard's Wrenching Darkness

Darkness envelops an enemy and whisks it away, spreading bitter fear among your other foes.

Encounter        Arcane, Fear, Implement, Nethermancy, Psychic, Shadow
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier psychic damage. You slide the target up to 5 squares, and the target is immobilized until the end of your next turn.

Effect: After the attack, each enemy within 2 squares of the target is pushed up to 2 squares away from it and grants combat advantage until the start of your next turn.



    Enigmatic Spellcasting (11th level): You gain the enigmatic spellcasting power.
    Enigmatic Utility Power (12th level): You gain a 12th-level utility power that is associated with the school of magic for which you have the Master Mage benefit.
    This power can be used in addition to the powers you prepare from your spellbook.
Necromancy Utility Power
You gain the Nulathoe's death ward power.

Enigmatic Mage Utility 12Nulathoe's Death Ward

You weave a potent ward that thwarts death’s cold touch.

Daily        Arcane, Necromancy, Shadow
Minor Action      Close burst 1

Target: You and each ally in the burst

Effect: Each target gains the following benefits until the end of the encounter.
    * Resist 10 necrotic
    * +2 power bonus to death saving throws and saving throws against effects that slow or weaken
    * Immunity to being turned into an undead creature



Nethermancy Utility Power
You gain the Evard's all-seeing worm power.

Enigmatic Mage Utility 12Evard's All-Seeing Worm

The writhing worm you hurl at your ally burrows into his or her flesh to create a tiny opening through which you can see.

Daily        Arcane, Necrotic, Nethermancy, Shadow
Minor Action      Ranged 5

Target: One ally

Effect: The target takes necrotic damage equal to your Intelligence modifier. Until the end of the encounter, while you have line of effect to the target, you can see as if you are in both your space and the target’s, and when you use a wizard attack power or a wizard paragon path attack power, you can do so as if you were in either space, although you physically remain in yours.



    Enigmatic Spell Lore (16th level): You gain the enigmatic spell lore power.
    Enigmatic Daily Power (20th level): You gain a 20th-level daily attack power that is associated with the school of magic for which you have the Master Mage benefit.
    This power can be used in addition to the powers you prepare from your spellbook.
Necromancy Daily Power
You gain the Nulathoe's undead army power.

Enigmatic Mage Attack 20Nulathoe's Undead Army

A motley host of animated flesh, bone, and teeth claw their way free from the earth, rising up in answer to your summons.

Daily        Arcane, Necromancy, Shadow, Summoning
Minor Action      Area burst 5 within 20 squares

Requirement: You must have at least one healing surge.

Effect: You lose a healing surge. You then summon up to five undead soldier minions in unoccupied squares in the burst. They are allies to you and your allies.
    The soldiers lack actions of their own. Instead, you spend actions to command them mentally, choosing from the actions in their description. You must have line of effect to a particular soldier for it to respond to your commands. When you command a soldier, you and the soldier share knowledge but not senses.
    When a soldier makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
    Each soldier remains until you take an extended rest, until you dismiss it as a minor action, or until it drops to 0 hit points (which does not cause you to lose a healing surge).



Nethermancy Daily Power
You gain the Evard's black gate power.

Enigmatic Mage Attack 20Evard's Black Gate

A black disk yawns wide, expanding like an eye’s pupil in the dark. From its dull surface emerge writhing black tentacles, which ensnare your foes and drag them into oblivion.

Daily        Arcane, Conjuration, Nethermancy, Shadow
Minor Action      Area wall 2 within 10 squares

Effect: You conjure a wall that lasts until the end of your next turn. The wall can be up to 2 squares high, and its squares are totally obscured. While in the wall, a creature is dazed and can attack only creatures adjacent to it. While the wall persists, you can use the secondary power at will.

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


Evard's Black Gate Secondary Power

Daily      Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action      Close burst 5 centered on a square of the wall

Requirement: The power Evard's Black Gate must be active in order to use this power.

Target: Each enemy in the burst

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier necrotic damage, and the target is pulled up to 2 squares toward the wall and into it, if possible. The target is restrained (save ends).



Enigmatic Mage Utility 11Enigmatic Spellcasting

You reach into the weave of arcane energy and exchange the magic of one spell for another.

Encounter        Arcane
Minor Action      Personal

Effect: Choose an unexpended wizard daily utility power that you have prepared. You instantly prepare a different wizard daily utility power in its place. The new power must be from your spellbook and of the same level as the old power.


Enigmatic Mage Attack 11Evard's Wrenching Darkness

Darkness envelops an enemy and whisks it away, spreading bitter fear among your other foes.

Encounter        Arcane, Fear, Implement, Nethermancy, Psychic, Shadow
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier psychic damage. You slide the target up to 5 squares, and the target is immobilized until the end of your next turn.

Effect: After the attack, each enemy within 2 squares of the target is pushed up to 2 squares away from it and grants combat advantage until the start of your next turn.


Enigmatic Mage Attack 11Kelgore's Undeniable Fire

You whisper the words of the undeniable fire, causing your enemy to be scoured by elemental flame from the inside out.

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

Target: One creature

Effect: 10 + Intelligence modifier fire damage.

Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage.


Enigmatic Mage Attack 11Kelwyn's Devouring Fire

A sheet of flames roars forth from your hands, burning all in its path.

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

Target: Each creature in the blast

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier fire damage.

Miss: Half damage, or slide the target up to 4 squares and it must end the slide outside the blast. If it cannot end the slide outside the blast, it instead takes half damage.

Effect: If you kill one or more creatures with this attack, all creatures in the blast take fire damage equal to 5 + your Constitution modifier. Apply this extra damage after attacking all the targets.


Enigmatic Mage Attack 11Nolzur's Shade Spell

You create an illusion of a spell you have studied, duplicating its effect so perfectly that illusion becomes reality.

Encounter        Arcane, Illusion
Minor Action      Personal

Effect: Choose a wizard encounter attack power in your spellbook of up to 7th level. You can use a shade version of that power once before the end of the encounter. The shade power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage.


Enigmatic Mage Attack 11Nulathoe's Concussive Demise

A dying creature explodes with sudden destructive power.

Encounter        Arcane, Implement, Necromancy, Necrotic, Shadow
Immediate Reaction      Area burst 2 within 10 squares

Trigger: A creature dies within 10 squares of you.

Target: Each creature in the burst centered on the triggering creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier necrotic damage.

Effect: You push each target up to 3 squares away from the burst’s origin square.


Enigmatic Mage Attack 11Otto's Twisting Tune

Your magic reaches deep into the target’s heart and mind to twist its allegiances.

Encounter        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

Hit: You slide the target up to its speed. The target then makes a melee basic attack against a creature of your choice as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus.

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


Enigmatic Mage Utility 12Evard's All-Seeing Worm

The writhing worm you hurl at your ally burrows into his or her flesh to create a tiny opening through which you can see.

Daily        Arcane, Necrotic, Nethermancy, Shadow
Minor Action      Ranged 5

Target: One ally

Effect: The target takes necrotic damage equal to your Intelligence modifier. Until the end of the encounter, while you have line of effect to the target, you can see as if you are in both your space and the target’s, and when you use a wizard attack power or a wizard paragon path attack power, you can do so as if you were in either space, although you physically remain in yours.


Enigmatic Mage Utility 12Kelgore's Well of Power

You draw arcane energy into your body, straining beyond your physical limits to unleash devastating power.

Daily        Arcane
Minor Action      Personal

Requirement: You must have at least one healing surge remaining.

Effect: You spend a healing surge but do not regain any hit points. Instead, the next time you make an attack with a wizard attack power or a wizard paragon path attack power before the end of your next turn, the attack deals 2d10 extra damage.


Enigmatic Mage Utility 12Kelwyn's Fiery Form

You become a creature of fire as you give both body and soul over to the power you command. For a few moments, it now commands you.

Daily        Arcane, Fire, Polymorph
Minor Action      Personal

Effect: You transform into a humanoid creature of ash and fire. Until the end of the encounter, you gain immunity to fire and a power bonus to damage rolls with fire attacks equal to the number of targets of the attack. If one of those targets is an ally, the bonus increases by an additional +4. Creatures that end their turns adjacent to you take 5 + your Constitution modifier fire damage.


Enigmatic Mage Utility 12Nolzur's Phantom Vigor

Your magic creates the illusion of soothing warmth and boundless vigor, granting an ally the energy to fight on.

Daily        Arcane, Illusion
Minor Action      Ranged 10

Target: You or one ally; the target must have a healing surge

Effect: The target loses a healing surge and gains temporary hit points equal to his or her healing surge value.


Enigmatic Mage Utility 12Nulathoe's Death Ward

You weave a potent ward that thwarts death’s cold touch.

Daily        Arcane, Necromancy, Shadow
Minor Action      Close burst 1

Target: You and each ally in the burst

Effect: Each target gains the following benefits until the end of the encounter.
    * Resist 10 necrotic
    * +2 power bonus to death saving throws and saving throws against effects that slow or weaken
    * Immunity to being turned into an undead creature


Enigmatic Mage Utility 12Otto's Song of Fidelity

As you speak, each creature that hears you feels the power of your magic, forcing it to become an eager vassal to your will.

Daily        Arcane, Charm, Enchantment
Standard Action      Close burst 10

Requirement: You must be outside a combat encounter.

Target: Each creature in the burst

Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
    If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
    On a failed saving throw, the target treats you as a trusted friend for 6 hours. It truthfully answers all questions you ask, and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
    If you or any of your allies attacks the target or any of its allies, the effect ends on that target. Afterward, the target doesn’t remember that you used this power against it.


Enigmatic Mage Utility 16Enigmatic Spell Lore

Unraveling the magic of one spell, you call forth another one from you spellbook—a spell just right to put your foe in its place.

Encounter        Arcane
Minor Action      Personal

Effect: Choose an unexpended wizard encounter attack power that you have prepared. You instantly prepare a different wizard encounter attack power in its place. The new power must be from your spellbook and no higher in level than the old power.


Enigmatic Mage Attack 20Evard's Black Gate

A black disk yawns wide, expanding like an eye’s pupil in the dark. From its dull surface emerge writhing black tentacles, which ensnare your foes and drag them into oblivion.

Daily        Arcane, Conjuration, Nethermancy, Shadow
Minor Action      Area wall 2 within 10 squares

Effect: You conjure a wall that lasts until the end of your next turn. The wall can be up to 2 squares high, and its squares are totally obscured. While in the wall, a creature is dazed and can attack only creatures adjacent to it. While the wall persists, you can use the secondary power at will.

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


Evard's Black Gate Secondary Power

Daily      Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action      Close burst 5 centered on a square of the wall

Requirement: The power Evard's Black Gate must be active in order to use this power.

Target: Each enemy in the burst

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier necrotic damage, and the target is pulled up to 2 squares toward the wall and into it, if possible. The target is restrained (save ends).


Enigmatic Mage Attack 20Kelgore's Rain of Fire

With a shout, you draw down elemental fire to scour the battlefield like an endless rain.

Daily        Arcane, Evocation, Fire, Implement, Zone
Standard Action      Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 2d10 + Intelligence modifier fire damage.

Miss: Half damage.

Effect: The burst creates a zone that lasts until the end of the encounter. While the zone persists, you can take the following actions.

  Standard Action: Each creature in the zone takes 10 + Intelligence modifier fire damage.

  Move Action: You move the zone up to 3 squares.


Enigmatic Mage Attack 20Kelwyn's Final Devastation

You gather and then channel fiery energy that chars your flesh as you unleash a blast of fire.

Daily        Arcane, Evocation, Fire, Implement
Standard Action      Area burst 2 within 20

Target: Each creature in the burst

Attack: Intelligence vs. Reflex

Hit: 10d10 + Intelligence modifier fire damage.

Miss: Half damage.

Effect: You take damage equal to your bloodied value. This damage cannot be reduced in any way.


Enigmatic Mage Attack 20Nolzur's Phantom Spell

Your mastery of illusion is such that your magic bends reality and perception in equal measure.

Daily        Arcane, Illusion
Minor Action      Personal

Effect: Choose a wizard encounter attack power or a wizard daily attack power in your spellbook of up to 19th level. You can use a phantom version of that power once before the end of the encounter. The phantom power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage.


Enigmatic Mage Attack 20Nulathoe's Undead Army

A motley host of animated flesh, bone, and teeth claw their way free from the earth, rising up in answer to your summons.

Daily        Arcane, Necromancy, Shadow, Summoning
Minor Action      Area burst 5 within 20 squares

Requirement: You must have at least one healing surge.

Effect: You lose a healing surge. You then summon up to five undead soldier minions in unoccupied squares in the burst. They are allies to you and your allies.
    The soldiers lack actions of their own. Instead, you spend actions to command them mentally, choosing from the actions in their description. You must have line of effect to a particular soldier for it to respond to your commands. When you command a soldier, you and the soldier share knowledge but not senses.
    When a soldier makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
    Each soldier remains until you take an extended rest, until you dismiss it as a minor action, or until it drops to 0 hit points (which does not cause you to lose a healing surge).


Enigmatic Mage Attack 20Otto's Inevitable Command

You speak a word of power, compelling your enemy to heed your will. Even if it resists you this time, your magic continues to echo in its mind.

Daily        Arcane, Charm, Enchantment, Implement
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is dominated until the end of your next turn. If you or any of your allies attacks the target or any of its allies, or if the target makes an attack, takes damage, or causes one of its allies to take damage, this effect ends. In addition, at the start of each of the target’s turns, you can slide it up to 6 squares as a free action.

  Sustain Standard: The dominated condition persists until the end of your next turn, subject to the same ending conditions as above.

Miss: You do not expend this power. If you use it on the same target before the end of the encounter, you gain a +2 power bonus to the attack roll.


Published in Heroes of the Fallen Lands, page(s) 219.