Hermetic Saboteur

"Drive them into the alcove. I’ve arranged a little welcome for them there."

Prerequisite: Wizard

Few things please you more than creating nasty magical surprises for your foes. Although your traps are illusory, they are no less deadly to foes who stumble into them. As well, you love to add your own arcane flourishes to mundane traps, catching enemies off guard when they believed themselves safe. Admittedly, you might take unseemly glee in your phantasmal pyrotechnics. But wreaking havoc is so much fun!
Still, you must not incur your companions’ wrath by scattering such deadly tricks too liberally, or putting them where they could be triggered by accident. So you are careful . . . as careful as a saboteur can be.

HERMETIC SABOTEUR PATH FEATURES

    Attune Target (11th level): Once per encounter, when you use a wizard power that is a blast, a burst, or a wall, you can choose one square within 20 squares of you as that power’s origin square instead of its normal origin square.
    Saboteur's Action (11th level): When you spend an action point to use an area or close wizard attack power, all targets of that power grant combat advantage to you until the end of your next turn.
    Adjust Attunement (16th level): All targets of attack powers affected by your Attune Target path feature grant combat advantage to you until the end of your next turn, regardless of whether those targets were hit or missed by your attacks.

Hermetic Saboteur Attack 11Psychic Detonations

You tap on the floor, and three illusory traps are set under the feet of your enemies.

Encounter        Arcane, Illusion, Implement, Psychic
Standard Action      Ranged 10

Effect: You bring into being three illusory traps in three separate squares that last until the end of your next turn. Each trap can use the Psychic Detonations Attack power the first time it is triggered.

Special: Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power.


Psychic Detonations Attack

You tap on the floor, and three illusory traps are set under the feet of your enemies.

Encounter      Arcane, Illusion, Implement, Psychic
Opportunity Action      Close burst 1

Requirement: The Psychic Detonations power must be active to use this power.

Trigger: A creature starts its turn in or moves adjacent to a square containing a trap

Target: The triggering creature

Attack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier psychic damage, and the target is knocked prone.


Hermetic Saboteur Attack 12Sabotage Trap

Sometimes the wrong person triggers the trap. Fortunately, you have an answer for that.

Encounter        Arcane, Teleportation
Immediate Interrupt      Ranged 10

Trigger: A creature triggers a trap within range

Primary Target: The triggering creature

Secondary Target: A different creature within 10 squares of the primary target

Effect: The primary target and secondary targets swap positions, and the secondary target is considered to have triggered the trap. If the secondary target is you or an ally, he or she gains a +4 bonus to all defenses against that trap’s attacks until the end of the secondary target’s next turn.


Hermetic Saboteur Attack 20Saboteur's Ward

You have a punishing response to those who are foolish enough to attack you.

Daily        Arcane, Implement, Psychic, Zone
Standard Action      Close burst 10

Effect: The burst creates a zone of warding magic that lasts until the end of your next turn. You can use the Saboteur's Ward Attack power, using a square within the zone as the origin square.

Special: Triggering this attack is considered triggering a trap for the purpose of your sabotage trap power.

Sustain Minor: The zone persists. When you move, the zone moves with you, remaining centered on you, unless you used your Attune Target path feature to change the origin square of the burst. In that case, you can move the zone 5 squares as a move action.


Saboteur’s Ward Attack

You have a punishing response to those who are foolish enough to attack you.

Encounter      Arcane, Implement, Psychic, Zone
Opportunity Action      Close burst 10

Requirement: The Saboteur's Ward power must be active to use this power.

Trigger: A creature in the burst makes an attack roll against you

Target: The triggering creature

Attack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier psychic damage.

Effect: The target is dazed (save ends).


Published in Arcane Power, page(s) 118.