"Cast your spells where I say, when I say, and how I say and we’ll all live to tell about today’s battle."Prerequisite:
Spell commanders are artificers who transform their allies into walking weapons of arcane destruction. Typically found as a part of more militaristic arcane institutions, spell commanders learn magic that help them increase their allies’ spell power. Additionally, most spell commanders work as a part of a small squad, and many of the spells they wield are focused around small squad tactics, including rapidly moving across the battlefield.
Most spell commanders receive standard military training, including the foundation of small arms use (particularly bows and crossbows). Spell commanders combine conventional military education with their arcane knowledge to create a more hybridized approach to warfare.
As a spell commander, you know how to combine traditional combat techniques and weapon use with the power of arcane magic. Your focus is on transforming your allies into more accurate, more powerful, and more mobile forces, effectively taking on the role of a squad leader who uses spells to facilitate this transformation.
SPELL COMMANDER PATH FEATURES Arcane Weaponmaster (11th level)
: You can use a bow or crossbow as an implement for ranged artificer attack powers. When you do so, increase the range of those powers by 5. Spell Commander's Action (11th level)
: Whenever you spend an action point to make an attack, one ally within 10 squares of the target can use a basic attack or a 1st-level at-will arcane attack power as a free action. The ally must include at least one target of your attack as a target. Unleash Spell Power (16th level)
: Whenever an adjacent ally would make a basic attack, that ally can instead use any 1st-level arcane at-will attack power they know. The ally must used ranged powers in the place of ranged basic attacks, and melee powers in the place of melee basic attacks.
Spell Commander Attack 11Spell Tracer
Your shot becomes a magnet for arcane energy, drawing your allies’ spells toward your enemy with great accuracy.
Encounter Arcane, Force, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier force damage, and one ally within 5 squares of the target can make a basic attack against the target. If that ally uses an arcane power as their basic attack, that ally gains a +2 power bonus to the attack roll.
Spell Commander Utility 12Alter Spell Power
You quickly weave an enchantment over an ally’s weapon or implement, transforming an ally’s next attack.
Free Action Melee touch
Trigger: An ally adjacent to you makes an attack
Target: The triggering ally’s implement or weapon
Effect: Choose one of the following damage types: cold, fire, force, lightning, or thunder. The triggering attack’s damage is changed to that type of damage, and the attack deals extra damage equal to your Intelligence modifier.
Spell Commander Attack 20Living Gate
You alter the enchantments you have placed on your ally, transforming him or her into a living nexus through which others can travel.
Daily Arcane, Weapon
Standard Action Ranged weapon
Primary Target: One ally within 5 squares of you
Effect: You make the following attack, using the primary target’s space as the origin square of the attack.
Secondary Target: One creature
Secondary Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage.
Miss: Half damage
Effect: Until the end of the encounter, you can use the power Living Gate Teleport.
Living Gate Teleport
At-Will Arcane, Weapon
Move Action Close burst 10
Requirement: The power Living Gate must be active in order to use this power.
Tertiary Target: You or one ally in the burst
Effect: If the tertiary target is adjacent to the primary target, the tertiary target teleports 6 squares. Otherwise, the tertiary target teleports 10 squares into an unoccupied space adjacent to the primary target.
Published in Dragon Magazine 381, page(s) 63.