Circe Invidiosa by John William Waterhouse
In this final installment of the transmutation series, David provides you with several new spells.

Beholder’s Gaze     Wizard Attack 27
You suddenly sprout several eye stalks like a beholder and unleash an attack against your foes.
Encounter * Arcane, Implement, Polymorph, Transmutation; Varies
Standard Action     Ranged 20
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage. Roll 1d6 for each target to determine the attack’s damage type and effect.
1—Radiant damage, and the target is blinded.
2—Fire damage, and the target takes and additional 1d8 fire damage.
3—Necrotic damage, and the target is weakened.
4—Cold damage, and the target is immobilized.
5—Psychic damage, and the target is dazed.
6—Force damage, and the target slides 2 squares.
Effect: Until the start of your next turn, flanking enemies cannot gain combat advantage against you.

Flesh to Stone     Wizard Attack 29
You slowly turn your enemy to stone.
Daily * Arcane, Implement, Polymorph, Transmutation
Standard Action     Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is immobilized (save ends).
Second Failed Saving Throw: The target is petrified.
Aftereffect: 5d6 + Intelligence modifier damage.
Miss: 3d6 + Intelligence modifier damage and the target is slowed until the end of its next turn.

Greater Polymorph Self                       Wizard Attack 29
Your body swells to enormous size and your limbs transform into monstrous appendages.
Daily * Arcane, Implement, Polymorph, Transmutation
Minor Action     Personal
Effect: At the time you use this power, you can choose to increase your size to Large or Huge. Until the end of the encounter, you gain a +4 bonus to all defenses and resist 10 to your choice of two damage types. Additionally, you gain the following abilities:

  • Your choice of one of the following enhancements to your senses: blindsight 5, darkvision, tremorsense 8, or truesight 2.
  • Your choice of one of the following special movement modes: burrow 5, climb speed 10, fly 6, teleport 2, or your choice of any one terrain walk.
  • You can also choose to gain one of the following special attacks, but you lose access your ability to cast spells until the end of the encounter.

Overwhelming Gore     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence +8 vs. AC
Hit: 2d8 + Intelligence modifier damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack and do not provoke opportunity attacks for charging.

Raking Claw     At-Will
Minor Action     Melee 1
Target: One creature
Effect: You can shift 2 squares before or after making the attack.
Attack: Intelligence +8 vs. AC
Hit: 1d8 + Intelligence modifier damage, and the target grants combat advantage until the start of your next turn.
Special: You cannot use this power more than twice during your turn.

Overpowering Slam     At-Will
Standard Action     Melee 2
Target: One creature
Attack: Intelligence +8 vs. AC
Hit: 2d8 + Intelligence modifier damage, and you push the target 4 squares and knock it prone.
Special: You can use this power as a melee basic attack.

Devouring Bite     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence +8 vs. Reflex
Hit: 1d12 + Intelligence modifier damage. You can choose to grab the target and remove it from play. At the start of its turn, any creature you have grabbed takes acid damage equal to your Intelligence modifier and has line of sight and effect only to you. When the target escapes the grab, it appears in any square adjacent to you.
Special: If you already have a creature grabbed, you cannot grab a second creature.

Constricting Tentacle     At-Will
Standard Action     Melee 4
Target: One creature
Attack: Intelligence +8 vs. Reflex
Hit: 3d4 + Intelligence modifier damage, and the target is grabbed until the start of your next turn. While grabbed, the target takes a –4 penalty to checks made to escape the grab.
Sustain Standard: The grab continues until the start of your next turn, and the target takes 3d4 + Int modifier damage, and you can slide them to any square within 4 squares of you.

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