Might of Eden: Aberrant Wizard

You have been suffused with the taint of the Forlorn Voids, allowing you powers that break minds, shatter hopes and cast your enemies into madness. Many of your powers are much stronger if your origin is aberrant, such as that of a Dromidae or Simulant, or any creature that has been tainted. Strongly consider gaining an aberrant origin before taking these powers – but beware the horrors the taint my force upon you, and know of the terrible fate that awaits you.

Aberrant Origin: Some of your powers are stronger if your origin is Aberrant. These powers have extra abilities that accompany a successful Hit with the power or replace or add to a condition occurring on a successful Hit with the power.

LEVEL 1 AT WILL POWERS

Warp Mind Wizard Attack 1
You twist your opponent’s thoughts, rendering them unable to react properly.
At Will @ Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One or two creatures
Attack: Intelligence vs Will
Hit: 1d8 + Intelligence modifier psychic damage and the target’s next opportunity attack takes a penalty to the attack and damage rolls equal to your wisdom modifier.
Increase damage to 2d8 + intelligence modifier damage at 21st level.

Zone Shred Wizard Attack 1
You cause a rip in reality to appear over an opponent and clash with its essence.
At Will @ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier psychic damage
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: Creatures adjacent to the target take damage equal to your wisdom modifier.

Tendrils of Darkness Wizard Attack 1
Your arms warp into masses of tentacles which lash out in front of you.
At-Will @ Arcane, Implement
Standard Action Close Blast 3
Target: One creature in blast you can see
Attack: 1d6 + Intelligence modifier damage
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: You can slide each creature in the blast 1 square.
Special: This attack counts as a melee basic attack.

LEVEL 1 ENCOUNTER POWERS

Eye of Despair Wizard Attack 1
Your gaze reveals to your enemy a true horror and force it to flee.
Encounter @ Arcane, Implement, Psychic, Fear
Standard Action Ranged 10
Target: One creature with line of sight to you
Attack: Intelligence vs Will
Hit: 2d6 + Intelligence modifier psychic damage and you slide the target 2 squares and knock it prone.
Aberrant Origin: Creatures adjacent to the target have a -2 penalty to to attack rolls until the end of your next turn.

LEVEL 1 DAILY POWERS

Mind Gouge Wizard Attack 1
The opponent feels as though worms were crawling in his brain.
Daily @ Arcane, Implement, Psychic, Fear
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier psychic damage and the target is weakened (save ends). If the target fails its first saving throw against the effect, it becomes stunned until the end of your next turn instead.
Miss: The target is weakened until the end of your next turn.

Infinitude of Cruel Stars Wizard Attack 1
You surround an enemy in baleful constructs that seem like cold stars, but reduce its ability to fight back.
Daily @ Arcane, Cold, Conjuration
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Intelligence vs Reflex
Hit: 1d10 + Intelligence modifier cold damage.
Effect: You draw the stars into an orbit around one target of your choice in the burst. The target has a -2 penalty to all defenses (save ends). Until the end of the encounter or until the target saves, all enemies take cold damage equal to your intelligence modifier and are pushed 1 square whenever they start their turns adjacent to the target.

LEVEL 2 UTILITY POWERS

Entropic Shield Wizard Utility 2
Colors from out of space drag your target screaming away.
Encounter @ Arcane, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an enemy melee attack
Effect: The attacker is teleported a number of squares in any direction equal to 1 + your wisdom modifier.

LEVEL 3 ENCOUNTER POWERS

Vile Metamorphosis Wizard Attack 3
You twist into the form of a horror that impales enemies on false, maddening limbs.
Encounter @ Arcane, Implement, Psychic, Illusion
Standard Action Close Blast 5
Target: Each enemy in blast you can see
Attack: Intelligence vs Will
Hit: 1d12 + Intelligence modifier psychic damage and the target is slowed until the end of your next turn.
Aberrant Origin: You can target Reflex instead of Will with this power. You can replace the Illusion keyword with the Polymorph keyword. If you do, this attack’s damage is untyped and ignores resistance equal to your wisdom modifier.

Skinripper Swarm Wizard Attack 3
You conjure a swarm of deadly alien creatures that gnaw at whatever flesh is present before them.
Encounter @ Arcane, Implement, Zone
Standard Action Area Burst 1 Within 10 Squares
Target: One creature in burst
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier damage.
Effect: The burst creates a zone of skinripper insects that lasts until the end of your next turn. The zone is difficult terrain. Creatures that start their turns in the zone take damage equal to your wisdom modifier. Creatures that fall prone in the zone take 1d6 + Intelligence modifier damage and are grabbed until escape or for as long as the zone persists. You can move the zone 3 squares or end the effect as a minor action.
Aberrant Origin: You can spend an action point without taking an extra action when you cast this spell. If you do, you can sustain this power with a minor action each turn, for the duration of the encounter or for 5 minutes.

LEVEL 5 DAILY POWERS

Storm Of Ten Thousand Eyes Wizard Attack 5
You open a gash in mid-air, spreading crippling pain and madness from which there is little escape.
Daily @ Arcane, Psychic, Fear
Standard Action Area Burst 1 Within 10 Squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d12 + Intelligence modifier psychic damage and you knock the target prone and it cannot stand (save ends).
Effect: The target has ongoing 5 psychic damage (save ends).

Chaotic Mutation Wizard Attack 5
Adrenaline fills you as your body mutates in aberrant ways, giving you greater strength.
Encounter @ Arcane, Implement, Polymorph, Stance, Healing
Minor Action Personal
Target: One creature
Attack: You make a basic attack against the target.
Hit: Basic attack damage.
Effect: Spend a healing surge. Until the end of the encounter or for 5 minutes, whenever you make a successful encounter or daily attack power, you can make a basic attack as a minor action following that attack. In addition, you are treated as being of aberrant origin. You can end the stance as a minor action.

LEVEL 6 UTILITY POWERS

Glimpse The Universe Wizard Utility 6
In a sudden blink of reality, you understand.
Daily @ Arcane, Psychic
Minor Action Personal
Effect: You regain the use of a spent encounter spell. If it is not cast before the end of your turn, you lose the use of it anew.

LEVEL 7 ENCOUNTER POWERS

Chaos Hold Wizard Attack 7
You lay a chilling grasp on your opponent’s mind and psychically hold him.
Encounter @ Arcane, Implement, Psychic, Charm
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2d6 + intelligence modifier psychic damage.
Effect: You slide the target 1 square and it is immobilized until the end of your next turn.
Aberrant Origin: Creatures adjacent to the target are slowed until the end of your next turn.

Planar Corruption Wizard Attack 7
You tap into the same magic that brings forth conjurations and corrupt it with influence from the void.
Encounter @ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Will
Hit: 1d10 + Intelligence modifier damage and the target is dazed until the end of your next turn.
Effect: One conjuration or zone created by the character is suppressed. All of its effects except those that last until a target saves are nullified until the end of your next turn. Characters have a +1 bonus to saving throws against the effects of a suppressed zone.

LEVEL 9 DAILY POWERS

Seize Mind
Wizard Attack 9
You take total control of an opponent.
Daily @ Arcane, Implement, Charm
Standard Action Ranged 10
Target: One creature with line of sight to you
Attack: Intelligence vs. Will
Hit: The target is dominated and immune to Daze (save ends both) until it is attacked by you or your allies.
Miss: As an immediate interrupt during the target’s next turn, you can force it to perform a melee basic attack on any creature of your choice that it is adjacent to or slide it 2 squares.

LEVEL 10 UTILITY POWERS

Wings of Chaos Wizard Attack 10
You grow an uneven amount of flayed wings. Each throb of their veins sends a chaotic pulse around the world.
Daily @ Arcane, Stance
Minor Action Personal
Effect: You gain the ability to fly half your speed and hover and are treated as being of aberrant origin. Whenever you use an encounter or daily attack power, you can suppress a zone or conjuration created by the target of that attack. All of its effects except those that last until a target saves are nullified until the end of your next turn. Characters have a +1 bonus to saving throws against the effects of a suppressed zone. Both effects last until the end of your next turn.
Sustain Minor: All of this power’s effects persist.

LEVEL 13 ENCOUNTER POWERS

Myasis Wizard Attack 13
Your opponents feel as though being eaten inside out.
Encounter @ Arcane, Implement, Psychic, Illusion
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier psychic damage. For attack rolls and skill rolls, the target rolls twice and uses the lowest result until the end of your next turn.
Aberrant Origin: Creatures adjacent to the target are dazed until the end of your next turn.

Psychic Suspension Wizard Attack 13
You lift your target off the ground and hold it in place, choking it.
Encounter @ Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs Will
Hit: 2d6 + Intelligence modifier psychic damage and you lift the target up 10 feet (2 squares) in the air and it is immobilized and dazed until the end of your next turn. You can spend a minor action to push or pull the target 2 squares while it is in the air. At the end of your next turn, it lands in the closest unoccupied square of its choice.

LEVEL 15 DAILY POWERS

Darkest Dreamscape Wizard Attack 15
You transform the surroundings into a mess of black and white shades, littered with twitching bodies tied to alien implements of torture, half-flesh and half-not, and force enemies to behold in terror.
Daily @ Arcane, Implement, Psychic, Illusion, Zone
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d12 + Intelligence modifier psychic damage.
Effect: You create a terrifying landscape of tortures, disgusting sights and horrifying atrocities that only your twisted mind could concoct. The burst creates an illusory zone that lasts until the end of your next turn. All creatures in the zone are dazed.
Sustain Standard: You can repeat the attack and the zone persists. If a creature scores a critical hit against you, you cannot sustain the zone again and the effect ends.

Aberrant Shape Wizard Attack 15
Your arms become tentacled sheathes and your body is covered in a slimy sheen as you take a hideous form.
Daily @ Arcane, Implement, Acid, Polymorph, Stance
Minor Action Personal
Benefit: You gain 15 temporary hit points and a +2 bonus to all defenses. You have a swim speed equal to your movement speed and can breathe underwater. You have a +1 bonus to attack rolls against bloodied creatures. You can make the following attack as a Wizard at-will power while you are in this form:
Standard Action Melee 5
Target: One or three creatures
Attack: Intelligence vs Reflex
Hit: 2d10 + Intelligence modifier acid damage. If this attack bloodies a target, it becomes slowed and dazed (save ends both).
Miss: Half damage

LEVEL 16 UTILITY POWERS

Zone Jump Wizard Utility 16
You slip between realities and reappear elsewhere.
Encounter @ Arcane, Teleportation
Minor Action Personal
Effect: You teleport your wisdom modifier squares.

LEVEL 17 ENCOUNTER POWERS

Waves of Insanity Wizard Attack 17
The manifestation of your inner turmoil is a horror to behold.
Encounter @ Arcane, Implement, Psychic, Illusion, Fear, Teleportation
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Intelligence vs Will
Hit: 2d12 + intelligence modifier psychic damage and you slide the target your wisdom modifier squares in any direction.
Aberrant Origin: The target is teleported that many squares instead.

Waves of Corruption Wizard Attack 17
You send out a pulse that shatters conjurations about you.
Encounter @ Arcane, Implement
Standard Action Close Burst 5
Target: Each creature in burst you can see.
Attack: Intelligence vs Will
Hit: 2d12 + Intelligence modifier damage. Make a secondary attack against each creature in the burst that has created a conjuration or zone.
Secondary Attack: Intelligence vs Will
Hit: One conjuration or zone created by the character is suppressed (Save Ends). All of its effects except those that last until a target saves are nullified until its owner makes its saving throw successfully. Characters have a +1 bonus to saving throws against the effects of a suppressed zone.

LEVEL 19 DAILY POWERS

Know True Despair Wizard Attack 19
You cause an opponent to lose all hope and beg the world for its own demise.
Daily @ Arcane, Implement, Psychic, Charm
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Target’s critical hit melee basic attack damage. This attack ignores resistance to damage. Each turn when the target attacks, you can spend a healing surge without regaining any hit points to make an Intelligence vs Will attack as an Immediate Interrupt to stop the attack and deal damage to the target equal to its melee basic attack damage (save ends).
Miss: Half damage.

Summon Aberrant Beast Wizard Attack 19
You conjure a destructive being that rampages across the battlefield.
Daily @ Arcane, Implement, Stance, Conjuration, Cold
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Will
Hit: 2d8 + Intelligence modifier cold damage.
Effect: Spend a healing surge without regaining any hit points. You conjure a large aberrant beast in a square adjacent to the target until the end of your next turn. The beast has hit points equal to half your own and defenses equal to your own and can be attacked. As a minor action, you can order this beast to move up to 4 squares. At the start of each of your turns, the beast deals 2d8 + your intelligence modifier cold damage to one creature of your choice within 2 squares of it and can pull or push that creature 2 squares.
Sustain Move: The conjured beast remains.

LEVEL 22 UTILITY POWERS

Unknowable Speech Wizard Utility 22
You speak a single incomprehensible word, and your enemy ceases its attack and flees.
Daily @ Arcane, Fear
Immediate Interrupt Personal
Trigger: You are attacked
Effect: You slide the attacker 6 squares. This movement provokes opportunity attacks.

LEVEL 23 ENCOUNTER POWERS

Clench The Brain Wizard Attack 23
The sight of you causes primal fear to rise and take over your enemies.
Encounter @ Arcane, Implement, Psychic, Fear
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs Will
Hit: 3d8 + Intelligence modifier psychic damage and you slide the target 4 squares away from you. The movement provokes opportunity attacks.
Aberrant Origin: The target and all creatures adjacent to the target take a -2 penalty to AC against opportunity attacks until the end of your next turn. This is an effect (it happens even if you miss).

Maw of the Stars Wizard Attack 23
You open a gate to a hellish alien world and beckon a creature half-into our world.
Encounter @ Arcane, Implement, Thunder, Zone
Standard Action Area Burst 2 Within 20 Squares
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 2d10 + Intelligence modifier thunder damage.
Effect: The burst creates a zone through which an aberrant beast can attack until the end of your next turn. The zone is difficult terrain. You can choose one creature in the zone when you cast this spell, and if that creature is still in the zone at the start of its turn, it is dragged through the opening. It takes 2d10 + Intelligence modifier thunder damage and cannot take any actions, but cannot be attacked, for as long as the zone persists.

LEVEL 25 DAILY POWERS

Gate To The Starless Realm Wizard Attack 25
You open a hole in the universe and draw unspeakable horrors from it.
Daily @ Arcane, Implement, Psychic, Zone
Standard Action Area Burst 3 Within 20 Squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier psychic damage.
Effect: The burst creates a zone of striking tentacles until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature standing in or adjacent to the zone at the start of its turn takes 2d6 psychic damage and is grabbed as though by you (until escape). It has a -2 penalty to rolls made to escape and can only escape as a standard action.

Invoke The Forgotten Wizard Attack 25
You call the aberrant energies of the void into your own body, manifesting shards of long-dead deities that warp your form.
Daily @ Arcane, Implement, Polymorph, Stance
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Intelligence vs Will
Hit: 3d8 + Intelligence modifier damage.
Effect: You can fly your speed and hover, swim your speed, breathe underwater and are treated as being of aberrant origin. You have a +2 power bonus to attack and damage rolls with powers that have an additional effect if you are of aberrant origin. You can end this stance as a minor action to Stun one creature adjacent to you until the end of your next turn.

LEVEL 27 ENCOUNTER POWERS

Vision Of The Crawling Chaos Wizard Attack 27
You reveal upon the enemy the vastness and cruelty of the universe.
Encounter @ Arcane, Psychic, Illusion, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Will
Hit: 5d6 + intelligence modifier psychic damage and the target is dazed until the end of your next turn.
Aberrant Origin: Creatures adjacent to the target take a penalty to attack rolls equal to your intelligence modifier until the end of your next turn. This is an effect (it occurs even if you miss).

LEVEL 29 DAILY POWERS

Unseal The Crawling Chaos Wizard Attack 29
You seal the doom of all around you.
Daily @ Arcane, Psychic, Illusion, Charm
Standard Action Close Burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier psychic damage and the target is weakened and dazed (save ends both).
Miss: Half damage and the target is dazed (save ends).

Paragon Path: Unanimus

“Watch as I reveal to you the true terror and despair of our cruel and evil universe…”

Prerequisites: Wizard, Aberrant Origin

Terrible secrets are in your grasp, magic and taint you utilize against your foes. You have learned the gateways through the minds of creatures and into their subconscious, controlling their intent, their fears and desires. You use your arcane magic to draw from the same pool of horrific power as the master aberrations. You are a manipulator, callously forcing your enemies (and perhaps allies) to your will, intruding upon other’s minds. But to you controlling the mind is not a science nor it is an art, it is power you were not meant to toy with and barely understand.

UNANIMUS PATH FEATURES

Tyrant’s Action (11th level): You can spend an action point as an immediate interrupt when an enemy is rolling a saving throw against one of your powers with the Charm or Fear keyword. If you do, that enemy rolls two saving throws and uses the lowest result.

Spells of True Chaos (11th level): The first time in the encounter that you use a power with the Charm or Fear keyword, roll a d20 and depending on the result, one of the following occurs:

1-10: All creatures adjacent to you teleport 2 squares in any direction.

11-20: All creatures adjacent to you take damage equal to your wisdom modifier.

Absolute Domination (12th level): Creatures that fail a saving throw against one of your Charm or Fear powers have a -2 penalty to their next saving throw against the same power.

Maintain The Dark Grip (16th level): As long as you are not bloodied, your powers with the Fear keyword ignore Immunity to Fear.

UNANIMUS SPELLS

Exert The Unchained Mind Unanimus Attack 11
A fierce mental assault breaks your opponent’s control of himself.
Encounter @ Arcane, Implement, Fear
Immediate Interrupt Ranged 10
Trigger: An enemy moves or shifts towards you.
Effect: Make an Intelligence vs Will attack, and if you are successful, your enemy slides your wisdom modifier squares away from you and falls prone instead.

Usurp The Living Will Unanimus Attack 20
The defenses of the mind fail before your dark powers.
Daily @ Arcane, Implement, Psychic, Charm
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Will
Hit: 1d8 + Intelligence modifier psychic damage
Effect: The target is Dominated (save ends).

Feats

Touch of the Forlorn Void
Prerequisite(s): Natural or Fey origin, Int or Cha 13
Benefit: Your life has changed since you came into contact with the Crawling Chaos and its children. You either toyed with forces you should not have, or swore allegiance to powers that are far above your understanding. Your body has changed at its very core, in ways you may not even be aware of. You count as being of Aberrant origin, discarding your earlier origin for the purposes of feats and prerequisites. In addition, once per encounter, one creature that attacks you with a power that has the Charm or Psychic keyword takes damage equal to your intelligence or charisma modifier as it comes into contact with your scrambled psyche.

Aberrant Speech
Prerequisite(s): Knows Deep Speech, trained in History.
Benefit: You can speak some of the Foul Speech language of the Aberrations, at least the words which are known to the civilized societies, maybe a few more. You can read them, write them and speak them as a native tongue, but must take great care while doing so. You count as being of Aberrant origin, discarding your earlier origin for the purposes of feats and prerequisites. You have a +2 feat bonus to Dungeoneering and Arcana.

Tentacle-Cutter
Prerequisite(s): Non-Aberrant origin, trained in Dungeoneering.
Benefit: You have a +1 bonus to attack rolls against creatures of aberrant origin, and a +2 bonus to skill checks to track creatures of aberrant origin or glean knowledge about them.

Bane of the Vile Ones
Prerequisite(s): Non-Aberrant origin, trained in Dungeoneering.
Benefit: You have a +2 feat bonus to damage rolls against creatures of aberrant origin. This bonus improves to +3 at 11th level and +5 at 21st level.

Resist Influence
Prerequisite(s): Non-Aberrant origin, trained in Dungeoneering, Paragon Tier
Benefit: You have Resistance 5 against Psychic damage and a +1 bonus to saving throws against powers with the Fear or Charm keywords.

Aberration Slayer
Prerequisite(s): Non-Aberrant origin, trained in Dungeoneering and History, Epic Tier
Benefit: The first time you score a critical hit against a creature of Aberrant origin in an encounter, it takes a -2 penalty to attack rolls, AC and reflex defenses for the duration of the encounter or until a Heal check (Hard DC) is administered to it.

Epic Destiny: Bearer of Pandemonium

For centuries monsters have slept beneath and above the surface of Eden, lost in the darkness of the Last Cataclysm. Now such a being is awake anew – and you are the key to its revitalization.

Prerequisites: 21st level, Aberrant Origin, Arcane or Divine Power Source, Intelligence or Charisma 21

You should not have learned as much as you did. The inscriptions and runes you decoded, the ancient rites you partook in, the vile language you learned. Or perhaps you were just born to fulfill this horrible destiny. But regardless, you know it is watching. It is inside you, outside you, all around you. It whispers to you, maddening songs of world gone past, of deviance so aberrant and cruel it taints your sleep even when your ears feel at peace.

Somehow, you are to awaken a great monster that will bring much ruin to Eden. Will it be a destructive beast? A beautiful schemer? Or the next Cataclysm itself? You feel as though walking down a path from which you cannot stray to a destiny no one can save you from. Is there a way to escape your cruel fate? Your aberrant connection allows you strange new abilities, but these lead down a path of great tragedy. Not just at the end, but all around you. As your destiny quest comes to an end, the stakes will be raised and the losses will be high. And you will never be able to answer – was it all your fault? Did your karma cause all of this? Or did it just fuel the end result?

Immortality?

You would hope not. Your destiny is up in the air. Should your quest succeed but your mind be left unresolved, your body may come to be taken over as the vessel for the Beast That Lies In Wait, whichever of the many old gods it is that you have disturbed. Your mind will be cruelly subsumed into an endless ocean of pain and misery.

You will cry tears of blood every second of a million eternities, floating in a vast void, holding your legs helplessly as you roll into a ball and chew your tongue. Meanwhile your form will become the most hated thing in all of Eden as the Greater Spirits, the strong adventurers and the many armies of Eden march to kill you, and the being you have allowed into the world through you. Once your physical form is dead, all hope for your mind and soul are lost. Your body will be immortal – as a symbol for all that is vile and truly evil about the world.

But that need not be your end. If you stave off the despair, build up your willpower, and overcome the forces trying to drive you mad, you can steer your own course. Though your life will never be truly happy, you can stave off damnation and endure the madness, keeping the being in check, pushing it ever farther away until it finally decides to sleep anew. You will have saved the world – and nobody will know it or believe you if you tell them. The price you pay for this is your burden alone.

Bearer of Pandemonium Features

Aberrant Empowerment (21st level): Increase two of your ability scores by 2 points each.

Aberrant Spell Power (24th level): Select one of your at-will and one of your encounter powers. You have a +1 bonus to attack rolls with those powers as long as you are not bloodied. You cannot retrain those powers.

Forbidden Lore (26th Level): You gain one 22nd level utility power from any class.

You Will Not Be Allowed To Die Yet (30th Level): When you are first killed in an encounter, you can spend a healing surge to return to life up to 5 squares away from where you died. You return at the end of your next turn with hit points equal to your healing surge value and a +2 bonus to all defenses until the start of your next turn. All creatures adjacent to you take 20 psychic damage when you return to life.

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Categories: D&D 4e | 6 Comments

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6 thoughts on “Might of Eden: Aberrant Wizard

  1. The fluctating form one intrigues me. It fits a little with what I had in mind for my wizard. But for a mechanic that does nothing but make your Charisma checks slightly more random, in just as bad a way as good, it’s not a very efficient use of a feat slot.

  2. I don’t mind terribly that it’s not efficient, as it’s just another option to get aberrant origin, but I tweaked it a little.

  3. Andrew

    The Epic Destiny’s pretty cool. The goodies kinda seem too good, but that might just be me.

  4. Oh man. I love that a lot. Dealing psychic damage could be a lot worse than a -2.. or a lot better. I would take that for sheer “How many things can I do that are totally in-character and /might/ be for the best but will probably lead to utter chaos?” value.

    Now I’m regretting showing my actual party your blog. If my paladin finds that feat, they’re all doomed.

  5. Andrew: Rolled back on the goodies a little bit.

    Sword: :) I live to please.

  6. Pingback: Spirits of Eden: The Work So Far « The Spirits of Eden

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