Category: Indigo Omegram

Spell: Wall of Fog

You create a billowing wall of gray fog that obscures vision.

Level 6 Utility, Daily, ArcaneConjuration
Standard Action
Area wall 8 within 10

Effect: You conjure a wall of fog that lasts until the end of your next turn. The wall can be up to 4 squares high. The wall is heavily obscured and blocks line of sight.

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

Notes:

  • The wall counts as total concealment as long as a creature can’t see around or over the top of it.  Total concealment forces a -5 penalty to all attack rolls if the target had been seen beforehand.  If the target has been seen or chooses to hide, the target can not be targeted at all.

Spell: Sleep

Power: Sleep

You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.

Level 1 Daily ArcaneCharmEnchantmentImplement
Standard Action
Area burst 2 within 20 squares

Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).

Continue reading “Spell: Sleep”

Spell: Bigby’s Icy Grasp

Power: Bigby's Icy Hand

You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.

Level 5 Daily Arcane, Cold, Conjuration, Implement
Standard Action
Ranged 20

Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: The hand is sustained until the end of your next turn. A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

Continue reading “Spell: Bigby’s Icy Grasp”

Spell: Stinking Butt

You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.

Level 5 Daily Arcane, Implement, Poison, Zone
Standard Action
Area burst 2 within 20 squares

Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.

Notes:

  • A target is only attacked once per turn by the cloud.  If he happens to move into the area twice in one action, by his movement or by forced movement, he will only take damage once.  He can however be damaged multiple times over the course of a round.
  • A creature is damaged by the cloud at the start of their turn, or if they move into the cloud.  If the cloud moves over a creature, it doesn’t take damage until the start of it’s turn.
  • As the cloud blocks line of sight any creature in the cloud can not be attacked from either outside or inside the cloud.  In turn the creature can not attack while in the cloud.  Also any area within the cloud is also blocked from line of sight, meaning areas of the ground can not be targeted.
  • The cloud blocks line of sight, therefore it is impossible to attack through the cloud.

Spell: Visions of Avarice

Power: Visions of Avarice

The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.

Level 5 Daily ✦ Arcane, Illusion, Implement, Zone
Standard Action
Area burst 5 within 10 squares

Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilised (save ends).
Sustain Minor: You make the secondary attack.

Secondary Attack
Effect: Close burst 5 centred on the zone
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.

Continue reading “Spell: Visions of Avarice”

A dropped bundle of papers

While resting on the chase after the doppel-book, you notice a clump of the many ragged loose leaves held in Indigo’s spellbook has fallen to the ground. In his distracted state, pacing back and forth focusing on his hands, Indigo has not noticed. Examination of the pages yeilds little, most of the text appearing to twist under the eyes of a non Eladrin, possibly spells or arcane writings, but unintelligible to your eyes. The papers themselves are held together with ragged fraying binding on the spine only, as if the pages are from another book, but the size doesnt seem to match up with the book you have seen the wizard consult so many times. In the margins of each page, written in a cramped, spiky hand in the same ink as the rest are notes. Many of the early notes are smudged an illegible, even those later in are difficult to make out, a few pages in from the front of the bundle is a full page of written text, somehow clearer to read, later pages revert back to illegibility.

“Pah another day putting up with demands from everyone, being dragged away from my books. I don’t understand why they cant just leave me in peace, I was nearly finished cataloging the west wing, but then Father storms in (literally) ruins half my records and blows the other half out of order. Then he drags me off for more of his damned training. As if I could not learn more here with my books than being shocked, burned, frozen and beaten bloody by him and my damn brothers. Oh and Mother was there… as always, the heartless cleric. She actually smiled at me as she soothed my wounds the first time. Then her smile was gone and I was shoved back in for more.

Hopefully Father will lose interest in me again for a while now, so perhaps its worth it. I’ve been copying spells from the southwest wing for a few days now, the first few failures were very disappointing but I shall persevere. If this works they’ll leave me alone I’m sure of it! Father threatened to send me off to work in a human city again… even went so far as to claim there’s a position being arranged. It has to be another one of his bluffs, J would have told me if he had been organizing something like that. Either way I have to finish, I just have to show him leaving me here is what’s best. Eventually I’ll have the power to get out of here, away from all of them. This can’t be the only Fey Library in Ragir, and if it is then I’ll just have to find the wealth to make my own.”

Ritual: Enchant Magic Item

Magic drawn from the warp and weft of the universe infuses the item you hold in your hands.

Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: Special
Market Price: 175 gp
Key Skill: Arcana (no check)

You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.  You can create common magic items only.

You can also use this ritual to resize magic armour (for example, shrink a fire giant’s magic armour to fit a halfling).

There is no component cost for this use.