CLASS TRAITS
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Dexterity
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Implement: Orbs, staffs, wands
Bonus to Defense: +2 Will.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis).
Class features: Blade Magic, Bladesinger Cantrips, Bladesinger Daily Powers, Bladesinger's Spellbook, Bladesong, Bladespells, Guarded Flourish, Instinctive Attack, Magic Missile.
Those who see a bladesinger in battle never forget the sight. Amid the chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act as partners, matching awe-inspiring beauty with an awful deadliness. When the bladesinger engages in the true heart of the art, when the sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, when the bladesong has begun—then the bladesinger becomes something unreal, something timeless.
According to legend, Corellon himself inspired and taught the first bladesinger. The techniques handed down as a gift from the leader of the elven deities have passed from one to another among the Tel’Quessir for untold generations, and though different styles evolved as eladrin and elves turned its power to suit their needs, none have improved upon the essential core of the art.
The bladesinger wields a weapon one-handed, leaving the other free or using it to employ a wand that can be incorporated into the fighting style. This technique gives a bladesinger the speed and freedom of movement necessary for the dancelike motions of the various forms of martial art, which allow for both magical and physical attacks to flow freely.
Few among the Tel’Quessir have the honor of being inducted into the bladesingers. One must have the mind necessary to be a great wizard, and also the agility of the greatest dancer. Yet those traits alone are not enough. A bladesinger is first and foremost devoted to the ways and the people of the Tel’Quessir, for that was the purpose of Corellon’s gift.
A bladesinger who has set out beyond the borders of a nation of the People must have had good cause. Adventuring bladesingers might seek out relics or locations of great meaning to the Tel’Quessir, or they could leave in order to guard a specific person or group against harm. A bladesinger might instead embark upon a quest to eliminate a threat to the People or to find and communicate with some long-lost branch of the race. In a more tragic case, a bladesinger might have failed in the duty to protect a community and be death-pledged to avenge it and restore his or her honor.
BLADE MAGIC
Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it. The weapon also counts as a wand for you, although it can be enchanted only as a weapon.
BLADESINGER CANTRIPS
You gain three cantrips of your choice.
With a wink, you create an illusory sound that emanates from a distant location.
At-Will
Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Update (1/24/2012)
Updated in Class Compendium.
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will
Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Update (1/24/2012)
Updated in Class Compendium.
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will
Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will
Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below:
Change the color of items in 1 cubic foot.
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor
.
Clean or soil items in 1 cubic foo
t.
Instantly light (or snuff out) a candle, a torch, or a small campfi
re.
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 h
our.
Make a small mark or symbol appear on a surface for up to 1
hour.
Produce out of nothingness a small item or image that exists until the end of your next
turn.
Make a small, handheld item invisible until the end of your next turn.
Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Update (1/24/2012)
Updated in Class Compendium.
You weave arcane power through your words, infusing each phrase with persuasive magic.
Encounter Arcane
Free Action Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
BLADESINGER DAILY POWERS
You add two 1st-level wizard encounter attack powers of your choice to your spellbook. The two function as daily attack powers for you.
A gout of flame erupts from your hands and scorches nearby foes.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Miss: Half damage.
Update (1/24/2012)
Updated in Class Compendium.
You hit your foe with a bolt of frigid purple energy, reducing its ability to act for a moment
.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s flesh, carrying away its strengt
h.
Encounter Arcane, Implement, Necromancy, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Miss: Half damage.
Update (1/24/2012)
Updated in Class Compendium.
BLADESINGER'S SPELLBOOK
As you attain certain levels, you learn two new wizard powers and add them to your spellbook (two wizard utility powers at 2nd level, for instance). At the end of each of your extended rests, you choose a number of wizard powers from your spellbook and prepare them. The number you can prepare is determined by your level.
The powers that you prepare are the wizard powers that you can use during the coming day, in addition to your at-will attack powers and powers from another source, such as racial powers. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. See the Wizard Powers Learned table for the levels at which you add wizard powers to your spellbook.
Any wizard encounter attack power that you add to your spellbook through this class feature functions as a daily attack power for you. In other words, you can use it once per day, rather than once per encounter, and you can use the power again only after an extended rest. Because the power functions as a daily attack power, you cannot regain its use from any effect that recharges encounter attack powers.
Find your level on the Wizard Powers Prepared per Day table. The row corresponding to your level indicates how many wizard encounter attack powers and wizard utility powers you can prepare each day. (The table does not account for powers that you might have from another source, such as a paragon path.) You cannot prepare more than one attack power and one utility power of any given level on the same day.
WIZARD POWERS LEARNED
Level
Encounter as Daily
Utility
1
2
—
2
—
2
3–4
—
—
5
2
—
6
—
2
7–8
—
—
9
2
—
10
—
2
11–14
—
—
15
2
—
16
—
2
17–18
—
—
19
2
—
20–21
—
—
22
—
2
23–24
—
—
25
2
—
26–28
—
—
29
2
—
30
—
—
WIZARD POWERS PREPARED PER DAY
Level
Encounter as Daily
Utility
1
1
—
2–4
1
1
5
2
1
6–8
2
2
9
3
2
10–15
3
3
16–21
3
4
22–30
3
5
BLADESONG
You gain the bladesong power.
Your whirling blade begins to sing through the air as you enter a state of total concentrati
on.
Encounter Arcane
Minor Action Personal
Requirement: You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power’s effect ends if you stop fulfilling this requirement.
Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.
Level 17: +10 power bonus to damage rolls.
Level 27: +15 power bonus to damage rolls.
BLADESPELLS
You gain three wizard at-will attack powers that have the bladespell keyword.
A leaping flame dances over your enemy, driving it to distraction.
At-
Will (Special) Arcane, Bladespell, Fire
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier fire damage, and the target grants combat advantage until the end of your next turn.
Level 11: 2 + Dexterity modifier fire damage.
Level 21: 4 + Dexterity modifier fire damage.
Special: You can use only one bladespell power per triggering attack.
You strike with your blade and from the other hand unleash a beam of brilliant light to confound your foe.
At
-Will (Special) Arcane, Bladespell, Radiant
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 11: 2 + Dexterity modifier radiant damage.
Level 21: 4 + Dexterity modifier radiant damage.
Special: You can use only one bladespell power per triggering attack.
Sparkling snow swirls around your enemy, numbing its limbs and making it struggle to move.
A
t-Will (Special) Arcane, Bladespell, Cold
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier cold damage, and the target is slowed until the end of its next turn.
Level 11: 2 + Dexterity modifier cold damage.
Level 21: 4 + Dexterity modifier cold damage.
Special: You can use only one bladespell power per triggering attack.
You stab your opponent, and an arc of lightning leaps from your hand to encircle a foe in a crackling ring.
At-Will (Special) Arcane, Bladespell, Lightning
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again.
Level 11: 2 + Dexterity modifier lightning damage.
Level 21: 4 + Dexterity modifier lightning damage.
Special: You can use only one bladespell power per triggering attack.
Your attack slices away your enemy’s shadow, sending it flitting across the field to pull at the feet of a foe.
At-Will (Special) Arcane, Bladespell, Necrotic
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier necrotic damage, and the target falls prone if it is the same size as or smaller than the target of the triggering attack.
Level 11: 2 + Dexterity modifier necrotic damage.
Level 21: 4 + Dexterity modifier necrotic damage.
Special: You can use only one bladespell power per triggering attack.
You level a crushing blow against your foe, and an unseen force grasps an enemy and drags it about the field of battle
.
At-Will (Special) Arcane, Bladespell, Force
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: Dexterity modifier force damage, and you slide the target up to 3 squares.
Level 11: 2 + Dexterity modifier force damage.
Level 21: 4 + Dexterity modifier force damage.
Special: You can use only one bladespell power per triggering attack.
GUARDED FLOURISH
Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon.
In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.
INSTINCTIVE ATTACK
When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.
MAGIC MISSILE
You gain the magic missile power.
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes
your target.
At-Will Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Update (1/24/2012)
Updated in Class Compendium.
LEVEL 2 BLADESINGER UTILITY POWERS
You add two 2nd-level wizard utility powers of your choice to your spellbook.
Your form blurs as you hastily withdraw from t
he battlefield.
Daily Arcane
Move Action Personal
Effect: You shift up to twice your speed.
Update (1/24/2012)
Updated in Class Compendium.
You or a creature you choose falls gently,
like a feather.
Daily Arcane
Free Action Ranged 10
Trigger: You fall, or a creature within 10 squares of you falls.
Target: The triggering creature
Effect: The target takes no damage from the fall, and consequently does not fall prone at the end of it.
Update (1/24/2012)
Updated in Class Compendium.
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against immi
nent attacks.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
ARCANE STRIKE
When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.
LEVEL 5 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 3rd level or lower, and the two function as daily attack powers for you.
A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pl
easant dreams.
Encounter Arcane, Charm, Enchantment
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Effect: Each target is slowed and can’t take opportunity actions or immediate actions until the end of your next turn.
A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby ene
mies senseless.
Encounter Arcane, Evocation, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its e
lectric embrace.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Update (1/24/2012)
Updated in Class Compendium.
LEVEL 6 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.
You trace the outline of a doorway in front of you, step through the portal, and reappear s
omewhere else nearby.
Daily Arcane, Teleportation
Move Action Personal
Effect: You teleport up to 10 squares.
Update (1/24/2012)
Updated in Class Compendium.
A creature you choos
e vanishes from sight.
Daily Arcane, Illusion
Standard Action Ranged 5
Target: You or one creature
Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends.
Sustain Standard: If the target is within 5 squares of you, the invisibility persists until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
With
a flash, you are gone.
Daily Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack.
Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy.
Update (8/4/2010)
Power updated to match Essentials data.
STEELY RETORT
When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action.
LEVEL 9 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 7th level or lower, and the two function as daily attack powers for you.
Brilliant strokes of blue-white lightning erupt from you
r outstretched hand.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Update (1/24/2012)
Updated in Class Compendium.
You seize your foe with unseen magical force and bash him against the ceiling and walls before hurl
ing it to the ground.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you push the target up to 3 squares and knock it prone.
Miss: You push the target up to 3 squares.
Update (1/24/2012)
Updated in Class Compendium.
You raise your hand, and an icy blizzard rains down mercilessly upon
an area you designate.
Encounter Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. The zone is lightly obscured, and any creature that starts its turn in the zone takes cold damage equal to your Intelligence modifier. A creature can take this damage only once per turn.
Update (2/17/2012)
Changed in December 2011 updates.
LEVEL 10 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.
You open a dimensional rift conne
cting two nearby locations.
Daily Arcane
Minor Action Ranged 20
Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.
Sustain Minor: The rift persists until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
You cloak yourself with a shimmering aura, making your outline a
lmost impossible to discern.
Daily Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.
Update (1/24/2012)
Updated in Class Compendium.
Three duplicate images of you appear, imitating your actions perfectl
y and confusing your enemies.
Daily Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears, and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
Update (1/24/2012)
Updated in Class Compendium.
UNERRING BLADESPELL
When you make a melee basic attack while your bladesong is active, you can use a bladespell power even if the attack misses.
LEVEL 15 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 13th level or lower, and the two function as daily attack powers for you.
Your magic clouds your foe’s mind, leaving it too disoriented to m
ove or attack effectively.
Encounter Arcane, Charm, Enchantment
Standard Action Ranged 5
Target: One creature
Effect: The target is restrained until the end of your next turn.
You lob a fist-sized orb of pulsating white light among your enemies, blasting them with
rays of multicolored light.
Encounter Arcane, Evocation, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Miss: Until the end of the target’s next turn, creatures have partial concealment against the target.
Update (1/24/2012)
Updated in Class Compendium.
A thunderous pulse of concussive energy rolls from your hand,
throwing your enemies back.
Encounter Arcane, Evocation, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you push the target up to 4 squares.
Miss: You push the target up to 4 squares.
Update (1/24/2012)
Updated in Class Compendium.
LEVEL 16 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.
You and your ally teleport
into each other’s locations.
Encounter Arcane, Teleportation
Move Action Close burst 10
Target: You and one ally in the burst
Effect: Each target teleports, swapping positions.
Update (8/4/2010)
Power updated to match Essentials data.
You leap into the air and
are borne aloft on wings of magic.
Daily Arcane
Standard Action Personal
Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
With an arcane word and a sprinkle of diamond dust, you imbue yourself or an
ally with skin as hard as granite.
Daily Arcane, Transmutation
Standard Action Melee touch
Target: You or one ally
Effect: The target gains resist 10 to all damage until the end of the encounter.
Update (1/24/2012)
Updated in Class Compendium.
LEVEL 19 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 17th level or lower, and the two function as daily attack powers for you.
You unleash shifting streams of fire that burn down your foes
while leaving allies untouched.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier fire damage.
Miss: Half damage.
Silvery missiles spring from your fingertips and streak across the battlefield, striking your
enemies with a staggering impact.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Targets: One, two, or three creatures
Attack: Intelligence vs. Reflex. You gain a +4 power bonus to the attack roll if you target only one creature.
Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Update (1/24/2012)
Updated in Class Compendium.
Your foes suddenly stop dead in their tracks, howling in frustration as they lurch f
orward to attack their own allies.
Encounter Arcane, Charm, Enchantment
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.
LEVEL 22 BLADESINGER UTILITY POWERS
You add two new wizard utility powers of your level or lower to your spellbook.
White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and gr
anting each of you the power of flight.
Daily Arcane
Standard Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
Update (1/25/2012)
Updated in Class Compendium.
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to s
peed up again, returning to normal time.
Daily Arcane
Minor Action Personal
Effect: You gain two extra standard actions, which you must use before the end of your turn. You can’t use these extra actions to make attacks.
Update (1/25/2012)
Updated in Class Compendium.
A transparent barri
er of force springs up where you command.
Daily Arcane, Conjuration, Force
Standard Action Area wall 12 within 20 squares
Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall.
Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.
Update (8/4/2010)
Power updated to match Essentials data.
BLADESPELL BURST
Once per day when you use a bladespell power against an adjacent enemy, you can use that power against each adjacent enemy.
LEVEL 25 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 23rd level or lower, and the two function as daily attack powers for you.
From your fingertips springs a tremendous stroke of blinding purple-white lightning
that leaps from one enemy to another.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the secondary attack.
Secondary Target: One or two creatures within 5 squares of the primary target
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the tertiary attack.
Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Update (1/25/2012)
Updated in Class Compendium.
Darkness swirls around your foes, assaulting
their minds and clouding their vision.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.
Update (8/4/2010)
Power updated to match Essentials data.
You create a peal of thunder that rolls across the battlefield and slams into
a foe, disorienting it for a short time.
Encounter Arcane, Evocation, Implement, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
Update (1/25/2012)
Updated in Class Compendium.
LEVEL 29 BLADESINGER DAILY POWERS
You add two new wizard encounter attack powers to your spellbook. The powers must be of 27th level or lower, and the two function as daily attack powers for you.
A blast of crackling black fire erupts from your hand, charring
your foes’ flesh and burning their souls.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier fire and necrotic damage.
Miss: Half damage.
Update (1/25/2012)
Updated in Class Compendium.
You magic
ally compel your enemy to attack its ally.
Encounter Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One enemy
Attack: Intelligence vs. Will
Hit: 3d10 + Intelligence modifier psychic damage.
Effect: At the start of the target’s next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.
Update (1/25/2012)
Updated in Class Compendium.
You erect an invisible cage of unbreakable bars of forc
e around your foe, trapping it momentarily.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies.
Miss: Half damage, and the target is slowed until the end of your next turn.
Update (1/25/2012)
Updated in Class Compendium.
Using a Weapon as an Implement
Like all bladesingers, you can channel magic through your chosen blade, treating it as an implement. When you use the weapon as an implement, it works like a normal implement, but you gain neither the weapon’s proficiency bonus nor its nonmagical properties, such as high crit or versatile. A weapon’s range and damage dice are usually irrelevant to implement powers, since such powers tend to specify their range and damage.
If your chosen blade is magical and you use it as an implement, you can also use its enhancement bonus, critical hit effect, properties, and powers. However, some magic weapons have properties and powers that function only with weapon powers.
Published in Neverwinter Campaign Setting, page(s) 66