Surrealistik
2011-09-13, 12:26 AM
The wizard, a controller, is actually a better AoE striker than the Sorcerer. This is obviously a problem. The following feats and at-wills aim to improve the Sorcerer to reverse this.
New Class Features:
Focus Fire: Whenever you deal damage to a creature with an attack power that normally targets more than one creature, and that creature is the only target of that attack power, the attack power deals extra damage to that creature equal to your Strength or Dexterity modifier.
Instinctive Arcana: You can Sense the Presence of Magic and Identify Magical Phenomenon each as a minor action instead of a standard, and use your Charisma modifier in place of your Intelligence modifier for the Arcana skill.
Wild Magic: Power Flux: Once per round, as a free action, you can spend a healing surge when you use a sorcerer attack power that deals typed damage, or are hit by a power that deals typed damage. If you do, instead of regaining hit points, change your spell source type to one of the damage types of that power until the end of the encounter.
The first addresses the issue of the sorcerer losing its striking capability when single targeting.
The second is more flavourful, addressing the sorcerer's laughable innate affinity with the Arcana skill.
The third addresses the disadvantage Wild Magic sorcerers often face as a consequence of a completely random spell source damage type.
Feats:
Heroic Tier:
Spontaneous Expansion
Heroic Tier
Prerequisite: Sorcerer
Benefit: Before using a sorcerer or sorcerer paragon path power, you can choose to take damage equal to 3 + its level to increase the size of its blast or its burst by 1, or an additional legal target. If that power is a daily power, you take double this amount of damage. Damage taken in this way can't be reduced in any way, and cannot be applied to temporary hit points.
Instinctive Ritualist
Heroic Tier
Prerequisite: Sorcerer, spell source class feature
Benefit: You gain the ability to learn and master Arcana rituals. You don't need a ritual book to learn, cast and use Arcana rituals, and you can spend a healing surge to gain a +5 bonus Arcana skill checks made while performing a ritual.
Spontaneous Ritualist
Heroic Tier
Prerequisite: Sorcerer, spell source class feature, Instinctive Ritualist Feat
Benefit: At the end of each extended rest, you can spend any number of healing surges. If you do, instead of gaining hit points, you can swap that many Arcana rituals for an equal number of other Arcana rituals. Each Arcana ritual swapped in this way must have an equal or lower level and purchase price until the end of your next extended rest.
Penetrating Arcana
Heroic Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: Your arcane powers of the damage type of your Spell Source ignore an additional amount of resistance equal to your Charisma modifier. Increase this to 5 + your Charisma modifier at 11th level and to 10 + your Charisma modifier at 21st level. If a creature is immune to that damage type, instead treat that creature as having resist to that damage type of 25.
Destructive Sorcery
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer
Benefit: When you use a sorcerer or sorcerer paragon path attack power and hit two or more creatures, that power deals +1 extra damage on its damage rolls for each creature in the burst beyond the first. This bonus increases to +2 at 11th level and to +3 at 21st level.
Improved Power Source
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer, Spell Source class feature
Benefit: Increase the bonus to damage rolls from your power source by +1. This amount increases to +2 at level 11, and +3 at level 21.
Intensifying Assault
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer, Spell Source class feature
Benefit: When you hit a target with an attack of the damage type of your Spell Source, you gain a +1 power bonus to the damage rolls of the next sorcerer or sorcerer paragon path power you use of that type until the end of your next turn. This bonus increases to +2 at 11th level and to +3 at 21st level.
Elemental Infusion
Heroic Tier
Prerequisite: Genasi, sorcerer
Benefit: When you use a sorcerer or sorcerer paragon path power that has the acid, cold, fire, lightning, or thunder keyword, you add your Intelligence modifier to damage rolls.
Sympathy of Elements
Heroic Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: You gain a +1 bonus to damage rolls with arcane powers against creatures taking ongoing damage of your Spell Source type. This bonus increases to +2 at 11th level and +3 at 21st level.
Paragon Tier:
Inescapable Arcana
Paragon Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: When you miss with an arcane power of your Spell Source type and would not normally do damage, you deal damage of your Spell Source's type equal to your Strength or Dexterity modifier.
Empowered Arcana
Paragon Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: When you use an arcane power you can take damage up to your Dexterity or Strength modifier. If you do that power deals extra damage on a hit equal to the damage taken in this way. Damage taken in this way can't be reduced in any way, and cannot be applied to temporary hit points.
Epic Tier:
Spellshaping Sorcery
Prerequisite: Str 17 or Dex 17, sorcerer
Benefit: You can omit a number of squares from the area of effect of any of your area or close sorcerer and sorcerer paragon path powers. This number can’t exceed your Strength or Dexterity modifier.
At-Wills:
Scrambling Bolt - Sorcerer Attack 1
Your bolt distorts time and space, casting the target, or yourself through a disorientating rift.
At-Will - Arcane, Force, Implement, Psychic, Teleportation
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier force and psychic damage. If the attack roll was even, teleport the target 2 squares, and it grants combat advantage until the end of your next turn. If the attack roll was odd, the target teleports you 2 squares, and you grant combat advantage until the end of your next turn.
Wild Magic: You teleport the target one extra square, and the target teleports you one square less.
Level 21: 2d10 + Charisma modifier force damage.
Chaos Salvo - Sorcerer Attack 1
At-Will - Arcane, Implement
Standard Action - Ranged 20
Target: Up to two creatures
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage. The damage type of this attack is equal to your Spell Soul type.
Effect: If you rolled an even number on your first attack roll with this power, you can repeat this attack against an additional creature, otherwise, you repeat this attack against yourself, or an ally within range.
Wild Magic: If you rolled an even number as on your first attack roll with this power, you can repeat this attack against two additional creatures with this power instead of one. You halve all damage you deal to yourself or allies with this power.
Special: You cannot target the same creature more than once per use of this power.
Level 21: 2d6 + Charisma modifier damage.
Chaos Sphere - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement
Standard Action - Ranged 20
Effect: You conjure a sphere of chaotic energy in a square within range that lasts until the end of the encounter. The sphere's space counts as difficult terrain. At the start of each of your turns, or once per turn whenever an enemy enters the sphere's square, roll a d20. On an odd result add a charge counter to the sphere, and you can move the sphere 1 square. On an even result the sphere detonates, and makes the following attack in a close burst 1:
Attack: Charisma vs. Reflex
Target: Each creature in the burst.
Hit: 1d12 + Charisma modifier damage. This attack deals +1d12 extra damage for each charge counter on the sphere. You push the target 1 square away from the sphere for each charge counter on the sphere. If the sphere has 3 or more charge counters, the target is knocked prone. The damage type of this attack is equal to your Spell Soul type.
Wild Magic: If you roll 11 or higher on the sphere's first attack roll, the attack ignores you and your allies.
Special: If you have more spheres in play at one time than your Charisma modifier, remove a sphere until the number of them in play is equal to your Charisma modifier.
Level 21: 2d12 + Charisma modifier damage. This attack deals +2d12 extra damage for each charge counter on the sphere.
Prismatic Ray - Sorcerer Attack 1
At-Will - Arcane, Cold, Fire, Implement, Lightning, Radiant
Standard Action - Ranged 20
Target: One creature
Attack: Charisma vs. AC, Will, Fortitude and Reflex
Hit (Any): 1d8 + Charisma modifier cold, fire, lightning and radiant damage. For each defense this attack hits beyond the first, you push the target 1 square and this attack deals +2 extra damage.
Effect: For each defense this attack misses, you take 1 cold, fire, lightning and radiant damage.
Wild Magic: For each even number attack roll that hits beyond the first, the target is subject to one of the following:
Target is slowed until the end of your next turn.
You have concealment against the target until the end of your next turn.
Target grants combat advantage until the end of your next turn.
Target falls prone.
Cosmic Magic: For each attack roll that hits beyond the first, increase the target's vulnerability to your Cosmic Soul damage type by 1 until the end of your next turn.
Dragon Magic: For each attack roll that hits beyond the first, each enemy adjacent to the target takes 2 fire, cold, lightning and radiant damage.
Storm Magic: You can slide the target instead of pushing it.
Special: Only the first attack roll of this power counts for the purpose of triggering critical hits.
Level 21: 2d8 + Charisma modifier fire, cold, thunder and lightning damage. +4 extra damage for each defense this attack hits. You take 24 cold, fire, force and lightning damage for each defense this attack misses.
Tenacious Acid - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: The target takes 1d10 ongoing acid and poison damage (save ends). If the target already has ongoing acid and poison damage, increase it by this amount.
Each Failed Save: Increase the target's ongoing acid and poison damage by your Strength modifier. Repeat this attack against each enemy adjacent to the target.
Dragon Magic: The target takes a Strength modifier penalty to its first saving throw against this power.
Level 21: 2d10 ongoing acid and poison damage.
Psychic Venom - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement, Poison, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is subject to your psychic venom (save ends). At the start of the target's turn, it makes a saving throw with a -2 penalty. On a failure you slide it 2 squares and it makes a basic attack against the nearest enemy of your choice as a free action. On a success, it takes 1d6 + Charisma modifier poison and psychic damage, can't take opportunity actions, and grants combat advantage until the start of its next turn.
Dragon Magic: The penalty to the target's saving throw is equal to 1 + your Strength modifier.
Cosmic Magic: The target gains a Dexterity modifier bonus to all attack and damage rolls it makes on a failed save.
Level 21: On a success, it takes 2d6 + Charisma modifier poison and psychic damage.
Erosive Spray - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement
Standard Action - Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier acid damage. The target takes a -2 penalty to all defenses until the end of your next turn.
Dragon Magic: The penalty is equal to 1 + half your Strength modifier.
Level 21: 2d8 + Charisma modifier acid damage.
Volcanic Blast - Sorcerer Attack 1
At-Will - Arcane, Fire, Implement, Thunder, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire and thunder damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Creatures that enter the zone or end their turn there take 1 + Strength modifier fire damage. A creature can only take this damage once per turn.
Dragon Magic: The zone does not affect you or your allies.
Level 21: 2d8 + Charisma modifier fire and thunder damage.
Light Spear - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier radiant damage. The target sheds bright light out to 5 squares and creatures more than 2 squares away from the target have concealment and combat advantage against it until the end of your next turn.
Cosmic Magic: Each enemy adjacent to the target takes Strength modifier radiant damage.
Level 21: 2d8 + Charisma modifier radiant damage.
Penetrating Ray - Sorcerer Attack 1
At-Will - Arcane, Force, Implement, Radiant
Standard Action - Ranged 20
Target: One creature.
Attack: Charisma vs. Reflex. This attack ignores partial cover and superior cover.
Hit: 1d10 + Charisma modifier force and radiant damage. Each creature and object providing cover to the target takes half this damage.
Cosmic Magic: Each creature and object providing cover to the target takes full damage instead.
Level 21: 2d10 + Charisma modifier force and radiant damage.
Storm Crash - Sorcerer Attack 1
At-Will - Arcane, Implement, Lighting, Thunder,
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 lightning damage.
Effect: Make a secondary attack in a close burst 1 centered on the target.
Secondary Target: Each creature in the burst
Secondary Attack: Charisma vs. Fortitude
Hit: 1d6 thunder damage.
Storm Magic: If both attacks hit the primary target, it falls prone and takes Dexterity modifier extra thunder and lightning damage.
Level 21: 2d8 lightning damage, 2d6 thunder damage.
Driving Pulse - Sorcerer Attack 1
At-Will - Arcane, Implement, Thunder, Zone
Standard Action - Wall 5 within 10 squares.
Target: Each creature in the wall.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage. This attack deals +1 extra damage and you slide the target 1 square to another square in or adjacent to the wall for each target hit by this power. This forced movement cannot move the target closer to you.
Storm Magic: The wall creates a zone that lasts until the end of your next turn. Once per turn, whenever a creature enters the zone, slide that creature 1 square for each creature in the zone to another square within or adjacent to the zone. This forced movement cannot move the target closer to you.
Level 21: 2d6 + Charisma modifier thunder damage.
Charged Bolt - Sorcerer Attack 1
At-Will - Arcane, Implement, Lighting,
Standard Action - Area burst 1 within 10 squares
Special: When you use this power, you can expend any number of minor actions. For each minor action spent in this way, this power gains +5 extra range, deals Dexterity modifier extra damage, and you push the target 1 extra square. If you spend two or more minor actions in this way, this power knocks the creature in the burst's origin square prone.
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage. You push the target 1 square away from the burst.
Storm Magic: If you spent two or more minor actions using this power, increase the size of the burst by 1.
Level 21: 2d6 + Charisma lighting damage.
Encounters:
Level 1 Encounters:
Unstable Anomaly - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement
Standard Action - Ranged 20
Effect: You conjure a sphere of unstable anomaly in a square within range that lasts until the end of the encounter. The anomaly's square counts as difficult terrain. At the start of each creature's turn, if the anomaly has line of effect to a creature within three squares of it, make the Unstable Anomaly Attack, otherwise teleport it up to 3 squares.
Unstable Anomaly Attack
At-Will - Arcane, Implement, Teleportation
No Action - Close burst 3
Requirement: The Unstable Anomaly power must be active to use this power.
Trigger: A creature starts its turn within 3 squares of the pattern
Primary Target: The triggering creature in the burst
Primary Attack: Charisma vs. Will
Hit: The primary target and anomaly teleport, swapping places.
Miss: You teleport the anomaly 3 squares.
Effect: If the attack roll was even, the anomaly gains a charge counter. If the attack roll is odd, the anomaly detonates, making the following attack in a close burst 3:
Secondary Attack: Charisma vs. Will
Secondary Target: Each creature in the burst.
Hit: 1d12 + Charisma modifier damage. You teleport the secondary target 1 square. For each charge counter on the anomaly, this attack deals +1d12 extra damage for each charge counter on the anomaly, and you teleport the secondary target 1 extra square. The damage type of this attack is equal to your Spell Source type.
Wild Magic: If you roll 11 or higher on the sphere's first attack roll, the secondary attack targets enemies only.
Fickle Boon - Sorcerer Attack 1
At-Will - Arcane
Minor Action - Personal
Effect: Roll 1d20. If the roll is 10 or less, choose a level 1 arcane at-will power you don't know. You can use that power once before the end of the encounter. Otherwise, choose a level 1 arcane encounter power you don't know. You can use that power once before the end of the encounter.
Wild Magic: You gain a bonus to the roll equal to 1 + half your Dexterity modifier.
Eldritch Ignition - Sorcerer Attack 1
At-Will - Arcane, Fire, Implement
Standard Action - Close burst 10
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: If the attack roll is even the target takes ongoing damage equal to the attack roll (save ends). If the attack roll is odd, repeat this attack against a creature other than the target not currently subject to this power's effects, using the target's square as the origin square. The damage type of this attack is equal to fire and your Spell Source type.
Each Failed Saving Throw: Repeat this attack from the target's space against a creature not currently subject to this power's effects.
Aftereffect: Repeat this attack from the target's space against a creature not currently subject to this power's effects other than the target.
Wild Magic: Whenever this power instructs you to repeat this attack against a creature, instead you repeat the attack against an enemy.
Forcepulse - Sorcerer Attack 1
At-Will - Arcane, Force, Implement
Standard Action - Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d12 + Charisma modifier damage. The type of this damage is force and your Spell Soul damage types. You push the target a number of squares equal to your Strength or Dexterity modifier.
Miss: Half damage. You push the target 1 square.
Dragon Magic: The burst creates a zone until the end of your next turn. Enemies that enter the zone take Strength modifier damage. A creature cannot take damage in this way more than once per turn. The type of this damage is your Spell Soul damage types.
Cosmic Magic: You gain an aura 1 until the end of your next turn. Enemies have concealment from enemies in the aura.
Wild Magic: You gain an aura 1 until the end of your next turn. Enemies in the aura grant combat advantage.
Storm Magic: You gain an aura 1 until the end of your next turn. Squares in the aura count as difficult terrain to enemies.
[/INDENT]
Rebounding Bolt - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement, Lightning, Thunder
Standard Action - Close burst 1
Effect: You conjure a rebounding bolt in a square within the burst. The square lasts until the end of the current turn. You can then move the rebounding bolt up to 5 squares as a free action. Each square of this movement must move the rebounding bolt further away from you. Whenever the bolt enters a creature's space (including when you conjure it), it makes the following attack in a close burst 1:
Attack: Charisma vs. Reflex
Target: The triggering creature in the burst
Storm Magic, Effect: You slide the target 1 square, or knock the target prone.
Hit: 1d12 + Charisma modifier lightning and thunder damage. You can move the rebounding bolt up to 5 squares as a free action. Each square of this movement must move the rebounding bolt further away from the target.
Special: You cannot target the same creature with this power more than once.
Utilities:
Level 2 Utilities:
Soul Splice - Sorcerer Utility 2
Encounter * Arcane
Free Action - Personal
Effect: Choose a damage type other than your Spell Soul's current damage type. Your Spell Soul is of that damage type in addition to its current damage type until the end of your next turn.
New Class Features:
Focus Fire: Whenever you deal damage to a creature with an attack power that normally targets more than one creature, and that creature is the only target of that attack power, the attack power deals extra damage to that creature equal to your Strength or Dexterity modifier.
Instinctive Arcana: You can Sense the Presence of Magic and Identify Magical Phenomenon each as a minor action instead of a standard, and use your Charisma modifier in place of your Intelligence modifier for the Arcana skill.
Wild Magic: Power Flux: Once per round, as a free action, you can spend a healing surge when you use a sorcerer attack power that deals typed damage, or are hit by a power that deals typed damage. If you do, instead of regaining hit points, change your spell source type to one of the damage types of that power until the end of the encounter.
The first addresses the issue of the sorcerer losing its striking capability when single targeting.
The second is more flavourful, addressing the sorcerer's laughable innate affinity with the Arcana skill.
The third addresses the disadvantage Wild Magic sorcerers often face as a consequence of a completely random spell source damage type.
Feats:
Heroic Tier:
Spontaneous Expansion
Heroic Tier
Prerequisite: Sorcerer
Benefit: Before using a sorcerer or sorcerer paragon path power, you can choose to take damage equal to 3 + its level to increase the size of its blast or its burst by 1, or an additional legal target. If that power is a daily power, you take double this amount of damage. Damage taken in this way can't be reduced in any way, and cannot be applied to temporary hit points.
Instinctive Ritualist
Heroic Tier
Prerequisite: Sorcerer, spell source class feature
Benefit: You gain the ability to learn and master Arcana rituals. You don't need a ritual book to learn, cast and use Arcana rituals, and you can spend a healing surge to gain a +5 bonus Arcana skill checks made while performing a ritual.
Spontaneous Ritualist
Heroic Tier
Prerequisite: Sorcerer, spell source class feature, Instinctive Ritualist Feat
Benefit: At the end of each extended rest, you can spend any number of healing surges. If you do, instead of gaining hit points, you can swap that many Arcana rituals for an equal number of other Arcana rituals. Each Arcana ritual swapped in this way must have an equal or lower level and purchase price until the end of your next extended rest.
Penetrating Arcana
Heroic Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: Your arcane powers of the damage type of your Spell Source ignore an additional amount of resistance equal to your Charisma modifier. Increase this to 5 + your Charisma modifier at 11th level and to 10 + your Charisma modifier at 21st level. If a creature is immune to that damage type, instead treat that creature as having resist to that damage type of 25.
Destructive Sorcery
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer
Benefit: When you use a sorcerer or sorcerer paragon path attack power and hit two or more creatures, that power deals +1 extra damage on its damage rolls for each creature in the burst beyond the first. This bonus increases to +2 at 11th level and to +3 at 21st level.
Improved Power Source
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer, Spell Source class feature
Benefit: Increase the bonus to damage rolls from your power source by +1. This amount increases to +2 at level 11, and +3 at level 21.
Intensifying Assault
Heroic Tier
Prerequisite: Str 13 or Dex 13, sorcerer, Spell Source class feature
Benefit: When you hit a target with an attack of the damage type of your Spell Source, you gain a +1 power bonus to the damage rolls of the next sorcerer or sorcerer paragon path power you use of that type until the end of your next turn. This bonus increases to +2 at 11th level and to +3 at 21st level.
Elemental Infusion
Heroic Tier
Prerequisite: Genasi, sorcerer
Benefit: When you use a sorcerer or sorcerer paragon path power that has the acid, cold, fire, lightning, or thunder keyword, you add your Intelligence modifier to damage rolls.
Sympathy of Elements
Heroic Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: You gain a +1 bonus to damage rolls with arcane powers against creatures taking ongoing damage of your Spell Source type. This bonus increases to +2 at 11th level and +3 at 21st level.
Paragon Tier:
Inescapable Arcana
Paragon Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: When you miss with an arcane power of your Spell Source type and would not normally do damage, you deal damage of your Spell Source's type equal to your Strength or Dexterity modifier.
Empowered Arcana
Paragon Tier
Prerequisite: Sorcerer, Spell Source class feature
Benefit: When you use an arcane power you can take damage up to your Dexterity or Strength modifier. If you do that power deals extra damage on a hit equal to the damage taken in this way. Damage taken in this way can't be reduced in any way, and cannot be applied to temporary hit points.
Epic Tier:
Spellshaping Sorcery
Prerequisite: Str 17 or Dex 17, sorcerer
Benefit: You can omit a number of squares from the area of effect of any of your area or close sorcerer and sorcerer paragon path powers. This number can’t exceed your Strength or Dexterity modifier.
At-Wills:
Scrambling Bolt - Sorcerer Attack 1
Your bolt distorts time and space, casting the target, or yourself through a disorientating rift.
At-Will - Arcane, Force, Implement, Psychic, Teleportation
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier force and psychic damage. If the attack roll was even, teleport the target 2 squares, and it grants combat advantage until the end of your next turn. If the attack roll was odd, the target teleports you 2 squares, and you grant combat advantage until the end of your next turn.
Wild Magic: You teleport the target one extra square, and the target teleports you one square less.
Level 21: 2d10 + Charisma modifier force damage.
Chaos Salvo - Sorcerer Attack 1
At-Will - Arcane, Implement
Standard Action - Ranged 20
Target: Up to two creatures
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage. The damage type of this attack is equal to your Spell Soul type.
Effect: If you rolled an even number on your first attack roll with this power, you can repeat this attack against an additional creature, otherwise, you repeat this attack against yourself, or an ally within range.
Wild Magic: If you rolled an even number as on your first attack roll with this power, you can repeat this attack against two additional creatures with this power instead of one. You halve all damage you deal to yourself or allies with this power.
Special: You cannot target the same creature more than once per use of this power.
Level 21: 2d6 + Charisma modifier damage.
Chaos Sphere - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement
Standard Action - Ranged 20
Effect: You conjure a sphere of chaotic energy in a square within range that lasts until the end of the encounter. The sphere's space counts as difficult terrain. At the start of each of your turns, or once per turn whenever an enemy enters the sphere's square, roll a d20. On an odd result add a charge counter to the sphere, and you can move the sphere 1 square. On an even result the sphere detonates, and makes the following attack in a close burst 1:
Attack: Charisma vs. Reflex
Target: Each creature in the burst.
Hit: 1d12 + Charisma modifier damage. This attack deals +1d12 extra damage for each charge counter on the sphere. You push the target 1 square away from the sphere for each charge counter on the sphere. If the sphere has 3 or more charge counters, the target is knocked prone. The damage type of this attack is equal to your Spell Soul type.
Wild Magic: If you roll 11 or higher on the sphere's first attack roll, the attack ignores you and your allies.
Special: If you have more spheres in play at one time than your Charisma modifier, remove a sphere until the number of them in play is equal to your Charisma modifier.
Level 21: 2d12 + Charisma modifier damage. This attack deals +2d12 extra damage for each charge counter on the sphere.
Prismatic Ray - Sorcerer Attack 1
At-Will - Arcane, Cold, Fire, Implement, Lightning, Radiant
Standard Action - Ranged 20
Target: One creature
Attack: Charisma vs. AC, Will, Fortitude and Reflex
Hit (Any): 1d8 + Charisma modifier cold, fire, lightning and radiant damage. For each defense this attack hits beyond the first, you push the target 1 square and this attack deals +2 extra damage.
Effect: For each defense this attack misses, you take 1 cold, fire, lightning and radiant damage.
Wild Magic: For each even number attack roll that hits beyond the first, the target is subject to one of the following:
Target is slowed until the end of your next turn.
You have concealment against the target until the end of your next turn.
Target grants combat advantage until the end of your next turn.
Target falls prone.
Cosmic Magic: For each attack roll that hits beyond the first, increase the target's vulnerability to your Cosmic Soul damage type by 1 until the end of your next turn.
Dragon Magic: For each attack roll that hits beyond the first, each enemy adjacent to the target takes 2 fire, cold, lightning and radiant damage.
Storm Magic: You can slide the target instead of pushing it.
Special: Only the first attack roll of this power counts for the purpose of triggering critical hits.
Level 21: 2d8 + Charisma modifier fire, cold, thunder and lightning damage. +4 extra damage for each defense this attack hits. You take 24 cold, fire, force and lightning damage for each defense this attack misses.
Tenacious Acid - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: The target takes 1d10 ongoing acid and poison damage (save ends). If the target already has ongoing acid and poison damage, increase it by this amount.
Each Failed Save: Increase the target's ongoing acid and poison damage by your Strength modifier. Repeat this attack against each enemy adjacent to the target.
Dragon Magic: The target takes a Strength modifier penalty to its first saving throw against this power.
Level 21: 2d10 ongoing acid and poison damage.
Psychic Venom - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement, Poison, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is subject to your psychic venom (save ends). At the start of the target's turn, it makes a saving throw with a -2 penalty. On a failure you slide it 2 squares and it makes a basic attack against the nearest enemy of your choice as a free action. On a success, it takes 1d6 + Charisma modifier poison and psychic damage, can't take opportunity actions, and grants combat advantage until the start of its next turn.
Dragon Magic: The penalty to the target's saving throw is equal to 1 + your Strength modifier.
Cosmic Magic: The target gains a Dexterity modifier bonus to all attack and damage rolls it makes on a failed save.
Level 21: On a success, it takes 2d6 + Charisma modifier poison and psychic damage.
Erosive Spray - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement
Standard Action - Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier acid damage. The target takes a -2 penalty to all defenses until the end of your next turn.
Dragon Magic: The penalty is equal to 1 + half your Strength modifier.
Level 21: 2d8 + Charisma modifier acid damage.
Volcanic Blast - Sorcerer Attack 1
At-Will - Arcane, Fire, Implement, Thunder, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire and thunder damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Creatures that enter the zone or end their turn there take 1 + Strength modifier fire damage. A creature can only take this damage once per turn.
Dragon Magic: The zone does not affect you or your allies.
Level 21: 2d8 + Charisma modifier fire and thunder damage.
Light Spear - Sorcerer Attack 1
At-Will - Arcane, Acid, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier radiant damage. The target sheds bright light out to 5 squares and creatures more than 2 squares away from the target have concealment and combat advantage against it until the end of your next turn.
Cosmic Magic: Each enemy adjacent to the target takes Strength modifier radiant damage.
Level 21: 2d8 + Charisma modifier radiant damage.
Penetrating Ray - Sorcerer Attack 1
At-Will - Arcane, Force, Implement, Radiant
Standard Action - Ranged 20
Target: One creature.
Attack: Charisma vs. Reflex. This attack ignores partial cover and superior cover.
Hit: 1d10 + Charisma modifier force and radiant damage. Each creature and object providing cover to the target takes half this damage.
Cosmic Magic: Each creature and object providing cover to the target takes full damage instead.
Level 21: 2d10 + Charisma modifier force and radiant damage.
Storm Crash - Sorcerer Attack 1
At-Will - Arcane, Implement, Lighting, Thunder,
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 lightning damage.
Effect: Make a secondary attack in a close burst 1 centered on the target.
Secondary Target: Each creature in the burst
Secondary Attack: Charisma vs. Fortitude
Hit: 1d6 thunder damage.
Storm Magic: If both attacks hit the primary target, it falls prone and takes Dexterity modifier extra thunder and lightning damage.
Level 21: 2d8 lightning damage, 2d6 thunder damage.
Driving Pulse - Sorcerer Attack 1
At-Will - Arcane, Implement, Thunder, Zone
Standard Action - Wall 5 within 10 squares.
Target: Each creature in the wall.
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage. This attack deals +1 extra damage and you slide the target 1 square to another square in or adjacent to the wall for each target hit by this power. This forced movement cannot move the target closer to you.
Storm Magic: The wall creates a zone that lasts until the end of your next turn. Once per turn, whenever a creature enters the zone, slide that creature 1 square for each creature in the zone to another square within or adjacent to the zone. This forced movement cannot move the target closer to you.
Level 21: 2d6 + Charisma modifier thunder damage.
Charged Bolt - Sorcerer Attack 1
At-Will - Arcane, Implement, Lighting,
Standard Action - Area burst 1 within 10 squares
Special: When you use this power, you can expend any number of minor actions. For each minor action spent in this way, this power gains +5 extra range, deals Dexterity modifier extra damage, and you push the target 1 extra square. If you spend two or more minor actions in this way, this power knocks the creature in the burst's origin square prone.
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage. You push the target 1 square away from the burst.
Storm Magic: If you spent two or more minor actions using this power, increase the size of the burst by 1.
Level 21: 2d6 + Charisma lighting damage.
Encounters:
Level 1 Encounters:
Unstable Anomaly - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement
Standard Action - Ranged 20
Effect: You conjure a sphere of unstable anomaly in a square within range that lasts until the end of the encounter. The anomaly's square counts as difficult terrain. At the start of each creature's turn, if the anomaly has line of effect to a creature within three squares of it, make the Unstable Anomaly Attack, otherwise teleport it up to 3 squares.
Unstable Anomaly Attack
At-Will - Arcane, Implement, Teleportation
No Action - Close burst 3
Requirement: The Unstable Anomaly power must be active to use this power.
Trigger: A creature starts its turn within 3 squares of the pattern
Primary Target: The triggering creature in the burst
Primary Attack: Charisma vs. Will
Hit: The primary target and anomaly teleport, swapping places.
Miss: You teleport the anomaly 3 squares.
Effect: If the attack roll was even, the anomaly gains a charge counter. If the attack roll is odd, the anomaly detonates, making the following attack in a close burst 3:
Secondary Attack: Charisma vs. Will
Secondary Target: Each creature in the burst.
Hit: 1d12 + Charisma modifier damage. You teleport the secondary target 1 square. For each charge counter on the anomaly, this attack deals +1d12 extra damage for each charge counter on the anomaly, and you teleport the secondary target 1 extra square. The damage type of this attack is equal to your Spell Source type.
Wild Magic: If you roll 11 or higher on the sphere's first attack roll, the secondary attack targets enemies only.
Fickle Boon - Sorcerer Attack 1
At-Will - Arcane
Minor Action - Personal
Effect: Roll 1d20. If the roll is 10 or less, choose a level 1 arcane at-will power you don't know. You can use that power once before the end of the encounter. Otherwise, choose a level 1 arcane encounter power you don't know. You can use that power once before the end of the encounter.
Wild Magic: You gain a bonus to the roll equal to 1 + half your Dexterity modifier.
Eldritch Ignition - Sorcerer Attack 1
At-Will - Arcane, Fire, Implement
Standard Action - Close burst 10
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: If the attack roll is even the target takes ongoing damage equal to the attack roll (save ends). If the attack roll is odd, repeat this attack against a creature other than the target not currently subject to this power's effects, using the target's square as the origin square. The damage type of this attack is equal to fire and your Spell Source type.
Each Failed Saving Throw: Repeat this attack from the target's space against a creature not currently subject to this power's effects.
Aftereffect: Repeat this attack from the target's space against a creature not currently subject to this power's effects other than the target.
Wild Magic: Whenever this power instructs you to repeat this attack against a creature, instead you repeat the attack against an enemy.
Forcepulse - Sorcerer Attack 1
At-Will - Arcane, Force, Implement
Standard Action - Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 1d12 + Charisma modifier damage. The type of this damage is force and your Spell Soul damage types. You push the target a number of squares equal to your Strength or Dexterity modifier.
Miss: Half damage. You push the target 1 square.
Dragon Magic: The burst creates a zone until the end of your next turn. Enemies that enter the zone take Strength modifier damage. A creature cannot take damage in this way more than once per turn. The type of this damage is your Spell Soul damage types.
Cosmic Magic: You gain an aura 1 until the end of your next turn. Enemies have concealment from enemies in the aura.
Wild Magic: You gain an aura 1 until the end of your next turn. Enemies in the aura grant combat advantage.
Storm Magic: You gain an aura 1 until the end of your next turn. Squares in the aura count as difficult terrain to enemies.
[/INDENT]
Rebounding Bolt - Sorcerer Attack 1
At-Will - Arcane, Conjuration, Implement, Lightning, Thunder
Standard Action - Close burst 1
Effect: You conjure a rebounding bolt in a square within the burst. The square lasts until the end of the current turn. You can then move the rebounding bolt up to 5 squares as a free action. Each square of this movement must move the rebounding bolt further away from you. Whenever the bolt enters a creature's space (including when you conjure it), it makes the following attack in a close burst 1:
Attack: Charisma vs. Reflex
Target: The triggering creature in the burst
Storm Magic, Effect: You slide the target 1 square, or knock the target prone.
Hit: 1d12 + Charisma modifier lightning and thunder damage. You can move the rebounding bolt up to 5 squares as a free action. Each square of this movement must move the rebounding bolt further away from the target.
Special: You cannot target the same creature with this power more than once.
Utilities:
Level 2 Utilities:
Soul Splice - Sorcerer Utility 2
Encounter * Arcane
Free Action - Personal
Effect: Choose a damage type other than your Spell Soul's current damage type. Your Spell Soul is of that damage type in addition to its current damage type until the end of your next turn.