<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://www.dandwiki.com/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Pepogorath&amp;feedformat=atom</id>
		<title>D&amp;D Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Pepogorath&amp;feedformat=atom"/>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Special:Contributions/Pepogorath"/>
		<updated>2013-05-21T17:58:53Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.6</generator>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-26T16:04:36Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 &lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believe in a god. There are however a few exceptions. Like, Battle Wizards believing in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believe in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Controlling the Winds}}:'''  The Winds of Magic are unsteady and so, hard to control.&lt;br /&gt;
At the beginning of each turn, you have to roll a D6. The number you rolled is the number of Casting dice you have that turn.&lt;br /&gt;
Casting dices are D6's that resemble the random flow of the winds, If you rolled high: the Winds are strong. If you rolled low: the winds are weak. &lt;br /&gt;
&lt;br /&gt;
Each Battle Wizards power has an Casting value. Whenever you use such a power, you MUST roll at least 1, and up to 6 Casting dices, along with your attack dice, then you must consult the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Your Power is an&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Attack || The Attack Automatically Hits, even if you rolled an natural 1!&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Utility || The Target (if it is you or an ally) may spent an Healing Surge. The Target (if an Enemy) gets an penalty on all defenses equal to your Wisdom Mofifier until the end of your next turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Equal or Higher than the Casting Valeu|| Attack or an Utility|| Treat the Attack / Utility as normal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Attack || You get an  -5 Penalty to your attack roll.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Utility || The Target (if an enemy) gains hitpoints as if he spent an Healing Surge. The Target (if it is you or an Ally) gets an penalty on all defenses equal to your Wisdom Mofifier until the end of your turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| If more than the Half lower than the Casting Value|| Attack or an Utility || The Attack/ Utility Automatically Fails (even if you rolled a 20 with your attack) and nothing happens (but you still count as if you spended that power usage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Irresistable Force and Miscasts''': Whenever you roll two or more Natural 6's with you Casting dice, the power counts as if it is an Irresistable force. &lt;br /&gt;
&lt;br /&gt;
With attack powers, you count as if you put powerfull energy into your spell. The attack counts as if it is an Critical hit, even if you rolled a natural 1.&lt;br /&gt;
&lt;br /&gt;
With Utility powers, you count as if you put many energy into the spell to help your allies or to bring destruction on foes. The Target (if it is you or an ally) gains health points as if he had spent an healing surge. If the Target is an enemy, he gains an penalty on all his defenses equal to your Intelligence modifier until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
BUT, if you rolled one or more 1's with your Casting dice, the spell counts as an miscast. the Power goes throught as normal (by consulting the table and even igf you rolled an irresistable force). But after everything is solved, you roll an D20 and consult the Table of Doom below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 || The Fabric of Reality itself is torn apart as a passage to the Realm of Chaos opens. (The Dungeon master may now make up something TERRIBLE that is going to happen, for example: A Greater deamon grabs the Wizard and pulls him into the rift and runs away, the Characters can go on a quest to defeat the deamon. Or the deamons are now invading the Mortal World throught the Rift and the characters must stop it. One Note: The Chaso Realm is an Corruptive Dimension that corrupts everyone that comes in contact with slowly into a demonic Creature (it starts with an tentacle arm, etc.))&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2-3 || Dimensional Cascade, Everyone within Close Burst 2 of the Battle Wizard (including the Battle Wizard) gets 3D12 damage. After that, roll a D6: on a roll of 1-3, the Battle Wizard is Transported into another reality (DM make something up for it, also a Note: the DM may adapt this if he wants to, (so that on a roll of D6 1-3 that all the Casting Dices are lost for this turn.). On a roll of 4-6: D6 Casting dices are lost for this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4-5 || The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity, Everyone within Close Burst 1 (including the wizard) gets 3D8 Damage.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6-7 || Calamitious Detonation, Everyone within Close Burst 1 of the Battle Wizard (including the Battle Wizard) gets 2D12 damage. Also D6 Casting dice are lost this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8-11 || The Wizard struggles to keep the magical energies in check. The Wizard gets 1D4 damage, loses all remaining Casting dices for this turn, and cannot do anything else this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12-13 || A massive vortex of power drains away the sorcerous energy. The Battle Wizard gets 1D6 damage. In addition, all effects in this Encounter that a save can end is automatically ended, furthermore all other Arcane and Magic powers that are active are now ended.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14-15 || Magical feedback, the Wizard, and any character that is an Arcane or Magic class, get 3D8 damage. Also, D6 casting dice are lost this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16-17 || The wizards mind is ravaged by an hideous deamon. the Wizard gets 3D10 damage, and gains an further disadvantage because of the deamon (DM, make something up).  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18-19 || Power drain, The Wizard suffers an 1D6 penalty on attack rolls, until he takes an extended rest.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || The Battle Wizard mispronounces one of the secret words of power binding the power of the spell, triggering an anomaly. The power counts as been cast as a Irresistable force. But after this the Wizard forgets how to use the power and may not use that power for D3+1 sessions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier(Save Ends).&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra=&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a -2 penalty on attack rolls, damage rolls, movement or its initiative track until the end of the next round.  &lt;br /&gt;
|extra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghur'''&lt;br /&gt;
Ghur is the name Wizards give to the Lore of the Beasts, practised at the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Wildheart''&lt;br /&gt;
Spells from the Lore of the Beasts are easier to cast on beasts, or creatures attuned to the wilderniss.&lt;br /&gt;
You gain an +2 to attack against any Natural, Magical, Fey beasts and against any Enemy that is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. Also, When you target an ally with an Utility power and that ally is either a Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. That allie gets additional temporary hitpoints equal to you Nature skill. If you target an enemy that is an Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild, that enemy gets an -2 penalty to Damage rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following Power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Wyssan's Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard unleashes the beast within, shaping its fury to transform his allies into  &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 6&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets an +5 modifier on every check that is contributed by Strenght and Constitution until the end of the Encounter.&lt;br /&gt;
(Skill Checks, Strenght Checks, Constitution Checks, etc.)&lt;br /&gt;
|extra= '''Casting Value:'''10+; 13+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 13+, you can choose two targets for this power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Azyr'''&lt;br /&gt;
In the cities of men, the lore of the heavens is called astromancy. The Winds of Azyr bring with them prophecy and foresight, and throught its power the celestial wizards of the Imperial Colleges can glean the future from the stars and moons.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Roiling Skies''&lt;br /&gt;
Spells from the Lore of Heavens manipulate the ethers of the skies. Even a simple cantrip can upset the delicate balance of the heavens, unleashing waves of force that buffet and pummel skybound creatures. &lt;br /&gt;
Whenever you hit with an power to a creature that is flying (doesn't matter what kind of flying), It suffers Damage equal to your Charisma modifier in addition to any other effects of that power.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Iceshard Blizzard&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.   &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Cold&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 10&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 7+; 10+;&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Until the end of the Encounter, The Target gets an -1 penalty on all attack rolls, and your allies get an +3 to Intimidate checks against the foes to surrender himself. This power doesn't work on creatures with the Cold keyword.&lt;br /&gt;
|extra= '''Casting Value:'''7+; 10+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, then the power is an Area Burst 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Hysh'''&lt;br /&gt;
Suffusing all things, the Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The light wizards study the magic of the sun, and can use it's live giving energy to heal, or harness its destructive might to blind and sear the foes.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Exorcism''&lt;br /&gt;
Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams.&lt;br /&gt;
If an enemy is hit by an attack with the Radiant keyword and the target has one of the following keywords: Demon, Devil, Shadow, Undead; Or has the following type: Abberant or Shadow. Then the damage you deal is increased with one die (e.g. 2D8 becomes 3D8).&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Burning Gaze&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The pure white light of the sun streams from the wizard's eyes in an indadescent beams that burn and slay anything that comes under his forbidding gaze. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Radiant&lt;br /&gt;
|keyword2= &lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 15+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier radiant damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this spell on a 15+, This attack deals 1D8 + Intelligence modifier radiant damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghyran'''&lt;br /&gt;
The Jade college of the Empire is learned in all things natural, from the language of plants, to the secrets of the rocks. Withn the power of the Wind of Ghyran, these elementalists can bind these sources of power and change them to their will.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Lifebloom''&lt;br /&gt;
Life needs little excuse to porpagate, and even the casting of the simplest of spells can bring forth the full bloom of reneweal. Its wholesome energies can reinvorgate and heal, reknitting broken bones and staunching blood loss.&lt;br /&gt;
Whenever you use a power with the Lifebloom keyword, you may select an ally within 10 squares of you. That ally gets Tempormary hit points equal to your Wisdom modifier. &lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Earth blood&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= Tapping into the Winds of Magic, the Wizard creates a charm of rebirth that bestows great ressilience upon himself and its compagnions.&lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Lifebloom&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 5&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 7+; 10+;&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Until the end of the Encounter, The target gains Regeneration 5.&lt;br /&gt;
|extra= '''Casting Value:'''9+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-25T08:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 &lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believe in a god. There are however a few exceptions. Like, Battle Wizards believing in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believe in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Controlling the Winds}}:'''  The Winds of Magic are unsteady and so, hard to control.&lt;br /&gt;
At the beginning of each turn, you have to roll a D6. The number you rolled is the number of Casting dice you have that turn.&lt;br /&gt;
Casting dices are D6's that resemble the random flow of the winds, If you rolled high: the Winds are strong. If you rolled low: the winds are weak. &lt;br /&gt;
&lt;br /&gt;
Each Battle Wizards power has an Casting value. Whenever you use such a power, you MUST roll at least 1, and up to 6 Casting dices, along with your attack dice, then you must consult the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Your Power is an&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Attack || The Attack Automatically Hits, even if you rolled an natural 1!&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Utility || The Target (if it is you or an ally) may spent an Healing Surge. The Target (if an Enemy) gets an penalty on all defenses equal to your Wisdom Mofifier until the end of your next turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Equal or Higher than the Casting Valeu|| Attack or an Utility|| Treat the Attack / Utility as normal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Attack || You get an  -5 Penalty to your attack roll.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Utility || The Target (if an enemy) gains hitpoints as if he spent an Healing Surge. The Target (if it is you or an Ally) gets an penalty on all defenses equal to your Wisdom Mofifier until the end of your turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| If more than the Half lower than the Casting Value|| Attack or an Utility || The Attack/ Utility Automatically Fails (even if you rolled a 20 with your attack) and nothing happens (but you still count as if you spended that power usage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Irresistable Force and Miscasts''': Whenever you roll two or more Natural 6's with you Casting dice, the power counts as if it is an Irresistable force. &lt;br /&gt;
&lt;br /&gt;
With attack powers, you count as if you put powerfull energy into your spell. The attack counts as if it is an Critical hit, even if you rolled a natural 1.&lt;br /&gt;
&lt;br /&gt;
With Utility powers, you count as if you put many energy into the spell to help your allies or to bring destruction on foes. The Target (if it is you or an ally) gains health points as if he had spent an healing surge. If the Target is an enemy, he gains an penalty on all his defenses equal to your Intelligence modifier until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
BUT, if you rolled one or more 1's with your Casting dice, the spell counts as an miscast. the Power goes throught as normal (by consulting the table and even igf you rolled an irresistable force). But after everything is solved, you roll an D20 and consult the Table of Doom below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 || The Fabric of Reality itself is torn apart as a passage to the Realm of Chaos opens. (The Dungeon master may now make up something TERRIBLE that is going to happen, for example: A Greater deamon grabs the Wizard and pulls him into the rift and runs away, the Characters can go on a quest to defeat the deamon. Or the deamons are now invading the Mortal World throught the Rift and the characters must stop it. One Note: The Chaso Realm is an Corruptive Dimension that corrupts everyone that comes in contact with slowly into a demonic Creature (it starts with an tentacle arm, etc.))&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2-3 || Dimensional Cascade, Everyone within Close Burst 2 of the Battle Wizard (including the Battle Wizard) gets 3D12 damage. After that, roll a D6: on a roll of 1-3, the Battle Wizard is Transported into another reality (DM make something up for it, also a Note: the DM may adapt this if he wants to, (so that on a roll of D6 1-3 that all the Casting Dices are lost for this turn.). On a roll of 4-6: D6 Casting dices are lost for this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4-5 || The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity, Everyone within Close Burst 1 (including the wizard) gets 3D8 Damage.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6-7 || Calamitious Detonation, Everyone within Close Burst 1 of the Battle Wizard (including the Battle Wizard) gets 2D12 damage. Also D6 Casting dice are lost this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8-11 || The Wizard struggles to keep the magical energies in check. The Wizard gets 1D4 damage, loses all remaining Casting dices for this turn, and cannot do anything else this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12-13 || A massive vortex of power drains away the sorcerous energy. The Battle Wizard gets 1D6 damage. In addition, all effects in this Encounter that a save can end is automatically ended, furthermore all other Arcane and Magic powers that are active are now ended.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14-15 || Magical feedback, the Wizard, and any character that is an Arcane or Magic class, get 3D8 damage. Also, D6 casting dice are lost this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16-17 || The wizards mind is ravaged by an hideous deamon. the Wizard gets 3D10 damage, and gains an further disadvantage because of the deamon (DM, make something up).  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18-19 || Power drain, The Wizard suffers an 1D6 penalty on attack rolls, until he takes an extended rest.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || The Battle Wizard mispronounces one of the secret words of power binding the power of the spell, triggering an anomaly. The power counts as been cast as a Irresistable force. But after this the Wizard forgets how to use the power and may not use that power for D3+1 sessions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier(Save Ends).&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra=&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a -2 penalty on attack rolls, damage rolls, movement or its initiative track until the end of the next round.  &lt;br /&gt;
|extra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghur'''&lt;br /&gt;
Ghur is the name Wizards give to the Lore of the Beasts, practised at the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Wildheart''&lt;br /&gt;
Spells from the Lore of the Beasts are easier to cast on beasts, or creatures attuned to the wilderniss.&lt;br /&gt;
You gain an +2 to attack against any Natural, Magical, Fey beasts and against any Enemy that is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. Also, When you target an ally with an Utility power and that ally is either a Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. That allie gets additional temporary hitpoints equal to you Nature skill. If you target an enemy that is an Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild, that enemy gets an -2 penalty to Damage rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following Power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Wyssan's Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard unleashes the beast within, shaping its fury to transform his allies into  &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 6&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets an +5 modifier on every check that is contributed by Strenght and Constitution until the end of the Encounter.&lt;br /&gt;
(Skill Checks, Strenght Checks, Constitution Checks, etc.)&lt;br /&gt;
|extra= '''Casting Value:'''10+; 13+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 13+, you can choose two targets for this power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Azyr'''&lt;br /&gt;
In the cities of men, the lore of the heavens is called astromancy. The Winds of Azyr bring with them prophecy and foresight, and throught its power the celestial wizards of the Imperial Colleges can glean the future from the stars and moons.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Roiling Skies''&lt;br /&gt;
Spells from the Lore of Heavens manipulate the ethers of the skies. Even a simple cantrip can upset the delicate balance of the heavens, unleashing waves of force that buffet and pummel skybound creatures. &lt;br /&gt;
Whenever you hit with an power to a creature that is flying (doesn't matter what kind of flying), It suffers Damage equal to your Charisma modifier in addition to any other effects of that power.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Iceshard Blizzard&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.   &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Cold&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 10&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 7+; 10+;&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Until the end of the Encounter, The Target gets an -1 penalty on all attack rolls, and your allies get an +3 to Intimidate checks against the foes to surrender himself. This power doesn't work on creatures with the Cold keyword.&lt;br /&gt;
|extra= '''Casting Value:'''7+; 10+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, then the power is an Area Burst 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Hysh'''&lt;br /&gt;
Suffusing all things, the Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The light wizards study the magic of the sun, and can use it's live giving energy to heal, or harness its destructive might to blind and sear the foes.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Exorcism''&lt;br /&gt;
Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams.&lt;br /&gt;
If an enemy is hit by an attack with the Radiant keyword and the target has one of the following keywords: Demon, Devil, Shadow, Undead; Or has the following type: Abberant or Shadow. Then the damage you deal is increased with one die (e.g. 2D8 becomes 3D8).&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Burning Gaze&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The pure white light of the sun streams from the wizard's eyes in an indadescent beams that burn and slay anything that comes under his forbidding gaze. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Radiant&lt;br /&gt;
|keyword2= &lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 15+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier radiant damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this spell on a 15+, This attack deals 1D8 + Intelligence modifier radiant damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-07T07:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 &lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believe in a god. There are however a few exceptions. Like, Battle Wizards believing in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believe in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Controlling the Winds}}:'''  The Winds of Magic are unsteady and so, hard to control.&lt;br /&gt;
At the beginning of each turn, you have to roll a D6. The number you rolled is the number of Casting dice you have that turn.&lt;br /&gt;
Casting dices are D6's that resemble the random flow of the winds, If you rolled high: the Winds are strong. If you rolled low: the winds are weak. &lt;br /&gt;
&lt;br /&gt;
Each Battle Wizards power has an Casting value. Whenever you use such a power, you MUST roll at least 1, and up to 6 Casting dices, along with your attack dice, then you must consult the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Your Power is an&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Attack || The Attack Automatically Hits, even if you rolled an natural 1!&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Utility || The Target (if it is you or an ally) may spent an Healing Surge. The Target (if an Enemy) gets an penalty on all defenses equal to your Wisdom Mofifier.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Equal or Higher than the Casting Valeu|| Attack or an Utility|| Treat the Attack / Utility as normal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Attack || You get an  -5 Penalty to your attack roll.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Utility || The Target (if an enemy) gains hitpoints as if he spent an Healing Surge. The Target (if it is you or an Ally) gets an penalty on all defenses equal to your Wisdom Mofifier.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| If more than the Half lower than the Casting Value|| Attack or an Utility || The Attack/ Utility Automatically Fails (even if you rolled a 20 with your attack) and nothing happens (but you still count as if you spended that power usage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Irresistable Force and Miscasts''': Whenever you roll two or more Natural 6's with you Casting dice, the power counts as if it is an Irresistable force. &lt;br /&gt;
&lt;br /&gt;
With attack powers, you count as if you put powerfull energy into your spell. The attack counts as if it is an Critical hit, even if you rolled a natural 1.&lt;br /&gt;
&lt;br /&gt;
With Utility powers, you count as if you put many energy into the spell to help your allies or to bring destruction on foes. The Target (if it is you or an ally) gains health points as if he had spent an healing surge. If the Target is an enemy, he gains an penalty on all his defenses equal to your Intelligence modifier until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
BUT, if you rolled one or more 1's with your Casting dice, the spell counts as an miscast. the Power goes throught as normal (by consulting the table and even igf you rolled an irresistable force). But after everything is solved, you roll an D20 and consult the Table of Doom below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 || The Fabric of Reality itself is torn apart as a passage to the Realm of Chaos opens. (The Dungeon master may now make up something TERRIBLE that is going to happen, for example: A Greater deamon grabs the Wizard and pulls him into the rift and runs away, the Characters can go on a quest to defeat the deamon. Or the deamons are now invading the Mortal World throught the Rift and the characters must stop it. One Note: The Chaso Realm is an Corruptive Dimension that corrupts everyone that comes in contact with slowly into a demonic Creature (it starts with an tentacle arm, etc.))&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2-3 || Dimensional Cascade, Everyone within Close Burst 2 of the Battle Wizard (including the Battle Wizard) gets 3D12 damage (including the Wizard). After that, roll a D6: on a roll of 1-3, the Battle Wizard is Transported into another reality (DM make something up for it, also a Note: the DM may adapt this if he wants to, (so that on a roll of D6 1-3 that all the Casting Dices are lost for this turn.). On a roll of 4-6: D6 Casting dices are lost for this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4-5 || The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity, Everyone within Close Burst 1 (including the wizard) gets 3D8 Damage.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6-7 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8-9 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10-11 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12-13 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14-15 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16-17 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18-19 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier(Save Ends).&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra=&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a -2 penalty on attack rolls, damage rolls, movement or its initiative track until the end of the next round.  &lt;br /&gt;
|extra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghur'''&lt;br /&gt;
Ghur is the name Wizards give to the Lore of the Beasts, practised at the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Wildheart''&lt;br /&gt;
Spells from the Lore of the Beasts are easier to cast on beasts, or creatures attuned to the wilderniss.&lt;br /&gt;
You gain an +2 to attack against any Natural, Magical, Fey beasts and against any Enemy that is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. Also, When you target an ally with an Utility power and that ally is either a Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. That allie gets additional temporary hitpoints equal to you Nature skill. If you target an enemy that is an Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild, that enemy gets an -2 penalty to Damage rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following Power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Wyssan's Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard unleashes the beast within, shaping its fury to transform his allies into  &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 6&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets an +5 modifier on every check that is contributed by Strenght and Constitution until the end of the Encounter.&lt;br /&gt;
(Skill Checks, Strenght Checks, Constitution Checks, etc.)&lt;br /&gt;
|extra= '''Casting Value:'''10+; 13+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 13+, you can choose two targets for this power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Azyr'''&lt;br /&gt;
In the cities of men, the lore of the heavens is called astromancy. The Winds of Azyr bring with them prophecy and foresight, and throught its power the celestial wizards of the Imperial Colleges can glean the future from the stars and moons.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Roiling Skies''&lt;br /&gt;
Spells from the Lore of Heavens manipulate the ethers of the skies. Even a simple cantrip can upset the delicate balance of the heavens, unleashing waves of force that buffet and pummel skybound creatures. &lt;br /&gt;
Whenever you hit with an power to a creature that is flying (doesn't matter what kind of flying), It suffers Damage equal to your Charisma modifier in addition to any other effects of that power.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Iceshard Blizzard&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.   &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Cold&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 10&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 7+; 10+;&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Until the end of the Encounter, The Target gets an -1 penalty on all attack rolls, and your allies get an +3 to Intimidate checks against the foes to surrender himself. This power doesn't work on creatures with the Cold keyword.&lt;br /&gt;
|extra= '''Casting Value:'''7+; 10+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, then the power is an Area Burst 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Hysh'''&lt;br /&gt;
Suffusing all things, the Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The light wizards study the magic of the sun, and can use it's live giving energy to heal, or harness its destructive might to blind and sear the foes.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Exorcism''&lt;br /&gt;
Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams.&lt;br /&gt;
If an enemy is hit by an attack with the Radiant keyword and the target has one of the following keywords: Demon, Devil, Shadow, Undead; Or has the following type: Abberant or Shadow. Then the damage you deal is increased with one die (e.g. 2D8 becomes 3D8).&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Burning Gaze&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The pure white light of the sun streams from the wizard's eyes in an indadescent beams that burn and slay anything that comes under his forbidding gaze. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Radiant&lt;br /&gt;
|keyword2= &lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 15+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier radiant damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this spell on a 15+, This attack deals 1D8 + Intelligence modifier radiant damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-05T11:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11 + Constitution Score.&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 + Constitution modifier.&lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believ in a god. There are however a few exceptions. Like, Battle Wizards beliving in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believ in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Controlling the Winds}}:'''  The Winds of Magic are unsteady and so, hard to control.&lt;br /&gt;
At the beginning of each turn, you have to roll a D6. The number you rolled is the number of Casting dice you have that turn.&lt;br /&gt;
Casting dices are D6's that resemble the random flow of the winds, If you rolled high: the Winds are strong. If you rolled low: the winds are weak. &lt;br /&gt;
&lt;br /&gt;
Each Battle Wizards power has an Casting value. Whenever you use such a power, you MUST roll at least 1, and up to 6 Casting dices, along with your attack dice, then you must consult the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Your Power is an&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Attack || The Attack Automatically Hits, even if you rolled an natural 1!&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Double or more than the Casting Value || Utility || The Target (if it is you or an ally) may spent an Healing Surge. The Target (if an Enemy) gets an penalty on all defenses equal to your Wisdom Mofifier.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Equal or Higher than the Casting Valeu|| Attack or an Utility|| Treat the Attack / Utility as normal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Attack || You get an  -5 Penalty to your attack roll.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| Lower than the Casting Value || Utility || The Target (if an enemy) gains hitpoints as if he spent an Healing Surge. The Target (if it is you or an Ally) gets an penalty on all defenses equal to your Wisdom Mofifier.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| If more than the Half lower than the Casting Value|| Attack or an Utility || The Attack/ Utility Automatically Fails (even if you rolled a 20 with your attack) and nothing happens (but you still count as if you spended that power usage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Irresistable Force and Miscasts''': Whenever you roll two or more Natural 6's with you Casting dice, the power counts as if it is an Irresistable force. &lt;br /&gt;
&lt;br /&gt;
With attack powers, you count as if you put powerfull energy into your spell. The attack counts as if it is an Critical hit, even if you rolled a natural 1.&lt;br /&gt;
&lt;br /&gt;
With Utility powers, you count as if you put many energy into the spell to help your allies or to bring destruction on foes. The Target (if it is you or an ally) gains health points as if he had spent an healing surge. If the Target is an enemy, he gains an penalty on all his defenses equal to your Intelligence modifier until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
BUT, if you rolled one or more 1's with your Casting dice, the spell counts as an miscast. the Power goes throught as normal (by consulting the table and even igf you rolled an irresistable force). But after everything is solved, you roll an D20 and consult the Table of Doom below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
! You rolled&lt;br /&gt;
! Effect&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 || The Fabric of Reality itself is torn apart as a passage to the Realm of Chaos opens. (The Dungeon master may now make up something TERRIBLE that is going to happen, for example: A Greater deamon grabs the Wizard and pulls him into the rift and runs away, the Characters can go on a quest to defeat the deamon. Or the deamons are now invading the Mortal World throught the Rift and the characters must stop it. One Note: The Chaso Realm is an Corruptive Dimension that corrupts everyone that comes in contact with slowly into a demonic Creature (it starts with an tentacle arm, etc.))&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2-3 || Dimensional Cascade, Everyone within Close Burst 2 of the Battle Wizard (including the Battle Wizard) gets 3D12 damage (including the Wizard). After that, roll a D6: on a roll of 1-3, the Battle Wizard is Transported into another reality (DM make something up for it, also a Note: the DM may adapt this if he wants to, (so that on a roll of D6 1-3 that all the Casting Dices are lost for this turn.). On a roll of 4-6: D6 Casting dices are lost for this turn.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4-5 || The Wizard's body is wracked by a discharge of pure magical energy, warping and burning everything in his close proximity, Everyone within Close Burst 1 (including the wizard) gets 3D8 Damage.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6-7 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8-9 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10-11 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12-13 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14-15 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16-17 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18-19 || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier(Save Ends).&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra=&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a -2 penalty on attack rolls, damage rolls, movement or its initiative track until the end of the next round.  &lt;br /&gt;
|extra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghur'''&lt;br /&gt;
Ghur is the name Wizards give to the Lore of the Beasts, practised at the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Wildheart''&lt;br /&gt;
Spells from the Lore of the Beasts are easier to cast on beasts, or creatures attuned to the wilderniss.&lt;br /&gt;
You gain an +2 to attack against any Natural, Magical, Fey beasts and against any Enemy that is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. Also, When you target an ally with an Utility power and that ally is either a Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild. That allie gets additional temporary hitpoints equal to you Nature skill. If you target an enemy that is an Natural, Magical, Fey beasts or is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild, that enemy gets an -2 penalty to Damage rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following Power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Wyssan's Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard unleashes the beast within, shaping its fury to transform his allies into  &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 6&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets an +5 modifier on every check that is contributed by Strenght and Constitution until the end of the Encounter.&lt;br /&gt;
(Skill Checks, Strenght Checks, Constitution Checks, etc.)&lt;br /&gt;
|extra= '''Casting Value:'''10+; 13+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 13+, you can choose two targets for this power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Azyr'''&lt;br /&gt;
In the cities of men, the lore of the heavens is called astromancy. The Winds of Azyr bring with them prophecy and foresight, and throught its power the celestial wizards of the Imperial Colleges can glean the future from the stars and moons.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Roiling Skies''&lt;br /&gt;
Spells from the Lore of Heavens manipulate the ethers of the skies. Even a simple cantrip can upset the delicate balance of the heavens, unleashing waves of force that buffet and pummel skybound creatures. &lt;br /&gt;
Whenever you hit with an power to a creature that is flying (doesn't matter what kind of flying), It suffers Damage equal to your Charisma modifier in addition to any other effects of that power.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Iceshard Blizzard&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.   &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Cold&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 10&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 7+; 10+;&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Until the end of the Encounter, The Target gets an -1 penalty on all attack rolls, and your allies get an +3 to Intimidate checks against the foes to surrender himself. This power doesn't work on creatures with the Cold keyword.&lt;br /&gt;
|extra= '''Casting Value:'''7+; 10+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, then the power is an Area Burst 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Hysh'''&lt;br /&gt;
Suffusing all things, the Wind of Hysh is a fickle energy, but those that can trap and direct it are gifted with great powers. The light wizards study the magic of the sun, and can use it's live giving energy to heal, or harness its destructive might to blind and sear the foes.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Exorcism''&lt;br /&gt;
Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams.&lt;br /&gt;
If an enemy is hit by an attack with the Radiant keyword and the target has one of the following keywords: Demon, Devil, Shadow, Undead; Or has the following type: Abberant or Shadow. Then the damage you deal is increased with one die (e.g. 2D8 becomes 3D8).&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Burning Gaze&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The pure white light of the sun streams from the wizard's eyes in an indadescent beams that burn and slay anything that comes under his forbidding gaze. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Radiant&lt;br /&gt;
|keyword2= &lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 15+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier radiant damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this spell on a 15+, This attack deals 1D8 + Intelligence modifier radiant damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-03T13:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11 + Constitution Score.&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 + Constitution modifier.&lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believ in a god. There are however a few exceptions. Like, Battle Wizards beliving in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believ in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier.&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra=&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a penalty on attack rolls, damage rolls, movement or its initiative track  equal to your Dexterity modifier until the end of the next round.  &lt;br /&gt;
|extra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Ghur'''&lt;br /&gt;
Ghur is the name Wizards give to the Lore of the Beasts, practised at the Amber College of the Empire. It allows the wielder to commune with and control the wild creatures of the world, and even to take on their powers and appearances.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Wildheart''&lt;br /&gt;
Spells from the Lore of the Beasts are easier to cast on beasts, or creatures attuned to the wilderniss.&lt;br /&gt;
You gain an +2 to attack against any Natural, Magical, Fey beasts and against any Enemy that is attuned to wilderniss of the Natural world (not the Underdark) and/or Feywild.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following Power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Wyssan's Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard unleashes the beast within, shaping its fury to transform his allies into  &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 6&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One Ally&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets an +5 modifier on every check that is contributed by Strenght and Constitution until the end of the Encounter.&lt;br /&gt;
(Skill Checks, Strenght Checks, Constitution Checks, etc.)&lt;br /&gt;
|extra= '''Casting Value:'''10+; 13+&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 13+, you can choose two targets for this power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Class Feature Name}}:'''  coming soon&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-04-02T15:59:22Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity, Constitution&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11 + Constitution Score.&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 + Constitution modifier.&lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int), Intimidate (Cha), Streewise (Cha), Thievery (Cha).&lt;br /&gt;
|builds= Ruin Battle Wizard, Deceptive Battle Wizard, Inspiring Battle Wizard, Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Wizards are a special breed of wizards. Normal wizards learn new spells from books and knowledge is very important to the most of them. But Battle wizards are different. Where wizards uses magic in a save way, you Blast your foes of with extreme force. Where Wizards help their allies with the spells they got in their book, you search the winds of magic for inspiration. Your magic is very powerfull indeed. But, the winds of magic cannot be trusted. And this meant the donwfall for many Battle Wizards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== Battle Wizard Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Battle wizards are, what you can call, a mixture between Wizard and sorcerrer. You can have many spells that either confuse, weakens or destroys foes. And you have spells that help your allies. But you can make those powers as powerfull as you want. But if you roll wrong. It could mean your downfall.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many Battle Wizards do not believ in a god. There are however a few exceptions. Like, Battle Wizards beliving in a knowledge god (Like Ioun). There are, however, also evil Battle Wizards. Those Battle Wizards also believ in evil gods, like Khaine.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Dark Elves are very good at being a Druchii Battle Wizard. High Elves, however, are mostly an High Battle Wizard. Wood Elves are commonly Spellsingers. Men from Brettonia are good Damsels (well, only the Ladies). Skinks make good Jungle Priests and Skaven Make Good Plague Monks. Eladrin, Elves, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki and Shadar Kai make fine Battle Wizards. Men from the Empire are good at being a Battle Wizard.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Battle Wizard ===&lt;br /&gt;
&lt;br /&gt;
Battle Wizards have an large assortiment of different powers, but you can regonize the following build:&lt;br /&gt;
Druchii Battle Wizard, High Battle Wizard, Spellsinger Battle Wizard, Damsel Battle Wizard, Chaos sorcerer Battle Wizard, Jungle Priest Battle Wizard, Plague Monk Battle Wizards, Deceptive Battle Wizards, Inspiring Battle Wizards and Ruin Battle Wizards.&lt;br /&gt;
All Battle Wizards rely on Intelligence. Battle Wizards rely secondairy on Charisma, Wisdom and/or Dexterity.&lt;br /&gt;
&lt;br /&gt;
===== Ruin Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You are either the Flame of Aqshy, the lightning in the sky or the deaths herald. But you are, and you know for sure, the last face your opponent will see. You are a Striker, but you can become an leader. Make Intelligence your best score, because this contributes the damage you deal. Make Charisma your secondary score, because this contributes some bonuses you get on attacks. Constitution is your third best score, because you are sometimes at risk being charged, and then, Hitpoints are very important to stay alive.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Aqshy, Wind of Azyr ot the Wind of Shyish.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' Arcana, Intimidate, Insight, History&lt;br /&gt;
:'''Suggested At-Will Powers:''' &lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Deceptive Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You use instead of destructive spells, for a more cunning arrangement of spells. From spells that mind trick the foe, until spells that pierces troughout armor without any difficulity. You have Controller as a main role, but also have Leader as a secondairy role.&lt;br /&gt;
Choose Intelligence for your best score, because this contributes your attacks. Choose Wisdom a secondary best score and make Dexterity your third best score.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Wind of Chamon, Wind of Uglu.&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Inspiring Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
You help you allies by using the winds of magic for a other purpose. You can give someone the strenght of a bear, help him regenerate its wound, or let him strike with lightning fast speed. You are a Leader and secondary a controller. Make Intelligence your best score, followed by Charisma and then followed by Wisdom. &lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class feature:''' Wind Mastery: Wind of Ghur, Wind of Hysh, Wind of Ghyran&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Druchii Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
Druchii magic was discovered by Morathi, the Dark sorcereress. For normal Battle Wizards, there is a limit of power they could put in their spells, because they else risk for madness, Deamonic attack and spirit corruption. With Druchii magic, however you don't care about the amount of power you put in your dark spells, as long as you get what you desire. You are defently a Striker, but you also have some controller powers. Choose Intelligence as your best score, make Charisma your secondary score and make Dexterity your third.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Wind Mastery: Druchii magic&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== High Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Spellsinger Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Damsel Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Jungle Priest Battle Wizard. =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Plague Priest Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Chaos Sorcerer Battle Wizard =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Wizard Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Battle Wizards share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Winds mastery}}:'''  There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the winds of Magic, so Battle Wizards only specialize in one of the Winds of Magic&lt;br /&gt;
Whenever you create a Battle Wizard, choose one of the following Masteries:&lt;br /&gt;
&lt;br /&gt;
'''Wind of Aqshy'''&lt;br /&gt;
&lt;br /&gt;
Aqshy, the Fire wind, is utilised by pyromancers to summon magical flames and create whirling friballs. These Wizards are of Fiery temparament and quick to anger. In the Empire, the lore of Fire is studied by the Bright college.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Kindleflame:''&lt;br /&gt;
Fire feeds fire, and two blazes together are more dangerious than two flames apart.&lt;br /&gt;
Whenevr you deal damage with a power with the fire keyword, you deal an additional ongoing fire damage equal to your intelligence modifier.&lt;br /&gt;
In addition, if you attack with a power with the fire keyword, and the target is  already hit by an power with the fire keyword this round. You get an +3 to your attack against the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Fireball&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The wizard conjures a flaming missile fromhis hand and hurls it towards the enemy where it explodes and showers the foe with magical flames. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Fire&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra= '''Casting Value:''' 5+; 10+; 18+&lt;br /&gt;
|hit= 1D6 + Intelligence modifier Fire damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If this power is cast with 10+: Increase the damage to 2D6. If this power is cast with 15+: Increase the damage to 3D6.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Chamon'''&lt;br /&gt;
&lt;br /&gt;
The gold order of the Imperial Colleges of Magic study the alchemical arts and the lore of metal. Transmutation of base elements, the animation of mechanical creatures and the study of sorcerous elixirs are all made possible by the Wind of Chamon.&lt;br /&gt;
You gain the following features:&lt;br /&gt;
&lt;br /&gt;
''Metalshifting''&lt;br /&gt;
Armor is a little defense against a skilled alchemist. Under his command, plates, links and rivets turn molten, searing their wearer.&lt;br /&gt;
Some spells don't deal damage normal. All spells with the metalshifting keyword deal damage equal to the targets AC minus the targets level.&lt;br /&gt;
For example: you deal damage to a War Devil with an Metalshifting attack. You deal damage equal to its AC(35) minus its level(22), so you deal 35-22= 13 damage.&lt;br /&gt;
On a Critical hit, you deal Twice the Metalshifting damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, you know the following power:&lt;br /&gt;
 {{4e Power&lt;br /&gt;
|name= Searing Doom&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Metalshifting&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 15&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Reflex&lt;br /&gt;
|attackextra='''Casting Value:''' 10+; 20+&lt;br /&gt;
|hit= Metalshifting + Intelligence modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= &lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on a 20+, you deal twice the metalshifting damage. And on a critical hit, you deal trice the metalshifting damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wind of Uglu'''&lt;br /&gt;
&lt;br /&gt;
Those that deal with the lore of shadow are often distrusted, suspicious figures. They are illusionists that use the Wind of Uglu to create glamours and nightmarish terrors. Of all the Colleges of Magic, it is the Grey order that perhaps are feared the most by common men.&lt;br /&gt;
You gain the following Features:&lt;br /&gt;
&lt;br /&gt;
''Smoke and Mirrors'' &lt;br /&gt;
Shadow Wizards are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy.&lt;br /&gt;
After you hit with an Power with the shadow keyword. You may swap places with an character within 18 squares.&lt;br /&gt;
&lt;br /&gt;
Additionally you know the following power:&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Melkoth's Mystifying Miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Battle Wizard&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble. &lt;br /&gt;
|level= Class Feature&lt;br /&gt;
|keyword1= Shadow&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged&lt;br /&gt;
|rangemod= 20&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack= Intelligence&lt;br /&gt;
|defense= Will&lt;br /&gt;
|attackextra='''Casting Value:''' 5+; 10+; 15+; 20+&lt;br /&gt;
|hit= 4 Damage.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Target gets a penalty on attack rolls, damage rolls, movement or its initiative track  equal to your Dexterity modifier until the end of the next round.  &lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special= If you cast this power on 10+, you can choose two effects. On 15+, you can choose three effects. On 20+, all effects occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Class Feature Name}}:'''  coming soon&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)</id>
		<title>Chaos Mage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Chaos_Mage_(4e_Class)"/>
				<updated>2011-03-31T17:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{x0 |description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}} == Battle Wizard ==  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|description= An battle Wizard uses the power from the winds of magic to cast it's powerfull spells. But using that power, brings also great dangers.}}&lt;br /&gt;
== Battle Wizard ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{quote|''Power of Aqshy destroy them!!''|}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Traits ===&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Striker/Controller/Leader. You either Destroy everything in your path, Deceit your foes mind or help your allies.&lt;br /&gt;
|power_source= Magic. You use the winds of magic that swirls all around you. It is, however, only your kind can use this power.&lt;br /&gt;
|abilities= Intelligence, Charisma, Wisdom, Dexterity&lt;br /&gt;
|armor= Cloth, Leather&lt;br /&gt;
|weapons= Quaterstaff, Dagger, Short sword&lt;br /&gt;
|implements= Staff, Orb, Rod, Wand&lt;br /&gt;
|defense= +2 Will&lt;br /&gt;
|level_1_hp= 11 + Constitution Score.&lt;br /&gt;
|hp_per_level= 4&lt;br /&gt;
|healing_per_day= 6 + Constitution modifier.&lt;br /&gt;
|auto_skills= Arcana&lt;br /&gt;
|#_of_skills= Three&lt;br /&gt;
|skills= Arcana (Int), Diplomacy (Cha), Dungeoneering&lt;br /&gt;
(Wis), History (Int), Insight (Wis), Nature&lt;br /&gt;
(Wis), Religion (Int)&lt;br /&gt;
|builds= Destruction Battle Wizard, Control Battle Wizard, Enchanter Battle Wizard&lt;br /&gt;
|features= Coming soon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-Description-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border:1px solid #000000; padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
===== &amp;lt;!--Name--&amp;gt; Overview =====&lt;br /&gt;
&lt;br /&gt;
'''Characteristics:''' Coming soon&lt;br /&gt;
'''Religion:''' Coming soon&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Coming soon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating a &amp;lt;!-Name-&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;!-1st build-&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;!-2nd build-&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;!-Name-&amp;gt; Class Features ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
All &amp;lt;!-Name-&amp;gt; share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Class Feature Name}}:'''  &amp;lt;!- Game rules. -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Class Feature Name}}:'''  &amp;lt;!- Game rules. -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;!- Plural Class Name -&amp;gt; powers are called &amp;lt;!- power name -&amp;gt; and are &amp;lt;!- fluff text -&amp;gt;.  A list can be found [[&amp;lt;!- Class Name -&amp;gt; Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!--Delete this line (and only this line) before you save!--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Dark_Claw_of_Death_(4e_Power)</id>
		<title>Dark Claw of Death (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Dark_Claw_of_Death_(4e_Power)"/>
				<updated>2011-03-31T17:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Dark Claw of Death |owner= class |class= Shaman |type= Attack |usage= Encounter |flavor= The shaman creates a shadowy claw, shaped like a resemblance of his han...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Dark Claw of Death&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The shaman creates a shadowy claw, shaped like a resemblance of his hand. Then, in a moment, he hurls the claw to its opponent who shivers when the claw touched him.&lt;br /&gt;
|level= 3&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= 15&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= An enemy within range.&lt;br /&gt;
|attack= Wisdom&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit= 1D10 + Wisdom modifier damage, and the target gains a -2 modifier against attacks that doesn't include your compagnion as a target.&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect=&lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)</id>
		<title>Bestial Surge (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)"/>
				<updated>2011-03-07T18:21:43Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Bestial Surge&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The shaman inflames his allies with an uncontrollable urge to rend the foe limb from limb, causing them to make an savage attack on the foe. &lt;br /&gt;
|level= 1&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Melee&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy in contact with your spirit compagnion&lt;br /&gt;
|attack= Wisdom&lt;br /&gt;
|defense= AC&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit= 1D6 + Wisdom modifier damage&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Target ally next to the primairy target makes an melee basic attack.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Deaths_Dealing_(4e_Power)</id>
		<title>Deaths Dealing (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Deaths_Dealing_(4e_Power)"/>
				<updated>2011-01-30T16:58:12Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Deaths Dealing |owner= class |class= Shaman |type= Utility |usage= At-Will |flavor= You infuse yourself with a bit of tainted primal energy, making you have an ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Deaths Dealing&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= You infuse yourself with a bit of tainted primal energy, making you have an aura of fear.&lt;br /&gt;
|level= 2&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Minor Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Self&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= &lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= you gain an +3 bonus on Intimidate skill checks, but an -3 modifier on Diplomacy checks until the end of the encounter / skill challenge.&lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Call_of_Primal_Power_(4e_Power)</id>
		<title>Call of Primal Power (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Call_of_Primal_Power_(4e_Power)"/>
				<updated>2011-01-30T16:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Call of Primal Power |owner= class |class= Shaman |type= Utility |usage= Encounter |flavor= The Shaman shouts an word that, if spoken in the right way, will let...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Call of Primal Power&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Shaman shouts an word that, if spoken in the right way, will let primal power surge throughout an ally's body.&lt;br /&gt;
|level= 2&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged 5&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One ally&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Target ally gets +5 for all attack and damage rolls until the beginning of your next turn.&lt;br /&gt;
|extra=&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Mystifiyng_miasma_(4e_Power)</id>
		<title>Mystifiyng miasma (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Mystifiyng_miasma_(4e_Power)"/>
				<updated>2011-01-30T16:25:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Mystifying miasma |owner= class |class= Shaman |type= Utility |usage= Daily |flavor= The Shaman creates an numbing fog that causes his foolish foes to stistless...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Mystifying miasma&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Daily&lt;br /&gt;
|flavor= The Shaman creates an numbing fog that causes his foolish foes to stistlessy stagger and stumble.&lt;br /&gt;
|level= 2&lt;br /&gt;
|keyword1=Primal, Zone&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Area Burst 4&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= one enemy within 5 squares&lt;br /&gt;
|attack= &lt;br /&gt;
|defense= &lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit= &lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= The Utility creates an zone that last until the end of the encounter or until dimised as a minor action. The zone is an obsecure fog that grants concealment to allies standing in the fog. Your allies can see normally through the fog as if it isn't there. Enemy's in the fog take an -2 to all defenses.&lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bestial_Wildform_(4e_Power)</id>
		<title>Bestial Wildform (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bestial_Wildform_(4e_Power)"/>
				<updated>2011-01-30T16:09:28Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Bestial Wildform |owner= class |class= Shaman |type= Utility |usage= Encounter |flavor= The shaman unleashes the beast within, shaping its fury to transform his...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Bestial Wildform&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The shaman unleashes the beast within, shaping its fury to transform his allies in to bestial forms.&lt;br /&gt;
|level= 2&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Minor Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Close Burst 6&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= Every ally in Burst&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Every ally in Burst gets +2 to attack and damage rolls until the end of your next turn.&lt;br /&gt;
|extra= &lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)</id>
		<title>Bray-Shaman, Shaman (4e Build Variant)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)"/>
				<updated>2011-01-30T15:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Creating a Shaman ===&lt;br /&gt;
&lt;br /&gt;
All shamans rely on Wisdom, and they also benefit&lt;br /&gt;
from a high Constitution or Intelligence. You can&lt;br /&gt;
choose any shaman powers you like for your character,&lt;br /&gt;
though many shamans favor one of two different&lt;br /&gt;
builds, letting their power choices be shaped by the&lt;br /&gt;
form of their spirit companions.&lt;br /&gt;
&lt;br /&gt;
===== Bray-Shaman =====&lt;br /&gt;
&lt;br /&gt;
You're a Shaman. You can call on the spirits of nature and unleash their power.&lt;br /&gt;
But unlike other shamans, you like nature, but also want to corrupt it to your powers.&lt;br /&gt;
You use corrupt spirits to deal more damage than other Shamans.&lt;br /&gt;
You still help bolstering you're allies, but you also deal much damage to foes, or&lt;br /&gt;
let allies deal much damage to foes.&lt;br /&gt;
You're key ability is Wisdom, because most of your powers rely on wisdom.&lt;br /&gt;
Constitution should be the next score, because for some powers there is a price to pay&lt;br /&gt;
if it would went wrong. You’ll want a good Intelligence score to&lt;br /&gt;
improve your AC as well. Choose powers that helps your allies, as well as help to deal much damage,&lt;br /&gt;
You're secondary role is striker.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Protector spirit&lt;br /&gt;
:'''Suggested Feat:'''  Shared healing Spirit (Human Feat: Toughness)&lt;br /&gt;
:'''Suggested Skills:'''  Nature, Endurance, Heal, Athletics&lt;br /&gt;
:'''Suggested At-Will Powers:'''  ''[http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power) Bestial Surge], Haunting spirits( players handbook 2)''&lt;br /&gt;
:'''Suggested Encounter Power:'''  ''[http://www.dandwiki.com/wiki/Soul_Leech_(4e_Power) Soul Leech]''&lt;br /&gt;
:'''Suggested Daily Power:'''  ''Wrath of the Spirit World (players handbook 2)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Build Variants Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Character Option]]&lt;br /&gt;
[[Category:Build Variant]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Leech_(4e_Power)</id>
		<title>Soul Leech (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Leech_(4e_Power)"/>
				<updated>2011-01-30T12:01:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Soul leech |owner= class |class= Shaman |type= Attack |usage= Encounter |flavor= The shaman exends an ebon hand towards the chosen foe, leeching it's spirit thr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Soul leech&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The shaman exends an ebon hand towards the chosen foe, leeching it's spirit through tainted primal energy.&lt;br /&gt;
|level= 1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged 5&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One enemy&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= You and target enemy must roll an D6 and add their wisdom modifier. For every point you beat the enemy's score, the enemy loses 2 hp. But for every point the enemy beats you're score, you lose 2 hp.&lt;br /&gt;
|extra= At 11th level, the damage is increased by: for every point he beats the score, the loser loses 5hp. at 21th level, the damage is increased by: for every point he beats the score, the loser loses 10 hp&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shaman_Powers_(4e_Power_List)</id>
		<title>Shaman Powers (4e Power List)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shaman_Powers_(4e_Power_List)"/>
				<updated>2011-01-30T11:40:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Powers|Powers]].&lt;br /&gt;
&lt;br /&gt;
==Shaman Evocations==&lt;br /&gt;
&lt;br /&gt;
===Level 1 At-Will Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 1 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 1 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 2 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 3 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 3 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 5 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 5 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 6 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 7 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 7 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 9 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 9 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 10 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 13 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 13 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 15 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 15 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 16 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 17 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 17 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 19 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 19 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 22 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 23 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 23 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 25 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 25 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 27 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 27 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 29 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 29 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''All These lists are organized alphabetically''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:4e Power List]]&lt;br /&gt;
[[Category:4e Primal Power List]]&lt;br /&gt;
[[Category:4e Class Power List]]&lt;br /&gt;
[[Category:4e Shaman Powers]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)</id>
		<title>Bray-Shaman, Shaman (4e Build Variant)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)"/>
				<updated>2011-01-30T11:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Creating a Shaman ===&lt;br /&gt;
&lt;br /&gt;
All shamans rely on Wisdom, and they also benefit&lt;br /&gt;
from a high Constitution or Intelligence. You can&lt;br /&gt;
choose any shaman powers you like for your character,&lt;br /&gt;
though many shamans favor one of two different&lt;br /&gt;
builds, letting their power choices be shaped by the&lt;br /&gt;
form of their spirit companions.&lt;br /&gt;
&lt;br /&gt;
===== Bray-Shaman =====&lt;br /&gt;
&lt;br /&gt;
You're a Shaman. You can call on the spirits of nature and unleash their power.&lt;br /&gt;
But unlike other shamans, you like nature, but also want to corrupt it to your powers.&lt;br /&gt;
You use corrupt spirits to deal more damage than other Shamans.&lt;br /&gt;
You still help bolstering you're allies, but you also deal much damage to foes, or&lt;br /&gt;
let allies deal much damage to foes.&lt;br /&gt;
You're key ability is Wisdom, because most of your powers rely on wisdom.&lt;br /&gt;
Constitution should be the next score, because for some powers there is a price to pay&lt;br /&gt;
if it would went wrong. You’ll want a good Intelligence score to&lt;br /&gt;
improve your AC as well. Choose powers that helps your allies, as well as help to deal much damage,&lt;br /&gt;
You're secondary role is striker.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Protector spirit&lt;br /&gt;
:'''Suggested Feat:'''  Shared healing Spirit (Human Feat: Toughness)&lt;br /&gt;
:'''Suggested Skills:'''  Nature, Endurance, Heal, Athletics&lt;br /&gt;
:'''Suggested At-Will Powers:'''  ''[http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power) Bestial Surge], Haunting spirits( players handbook 2)''&lt;br /&gt;
:'''Suggested Encounter Power:'''  ''Bestial Wildform (coming soon)''&lt;br /&gt;
:'''Suggested Daily Power:'''  ''Wrath of the Spirit World (players handbook 2)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Build Variants Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Character Option]]&lt;br /&gt;
[[Category:Build Variant]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)</id>
		<title>Bestial Surge (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)"/>
				<updated>2011-01-30T11:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Bestial Surge&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Attack&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The shaman inflames his allies with an uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring, bellowing mass&lt;br /&gt;
|level= 1&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged 10&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One ally&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Target ally may make an move action, with this move action he may only move to the closest enemy possible, he may even charge but he may not make an attack.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shaman_Powers_(4e_Power_List)</id>
		<title>Shaman Powers (4e Power List)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shaman_Powers_(4e_Power_List)"/>
				<updated>2011-01-30T11:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew]] &amp;amp;rarr; [[4e Powers|Powers]].&lt;br /&gt;
&lt;br /&gt;
==Shaman Evocations==&lt;br /&gt;
&lt;br /&gt;
===Level 1 At-Will Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power) Bestial Surge]&lt;br /&gt;
&lt;br /&gt;
===Level 1 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 1 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 1 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 2 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 2 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 3 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 3 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 5 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 5 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 6 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 6 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 7 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 7 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 9 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 9 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 10 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 10 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 13 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 13 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 15 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 15 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 16 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 16 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 17 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 17 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 19 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 19 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 22 Utility===&lt;br /&gt;
&lt;br /&gt;
====At-Will====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e At-Will Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Encounter====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Daily====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 22 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Utility Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 23 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 23 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 25 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 25 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 27 Encounter Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 27 Power&lt;br /&gt;
   category=4e Encounter Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level 29 Daily Attack===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
   debug=1&lt;br /&gt;
   category=User&lt;br /&gt;
   category=4e Shaman Power&lt;br /&gt;
   category=4e Level 29 Power&lt;br /&gt;
   category=4e Daily Power&lt;br /&gt;
   category=4e Attack Power&lt;br /&gt;
   columns=3&lt;br /&gt;
   order=ascending&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''All These lists are organized alphabetically''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:List]]&lt;br /&gt;
[[Category:4e Power List]]&lt;br /&gt;
[[Category:4e Primal Power List]]&lt;br /&gt;
[[Category:4e Class Power List]]&lt;br /&gt;
[[Category:4e Shaman Powers]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)</id>
		<title>Bestial Surge (4e Power)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bestial_Surge_(4e_Power)"/>
				<updated>2011-01-30T11:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;{{4e Power |name= Bestial Surge |owner= class |class= Shaman |type= Utility |usage= At-Will |flavor= The shaman inflames his allies with an uncontrollable urge to rend the foe li...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Power&lt;br /&gt;
|name= Bestial Surge&lt;br /&gt;
|owner= class&lt;br /&gt;
|class= Shaman&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|flavor= The shaman inflames his allies with an uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring, bellowing mass&lt;br /&gt;
|level= 1&lt;br /&gt;
|keyword1=&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Standard Action&lt;br /&gt;
|trigger= &lt;br /&gt;
|range= Ranged 10&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= One ally&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= Target ally may make an move action, with this move action he may only move to the closest enemy possible, he may even charge but he may not make an attack.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)</id>
		<title>Bray-Shaman, Shaman (4e Build Variant)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bray-Shaman,_Shaman_(4e_Build_Variant)"/>
				<updated>2011-01-29T17:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;=== Creating a Shaman ===  All shamans rely on Wisdom, and they also benefit from a high Constitution or Intelligence. You can choose any shaman powers you like for your characte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Creating a Shaman ===&lt;br /&gt;
&lt;br /&gt;
All shamans rely on Wisdom, and they also benefit&lt;br /&gt;
from a high Constitution or Intelligence. You can&lt;br /&gt;
choose any shaman powers you like for your character,&lt;br /&gt;
though many shamans favor one of two different&lt;br /&gt;
builds, letting their power choices be shaped by the&lt;br /&gt;
form of their spirit companions.&lt;br /&gt;
&lt;br /&gt;
===== Bray-Shaman =====&lt;br /&gt;
&lt;br /&gt;
You're a Shaman. You can call on the spirits of nature and unleash their power.&lt;br /&gt;
But unlike other shamans, you like nature, but also want to corrupt it to your powers.&lt;br /&gt;
You use corrupt spirits to deal more damage than other Shamans.&lt;br /&gt;
You still help bolstering you're allies, but you also deal much damage to foes, or&lt;br /&gt;
let allies deal much damage to foes.&lt;br /&gt;
You're key ability is Wisdom, because most of your powers rely on wisdom.&lt;br /&gt;
Constitution should be the next score, because for some powers there is a price to pay&lt;br /&gt;
if it would went wrong. You’ll want a good Intelligence score to&lt;br /&gt;
improve your AC as well. Choose powers that helps your allies, as well as help to deal much damage,&lt;br /&gt;
You're secondary role is striker.&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Class Feature:''' Protector spirit&lt;br /&gt;
:'''Suggested Feat:'''  Shared healing Spirit (Human Feat: Toughness)&lt;br /&gt;
:'''Suggested Skills:'''  Nature, Endurance, Heal, Athletics&lt;br /&gt;
:'''Suggested At-Will Powers:'''  ''Bestial Surge (coming soon), Haunting spirits( players handbook 2)''&lt;br /&gt;
:'''Suggested Encounter Power:'''  ''Bestial Wildform (coming soon)''&lt;br /&gt;
:'''Suggested Daily Power:'''  ''Wrath of the Spirit World (players handbook 2)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Build Variants Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Character Option]]&lt;br /&gt;
[[Category:Build Variant]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-28T21:25:26Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?  {{Unsigned|Pepogorath|13:32, 27 January 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[4e Class Feature Variants]] or something else?  --[[User:Green Dragon|Green Dragon]] 08:37, 27 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::No, class features are features that only counts for that class(es). For example: a fighter has Combat challenge: which means that every time you attack your enemy that you can choose to mark that enemy (so it takes a -2 to attack rolls that doesn't include you). &lt;br /&gt;
::What I meant was a build. When creating a character you can optionally choose to build you class based upon an build. For example: one of the Fighter's build is Great weapon fighter:&lt;br /&gt;
::What i mean with this is: instead of making a new class, you could make a new build that alters the possibilities of classes. A build uses the same powers of an class, and you could make an new Class feature for your build so it might create a tactic for its own.&lt;br /&gt;
::Is this a good idee? --[[User:Pepogorath|Pepogorath]] 05:55, 28 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::I created [[4e Build Variants|Build Variants]].  Try it out with some content of yours, and let me know if this is what you had in mind.  --[[User:Green Dragon|Green Dragon]] 10:47, 28 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Yes, this was exactly were I was looking for.&lt;br /&gt;
Thank you Green Dragon, Many thanks for your help.&lt;br /&gt;
( I will test it tomorrow because here it is 10:23 in the evening and im tired). --[[User:Pepogorath|Pepogorath]] 14:25, 28 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ungor_(4e_Race)</id>
		<title>Ungor (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ungor_(4e_Race)"/>
				<updated>2011-01-28T17:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Incomplete.}}&lt;br /&gt;
&lt;br /&gt;
== Ungor ==&lt;br /&gt;
&lt;br /&gt;
'''''Most were once human, also some not, But still a ungors is transformed into beast or man by the warping power of Chaos.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height= 5'6&amp;quot;-6'2&amp;quot;&lt;br /&gt;
|weight= 135-220 lb&lt;br /&gt;
|abilities= +2 Constitution or Strenght, +2 Dexterity&lt;br /&gt;
|size= Medium&lt;br /&gt;
|speed= 7 &lt;br /&gt;
|vision= low light vision&lt;br /&gt;
|languages= Common, Bestial&lt;br /&gt;
|skills= +2 Acrobatics, +2 Athletics, +2 Nature&lt;br /&gt;
|trait1= Half-Bestial&lt;br /&gt;
|description1= You get a +1 bonus on Handle Animal checks based upon natural or magical beasts. &lt;br /&gt;
|trait2= Strong senses&lt;br /&gt;
|description2= Ungors are now constantly living in the wild and so have higher senses than humans. Ungors have strong noses and can detect any creature that gives off scent normally within 10 feet as a standard action. Powerful scents are detected automatically. If the target stands in upwind, the range increases to 20 feet. You gain a racial +3 bonus to Tracking; you suffer no penalty for Tracking over surfaces such as stone. Strong scents can mask the desired scent. You cannot Track via Scent through water. Also you receive a +1 bonus on Perception checks because Ungors have good sight. &lt;br /&gt;
|trait3= Primal Fury&lt;br /&gt;
|description3= you know the Primal fury Encounter power.&lt;br /&gt;
|trait4=&lt;br /&gt;
|description4=&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Primal Fury&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class= Ungor&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= With the power of your anger; you hit your enemy with an awesome quickness.&lt;br /&gt;
|keyword1= Martial&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Immediate Reaction &lt;br /&gt;
|trigger= When you could make an oppertunity attack&lt;br /&gt;
|range= Melee&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= The creature that triggered the oppertunity attack&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= you have an +5 to hit the target.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ungors (meaning no-horns in beastmen tongue) are not as strong or robust of frame as the Gors, but they more make it up for it in sheer mavolence.&lt;br /&gt;
The Ungors occupy the lowest station in the warherd.&lt;br /&gt;
In the rough pits that serves as home for the beastmen they gather furthest for the fire and must constantly fight&lt;br /&gt;
one another for what scraps of food they can scavenge, often resorting to steal from the tribe's Warhounds, Eating wrikeling grubs of insects,&lt;br /&gt;
sucking the marrow from bones or cannibalising those who fall to the constant internecine fighting of their race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an Ungor if you want...&lt;br /&gt;
* To be vicious, creul and sadistic&lt;br /&gt;
* To be underestimated by your bethren races.&lt;br /&gt;
* To be  part of a race that's quick, agile and good in repairing things.&lt;br /&gt;
* To be a member of a race that favors the Fighter, Ranger, Rogue, Druid, Warden, Monk, Runepriest and Assasin classes.&lt;br /&gt;
&lt;br /&gt;
=== Physical Qualities ===&lt;br /&gt;
&lt;br /&gt;
Ungors are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerious.&lt;br /&gt;
While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skull, not recognisable as those of a goat or any other type acknowledged by the Gors. Because of this they are not considered to be 'Proper' Beastmen by the Gors. The race of Mankind on the other hand does not draw such distinctions. To them Ungors are just as horrible, horns or no, for they are all twisted abberations of nature that live to murder and despoil all thast is good and wholesome.&lt;br /&gt;
&lt;br /&gt;
Ungors are consideribly more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor bethren. So it is that the ungor fulfil a vital niche in the society of the Tribe, for without them, the Gor would soon be bereft of weaponry. &lt;br /&gt;
&lt;br /&gt;
=== Playing an Ungor ===&lt;br /&gt;
&lt;br /&gt;
As a consequence of their lowely status in their tribe, Ungors are extremly creul and spitefull creatures, taking out bitterness on foes, captives or wild animals that fall into their clutches.&lt;br /&gt;
They are possesed of a tireless drive to take their vengeance upon the world that spawned them, and though not as powerfull as the Gors, they have a wiry strenght that means they are still more than a match for the humans for whom they have such an vitriolic hatred.&lt;br /&gt;
&lt;br /&gt;
Most Ungors take to the battlefield in large herds, arming themselves with stout spears, with wich to impale their prey, and carrying crude shields to protect their grotesque potbellied bodies. In batlle, Ungors are bullied into a semblance of order by the largest of their number, known as half-horns, who seek a position in the battleline from which they can enact the most pain and suffering upon the foe.&lt;br /&gt;
&lt;br /&gt;
For Ungors counts the same as for Gors, there are only male.&lt;br /&gt;
&lt;br /&gt;
'''Ungors Characteristics:'''  sneaky, wrathfull, creul, hatred, dextrous, swift, angered, sadistic&lt;br /&gt;
&lt;br /&gt;
'''Names:'''  Ugrol, Maruth, Ungorgash, And mixtures of Human names and Gor names (the only difference is that if there is a Gor in it's name, then put an 'Un' for it)&lt;br /&gt;
&lt;br /&gt;
=== Ungor Adventurers ===&lt;br /&gt;
&lt;br /&gt;
Three sample Ungor adventurers are described below.&lt;br /&gt;
&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:&amp;lt;!-Type-&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-Subtype-&amp;gt; Subtype]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Gor_(4e_Race)</id>
		<title>Gor (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Gor_(4e_Race)"/>
				<updated>2011-01-28T16:08:29Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gor ==&lt;br /&gt;
&lt;br /&gt;
'''''Half beast, half men. Gors are one of the true children of Chaos.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height= 5'8&amp;quot;-6'8&amp;quot;&lt;br /&gt;
|weight= 120-222 lb.&lt;br /&gt;
|abilities= +2 Constitution, +2 Strenght or Wisdom&lt;br /&gt;
|size= Medium&lt;br /&gt;
|speed= 7&lt;br /&gt;
|vision= Low-light&lt;br /&gt;
|languages= Common, Bestial&lt;br /&gt;
|skills= +2 Athletics, +2 Endurance, +2 Nature&lt;br /&gt;
|trait1= Bestial&lt;br /&gt;
|description1= You get a +3 bonus on Handle Animal checks based upon natural or magical beasts.&lt;br /&gt;
|trait2= Beast senses&lt;br /&gt;
|description2= Gors are constantly living in the wild and so have high senses. Gors have strong noses and can detect any creature that gives off scent normally within 20 feet as a standard action. Powerful scents are detected automatically. If the target stands in upwind, the range increases to 40 feet. You gain a racial +5 bonus to Tracking; you suffer no penalty for Tracking over surfaces such as stone. Strong scents can mask the desired scent. You cannot Track via Scent through water. Also you receive a +3 bonus on Perception checks because gors have very good sight.&lt;br /&gt;
|trait3= Skirmisher&lt;br /&gt;
|description3= Gors prevere more swiftness in exchange for armor, as so, Gor can't wear plate, scale and chainmail armor. The only exeption to this is for the Fighter class.&lt;br /&gt;
|trait4= Bestial Fury&lt;br /&gt;
|description4= You know the ''Bestial Fury'' encounter power&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Bestial Fury&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class= Gors&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Rage and Anger surges throught my body. Waiting before I unleash it.&lt;br /&gt;
|keyword1= Melee&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Immediate Reaction&lt;br /&gt;
|trigger= When you could make an oppertunity attack.&lt;br /&gt;
|range=&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target=&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= You does an Extra D6 Damage to creature.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gors are one of the higher members of the Beastmen. Their appearance varies but all combine bestial features with those of a man. The base form of Beastmen, and that possesed by the vast majority of the Gors, is the head and legs of a goat and the upper torso of a man, abeit a particulary hairy and malodorous one. They have the savage fangs of a wolf with which to tear great chunks of flesh from their foes, and muscular and robust (if flea ridden) bodies well suited to acting out their primal urges.&lt;br /&gt;
&lt;br /&gt;
Play an Gor if you want...&lt;br /&gt;
* to play an evil, savage charater that is fond of nature, and hates the civilization.&lt;br /&gt;
* to embrace an character that uses supernatural senses to track their foes.&lt;br /&gt;
* To be a member of a race that favors the Fighter, Invoker, Battlemind, Runepriest, Barbarian, Warden, Druid, and Shaman Classes.&lt;br /&gt;
&lt;br /&gt;
=== Physical Qualities ===&lt;br /&gt;
&lt;br /&gt;
As descriped earlier, Gors have the legs and head of a Goat, torso of a man and teeth of a wolf. As creatures of Chaos, however, the Beastmen displays great variations in their twisted anatomies. Some have the head of cattle or snapping hounds rather than goats, while others possess antlers, serrated blades or even stranger mutations sprouting from their heads. It is not unknown to Beastmen to have the head of a sheep, horse or insect, extra limbs, eye stalks, lashing tails or any other alteration of the humanoid form. One thing all true Beastman have in common is their horns, without which they cannot be considered real Gors. A Beastman who possesses a fine set of horns is said to be a 'True-horn', or 'True-gor,' and it is these who are the strongest and most intelligent of all Gors. In beastman society, horns are the ultimate mark of rank and power, and their leaders are always those with the largest and most spectacular sets. Before going into battle, the Beastman will often sharpen their horns, or daub them with crude dye or hot blood to make them even more fearsome.&lt;br /&gt;
&lt;br /&gt;
=== Playing an Gor ===&lt;br /&gt;
&lt;br /&gt;
To face and play with a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark and bawl an unceasing cacophony that fills the hearts of Men with dread. Nonetheless, Gors are capable of taking to the battlefield in more or less ordered formations, a fact that many an enemy general has failed to understand until it is to late. Roving groups of Gors band into tight units that march beneath banners made from the flayed hides of their foes, while others bear the captured of defeated enemies, tattered and smeared with blood and dung. The Gors'raucous, bloodthirsty braying is accompanied by the atonal drones of crude pipes and horns in delibrate mockery of the bright clarion calls of the Empire's proud regimental musicians.&lt;br /&gt;
And yet for all their appearance of disorder, Gors are not completely without subtlety of tactics. In the same way as a hunting pack of wolves, the herd instinctively tries to encircle the foe. Bands of Gors flank wide, stalking throught the undergrowth, animal senses keenly aware of the smell and racket of the enemy regiments. The Gors are not especially stealthy, but can stay well hidden enought within the trees. Few foes can maintain their nerve in the face of a deafening, intimidating horde of Gors, let alone when more of them burst from the trees having completely circumvented war machine emplacements, outflanked the disciplined battleline, and cut off any chance of escape for routing soldiers.&lt;br /&gt;
&lt;br /&gt;
Maybe you have the question: why is below only standing names (not male names and female names)? That's because Beastman may have the strongest ties to male. They cannot make love with others of their kind. They have do do it with beasts of humans.&lt;br /&gt;
&lt;br /&gt;
'''Gor Characteristics:'''  furious, primal, sneaky, impulsive, instinctive, clever, proud, strong&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Gorthor, Goron, Malgor, Malghur, doomclaw, Rotting tongue, Kazhrak, four-horn, Razor tooth, Rarkos, Khorgor, Gorth, Sabretooth, Eyebite&lt;br /&gt;
&lt;br /&gt;
=== Gor Adventurers ===&lt;br /&gt;
&lt;br /&gt;
Three sample Gor adventurers are described below.&lt;br /&gt;
&lt;br /&gt;
Gorgosh is an Gor Fighter who is the only one left from the Gouce-horn clan. The clan's Bray-shaman wanted to call upon the voices off the Chaos gods, gaining immense knowledge that could be usefull. But he made an terrible mistake and he casted a whole quater of the clan, included himself, in the Chaos realm. And instead of the beastman now stood terrible demons. The Beastman fighted for hours until all of the Beastmen were slayed. Gorgosh made his escape and now his it's goals to find the rest of the beastman, and to slay every demon he crosses.&lt;br /&gt;
&lt;br /&gt;
Gorth is a Gor Shaman, he was born when the unholy moon of Morslieb was high, so he was blessed by his fellow beastmen. From his birth he found Nature quite interesting. Esspecially when he could control it. Especially when he could Corrupt it. He thirsts for knowledge and corruption. It's goals are now, find knowledge and Corrupt the Nature.&lt;br /&gt;
&lt;br /&gt;
Eyebite is an Gor Invoker, he worships the Chaos god Tzeentch, god of Change and sorcery. Eyebite first did all kinds of quests for Tzeentch, making him pleased. However, Eyebite doesn't like Tzeentch anymore and went worshipping Nurgle, Chaos God of pestilence. &lt;br /&gt;
Tzeentch, furocious by this betrayal, send all kinds of demonic followers to hunt down Eyebite, making him pay.&lt;br /&gt;
----&lt;br /&gt;
{{4e Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Beast Subtype]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Gor_(4e_Race)</id>
		<title>Gor (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Gor_(4e_Race)"/>
				<updated>2011-01-28T15:58:57Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing a type, and a subtype.}}&lt;br /&gt;
&lt;br /&gt;
== Gor ==&lt;br /&gt;
&lt;br /&gt;
'''''Half beast, half men. Gors are one of the true children of Chaos.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height= 5'8&amp;quot;-6'8&amp;quot;&lt;br /&gt;
|weight= 120-222 lb.&lt;br /&gt;
|abilities= +2 Constitution, +2 Strenght or Wisdom&lt;br /&gt;
|size= Medium&lt;br /&gt;
|speed= 7&lt;br /&gt;
|vision= Low-light&lt;br /&gt;
|languages= Common, Bestial&lt;br /&gt;
|skills= +2 Athletics, +2 Endurance, +2 Nature&lt;br /&gt;
|trait1= Bestial&lt;br /&gt;
|description1= You get a +3 bonus on Handle Animal checks based upon natural or magical beasts.&lt;br /&gt;
|trait2= Beast senses&lt;br /&gt;
|description2= Gors are constantly living in the wild and so have high senses. Gors have strong noses and can detect any creature that gives off scent normally within 20 feet as a standard action. Powerful scents are detected automatically. If the target stands in upwind, the range increases to 40 feet. You gain a racial +5 bonus to Tracking; you suffer no penalty for Tracking over surfaces such as stone. Strong scents can mask the desired scent. You cannot Track via Scent through water. Also you receive a +3 bonus on Perception checks because gors have very good sight.&lt;br /&gt;
|trait3= Skirmisher&lt;br /&gt;
|description3= Gors prevere more swiftness in exchange for armor, as so, Gor can't wear plate, scale and chainmail armor. The only exeption to this is for the Fighter class.&lt;br /&gt;
|trait4= Bestial Fury&lt;br /&gt;
|description4= You know the ''Bestial Fury'' encounter power&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Bestial Fury&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class= Gors&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= The Rage and Anger surges throught my body. Waiting before I unleash it.&lt;br /&gt;
|keyword1= Melee&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Immediate Reaction&lt;br /&gt;
|trigger= When you could make an oppertunity attack.&lt;br /&gt;
|range=&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target=&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= You does an Extra D6 Damage to creature.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gors are one of the higher members of the Beastmen. Their appearance varies but all combine bestial features with those of a man. The base form of Beastmen, and that possesed by the vast majority of the Gors, is the head and legs of a goat and the upper torso of a man, abeit a particulary hairy and malodorous one. They have the savage fangs of a wolf with which to tear great chunks of flesh from their foes, and muscular and robust (if flea ridden) bodies well suited to acting out their primal urges.&lt;br /&gt;
&lt;br /&gt;
Play an Gor if you want...&lt;br /&gt;
* to play an evil, savage charater that is fond of nature, and hates the civilization.&lt;br /&gt;
* to embrace an character that uses supernatural senses to track their foes.&lt;br /&gt;
* To be a member of a race that favors the Fighter, Invoker, Battlemind, Runepriest, Barbarian, Warden, Druid, and Shaman Classes.&lt;br /&gt;
&lt;br /&gt;
=== Physical Qualities ===&lt;br /&gt;
&lt;br /&gt;
As descriped earlier, Gors have the legs and head of a Goat, torso of a man and teeth of a wolf. As creatures of Chaos, however, the Beastmen displays great variations in their twisted anatomies. Some have the head of cattle or snapping hounds rather than goats, while others possess antlers, serrated blades or even stranger mutations sprouting from their heads. It is not unknown to Beastmen to have the head of a sheep, horse or insect, extra limbs, eye stalks, lashing tails or any other alteration of the humanoid form. One thing all true Beastman have in common is their horns, without which they cannot be considered real Gors. A Beastman who possesses a fine set of horns is said to be a 'True-horn', or 'True-gor,' and it is these who are the strongest and most intelligent of all Gors. In beastman society, horns are the ultimate mark of rank and power, and their leaders are always those with the largest and most spectacular sets. Before going into battle, the Beastman will often sharpen their horns, or daub them with crude dye or hot blood to make them even more fearsome.&lt;br /&gt;
&lt;br /&gt;
=== Playing an Gor ===&lt;br /&gt;
&lt;br /&gt;
To face and play with a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark and bawl an unceasing cacophony that fills the hearts of Men with dread. Nonetheless, Gors are capable of taking to the battlefield in more or less ordered formations, a fact that many an enemy general has failed to understand until it is to late. Roving groups of Gors band into tight units that march beneath banners made from the flayed hides of their foes, while others bear the captured of defeated enemies, tattered and smeared with blood and dung. The Gors'raucous, bloodthirsty braying is accompanied by the atonal drones of crude pipes and horns in delibrate mockery of the bright clarion calls of the Empire's proud regimental musicians.&lt;br /&gt;
And yet for all their appearance of disorder, Gors are not completely without subtlety of tactics. In the same way as a hunting pack of wolves, the herd instinctively tries to encircle the foe. Bands of Gors flank wide, stalking throught the undergrowth, animal senses keenly aware of the smell and racket of the enemy regiments. The Gors are not especially stealthy, but can stay well hidden enought within the trees. Few foes can maintain their nerve in the face of a deafening, intimidating horde of Gors, let alone when more of them burst from the trees having completely circumvented war machine emplacements, outflanked the disciplined battleline, and cut off any chance of escape for routing soldiers.&lt;br /&gt;
&lt;br /&gt;
Maybe you have the question: why is below only standing names (not male names and female names)? That's because Beastman may have the strongest ties to male. They cannot make love with others of their kind. They have do do it with beasts of humans.&lt;br /&gt;
&lt;br /&gt;
'''Gor Characteristics:'''  furious, primal, sneaky, impulsive, instinctive, clever, proud, strong&lt;br /&gt;
&lt;br /&gt;
'''Names:''' Gorthor, Goron, Malgor, Malghur, doomclaw, Rotting tongue, Kazhrak, four-horn, Razor tooth, Rarkos, Khorgor, Gorth, Sabretooth, Eyebite&lt;br /&gt;
&lt;br /&gt;
=== Gor Adventurers ===&lt;br /&gt;
&lt;br /&gt;
Three sample Gor adventurers are described below.&lt;br /&gt;
&lt;br /&gt;
Gorgosh is an Gor Fighter who is the only one left from the Gouce-horn clan. The clan's Bray-shaman wanted to call upon the voices off the Chaos gods, gaining immense knowledge that could be usefull. But he made an terrible mistake and he casted a whole quater of the clan, included himself, in the Chaos realm. And instead of the beastman now stood terrible demons. The Beastman fighted for hours until all of the Beastmen were slayed. Gorgosh made his escape and now his it's goals to find the rest of the beastman, and to slay every demon he crosses.&lt;br /&gt;
&lt;br /&gt;
Gorth is a Gor Shaman, he was born when the unholy moon of Morslieb was high, so he was blessed by his fellow beastmen. From his birth he found Nature quite interesting. Esspecially when he could control it. Especially when he could Corrupt it. He thirsts for knowledge and corruption. It's goals are now, find knowledge and Corrupt the Nature.&lt;br /&gt;
&lt;br /&gt;
Eyebite is an Gor Invoker, he worships the Chaos god Tzeentch, god of Change and sorcery. Eyebite first did all kinds of quests for Tzeentch, making him pleased. However, Eyebite doesn't like Tzeentch anymore and went worshipping Nurgle, Chaos God of pestilence. &lt;br /&gt;
Tzeentch, furocious by this betrayal, send all kinds of demonic followers to hunt down Eyebite, making him pay.&lt;br /&gt;
----&lt;br /&gt;
{{4e Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:&amp;lt;!-Type-&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-Subtype-&amp;gt; Subtype]]&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-28T12:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?  {{Unsigned|Pepogorath|13:32, 27 January 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[4e Class Feature Variants]] or something else?  --[[User:Green Dragon|Green Dragon]] 08:37, 27 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
No, class features are features that only counts for that class(es). For example: a fighter has Combat challenge: which means that every time you attack your enemy that you can choose to mark that enemy (so it takes a -2 to attack rolls that doesn't include you). &lt;br /&gt;
What I ment was a build. When creating a character you can optionally choose to build you class based upon an build. For example: one of the Fighter's build is Great weapon fighter:&lt;br /&gt;
 &lt;br /&gt;
'''Great weapon fighter'''&lt;br /&gt;
&lt;br /&gt;
You're interested in dealing out the most damage&lt;br /&gt;
you can. You prefer big two-handed weapons such as&lt;br /&gt;
the greatsword or greataxe. You're more interested&lt;br /&gt;
in fighting hard than fighting smart. You're best abil&lt;br /&gt;
ity score is defenitely Strenght. A good Constitution&lt;br /&gt;
improves your ability to use high damage weapons,&lt;br /&gt;
such as axes and hammers. Plus, extra hitpoints always&lt;br /&gt;
help. Select powers that work well with two-&lt;br /&gt;
handed weapons to make the most of this build.&lt;br /&gt;
&lt;br /&gt;
'''Suggested Feat:''' Power Attack&lt;br /&gt;
'''Suggested Skills:''' Athletics, Endurance, intimidate&lt;br /&gt;
'''Suggested At-will Powers:''' ''Cleave, Reaping strike''&lt;br /&gt;
'''Suggested Encounter Powers:''' ''Spinning sweep''&lt;br /&gt;
'''Suggested Daily Powers:''' ''Brute strike''&lt;br /&gt;
(this build was found in the Players Handbook)&lt;br /&gt;
&lt;br /&gt;
What i mean with this is: instead of making a new class, you could make a new build that alters the possibilities of classes. A build uses the same powers of an class, and you could make an new Class feature for your build so it might create a tactic for its own.&lt;br /&gt;
Is this a good idee? --[[User:Pepogorath|Pepogorath]] 05:55, 28 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-28T12:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?  {{Unsigned|Pepogorath|13:32, 27 January 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[4e Class Feature Variants]] or something else?  --[[User:Green Dragon|Green Dragon]] 08:37, 27 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
No, class features are features that only counts for that class(es). For example: a fighter has Combat challenge: which means that every time you attack your enemy that you can choose to mark that enemy (so it takes a -2 to attack rolls that doesn't include you). &lt;br /&gt;
What I ment was a build. When creating a character you can optionally choose to build you class based upon an build. For example: one of the Fighter's build is Great weapon fighter:&lt;br /&gt;
 &lt;br /&gt;
'''Great weapon fighter'''&lt;br /&gt;
&lt;br /&gt;
You're interested in dealing out the most damage&lt;br /&gt;
you can. You prefer big two-handed weapons such as&lt;br /&gt;
the greatsword or greataxe. You're more interested&lt;br /&gt;
in fighting hard than fighting smart. You're best abil&lt;br /&gt;
ity score is defenitely Strenght. A good Constitution&lt;br /&gt;
improves your ability to use high damage weapons,&lt;br /&gt;
such as axes and hammers. Plus, extra hitpoints always&lt;br /&gt;
help. Select powers that work well with two-&lt;br /&gt;
handed weapons to make the most of this build.&lt;br /&gt;
&lt;br /&gt;
'''Suggested Feat:''' Power Attack&lt;br /&gt;
'''Suggested Skills:''' Athletics, Endurance, intimidate&lt;br /&gt;
'''Suggested At-will Powers:''' ''Cleave, Reaping strike''&lt;br /&gt;
'''Suggested Encounter Powers:''' ''Spinning sweep''&lt;br /&gt;
'''Suggested Daily Powers:''' ''Brute strike''&lt;br /&gt;
(this build was found in the Character builder)&lt;br /&gt;
&lt;br /&gt;
What i mean with this is: instead of making a new class, you could make a new build that alters the possibilities of classes. A build uses the same powers of an class, and you could make an new Class feature for your build so it might create a tactic for its own.&lt;br /&gt;
Is this a good idee? --[[User:Pepogorath|Pepogorath]] 05:55, 28 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-28T12:55:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?  {{Unsigned|Pepogorath|13:32, 27 January 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[4e Class Feature Variants]] or something else?  --[[User:Green Dragon|Green Dragon]] 08:37, 27 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
No, class features are features that only counts for that class(es). For example: a fighter has Combat challenge: which means that every time you attack your enemy that you can choose to mark that enemy (so it takes a -2 to attack rolls that doesn't include you). &lt;br /&gt;
What i ment was a build. When creating a character you can optionally choose to build you class based on an build. For example: one of the Fighter's build is Great weapon fighter:&lt;br /&gt;
 &lt;br /&gt;
'''Great weapon fighter'''&lt;br /&gt;
&lt;br /&gt;
You're interested in dealing out the most damage&lt;br /&gt;
you can. You prefer big two-handed weapons such as&lt;br /&gt;
the greatsword or greataxe. You're more interested&lt;br /&gt;
in fighting hard than fighting smart. You're best abil-&lt;br /&gt;
ity score is defenitely Strenght. A good Constitution&lt;br /&gt;
improves your ability to use high damage weapons,&lt;br /&gt;
such as axes and hammers. Plus, extra hitpoints always&lt;br /&gt;
help. Select powers that work well with two-&lt;br /&gt;
handed weapons to make the most of this build.&lt;br /&gt;
&lt;br /&gt;
'''Suggested Feat:''' Power Attack&lt;br /&gt;
'''Suggested Skills:''' Athletics, Endurance, intimidate&lt;br /&gt;
'''Suggested At-will Powers:''' ''Cleave, Reaping strike''&lt;br /&gt;
'''Suggested Encounter Powers:''' ''Spinning sweep''&lt;br /&gt;
'''Suggested Daily Powers:''' ''Brute strike''&lt;br /&gt;
(this build was found in the Character builder)&lt;br /&gt;
&lt;br /&gt;
What i mean with this is: instead of making a new class, you could make a new build that alters the possibilities of classes. A build uses the same powers of an class, and you could make an new Class feature for your build so it might create a tactic for its own.&lt;br /&gt;
Is this a good idee? --[[User:Pepogorath|Pepogorath]] 05:55, 28 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-28T12:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?  {{Unsigned|Pepogorath|13:32, 27 January 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[4e Class Feature Variants]] or something else?  --[[User:Green Dragon|Green Dragon]] 08:37, 27 January 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
No, class features are features that only counts for that class(es). For example: a fighter has Combat challenge: which means that every time you attack your enemy that you can choose to mark that enemy (so it takes a -2 to attack rolls that doesn't include you). &lt;br /&gt;
What i ment was a build. When creating a character you can optionally choose to build you class based on an build. For example: one of the Fighter's build is Great weapon fighter: &lt;br /&gt;
'''Great weapon fighter'''&lt;br /&gt;
You're interested in dealing out the most damage&lt;br /&gt;
you can. You prefer big two-handed weapons such as&lt;br /&gt;
the greatsword or greataxe. You're more interested&lt;br /&gt;
in fighting hard than fighting smart. You're best abil-&lt;br /&gt;
ity score is defenitely Strenght. A good Constitution&lt;br /&gt;
improves your ability to use high damage weapons,&lt;br /&gt;
such as axes and hammers. Plus, extra hitpoints always&lt;br /&gt;
help. Select powers that work well with two-&lt;br /&gt;
handed weapons to make the most of this build.&lt;br /&gt;
'''Suggested Feat:''' Power Attack&lt;br /&gt;
'''Suggested Skills:''' Athletics, Endurance, intimidate&lt;br /&gt;
'''Suggested At-will Powers:''' ''Cleave, Reaping strike''&lt;br /&gt;
'''Suggested Encounter Powers:''' ''Spinning sweep''&lt;br /&gt;
'''Suggested Daily Powers:''' ''Brute strike''&lt;br /&gt;
(this build was found in the Character builder)&lt;br /&gt;
What i mean with this is: instead of making a new class, you could make a new build that alters the possibilities of classes. A build uses the same powers of an class, and you could make an new Class feature for your build so it might create a tactic for its own.&lt;br /&gt;
Is this a good idee?  --[[User:Pepogorath|Pepogorath]] 13:30, 28 January 2011 (MST)&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:4e_Homebrew</id>
		<title>Talk:4e Homebrew</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:4e_Homebrew"/>
				<updated>2011-01-27T13:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Help==&lt;br /&gt;
Can someone help me? I've just made a new monster (the dreaded Hecatoncheires) but it cannot be accessed by the homebrew monster page! [[Hecatoncheires]]&lt;br /&gt;
&lt;br /&gt;
==4e SRD==&lt;br /&gt;
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 14:27, 1 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] &amp;lt;small&amp;gt;([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])&amp;lt;/small&amp;gt; 19:31, 21 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well... I have made a [[4e Index (4e Other)|glossary]] for &amp;quot;SRD&amp;quot; linking... --[[User:Sam Kay|Sam Kay]] 10:33, 22 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::If there is no SRD then we don't need to have SRD links in the classes/races. --[[User:Sabre070|Sabre070]] 05:48, 30 November 2008 (MST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and NPCs ==&lt;br /&gt;
&lt;br /&gt;
WotC is (further) blurring the lines between monsters and NPCs.  I think the two pages should be combined.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Agree.  --[[User:Green Dragon|Green Dragon]] 23:20, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Control ==&lt;br /&gt;
&lt;br /&gt;
I feel that much of the material currently being added to the 4e section of D&amp;amp;D Wiki is less than desirable.  What are everyone else's thoughts on this?  It feels like the start of the revised third edition section again &amp;amp;mdash; a lot of garbage being added which is barely formatted.  Does anyone else even think this is an issue?  If so, anyone have some good ideas as to how we can correct this problem?  Don't get me wrong though, some great things are being added.  One I have seen is the [[Aasimar (4e Race)]].  Also, if anyone is interested, [{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:4e}} here] is the RC for 4e.  --[[User:Green Dragon|Green Dragon]] 23:19, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, though I am still getting a handle on 4e formatting.  The fact I'm not &amp;quot;upgrading&amp;quot; to D&amp;amp;D Vista aside, the formatting drives me up the wall.  Once I have a better handle on what everything means, I can chip in my part.  Until then I'll try and just focus on removing obvious dead trash entries. -- [[User:Eiji|Eiji]] 23:28, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::What is really getting me is things that are becoming standard in the revised third edition section, such as templates for the breadcrumb, forms for adding new information, SMW information present with spells, races, etc, dpl2's instead of dpl's, and things like that, have yet to be implemented into the &amp;quot;''new''&amp;quot; 4e section.  I feel that not only do we need to work on the actual content of this section, we also need to work on the structure of this section.  Even things like categories, which should have been discussed and decided on earlier, are a complete mess.  --[[User:Green Dragon|Green Dragon]] 23:40, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed on all points.  I'm still trying to get a handle on the formats, too.  I think structure/navigation should be handled first, then we can tackle the format of the individual pages.  One issue at a time.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:46, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Change that.  Navigation, then categories, then individual page layouts.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 23:48, 3 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here is what I think we need to work on (not necessarily in this order): Navigation, categories, individual page layouts, adding new information (Forms or preloads?  Where can we use which?), creating templates, and content control (I feel that things with little information, or information that is very unbalanced should be discussed for deletion &amp;amp;mdash; via [[Template:Delete]]).  Thoughts?  --[[User:Green Dragon|Green Dragon]] 00:03, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I aggree, although I think we need to add templates and set up a standard format for everything before we can inprove individual pages. Also, could we add the 4e homebrew section to the sidebar thing (with the links to the various sections). --[[User:Sam Kay|Sam Kay]] 04:34, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We really need good templates. The hand formatting is already driving me nuts.--[[User:Dmilewski|Dmilewski]] 08:09, 4 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I completely agree.  Dmilewski, do you think you would have time to help a bit?  Maybe, if you would not mind, you could work on the breadcrumbs...   Also, Sledged, do you think you would have some time to start working on templates (your damn good at them ''':)''').  I think I'll start on trying to work out some forms for adding things (I want to learn them better), and would anyone else like to help?  If so I can try to help you find a job, or if you know what you want to do please post it here so everyone knows what everyones going to try to do.  Thanks!  --[[User:Green Dragon|Green Dragon]] 15:05, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Already workin' on them.  The monster stat blocks and power stat blocks are going to be the problem ones, but I just have to modify the CSS a bit for the class and racial traits templates.  Time is a bit limited for me right now, otherwise I would have had them done within first week 4e was released.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:37, 6 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::I agree that the quality of articles needs work. I go to the homebrew page and half the stuff there isn't unusable. [[User:Aboleth11|Aboleth11]] 08:36, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics Questions  ==&lt;br /&gt;
&lt;br /&gt;
in damage, what is [W]?  {{unsigned|No problem|2008-07-31 05:56}}&lt;br /&gt;
&lt;br /&gt;
:It's the weapon's damage.  So 1[W] is 1d8 for a longsword, 2d6 for a maul, and 1d4 for an unarmed strike.  2[W] is 2d8, 4d6, and 2d4 for those same weapons respectively.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:26, 31 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::ok. another question. after reading, i am not certain what is the deal with disrupting powers (mostly spells but powers in general). i gathered if someone uses an area or range spell, he is vulnerable to an opportunity attack. however, i did not c it written explicitly whether a hit disrupts the power or spell and whether it is even possible to disrupt a power or spell (as was specifically addressed in 3.5 with the concentration check and all that). help anyone? if u dont wish to write the answer, just refer me to the relevant page in which book. tnx in advance.  {{Unsigned|No problem|12:03, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
:::AFAIK, an OA doesn't do anything except a basic attack.  There is no way to disrupt a power, save an immediate interrupt power.  {{Unsigned|Taritus|12:05, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
::::where have u seen anything like that? i have seen immediate interrupts or reactions which help u move away from range or something similar but not something that actually disrupts the use of the power (and i mean direct interruption. by direct i mean something that prevents the power. by indirect, i mean something that takes u out of power's range thus foiling the power but not actually disrupting it as in 3.5). even for ranged attacks by bow, it would seem an attack could be made against the bow string or something to that effect.  {{Unsigned|No problem|13:16, 23 August 2008 (MDT)}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;disintegrate&amp;quot; spell. if i hit, i do 5d10 plus 10 ongoing (save ends) and 5 ongoing if save is made (save ends). what does that mean? ok. 5d10 +int and ongoing 10. so at the start of target's turn, he takes 10 damage. at the end of his turn, he saves. say he succeeded. he should now take 5 ongoing. does this mean the save to end the 5 ongoing is taken at the end of his next turn thus ensuring at least another 5 damage or does he take them consecutively? i would guess the former rather than the latter but would like a &amp;quot;formal&amp;quot; ruling. also, how does ongoing damage work for objects?&lt;br /&gt;
&lt;br /&gt;
:If you hit you do 5d10+int. At the start of their next turn they take ten damage and at the end they attempt to save. If they save they take 5 damage at the start of their next turn and get another save at the end. If you hit you do, assuming you have 18 int for argument sake, 5d10+4+10+5 at a minimum. If you miss you do 3d10+4+5 at a minimum assuming they aren't a minion (who take no damage if you miss). --[[User:YQM|YQM]] 00:46, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
another rules question: &amp;quot;sacred flame&amp;quot; at will cleric power lets u grant temporary hit points on a hit. now, why would i require a hit to grant these temporary hit points? i mean, assume i know i am going into battle in a few minutes or so. i &amp;quot;attack&amp;quot; a grasshopper using this power, hitting him and granting my allies and myself temporary hp which last until we rest meaning it will last until the battle. during the battle, i will clearly use this power to damage as well, but would u, as a GM allow it to be used to buff up ppl before a battle? even not before a battle. just in general since temp hp lasts until u take a rest which u wouldnt need until u battle someone.&lt;br /&gt;
&lt;br /&gt;
:The answer would be no. I never allow Players to use powers against non-combatants outside of an encounter. If for no other reason except for the obvious fact that this is not the intent of the Power. Using ''Sacred Flame'' against a non-combatant in order to keep the effect as a semi-permanent buff is just an abuse of the rules, and should be ruled against. -- [[User:Sepsis|Sepsis]] 06:56, 11 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree with the above but consider this. In 4e there is no difference between a &amp;quot;trap encounter&amp;quot; and a &amp;quot;monster encounter.&amp;quot; As far as the system is concerned they are both Encounters and thus powers can be used during either. There are also &amp;quot;Challenge Encounters&amp;quot; such as talking to NPCs and getting over that pesky wall. This is where almost all your utility powers will be used. This is why quite a few utility powers seem ''useless'' in combat. My point is these are all treated the same. As such if find a trap and figure out that cutting a string or striking a plate would cause the trap to trigger harmlessly (seemingly or not) you could use '''Sacred Flame''' to cut the string, or strike the plate and give your teammate the before mentioned &amp;quot;Buff.&amp;quot; While this is completely within the rules I doubt it will be of much use to you and I don't know how your DM would feel about it. I would view it as creative and allow it. --[[User:YQM|YQM]] 19:32, 12 January 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Will there be a section added for 4e NPCs? [[User:Noname|Noname]] 17:41, 10 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: They go under creatures.  The distinction between the two is very blurry in 4e.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:42, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== 4e Categories and Properties ==&lt;br /&gt;
&lt;br /&gt;
First, I'm fairly certain it's possible to replace all categories with properties (not 100% sure yet).&lt;br /&gt;
&lt;br /&gt;
Second, I think all 4e category/property names should be prefixed with &amp;quot;4e&amp;quot; to maintain a distinction from previous and potential subsequent editions.  Terms like &amp;quot;power&amp;quot; have a different meaning between 3.x and 4e (it actually has different meanings just within 3.x alone).&lt;br /&gt;
&lt;br /&gt;
Third, we suffix, prefix, or otherwise tag category/property names to identify the context (e.g. in 3.x, [[User:Dmilewski|Dmilewski]] created the categories &amp;quot;Cold Subtype&amp;quot; for creatures and &amp;quot;Cold Effect&amp;quot; for spells, spell-like abilities, psionic powers, and the like).&lt;br /&gt;
&lt;br /&gt;
Applying the above guidelines to 4th edition powers, we get the categories/properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%;&amp;quot; | Categories || Properties&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Usability&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e At-Will Power'''&lt;br /&gt;
* '''4e Encounter Power'''&lt;br /&gt;
* '''4e Daily Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Use''' with the options of &amp;quot;At-Will&amp;quot;, &amp;quot;Encounter&amp;quot;, and &amp;quot;Daily&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Type (Attack or Utility)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e Attack Power'''&lt;br /&gt;
* '''4e Utility Power'''&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Type''' with the options of &amp;quot;Attack&amp;quot;, and &amp;quot;Utility&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Power Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''XXX'' Power''' where ''XXX'' is the power source; &amp;quot;Arcane&amp;quot;, &amp;quot;Divine&amp;quot;, &amp;quot;Martial&amp;quot;, etc...&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Source''' specifies the power source&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;text-align: center;&amp;quot; | Owner and Level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''4e ''YYY'' Power''' where ''YYY'' is the name of the class, path, or destiny.&lt;br /&gt;
* '''4e Feature Power'''&lt;br /&gt;
* '''4e Feat Power'''&lt;br /&gt;
* '''4e Racial Power'''&lt;br /&gt;
* '''4e Level ''X'' Power''' where ''X'' is the level of the power&lt;br /&gt;
|&lt;br /&gt;
* '''4e Power Level''' which must be a number&lt;br /&gt;
* '''4e Power Owner Type''' with the options of &amp;quot;Racial&amp;quot;, &amp;quot;Feat&amp;quot;, &amp;quot;Class&amp;quot;, &amp;quot;Paragon Path&amp;quot;, and &amp;quot;Epic Destiny&amp;quot;&lt;br /&gt;
* '''4e Power Owner''' specifies the name of the race, feat, class, path, or destiny to which the power belongs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note the lack of a reference to feature powers in these properties. In the case of class, path, and destiny powers, the power is a feature power when a level is not given.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This list is not complete for powers.  Damage type, effect type, accessory type, and action types were left out because I thought the above was enough to demonstrate the idea.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:04, 8 October 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&lt;br /&gt;
Is it just me or are we lacking an alchemy section? This was introduced in the Adventurer's Vault, and I for one have a few ideas for new formulae---[[User:Redgaia|Redgaia]] 23:36, 9 May 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
How can I make a template? Their's some homebrew that isn't templated (i.e.: artifacts, race trait variants). --[[User:Chihuahua0|chihuahua0]] 16:43, 22 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Do we need an environments section? ==&lt;br /&gt;
&lt;br /&gt;
I was just thinking that maybe we should delete the environments section cuz its empty. --[[User:Aboleth11|Aboleth11]] 08:33, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Under Construction ==&lt;br /&gt;
&lt;br /&gt;
I think that the uncompleted articles should be in a different location. Upon completion the creator could move them to the regular location. --[[User:Aboleth11|Aboleth11]] 08:39, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:We shouldn't need a seperate section. Authors should know their creations already (not be building them from scratch on the Wiki), and be able to place the whole article up at once or within a day or two. Longer then that means you have an idea...not an article, so it should not go up till you know its completed and you are just transcribing it. Once up it can be tweaked, But a &amp;quot;under construction&amp;quot; area would just cause more folks to start articles that never get finished because they are in semi-storage. -- [[User:Sepsis|Sepsis]] 10:06, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Also some people have an idea of exactly how they want it then mid way realise it wont work (like I did with my Dragonborn Variant, and so they go back to the drawing board leaving an imcomplete article. A &amp;quot;under Construction&amp;quot; is jsut unnescessarry. [[User:ShadowyFigure|ShadowyFigure]] 10:34, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Like [[User:Sepsis|Sepsis]] said, an 'under construction section' would encourage people to use this site as storage for unfinished creations. --[[User:Sam Kay|Sam Kay]] 15:58, 25 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::OK I guess you're right. [[User:Aboleth11|Aboleth11]] 08:28, 26 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Revised 4e GSL==&lt;br /&gt;
Just placing this here so it is easy for us to find.  Here is the WotC link to the [http://www.wizards.com/default.asp?x=d20/welcome revised GSL] - which is basically the 4e version of the OGL. I'm not the best in the world at understanding it, but it looks like we may not really be able to include it on the site.  If we are able to include any of it, we ''(a bureaucrat/owner)'' apparently would first have to snail mail a filled out Statement to them (found at that link) first for approval. &amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;border: 1px solid black; -moz-border-radius:10px&amp;quot;&amp;gt;[[User:Hooper|'''&amp;lt;span style=&amp;quot;background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px&amp;quot;&amp;gt;  Hooper  &amp;lt;/span&amp;gt;''']][[User talk:Hooper|&amp;lt;span style=&amp;quot;background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;talk&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Contributions/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;contribs&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]][[Special:Emailuser/Hooper|&amp;lt;span style=&amp;quot;background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;email&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 12:25, 4 October 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Since the Campaign settings are Version neutral or mixed right now can we fix the broken 4e Campaigns link and reattach it to the 3.5 link? -- [[User:Kildairem|Kildairem]] 20:51, 9 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Race Building Tool ==&lt;br /&gt;
&lt;br /&gt;
Would anyone be interested in a tool to build races(I have already made it)? If so, what category does it belong to?&lt;br /&gt;
&lt;br /&gt;
== Class Builds? ==&lt;br /&gt;
&lt;br /&gt;
Wouldit be a good Idee if there was a page were builds could be created for already existing classes. (for example, a new build for Shaman)?&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ungor_(4e_Race)</id>
		<title>Ungor (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ungor_(4e_Race)"/>
				<updated>2010-09-02T17:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pepogorath: Created page with &amp;quot;== Ungor ==  '''''Once human, Ungors are transformed into beast by the warping power of Chaos.'''''  {{4e Racial Traits |height= 5'6&amp;quot;-6'2&amp;quot; |weight= 135-220 lb |abilities= +2 Cons...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ungor ==&lt;br /&gt;
&lt;br /&gt;
'''''Once human, Ungors are transformed into beast by the warping power of Chaos.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height= 5'6&amp;quot;-6'2&amp;quot;&lt;br /&gt;
|weight= 135-220 lb&lt;br /&gt;
|abilities= +2 Constitution, +2 Dexterity&lt;br /&gt;
|size= Medium&lt;br /&gt;
|speed= 7 squares&lt;br /&gt;
|vision= low light vision&lt;br /&gt;
|languages= Common, Bestial&lt;br /&gt;
|skills= +2 Acrobatics, +2 Athletics, +2 Nature&lt;br /&gt;
|trait1= Half-Bestial&lt;br /&gt;
|description1= You get a +1 bonus on Handle Animal checks based upon natural or magical beasts. &lt;br /&gt;
|trait2= Strong senses&lt;br /&gt;
|description2= Ungors are now constantly living in the wild and so have higher senses than humans. Ungors have strong noses and can detect any creature that gives off scent normally within 10 feet as a standard action. Powerful scents are detected automatically. If the target stands in upwind, the range increases to 20 feet. You gain a racial +3 bonus to Tracking; you suffer no penalty for Tracking over surfaces such as stone. Strong scents can mask the desired scent. You cannot Track via Scent through water. Also you receive a +1 bonus on Perception checks because gors have good sight. &lt;br /&gt;
|trait3= Primal Fury&lt;br /&gt;
|description3= you know the Primal fury Encounter power.&lt;br /&gt;
|trait4=&lt;br /&gt;
|description4=&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Primal Fury&lt;br /&gt;
|owner=race&lt;br /&gt;
|class= Ungor&lt;br /&gt;
|type= Utility&lt;br /&gt;
|usage= Encounter&lt;br /&gt;
|flavor= With the power of your anger; you hit your enemy with an awesome quickness.&lt;br /&gt;
|keyword1= Martial&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype= Immediate Reaction &lt;br /&gt;
|trigger= When you could make an oppertunity attack&lt;br /&gt;
|range= Melee&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target= The creature that triggered the oppertunity attack&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect= you have an +5 to hit the target.&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
Play an Ungor if you want...&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
* To be a member of a race that favors the &amp;lt;!-classes-&amp;gt; classes.&lt;br /&gt;
&lt;br /&gt;
=== Physical Qualities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--description--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playing an &amp;lt;!-Pluralized race-&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--description--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;!--Your race--&amp;gt; Characteristics:'''  &amp;lt;!--racial characteristics--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Male Names:'''  &amp;lt;!--Male Names--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Female Names:'''  &amp;lt;!--Female Names--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;!-Your race-&amp;gt; Adventurers ===&lt;br /&gt;
&lt;br /&gt;
Three sample &amp;lt;!-Your race-&amp;gt; adventurers are described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Adventurers of your race.  Keep in mind one can add more adventurers and create NPCs out of the adventurers.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:&amp;lt;!-Type-&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-Subtype-&amp;gt; Subtype]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-REMOVE THIS ENTIRE LINE&lt;/div&gt;</summary>
		<author><name>Pepogorath</name></author>	</entry>

	</feed>