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Post by Zyraen on Nov 16, 2016 12:55:26 GMT 8
Credits: Concept for Mirrormage and some Powers, Editing: Edward
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Post by Zyraen on Nov 16, 2016 13:13:01 GMT 8
MIRRORMAGE aka "Warpmage"
Despite its role as a Defender, a Mirrormage has relatively low HP, instead relying on wily positioning, control powers and use of self-protecting powers to maintain a defensive edge. A Mirrormage also tends to have only very few enemy repositioning powers and relatively poor Opportunity Attack options.
Role: Defender / Controller. Power Source: Arcane. Key Abilities: Intelligence Primary and Charisma Secondary.
Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Daggers, Staffs Implement: Daggers, Orbs, Rods, Staffs, Tomes, Wands Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana plus three from list. Class Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha)
Class Features: Mirrormage Warding, Dazzling Mirror OR Warping Mirror
Unbound: Anti-Physique
DAILY POWERS: Choose from Wizard non-Utility Daily powers which do not have the summoning keyword. The following keywords apply to these powers.
POWER KEYWORDS - All powers are Arcane. - All attack powers are Implement, target only enemies, and only target Will - All damage powers deal only Psychic damage - All powers that teleport one or more creatures have the Teleportation keyword. - Unless otherwise stated, all powers are Encounter powers and use a Standard action. - All powers that have a Zone have the zone keyword.
MIRRORMAGE WARDING While you are conscious and wielding an orb, you maintain a field of magical force around you. This field provides a +1 bonus to AC, or a +3 bonus if you are wielding an orb in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else). In addition, you may spend 1 hour to transform any magical weapon you own and are proficient with into a mundane/superior Orb, and it retains its magical enhancement and magical properties.
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Post by Zyraen on Nov 16, 2016 13:17:02 GMT 8
MIRRORMAGE DEFENDER FEATURES While blinded or otherwise unable to see your target, you may not mark nor use your Dazzling/Warping Mirror interrupts. However, if a power says you must mark the target, then you must still apply the mark.
MARK (no action): When you attack an enemy, you may Mark it until ENT.
CHOOSE ONE: Dazzling Mirror OR Warping Mirror This may not be changed without GM permission.
DAZZLING MIRROR At Will, Immediate Interrupt Trigger: An enemy marked by you makes an attack that does not include you as a target Close Burst 3 (The triggering enemy) Pri Trait vs Will Hit: Pri Trait psychic damage and triggering attack takes Sec Trait penalty to one attack roll of the triggering attack, or half your Sec Trait penalty against all targets of the triggering attack. Special: This increases to Close Burst 4 at level 11 and Close Burst 5 at level 21.
WARPING MIRROR At Will, Immediate Interrupt Trigger: An ally is hit by an enemy marked by you using an attack that does not include you as a target Close Burst 3 (The triggering ally) Effect: Using this power counts as making an Attack. You and the triggering ally teleport to swap places, and you become the target of the triggering attack. The attack roll(s) is/are unchanged, and any attack penalties applied by your mark still applies. The damage dealt by the triggering attack is reduced by your Sec Trait + 2. This damage reduction is increased by 3 at Level 11 and 3 again at Level 21. Special: This increases to Close Burst 4 at level 11 and Close Burst 5 at level 21.
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Post by Zyraen on Nov 16, 2016 13:19:04 GMT 8
Edit: If the following indicates "counts as", it applies to classes, class features, feats, feat prerequisites, items, epic destinies, multiclassing, paragon paths, etc unless specifically stated otherwise
FEATS - A Mirrormage counts as both a Wizard and Swordmage - Mirrormage powers count as Wizard powers but not Swordmage powers - Mirrormage Warding counts as Swordmage Warding - If a feat applies to fire, lightning and cold powers (ie that one feat must reference all 3 damage types or more), it also applies to psychic Mirrormage powers - A Mirrormage cannot take Swordmage Aegis feats. Mirrormage Defender features are not counted as Swordmage Aegis
NOTES - For purpose of Encounter Surges, the Mirrormage is not a Defender. - The Mirrormage may explicitly reference a power from another class with a *. If so, notwithstanding that the text and title of the power may be different, bear in mind that no duplicate powers are allowed. - The Mirrormage is essentially a hybrid, thus may not be combined with any hybrids. If you multiclass into Mirrormage, you may not multiclass into Swordmage nor Wizard. - Restrictions for Teleportation powers (ie Line of Sight) apply to the Mirrormage, who must be able to see both the start and end square. If the Teleportation power targets creatures, the Mirrormage must be able to see the creatures. Unconscious allies are always treated as willing allies. - The Mirrormage may not use his Defender Features while blinded or otherwise unable to see his targets/triggering targets - If Mirrormage Defender Features (if GM even allows) are used with Unbound, the character must have at least 1 Mirrormage At Will and 1 Mirrormage Encounter power to access the features.
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Post by Zyraen on Nov 16, 2016 13:20:57 GMT 8
MIRRORMAGE AT-WILL SPELLS
Flashing Strike AW1 At Will, Close Burst 1 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage & take -2 attack until ENT
Mirror Slash AW1 At Will Effect: Before making this attack, you may mark One enemy that is adjacent to you until ENT, then shift 1 square and make the following attack. Melee 1 Pri Trait vs Will Hit: 1d8 + Pri Trait psychic damage
Iridescent Lance AW1 At Will, Melee 2 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage & you are invisible to target until start of your next turn or until you attack.
Prism Blast AW1 At Will, Close Blast 3 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage. Effect: The blast becomes a zone until ENT. All creatures in zone grant CA.
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Post by Zyraen on Nov 16, 2016 13:21:50 GMT 8
LEVEL 1 ENCOUNTER ATTACK SPELLS
Flash E1 Close Burst 1 Pri Trait vs Will Hit: 1d8 + Pri Trait psychic damage. Effect: The burst becomes a zone until ENT. Enemies take -2 to their attack while in the zone.
Iridiscent Flare E1 Close Burst 1 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage, you are invisible to the target until ENT.
Multi Mirror Slash E1 Melee 1 Pri Trait vs Will Hit: 1d8 + Pri Trait psychic damage. Effect: You may teleport 3 squares after making this attack, then you may make the following secondary attack. Close Burst 1 Pri Trait vs Will Hit: 1d4 + Pri Trait psychic damage. Effect: You may teleport 3 squares adjacent to an enemy.
Prism Spray E1 Close Blast 3 Hit: 1d6 + Pri Trait psychic damage and target is dazed until ENT. Effect: The blast becomes a zone until ENT. All enemies in the zone grant CA.
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LEVEL 2 UTILITY SPELLS
Mirror Exchange U2 Move Action Close Burst 5 (Self and 1 Ally, or 2 Allies) Effect: The targets teleport and swap places.
Mirror Image U2 Immediate Interrupt, Personal Trigger: You are hit by an attack Effect: Until ENT, you gain a +6 power bonus against melee and ranged attacks. When a melee or ranged attack misses you, the power bonus reduces by 2.
Mirror Step U2 At Will, Move Action, Close Burst 3 (one enemy you can see) Effect: You teleport 3 squares adjacent to the target, and must mark it until ENT. Special: This increases to Close Burst 4/ teleport 4 at level 11 and Close Burst 5/ teleport 5 at level 21.
*Reflective Shield U2 Immediate Interrupt, Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. Note: This power is identical to Wizard U2 Shield
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Post by Zyraen on Nov 16, 2016 13:24:14 GMT 8
LEVEL 3 ENCOUNTER ATTACK SPELLS
Brilliant Reflection E3 Close Blast 3 Pri Trait vs Will Hit: 1d8 + Pri Trait psychic damage and dazed until ENT. Effect: Until ENT, the Burst of your Dazzling Mirror / Warping Mirror increases by 2, and if you use either feature, you may make the following Sec Attack against the triggering enemy as part of your Immediate Interrupt. Pri Trait vs Will Hit: Target is blinded until ENT. After-effect: Target makes a Save. If it fails, it is blinded (SE).
*Dimensional Warp E3 Immediate Interrupt, Ranged 10 Trigger: An enemy hits an ally with a melee attack Pri Trait vs Will Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended. Warping Mirrors: You may teleport the target up to Sec Trait + 2 squares instead, and if there are no targets for the triggering attack, it may be applied to the triggering target itself. Note: Except for Warping Mirrors effect, this power is identical to Swordmage E3 Dimensional Vortex
Grasping Mirrors E3 Conjuration Effect: You conjure an image of yourself in an unoccupied square within 5 squares. Then make the following attack from the image. Close Burst 1 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage and immobilised until ENT. Miss: Target is slowed until ENT. Effect: The image occupies its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the image persists, you can use your powers and see as if you were in its square. When the image ends, all the effects from this power end, and you may teleport into the square occupied by the image as a free action.
Mirrorshard Storm E3 Close Burst 2 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage and slowed until ENT. Effect: The blast becomes a zone until ENT. You are invisible to enemies that are in the zone.
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LEVEL 6 UTILITY SPELLS
Elusive Image U6 Immediate Interrupt, Personal Trigger: You are hit by an attack. Effect: You take half damage from the triggering attack. After the attack resolves, you may teleport 5 squares as a free action.
Enveloping Mirrors U6 Free Action, Personal Trigger: Your attack misses an enemy within 2 squares from you. Effect: Your triggering attack gains a +4 power bonus against enemies within 2 squares of you. You must mark all enemies within 2 squares of you until ENT.
Refracted Light U6 Move Action, Close Burst 5 (Self and 1 Ally, or 2 Allies) Effect: Each target gains partial concealment until ENT. Then each target teleports up to 3 squares, or the two targets teleport to swap places.
*Shimmering Reflection U6 Conjuration Minor Action, Ranged 5 Effect: You conjure an image in an unoccupied square within range. The image occupies its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the image persists, you are insubstantial and you can use your space or the image's space as the origin of your attacks. After-effect: You can teleport to a square formerly occupied by the image. Note: This power is identical to Warlock U6 Mirror Darkly
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Post by Zyraen on Nov 16, 2016 13:26:55 GMT 8
LEVEL 7 ENCOUNTER ATTACK SPELLS
Prismatic Prison E7 Illusion Area Burst 1 in 10 Pri Trait vs Will Hit: Pri Trait psychic damage and target is immobilised until ENT. Effect: Area becomes a zone until ENT. Creatures outside the zone have total concealment against enemies inside the zone.
*Spatial Distortion E7 Area Burst 1 in 10 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage, and the target is teleported 3 squares and slowed until ENT. Note: This power is identical to Wizard E7 Twist of Space
Sudden Shards E7 Opportunity Action Trigger: An enemy within Burst 5 makes an attack that does not include you. Effect: Until ENT, the Burst of your Dazzling Mirror / Warping Mirror increases by 2. You mark the triggering enemy and may use Dazzling Mirror/ Warping Mirror as a free action that interrupts the trigger.
Wall of Shards E7 Illusion Wall 6 in 10 Effect: The area becomes a wall of mirrors 2 squares high, and has your defences and hitpoints equal to your surge value. All enemies adjacent to the wall must be marked by you until ENT. It blocks only your enemies' line of sight, and may be targeted by attacks. Attacking it is obeying your mark. The wall lasts until ENT or until reduced to 0 HP. After-effect: The wall explodes into psychic shards and attacks all enemies adjacent to it. This is treated as an Area Burst 1 originating from each square of the wall, and may not enlarged. Pri Trait vs Will Hit: 2d6 + Pri Trait psychic damage.
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LEVEL 10 UTILITY SPELLS
Captive Image U10 Minor action, Conjuration Effect: Choose an enemy you have marked and have hit this turn. You create an image of the target in an unoccupied square within burst 5 of you. Attacks made against the image always have combat advantage, and deal full damage to that enemy, plus extra psychic damage equal to your Sec Trait. The extra damage dealt increases by 5 when you reach level 20. The image lasts until your mark on that enemy ends, until the target drops below 1 hitpoint, or until ENT, whichever comes first.
Dancing Flare U10 Minor action, Conjuration Close Burst 5 Effect: You conjure a tiny image of yourself in an unoccupied square within range. The image does not occupy its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes damage twice, or until ENT. While it is in effect, you have resistance to all damage equal to your Sec Trait, can see from and take actions from the image's square, except opportunity actions. When you take a move action, you may also move the image up to your speed. Once before the end of this turn, while the image is in effect, you may use a free action to activate a flare of light from either you or your image. When used, you must mark all enemies within burst 5 from the origin until ENT.
*Mirror of Refuge U10 Move Action, Personal Effect: All your marks end. You teleport to a safe place within your Mirrors. While you are there, you can’t take any actions other than using your second wind. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left. Note: This power is mechanically identical to Druid U10 Feywild Sojourn, except for the additional note on marks ending.
*Warping Sidestep U10 At Will, Move Action, Personal Effect: You teleport 1 square. Note: This power is identical to Warlock U10 Ethereal Sidestep.
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Post by Zyraen on Nov 29, 2016 13:31:38 GMT 8
LEVEL 13 ENCOUNTER ATTACK SPELLS Remember that E13 Enc Attack spells replace a lower level Enc Attack spell.
Greater Flash E13 Close Burst 2 Pri Trait vs Will Hit: 3d6 + Pri Trait psychic damage and slowed until ENT. Effect: The burst becomes a zone until ENT. Enemies take -3 to their attack while in the zone.
Blinding Flare E13 Close Burst 1 Pri Trait vs Will Hit: 3d6 + Pri Trait psychic damage, you are invisible to the target until ENT.
Multi Mirror Tempest E13 Melee 1 Pri Trait vs Will Hit: 1d8 + Pri Trait psychic damage. Effect: You make the following secondary attack. Blast 5 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage. Effect: You may teleport 5 squares into any square in the Blast, then make the following attack. Melee 1 Pri Trait vs Will Hit: 1d6 + Pri Trait psychic damage. Effect: You teleport 5 squares.
Prism Smash E13 Blast 5 Hit: 3d6 + Pri Trait psychic damage and target is knocked prone. Target is also dazed until ENT. Effect: The blast becomes a zone until ENT. All enemies in the zone grant CA.
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LEVEL 16 UTILITY SPELLS
Mirror Recall U16 No Action, Personal Effect: Choose a Mirrormage E1 or U2 Spell you have already used this encounter. You regain it and may use it. This power may be used in conjunction with any other action, including Immediates and Free actions that have a trigger.
Mirror Spell U16 No Action, Personal (Special) Effect: Choose a Mirrormage E3 or U6 spell. You gain one extra use of this spell per encounter, even if you already have it. You must decide which spell to mirror when you first gain this power. Subsequent changes are considered Retraining.
Path of Mirrors U16 Move Action, Personal Effect: You gain Fly speed 1 with no altitude limit, and may teleport your speed. Then Burst 5 from you becomes a zone until ENT, and the zone does not move with you. While within the zone, you and all your allies may use a move action to teleport to any other square in the zone. Note that the teleporting character must be able to see the destination square. You also have Fly speed 1 while you remain in the zone. Sustain Standard: The zone persists until ENT. The zone may only be sustained in this way, and may not be sustained by any feat or item that lets you sustain a power.
Warping Response U16 At Will, Minor Action, Personal Effect: Until ENT, you may use an extra Immediate action. This extra immediate may be used even on your own turn, be it this turn or the next turn. However, you may not use more than one immediate for each triggering action.
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Post by Zyraen on Feb 21, 2017 22:57:30 GMT 8
Custom Feats for Mirrormage These feats do not stack with other feats that do the same thing. If a UB feat does the same thing, the UB char must choose the UB feat and the restrictions that apply.
Focusing Lens Whenever you use a Mirrormage burst power or Mirrormage blast power that targets only 1 enemy, you gain CA against the target if you choose to mark it until ENT. This does not apply Dazzle.
Sturdy Frame When you spend a surge while bloodied and have a marked enemy, you gain Resist All equal to your Sec Stat modifier until ENT. This resistance ends if your mark ends for any reason, including if the marked enemy is destroyed.
Extended Burst Prerequisite: 11th level When you use a Mirrormage close burst or Mirrormage close blast power, you may choose a square within 2 squares of you as the origin square. This benefit applies to Dazzling Mirror and Warping Mirror.
Mirrormage Admixture Prerequisite: 11th level Choose from acid, cold, fire, lightning. All your Mirrormage at will powers, including Dazzling Mirror, now deals that damage type in addition to its normal damage type and keyword. The powers affected by this feat cannot be further affected by Arcane Admixture or similar powers.
Mobile Mirrors Prerequisite: 11th level When your mark is disobeyed, as a free action you can move half your Sec Stat modifier closer to the triggering enemy or triggering ally.
Plane Jumper Prerequisite: 11th level You may add 5 to the distance of any teleport you make, provided you end adjacent to an enemy. The enemy is automatically marked by you until ENT. This extra 5 square distance never stacks with any other feat, item, power etc that adds to the distance of your teleports.
Unbreakable Prerequisite: 11th level When you are damaged by an attack made by an enemy you have marked, you gain Temporary Hitpoints (THPs) equal to your Sec Stat modifier after the attack is resolved. You may only gain these THPs once before the start of your next Turn.
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