Doom Spinner

Prerequisite: Fateweaver, Training in Insight

"Behold and despair, for your death approaches more quickly than you know."

Death and destiny are powerfully entwined, like two sides of the same coin. It is the fate of all mortals to die, and even the gods and angels which ply the Astral Sea are not untouched by the wheel of eternity. To those which have felt the touch of death, and seen the strands of fate, it is a small step to trying to manipulate the fabric of time to make one's own weave. Your first fledgling steps along the path of the Doom Spinner came when you learned to stitch shadows into the threads of fate to weave together events and causes, subtly turning the tapestry of time into your own creation. As you reach the apex of mortal skill you begin to see fate as something both mutable and inevitable; a paradox which you are slowly unraveling as you gain more and more power. Some day perhaps you will spin the weave which dooms the gods themselves…

Path Features

See the Strands (11th level): You can perceive the strands of time and fate which binds the universe together. Once per encounter as a free action you may look into the weave of fate and uncover one of the following pieces of information.
- The current and maximum Hit Points of a single creature you can see.
- The defenses of a single creature you can see.
- The level of a single creature you can see.
- The exact number of hostile creatures currently present in the encounter area.

Weaver's Action (Level 11): When you spend an action point to take an extra action, you may also roll 1d20. Once before the end of the encounter, when an ally or enemy makes an attack roll, skill check, or saving throw, you can replace the result of their roll with yours.

Soul Spinner (Level 16): Once per encounter when a creature you can see starts its turn, you can lose a healing surge to command its fate. You choose one action from the target's normal allotment of actions, and designate how that action is to be used. For example, you could force the target to exchange its standard action for a move action and determine where the target moves. The target is still entitled to a saving throw if you attempt to move it in to hazardous terrain. If you command the target to attack, it can only use basic attacks. You cannot use this feature if you have no healing surges remaining.

Path Powers

Spinner's Cascade Doom Spinner Attack 11

You stitch the shadows into a web of events, your magic setting up a windfall for your allies.

Encounter • Implement, Necrotic, Shadow
Standard Action Ranged
Target: One creature
Attack: Wisdom vs. Reflex

Hit 1d8 + Wisdom modifier necrotic damage and an ally within 5 squares of the target may make a basic attack against it as a free action. If the attack hits, a a second ally within 5 squares may make a basic attack against the target as a free action.

Inverted Doom Doom Spinner Utility 12

A stitch in the weave of fate turns a tragic failure into a glorious victory.

Daily • Healing, Implement, Shadow
Free Action Ranged
Trigger: An ally rolls a natural 1 on an attack roll

Effect: The triggering attack is a critical hit.

Web of Darkness Doom Spinner Attack 20

Your shadow magic makes manifest the webs of causality which bind all creatures together, wrapping your foe in inky blackness for a time.

Daily • Implement, Necrotic, Shadow
Standard Action Area Burst
1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude

Hit: 3d8 + Wisdom modifier necrotic damage and the target is immobilized (save ends).

Effect: Whenever an ally hits the target with a melee attack, the target is slowed until the end of the ally's next turn. If the target is already slowed, it is immobilized instead. This effect lasts until the end of the encounter.

rating: 0+x

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