Level 13 Encounter
Prophecy of the Barbed Arrow Fateweaver Attack 13

You see your enemy's body pinned in place by cruel shafts, and your dark magic makes it so.

Encounter • Implement, Shadow
Standard Action Close Burst
5
Target: One or two allies in burst

Effect: The target may make a ranged basic attack as a free action, with a bonus to the attack and damage roll equal to your Intelligence modifier.

Agent of Glory: If two allies make the granted attack and both hit, the target is immobilized until the end of your next turn.

Vision of Weariness Fateweaver Attack 13

You see in your mind's eye a group of warriors too fatigued to go on, and stitch fate such that it is your enemies who meet your prophecy.

Encounter • Implement, Necrotic, Shadow
Standard Action Ranged
10
Target: One creature
Attack: Wisdom vs. Fortitude

Hit: 2d8 + Wisdom modifier necrotic damage and the target loses a healing surge. Choose one ally within 5 squares of the target. That ally gains one healing surge.

Agent of Doom: The target instead loses two healing surges (if it has more than one), and your ally gains the same number of healing surges.

The Morrigan's Murder Fateweaver Attack 13

A fluttering of raven's wings is seen in the corner of your eyes. The Lady of Death has blessed you as your visions usher foes to their final fate.

Encounter • Implement, Shadow
Standard Action Area Burst
2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier damage. Each ally in the burst may fly up to his or her speed without provoking opportunity attacks.

Plague of the Forsaken Sands Fateweaver Attack 13

Your vision is of a sun-blasted wasteland of cracked earth. Channeling the spirits of those who died here, you give your foe a taste of this shimmering hell..

Encounter • Fire, Implement, Radiant, Shadow, Zone
Standard Action Close Blast
3
Target: Each enemy in blast
Attack: Wisdom vs. Fortitude

Hit: 2d6 + Wisdom modifier fire and radiant damage and the burst creates a zone of difficult terrain that lasts until the end of your next turn. Enemies who enter or start their turn in the zone take 10 fire damage.

Agent of Plague: Your allies gain a +2 bonus to attack rolls with fire or radiant attack powers against enemies in the zone.

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