"Tread lightly; spiders can sense the slightest movements."
Prerequisite: Swordmage, aegis of ensnarement; warlock, fey pact; wizard
You are a hunter of a different kind. You don't go looking for prey; you wait in silence until prey comes to you. Your spells stretch out like tendrils, looming under notice. Using them, you can essentially see in all directions. When they are disturbed, you strike with the deadliness of an arachnid.
Your spells are poisonous, and none can escape your clutches once they have fallen prey. You weave strands of magic that immobilize foes so you can drain them of their life force. You are calculating and cold, but ever so lethal.
SPELLSPINNER PATH FEATURES
- Spinning Action (11th level): When you spend an action point to use an arcane attack power, all targets of that power are immobilized until the end of your next turn.
- Web of Magic (11th level): You have tremorsense 5 (10 at 21st level). When you hit a creature that you can see using your tremorsense, that creature is slowed until the end of your next turn.
- Threads of Magic (16th level): You gain spider climb equal to half your speed as an additional movement mode.
SPELLSPINNER SPELLS
Poison Strand - Spellspinner Attack 11
You spit a poisonous thread that ensnares your prey and traps it in your web.
Encounter * Arcane, Implement, Poison
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence or Charisma vs. Reflex
Hit: 2d10 + Intelligence or Charisma modifier poison damage, and the target is immobilized until the end of your next turn.
Spider's Hunt - Spellspinner Utility 12
Like a spider, you prey on the weak.
Encounter * Arcane
Minor Action - Personal
Effect: You gain combat advantage against immobilized creatures and slowed creatures until the end of your next turn.
Arachnid Strike - Spellspinner Attack 20
You leap forward to one of your ensnared enemies and tear into it before leaping back again into the safety of your web.
Daily * Arcane, Implement, Poison
Standard Action - Melee 1
Effect: You shift 5 squares.
Target: One immobilized or slowed creature
Attack: Intelligence or Charisma vs. Fortitude
Hit: 3d12 + Intelligence or Charisma modifier poison damage.
Miss: Half damage.
Effect: You shift 5 squares.
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