- Class Powers
- Level 1 At Will
- Level 1 Encounter
- Level 1 Daily
- Level 2 Utility
- Level 3 Encounter
- Level 5 Daily
- Level 6 Utility
- Level 7 Encounter
- Level 9 Daily
- Level 10 Utility
- Level 13 Encounter
- Level 15 Daily
- Level 16 Utility
- Level 17 Encounter
- Level 19 Daily
- Level 22 Utility
- Level 23 Encounter
- Level 25 Daily
- Level 27 Encounter
- Level 29 Daily
- Level 6 Rune Bullet
- Level 11 Rune Bullet
- Level 16 Rune Bullet
- Level 21 Rune Bullet
- Level 26 Rune Bullet
Cast Rune Bullet |
| You load a meticulously prepared rune-cast bullet and imbue it with a spell. |
| Encounter * Arcane, Weapon |
| Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter. |
| Minor Action Personal |
| Requirement: You must be wielding a gun loaded with a rune bullet. |
| Effect: Make an Arcana check. The result of the check determines the effectiveness of the rune bullet, as per the rune bullet's entry. On your next ranged attack that has the Weapon keyword you make with this gun, apply the effect of the loaded rune bullet to the initial target on a hit. |
| Special: If you do not have a free hand, you take a -4 penalty to the Arcana check to cast the bullet. |
Rune Bullets
Rune bullets are akin to instant rituals. You use the Cast Rune Bullet power and make an Arcana check on a specific rune bullet. Looking to the individual rune bullet entry, determine the effect. If you roll lower than the minimum required Arcana check, there is no effect for the bullet, and the use of Cast Rune Bullet that encounter is wasted.
Each rune bullet entry lists special requirements for both casting the rune, and for etching the rune. All rune bullets require some gunsmithing tools to etch. For any additional information on making rune bullets see the Craft Rune Bullet ritual.
At level 1, all gun mages learn Arcane Bullet. At each available level thereafter (6, 11, 16, 22, 26) you may choose to learn how to etch one additional rune bullet. The other bullets are listed on the left at the end of the powers.
| Arcane Bullet |
| Etch: 2gp of gold shavings |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d12 Force Damage |
| 25 |
+2d12 Force Damage |
| 30 |
+3d12 Force Damage |
| 35 |
+4d12 Force Damage |
Blaze |
| You imbue a burning heat in the core of your bullet. |
| At-Will * Arcane, Fire, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + 1d6 + Dexterity modifier fire damage. |
Increase the damage to 2[W] + 2d6 + Dexterity modifier
at 21st level. |
Force Bolt |
| A fire a shot of nothing but pure force, making you take a step back, but taking your foe even farther. |
| At-Will * Arcane, Force, Implement |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Charisma vs AC; you are pushed 1 square away from the target as part of this attack.. This movement provokes opportunity attacks. |
| Hit: 1d10 + Charisma modifier force damage, and the target is pushed 2 squares. On a cirtical hit, the target is also knocked prone. |
Increase the damage to 2d10 + Charisma modifier
at 21st level. |
| Special: This power can be used as a ranged basic attack. |
Scorching Ray |
| A torrent of fire bursts forth and burns through each enemy in its path. |
| At-Will * Arcane, Fire, Implement |
| Standard Action Close Line 5 |
| Target: Each creature in line |
| Attack: Charisma vs Reflex |
| Hit: 2d4 + Charisma modifier fire damage. |
| Increase the damage to 4d4 + Charisma modifier at 11th level. |
Guided Shot |
| You fire your gun, and concentrate on the bullet, magically guiding it toward its target. |
| At-Will * Arcane, Weapon |
| Standard and Move Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +2 vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Increase damage to 2[W] + Dexterity modifier damage at 21st level. |
Smoke Shot |
| Using a short incantation you cause your gunpowder to create far more smoke than it should. |
| At-Will * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] damage. |
| Effect: The square you are standing in grants concealment until the end of your next turn. |
Corrosive Shot |
| Your bullet cuts into your foe while releasing a poisonous cloud of acid. |
| Encounter * Arcane, Weapon, Acid |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. Make secondary attack. |
| Secondary Targets: Each creature within two squares of the primary target. |
| Secondary Attack: Charisma vs Reflex |
| Hit:1d8 + Charisma modifier acid damage. |
Ice in the Bones |
| You fire a nearly invisible ray of freezing energy, and your foes find their reflexes unresponsive. |
| Encounter * Arcane, Ice, Implement |
| Standard Action Close Blast 3 |
| Target: Each creature in blast |
| Attack: Charisma vs Reflex |
| Hit: 2d6 + Charisma modifier damage and the target may not make opportunity attacks (save ends). |
Slam Shot |
| A jolt of electricity follows your bullet to its target, pushing your foe back from the force of the bolt. |
| Encounter * Arcane, Weapon, Force |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier force damage, and push the target three squares. |
Stealth Shot |
| With a simple gesture near the mouth of your gun's barrel you fire a shot and no sound is heard. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Effect: All squares adjacent to you and the target can make no sound until the end of your turn. In addition, if you use this attack while hidden you remain hidden. |
Jolt |
| You fire a shot laced in electrical energy, and through the slighted concentration the bullet holds the charge. |
| Daily * Arcane, Weapon, Lightning |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage and the target takes 1d8 lightning damage. |
| Sustain Minor: When you sustain this power, make a secondary attack. |
| Secondary Target: Same as primary target |
| Secondary Attack: Charisma vs Fortitude |
| Hit: 1d8 lightning damage. |
| Miss: Half damage and you cannot sustain the power. |
Shadowed Shot |
| You fire two shots, but mask the sound and sight of the second. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] damage. Gain a +2 bonus to attack on the secondary attack. |
| Effect: Make a secondary attack. |
| Secondary Target: Same as primary target |
| Secondary Attack: Charisma vs Reflex |
| Hit: 3[W] + Charisma modifier damage. |
| Miss: Half damage. |
Surrounding Flames |
| As your bullet strikes you cast a spell, and, as if in a pool of flaming oil, the ground catches fire at his feet. |
| Daily * Arcane, Weapon, Fire, Zone |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Effect: All squares adjacent to the target catch fire. Any creature that starts its turn in the zone, or any creature that moves through the zone, takes 1d8 + Charisma modifier fire damage. The fire dissipates at the end of your next turn. |
| Sustain Minor: The zone persists until the end of your next turn. |
Wounding Shot |
| As your shot breaks into your foe's body, sharp razors form into the sides of the metal, ripping open flesh. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Charisma modifier damage and the target is dazed (save ends). |
| Miss: Half damage, and the target is dazed until the end of your next turn. |
Arcane Loading |
| You cast a spell and magical force reloads each barrel of the gun while you concentrate on other things. |
| Encounter * Arcane |
| Move Action Personal |
| Requirement: You must be wielding a firearm. |
| Effect: Your gun floats a few inches from your body, and all of the required mechanisms to reload the gun begin to work themselves. You must have the ammunition available to reload, and the reload takes as long as it would take you to do so yourself while allowing you to take other actions. The gun floats with you inside your square as long as you sustain the spell. |
| Sustain Minor: The spell continues until the end of your next turn or the gun is reloaded. |
Arcane Counter |
| At the last moment you notice a foe's magic about to overtake you, and you throw up a last minute defense. |
| Encounter * Arcane |
| Immediate Interrupt Personal |
| Trigger: You are hit by a power with the Arcane keyword. |
| Effect: You gain a +5 power bonus to all defenses against that spell and its effects. |
Magelock Bond: Focus |
| While you hold your magelock combat seems as natural as breathing and so the flow of combat does not distract your attention from the subtler things. |
| At-Will * Arcane, Weapon |
| No Action Personal |
| Requirement: You must be wielding a bonded magelock weapon |
| Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect. |
| Effect: You gain a +3 bonus to perception checks. |
Bounce Shot |
| Surrounding the bullet in electric energy you make it ricochet until it reaches the intended target. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature within range |
| Special: When making this attack ignore any bonus the target receives for cover, including complete cover. In addition you do not need line of effect to the target to use this power. |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage. |
Chill Touch |
| One of your foes gets too close and your touch freezes the moisture on your foes' skin. |
| Encounter * Arcane, Ice, Implement |
| Move Action Melee Touch |
| Target: One creature |
| Attack: Charisma vs Fortitude |
| Hit: 1d8 + Charisma modifier damage. In addition, the target is immobilized and cannot make opportunity attacks(save ends both). |
Momentum Shot |
| You cast a spell and the whole world seems to slow down just long enough for your next shot. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC; ignore range penalties for this attack |
| Hit: 1[W] + Dexterity modifier damage. Increase the damage by 1 [W] + Charisma modifier damage if the target is more than 5 squares away. |
Steam Geyser |
| A gout of hot steam rushes from the barrel of your gun, and your foes reel from the intense pain. |
| Encounter * Arcane, Fire, Implement |
| Standard Action Close Blast 3 |
| Target: All creatures in blast |
| Attack: Charisma vs Fortitude |
| Hit: 1d10 + Charisma modifier fire damage and the target takes a penalty on its attack rolls equal to your Charisma modifier until the end of your next turn. |
Arcane Mark |
| A blast of arcane energy weakens your foe to your attacks. |
| Daily * Arcane, Force, Implement |
| Standard Action Range 10 |
| Target: One creature |
| Attack: Charisma vs Will |
| Hit: 2d6 + Charisma modifier force damage, and the target gains vulnerability 5 + Charisma modifier to your damage (save ends). |
Icy Blood |
| Your foe is frozen in place by icy magic coursing through his blood, and freezing the ground at his feet. |
| Daily * Arcane, Ice, Weapon, Zone |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma vs Fortitude |
| Hit: 2[W] + Dexterity modifier damage and the target is slowed until the end of your next turn. |
| Effect: An ice patch covers the ground as a zone in burst 3 around the target for the rest of the encounter. This patch is difficult terrain and any creature who moves over more than two squares of the zone in one round immediately falls prone. |
Stand Your Ground |
| You stand tall, heroically firing your weapon against oncoming foes. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Effect: Your weapon is treated as having the Brutal 2 weapon property for this attack, and all weapon attacks until the end of your next turn. |
| Sustain Minor: The effect continues. If anything moves you from your current square, you may no longer sustain this power. |
True Strike |
| You take time, concentrate, focus your spell on a single foe and fire your gun. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Special: Gain a bonus to the attack roll equal to your Intelligence modifier. |
| Hit: 3[W] + Dexterity modifier damage. |
| Miss: Half damage. |
Concentration |
| You focus arcane energy on a single opponent, and your next bullet flies naturally toward the target. |
| Encounter * Arcane, Weapon |
| Standard Action Personal |
| Target: One creature |
| Effect: On your next turn you gain a bonus to all ranged attack rolls against the target equal to your Charisma modifier. |
Disciplined Arcanist |
| With practice you have learned to expect good results. |
| Encounter * Arcane |
| Immediate Reaction Personal |
| Trigger: You roll an Arcana check to determine the power of a rune bullet attack and dislike the result |
| Effect: You reroll the result. You must take the second result even if it is worse. |
Magelock Bond: Faith |
| With your magelock in hand you know you will not falter. |
| At-Will * Arcane, Weapon |
| No Action Personal |
| Requirement: You must be wielding a bonded magelock weapon |
| Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect. |
| Effect: While holding your magelock you gain a bonus equal to your Charisma modifier to your Will defense against fear effects. In addition, if you are afflicted with a fear effect that allows a save, you gain a bonus equal to your Charisma modifier on saving throws to end the effect. |
Quick Loading |
| With concentration you magically manipulate your gun to reload much more quickly. |
| Encounter * Arcane |
| Minor Action Personal |
| Requirement: You must be wielding a firearm |
| Effect: You load one barrel of the gun you are holding, no matter the normal reload time. |
Hale |
| You freeze the water from the air and create clusters of ice that you fire into your foes. |
| Encounter * Arcane, Ice, Implement |
| Standard Action Ranged 10 |
| Target: One or two creatures |
| Attack: Dexterity vs AC; two attacks |
| Hit: 2d6 + Charisma modifier + Dexterity modifier damage and the target is knocked back one square. |
Painless Death |
| Your bullet causes no pain when it hits your foe, but as soon as he moves the wound rips open. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. The next time the target moves for any reason it takes 1d10 + Charisma modifier damage, and is dazed until the end of your next turn. |
Powder Burst |
| Your weapon sprays powder as your fire your bullet, and with a snap of your fingers it explodes. |
| Encounter * Arcane, Fire, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Secondary Targets: All creatures in Close Blast 3 |
| Secondary Attack: Charisma vs Reflex; this attack does not provoke opportunity attacks |
| Hit: 2d6 + Charisma modifier fire damage. |
Shocking Grasp |
| You reach out your hand ,wreathed in electricity, and the energy shocks your foe's body. |
| Encounter * Arcane, Implement, Lightning |
| Move Action Melee Touch |
| Target: One creature |
| Attack: Charisma vs Reflex |
| Hit: 2d6 + Charisma modifier damage. In addition the target is weakened and cannot make opportunity attacks until the end of your next turn. |
Acid Rain |
| Acidic gas follows your shot, billowing out as it strikes. |
| Daily * Arcane, Weapon, Acid |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
| Secondary Targets: All creatures within two squares of the initial target, and the initial target. |
| Secondary Attack: Charisma vs Reflex |
| Hit: 5 + Charisma modifier ongoing acid damage (save ends). |
| Miss: 5 + Charisma modifier acid damage. |
Crushing Shot |
| As your shot flies through the air it grows heavier and increases density so that it shatters bone on impact. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 4[W] + Dexterity modifier damage. |
Lightning Tether |
| Electricity arcs and wraps around your enemy searing his flesh and holding a connection that lets you toss him around as if he were weightless. |
| Daily * Arcane, Implement, Lightning |
| Standard Action Range 10 |
| Target: One creature |
| Attack: Charisma vs Reflex |
| Hit: 1d8 + Charisma modifier lightning damage. |
| Effect: You may shift the target 5 squares in one direction. If the target hits any obstacles in this forced movement it and the obstacle take 1d8 + your Charisma modifier in damage and the movement stops there. The target is slowed as long as you are able to sustain this power. |
| Sustain Standard: Make a Charisma vs Fortitude attack against the target. If you are successful, you may repeat the attack. If you miss, you may not attempt to sustain the power again. |
Ricochet Shot |
| You fire a bullet, and magically control its movement for a few moments. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Dexterity modifier damage. |
| Secondary Target: One creature in range other than the primary target. |
| Secondary Attack: Charisma vs Reflex |
| Hit: 2[W] + Charisma modifier damage |
| Tertiary Target: One creature in range other than the secondary target |
| Tertiary Attack: Charisma vs Reflex |
| Hit: 1[W] + Charisma modifier damage |
| Miss: Half damage on each missed attack. |
Flash |
| You create a quick flash of light and teleport to a different location on the battlefield. |
| Encounter * Arcane, Teleportation |
| Move Action Personal |
| Effect: You teleport a number of squares equal to your Charisma modifier, and gain a +2 on any attack roll made against foes who were adjacent to you when you used this power until the end of this turn. |
Magelock Bond:One Power |
| Your connection to your weapon fuels your confidence, and frightens your enemies. |
| At-Will * Arcane, Weapon |
| No Action Personal |
| Requirement: You must be wielding a bonded magelock weapon |
| Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect. |
| Effect: You gain a bonus on Diplomacy and Intimidation checks equal to your gun's enhancement bonus. |
Reserve Power |
| You hold back a part of your power as you fire your weapon, knowing the attack will miss. |
| Daily * Arcane |
| Immediate Reaction Personal |
| Trigger: You miss with a rune bullet enhanced attack |
| Effect: You do not expend a use of Cast Rune Bullet. |
Shimmer |
| The air around you waves and blurs like a distant stretch of desert. |
| Daily * Arcane, Zone |
| Move Action Close Burst 2 |
| Effect: You create a zone that remains centered on you until the end of your next turn. While in the zone, all creatures gain concealment. |
| Sustain Minor: The effect continues until the end of your next turn. |
Baleful Bullet |
| You focus dark energy on your bullet, and its energy weighs on your foe's soul. |
| Encounter * Arcane, Necrotic, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs AC; you take 10 damage. |
| Hit: 2[W] + Dexterity modifier necrotic damage, and the target is weakened (save ends). |
Bolt |
| You fire a powerful bolt of lightning, arcing through everything before you. |
| Encounter * Arcane, Implement, Lightning |
| Standard Action Close Line 10 |
| Requirement: You must be wielding a firearm |
| Target: All creatures in line |
| Attack: Charisma vs Reflex |
| Hit: 4d6 + Charisma modifier lightning damage, and you are pushed back one square. This movement provokes opportunity attacks. |
Duelist's Revenge |
| You can levy impressive speed to strike your foes, even when they think they have the upper hand. |
| Encounter * Arcane, Weapon, Teleportation |
| Immediate Reaction Range 10 |
| Requirement: You must be wielding a firearm. |
| Trigger: An enemy in range attacks you |
| Effect: You teleport to a square adjacent to the target. |
| Target: The triggering creature |
| Attack: Dexterity +2 vs Reflex; this attack does not provoke opportunity attacks |
| Hit: 2[W] + Dexterity modifier damage. In addition the target is pushed 2 squares and falls prone. |
Ember Shot |
| You cast a spell on your gun itself, and your bullets catch fire as they leave the barrel. |
| Encounter * Arcane, Fire |
| Minor Action Personal |
| Requirement: You must be wielding a firearm |
| Effect: You imbue your weapon so that any bullets fired from it before the end of your next turn deal an additional 1d10 fire damage on a successful hit. |
Detonator |
| Your bullet explodes when it hits its target. |
| Daily * Arcane, Fire, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage |
| Secondary Targets: The primary target and all creatures within 3 squares |
| Secondary Attack: Charisma vs Reflex |
| Hit: 4d6 + Charisma modifier Fire damage. |
| Miss: Half damage |
Flash Fire |
| An extremely bright flash of arcane light blinds and burns your foes. |
| Daily * Arcane, Implement, Radiant |
| Standard Action Close Blast 3 |
| Target: All creatures in blast |
| Attack: Charisma vs Fortitude |
| Hit: 3d6 + Charisma modifier radiant damage, and the target is blind until the end of your next turn. |
| Miss: Half damage and the target is dazed until the end of your next turn. |
Shockwave |
| A burst of thunder accompanies your shot, knocking your foes back. |
| Daily * Arcane, Thunder, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier + Charisma modifier damage. Make secondary attack. |
| Miss: Make secondary attack |
| Secondary Target: All adjacent creatures |
| Secondary Attack: Charisma vs Fortitude |
| Hit: 2d10 + Charisma modifier damage and the targets are pushed back a number of squares equal to 5 + your Charisma modifier. This movement provokes attacks of opportunity. |
| Miss: The targets are pushed back three squares. |
Snipe Shot |
| You take aim, carefully study your target's actions and fire a devastating shot. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +4 vs AC |
| Hit: 4[W] + Dexterity modifier damage. |
| Miss: Half damage |
Elemental Reflection |
| As an elemental spell comes careening toward you you send it flying back to its originator. |
| Daily * Arcane |
| Immediate Reaction Personal |
| Trigger: A foe hits you with a spell that has the Cold, Fire, Lightning, or Thunder keyword. |
| Effect: You take half damage from the spell, and the foe who fired the spell takes half damage. |
Load Rune Bullet |
| It is an easy and natural process to load one of your own rune bullets. |
| Encounter * Arcane, Weapon |
| Free Action Personal |
| Requirement: You must be wielding a gun |
| Effect: You load one barrel of your gun with a rune bullet. |
Magelock Bond: Arcane Link |
| Your strong connection to such a powerful magic item has strengthened your connection to the arcane. |
| At-Will * Arcane, Weapon |
| No Action Personal |
| Requirement: You must be wielding a bonded magelock weapon |
| Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect. |
| Effect: You gain a +2 bonus on Arcana checks. |
Swift Combatant |
| Quick feet and a steady mind are among the reasons you have survived through every fight. |
| Daily * Arcane, Stance |
| Minor Action Personal |
| Effect: You can shift 3 squares as a move action. |
Burn-Off |
| Your touch burns your foe's flesh, and if it chooses to test you, you find it simple to repeat the effect. |
| Encounter * Arcane, Implement, Fire |
| Move Action Melee Touch |
| Target: One creature |
| Attack: Charisma vs Reflex |
| Hit: 2d10 + Charisma modifier fire damage. |
| Special: If the target is still adjacent to you at the start of your next turn, you may repeat this attack. |
Electrical Arc |
| As your bullet hits, electricity instantly arcs to your foes around the target. |
| Encounter * Arcane, Lightning, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Charisma +2 vs Reflex |
| Hit: 2[W] + Charisma modifier damage |
| Secondary Target: One creature within 5 squares of the initial target |
| Secondary Attack: Charisma vs Reflex |
| Hit: 3d8 + Charisma modifier lightning damage |
| Tertiary Target: One creature within 5 squares of the secondary target |
| Tertiary Attack: Charisma -2 vs Reflex |
| Hit: 3d8 + Charisma modifier lightning damage. |
Reaper's Shot |
| A touch of necromantic energy graces your shot, and its power is overwhelming. |
| Encounter * Arcane, Fear, Necrotic, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier necrotic damage and the target is frightened (save ends). While frightened the target will only target you with an attack if there are no other available targets. |
Thundering Blast |
| A deafening burst of sound blasts forth as you attack. |
| Encounter * Arcane, Implement, Thunder |
| Standard Action Close Blast 5 |
| Target: Each creature in blast |
| Attack: Charisma vs Fortitude |
| Hit: 2d8 + Charisma modifier thunder damage. In addition, the target is pushed 3 squares and is knocked prone. |
Electrocute |
| You imbue electrical energy into your bullet and it releases a terrible shock as it strikes your foe. |
| Daily * Arcane, Weapon, Lightning |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity +2 vs AC |
| Hit: 3[W] + Dexterity modifier + 3d8 + Charisma modifier lightning damage. |
Freezing Gale |
| You fire a blast of wind cold enough to freeze and strong as a hurricane. |
| Daily * Arcane, Cold, Implement |
| Standard Action Close Blast 3 |
| Target: All creatures in blast |
| Attack: Charisma vs Fortitude |
| Hit: 3d6 + Charisma modifier damage and the target is immobilized until the end of your next turn. |
| Miss: Half damage and the target is slowed until the end of your next turn. |
| Sustain Standard: You repeat the attack. |
White Heat |
| You heat a bullet to such a high temperature that it burns straight through your enemies. |
| Daily * Arcane, Weapon, Fire |
| Standard Action Close Line 20 |
| Requirement: You must be wielding a firearm |
| Target: All creatures in line |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Charisma modifier fire damage. |
Elemental Absorption |
| You throw up a magical defense as your foe's attack hits you and you soak up the energy in some way. |
| Daily * Arcane, Healing |
| Immediate Reaction Personal |
| Trigger: An enemy hits you with an effect that contains the keywords Fire, Cold, Lightning or Thunder |
| Effect: Make a saving throw. Upon success the attack deals no damage and you are healed by an amount equal to half the damage it would have dealt. Upon a failure you gain resistance 10 to the element that hit you for the rest of the encounter. |
Magelock Bond: Soulbound |
| Through your deep connection to your weapon you are constantly aware of its state and location. |
| At-Will * Arcane, Permanent |
| No Action Personal |
| Requirement: You must be wielding a bonded magelock pistol |
| Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect. |
| Effect: You gain resist force 5 + your weapon's enhancement bonus. |
Master Arcanist |
| You focus your attention on casting a rune bullet, and the results speak for themselves. |
| Daily * Arcane |
| Move Action Personal |
| Requirement: You must be wielding a magelock pistol loaded with a rune bullet |
| Effect: Your next use of Cast Rune Bullet uses the highest Arcana check result possible for the rune bullet you have loaded. |
Speed of Thought |
| You instantly transport yourself behind your foes, taking advantage of their surprise. |
| Daily * Arcane, Teleportation |
| Free Action Personal |
| Effect: You teleport a number of squares equal to your Charisma modifier. You gain combat advantage against all foes until the end of your next turn. |
Barbed Shot |
| You cast a spell on your gun and the bullet grows short barbs when hits your foe. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 3[W] + Dexterity modifier damage and the target is slowed (save ends). |
Concussive Wave |
| You cast a spell that fills the air with a poisonous mist, and the foe makes your foe's every movement ache. |
| Encounter * Arcane, Force, Implement |
| Standard Action Close Blast 3 |
| Target: All creatures in blast |
| Attack: Charisma vs Fortitude |
| Hit: 3d8 + Charisma modifier force damage and the target is dazed (save ends). |
| Miss: Half damage |
Smoldering Combustion |
| With a simple touch you cause your foe's armor to burst into flames, cooking him from the inside. |
| Encounter * Arcane, Fire, Implement |
| Move Action Melee Touch |
| Target: One creature wearing armor |
| Attack: Charisma vs Reflex |
| Hit: The target's armor catches on fire, causing the target to take ongoing damage equal to 10 + your Charisma modifier (save ends), and reducing its defenses by an amount equal to your Charisma modifier (save ends). |
Static Discharge |
| You charge a shot with immense electrical energy, and each foe is shocked that the bullet even comes near to. |
| Encounter * Arcane, Lightning, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Effect: Make a Charisma vs Fortitude attack against each creature the bullet passes within two squares of on its way to the target. On a hit, the target takes 5 + your Charisma modifier lightning damage. |
| Hit: 2[W] + Dexterity modifier lightning damage. |
Electricity Field |
| Electric energy covers the ground around your foe as the bullet lodges deep in its chest. |
| Daily * Arcane, Lightning, Weapon, Zone |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier lightning damage. |
| Effect: Make a secondary attack. |
| Secondary Target: Each creature within 3 squares of the initial target, and the initial target. |
| Secondary Attack: Charisma vs Reflex |
| Hit: 5d6 + Charisma modifier lightning damage. |
Freeze Solid |
| You fire a solid shot of ice, and it to explodes in a burst of freezing air when it breaks. |
| Daily * Arcane, Cold, Implement |
| Standard Action Area Burst 2 with weapon range |
| Target: Each creature in burst |
| Attack: Charisma vs Fortitude |
| Hit: 2d8 + Charisma modifier cold damage and the target is stunned (save ends). If the target fails its first saving throw it is instead stunned and helpless (save ends). |
| Aftereffect: The target is dazed (save ends). |
| Miss: Half damage and the target is dazed (save ends). |
Erupting Shot |
| As if propelled, a line of fire follows your bullet, splashing onto the ground it passes over. |
| Daily * Arcane, Fire, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 3[W] + 2d8 + Dexterity modifier fire damage, and the target is pushed 3 squares. |
| Effect: Each square the bullet passes over on its path to the target becomes a wall of fire. Any creature starting its turn adjacent to the wall takes 2d8 + Charisma modifier fire damage. Any creature that moves through the wall or begins its turn there takes 10 ongoing fire damage (save ends). The wall lasts until the end of your next turn. |
| Sustain Move: The effect lasts until the end of your next turn. |
Winds of Fate |
| You push foes away and surround yourself in a powerful vortex of wind that directs your attacks while deflecting your enemies'. |
| Daily * Arcane, Force, Implement, Zone |
| Minor Action Close Burst 1 |
| Target: Each creature in burst |
| Attack: Charisma vs Fortitude |
| Hit: 1d10 + Charisma modifier force damage, and is pushed 1 square. |
| Effect: The burst creates a zone centered on you until the end of your next turn. You gain a +2 to ranged attack rolls while within the zone, and enemy creatures take a -2 penalty on ranged attack rolls against you. If a creature moves into or starts its turn in the zone you may repeat the attack. |
| Sustain Minor: The effect continues until the end of your next turn. |
Arcane Weapon |
| You toss a handful of bullets in the air before you, and casting a short spell, you cause them to shoot forward as if fired from your gun. |
| Encounter * Arcane, Implement |
| Standard Action Ranged 5 |
| Target: One creature |
| Attack: Charisma vs AC; four attacks |
| Hit: 1[W] + Charisma modifier damage per attack. |
| Special: This attack uses four rounds of ammunition. |
Frozen Field |
| Arcane energy on your bullet causes an aura of cold to follow your target. |
| Encounter * Arcane, Ice, Weapon, Zone |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 2[W] + Dexterity modifier damage. |
| Effect: The bullet creates a zone in burst 2 centered on the target (save ends). While the zone persists, a field of ice remains centered on the foe. The zone is difficult terrain, and any creature moving more than 1 square over the ice falls prone. |
Molten Shot |
| You heat a bullet melting the metal into a molten mass, and it splashes on contact; burning your foe. |
| Encounter * Arcane, Fire, Weapon |
| Standard Action Ranged 10 |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs Fortitude |
| Hit: 4[W] + Charisma modifier fire damage, and the target is weakened (save ends). |
Seeking Shot |
| You fire a shot and control its direction through the air. It rips through each foe before it hits the ground. |
| Encounter * Arcane, Weapon |
| Standard Action Close Burst 5 |
| Requirement: You must be wielding a firearm |
| Target: All enemy creatures in burst |
| Attack: Charisma vs AC |
| Hit: 2[W] + Charisma modifier damage. |
Deadly Shrapnel |
| As your bullet enters a foe's body you activate it, and it shatters, sending shrapnel in all directions. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC; if this attack hits, the secondary attack automatically hits this target |
| Hit: 3[W] + Dexterity modifier damage. |
| Effect: Make a secondary attack |
| Secondary Targets: Initial target and all creatures within 3 squares of it |
| Secondary Attack: Charisma vs Reflex |
| Hit: 3d8 + Charisma modifier damage. In addition, whenever the target makes an attack it takes damage equal to 5 + your charisma modifier as the shrapnel moves through its body (save ends). |
| Miss: Half damage, and the target takes 5 damage whenever it makes an attack until the end of your next turn. |
Dust Explosion |
| You fill the air with coal-like fumes and make a small spark causing the dust to ignite. |
| Daily * Arcane, Fire, Implement |
| Standard Action Close Burst 10 |
| Requirement: You must be wielding a firearm |
| Target: All creatures in burst |
| Attack: Charisma vs Fortitude; you take 2d6 fire damage and fall prone. |
| Hit: 4d6 + Charisma modifier fire damage and target is pushed back a number of squares equal to your Charisma modifier. If any obstacles (including creatures) are in the path of the target's forced movement, it stops moving and both the obstacle and the target take 1d12 + your Charisma modifier damage. |
| Miss: Half damage and the target is knocked back 3 squares with the same result if an object blocks the path of the target's forced movement. |
Perfect Shot |
| You line up the shot and focus arcane energy through your mind and muscles to insure the perfect shot. |
| Daily * Arcane, Weapon |
| Full Round Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity + 4 vs AC |
| Hit: 6[W] + Dexterity modifier damage. |
| Miss: Half damage. |
Reverberating Shot |
| Latent arcane energy remains on your shot, and each time your power draws near to it, it pulses electricity. |
| Daily * Arcane, Lightning, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 4[W] + 2d8 + Dexterity modifier + Charisma modifier lightning damage. |
| Effect: Until the end of the encounter whenever you hit the target with an Arcane power, the target takes 2d8 + Charisma modifier lightning damage. |
| Miss: Half damage. |
| Amber Evoker Bullet |
| Etch: 10gp of Amber |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 lightning damage, and adjacent creatures take 3 lightning damage |
| 25 |
+2d8 lightning damage, and adjacent creatures take 5 lightning damage |
| 30 |
+3d8 lightning damage, and adjacent creatures take 7 lightning damage |
| 35 |
+4d8 lightning damage, and adjacent creatures take 10 lightning damage |
| Ruby Evoker Bullet |
| Etch: 10gp of Ruby |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 fire damage, and 3 ongoing fire damage (save ends) |
| 25 |
+1d8 fire damage, and 3 ongoing fire damage (save ends) |
| 30 |
+1d8 fire damage, and 3 ongoing fire damage (save ends) |
| 35 |
+1d8 fire damage, and 3 ongoing fire damage (save ends) |
| Seeker Bullet |
| Etch: No special requirements. |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d4 damage, and this attack ignores concealment and cover |
| 20 |
+2d4 damage, and this attack ignores range penalties |
| 25 |
+3d4 damage, and this attack ignores insubstantial |
| 30 |
+4d4 damage, and this attack ignores invisibility, though you still must know which square to target |
| Special: Higher checks stack the benefits of the lower ones. Thus a 20 Arcana check would make the bullet deal +2d4 damage, and ignore concealment, cover and range penalties. |
| Blessed Silver Bullet |
| Etch: 25gp of Blessed Silver |
| Cast: The target must be undead |
| Arcana Check |
Effect |
| 15 |
+1d12 radiant damage |
| 20 |
+2d12 radiant damage |
| 25 |
+3d12 radiant damage |
| 30 |
+4d12 radiant damage |
| Lucky Bullet |
| Etch: 50gp of melted coins |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
Gain a +2 to the attack roll |
| 25 |
The attack is a critical hit on a natural roll of 18-20 |
| 30 |
Roll twice for the attack roll, and choose the better of the two |
| 35 |
The attack gains the weapon property “Brutal 2” |
| Sapphire Evoker Bullet |
| Etch: 25gp of Sapphire |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 cold damage, and the target takes a -1 penalty to AC (save ends) |
| 25 |
+2d8 cold damage, and the target takes a -2 penalty to AC (save ends) |
| 30 |
+3d8 cold damage, and the target takes a -3 penalty to AC (save ends) |
| 35 |
+4d8 cold damage, and the target takes a -4 penalty to AC (save ends) |
| Diamond Evoker Bullet |
| Etch: 75gp of Diamond |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 thunder damage; adjacent creatures are knocked prone |
| 25 |
+2d8 thunder damage, creatures within 2 squares are knocked prone |
| 30 |
+3d8 thunder damage, enemies within 2 squares are knocked prone |
| 35 |
+4d8 thunder damage, enemies within 2 squares are dazed until the end of your next turn. |
| Inertial Shock Bullet |
| Etch: 75gp of Granite |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 force damage, and the target is pushed 3 squares. |
| 25 |
+2d8 force damage, and the target is pushed 5 squares. |
| 30 |
+3d8 force damage, and the target is pushed 7 squares. |
| 35 |
+4d8 force damage, and the target is pushed 10 squares. |
| Special: If the target hits a creature or obstacle before the forced movement is finished, the movement stops and the obstruction takes 2d8 damage. |
| Shadow Fall Bullet |
| Etch: 75gp of Onyx |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 damage, and the target takes a -1 penalty to attack (save ends) |
| 25 |
+2d8 damage, and the target takes a -2 penalty to attack (save ends) |
| 30 |
+3d8 damage, and the target takes a -3 penalty to attack (save ends) |
| 35 |
+4d8 damage, and the target is blind (save ends) |
| Death Bullet |
| Etch: A piece of Necrotite |
| Cast: Take 2d12 damage when you cast this bullet |
| Arcana Check |
Effect |
| 15 |
+2d12 necrotic damage |
| 25 |
+3d12 necrotic damage |
| 30 |
+4d12 necrotic damage |
| 35 |
+6d12 necrotic damage |
| Gravity Well Bullet |
| Etch: 125gp of Quartz |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 damage, and shift 1 creature within 5 squares adjacent to target |
| 25 |
+2d8 damage, and shift 2 creatures within 5 squares adjacent to target |
| 30 |
+3d8 damage, and shift 3 creatures within 5 squares adjacent to target |
| 35 |
+4d8 damage, and shift 4 creatures within 5 squares adjacent to target |
| Momentum Shift Bullet |
| Etch: 125gp of Gold |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 damage, and the target takes a -1 penalty to speed (save ends) |
| 25 |
+2d8 damage, and the target takes a -2 penalty to speed (save ends) |
| 30 |
+3d8 damage, and the target takes a -3 penalty to speed (save ends) |
| 35 |
+4d8 damage, and the target takes a -4 penalty to speed (save ends) |
| Until the target saves against the effect, you gain a bonus to speed equal to its penalty. |
| Acid Cloud Bullet |
| Etch: 200gp of Jade |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d4 damage, and creatures in burst 2 take 3 acid damage (save ends). |
| 25 |
+2d4 damage, and creatures in burst 2 take 5 acid damage (save ends). |
| 30 |
+3d4 damage, and creatures in burst 2 take 7 acid damage (save ends). |
| 35 |
+4d4 damage, and creatures in burst 2 take 10 acid damage (save ends). |
| Atrophy Rune Bullet |
| Etch: 200gp of Gold shavings |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d4 damage, and the target gains vulnerability all 3 until the end of your next turn. |
| 25 |
+2d4 damage, and the target gains vulnerability all 5 until the end of your next turn. |
| 30 |
+3d4 damage, and the target gains vulnerability all 7 until the end of your next turn. |
| 35 |
+4d4 damage, and the target gains vulnerability all 10 until the end of your next turn. |
| Vampiric Bullet |
| Etch: 200gp of Necrotite |
| Cast: No special requirements. |
| Arcana Check |
Effect |
| 15 |
+1d8 damage |
| 25 |
+2d8 damage |
| 30 |
+3d8 damage |
| 35 |
+4d8 damage |
| You regain hit points equal to the amount of bonus damage you deal with this rune bullet. |
|