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Red Mage Level 1 At-Will Powers

Red Mage gets a choice of 1 at-will power from the black mage: Blizzard, Fire, or Thunder.
Red Mage gets a choice of 1 at-will power from the white mage: Aero, Stone, or Water.

Frostwind Blade (Red Mage Attack 1)

At-Will ✦ Arcane, Ice, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier ice damage. A different enemy marked by you within 3 squares of you takes ice damage equal to your Constitution modifier.
Level 21: 2[W] + Intelligence modifier ice damage.

Lightning Blade (Red Mage Attack 1)

A bolt of lightning melded with your weapon to give it lightning precision.

At-Will ✦ Arcane, Lightning, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier lightning damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Charisma modifier lightning damage.

21st level: Increase damage to 2[W] + Intelligence modifier lightning damage.

Red Mage Level 1 Encounter Powers

Blazing Pursuit (Red Mage Attack 1)

You envelop your blade in fire and then strike. The flames create a lingering path that you can travel along to catch your escaping foe.

Encounter ✦ Arcane, Fire, Teleportation, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier fire damage. If the target is within 5 squares of you at the end of its next turn, as a free action you can teleport to a space that must be adjacent to the target.
Effect: Aegis of Assault: You can teleport to a space adjacent to the target even if you do not have line of sight to that space.

Chilling Blow (Red Mage Attack 1)

Your blade rips into your foe and cold pulses from the wound, enveloping your enemy’s body in a crust of frost.

Encounter ✦ Arcane, Ice, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs AC

Hit: 1[W] + Intelligence modifier ice damage, and the target takes ice damage equal to your Charisma modifier each time it attacks before the start of your next turn.

Flame Cyclone (Red Mage Attack 1)

Arcane power swirls around your blade and outward toward your enemies, engulfing them in an inferno.

Encounter ✦ Arcane, Fire, Implement

Standard Action ✦ Close Blast 3
Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier + Strength modifier fire damage.

Lightning Clash (Red Mage Attack 1)

As your blade strikes home, a sizzling bolt of lightning leaps from your reeling foe to strike down its nearby ally.

Encounter ✦ Arcane, Lightning, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.

Secondary Target: One creature within 5 squares of the primary target

Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.

Red Mage Level 1 Daily Powers

Blade of Judgment (Red Mage Attack 1)

You pour arcane energy into improving your aegis.

Daily ✦ Arcane, Lightning, Teleportation, Weapon

Immediate Reaction ✦ Melee weapon
Trigger: An ally within 5 squares of you is hit by an enemy you have marked.

Target: The triggering enemy
Effect: You teleport the target to a square adjacent to you and make the following attack.
Attack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier lightning damage, and the target takes 5 ongoing lightning damage (save ends).

Miss: Half damage, and the target takes 5 extra lightning damage.

Burning Blade (Red Mage Attack 1)

Daily ✦ Arcane, Fire, Weapon

Standard Action ✦ Melee weapon
Target: One creature

Attack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier fire damage.
Effect: The caster’s melee attacks deal extra fire damage equal to his or her Strength modifier until the end of the encounter.

Frost Backlash (Red Mage Attack 1)

As your enemy swings for the kill, your warding suddenly turns to ice and lashes out at your foe with the fury of winter.

Daily ✦ Arcane, Ice, Weapon

Immediate Interrupt ✦ Melee weapon
Trigger: An adjacent creature hits you

Target: The creature that hit you

Attack: Intelligence vs. Reflex

Hit: 3[W] + Intelligence modifier ice damage.

Miss: Half damage.

Sweeping Frostblade (Red Mage Attack 1)

You swing your blade in a wide circle, unleashing a freezing wave that numbs nearby foes.

Daily ✦ Arcane, Ice, Weapon

Standard Action ✦ Close Burst 1
Target: Each enemy in burst

Attack: Intelligence vs. AC

Hit: 1[W] + Intelligence modifier ice damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is immobilized until the end of your next turn.

Red Mage Level 2 Utility Powers

Deflect (Red Mage Utility 2)

Encounter ✦ Arcane, Implement
Immediate Interrupt ✦ Personal
Trigger: 
A creature within 3 squares makes an attack, or uses an at-will power or encounter power on you.
Effect: You gain +4 power bonus to your AC and defenses until the end of your turn.

Enspell (Red Mage Utility 2)

Encounter ✦ Arcane, Implement
Minor Action ✦ Personal
Effect: Choose Earth, Fire, Ice, Lightning, Water, or wind. Until the end of your next turn, your melee basic attacks deal additional damage of the chosen element type equal to your Charisma modifier.
Sustain Minor: This ability lasts until the end of your next turn.

Spellstrike (Red Mage Utility 2)

Encounter ✦ Arcane
Minor Action ✦ Personal
Trigger:
You hit a target with a melee at-will power or a melee basic attack.
Effect: You can use one of your at-will powers from black or white mage immediately without provoking opportunity attacks.

Vercure (Red Mage Utility 2)

Encounter (Special) ✦ Healing

Minor Action ✦ Close Burst 5 (10 at 11th level, 15 at 21st level)

Target: You or one ally in the burst

Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 7: 2d6 additional hit points.
Level 12: 3d6 additional hit points.
Level 17: 4d6 additional hit points.
Level 22: 5d6 additional hit points.
Level 27: 6d6 additional hit points.

Special: You can use this power twice per encounter, but only once per round. At 17th level, you can use this power three times per encounter.