Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defences.
Arcane Implement Mastery: Orb of Imposition: Once per encounter as a free action you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that affect that equal your Wisdom modifier. Alternatively you can choose to extend the duration of an effet created by a wizard at-will spell that would otherwise end at the end of your current turn. Instead the effect ends at the end of your next turn. You must wield an orb to use this ability.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat.
Spellbook: Your spellbook contains your mystical lore (rituals, daily, and utility spells). Your book contains three 1st-level rituals of your choice that you have mastered. You master two more rituals at 11th, 15th, 21st, and 25th level. You begin knowing two daily spells, any time you would learn a new daily, you learn two. You can only cast as many spells as are alloted on the chart on pg. 29. Book contains 128 pages. Rituals take up pages equal to their level. Spells take up 1 page each.
Cantrips: Minor spells you gain at 1st level.
Ghost Sound: At-will; Arcane, Illusion; Standard; Ranged 10; One object or unoccupied square; You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light: At-Will; Arcane; Minor; Ranged 5; One object or unoccupied square; You cause the target to shed bright light. The light fills the target’s square and all the squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action; Special: You can only have one Light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand: At-will; Arcane, Conjuration; Minor; Ranged 5; You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20lbs or less, and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheathe, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.; Sustain Minor; Special: You can only create one hand at a time.
Prestidigitation: At-will; Arcane; Standard; Ranged 2; Use this cantrip to accomplish one of the effects given below: Move up to 1lb of material, Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor, Color, clean or soil items in 1 cubic foot for up to 1hr., Instantly light(or snuff out) a candle, a torch, or a small campfire, Chill, warm, or flavor up to 1lb of nonliving material for up to 1hr., Produce out of nothingness a small item or image that exists until the end of your next turn, Make a small, handheld item invisible until the end of your next turn. Nothing you can create with the cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power; Special: You can have up to three prestidigitation effects active at one time.
Cloud of Daggers
A mage of the white robes. Elit is a wizard apprentice working hard on his studies. He is usually the first one to volunteer for missions that take him beyond the walls of the keep, where he studies with his tutors, in order to learn more of the world and in the hopes of finding knowledge not contained within the libraries he has grown up in.