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Hireling:Blast

From DDO Compendium

A reliable, if methodical, wizard. (Casts: Fireball, Acidball, Ice Spears, Electric Loop, Repair Serious Damage)
 
HasteQuickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.
Melf's Acid ArrowDeals 2 to 8 acid damage +1 per 2 caster levels to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range. \n\nD&D Dice: Deals 2d4+1 acid damage per 2 caster levels (max 2d4+10).
Lightning BoltA powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).
FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).

 
Wand of Magic MissileThis hireling possesses wands of Magic Missile
AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
Heroic DurabilityIncreases your maximum hit points by 20.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
Mithral BodyMithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Improved Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
Inscribe Wizard ScrollYou are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Warforged Healer's Friend I
You heal for 15% more any time you receive positive energy healing such as that from cure spells and cure potions.
Warforged Inscribed Armor I
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%.
Warforged Constitution I
Grants a +1 increase to your Constitution score.
Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Wizard Intelligence II
Grants an additional +1 to your Intelligence score.
Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Wizard Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.

 
FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).
Acid BlastCreates a gout of acid that explodes on impact, dealing 4 to 6 acid damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 acid damage per caster level (max 10d3+30).
Frost LanceShoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.\n\nD&D Dice: Deals 4d5+20 cold damage per lance.
Repair Light DamageTransmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5).
Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).

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