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Hireling:Elizabeth Cinder

From DDO Compendium

Elizabeth shifts uneasily back and forth waiting for adventure.
 
DiplomacyAllows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced.

 
Burning HandsA cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10).
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
Summon Monster IThis spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

 
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
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.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Spell Focus: EvocationYour spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: DartYou do not suffer a -4 penalty on attack rolls when using a dart.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.

 
Burning HandsA cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10).
Chill TouchMakes a touch echo with the chill of death causing 4 to 6 negative energy damage per caster level (up to a max of 20 to 30 damage at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect.\n\nD&D Dice: Deals 1d3+3 negative energy damage per caster level (max 5d3+15) plus 1 point of Str damage.
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
Niac's Cold RayA ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray as double spell range. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
Shocking GraspDelivers a jolt of 4 to 6 electricity damage per caster level (up to a max of 20 to 30 damage at caster level 5) to any enemy you touch.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 5d3+15).
Cause FearAn enemy becomes frightened. A successful Will save causes the target to become shaken instead. Necrotic energy slows the target slightly.
HypnotismDazes nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will)
Ray of EnfeeblementA coruscating ray springs towards the target, inflicting a 1 to 6 point penalty to strength plus an additional 1 for every two caster levels up to caster level 8.\n\nD&D Dice: Inflicts a 1d6 Strength penalty plus 1 additional per 2 caster levels (max 1d6+5). This spell has double range.
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).

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