Scarred Magician PP

Scarred Magician
“The blood you see isn’t from your pathetic attack; rather it is my new spell I made especially for you!”

An ancient and thought to be lost arcane path, the Scarred Magician was predominantly used by Orc tribes long ago in their attempts to defend their homes. While most wizards take from those around them and leave brutalized landscapes behind, the scarred magician draws spells from within and unleashes those spells outwards the cost being brutal scars that erupt from their flesh. Each spell creates a different scar and, with practice, a scarred magician can alter the scars as they form to alter the very spell to be cast. Enemies of a scarred magician never know what to expect as no there is no absolute for the scarred magician. Only one thing is certain, just as their spells wounds themselves, the scarred magician is sure to mirror their pain to those who dare to oppose them.

Prerequisite: Templar of Ty’lum’this theme or Spell Source class feature

Scarred Magician Path Features:

Power from Within: You can no longer use the ability Arcane Defiling

Create Scar (11th level): Whenever you use an arcane attack power, you can choose to take damage equal to your level as a free action. This damage cannot be reduced or negated in any way. If you do so, choose Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or thunder. The power gains that keyword and deals damage of that type instead of its original for this use.

Scarring Action (11th level): When you use an action point to make an attack, one target of that attack takes ongoing 10 damage (save ends). This damage has the same damage type as the power that you used with your action point. Additionally, you can use your Create Scar feature with the granted attack without taking damage.

Masterful Scar (16th level): Whenever you use your Create Scar feature, the power now deals both its original type of damage and the chosen type of damage. If the original damage was untyped, choose two types from the Create Scar feature’s choices, the power now deals both those types of damage instead.

Scarred Magician Spells

Cauterize Scarred Magician Attack 11
Just as you’d seal a scar, you scorch your foes with a searing fire that burns their flesh as it seals your wounds.
Encounter* Arcane, Fire, Healing, Implement
Standard Action Close Burst 5
Target: One, two, or three creatures in the burst
Attack: Primary Ability vs. Fortitude
Hit: 2d8 + Primary ability modifier damage, and you restore a number of hit points equal to your primary ability modifier.

Weeping Scars Scarred Magician Utility 20
The scars on your body glow a vibrant blue as each scar added is echoed on the bodies of those around you.
Daily* Arcane
Minor Action Personal
Effect: You activate an aura 2 that last until the end of your next turn. Whenever you use your Create Scar feature and deal damage to yourself, enemies in the aura take half the damage that you took. The damage is of the same type chose from the Create Scar feature.
Sustian Minor: The Aura persists

Echoed Scar Scarred Magician Attack 20
As a new scar brandishes your body, the same scar cuts into your enemies flesh sharing your pain.
Daily* Arcane, Implement
Standard Action Close Blast 5
Target: Each creature in the Blast
Attack: Primary ability vs. Fortitude
Hit: 2d6 + Primary ability modifier damage choose any condition besides helpless or dominated. You and the target both suffer that condition until the end of your next turn.
Miss: Half damage, choose between slowed, immobilized, deafened, restrained or dazed. Both you and the target suffer that condition until the end of your next turn.
Special: If you use your Create Scar feature with this power, the conditions become (save ends) instead of the end of your next turn and each condition you suffer from this power is (save ends all).

Scarred Magician PP

Shifting Sands Swordior