Templar of Tylumthis

Templar of Ty’lum’this: As a templar of the up-in-coming sorcerer-king, you probably are alone in your choice. Some will shame you for wanting the rise of another Sorcerer-king, even if they do not know whom you speak of, while other templars will chortle at your weak master. Still, you gain powers a bit different than those others, and they are not merely a child’s toy to play with…

Templar of Ty’lum’this Traits:
Secondary Role: Controller
Power Source: Arcane
Granted Power: You gain the Ty’lum’this’s Impactful Meteors power
Powers:
The following powers are available to any character who has chosen the templar of Ty’lum’this theme.

Ty’lum’this’s Impactful Meteors Templar of Ty’lum’this feature
Your fingers conjure small motes of light that launch out trembling balls of force, erupting on impact.
Encounter* Arcane
Minor Action Personal
Effect: You charge two bolts of force in your fingers that last until the end of the encounter. Until the end of the encounter or you run out of charges, you can use the Ty’lum’thus’s Impactful Meteors attack power.
Level 11: You charge Three bolts
Level 21: You charge Four bolts

Ty’lum’thus’s Impactful Meteors Attack Templar of Ty’lum’this Feature
At-Will (Special)* Arcane, Implement, Force
Standard Action Ranged 20
Target: One Creature
Attack: Primary ability vs. Reflex
Special: You must have at least one charge of Ty’lum’this’s Impactful Meteors
Hit: 1d4 + Primary ability modifier force damage.
Miss: Half damage
Effect: You lose one charge of Ty’lum’this’s Impactful Meteors.
Special: If you still have a charge remaining, you can make this attack again against a different creature. A creature can only be targeted by this power once per turn.

Level 2 Utility Spell

Twisting Sands Templar of Ty’lum’this Utility 2
Twisting your finger in the air, the very earth begins to twist in kind. Trapping foes and guiding allies in its flow.
Daily* Arcane, Zone
Minor Action Area burst 2 within 5 squares
Effect: The burst becomes a zone of twisting land until the end of your next turn. Enemies treat the zone as difficult terrain, while allies gain a +1 bonus to speed from entering or starting their turn in the zone.
Sustain Minor: The zone persists.

Level 3 Encounter Spell

Ty’lum’this’s Frost Beam Templar of Ty’lum’this Attack 3
You thrust your fist forward the force creating a beam of blue light that freezes those that dare to get in its way.
Encounter* Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature in range
Attack: Primary ability vs. Reflex
Hit: 2d8 + Primary ability modifier cold damage, and the target is slowed until the end of your next turn.
Effect: All creatures granting cover to the target takes your Primary ability modifier cold damage and are also slowed until the end of your next turn.
Special: You do not suffer any penalties from cover granted by allies of the target for this attack.
Level 13: As above, but 3d8 + primary ability modifier cold damage
Level 23: As above, but 4d8 + primary ability modifier damage and the target cannot shift until the end of your next turn.

Level 5 Daily Spell

Ty’lum’this’s Fiery Escape Templar of Ty’lum’this Attack 5
With a twisting flourish, you hurl a globe of fire that explodes with propelling force, knocking foes to the ground and pushing allies to safety away from its burning flames.
Daily* Arcane, Fire, Implement, Zone
Standard Action Area Burst 2 within 10 squares
Target: Each Enemy in Burst
Attack: Primary ability vs. Reflex
Hit: 1d6 + Primary ability modifier fire damage and the target is knocked prone.
Effect: You and allies in the initial burst can be pushed three squares from the center of the burst. Additionally, the burst becomes a zone of roaring flames until the end of your next turn. Creatures that start their turn in the zone take primary ability modifier fire damage.
Sustain Minor: The zone is sustained

Level 6 Utility Spell

Path of Ice Templar of Ty’lum’this Utility 6
Your hands outstretched before you, you form a wave of ice that carries you to a better position, but slips up your enemies.
Encounter* Arcane, Zone
Move Action Area Wall 7 within 10 squares, origin square must be a square adjacent to you.
Effect: You conjure a wall of flat ice filled squares until the end of your next turn and can shift to any square adjacent to wall. The wall can be up to 7 squares long, but is flat. Any enemy that enters the wall must make a saving throw or fall prone.

Level 7 Encounter Spell

Ty’lum’this’s Shocking Decree Templar of Ty’lum’this Attack 7
With a thumbs down, you call down lighting that scorches the doomed whom oppose you.
Encounter* Arcane, Implement, Lightning
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Primary ability vs. Will
Hit: 3d4 + Primary ability modifier lightning damage and the target is dazed until the end of your next turn.
Level 17: As above, but 4d4 + Ability modifier lightning damage
Level 27: As above, but 5d4 + Ability modifier lightning damage

Level 9 Daily Spell

Ty’lum’this’s Spatial Shift Templar of Ty’lum’this Attack 9
You begin to press your hands together as if trying to contain a powerful force within your grasp. As you do so, the battle shifts in kind, allies blasted out as enemies are trapped inside.
Daily* Arcane, Force, Implement
Standard Action Area Burst 3 within 10
Target: Each enemy in burst
Attack: Primary Ability vs. Will
Hit: 1d6 + Primary ability modifier force damage, and the target is pulled 3 squares towards the center of the burst. Targets count as having phasing for this forced movement, but cannot end it in illegal squares.
Effect: You slide each ally 4 squares, they count as phasing for this forced movement but cannot end the slide in illegal squares.
Miss: Half damage
Level 19: Area burst 4 within 10
Hit: As above, only increase the number of squares the target is pulled to 4 squares
Effect: As above, only increase the number of squares you can slide the ally to 5
Level 29: As level 19, but 2d6 + Primary ability modifier force damage.

Level 10 Utility Spell

Sand Sink Templar of Ty’lum’this Utility 10
As your foe strikes, you transform your body into sand at the last possible moment and leaving the foe striking at air.
Encounter* Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You are removed from play. At the start of your next turn, you reappear in an unoccupied square on the ground within 5 squares of your original space


Templar of Tylumthis

Shifting Sands Swordior