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===Enigmatic Mage=== The exclusive path of mages, this path is focused on which school you chose to be a Master Mage of. In fact, the only consistent features that all classes are two powers: Enigmatic Spellcaster (allowing you to replace an unspent daily power with an equivalent-level power) and Enigmatic Spell Lore (the same, but with encounter powers). Enchanters get ''Enchantment Action, which uses an AP to push enemies within 2 spaces away Cha spaces. Otto's Twisting Tune lets you slide a target and make them hit another enemy with a guaranteed daze. Otto's Song of Fidelity is a non-combat utility power that makes everyone make a saving throw with a bonus if they're of higher level and a penalty if not; passing just lets them know you did it, failing makes them treat you as a friend and won't lie as well as offer a +5 to bluff checks. Otto's Inevitable Command lets you dominate (without wasting it if it misses) and only requires a standard action to sustain it, but it instantly breaks the moment it's hurt, an ally gets hurt, or anyone attacks - this limits its uses in combat, but not outside. Evokers get ''Evocation Action'' to add +Con to an evocation power's damage when you spend an AP. Kelgore's Undeniable fire is a ranged attack that...only does fixed damage. Kelgore's Well of Power lets you spend a surge to add +2d10 damage to one attack. Kelgore's Rain of Fire places a ranged burst that deals constant fire damage and can be used as a sort of summon that always deals damage. Illusionists get ''Illusion Action'' to add +Wis to AC and Reflex whenever you use an AP. Nolzur's Shade Spell lets you use any encounter power below level 7 and makes it attack will and gain the illusion keyword. Nolzur's Phantom Vigor lets one ally spend a surge for an equivalent amount of THP instead of real HP. Nolzur's Phantom Spell is similar to Shade Spell in that it lets you replicate any daily power (up to level 19) and makes it target will and gain the illusion keyword. Necromancers get ''Necromancy Action'' to grant nearby enemies a vulnerable condition to necrotic damage equal to wis and pushes enemies with necrotic resistance when you spend an AP. Nulathoe's Concussive Demise is an immediate reaction that lays a ranged burst centered around someone dying and throws anyone nearby back. Nulathoe's Death Ward is a burst that gives your team either resist 10 necrotic, +2 to saves against slow or weaken effects, or the inability to be raised as undead. Nulathoe's Dread Army is a big burst that spends a surge to raise up to 5 skeletal lackeys whom you then have to control with the benefit of not risking another surge if they all die. Nethermancers get ''Nethermancy Action'' to use an AP and gain a zone of obscuring darkness. Evard's Wrenching Darkness gives you a ranged attack that slides and immobilizes the target while also shoving back anyone close to the target and gaining Combat Advantage over them. Evard's All-Seeing Worm deals necrotic damage to an ally, but doing so allows you to use any powers as if you were in their space. Evard's Black Gate summons a small wall that dazes anyone inside the wall and forces them to attack anyone inside; the exclusive power is a burst centered on the wall and shoves anyone within burst 5 closer until they're inside the wall while also save-ends restraining them. Pyromancers get ''Pyromancy Action'', which uses an AP to mark a target that, when hit by an at-will or encounter power, is hit for the max damage (critting maxes out any extra crit die). Kelwyn's Devouring Fire is a large blast that can slide anyone it misses and deals extra damage if it kills anyone. Kelwyn's Fiery Form turns you into an elemental immune to fire with a bonus to fire attacks based on the number of targets (adding +4 if an ally's in there) and an aura of constant damage. Kelwyn's Final Devastation deals tremendous damage, but it also deals some damage on you as well.
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