A veteran war-wizard


Ability Scores

Str 8, Con 11, Dex 14, Int 18, Wis 10, Cha 10


HP 57, Surges 6, AC 23, Fort 21, Ref 23, Will 25

Init +7, Speed 5, Passive Insight 15, Passive Perception 15


Magic Missile

You launch a silvery bolt of force at an enemy.

At-Will; Arcane, Force, Implement; Standard Action; Ranged 20

Target: One creature

Attack: +14 vs. Reflex

Hit: 2d4 + 9 force damage.

Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Scorching Burst

A vertical column of golden flames burns all within.

At-Will; Arcane, Fire, Implement; Standard Action; Area burst 1 within 10 squares

Target: Each creature in burst

Attack: +14 vs. Reflex

Hit: 1d6 + 9 fire damage.

Fire Burst

A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.

Encounter; Arcane, Fire, Implement; Standard Action; Area burst 2 within 20 squares

Target: Each creature in burst

Attack: +14 vs. Reflex

Hit: 3d6 + 9 fire damage.

Wall of Fire

A blazing wall of flame erupts from the ground at your command.

Daily; Arcane, Conjuration, Fire, Implement; Standard Action; Area wall 8 within 10 squares

Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + 9 fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + 9 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.

Sustain Minor: The wall persists.

Arcane Gate

You open a dimensional rift connecting two nearby locations.

Daily; Arcane, Teleportation; Minor Action; Ranged 20

Target: Two unoccupied squares

Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.

Sustain Minor: The rift persists.


Trained Skills: Arcana +14, History +14


Equipment: Fire Staff, Runed Vestments, Ritual Book

Rituals: Arcane Mark, Comprehend Language, Destroy Shadow Relic, Disenchant Magic Item, Enchant Magic Item, Explorer’s Fire, Transfer Enchantment


Gorram is a wizened old man with a stooped gait and a long, white beard. He is cantankerous and proud, but generally agreeable. He walks with a limp and is missing two fingers on his left hand. He bears many other scars of his tussles with the enemy, and he is not shy to show them off. He has been assigned to the Party as the ritualist in charge of carrying out the destruction of the Shadow Relics.

Gorram is one of the oldest humans still serving in the Covenant Militia. He was conscripted to fight for Saldana when he was barely strong enough to lift a sword; after he survived his first engagement with the undead, he showed some aptitude for wizardry, and he was one of the first students of the fledgling Covenant Artillery Corps (later renamed the Crimson Order), a unit of arcanists specializing in fire magic and other destructive spells.

Since that time, Gorram has dedicated his life to fighting the undead. He is the second-highest ranking member of the Crimson Order. He has spent much of the last decade training young wizards for battle. He did take a short sabbatical to journey to Kholm, where he performed arcane research with that nation’s greatest scholars. Such a meeting of the minds was unprecedented at the time; Kholm usually keeps to itself in matters of scholarship, due to fears about the secrets of the Waygate escaping their borders. If Gorram learned anything about that particular topic, he has kept it to himself.


Shadow's Edge kris