Phantasm Guard
"You think you've faced your worst nightmare? Sorry, that's coming up next."
Prerequisite: Gnome, swordmageGnomes are known for their prowess with illusions, but many outsiders believe such magic is employed merely for hiding and deception. To the gnomes, though, illusions are much more. They serve as a great equalizer, which they use to attack as well as protect. They can assault the minds of foes directly using well-crafted figments and phantasmal perceptions, which are effective regardless of the physical attributes of those involved.
Your race's natural talent for illusions combines with carefully honed swordmage techniques, creating the path of the phantasm guard. Using your magic, you assail the minds of your foes, and punish those who seek to harm your companions by revealing to them glimpses of their worst nightmares and disguising the true nature of threats.
Phantasm guards are often outwardly charming and compassionate gnomes, expressing a keen understanding of and sympathy for their fellow beings. As one, you act as a trustworthy confidant who is concerned with the plights of others. Frequently interested with exploring the meaning of “truth,” you might engage in philosophical discussions with others to pass the time. However, the purpose of such kindness is just as often more cynical: the goal being to gain and exploit knowledge of potential adversaries so that you can better and more completely defeat your adversaries' minds if and when the time comes.
PHANTASM GUARD PATH FEATURES
Illusory Action (11th level): When you spend an action point to take an extra action, you regain the use of your fade away power.Shadowed Aegis (11th level): You gain concealment against any creature marked by you.
Insidious Mind (16th level): When you hit with an attack with the psychic keyword, you gain a +2 bonus to Will until the end of your next turn.
Wave of DreadPhantasm Guard Attack 11
With a wave of your sword, a cloud of ghostly hands and wailing heads swarms out over your enemies, chilling them to the bone.
Encounter ✦ Arcane, Fear, Illusion, Implement, Psychic
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Nightmare LandscapePhantasm Guard Utility 12
The world darkens and warps. Bushes and trees seem to cling at your enemies, and the earth melts and rises up to engulf their feet.
Daily ✦ Arcane, Illusion, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of illusory nightmare terrain that lasts until the end of the encounter. Enemies treat squares within the zone as difficult terrain, and allies within the zone gain concealment.
Illusory HostPhantasm Guard Attack 20
A horde of ghostly figures appears around you to act at your command, menacing your enemies with a field of blades and claws.
Daily ✦ Arcane, Illusion, Implement, Psychic, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and you mark the target until the end of your next turn.
Effect: The burst creates a zone of ghostly warriors that lasts until the end of the encounter. Enemies within the zone grant combat advantage, and you can use the Illusory Host Attack power at will.
Illusory Host Attack
Daily ✦ Arcane, Illusion, Implement, Psychic, Zone
Opportunity Action
Requirement: The power Illusory Host must be active in order to use this power.
Trigger: An enemy in the zone shifts or makes an attack that does not include you as a target.
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and you mark the target until the end of its next turn.
Published in Dragon Magazine 384, page(s) 59.