This unassuming young human man carries a simple quarterstaff and has a wand tucked into his belt, as well as a backpack slung over his shoulder.

Level 1 Wizard (Controller)
Medium natural humanoid (human)

Initiative +6; Senses Perception +1
HP 23; Bloodied 11
Healing Surge 5; Surges Per Day 7
AC 14; Fortitude 12, Reflex 15, Will 15
Speed 6
Action Points 1

Alignment Good; Languages Common, Draconic
Skills Arcana +9, Dungeoneering +6, History +9, Nature +6, Religion +9
Feats Action Surge, Improved Initiative Str 11(+0) Dex 14(+2) Wis 12(+1)
Con 13(+1) Int 18(+4) Cha 10(+0)

Racial Traits Bonus At-Will Class Power, Bonus Feat, Bonus Trained Class Skill, Defense Bonus
Class Features Cantrips, Implement Mastery (Wand of Accuracy), Spellbook

Basic Attacks

Quarterstaff (standard; at will) ✦ Weapon +2 vs. AC; 1d8 damage.
Magic Missile (standard; at will) ✦ Force, Implement Ranged 20; +4 vs. Reflex; 2d4+4 force damage.

Spell Descriptions

At-Will Spells

Ray of Frost (standard; at will) ✦ Cold, Implement
Ranged 10; +4 vs. Fortitude; 1d6+4 cold damage, and the target is slowed until the end of Frederick’s next turn.

Scorching Burst (standard; at will) ✦ Fire, Implement
Area burst 1 within 10 squares; +4 vs. Reflex; 1d6+4 fire damage.

Ghost Sound (standard; at will) ✦ Illusion
Ranged 10; One object or unoccupied square; Frederick causes a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. He can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If he whispers, he can whisper quietly enough that only creatures adjacent to the target can hear his words.

Light (minor; at will)
Ranged 5; One object or unoccupied square; Frederick causes the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special Frederick can have only one light cantrip active at a time. If he creates a new light, his previously cast light winks out.

Mage Hand (minor; at will) ✦ Conjuration
Ranged 5; Frederick conjures a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation (standard; at-will)
Ranged 2; Use this cantrip to accomplish one of the effects given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

Encounter Spell

Burning Hands (standard; encounter) ✦ Fire, Implement
Close blast 5; each creature in blast; +4 vs. Reflex; 2d6+4 fire damage.

Daily Spells

Acid Arrow (standard; daily) ✦ Acid, Implement
Ranged 20; Primary Target: one creature; +4 vs. Reflex; 2d8+4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: each creature adjacent to the primary target; +4 vs. Reflex; 1d8+4 acid damage and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Sleep (standard; daily) ✦ Implement, Sleep
Area burst 2 within 20 squares; each creature in burst; +4 vs. Will; Target is slowed (save ends). If the target fails its first saving throw, the target falls asleep (save ends).
Miss: The target is slowed (save ends).



The Dark zero