Here a collection of all the most recent information that has been released by wizards about DnD 4th edition.
The Arch Mage
As the Archmage, you lay claim to being the world’s preeminent wizard.
Prerequisite: 21st-level wizard
All Archmages have the following features.
Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.
Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead.
At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.
If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.
Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).
Shape Magic Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Standard Action Personal
Effect: You regain one arcane power you have already used.
Earth Titan Level 16 Elite Brute Huge elemental humanoid (earth, giant)
Initiative +7 Senses Perception +9 HP 384; Bloodied 192
Fortitude 33, Reflex 27, Will 28
Saving Throws +2
Speed 6 Action Points 1
Slam (standard; at-will) Reach 3; +20 vs. AC; 2d10 + 6 damage.
Double Attack (standard; at-will) The earth titan makes two slam attacks.
Hurl Rock (standard; at-will) Ranged 20; +18 vs. Reflex; 2d8 + 6 damage, and the target is dazed (save ends).
Earth Shock (standard; encounter) Close burst 2; +18 vs. Fortitude; 2d10 + 6 damage, and the target is stunned until the end of the earth titan’s next turn. Miss: Half damage, and the target is not stunned.
Alignment Chaotic evil
Languages Giant, Primordial
Skills Athletics +19
Str 23 (+14) Dex 8 (+7) Wis 12 (+9) Con 22 (+14) Int 11 (+8) Cha 13 (+9)
Hill Giant Level 13 Brute
Large natural humanoid (giant)
Initiative +5 Senses Perception +7
HP 159; Bloodied 79
AC 25; Fortitude 27, Reflex 21, Will 23
Reach 2; +15 vs. AC; 1d10 + 5 damage.
Sweeping Club (standard; encounter)
The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.
Hurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
Alignment Chaotic evil
Skills Athletics +16
Str 21 (+11), Dex 8 (+5), Wis 12 (+7), Con 19 (+10), Int 7 (+4), Cha 9 (+5)
Equipment hide armor, greatclub
Two Warlord At-Will Powers
Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will * Martial,Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Keep on the Shadowfell Preview
Approaching the Keep The road to Shadowfell Keep is arduous. Since the keep’s destruction, few travelers use the road and no one bothers to maintain the path. The road is overgrown with grass, ferns, and small trees. The keep isn’t in any better shape. Evidence of its destruction can be seen as you approach the derelict ruins.
Read or paraphrase the following when the adventurers come within sight of the ruined keep: Ahead, the narrow track widens into a clearing. Great piles of shattered stone blocks and scorched timbers dominate the clearing, sprawling out from its center to the edge of the woods. No plants grow among the ruins or within the clearing. The ground is bare dirt, and although the forest has begun to reclaim the path leading here, it has not intruded into the ruins of Shadowfell Keep. Yet clearly someone has tampered with the ruins. In the center of the debris, stone blocks and timbers have been gathered into a pile. Someone has cleared a path through the rubble and pulled aside the wreckage to reveal a stone staircase. The staircase descends into darkness.
The Real Story The legends of the Keep on the Shadowfell are known to only a handful of sages and scholars in this age of darkness. The truth is more tragic . . .
Traps and Hazards
Whirling Blades Level 5 Obstacle Trap
Blades rise out of hidden compartments and spin wildly across the chamber.
Trap: A whirling blades contraption emerges and spins like a top, moving its speed in a random direction and attacking each round.
DC 22: The character notices trigger plates around the chamber.
DC 27: The character notices the hidden control panel.
Initiative +7 Speed 4
When a character moves into a trigger square, the whirling blades contraption emerges and attacks.
Standard Action Close burst 1
Targets: All creatures in burst
Attack: +10 vs. AC
Hit: 3d8+3 damage
* A character can engage in a skill challenge to deactivate the control panel. DC 22 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the whirling blades to act twice in the round (roll a second initiative for the trap).
* A character can attack the whirling blades contraption (AC 16, other defenses 13; hp 55; resist 5 all) or the control panel (AC 14, other defenses 11; hp 35; resist 5 all). Destroying either disables the entire trap.
Flame Jet Level 8 Blaster Trap
Two hidden nozzles let loose a blast of flame.
Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative.
DC 24: The character notices the nozzles.
DC 28: The character notices the control panel on the far side of the room.
When a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.
Immediate Reaction or Standard Action Close blast 3
Targets: All creatures in blast
Attack: +11 vs. Reflex
Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.
*An adjacent character can disable one flame jet with a DC 24 Thievery check.
*A character can engage in a skill challenge to deactivate the control panel. DC 28 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.
Upgrade to Elite (700 XP)
Increase the Perception and Thievery checks by 2.
Increase the number of nozzles to 6, or to 3 with a larger area of close blast 5.
Soul Gem Level 26 Solo Blaster Trap
A strange, many-faceted gem in the center of the chamber suddenly emits blasts of blinding light.
Trap: This fist-sized cut crystal is often embedded in a statue or placed on a pedestal in the center of a room. When a creature steps within 5 squares of the soul gem, it starts emitting blasts of radiant power from its many facets.
DC 29: The character spots the strange gem.
Additional Skill: Arcana
DC 33: The character recognizes the soul gem.
When a creature moves within 5 squares of the soul gem, it rolls initiative and attacks.
Standard Action Close blast 5
Targets: All creatures in blast
Attack: +29 vs. Fortitude
Hit: 4d10 + 5 radiant damage and ongoing 5 radiant damage and stunned (save ends). Aftereffect of stun: Dazed (save ends).
Special: Each round, roll 1d8 to determine the direction of the blast. The blast is centered on one square of the gem’s space, starting with the north square and moving clockwise around the gem’s space.
* A character can engage in a skill challenge to detach the soul gem from its socket and thereby disable it. DC 37 Thievery. Complexity 1 (4 successes before 2 failures). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst).
* A character can attack the gem (AC 33, other defenses 29; hp 100; resist 15 all). When reduced to 0 hit points, the gem explodes in a close burst 8, as above. Destroying the gem disables the trap.During the course of gaining that level, expect a group of five characters to acquire four magic items ranging in level from one to four levels above the party level. In addition, they should find gold and other monetary treasure equal to the market price of two magic items of their level. So a 6th-level party would find four magic items, one each of levels 7 through 10, and gold worth two 6th-level items, or 3,600 gp.
At the start of an adventure, look at the adventure in chunks of eight to ten encounters. (Include major quest rewards as if they were encounters, and if the party completes five minor quests, include those five rewards as a single encounter as well.) For each of those chunks, look at the treasure parcels on the following pages. Find the level of the characters as they work through those encounters, and note the parcels of treasure you will give out over the course of the encounters.
Heroic Tier Treasure Parcels
|Parcel||Party Level 5, Total Monetary Treasure: 2,000 gp|
|1||Magic item, level 9|
|2||Magic item, level 8|
|3||Magic item, level 7|
|4||Magic item, level 6|
|5||550 gp, or two 250 gp art objects + 50 gp, or one 500 gp gem + 50 gp|
|6||500 gp, or one 250 gp art object + 250 gp, or five 100 gp gems|
|7||340 gp, or three 100 gp gems + 40 gp, or one 250 gp art object + one potion of healing + 40 gp|
|8||340 gp, or one 250 gp art object + 90 gp, or 300 gp + 400 sp|
|9||160 gp, or one 100 gp gem + 60 gp, or one potion of healing + 110 gp|
|10||110 gp, or one 100 gp gem + 10 gp, or one potion of healing + 60 gp|
Paragon Tier Treasure Parcels
|Parcel||Party Level 15, Total Monetary Treasure: 50,000 gp|
|1||Magic item, level 19|
|2||Magic item, level 18|
|3||Magic item, level 17|
|4||Magic item, level 16|
|5||14,000 gp, or 140 pp, or one 7,500 gp art object + one 5,000 gp gem + one 1,500 gp art object|
|6||12,000 gp, or 120 pp, or one 7,500 gp art object + 4,500 gp|
|7||8,500 gp, or one 7,500 gp art object + 1,000 gp, or one 7,500 gp art object + one 1,000 gp gem|
|8||8,500 gp, or one 5,000 gp gem + one 2,500 gp art object + 1,000 gp, or eight 1,000 gp gems + 500 gp|
|9||5,000 gp, or one 5,000 gp gem, or one 2,500 gp art object + one 1,500 gp art object + one potion of vitality|
|10||2,000 gp, or two potions of vitality, or two 1,000 gp gems|
Epic Tier Treasure Parcels
|Parcel||Party Level 25 Total Monetary Treasure: 12,500 pp|
|1||Magic item, level 29|
|2||Magic item, level 28|
|3||Magic item, level 27|
|4||Magic item, level 26|
|5||3,500 pp, or 20 ad + one potion of life + one 50,000 gp art object, or 30 ad + two potions of recovery|
|6||3,200 pp, or 20 ad + two potions of recovery + one 50,000 gp art object + 200 pp, or 30 ad + four 5,000 gp gems|
|7||2,000 pp, or 20 ad, or 10 ad + four 15,000 gp art objects + eight 5,000 gp gems|
|8||2,000 pp, or 1,000 pp + two 50,000 gp art objects, or four 50,000 gp art objects|
|9||1,000 pp, or one potion of life, or twenty 5,000 gp gems|
|10||800 pp, or five 15,000 gp art objects + one 5,000 gp gem, or one 50,000 gp art object + six 5,000 gp gems|