Rath Modar
Dungeons & Dragons · Tabletop · Human Wizard
- Tier
- HIGH 8-C, up to 8-A
- Attack Potency
- Large Building Level, up to Multi-City Block Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Large Building Level, up to Multi-City Block Level
Powers and abilities
- Superhuman Physical Characteristics
- Magic
- Reality Warping
- Preparation (Rath is known to prepare items in advance and benefits greatly from such allowances)
- Social Influencing
- Stealth Mastery
- Weapon Mastery
- Illusion Creation and Duplication via Illusory Self (In response to an enemy attacking him, he creates an illusory double, causing the attack to instantly miss and hit the double instead)
- Sealing and Invulnerability via Globe of Invulnerability (Creates a sphere that is totally immune to damage and most magic around a target)
- Invisibility
- Madness Manipulation (Type 2) via Confusion
- Fire Manipulation via Fireball
- Power Nullification via Counterspell
- Telepathy via Detect Thoughts
- Mind Manipulation via Phantasmal Force
- Light Manipulation and Sense Manipulation via Color Spray
- Energy Projection and Homing Attack via Magic Missile
- Forcefield Creation via Mage Armor
- Electricity Manipulation/Acid Manipulation/Ice Manipulation/Poison Manipulation/Sound Manipulation via Chromatic Orb
- Gravity Manipulation via Feather Fall
- Portal Creation via Dimension Door
- Non-Physical Interaction (Can affect intangible, incorporeal, conceptual, nonexistent, and abstract beings)
Weaknesses
None notable
Ranked tied for #75 of 704 in Dungeons & Dragons by strength.
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