Class Features
Mage's Spellbook: At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. At 6th level, you can prepare two encounter attack powers, two daily attack powers, and two utility powers.
Illusion Apprentice: When you hit a target with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against you before the end of your next turn.
Illusion Expert: You gain a +2 bonus to Bluff checks and Stealth checks.
Theme
Starting Feature: If you are hidden when you use an arcane attack power and miss every target, you do not automatically become visible (though the targets are entitled to new Perception checks to see if they notice you).
Level 4 Feature: You do not gain the Apprentice Mage feature normally gained by a mage at 4th level. Instead, when one of your arcane attack powers causes an effect that a save can end, the target takes a -2 penalty to its first saving throw against that effect.
Level 5 Feature: Once per day at the end of a short rest, you can exchange one prepared power for another from your spellbook. The new power you prepare must be from the school you chose for your Apprentice Mage feature at 1st level.
Racial Features
Eladrin Education: You can training in one skill of your choice.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Feats
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Superior Implement Training (Accurate orb): You can use the Accurate orb superior implement.
Phantom Echoes: When you use an arcane illusion power and hit a target, you gain a combat advantage against that target until the end of your next turn. If the illusion power has an effect that a save can end, you instead gain combat advantage against the target until it saves against that effect.
Orb Expertise: You gain a +1 feat bonus to implement attack rolls that you make with an orb. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares you can pull, push, or slide targets of attacks that you make with an orb.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast o burst by 1. You can't s this feat on a power that doesn't roll dice for damage.