DnD 4e Power Cards Index

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Encounter Divine
Free Action Personal

Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

In the face of peril, you hold true to your faith and receive a special boon.

Encounter Divine, Implement, Radiant
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)

Target: Each undead creature in burst

Attack: Wisdom vs. Will

Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.

Miss: Half damage, and the target is not pushed or immobilized.

You sear undead foes, push them back, and root them in place.

Encounter (Special) Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.

Target: You or one ally

Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.

At-Will Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier at 21st level.

A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.

You utter a minor defensive prayer as you attack with your weapon.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.

You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity's anger. By naming one of your allies when the symbol appears, you add divine power to that ally's attacks against the branded foe.

At-Will Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.

Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.

Encounter Divine, Fear, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.

Encounter Divine, Implement, Radiant
Standard Action Close blast 3

Target: Each enemy in blast

Attack: Wisdom vs. Reflex

Hit: 1d8 + Wisdom modifier radiant damage.

Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.

Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier thunder damage, and the target is dazed until the end of your next turn.

Your arm is made strong by the power of your deity. When you strike, a terrible thunderclap smites your adversary and dazes him.

Daily Divine, Fire, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends).

Miss: Half damage, and no ongoing fire damage.

Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.

You slam your weapon into your foe, who bursts into flame. Divine fire avenges each attack your enemy dares to make.

Daily Divine, Healing, Implement
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: The target is weakened until the end of its next turn. Effect You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.

Daily Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).

Miss: Half damage, and the target gains no vulnerability.

A burst of divine radiance sears your foe.

Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 5

Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any creature that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage.

You conjure a ghostly guardian, indistinct except for a glowing shield emblazoned with your deity's symbol. A burst of radiance erupts from it to sear foes that move next to it.

Daily Divine
Standard Action Close burst 20

Targets: You and each ally in burst

Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.

You beseech your deity to bless you and your allies.

Daily Divine, Healing
Standard Action Melee touch

Target: You or one creature

Effect: The target regains hit points as if it had spent a healing surge.

You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.

Encounter Divine
Standard Action Ranged 5

Target: You or one ally

Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

You beseech your deity to grant you or one of your allies the strength to overcome a hindrance.

Encounter Divine
Standard Action Ranged 10

Target: You or one creature

Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

You cast a protective ward upon a creature that makes enemies' attacks less effective.

Daily Divine
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: The targets gain a +2 power bonus to AC until the end of the encounter.

A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.

You invoke your deity's name, and holy light envelops your weapon. When you strike your foe, a blazing beacon in the form of a holy rune floats above its head to guide your allies' ranged attacks as well.

Encounter Charm, Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.

You utter a single word to your foe, a word that demands obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier radiant damage.

Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

A burning column of light engulfs your foe. Its brilliance burns and hinders your foe's defense for a short time.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone.

You invoke ancient words of wrath as you attack with your weapon. The thundering power of your melee strike causes your foe to stumble backward and fall.

Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 1

Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier.

Sustain Minor: The zone persists.

With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.

Daily Charm, Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends).

Miss: The target cannot attack you until the end of your next turn.

You smash your weapon into your foe, leaving behind a glowing rune that prevents your foe from making attacks.

Daily Conjuration, Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. AC

Hit: 1d10 + Wisdom modifier damage.

Effect: You conjure a weapon that appears in the target's square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy's square as a move action. The weapon lasts until the end of your next turn.

Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon's target.

You conjure a glowing weapon adorned with the symbol of your deity. The weapon attacks one of your foes and guides your allies' attacks against the same target.

Daily Divine, Radiant, Weapon
Minor Action Melee touch

Target: One held weapon

Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder's next turn.

Your weapon glows with divine radiance, enhancing your attacks.

Encounter Divine, Healing
Minor Action Ranged 10

Target: You or one ally

Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.

You invoke a prayer that instantly fortifies one of your allies.

Daily Divine, Healing
Standard Action Melee touch

Target: You or one creature

Effect: The target regains hit points as if it had spent two healing surges.

You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with bright silver light.

Daily Divine, Healing
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: Each target regains the use of his or her second wind.

You call upon your deity to invigorate you and your battle-weary allies.

At-Will Conjuration, Divine
Standard Action Ranged 3

Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.

A conjured beacon of divine light shines like a lantern, piercing shadows and deception.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

The supernatural awe and dread that radiates from you as you swing your weapon leaves your foe momentarily frozen in terror.

Encounter Charm, Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.

Calling down the power of your god, you bathe your foe in agonizing radiance, driving strength out of its impending attacks.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.

You invoke the power of your deity. From your holy symbol a searing ray of light flashes forth, striking and blinding your enemy for a short time.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained.

You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies.

Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10

Effect: You conjure two soldiers, each occupying 1 square within range. The conjured soldiers don't attack normally, but whenever an opportunity attack would be provoked from a conjured soldier, the soldier makes a Wisdom vs. Reflex attack. On a hit, the attack deals 1d10 + Wisdom modifier radiant damage. You can move one soldier or both a total of 3 squares as a move action. Creatures can move through the spaces occupied by the soldiers. The soldiers last until the end of the encounter.

You conjure two ghostly soldiers, indistinct except for glowing weapons. They lash out with divine radiance against enemies that pass.

Daily Conjuration, Divine, Implement
Standard Action Area wall 5 within 10 squares

Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier's space or starts its turn there, it takes 3d6 + Wisdom modifier damage plus ongoing 5 damage (save ends).

Sustain Minor: The barrier persists.

A barrier of whirling blades appears, slashing at those who come too close or try to pass through.

Daily Divine, Healing, Radiant, Weapon
Standard Action Close burst 2

Target: Each enemy in burst you can see

Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier radiant damage, and you push the target 1 square.

Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC.

You swing your weapon in a wide arc around you, creating a halo of divine energy that drives foes back while fortifying you and your allies.

Daily Divine, Fire, Implement
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends).

Miss: Half damage, and no ongoing fire damage.

A column of flame roars downward to engulf your foes.

Daily Divine, Healing, Teleportation
Standard Action Melee touch

Target: One willing ally

Effect: The target is whisked away to a place of safety in the Astral Sea for 3 rounds. While there, the target can spend a healing surge each round but cannot take any other actions. At the end of the effect, the target reappears in the space he or she left or, if the space is not vacant, in the nearest unoccupied space.

With a touch, you send one of your allies to a sequestered location in the Astral Sea, where he can recuperate for a brief time before rejoining the battle.

Daily Conjuration, Divine
Standard Action Ranged 10

Effect: You conjure four ghostly warriors, each occupying 1 square within range. As a move action, you can move any of the knights 2 squares. They can't attack or be attacked or damaged, and they last until the end of the encounter. Enemies can't enter a square occupied by a conjured knight, but allies can move through the knights' spaces as if the knights were allies. The conjured knights grant cover to allies but not enemies.

You conjure four ghostly knights that carry huge shields emblazoned with the symbol of your deity.

Daily Divine, Healing
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained.

With a wave of your hand, healing motes of silver light engulf you and all nearby allies.

Encounter Divine
Immediate Interrupt Ranged 5

Trigger: An ally in range is hit by an attack

Effect: The ally gains a +4 power bonus to AC until the end of your next turn.

You invoke a prayer that instantly defends one of your allies.

Encounter Divine, Lightning, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier lightning damage. Make a secondary attack.

Secondary Target: One creature within 3 squares of you

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier lightning damage.

You channel your god's divine wrath into your weapon, unleashing an arc of lightning with a successful strike that then leaps to another foe within range.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you or an ally within 5 squares regains hit points equal to 15 + your Charisma modifier.

You recite a short verse as you strike your enemy with your weapon. If you hit, the power of the quoted verse brings healing to you or an ally close by.

Encounter Divine, Healing, Implement, Radiant
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Wisdom vs. Will

Hit: 2d10 + Wisdom modifier radiant damage.

Effect: Allies in the blast can spend a healing surge.

Whispering a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its glorious light, but your allies are fortified by it.

Encounter Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Fortitude

Hit: 3d8 + Wisdom modifier damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn.

You direct your attention at an enemy, whisper an ancient battle prayer, and send jolts of wracking pain through his body.

Daily Divine, Lightning, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). While this power's ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage.

Miss: Half damage, and no ongoing lightning damage.

Crackling with heavenly lightning, your weapon hits your foe and engulfs him in glowing arcs. Lightning jumps to other foes that approach the target.

Daily Divine, Fire, Healing, Implement
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 3d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). While this power's ongoing damage is in effect, you and your allies regain hit points equal to 5 + your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage.

Miss: Half damage, and no ongoing fire damage.

Divine fire engulfs your foes and leaves them burning. Like beacons of holy flame, your burning foes heal your nearby allies while the flames persist.

Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 4d10 + Wisdom modifier radiant damage, and the target is slowed until the end of your next turn.

Miss: Half damage, and the target is not slowed.

Effect: The burst creates a zone of difficult terrain that grants cover to you and your allies against ranged attacks until the end of your next turn.

Sustain Minor: The zone persists.

You create a circle of faintly glowing divine symbols around you that hinders the movement of enemies caught within it and protects you and your allies from ranged attacks.

Encounter Conjuration, Divine
Standard Action Ranged 5

Effect: You conjure a shield that appears in 1 square within range. You and any allies adjacent to the shield gain a +2 bonus to AC. Every round, you can move the shield up to 3 squares within range as a move action. It can't be attacked or damaged and lasts until the end of the encounter.

You conjure a shimmering silver shield, which you can then move around the battlefield to provide protection where it is needed most.

Daily Divine
Standard Action Ranged 10

Target: You or one ally

Effect: The target gains a +5 power bonus to AC and a +10 power bonus to all other defenses until the end of the encounter. This effect ends if the target makes an attack.

You utter a prayer as you point toward a nearby ally, surrounding him in a mantle of faint silvery light that repels attacks for as long as he does not attack.

Daily Divine, Healing
Standard Action Close burst 3

Targets: You and each ally in burst

Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.

As you mutter a fervent prayer, the power of your god encases you and healing motes of silver light surround you and all nearby allies.

Daily Divine, Zone
Standard Action Close burst 5

Effect: The burst creates a zone of hallowed ground. You and any allies gain the following benefits while within the zone a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.

You speak a prayer, and the ground around you becomes hallowed, granting you and your allies divine protection.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn.

You utter a brief prayer, and a brilliant nimbus of golden light surrounds your weapon, blinding your enemy on impact

Encounter Charm, Divine, Implement, Psychic
Standard Action Area burst 3 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d10 + Wisdom modifier psychic damage, and the target is immobilized and unable to make attacks against you until the end of your next turn.

You begin reciting a verse from some ancient holy text. The truths you speak are enough to wound and hamper your enemies.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Choose one ally within 5 squares of you; if the target attacks that ally before the end of your next turn, reduce the target's damage against that ally to 0.

You shout a sacred invocation, and your weapon smolders with silver wisps of divine power. In addition to delivering a stern blow to your enemy, the divine energy clings to your target and foils its attacks for a short time.

Encounter Divine, Implement, Thunder
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Wisdom vs. Reflex

Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier.

Effect: Allies in the blast can shift 1 square.

You shout a word that forcefully thrusts your enemies back while allowing your allies to position themselves more advantageously.

Daily Divine, Fire, Implement, Zone
Standard Action Area burst 5 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 5d10 + Wisdom modifier fire damage.

Miss: Half damage.

Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that start their turn in this zone take 1d10 + Wisdom modifier fire damage.

Sustain Minor: The zone persists.

A roiling cloud of fire scours your foes, lingering on the battlefield until you allow it to burn itself out.

Daily Divine, Healing, Implement, Radiant
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Strength vs. AC

Hit: 2d10 + Strength modifier radiant damage.

Effect: You gain regeneration 10 and a +2 power bonus to attack rolls until the end of the encounter.

A burst of furious light washes over your foes and fortifies you with the wrath of your god.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge.

The divine power of your mighty attack fortifies your allies.

Daily Conjuration, Divine, Implement
Standard Action Ranged 10

Target: One creature adjacent to the ghostly knight

Attack: Wisdom vs. AC

Hit: 3d10 + Wisdom modifier damage.

Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight attacks an adjacent creature. Once per round as a minor action, you can make the knight attack an adjacent creature. Every round, you can move the knight 5 squares as a move action. It lasts until the end of the encounter.

You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies.

Daily Conjuration, Divine
Standard Action Ranged 10

Effect: You conjure the likeness of an angel that occupies 1 square within range. The angel grants any target you can see a speed of fly 8 and a +4 power bonus to AC against opportunity attacks. Changing the target is a minor action. A creature that no longer benefits from the effect lands on the ground safely. The angel can't move or be attacked or damaged, and it lasts until the end of the encounter.

You conjure a luminous winged angel with indistinct features. It hovers 1 foot above the ground and grants others the power of flight.

Daily Divine, Healing, Teleportation
Standard Action Ranged 10

Target: You or one willing ally

Effect: The target teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can't take any actions. At the start of its next turn, it returns to an unoccupied space chosen by you within 5 squares of its previous location.

You beseech your deity for aid. A heavenly trumpet sounds, and you or a nearby ally is instantly whisked away to a fortress on the Astral Sea, restored to full health, and returned safely to the battlefield in short order.

Daily Conjuration, Divine
Standard Action Ranged 2

Effect: You conjure a chariot of cloudstuff that occupies a 2-by-2 space within range, and a winged horse of cloudstuff that occupies a 2-by-2 space adjacent to the chariot. The horse and chariot have a speed of fly 8. The chariot can carry up to four Small or Medium creatures, and the horse can hold one Small or Medium rider. The chariot grants cover to its occupants. The chariot and the horse can't attack or be separated, and they can't be attacked or damaged. They remain until you take an extended rest unless you dismiss them (a free action).

You conjure a white cloud that coalesces into a chariot pulled by a winged horse, both made of solid cloudstuff.

Daily Divine
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: Every effect that a save can end is removed from the targets.

You wave a hand, releasing golden motes of light that strike nearby allies, ridding them of all lingering afflictions.

Daily Conjuration, Divine, Healing
Standard Action Ranged 10

Effect: You conjure a spirit that appears in 1 square within range. You or any ally adjacent to or in the same square as the spirit can spend a healing surge as a minor action. The spirit can heal one target per round and regains its healing ability at the start of each of your turns. Creatures can move through the spirit's space without impediment. The spirit can't move or be attacked or damaged, and it lasts until the end of the encounter.

You conjure an insubstantial spirit that hovers in the air nearby and heals your wounded comrades.

Encounter Divine, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 6d6 + Wisdom modifier radiant damage.

You invoke a holy phrase. Merciless blades of silvery light suddenly appear around your enemy and begin hacking at it.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

With a hushed prayer, you imbue your weapon with the divine might of your god, such that one hit with the weapon leaves your enemy reeling.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 4[W] + Strength modifier damage. The next attack roll you make against the target gains a +2 power bonus.

You strike your enemy hard with your weapon and invoke an ancient divine curse that makes him more vulnerable to a subsequent attack.

Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 5 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage.

Effect: You and each ally in the burst gain a power bonus to AC equal to your Charisma modifier until the end of your next turn and can spend a healing surge. Add your Charisma modifier to the hit points regained.

You whisper an ancient prayer, igniting your holy symbol with divine light that quickly spreads to engulf your enemies and allies. The light sears your foes and momentarily bathes your allies in a protective, healing glow.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier radiant damage.

Effect: The target takes a –2 penalty to all defenses (save ends).

Your attack illuminates your foe with a radiant glow, guiding attacks against it.

Daily Divine, Implement, Psychic
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Wisdom vs. Fortitude

Hit: 4d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn.

Miss: Half damage, and the target is not stunned.

A single word of divine power damages and stuns nearby foes.

Daily Divine, Implement
Standard Action Ranged 10

Target: One creature

Attack: Wisdom vs. Will

Hit: 3d10 + Wisdom modifier damage, and the target is stunned and can't be affected by any attack other than this one until the end of your next turn.

Sustain Standard: Each time you sustain the power, you and the target both take 2d10 + Wisdom modifier damage. The target remains stunned and protected against all other attacks. You can't sustain this power if you are bloodied.

Faintly glowing symbols encircle your foe, trapping it.

Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 2

Target: Each enemy in burst

Attack: Strength vs. Reflex

Hit: 3d10 + Strength modifier radiant damage.

Effect: The burst creates a protected zone until the end of your next turn. You and each ally within the zone gain a +2 bonus to AC. Enemies that enter the zone end their current movement.

Sustain Minor: The zone persists.

You create a circle of faintly glowing symbols that halts your enemies and protects you and your allies from attack.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 4[W] + Strength modifier damage.

With a simple prayer, you gain a sudden clarity of purpose and empower your weapon with the indomitable might of your deity.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you and each ally within 10 squares of you can spend a healing surge. Add your Charisma modifier to the hit points regained.

As you spill the blood of your enemy, you whisper a prayer to your deity, who rewards your battle prowess with a timely blessing upon you and all nearby allies.

Encounter Divine, Implement, Necrotic
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 4d10 + Wisdom modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

You utter a divine phrase that lashes your enemy, dealing a terrible wound.

Encounter Divine, Healing, Implement, Radiant
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage.

Effect: You and each ally in the burst regain hit points equal to 10 + your Charisma modifier and make a saving throw.

When you invoke an ancient prayer, a brilliant burst of light explodes in front of you, healing your allies and searing your enemies.

Daily Cold, Divine, Fire, Implement, Lightning, Thunder
Standard Action Area burst 5 within 20 squares

Zone

Target: Each enemy in burst

Attack: Wisdom vs. Reflex

Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder damage. Resistance doesn't reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability.

Miss: Half damage.

Effect: The burst creates a stormy zone until the end of your next turn.

Sustain Minor: When you sustain this power, make a Wisdom vs. Reflex attack against every enemy within the zone, dealing 2d10 + Wisdom modifier lightning damage if you hit and half damage if you miss.

You unleash a terrible storm upon your enemies, raining ice, fire,lightning, and thunder down upon them.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier radiant damage.

Miss: Half damage.

Your weapon explodes with brilliant light as you swing it at yourfoe.

Encounter Divine, Implement; Lightning, Radiant, or Thunder
Standard Action Close burst 8

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier damage of the energy type you chose for your Astral Vibrance path feature.

As your angelic visage emerges, a wave of astral energy emanates from you and washes over your enemies with deadly effect.

Daily Divine, Fear
Minor Action Personal

Effect: Enemies gain a –2 penalty to attack rolls against you until the end of the encounter or until you are bloodied.

Your features blur into an angel's holy veil, and you are filled with a divine presence.

Daily Divine, Weapon
Standard Action Melee weapon

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage.

Effect: You gain a speed of fly 6 (hover) until the end of the encounter. (See the Dungeon Master's Guide for rules on hovering.)

You channel divine energy into a single, powerful attack that transforms you into an angelic being. Wings of radiant light spread from your back as your features transform into those of an angel.

Encounter Divine
Standard Action Ranged 5

Target: One creature

Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This power lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

You predict dire results for your enemy.

Daily Divine
Standard Action Ranged 10

Targets: You and each ally in range

Effect: The targets gain a +5 power bonus to all d20 rolls until the end of your next turn, but the targets cannot score critical hits while this power is in effect.

You peer into the future and predict good fortune for you and your allies.

Daily Divine, Implement
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Will

Hit: 5d10 + Wisdom modifier damage.

Miss: Rewind your turn to the moment before you made the attack, and you don't use this power. Choose a different standard action this turn. You can't use hammer of fate again until the next encounter.

You hammer your foe with prophetic words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action.

Encounter Divine, Radiant
Standard Action Close burst 8

Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 3d8 + Wisdom modifier radiant damage. If the target is either an undead creature or a demon, it is also stunned until the end of your next turn.

Radiant light explodes from you like a solar flare, evaporating shadows and dealing illuminating damage to everything around you.

Daily Divine, Healing, Radiant, Zone
Standard Action Close burst 2

Effect: The burst creates a zone of divine light until the end of your next turn. You and each ally who ends his or her turn within the zone regain hit points equal to 5 + your Charisma modifier. A demon or an undead creature that enters the zone or starts its turn there takes 1d10 + your Charisma modifier radiant damage.

Sustain Standard: The zone persists.

Special: The zone ends at the end of your turn if you are bloodied.

A healing sun shines forth from you, repairing the wounds of your allies while keeping creatures of darkness at bay.

Daily Divine, Implement, Radiant
Standard Action Ranged 20

Target: One creature

Attack: Wisdom vs. Reflex

Hit: 3d10 + Wisdom modifier radiant damage.

Effect: At the start of your next turn, the target is the center of a burst 5 radiant explosion that affects only your enemies Wisdom vs. Will; 3d10 radiant damage; half damage on a miss.

You fire a brilliant ray of searing light into a foe, igniting that foe and briefly turning it into a small sun.

Encounter Divine, Healing, Implement
Standard Action Close burst 1

Target: Each adjacent enemy

Attack: Wisdom vs. Fortitude

Hit: 2[W] + Wisdom modifier

Effect: You and each bloodied ally within 10 squares of you can spend a healing surge.

You attack every enemy next to you, shouting a revitalizing battle cry that inspires your allies.

Daily Divine, Healing
Free Action Personal

Trigger: You roll a natural 20 when making a melee attack Effect Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.

When you score a critical hit against an enemy, your deity favors you with healing or by renewing one of your prayers.

Daily Divine, Implement, Radiant
Standard Action Close burst 5

Primary Target: Each enemy in burst

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier damage, and ongoing 5 radiant damage (save ends). Make a secondary attack.

Secondary Target: One creature taking ongoing radiant damage within 5 squares of you

Secondary Attack: Wisdom vs. Reflex

Hit: 5d10 + Wisdom modifier damage.

Sustain Standard: You can make the secondary attack in subsequent rounds as long as at least one of your primary targets is taking ongoing radiant damage.

You call upon a powerful prayer that turns your enemies into pyres ablaze with radiant energy.

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. 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

Daily

Effect: You regain one arcane power you have already used.

Daily Healing

Effect: Regain all of your hit points and healing surges, automatically save against all effects on you, recover all expended encounter powers, or recover all expended daily powers except this one. Once you use this power, you cannot recover it except by taking an extended rest.

When the need is great, you pull an amazing trick out of thin air.

Daily Healing
Minor Action Personal

Effect: You gain regeneration equal to your highest ability score until the end of the encounter.

You ignite the divine spark that glows within you, unleashing a wave of regenerating energy for a short time.

Encounter Divine
Immediate Interrupt Ranged 5

Trigger: An enemy scores a critical hit on you or an ally

Effect: Turn a critical hit against you or an ally within range into a normal hit.

Special: You must take the Armor of Bahamut feat to use this power.

Bahamut protects you or a friend from devastating harm.

Encounter Divine
Move Action Melee 1

Target: One ally

Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally's space must be the same size.

Special: You must take the Avandra's Rescue feat to use this power.

Avandra smiles upon you and helps you rescue a friend in need.

Encounter Divine
Immediate Interrupt Ranged 10

Trigger: Another creature within range spends an action point to take an extra action

Effect: You take a move action.

Special: You must take the Corellon's Grace feat to use this power.

Corellon's grace allows you to move when others take action.

Encounter Divine
Minor Action Ranged 10

Target: One ally

Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn.

Special: You must take the Harmony of Erathis feat to use this power.

Erathis brings harmony of purpose to like-minded allies.

Encounter Divine
Minor Action Ranged 5

Target: You or one ally

Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.

Special: You must take the Ioun's Poise feat to use this power.

Ioun grants strength of will to those she favors.

Encounter Divine, Healing
Free Action Ranged 5

Trigger: You or an ally within range scores a critical hit with a melee attack

Effect: You or the ally can spend a healing surge.

Special: You must take the Kord's Favor feat to use this power.

Kord favors a strong hit in combat with healing.

Encounter Divine, Healing
Minor Action Ranged 5

Target: You or one ally; bloodied target only

Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead.

Special: You must take the Melora's Tide feat to use this power.

Melora sends a tide of healing energy to aid you or a bloodied friend.

Encounter Divine
Minor Action Personal

Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.

Special: You must take the Moradin's Resolve feat to use this power.

Moradin's blessing puts the small on more equal footing with the large.

Encounter Divine, Implement, Radiant
Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)

Target: Each undead creature in burst

Attack: Wisdom vs. Will

Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.

Special: You must take the Pelor's Radiance feat to use this power.

When undead creatures abound, Pelor's radiance shines to aid the faithful.

Encounter Divine, Healing
Free Action Ranged 10

Trigger: Your attack drops an enemy within range to 0 hit points or fewer

Effect: You or an ally within 5 squares of the enemy can spend a healing surge.

Special: You must take the Raven Queen's Blessing feat to use this power.

The Raven Queen grants a boon to those who send the dead on their way.

Encounter Divine

No Action Ranged 5

Trigger: You roll a natural 20 on a saving throw

Effect: Choose an enemy within range; that creature gains the condition you just saved against.

Special: You must take the Sehanine's Reversal feat to use this power.

Sehanine's blessing turns the powers of your enemies against them.

Daily Daily
Immediate Reaction Personal

Trigger: You gain a condition or ongoing damage effect that ends with a save.

Effect: Immediately end the effect as if you had succeeded on your saving throw against it.

Seemingly through determination alone, your living con?struct body regularly proves inviolate.

Encounter Encounter
Immediate Interrupt Personal

Trigger: You take a critical hit.

Effect: Negate the critical hit. The triggering attack in?stead deals normal damage. The attack does not gain any of the benefits for scoring a critical hit, such as extra damage due to a magic item or the opportunity to recharge a power.

You're so tough, sometimes critical hits just don't phase you.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier. Increase damage to 2[W] + Strength modifier at 21st level.

You hit one enemy, then cleave into another.

You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses. You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
Standard Action Melee weapon

At-Will * Martial, Weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

Miss: Half Strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 1[W] damage. Increase damage to 2[W] at 21st level.

You trade power for precision.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be using a shield.

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase damage to 2[W] + Strength modifier at 21st level.

After each mighty swing, you bring your shield to bear and use it to push your enemy back.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.

You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength + 2 vs. AC

Hit: 1[W] + Strength modifier damage.

You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you knock the target prone.

You spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn.

You stab viciously at your foe's knee or foot to slow him down. No matter how tough he is, he's going to favor that leg for a time.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

You shatter armor and bone with a ringing blow.

Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you can spend a healing surge.

A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.

Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

You strike your enemy hard and hound him with skilled parries and stern reprisals.

Daily Healing, Martial, Stance
Minor Action Personal

Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.

You shake off the worst of your wounds.

Encounter Martial
Move Action Melee 1

Target: One willing adjacent ally

Effect: You slide the target 2 squares to a square that is adjacent to you.

You pull one of your allies into a more advantageous position.

Encounter Martial
Immediate Interrupt Personal

Trigger: An enemy attacks you and has combat advantage against you

Effect: Cancel the combat advantage you were about to grant to the attack.

You raise your weapon or shield to block an opening in yourdefenses.

Daily Healing, Martial
Minor Action Personal

Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.

You let your adrenaline surge carry you through the battle.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Weapon: If you're wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a light blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier.

You drive your weapon through a weak point in your foe's defenses.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Weapon: If you're wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.

You wind up and deliver a devastating blow with your weapon.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Weapon: If you're wielding a polearm or a heavy blade, the target is slowed until the end of your next turn.

Weaving your weapon in a graceful figure-eight, you lash out with a sudden attack.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 4 vs. AC

Hit: 1[W] + Strength modifier damage.

You trade damage for accuracy when you really want to land an attack on your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC, two attacks

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack.

Secondary Target: The same or a different target

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You become a blur of motion, raining a series of blows upon your opponent.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Weapon: If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.

Hit: 1[W] + Strength modifier damage.

You put all your strength into a single mighty swing that strikes many enemies at once.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both).

You break through your enemy's armor and deal a painful bleeding wound.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).

You crack your foe upside the head.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.

You constantly swing your weapon about, slashing and cutting into nearby enemies.

Daily Martial

No Action Personal

Effect: You gain a +10 bonus to your initiative check. Use this power after rolling your initiative.

No villain or monster can get the drop on you!

Daily Martial, Stance
Minor Action Personal

Effect: Gain a +2 power bonus to your Fortitude, Reflex, or Will defense.

With a soldier's discipline, you fend off attacks that would overcome a lesser person.

Encounter Martial
Immediate Reaction Personal

Trigger: You are hit by an attack

Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

You steel yourself against a brutal attack.

Encounter Martial, Weapon
Standard Action Close burst 3

Target: Each enemy in burst you can see

Effect: Each target must shift 2 and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any targets that are adjacent to you (close burst 1).

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You call your opponents toward you and deliver a blow they will never forget.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn.

You rain several heavy overhand blows down on your foe. They force him to raise his guard high to meet your attack, exposing a vulnerable spot for your next attack—the underarm, side, or belly.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You gain a +1 power bonus to AC (or a +2 bonus if you're using a shield) until the end of your next turn.

You use your weapon or shield to parry one blow after another, denying your foes the satisfaction of getting in a solid hit against you.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength –2 vs. AC

Hit: 3[W] + Strength modifier damage.

You trade precision for power.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: Move a number of squares equal to your Dexterity modifier (minimum 1).

You throw your weight into a strike, using the momentum of the swing to surge forward.

Daily Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you slide the target 1 square.

Miss: Half damage.

With supreme skill and great resolve, you beat your enemies back.

Daily Martial, Reliable, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).

You sting and hinder nearby foes with a savage flurry of strikes aimed at their legs.

Daily Healing, Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.

You strike true, and your enemy's howl of pain is like music to your ears, making you forget about your own wounds.

Encounter Martial
Minor Action Personal

Effect: You can move 3 squares, as long as you can end your move adjacent to an enemy.

You unleash a fierce battle cry as you leap boldly into the fray.

Daily Martial
Immediate Interrupt Personal

Trigger: You are hit by an attack

Effect: You take no damage from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

Thanks to a combination of skill and luck, you narrowly avoid an attack but leave yourself perilously exposed.

Daily Martial
Minor Action Close burst 1

Target: Each ally in burst

Effect: The targets gain a +1 shield bonus to AC until the end of the encounter. If you are using a shield, increase the bonus to +2 and apply it to your allies' Reflex defense as well.

Your thoughts turn to defense as you begin using your weapon or shield to protect nearby allies.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Weapon: If you're wielding a hammer or a mace, the target is stunned rather than dazed.

Your weapon makes a satisfying clunk as it connects with your enemy's skull.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn.

Weapon: If you're wielding a flail, the target's takes a penalty to all defenses equal to your Dexterity modifier.

You deliver a ferocious blow and catch your enemy's armor, shield, or claws with your weapon as you draw back for another attack. Your recovery wrenches your enemy out of place.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Make a secondary attack.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

Secondary Target: Each enemy adjacent to the primary target and within your melee reach

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

You lay about with heavy, sweeping blows, hewing your enemies left and right.

Encounter Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 2[W] + Strength modifier damage, and you push the target 1 square.

Weapon: If you're wielding a spear or a polearm, you push the target a number of squares equal to your Dexterity modifier.

Effect: You shift 1 square.

Weapon: If you're wielding a spear or a polearm, you can shift a number of squares equal to your Dexterity modifier.

You trip your enemies, knocking them back. As they recover, you shift to a more advantageous position.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Weapon: If you're wielding a heavy blade or a light blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.

You duck and weave between your enemies while slashing at them ferociously.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is slowed until the end of your next turn.

Weapon: If you're wielding a pick or a spear, the target also cannot shift until the end of your next turn.

Like the deadly talon of a great raptor, your steel pierces your foe and pins him in place.

Daily Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, two attacks against one target or one attack against each target

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

You strike twice in rapid succession.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is knocked prone if it is your size or smaller.

Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can shift and repeat the attack up to three times against different targets.

You weave through the battlefield, striking like a hungry serpent and sweeping the feet out from under your enemies.

Daily Healing, Martial, Stance, Weapon
Minor Action Personal

Effect: You gain regeneration equal to your Constitution modifier, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1[W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks.

You twirl your weapon about and test the defenses of nearby foes while expertly parrying their blows.

Encounter Martial
Immediate Interrupt Melee 1

Trigger: An adjacent ally is hit by an attack

Effect: The ally gains a +2 power bonus to AC and Reflex defense against the triggering attack. If you are using a shield, increase the bonus to +4.

Using your weapon or shield, you block an attack made against a close ally.

Daily Healing, Martial
Minor Action Personal

Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end.

Like a tankard of bad ale, you don't go down easy.

Encounter Martial
Immediate Reaction Personal

Trigger: An adjacent enemy moves away from you

Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn.

You dog your enemy's footsteps, refusing to yield.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 6 vs. AC

Hit: 2[W] + Strength modifier damage.

You trade damage for accuracy to land a much-needed hit on your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 2[W] + Strength modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand or have it land on the ground at your feet (in your square).

You chop at your foe's hand, causing a grievous injury and forcing him to drop his weapon.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: After the attack, you can move a number of squares equal to your Dexterity modifier and make a melee basic attack after your move.

You frustrate your enemy, landing a calculated blow and then moving away before he can retaliate.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target 3 squares.

Effect: After the attack, you can shift the same distance you pushed the target. You must end your move adjacent to the target.

You land a ringing blow, then push your enemy back without giving other nearby enemies the opportunity to strike you.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. You push the target 1 square, and it is knocked prone.

You become a whirling cyclone of death, spinning your weapon about as you strike one foe after another, pushing them back and knocking them down.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target 2 squares.

Special: All of your enemies within 2 squares of the target are marked until the end of your next turn.

You land a mighty blow that causes your foe to stagger backward. With a wicked grin, you hoist your weapon and flash it menacingly at other enemies nearby.

Daily Martial, Weapon
Standard Action Close burst 1

Primary Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: Until the start of your next turn, adjacent enemies are subject to a secondary attack.

Secondary Target: Any enemy that moves adjacent to you or starts its turn adjacent to you

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You thrash your foes with a devastating array of strikes, and then unleash your fury a second time against anyone left standing.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 5[W] + Strength damage, and you push the target 1 square.

You swing your weapon in a terrific arc, hitting with such force that your foe stumbles backward.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: Until the end of the encounter, you can make a melee basic attack against the target as a free action if you are adjacent to it and it either shifts or attacks one of your allies.

After landing a tremendous blow, you dog your enemy and make him think twice about turning his back on you.

Daily Martial
Minor Action Personal

Requirement: An ally within 10 squares is dying.

Effect: You gain an action point that you must spend during your current turn.

The sight of one of your friends dying propels you into sudden action.

Daily Healing, Martial
Immediate Reaction Personal

Trigger: Your hit points drop to 0 or lower

Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a –2 penalty to attack rolls until the end of the encounter.

You refuse to go down, turning a death blow into one last chance for victory.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 4[W] + Strength modifier damage.

Weapon: If you're wielding a flail and are adjacent to the target at the end of your turn, the target is restrained until the start of your next turn.

After landing a decisive blow, you skillfully use your weapon to entangle and restrain your opponent.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Make a secondary attack.

Weapon: If you're wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

Secondary Target: One creature adjacent to the primary target and within your melee reach

Secondary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage

Weapon: If you're wielding a light blade or a heavy blade, you gain a bonus to the damage roll equal to your Dexterity modifier.

You lunge forward and draw blood from one enemy, then spin around and strike another foe with deadly ferocity.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.

You swing your weapon in deadly arcs, mercilessly hacking and slashing at your foe's armor until finally you break through.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Weapon: If you're wielding a pick, a polearm, or a spear, you can score a critical hit on a roll of 18–20.

Hit: 3[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

With a sharp thrust of your weapon, you leave your enemy nearly paralyzed with pain.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Weapon: If you're wielding a hammer or a mace, you gain a bonus to the damage roll equal to your Constitution modifier, and your enemy is blinded until the end of your next turn.

You bring your weapon down upon your enemy's skull with a loud crack that leaves him dazed and reeling.

Encounter Charm, Martial, Weapon
Standard Action Close burst 4

Target: Each enemy in burst you can see

Effect: Each target must shift 3 and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any targets that are adjacent to you (close burst 1).

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

You call your opponents toward you and strike out with lashing blows.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: Whenever you use a fighter power, you can score a critical hit on a roll of 19–20, and you gain a power bonus to damage rolls equal to your Dexterity modifier. Any enemy that starts its turn adjacent to you takes 1[W] damage and ongoing 10 damage (save ends), as long as you are able to make opportunity attacks.

Every enemy within your reach falls victim to the ruthless precision of your attacks and suffers bleeding wounds.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage, and all of your enemies you can see are marked until the end of your next turn.

After smashing your weapon into a foe with amazing force, you cast your baleful glare upon the enemies that still stand before you.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make arebasic attacks.

Your weapon blurs as you attack your foe a dozen times in the blink of an eye. You have an answer for every parry and every counterattack. Under your incredible assault, your enemy can do little more than defend itself.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 4[W] + Strength modifier damage, and the target takes a –2 penalty to AC until the end of your next turn.

Your weapon breaks through shields and armor like they're made of parchment.

Encounter Martial, Weapon
Standard Action Close burst 1

Primary Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You can shift 2 squares, and then make a secondary attack.

Secondary Target: Each enemy in close burst 1

Secondary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

You spin your weapon about, carving into adjacent foes and causing them to scream in agony. Without warning, you slip through their blockade and make another spinning sweep.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be using a shield.

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you take half damage from the target's attacks until the end of your next turn.

Effect: You gain a +2 power bonus to AC until the end of your next turn.

Your shield becomes your staunchest ally.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: All of your enemies within 10 squares of you are marked until the end of your next turn.

You will not be denied your enemy's blood, and other foes that witness your savage attack know the ill fate that awaits them.

Daily Martial, Stance, Weapon
Minor Action Personal

Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If an enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as you are able to make opportunity attacks.

With the slightest flick of your weapon and minimal movement, you control the battle and turn your enemies' thoughts from conquest to survival.

Daily Martial, Reliable, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage.

Let nothing stand between a warrior and the object of his wrath.

Daily Martial, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 5[W] + Strength modifier damage.

Miss: Half damage.

You knock aside your enemies' weapons, creating holes in their defenses that enable you to strike deadly blows against two of them at once.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well.

You beat back your enemy, allowing you and your allies to seize new ground.

Encounter Martial
Move Action Personal

Effect: Shift into any adjacent square. If a creature occupies the square into which you shift, you push that creature 1 square.

You throw yourself at your enemy and knock him back.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you push the target 1 square and it is knocked prone. In addition, the target is dazed until the end of your next turn.

Miss: Half damage.

Effect: You can spend a healing surge.

A mighty blow sends your opponent flying through the air and gives you a few seconds to regain your composure.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 2 vs. AC

Hit: 2[W] + Strength modifier damage.

An unerring strike foretells your enemy's demise.

Daily Martial
Immediate Reaction Personal

Trigger: You take damage from an attack

Effect: Reduce the damage by an amount equal to your level.

With a whirl of your weapon, you expertly deflect an enemy's attack.

Daily Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

Effect: You can shift 5 squares, and then make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength + 2 vs. AC

Hit: 2[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

Effect: You can shift 5 squares, and then make a tertiary attack.

Tertiary Target: One creature other than the primary and secondary targets

Tertiary Attack: Strength + 3 vs. AC

Hit: 1[W] + Strength modifier damage, and the target is knocked prone and immobilized until the end of your next turn.

You leap from one foe to the next, striking with ever-increasing accuracy while negotiating your way through your enemies' thicket of swords.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same target.

Secondary Attack: Strength + 2 vs. AC

Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your next turn.

After landing a solid blow, you belt your enemy in the face with your fist.

Daily Martial, Weapon
Immediate Reaction Personal

Trigger: You take damage from a melee attack

Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you.

You react viciously to an enemy that just hurt you.

Daily Fear, Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage. If the target was bloodied before the attack, it takes +2[W] damage.

Miss: Half damage.

Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack.

Secondary Target: Each enemy within 5 squares of you

Secondary Attack: Strength vs. Will

Hit: The target moves its speed away from you.

You skewer yet another unworthy foe and let loose a terrifying roar of triumph when he falls.

Encounter Martial, Weapon
Standard Action (Special) Melee weapon

Special: This power can be used as an opportunity attack.

Target: One creature

Attack: Strength vs. Reflex

Hit: 3[W] + Strength modifier damage.

You slip your blade past your enemy's armor and slice him just so, leaving a bleeding gash.

Encounter Martial
Minor Action Ranged 5

Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm)

Target: One enemy other than the one you just hit

Effect: The target is marked until the end of your next turn.

With perfect timing, you flick one enemy's blood into the eyes of another.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding a light blade or a heavy blade (not a polearm).

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: If you hit at least one of your enemies, you regain one daily power you have already used. If you miss all enemies, you regain one encounter power you have already used.

With a tremendous roar, you swing your blade over your head and make lunging strikes at all nearby enemies. At the end of the flurry, you regain some of your power.

Encounter Divine
Minor Action Close burst 10

Target: One creature in burst

Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.

Encounter Divine
Minor Action Personal

Effect: Apply your Strength modifier as extra damage on your next attack this turn.

You petition your deity for the divine strength to lay low your enemies.

At-Will Divine, Radiant
Minor Action Close burst 5

Target: One creature in burst

Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn.

Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.

You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.

At-Will (Special) Divine, Healing
Minor Action Melee touch

Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.

Target: One creature

Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Your divine touch instantly heals wounds.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Charisma modifier at 21st level.

You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Charisma modifier at 21st level.

Your brutal weapon attack leaves your foe weakened.

At-Will Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.

You strike an enemy with your weapon, which ignites with holy light.

At-Will Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 1 per enemy adjacent to you vs. AC

Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

As you bring your weapon to bear, the odds against you add strength to your attack.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.

When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Silvery spikes cover your weapon, punching through your foe's armor.

Encounter Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier + Wisdom modifier radiant damage.

Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage.

Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.

A translucent golden shield forms in front of a nearby ally as you attack with your weapon.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).

Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge.

Miss: One ally within 5 squares of you can spend a healing surge.

Your melee attack punishes your enemy and heals an ally.

Daily Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Reflex

Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).

Miss: Half damage, and the target is dazed until the end of your next turn.

You engulf your enemy in searing ribbons of radiance.

Daily Divine
Minor Action Personal

Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter.

You speak with such compelling conviction that others find it difficult to refute your beliefs and claims.

Daily Divine
Immediate Interrupt Close burst 1

Trigger: An adjacent ally is hit by a melee or a ranged attack

Effect: You are hit by the attack instead.

You step into an attack made against an adjacent ally to save your comrade.

Daily Divine, Implement, Zone
Standard Action Close burst 3

Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.

You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.

Encounter Divine, Weapon
Standard Action Melee weapon

Targets: One or two creatures

Attack: Strength vs. AC, one attack per target

Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.

You swing your weapon in a wide arc that strikes not one but two creatures within your reach.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith.

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.

Your righteous blow fills you and your nearby allies with preternatural resolve.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier.

With a mighty swing of your weapon, you knock your enemy back.

Daily Divine, Implement, Zone
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Charisma vs. Reflex

Hit: 2d6 + Charisma modifier damage.

Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.

You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points

Hit: 4[W] + Strength modifier radiant damage.

Miss: Half damage.

Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy.

Daily Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter.

Miss: Half damage, and the target gains no vulnerability.

You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy.

Daily Divine
Minor Action Ranged 5

Effect: Choose an ally within 5 squares of you. You take half that ally's damage until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the damage you take from this power.

As your weapon connects with your enemies, so too does the magic of your god connect you to your allies.

Daily Divine
Minor Action Close burst 6

Targets: You and each ally in burst

Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.

You and your trusted allies form a telepathic bond.

Daily Divine
Minor Action Close burst 1

Targets: You and each ally in burst

Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter.

A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination.

Encounter Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier.

You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you.

Encounter Divine, Teleportation, Weapon
Standard Action Melee weapon

Primary Target: One ally within a number of squares equal to your Wisdom modifier

Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.

Secondary Target: One enemy

Secondary Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage.

You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position.

Encounter Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.

You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC (can score a critical hit against a marked enemy on a roll of 19–20)

Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone.

Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe.

Daily Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage.

Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.

Sustain Minor: You can sustain the power's effect.

A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies.

Daily Divine, Implement, Radiant
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage.

Effect: The targets are weakened (save ends).

Special: You cannot use this power if any allies are within 5 squares of you.

Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted.

Daily Divine, Implement, Radiant
Standard Action Ranged 10

Primary Target: One creature

Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares.

Sustain Minor: When you sustain this power, you can repeat the secondary attack (the primary target is the same each time).

Miss: Half damage, and no secondary attack.

You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.

Encounter Divine
Minor Action Ranged 5

Target: You or one ally

Effect: The target makes a saving throw with a +2 bonus.

A translucent outline briefly appears above the creature you designate. The divine spirit gestures, relieving some of the creature's suffering, then fades instantly away.

Daily Divine
Immediate Interrupt Personal

Trigger: You are targeted by a close attack or an area attack Effect A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause.

You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.

Daily Divine
Standard Action Close burst 3

Targets: You and each ally in burst

Effect: The targets make saving throws against every effect that a save can end.

You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.

Strands of energy erupt from your weapon as it strikes true, wrapping around your foe and rooting it to the ground.

Standard Action Melee weapon Standard Action Melee weapon

Effect: You can fly a number of squares equal to your Wisdom modifier and make an attack.

Target: One creature within your melee reach

Attack: Strength vs. AC

Special: You must charge as part of this attack.

Hit: 3[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn.

You propel yourself through the air toward a nearby foe as brilliantrays of light stream from your weapon. Encounter * Divine, Radiant, Weapon

Encounter Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you regains hit points equal to 10 + your Wisdom modifier.

As you strike a foe with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally.

Encounter Divine, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is marked until the end of your next turn.

You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess.

Daily Divine, Healing, Weapon
Standard Action Melee weapon

Special: You can use this power only when you are bloodied.

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: You can spend a healing surge.

Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma damage, and the target takes a –2 penalty to all defenses (save ends).

Miss: Half damage, and the target takes a –1 penalty to all defenses (save ends).

You lash out at an enemy with the power of your faith and break down its defenses.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally, you can make a secondary attack against the target as an immediate reaction.

Secondary Attack: Charisma vs. Will

Hit: 2d10 + Charisma modifier damage.

Miss: Half damage.

You extend your holy symbol toward a foe, dealing damage and singling him out as the continuing subject of your divine retribution.

Daily Divine, Teleportation
Immediate Interrupt Personal

Trigger: An ally within 5 squares of you is hit by an attack

Effect: You teleport adjacent to the ally and are hit by the attack instead.

You teleport to the side of a friend in peril and take the effects of an attack meant for him.

Daily Divine, Healing
Standard Action Melee touch

Target: One dying creature

Effect: You spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add your Charisma modifier to the hit points regained.

You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of death.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next turn.

With a mighty blow, you leave your foe horribly weakened.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier.

A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.

Encounter Divine, Implement, Radiant
Minor Action Close burst 1

Target: Each enemy in burst

Attack: Charisma vs. Fortitude

Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.

You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.

Encounter Divine, Fear, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Charisma modifier. The target can't move nearer to you on its next turn.

Striking mercilessly, you hound your foe with waves of divine dread.

Daily Divine, Radiant, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Charisma vs. Reflex

Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends).

Miss: Half damage, and the target is blinded until the end of your next turn.

You swing your weapon and brilliant light explodes around you, blinding your enemies.

Daily Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: You and allies adjacent to you gain a +1 power bonus to attack rolls until the end of the encounter.

You strike your foe with such conviction that nearby allies can't help but feel inspired.

Daily Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares

Target: Each enemy in burst

Attack: Charisma vs. Reflex

Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Miss: Half damage, and the target does not grant combat advantage.

Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies.

Sustain Minor: The zone persists.

A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths.

Daily Divine, Teleportation
Standard Action Ranged sight

Target: One willing ally

Effect: The target is teleported from any square you can see to a square within 5 squares of you that is nearer to you than the target's original square.

White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you.

Daily Divine
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: All targets make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed.

Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions.

Daily Divine, Healing
Standard Action Melee touch

Target: One creature

Effect: If the target is alive, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage. If the target died since the end of your last turn, it returns to life at 0 hit points, and you take damage equal to one-half your maximum hit points. You can't avoid or reduce this damage in any way.

You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health.

Daily Divine, Healing
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: Each target can spend a healing surge.

You utter words of faith, instantly healing yourself and nearby allies.

Encounter Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 4d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1).

You pull an enemy toward you, searing him with radiant energy as he tries to resist.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any time the target deals damage, you can choose to take that damage. The target's intended victim takes no damage but is subject to any other effects of the attack.

As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe's attacks, even when such attacks aren't directed at you.

Encounter Divine, Thunder, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier thunder damage, and the target is knocked prone. Make a secondary attack.

Secondary Target: Each enemy adjacent to you other than the primary target

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier thunder damage, and the target is knocked prone.

You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone.

Encounter Divine, Teleportation, Weapon
Standard Action Ranged 5

Primary Target: One willing ally

Effect: You can teleport the target 5 squares. Until the end of your next turn, you grant the target a power bonus to all defenses equal to your Wisdom modifier. In addition, you teleport to the target's original space and make a secondary attack.

Secondary Target: One creature within your melee reach

Secondary Attack: Charisma vs. AC

Hit: 3[W] + Charisma modifier damage.

With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach.

Daily Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, the target provokes an opportunity attack from you when it attacks (save ends). You gain a +2 bonus to the opportunity attack roll and deal an extra 1[W] damage.

You land a mighty blow, and the symbol of your deity appears above your enemy's head as a glowing red rune that only you can see, flashing brightly to warn you whenever he's about to attack.

Daily Divine, Fire, Implement
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 6d6 + Charisma modifier damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn.

Miss: Half damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn.

Divine light explodes out from your holy symbol, blasting and igniting enemies nearby.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Will

Hit: 3[W] + Strength modifier damage, and the target is blinded until the end of your next turn.

Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow.

Encounter Divine, Implement, Radiant
Standard Action Melee touch

Target: One creature

Attack: Charisma vs. Will

Hit: 4d8 + Charisma modifier radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.

You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks.

Encounter Divine, Implement
Immediate Reaction Ranged 20

Trigger: A creature within range attacks you

Target: The attacking creature

Attack: Charisma + 2 vs. Fortitude

Hit: 4d10 + Charisma modifier damage, and the target is weakened until the end of your next turn.

You invoke an ancient prayer that unleashes your deity's ire upon a nearby enemy that has just attacked you.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Will

Hit: 3[W] + Charisma modifier damage, and the target is marked until the end of your next turn. In addition, the target cannot gain line of effect to anyone but you until the end of your next turn.

You strike your enemy with such resolve that he is blind to all foes except you.

Encounter Divine, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. Will

Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack.

Secondary Target: Each enemy other than the primary target adjacent to you

Secondary Attack: Strength vs. Will

Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn.

You swing your weapon in a mighty arc, stunning targets that you hit.

Daily Divine, Implement
Standard Action Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty.

Miss: 5d10 + Charisma modifier damage.

Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances.

You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks.

Daily Divine, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage. Make a secondary attack.

Miss: Half damage, and no secondary attack.

Secondary Target: Each enemy within 10 squares of you

Secondary Attack: Strength vs. Fortitude

Hit: The target is blinded until the end of your next turn.

You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you.

Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see.

Encounter Divine
Free Action Personal

Effect: If you don't like the damage you have rolled with one of your attacks, reroll your damage. You must use the result of the second roll.

You strike your enemy, but you pray to increase the amount of damage you deal.

Daily Divine, Fear, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends).

Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.

Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength + 4 vs. AC

Hit: 1[W] damage. If the target is marked, it is also weakened and dazed by this attack for as long as the mark remains in effect.

You call upon your devotion to law to make your attack strike true.

Daily Divine
Free Action Personal

Effect: Until the end of the encounter, every use of your divine challenge targets two enemies rather than one.

You contain two foes instead of just one with your divine challenge.

Daily Divine, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Special: If the target has scored a critical hit against you or your allies in this encounter, your attack gains a +2 power bonus and deals +2d10 radiant damage.

Hit: 4[W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends).

Miss: 1[W] + Strength modifier damage, and the target is weakened (save ends).

You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy.

Encounter Divine, Weapon
Standard Action Melee weapon

Target: One creature that is marked by you

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you can make a saving throw.

You strike a foe you have challenged, bringing hope and encouragement to nearby allies.

Daily Divine, Healing
Minor Action Personal

Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [ts] your Wisdom modifier.

A short prayer imbues your weapon with healing power, so that whenever it strikes an enemy it heals an ally.

Daily Divine, Healing, Radiant, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 4[W] + Charisma modifier radiant damage.

Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.

You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.

Encounter Divine, Implement, Radiant
Standard Action Close burst 5

Target: Each enemy marked by you in burst

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you.

A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.

Daily Divine
Immediate Interrupt Personal

Trigger: An ally within 5 squares of you is attacked

Effect: The attack misses all of your allies it targets, but automatically hits you even if you weren't a target of the attack.

You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect.

Daily Divine, Implement, Radiant
Standard Action Close burst 10

Target: Each enemy in burst

Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn.

Miss: Half damage, and the target is marked until the end of your next turn.

Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.

Minor Action Personal Minor Action Personal

Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.

You maneuver into an advantageous position and strike your foe with ruthless determination.

At-Will Polymorph
Minor Action Personal

Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

You alter your form to look like some other humanoid.

Encounter Encounter
Minor Action Close burst 1

Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.

A cloud of darkness obscures you, but your vision pierces it.

Encounter Encounter
Minor Action Ranged 10

Target: One creature

Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex Increase to +4 bonus at 11th level and +6 bonus at 21st level.

Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.

A flickering halo of purple light surrounds the target, making it easier to hit.

Move Action Ranged 10 Move Action Ranged 10

Target: You or one ally

Effect: The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.

You hurl yourself or one of your allies safely through the air using your mind.

Encounter Encounter
Immediate Interrupt Personal

Trigger: You are hit by an attack.

Effect: You gain a +2 bonus to all defenses until the end of your next turn.

After withstanding an attack, you use the power of your mind to fortify yourself against further harm.

Encounter Encounter
Standard Action Personal

Effect: You charge and deal an extra 2 damage on a sucessful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.

You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.

Encounter Illusion
Immediate Reaction Personal

Trigger: You take damage.

Effect: You are invisible until you attack or until the end of your next turn.

You turn invisible in response to an enemy's attack.

At-Will At-Will
Immediate Reaction Personal

Trigger: You are missed by a melee attack.

Effect: You shift 1 square.

You avoid your enemy's blow and cleverly slink past his defenses.

Encounter Encounter
Immediate Reaction Personal

Trigger: You suffer an effect that a save can end

Effect: You make a saving throw against the effect.

You shake off an effect that would cripple a lesser warrior.

At-Will At-Will
Minor Action Personal

Effect: You shift 1 square.

You skitter and scamper through the ranks of your enemies, much to their chagrin.

Encounter Encounter
Standard Action Melee 1

Attack: Strength +2 vs. AC Increase to +4 at 11th level, +6 at 21st level.

Special: You must charge as part of the attack.

Hit: 1d6 + Strength modifier damage, and the target is knocked prone. Increase the damage to 2d6 + Strength modifier at 11th level and 3d6 + Strength modifier at 21st level.

You charge the enemy and gore him with your horns.

Encounter Healing, Weapon
Standard Action Melee weapon

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you can spend a healing surge. Increase to 2[W] + Strength modifier damage at 21st level.

Spilling the blood of your enemy invigorates you.

Encounter Teleportation
Move Action Personal

Effect: You teleport 3 squares and become insubstantial until the start of your next turn.

You step into the shadows and reappear a short distance away, hazy and insubstantial.

Encounter Healing
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).

You unleash the primal beast within and take on a more savage countenance.

Encounter Encounter
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: Until the end of the encounter or until rendered unconscious, your speed increases by 2 and you gain a +1 bonus to AC and Reflex defense.

You unleash the primal beast within and take on a more savage countenance.

Encounter Encounter
Minor Action Personal

Special: You must be bloodied to use this power.

Effect: You gain a number of temporary hit points equal to 3 + one-half your level.

You might be bloodied, but the battle is far from over!

Encounter Healing
Minor Action Personal

Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You may make an immedi?ate saving throw against one effect that inflicts ongo?ing damage and can be ended with a save. In addi?tion, if you are bloodied you regain hit points equal to 3 + one half your level.

It's difficult to take you down, even when you're faltering.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged).

Hit: 1[W] damage (melee) or 1[W] damage (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.

You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage Increase damage to 2[W] + Strength modifier at 21st level.

Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.

At-Will Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Special: Shift 1 square before or after you attack

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.

If the first attack doesn't kill it, the second one might.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Enemies surround you—much to their chagrin, as you slash them to pieces with the ferocity of a wounded dire wolverine.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

You confound enemies by weaving through the battlefield unscathed as you make your attacks.

Encounter Martial, Weapon
Immediate Reaction Melee or Ranged weapon

Trigger: An enemy makes a melee attack against you

Attack: You can shift 1 square, then make a basic attack against the enemy.

Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.

Using the momentum from your enemy's blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.

You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).

Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

A well-placed shot to the leg leaves your enemy hobbled and bleeding.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage per attack.

Miss: Half damage per attack.

You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: Two creatures within 3 squares of each other

Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.

Hit: 2[W] + Dexterity modifier damage.

You fire two arrows at once, which separate in mid-flight to strike two different targets.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (off-hand weapon)

Hit: 1[W] damage (off-hand weapon).

Effect: You shift 1 square and make a secondary attack against the target.

Secondary Attack: Strength vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.

You hold your weapons blade-down and slash your foe across the face with one of them. As he spins away and drops his guard, you roll to one side, spring to your feet, and plunge your other blade into his back.

Encounter Martial
Immediate Reaction Ranged 5

Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained

Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.

You are wise in all things. The sooner your friends realize this, the safer and better off they' ll be.

Encounter Martial, Weapon
Immediate Reaction Melee 1

Trigger: An enemy misses you with a melee attack

Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.

You deftly block your enemy's strike and turn his momentum against him, causing him to stumble to the side.

Encounter Martial
Immediate Reaction Personal

Trigger: An enemy damages you with a melee attack

Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.

Even as your foe connects, you leap backward, out of the way of further harm.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.

You attack twice while maneuvering yourself into the most advantageous position possible.

Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged weapon

Trigger: You or an ally is attacked by a creature

Target: The attacking creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.

You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature that is your quarry

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

You strike quickly, like a shadow wasp flying out of the darkness, hitting where your foe is most vulnerable.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier.

You attack twice, causing your foes to stagger backward.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends).

Miss: Half damage, and the target is not weakened.

One well-placed arrow leaves your enemy hunched over and howling in pain.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.

Hit: 1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.

You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.

Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.

Your arrow burrows into flesh and shatters, sending splinters of wood deep into the wound.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Special: You can shift 2 squares before making this attack.

Primary Target: One creature

Attack: Strength vs. AC, two attacks (main weapon and offhand weapon)

Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).

Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 2[W] damage (off-hand weapon).

You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary.

Daily Martial

No Action Ranged sight

Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised.

You are the eyes and ears of the group, always alert for the telltale signs of an ambush.

Daily Martial
Minor Action Ranged 10

Target: One ally

Effect: Any ally within 10 squares of you who attempts an untrained check with a skill in which you are trained gains a power bonus to checks with a single skill of your choice equal to your Wisdom modifier. The ally must be able to see or hear you to gain this bonus. The benefit lasts until the end of the encounter or for 5 minutes.

Your allies benefit from the things that you have learned.

Encounter Martial
Immediate Interrupt Personal

Trigger: An enemy moves adjacent to you

Effect: You can shift a number of squares equal to your Wisdom modifier.

You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).

Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment).

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

Like the hawk, you strike with calculated precision.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One or two creatures

Attack: Dexterity vs. AC, one attack per target

Hit: 2[W] + Dexterity modifier damage (first shot) and 1[W] + Dexterity modifier damage (second shot).

You unleash two arrows in rapid succession.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier and it is knocked prone.

You slash and stab at surrounding foes with unbound fury, knocking them off balance with thrusts and leg sweeps.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One or two creatures

Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.

Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.

Miss: Half damage per attack.

Without breaking stride, you make two attacks against a single foe or two different targets.

Daily Martial, Weapon
Standard Action Ranged 1

Target: One adjacent enemy

Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks.

Hit: 4[W] + Dexterity modifier damage.

Miss: Half damage.

Though menaced by fangs and claws, you calmly unload an arrow into the creature's gaping maw—mere inches from your outstretched arm.

Daily Martial, Weapon
Standard Action Close blast 3

Requirement: You must be wielding a ranged weapon.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Miss: Half damage.

You fire repeatedly with a short draw, showering arrows at each enemy in front of you.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC, one attack per target

Hit: 2[W] + Strength modifier damage.

Miss: Half damage.

You spin around with blades outstretched, using momentum and skill to slice through enemy defenses.

Encounter Martial
Minor Action Personal

Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Like a gazelle, you startle allies and enemies alike with your sudden swiftness.

Daily Martial
Immediate Interrupt Personal

Trigger: An enemy moves adjacent to you

Effect: You can shift 1 square and then move a number of squares equal to 1 + your Wisdom modifier. You can't end your move adjacent to the triggering enemy.

You keep your distance from an approaching adversary, backpedaling easily away from him.

Daily Martial, Stance
Minor Action Personal

Effect: Your movement is not hindered by difficult terrain.

You expertly navigate through difficult terrain.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier until the end of your next turn.

You attack the weak spots in your opponent's armor, not only dealing damage but also leaving your prey vulnerable to later attacks.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature of your size or smaller

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone.

One shot topples your foe.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If you hit with either attack, you gain a power bonus to AC equal to 2 + your Wisdom modifier until the end of your next turn.

Between strikes, you use both of your weapons to deflect incoming blows.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Targets: One or two creatures

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. The target is immobilized until the start of your next turn.

With a well-aimed attack, you pin your foe to the ground or to a nearby wall.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One or more creatures

Attack: Strength vs. AC. Alternate main and off-hand weapon attacks until you miss. As soon as an attack misses, this attack ends.

Hit: 2[W] + Strength modifier damage per attack.

Time seems to slow down as your weapons fall upon your hapless foes like rain from an ominous sky.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack, and ongoing 5 damage (save ends). A target hit twice takes ongoing 10 damage (save ends). A target hit three times takes ongoing 15 damage (save ends).

Miss: Half damage per attack, and no ongoing damage.

Your arrows puncture flesh, and from these wounds blood flows in crimson streams.

Daily Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage.

Miss: The target is dazed (save ends).

Your targets won't know what hit them.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. Fortitude (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If one attack hits, the target is stunned (save ends). If both attacks hit, the target is stunned and immobilized (save ends both).

Miss: Half damage per attack, and the target is not stunned or immobilized.

You fight past your enemies' shields and armor and deal nasty cuts that leave them reeling and unable to react.

Daily Martial
Immediate Interrupt Personal

Trigger: An enemy hits you with a melee attack

Effect: Shift 1 square away from the enemy.

When your enemy launches his attack, you leap out of the way, leaving your foe to hit nothing but air.

Daily Martial, Stance
Minor Action Personal

Effect: Your speed increases by 2.

You have an uncanny knack for being in the right place at the right time.

Daily Martial
Standard Action Personal

Effect: Shift a number of squares equal to your Wisdom modifier and make a saving throw. You are no longer marked by any enemy.

Amid the chaos of combat, you're able to calm yourself for an instant and recover from a harmful effect.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: A creature within range attacks your ally

Target: The attacking creature

Attack: Dexterity vs. AC, and gain a power bonus to this attack equal to your Wisdom modifier.

Hit: 2[W] + Dexterity modifier damage.

You point your bow at the villain who just wounded your friend and loose a vengeful arrow.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is immobilized and knocked prone until the end of your next turn.

You whirl around with blades outstretched, slashing your foes across the legs and causing them to fall to the ground in mewling heaps.

Encounter Martial, Weapon
Standard Action Ranged weapon

Targets: One, two, or three creatures

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack.

You launch a volley of three arrows, which streak across the battlefield with whispered threats of oblivion.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is weakened until the end of your next turn.

You swing your blades in lethal arcs, dousing the battlefield in your enemy's blood.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Targets: One, two, or three creatures

Attack: Strength + 2 vs. AC, three attacks

Hit: 2[W] + Strength modifier damage (first attack; main), 2[W] + Strength modifier damage (second attack; offhand), and 1[W] + Strength modifier (third attack; main). A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn.

Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.

Effect: After the first attack and after the second attack, you can shift 1 square.

You move swiftly around your enemies, weaving back and forth and delivering a vicious slash with each soft step.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage. In addition, you push the target a number of squares equal to your Strength modifier, and it is knocked prone.

Miss: Half damage, and you push the target 1 square and it is knocked prone.

You loose an arrow that pierces your foe, hurls him back, and knocks him off his feet.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, two attacks. If the first attack hits, you gain a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.

Hit: 2[W] + Dexterity modifier damage per attack.

Miss: Half damage per attack.

The first shot is always the toughest.

Daily Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target

Hit: 1[W] + Strength modifier damage per attack. If you hit a target with one weapon, it takes ongoing 5 damage (save ends). If you hit a target with both weapons, it takes ongoing 10 damage (save ends).

Miss: Half damage per attack, and no ongoing damage.

Crimson droplets splatter as you slash into all nearby foes.

Daily Illusion, Martial
Standard Action Personal

Effect: When it is not your turn, enemies treat you as invisible if you have cover or concealment from them. An enemy still knows the square you occupy if it saw you in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.

You vanish into your surroundings with such speed and skill that your enemies can't even begin to guess where you might be.

Daily Martial
Immediate Interrupt Personal

Trigger: You are hit by an area attack or a close attack

Effect: Shift a number of squares equal to your Wisdom modifier.

You throw yourself to the ground, tumble a safe distance, and spring to your feet no worse for wear.

Daily Martial, Stance
Minor Action Personal

Effect: You gain a bonus to damage rolls equal to your Wisdom modifier.

You take careful aim with every shot.

Encounter Martial
Move Action Personal

Effect: Shift a number of squares equal to your Wisdom modifier.

You deftly maneuver around your foes as the battle rages on.

Encounter Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: A creature makes a melee attack against you

Target: The attacking creature

Attack: Strength vs. AC

Hit: [W] + Strength modifier damage.

Effect: Until the end of your next turn, the target's attack rolls against you take a penalty equal to your Wisdom modifier.

Your enemy strikes, and as you defend yourself with one blade, you drive the other deep into his gullet.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One or two creatures

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage per attack. If one attack hits, the target takes a –2 penalty to attack rolls until the end of your next turn. If both attacks hit the same target, this penalty worsens to –4.

Effect: If any adjacent creature makes an attack against you and misses before the start of your next turn, make a melee basic attack against it with both your main weapon and your off-hand weapon as an immediate reaction.

You stab and slash enemies that come close to you.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 4[W] + Dexterity modifier damage, and you push the target a number of squares equal to 2 + your Wisdom modifier.

You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, three attacks

Hit: 1[W] + Dexterity modifier damage per attack. If two attacks hit, deal an extra 1[W] damage. If all three attacks hit, deal an extra 2[W] damage.

You pepper your foe with arrows.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.

Target: One creature

Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) per attack.

Miss: Half damage per attack.

Effect: After making these attacks, you can shift a number of squares equal to your Wisdom modifier.

With bow or blades, you rain a series of deadly blows on your opponent.

Daily Martial, Stance
Minor Action Personal

Effect: You can make a basic attack against an enemy you choose as an immediate interrupt if it attacks you.

You counter your opponent's attack with a ferocious strike of your own.

Daily Martial, Weapon
Standard Action Close blast 5

Requirement: You must be wielding a ranged weapon.

Target: Each enemy in blast

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

You loose a volley of arrows with such force that they skewer several nearby enemies.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Target: One creature

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 2[W] + Strength modifier damage per attack. If both attacks hit, the target takes an extra 1d10 damage and is stunned until the end of your next turn.

You plunge your blades into your opponent and rip them out with the ferocity of a tiger, leaving your prey gasping for life.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: Each enemy in range

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

You launch a barrage of arrows that strike all enemies before you.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: One creature you can see has just taken damage

Target: The creature that took damage

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, or 3[W] + Dexterity modifier damage if the target is bloodied.

As an enemy reels from a terrible wound, you quickly loose an arrow to finish him off.

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Effect: You can shift a number of squares equal to 1 + your Wisdom modifier, and make another close burst 1 attack (as above).

You strike your enemies in all directions. Then, like a tornado, you weave through the battlefield and unleash a second onslaught of whirling steel.

Daily Martial, Stance, Weapon
Minor Action Personal

Requirement: You must be wielding two melee weapons.

Effect: You can use your off-hand weapon to make a melee basic attack with a –2 penalty against each enemy you hit using a melee attack power.

You follow every strike with a backhanded swipe that breaks through your enemy's defenses.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC, three attacks. If the first attack hits, you gain a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks normally.

Hit: 2[W] + Dexterity modifier damage per attack.

Miss: Half damage per attack.

If you can hit with the first arrow, the others will follow.

Daily Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: An enemy hits you with a melee attack

Requirement: You must be wielding two melee weapons.

Target: The triggering enemy

Attack: Strength vs. AC, two attacks (main weapon and offhand weapon)

Hit: 3[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). If both attacks hit, the target's attack misses.

Miss: Half damage with your main weapon, and no damage with your off-hand weapon.

Crossing your blades, you form a defense as solid as a mighty shield, ready to riposte if your enemy isn't lucky.

Encounter Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: An ally makes a ranged attack or an area attack

Target: One creature attacked by your ally

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

You combine fire with one of your allies to take down a troublesome foe.

Encounter Martial
Free Action Personal

Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer

Effect: You gain an action point that you must spend before the end of your next turn.

One enemy falls, and those that remain are about to learn what heroism is all about.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: Each enemy designated as your quarry

Attack: Dexterity vs. AC

Hit: 3[W] damage.

Miss: The target is knocked prone as it dodges your attack.

You have multiple quarries in your sights, so you unleash a deadly volley of shots at each of them.

Encounter Martial, Weapon
Standard Action Ranged weapon

Target: One creature designated as your quarry

Special: Ignore penalties for cover (but not superior cover), concealment, and total concealment. You can attack an invisible target as if it wasn't invisible.

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Your shot is undeterred by obstructions and magical veils.

Daily Martial

No Action Personal

Effect: Make a Stealth check and use that as your initiative check result. If you get the first turn in the encounter, you can shift up to your speed as a free action before taking any other actions.

Even as your allies take stock of the enemies pouring in around them, you move into position and set your plans into motion.

Daily Martial, Weapon
Standard Action Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 4[W] + Dexterity modifier damage.

Effect: The target is designated as your quarry until the end of the encounter, and you can designate one additional creature as a quarry following the normal Hunter's Quarry rules.

“This foe is my prey!”

Encounter Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: An adjacent enemy shifts or moves

Target: The enemy

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.

Your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust.

Daily Martial
Immediate Reaction Personal

Trigger: An ally spends an action point to take an extra action

Effect: You gain an action point that you must spend before the end of your next turn.

You find it within yourself to capitalize on your comrade's latest act of daring.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding two melee weapons.

Special: You can spend a healing surge before attacking.

Primary Target: One creature

Attack: Strength vs. AC (main weapon)

Hit: 3[W] + Strength modifier damage (main weapon).

Effect: The target is marked until the end of the encounter. Make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 2[W] + Strength modifier damage (off-hand weapon).

Effect: The target is marked until the end of the encounter.

You fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.

Encounter Martial, Stance
Minor Action Personal

Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.

Aw, what the hell. You only live once.

Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.

Special: Before you attack, shift a number of squares equal to your Wisdom modifier.

Target: Each enemy in burst you can see

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target

Hit: 1[W] + Strength modifier damage per attack.

Effect: You regain your second wind if you have already used it during this encounter.

You rush into the midst of your enemies and, like a freezing wind, flay them alive.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Special: You can move 2 squares before the attack.

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

A final lunge brings you into an advantageous position.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

A needle-sharp point slips past armor and into tender flesh.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.

With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.

A distracting flourish causes the enemy to forget the blade at his throat.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.

An expert strike catches your foe by surprise and leaves him reeling from the pain.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage.

Effect: Switch places with a willing adjacent ally.

It's hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.

Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.

A false stumble and a shove place the enemy exactly where you want him.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

If you twist the blade in the wound just so, you can make your enemy howl in pain.

Daily Martial, Weapon
Standard Action Close blast 3

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.

Miss: Half damage, and the target is not blinded.

A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).

Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

You deal a staggering blow to your enemy, setting it up for future attacks.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and you slide the target 1 square.

Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

Through a series of feints and lures, you maneuver your foe right where you want him.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.

You are stealthy and fleet of foot at the same time.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Athletics.

Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed.

You leap a great distance without a running start.

Encounter Martial
Free Action Personal

Trigger: You roll a Bluff check and dislike the result

Prerequisite: You must be trained in Bluff.

Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.

The line between truth and deception is thin, and you cross it with ease.

Encounter Martial
Minor Action Personal

Prerequisite: You must be trained in Thievery.

Effect: Make a Thievery check as part of this action, even if the check is normally a standard action.

You can pilfer a coin pouch in the blink of an eye.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: You can shift a number of squares equal to one-half your speed.

You tumble out of harm's way, dodging the opportunistic attacks of your enemies.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 1 square.

Artful Dodger: You can shift a number of squares equal to your Charisma modifier.

You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you until the end of your next turn.

You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.

Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone.

Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.

You land an expert blow and follow up with a clever series of feints that bewilder your enemies.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack.

You follow up a fierce attack with a series of quick, painful strikes woven between your enemy's attacks.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends).

Miss: Half damage, and no ongoing damage.

Each drop of blood is another nail in your enemy's coffin.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.

Miss: Half damage, and the target is not knocked prone.

You topple your enemy with a crippling blow and force him to stumble around the battlefield.

At-Will Martial
Immediate Interrupt Personal

Trigger: You are hidden and lose cover or concealment against an opponent

Prerequisite: You must be trained in Stealth.

Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.

You blend into your surroundings.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.

With nimble ease, you sidestep one perilous situation after another.

Encounter Martial
Standard Action Close burst 10

Prerequisite: You must be trained in Intimidate.

Targets: You and each ally in burst

Effect: The targets gain a +2 power bonus to Charismabased skill and ability checks until the end of your next turn.

When it comes to lying, cajoling, or persuading others, your allies follow your lead.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Athletics.

Effect: Make an Athletics check to climb a surface. You can move at your full speed during this climb.

You climb surfaces with astounding ease.

Encounter Martial
Immediate Interrupt Personal

Trigger: You are hit by an attack against your Will defense

Prerequisite: You must be trained in Bluff.

Effect: Gain a +2 power bonus to your Will defense against the triggering attack.

You cloud your mind with vague thoughts that shield you against a sudden mental attack.

Encounter Martial, Weapon
Standard Action Close blast 5

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy in blast you can see

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

You shower your enemies in sharp metal.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 1[W] + Dexterity modifier damage, and the target takes a –1 penalty to AC and Reflex defense until the end of your next turn

Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Strength modifier.

You deal a staggering blow, opening a hole in your enemy's defenses.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Miss: Make a secondary attack against the target.

Secondary Attack: Dexterity vs. AC

Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Charisma modifier.

Hit: 1[W] + Dexterity modifier damage.

A gifted rogue can turn failure into fortune.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.

You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in his face to blind him.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both)

Miss: Half damage, and no ongoing damage.

You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.

Daily Martial, Weapon
Standard Action Melee 1

Requirement: You must be wielding a light blade.

Target: One creature

Attack: You slide the target to any other square adjacent to you, and then make a Dexterity vs. AC attack.

Hit: 3[W] + Dexterity modifier damage.

Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

You adroitly outmaneuver your enemy, pushing and baiting him with every stride and strike.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious.

Miss: Half damage, and the target is dazed until the end of your next turn.

A well-placed blow takes your foe out of the fight.

Daily Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints.

You are as slippery as an eel.

Daily Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: Move into the space of an adjacent creature larger than you and at least Large in size. (It gets its usual opportunity attack against you as you leave an adjacent square.) You gain combat advantage against the creature, and it takes a –4 penalty to attack rolls against you. When the creature moves, you move along with it, staying in the same portion of the creature's space. The creature can make a Strength or Dexterity vs. Reflex attack (as a standard action with no penalty) to slide you into an adjacent square and end this effect.

Special: Allies of the target creature can attack you without penalty.

You take cover beneath a much larger creature, making it harder for the creature to hit you.

Encounter Martial
Free Action Personal

Prerequisite: You must be trained in Thievery.

Effect: On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.

You snatch an item from an enemy during combat.

At-Will Martial
Move Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You must be hiding to use this power. You can move your speed. At the end of that movement, if you have cover, you can make a Stealth check with no penalty for moving. If you make the Stealth check, you stay hidden during your movement.

You silently step from shadow to shadow, slipping past your foes unseen and unheard.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: The target takes damage as if it were hit by its own melee basic attack. If you have combat advantage against the target, you can add your Sneak Attack damage.

You bait your foe into attacking you, and then turn his blow straight back at him.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and the target is stunned until the end of your next turn.

A well-timed attack leaves your enemy flailing helplessly for a few critical seconds.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Targets: One or two creatures

Attack: Dexterity vs. AC, one attack per target

Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares.

Artful Dodger: You slide the target a number of squares equal to 1 + your Charisma modifier.

Effect: You can move 3 squares after making the attack.

Your weapon becomes a blur as you make swift, sweeping attacks against two foes, then hastily slip away.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage, and the target cannot shift until the end of your next turn. If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll with the opportunity attack equal to your Strength modifier, and you knock the target prone on a hit.

Ducking and weaving, you land a decisive blow that staggers your foe and sets it up for a tripping attack.

Daily Martial
Standard Action Personal

Effect: You can move your speed. Every enemy that can make an opportunity attack against you as a result of this movement attacks itself with its opportunity attack, rather than you. Any enemy that can make an opportunity attack against you during this movement must do so. It cannot refrain from making the attack to avoid harming itself.

You dash across the battlefield, leaving bewildered and bleeding enemies in your wake.

Daily Martial, Reliable, Weapon
Standard Action (Special) Melee weapon

Special: You can use this power as a minor action if you have already grabbed a creature. Doing so requires no attack roll.

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage, and you grab the target. Until the target escapes, you have cover, and any melee attack or ranged attack that misses you hits the target instead.

Sustain Minor: Sustain the grab for another round. The third time you sustain the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious.

The more your enemy struggles, the less you want to let him go.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20.

A ruthless strike yields great rewards, for after death comes the looting.

Daily Martial
Minor Action Personal

Prerequisite: You must be trained in Thievery.

Effect: On your next action, gain a +10 power bonus when you make a Thievery check to open a lock. If the check succeeds, the lock opens at once.

You tug on a lock a certain way, and just like that, it snaps open.

Encounter Martial
Minor Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You must already be hidden to use this power. You are invisible until you leave your current square. No other action that you perform makes you visible.

You stand unseen in the midst of the battle, striking from your place of hiding.

Encounter Martial
Immediate Interrupt Personal

Trigger: An enemy targets you with an attack

Prerequisite: You must be trained in Athletics.

Effect: Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.

You leap out of harm's way just in time to avoid an attack.

Daily Martial
Minor Action Personal

Prerequisite: You must be trained in Bluff.

Effect: Until the end of your next turn, any of your attacks can score a critical hit on a roll of 17–20, and any attack against you can score a critical hit on a roll of 19–20.

You focus on the precision of your attacks, at the expense of hiding the chinks in your own armor.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 3[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you can attack it again as an immediate interrupt and deal 2[W] + Dexterity modifier damage if you hit.

Brutal Scoundrel: The attack you make as an immediate interrupt gains a bonus to the attack roll equal to your Strength modifier.

First you set them up, and then you knock them down.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Will

Hit: 3[W] + Dexterity modifier damage. Until the end of your next turn, you gain combat advantage against the target and a +1 power bonus to all defenses against its attacks.

Artful Dodger: The power bonus is equal to your Charisma modifier.

With snarling ferocity, you attack. Your weapon bites deep into your enemy's flesh, filling his heart with doubt.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 3[W] + Dexterity modifier damage, and you grab the target. If you have already grabbed the target, it is restrained instead of immobilized until it escapes your grab. The target can attempt to escape the grab as normal.

Keep your friends close, and your enemies at knifepoint.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Will

Hit: 5[W] + Dexterity modifier damage.

Effect: Until the end of your next turn, all of the target's defenses against your attacks take a penalty equal to your Charisma modifier.

Sustain Minor: Sustain the penalty for another round.

A series of clever feints throws your foe off his game and makes him an easy target.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 4[W] + Dexterity modifier damage, and you slide the target a number of squares equal to your Strength modifier. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle.

Miss: You slide the target a number of squares equal to your Strength modifier, and no damage from obstacles.

Mastering your foe's reactions allows you to toss him about like a rag doll.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 6[W] + Dexterity modifier damage.

Effect: When the target makes a melee attack or a ranged attack against you, you can shift 1 square as an immediate interrupt. The target can make a saving throw to end thiseffect.

After striking boldly, you frustrate your foe by shifting away just as he's about to attack you.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Athletics.

Effect: Make two consecutive Athletics checks to jump, with a +5 power bonus to each. You don't have to land between the jumps and can exceed your normal movement.

You leap a phenomenal distance.

Encounter Martial
Move Action Personal

Prerequisite: You must be trained in Acrobatics.

Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while you shift, you gain a +4 bonus to AC against that attack.

With nearly inhuman speed and percision, you slip away from a foe's attack.

Daily Martial
Minor Action Personal

Prerequisite: You must be trained in Stealth.

Effect: You must already be hidden to use this power. You are invisible until the end of the encounter or until you end the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or an at-will attack.

As long as you take your time, you can move about the battlefield unseen.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 4[W] + Dexterity modifier damage.

Miss: The target makes a melee basic attack as a free action against an adjacent target other than you. You choose the target of its attack.

Artful Dodger: The attack you cause with a miss gains a bonus to the attack roll and the damage roll equal to your Charisma modifier.

You make a decisive attack. Failing that, you cause your startled enemy to strike at another nearby foe.

Encounter Martial, Weapon
Immediate Reaction Melee 1

Trigger: An ally damages a creature adjacent to you

Requirement: You must be wielding a light blade.

Target: The creature your ally damaged

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Brutal Scoundrel: Shift a number of squares equal to your Strength modifier after this attack, whether or not you hit.

One of your allies deals a timely blow to your enemy, and like a scorpion, you strike.

Encounter Martial, Weapon
Standard Action Close blast 5

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy in blast you can see

Attack: Dexterity vs. Fortitude

Hit: 3[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.

Glittering blades pin your foes in place before any of them have a chance to blink, let alone run away.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 3[W] + Dexterity modifier damage, and the target takes ongoing 10 damage and is weakened (save ends both).

Miss: Half damage, and the target takes ongoing 10 damage (save ends).

You strike with deadly ferocity to sap your foe's strength.

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Will

Hit: 6[W] + Dexterity modifier damage, and you become invisible. You move into any square adjacent to the target and reappear at the start of your next turn. You have combat advantage against the target until the end of your next turn.

Miss: Half damage, you can shift 1 square to another square adjacent to the target, and you have combat advantage against the target until the end of your next turn.

You vanish, then strike out of nowhere!

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 4[W] + Dexterity modifier damage, and the target takes ongoing 10 damage and is slowed (save ends both).

Miss: Half damage, and the target takes ongoing 5 damage and is slowed (save ends both).

You hobble your opponent with a ruthless slash across the legs, leaving him barely able to walk.

Encounter Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding a light blade.

Target: Each enemy in burst you can see

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage. If the target makes a melee attack against you before the end of your next turn, you can make it attack another creature of your choice instead, including itself.

Artful Dodger: The targets gain a bonus to the attack rolls provoked by this power equal to your Charisma modifier.

You duck and dodge your enemies' attacks, striking as opportunity allows while expertly deflecting attacks made against you.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Brutal Scoundrel: The attack gains a bonus to the attack roll equal to your Strength modifier.

Hit: 5[W] + Dexterity modifier damage.

You stab and slash your foe mercilessly, spilling copious amounts of blood.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC, Fortitude, Reflex

Special: You make one attack roll, and you hit if the roll equals or exceeds any of the three defenses.

Hit: 4[W] + Dexterity modifier damage. Add an extra 1[W] damage if the attack hits two defenses. The target is also stunned until the end of your next turn if the attack hits all three defenses.

Your enemy doesn't know what hit it.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 7[W] + Dexterity modifier damage.

Miss: Half damage.

Special: If you have combat advantage against the target, double any extra damage from Sneak Attack or a critical hit.

A sliced throat or a bolt through the heart—it's all good.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. Fortitude

Hit: 5[W] + Dexterity modifier damage, and the target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed (save ends). Saving throws against these effects take a –5 penalty.

Miss: Half damage, and the target is slowed (save ends). Saving throws against this effect take a –5 penalty.

With terrifying ease, you slash at your enemy's exposed tendons and leave him immobilized and whimpering in pain.

Daily Martial
Immediate Interrupt Melee or Ranged weapon

Trigger: A creature makes a melee attack or a ranged attack against you

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: The attacking creature

Attack: Charisma vs. Will

Hit: Instead of attacking you, the target attacks a creature you choose within 2 squares of you. You must choose a creature that the target can attack.

Miss: The target's attack is made against you as normal, but deals half damage if it hits.

An attack meant for you hits another creature instead.

At-Will Arcane, Fear, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 1d6 + Con radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Con damage. Increase damage and extra damage to 2d6 + Con at 21st level.

You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.

At-Will Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha or Con vs. Ref

Hit: 1d10 + Cha or Con damage. Increase damage to 2d10 + Cha or Con at 21st level.

Special: At 1st level. you determine whether you use Cha or Con to attack with this power. Once you make that choice, you can't change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

You fire a bolt of dark, crackling eldritch energy at your foe.

At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 1d6 + Cha psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Cha at 21st level.

You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.

At-Will Arcane, Fire, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 1d6 + Con fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Con fire damage. Increase damage and extra damage to 2d6 + Con at 21st level.

You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.

Encounter Arcane, Implement
Standard Action Ranged 10

Target: One creature of size Large or smaller

Attack: Con vs. Fort

Hit: 2d8 + Con damage, and you slide the target 2 squares.

Infernal Pact: You slide the target a number of squares equal to 1 + your Intelligence modifier.

You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating again.

Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 5

Target: One creature

Attack: Cha vs. Will

Hit: 2d8 + Cha psychic damage, and the target takes a –1 penalty to Will defense until the end of your next turn.

Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier.

You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in terror.

Encounter Arcane, Implement, Necrotic
Standard Action Ranged 5

Target: One creature

Attack: Con vs. Will

Hit: 2d8 + Con necrotic damage, and you gain 5 temporary hit points.

Infernal Pact: You gain temporary hit points equal to 5 + your Intelligence modifier.

A ribbon of twisting darkness streams from your hand to your target's heart, feeding on his vital force as you grow stronger.

Encounter Arcane, Fire, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Ref

Hit: 2d6 + Cha fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.

From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy's mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.

Daily Arcane, Cold
Standard Action Personal

Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Con cold damage.

You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack and radiates fierce cold.

Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 3d8 + Cha psychic damage, and you slide the target 3 squares.

Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).

You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents.

Daily Arcane, Fear, Implement, Radiant
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 3d6 + Cha radiant damage, and the target is immobilized until the end of your next turn.

Effect: The target takes a –2 penalty to Will defense (save ends).

You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands.

Daily Arcane, Fire, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 3d10 + Con fire damage.

Effect: The target takes ongoing 5 fire damage (save ends).

Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.

Encounter Arcane
Minor Action Personal

Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.

You channel the grace and glibness of your fey patrons for a time.Your voice gains great power and eloquence.

Encounter Arcane, Teleportation
Move Action Personal

Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time.

Daily Arcane
Minor Action Personal

Effect: You gain temporary hit points equal to 5 + your Con.

You call upon your patron entities to protect you with their fell power. Your flesh is infused with mystic strength, lessening the effect of enemy blows.

Encounter Arcane, Illusion
Minor Action Personal

Effect: You gain a +5 power bonus to Stealth checks until the end of your next turn.

You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear.

Encounter Arcane, Implement
Standard Action Ranged 10

Targets: One creature, or two creatures no more than 5 squares apart from each other

Attack: Cha vs. Ref, one attack per target

Hit: 1d10 + Cha damage.

Fey Pact: Gain a bonus to each attack's damage roll equal to your Intelligence modifier.

You fire purple rays of eldritch power at your foes.

Encounter Arcane, Fire, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 3d6 + Con fire damage, and creatures adjacent to the target take 1d6 + Con fire damage.

Infernal Pact: Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier.

You call up a bolt of golden flame and hurl it at your foe. Anyone standing close to him is burned as well.

Encounter Arcane, Cold, Fear, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 2d8 + Con cold damage, and the target grants combat advantage to all of your enemies until the end of your next turn.

Star Pact: The target takes a penalty to AC equal to your Intelligence modifier.

You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unable to see well enough to defend himself while the shadows cling to him.

Encounter Arcane, Implement, Teleportation
Standard Action Close burst 1

Target: Each creature in burst

Attack: Cha vs. Fort

Hit: 1d8 + Cha damage, and the target is immobilized until the end of your next turn.

Effect: You teleport 5 squares.

Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier.

You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.

Daily Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Con vs. Ref

Hit: 2d10 + Con fire damage.

Effect: The targets take ongoing 5 fire damage (save ends).

Acrid orange fumes hiss up from beneath the ground, and then suddenly ignite in a thundering detonation. Any creature in the area is burned by the searing flames.

Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 2d6 + Cha psychic damage.

Miss: Half damage.

Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends).

You cause an illusory, twisted crown to appear around the target's head. Under its psychic assault, your enemy loses the ability to distinguish friend from foe.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. AC

Hit: 2d10 + Cha damage.

Miss: Half damage.

Sustain Minor: The target and any of your enemies adjacent to it take 1d10 damage (save ends).

You call up a pack of ferocious, phantasmal beasts from the darkest and most savage depths of the Feywild. Only their slavering fangs appear in this world, snapping and rending in a mad frenzy at the foe you have cursed.

Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares

Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 necrotic damage.

Sustain Minor: When you sustain the power, you make a secondary attack.

Secondary Target: Each creature within the zone

Secondary Attack: Con vs. Fort

Hit: 1d6 + Con necrotic damage.

You create a zone of complete, impermeable darkness filled with flying, fluttering, fanged shadows. The shadows rend at the very life force of creatures caught within.

Daily Arcane
Free Action Personal

Trigger: You make a roll you dislike

Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written.

Encounter Arcane, Teleportation
Move Action Ranged 10

Targets: You and one willing ally

Effect: You and your ally trade spaces.

You step through the veils of the Feywild to the place where an ally stands and return to the world in that spot. Your ally is instantly whisked back to the place you started from.

Daily Arcane, Polymorph
Minor Action Personal

Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fort defense but take a –2 penalty to speed until the end of the encounter. You can end this effect as a minor action.

Invoking the power of your dark patrons, you transform your skin into living steel, blackened and hard yet still supple enough to move. Your quickness suffers a bit, but you are much tougher and more resilient.

Encounter Arcane
Move Action Personal

Effect: On this move action, you move with a climb speed equal to your speed.

You bestow on yourself the ability to cling to almost any surface and climb as easily as an insect.

Encounter Arcane, Fear, Implement, Thunder
Standard Action Close blast 3

Target: Each creature in blast

Attack: Con vs. Fort

Hit: 2d6 + Con thunder damage, and you push the target 2 squares.

Infernal Pact: You push the target a number of squares equal to 1 + your Intelligence modifier.

You unleash a devastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright.

Encounter Arcane, Implement, Poison
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 2d8 + Con poison damage, and the target is held immobilized 5 feet off the ground until the end of your next turn.

Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier.

The shimmer of pale, ghostly silver envelops your foe and lifts him up into the air. Its sinister radiance seeps into his body, a strange and deadly poison.

Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 1d10 + Cha psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn

Fey Pact: You gain a power bonus to Stealth checks equal to your Intelligence modifier until the end of the encounter.

You assail your foe's mind with unreal images until he can see nothing else.

Encounter Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 2d6 + Cha damage, and the target must roll twice for its next attack and use the lower of the two rolls.

Star Pact: When the target rolls twice, it takes a penalty to both rolls equal to your Intelligence modifier.

You sketch a glowing rune in the air with your fingertip, invoking misfortune upon your enemy. Lines of eldritch power slash across his body as you draw your sign, and fate itself turns against him for a short time.

Daily Arcane, Cold, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Ref

Hit: 2d8 + Cha cold damage.

Effect: If the target moves for any reason, it takes 1d8 cold damage (save ends). If the target saves, you cannot sustain this power.

Sustain Minor: The target takes 2d8 cold damage.

You create a fence of sharp frost-needles around your foe. They slowly freeze him, and if he moves or touches them, they grow longer and sharper.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 3d10 + Con damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is not immobilized.

You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands.

Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 2d10 + Con psychic damage, and you teleport the target to an unoccupied square within 3 squares of you.

Sustain Minor: Make a Con vs. Will attack against the target. On a hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends.

A pale blue flame springs up from your brow as you invoke Khirad, a star of dire portent. Your enemy's mind burns with Khirad's flame, and you teleport him where you wish.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target's unmodified die roll, the target's attack misses or the target's saving throw fails.

Sustain Minor: Make a Cha vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends.

You bind your target's fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy.

Daily Arcane, Conjuration
Standard Action Ranged 100 miles

Effect: You whisper a message into the air, and an implike presence appears next to the creature you wish to speak to and delivers your message. If the creature has a reply, the imp appears adjacent to you at the end of your next turn to utter it. If the creature has no reply or is not within range, the imp appears adjacent to you at the end of your next turn to tell you so. The imp then disappears.

You conjure forth an implike presence from the netherworld and give it a message to deliver to a far-off creature.

Daily Arcane, Polymorph
Minor Action Personal

Effect: You assume a shadowy form until the end of the encounter or for 5 minutes. In this form you are insubstantial, gain fly 6, and can't take standard actions. Reverting to your normal form is a minor action.

You fly apart into a swarm of batlike shadows.

Daily Arcane
Immediate Reaction Personal

Trigger: You are hit by an attack

Effect: Reduce the attack's damage to 0. If the attack targets other creatures, they take damage as normal.

You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril.

Daily Arcane, Teleportation
Move Action Personal

Effect: You teleport 6 squares. You do not need line of sight to the destination, but if you attempt to teleport to a space you can't occupy, you don't move.

You leap through the mystic veil into the Feywild. An instant later, you return a short distance away and alight without traveling through the intervening air.

Encounter Arcane, Charm, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: Until the end of your next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible.

Fey Pact: The target gains a power bonus to these attack rolls equal to your Intelligence modifier.

You whisper words of fey power, words that drive mortals to madness.

Encounter Arcane, Implement; Cold or Radiant
Standard Action Ranged 10

Primary Target: One creature

Attack: Con vs. Fort

Hit: 2d10 + Con damage (choose cold or radiant damage). Make a secondary attack.

Secondary Target: Each creature adjacent to the primary target

Secondary Attack: Con vs. Ref

Hit: 1d10 + Con damage (choose cold or radiant damage).

Star Pact: You gain a bonus to damage rolls against the secondary targets equal to your Intelligence modifier.

You create a spinning vortex of brilliant but frigid energy around your foe. Racing streamers of luminous coldfire lash all creatures nearby.

Encounter Arcane, Implement, Thunder
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 2d10 + Con thunder damage, and you slide the target 5 squares.

Infernal Pact: You slide the target a number of squares equal to 5 + your Intelligence modifier.

You call up a churning cyclone from the nether planes. It surrounds your enemy, battering him with deafening claps of thunder and hurling him a short distance.

Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 2d8 + Con necrotic damage, and the target is weakened until the end of your next turn.

Infernal Pact: The attack deals extra damage equal to your Intelligence modifier.

You sear your enemy's soul with a bolt of emerald energy, which weakens him greatly for a short time.

Daily Arcane, Charm, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: The target loses its next standard action.

Sustain Standard: Make a Cha vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.

You lull your enemy into a waking dream. He sees himself in a realm of eldritch beauty, and perceives the real world as a ghostly shadow of itself.

Daily Arcane, Fire, Implement, Poison
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 4d10 + Con fire and poison damage.

Sustain Standard: Make a Con vs. Fort attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + Con fire and poison damage. On a miss, you deal half damage and the power ends.

Fiery scorpions crawl out of cracks in the ground and swarm your enemy, stinging madly and spreading out to engulf other nearby creatures.

Daily Arcane, Cold, Implement, Zone
Standard Action Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Con vs. Fort

Hit: 4d10 + Con cold damage, and the target is immobilized (save ends).

Effect: The burst creates a zone of tendrils that lasts until the end of your next turn.

Sustain Minor: Make a Con vs. Fort attack against all targets within the zone. On a hit, the target takes 1d10 + Con cold damage and is immobilized (save ends).

From the frozen emerald seas under the star Thuban, you call forth dozens of glimmering green tentacles. Reaching down from overhead, they seize your enemies, draining the heat from their bodies and holding them immobile.

Daily Arcane, Implement
Standard Action Ranged 5

Target: One creature

Attack: Con vs. Fort

Hit: 4d8 + Con damage, and you regain hit points equal to half the amount of damage dealt.

Sustain Minor: The target takes 2d8 damage (save ends). Each time the target takes this damage, you regain hit points equal to half the damage.

With a flick of your wrist, you create a phantasmal eellike creature from your palm and hurl it at your foe. It latches itself to him and begins to drink his blood . . . and you grow stronger.

Encounter Arcane
Move Action Personal

Effect: Fly a number of squares equal to your speed + 2. If you don't land at the end of this move, you fall. Until the end of your next turn, you are insubstantial, and you cannot affect, attack, or use powers on creatures or objects.

You briefly become a flying shadow, swift and insubstantial.

Daily Arcane
Minor Action Ranged 10

Target: One creature

Effect: You see through the target's eyes. The target is not aware that you are doing so. You have line of sight and line of effect from the target for your attacks. Your warlock powers can originate in the target's square. Each time you use a power through this link, a mystical third eye briefly appears upon the target's brow (save ends).

You create upon your forehead a mystical third eye and link that eye's perception to the senses of some other creature nearby.

Encounter Arcane, Illusion, Teleportation
Move Action Personal

Effect: You become invisible and then teleport 4 squares. The invisibility lasts until the start of your next turn.

You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you are surrounded by a glamor of invisibility.

Encounter Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Ref

Hit: 1d8 + Cha damage, and the target gains vulnerability 10 to all attacks until the end of your next turn.

Star Pact: The vulnerability increases to 10 + your Intelligence modifier.

You call upon a snaking strand of distilled fate that lances toward your foe. If he can't evade it, terrible misfortune ensues.

Encounter Arcane, Healing, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Fort

Hit: 3d6 + Cha damage, and you can spend a healing surge.

Fey Pact: You regain additional hit points equal to twice your Intelligence modifier.

You lower your hand, and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath your enemy's feet and bore into his flesh, replenishing you with his vital force.

Encounter Arcane, Implement
Standard Action Ranged 5

Target: One creature

Attack: Con vs. Fort

Hit: You take damage equal to your level, and the target takes 3d10 + Con damage plus extra damage equal to one-half your level.

Infernal Pact: If you hit, you take damage equal to your level minus your Intelligence modifier.

You forge a link between your enemy's soul and your own, and then you surrender it to your fiendish patrons. It hurts you, but he suffers more.

Daily Arcane, Charm, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: On its next turn, the target uses its standard action to make a basic attack against the last creature to attack you since your last turn. If no one attacked you since your last turn or if the target is unable to attack, the target loses its standard action.

Sustain Minor: When you sustain this power, you can repeat the attack against the target. If you miss, you can no longer sustain the power.

Your magic causes your enemy to perceive you as a comrade he must defend, even if he is now at odds with his former allies.

Daily Arcane, Conjuration, Fire, Implement
Standard Action Personal

Effect: You conjure flames in the shape of diabolic imps that appear at your feet. You gain 25 temporary hit points. Any enemy that enters a square adjacent to you takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when you have no temporary hit points remaining.

You bring forth fire in the shape of small, infernal imps from Malbolge, sixth of the Nine Hells. They hover close around you and hurl themselves upon any enemy that dares to approach, searing with their fiery touch and driving foes away.

Daily Arcane, Implement, Necrotic, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Ref

Hit: 4d10 + Cha necrotic damage, and the target disappears into a starry realm (save ends).

Special: While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.

You fire a ray of crackling black energy at your enemy. At its touch, he is instantly hurled headlong into the soul-draining depths of Acamar, a dark and distant star.

Encounter Arcane
Minor Action Personal

Effect: Until the end of your next turn, anyone who attacks you must roll two dice and take the lower result. Each time an attack misses due to this effect, you gain a cumulative +1 power bonus to your next attack roll.

Fortune favors you; stars portending uncertainty lean in your favor and frown upon your foes.

Daily Arcane, Illusion, Teleportation
Move Action Personal

Effect: You become invisible until the start of your next turn and teleport 20 squares. You leave behind an illusory image of yourself that persists as long as you are invisible. This image stands in place, takes no actions, and uses your defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If you make an attack, you become visible.

Sustain Standard: You remain invisible as long as you don't make an attack.

You teleport yourself away from imminent danger, but you leave an illusion of yourself behind, distracting and confusing your foes.

Daily Arcane, Polymorph
Minor Action Personal

Effect: You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes.

You sprout a large pair of leathery wings from your back.

Encounter Arcane, Implement, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 4d10 + Cha damage, and you can swap places with the target.

Star Pact: After swapping places with the target, you can teleport a number of squares equal to your Intelligence modifier.

You forge a short-lived dimensional gate that slices through your opponent. If you wish, you can leap through the gate and take his place while banishing him to the spot you were just in.

Encounter Arcane, Implement
Standard Action Close blast 5

Target: Each creature in blast

Attack: Con vs. Ref

Hit: 4d8 + Con damage, and you push the target 3 squares.

Infernal Pact: You push each target a number of squares equal to 3 + your Intelligence modifier.

You create scores of large, infernal darts and send them streaking at your enemies. Each dart that finds flesh pushes the creature it injures out of the place where it stands, moving it to another spot of your choosing.

Encounter Arcane, Implement, Poison
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Fort

Hit: 3d8 + Cha poison damage, and the target is immobilized and takes a –2 penalty to AC and Ref defense until the end of your next turn.

Fey Pact: The penalty to AC and Ref defense is equal to 1 + your Intelligence modifier.

Raising your hands, you call up from the ground thick vines studded with long, poisonous thorns that wrap around your foe. He is held fast and pierced by the deadly thorns.

Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 5

Target: One creature

Attack: Cha vs. Will

Hit: 4d10 + Cha psychic damage. Until the end of the encounter, every time you take damage, you make a Cha vs. Will attack against the target; if the attack hits, you take half damage and the target takes the other half.

Effect: Until the end of the encounter, whenever you are adjacent to the target, the images of you both begin to flow together, such that anyone who attacks one has a 50% chance of accidentally hitting the other instead.

You begin to steal the very semblance of your target. Those around you and your foe can't distinguish between the two of you any longer.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Ref

Hit: 5d10 + Con damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than you cannot gain line of sight or line of effect to the target.

Miss: Half damage, and the target is immobilized (save ends).

You create a battering storm of rune-scribed black iron plates around your foe. As they whirl and strike, they quickly assemble into a coffinlike prison of iron and shadow.

Daily Arcane, Fear, Fire, Implement, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 5d10 + Con fire and psychic damage, and the target is stunned until the end of your next turn.

Miss: Half damage, and the target is dazed until the end of your next turn.

You create thirteen tiny crimson stars that dart and whirl around your enemy, blasting him with countless pinpricks of fire and lashing him with waves of supernatural terror.

Encounter Arcane, Fear, Implement, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 2d10 + Con damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target attacks the nearest target on its next turn. Until the end of your next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible.

Star Pact: The target gains a power bonus to attack rolls equal to your Intelligence modifier. This bonus applies only to attack rolls it makes due to this power.

You hurl your foe screaming into the skies, and he disappears to some remote and terrible corner of the cosmos. When he returns, madness overwhelms him.

Encounter Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 3d10 + Cha damage. In addition, the first time the target rolls a d20 on its next turn, you can steal that result. The target rerolls, and you use the stolen result for your next d20 roll.

Fey Pact: You gain a bonus to the stolen result equal to your Intelligence modifier.

You invoke the power of a mighty fey spirit. A shimmering emerald coil of eldritch power disrupts your foe and steals from him the luck of his next few moments. It's yours if you want it.

Encounter Arcane, Fire, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 5d10 + Con fire damage.

Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier.

You level your clenched fist toward your foe and unleash a terrific blast of black flames.

Daily Arcane, Charm, Implement
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: On the target's next turn, you dictate its standard, move, and minor actions. The target cannot use immediate actions. It can't use powers other than a basic attack, and it can't take suicidal actions such as leaping off a cliff or attacking itself.

Miss: If the target is adjacent to one of its allies at the start of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally.

Sustain Standard: Repeat the attack against the target as long as the target is within range. On a miss, you can't sustain this power.

You trap your enemy's mind with bewildering fey power. He sees what you want him to see, he hears what you want him to hear. Like a sinister puppeteer, you can make him do anything you wish.

Daily Arcane, Cold, Fear, Implement
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Fort

Hit: 5d10 + Con cold damage.

Miss: Half damage.

Sustain Standard: You can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 damage.

A single slanting shaft of frigid starlight strikes your enemy from above and clings to him. Under its unbearable touch, flesh becomes white ice and steel shatters like glass, but you must pay a price to keep Delban's deadly light focused on your foes.

Daily Arcane, Fear, Fire, Implement, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 7d10 + Con fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned.

Sustain Minor: If you spend a minor action to sustain the power, the target's return is delayed until the end of your next turn. You can sustain the power no more than three times.

Miss: Half damage, and the target does not disappear.

You open a short-lived planar rift to the depths of the Nine Hells. It appears as a fiery crevice beneath your enemy's feet, into which he falls screaming, and disappears. A few moments later, a flaming arch appears in the air over the spot where he was standing and disgorges a broken, mewling piece of charred meat.

Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 5

Target: One creature

Attack: Cha vs. Will

Hit: 2d8 + Cha psychic damage. Until the end of your next turn, when you take damage, the target takes half that amount of psychic damage.

You lodge a painful psychic shard in your enemy's brain that resonates whenever you take damage.

Daily Arcane
Standard Action Ranged 5

Target: One creature

Effect: You place your Warlock's Curse upon the target. In addition, it must reroll any successful attack it makes while affected by your curse and take the new result.

You envelop your enemy in an inky cloak of shadow that writhes and coils around him, twisting her attacks against you.

Daily Arcane, Fear, Illusion, Implement, Psychic
Standard Action Ranged 20

Target: One creature

Attack: Cha vs. Will

Hit: 4d8 + Cha psychic damage, and the target is stunned until the end of its next turn and knocked prone.

Miss: Half damage, and the target is dazed until the end of its next turn.

You point a finger at your foe, and a gaping pit opens beneath him. The pit is merely a figment of his imagination, but he plunges into the darkness nonetheless until, at last, he hits the bottom.

Encounter Arcane, Charm, Implement, Psychic, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Cha vs. Will

Hit: 2d8 + Cha psychic damage. You can teleport the target 5 squares, whereupon it makes a melee basic attack against an adjacent creature of your choice.

Effect: The target is dazed until the end of its next turn.

You bend your enemy's will to your whim. In a blinding flash of golden light, the creature teleports to a location you designate and, in its madness, attacks one of its allies.

Daily Arcane, Teleportation
Free Action Ranged 20

Trigger: A creature within range and affected by your Warlock's Curse drops to 0 hit points or fewer

Effect: You teleport yourself or another creature into the triggering creature's space.

An enemy falls to your curse, and another creature appears in its place, surrounded by motes of twilight.

Daily Arcane, Implement, Psychic
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Cha vs. Will

Hit: The target must make a basic attack against its nearest ally (you choose the target if there are multiple possible targets). If it can't make the attack, the target takes 2d8 + Cha psychic damage.

Effect: After it makes its attack or takes psychic damage, the target is dazed (save ends).

The disquieting whispers of fey spirits surround you, filling the minds of nearby enemies with deranged thoughts and provoking them to turn on their allies.

Encounter Arcane, Fire, Implement, Necrotic
Standard Action Ranged 10

Target: One creature

Attack: Con vs. Will

Hit: 3d8 + Con fire and necrotic damage.

Effect: If the target creature has the same origin as a life spark you possess, you can expend that life spark to deal an extra 10 damage to the target.

As black fire immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb from his body.

Daily Arcane
Minor Action Ranged 10

Effect: Expend a life spark you possess. Place the creature from which you received that life spark back in the encounter within the power's range. It has 10 hit points and acts on your next turn with a full set of actions as an independent creature that you control. The creature can do nothing except make basic attacks and move. It drops to 0 hit points again, dies, and fades away at the end of your next turn.

You expend one of your life sparks to fashion an effigy of the creature whose spark you' ve just released.

Daily Arcane, Implement, Necrotic
Standard Action Ranged 5

Targets: One, two, or three creatures

Attack: Con vs. Fort, one attack per target

Hit: 3d8 + Con necrotic damage, and you gain a life spark from any target that drops to 0 hit points or fewer as a result of this attack.

Miss: Half damage, and no life spark.

You engulf your enemies in crackling purple energy. As they crumple, blazing motes of soul-light rise up from their bodies and fly into your grasp.

Encounter (Special) Martial, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.

Target: You or one ally in burst

Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.

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.

With a shout, you command an ally to attack.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.

You slam your shield into your enemy, bash him with your weapon's haft, or drive your shoulder into his gut. Your attack doesn't do much damage—but your anger inspires your ally to match your ferocity.

At-Will Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.

Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

You trick your adversary into making a tactical error that gives your comrade a chance to strike.

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.

Step by step, you and your friends surround the enemy.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target's attacks.

Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain's attacks.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier to the damage.

You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.

Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.

Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.

With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.

Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.

Honorable warriors never fall!

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.

Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

Under your direction, arrows hit their marks and blades drive home.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: Until the end of the encounter, the target cannot shift if at least two of your allies (or you and one ally) are adjacent to it.

No matter where your foe turns, one of your allies is waiting for him.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you slide an adjacent ally 1 square. Until the end of the encounter, whenever you or an ally within 10 squares of you makes a successful attack, the attacker slides an adjacent ally 1 square.

Miss: Choose one ally within 10 squares. Until the end of the encounter, the ally slides an adjacent ally 1 square after making a successful attack.

You lead the way with a powerful attack, using your success to create an opportunity for one of your allies. Each of your comrades in turn seizes on your example and begins to display true teamwork.

Encounter Healing, Martial
Standard Action Melee touch

Target: You or one adjacent ally

Effect: The target can spend a healing surge.

Your presence is both a comfort and an inspiration.

Encounter Martial
Immediate Reaction Ranged 5

Trigger: An ally within range scores a critical hit

Effect: The ally gains temporary hit points equal to your Charisma modifier.

A timely critical hit affords you the opportunity to rally a wounded ally.

Encounter Martial
Move Action Ranged 10

Target: One ally

Effect: The target takes a move action as a free action.

With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.

Encounter Martial
Minor Action Ranged 10

Target: You or one ally

Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier.

You convince yourself or an ally to shake off a debilitating effect.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Effect: Until the end of your next turn, allies adjacent to you gain a +2 power bonus to AC and cannot be pulled, pushed, or slid.

With a snap series of commands, you keep your allies in formation and well defended as you assault your adversary.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: One ally who can hear you and is within 5 squares of you makes a saving throw.

As you strike, you shout a fierce war cry that heartens a nearby ally. He immediately attempts to shake off whatever condition troubles him most.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 1 square.

Tactical Presence: The number of allies who can shift equals your Intelligence modifier.

You leap into the fray with a wild, whirling attack—but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.

Inspiring Presence: The bonus to damage rolls equals 1 + your Charisma modifier.

One convincing cut is all you need to reveal the enemy's weakness and spur your allies into finishing him off.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier.

You will not be denied victory! A determined strike lifts the spirits of your beleaguered allies and restores their fighting spirit.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. You or one ally within 5 squares makes a saving throw.

Miss: You or one ally makes a saving throw against one effect that the target caused and that a save can end.

A well-placed strike catches your foe off guard and allows you or a nearby ally to shake off some effect.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 3[W] + Strength modifier damage.

Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt.

You use weapon thrusts, lunges, and parries to hedge in your adversary, preventing him from moving away from you.

Encounter Martial
Immediate Interrupt Ranged 10

Trigger: An ally charges

Effect: If the ally hits, he or she adds your Intelligence modifier to the damage roll and pushes the attack's target 2 squares. The ally can shift 2 squares to remain adjacent to the target.

You direct your ally's charge, allowing him to strike a deadlier blow and push his foe backward.

Encounter Healing, Martial
Immediate Reaction Melee touch

Trigger: You or an adjacent ally takes damage

Effect: You or the ally can spend a healing surge and regain additional hit points equal to your Charisma modifier.

As soon as an ally is wounded, you spring forward with help and healing.

Daily Martial
Minor Action Ranged 10

Target: One ally

Effect: Increase the ally's speed by 2 until the end of the encounter.

You spur an ally to move faster.

Daily Healing, Martial
Minor Action Close burst 5

Targets: You and each ally in burst

Effect: The targets regain hit points equal to 10 + your Charisma modifier.

You fortify your allies with a few words of encouragement.

Encounter Healing, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You or one ally within 5 squares of you can spend a healing surge.

Inspiring Presence: Your ally (but not you) gains additional hit points equal to your Charisma modifier.

With a bloodcurdling roar, you swing your weapon in a wide, sweeping arc that breaks through your enemy's defenses. The blow reinvigorates you or one of your allies in need.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Until the end of your next turn, any attack roll against the target can score a critical hit on a roll of 18–20.

You probe your opponent's defenses and eventually land a blow that creates a momentary chink in his armor.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. An ally within 5 squares of you makes a basic attack with combat advantage as a free action against a target of his or her choice.

Tactical Presence: The ally gains a bonus to the attack roll equal to your Intelligence modifier.

Despite the chaos of battle, you see a golden opportunity for an ally to make a surprising attack.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

Effect: You slide one willing ally who is adjacent to the target to any other square adjacent to the target. The ally can move through the target's square.

You contain your foe, enabling one of your allies to move around behind him.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Special: You must charge as part of this attack.

Hit: 3[W] + Strength modifier damage.

Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge.

Like a rampaging iron dragon, you hurl yourself at your adversary, landing a terrific blow that inspires your allies to charge as well.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is knocked prone. Every ally within 10 squares of you can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit.

Miss: Half damage, and the target is knocked prone.

The rhythm of your enemies hitting the ground is music to your ears.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: One or two allies within 10 squares gain 15 temporary hit points. If you dropped the target to 0 hit points or fewer with this attack, add your Charisma modifier to the temporary hit points your allies gain.

You land a punishing blow that ignites the fire within your allies and keeps them alive on the battlefield.

Daily Healing, Martial
Standard Action Close burst 5

Target: Each ally in burst

Effect: Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of your next turn.

You marshal your comrades and provide instructions to help them prevail.

Daily Martial
Minor Action Personal

Effect: Allies ignore ongoing damage on any turn they start adjacent to you, neither taking ongoing damage nor making saving throws to end it. This effect persists until the end of the encounter or for 5 minutes.

Your nearby presence is enough to ease the suffering of your allies.

Daily Martial
Immediate Interrupt Ranged 10

Trigger: A creature hits your ally with a melee or a ranged attack

Effect: The ally can shift a number of squares equal to 1 + your Intelligence modifier.

Your mastery of battle tactics and stern commands allow you to move an ally out of harm's way.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier damage, and the target is knocked prone. Every ally within 5 squares of you makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit.

Tactical Presence: Your allies gain a bonus to the attack rolls granted by this power equal to your Intelligence modifier.

You sweep the legs out from under your adversary and knock him to the ground with a mighty overhead swing. Your allies, inspired by the sight, follow suit.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you grant 10 temporary hit points to an ally within 5 squares of you.

Inspiring Presence: You grant your ally temporary hit points equal to 10 + your Charisma modifier.

Your attack inspires a nearby ally, keeping her in the fight.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: Choose one ally within 5 squares of you. The target cannot attack that ally with melee attacks or ranged attacks until the end of your next turn.

No matter how he maneuvers, something comes between the villain and his quarry—and that something is you!

Encounter Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.

The sirocco drives the desert sands in a thousand directions. So too does your furious attack scatter your enemies and drive them where you want them to go.

Daily Martial, Weapon
Standard Action

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and ongoing 5 damage (save ends).

Effect: Until the end of the encounter, when you or an ally hits the target, that attack also deals ongoing 5 damage (save ends).

You bleed your foe with a wicked strike, exposing a fatal flaw in its armor.

Daily Healing, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Each ally who has line of sight to you regains hit points as if he or she had spent a healing surge. Add your Charisma modifier to the hit points regained.

Miss: Each ally who has line of sight to you regains hit points equal to 10 + your Charisma modifier.

Seeing the beast quail before your onslaught gives your allies the courage to fight on.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: The target gains a +2 bonus to attack rolls and damage rolls against you until the end of the encounter. When the target att cks you, an ally of your choice within a number of squares equal to your Intelligence modifier can make a basic attack against the target as an immediate interrupt.

You provoke your adversary with a bold stroke. Each time he lunges at you, he recklessly sets up your forces for victory.

Daily Martial
Standard Action Ranged 10

Target: You or one ally

Effect: The target succeeds on a saving throw.

You fight off an adverse affliction or enable an ally to do the same.

Encounter Healing, Martial
Standard Action Close burst 5

Target: Each ally in burst

Effect: Each target can spend a healing surge. Until the end of your next turn, each target gains a +2 power bonus to attack rolls.

You rally your closest troops before sending them into battle.

Daily Martial
Standard Action Close burst 5

Target: Each ally in burst

Effect: Each target can take a move action.

You forego attacks and focus on redirecting your allies.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and every ally within 5 squares of you makes a saving throw.

Inspiring Presence: Your allies gain a bonus to the saving throw equal to your Charisma modifier.

You rally your forces with a battle cry and a calculated blow against the enemy.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and every ally within 5 squares of you makes a basic attack against the target.

You level your weapon at your enemy, then pull it back and lunge forward. As your attack strikes true, your allies rain death down upon him.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is dazed until the end of your next turn.

Tactical Presence: Until the end of your next turn, your allies gain a power bonus to attack rolls against the target equal to your Intelligence modifier.

The ferocity of your blow quiets the storm of battle for a moment.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Allies who have line of sight to you can move their speed.

Miss: One ally who has line of sight to you (your choice) can move his or her speed.

Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along on the force of your wrath.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: If the target attacks before the end of your next turn, you can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If you deal damage, the target takes a penalty to its attack roll equal to your Intelligence modifier.

Sustain Minor: The effect continues until the end of your next turn.

You dash about while assailing your foe with a multitude of wellaimed blows, throwing it off balance.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.

Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.

Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.

Victory is within your grasp, so with a mighty roar, you push your allies to seize every opportunity and fight like never before.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. Each ally who is adjacent to the target makes a melee basic attack against it as a free action.

Miss: One ally of your choice adjacent to the target makes a melee basic attack against it as a free action.

You cleverly maneuver your adversary into a perfect flanking position. As you land the deciding blow, your surrounding allies strike hard from all sides.

Daily Martial
Standard Action Ranged 10

Target: You or one ally

Effect: The target gains temporary hit points equal to his or her healing surge value + your Charisma modifier. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.

You level your weapon at your enemies and utter a grim threat that leaves them fearing for their lives. With great words, you turn yourself or an ally into a battle-hardened juggernaut.

Daily Healing, Martial
Immediate Reaction Close burst 5

Trigger: You or an ally within 5 squares of you takes damage

Effect: You and each ally in the burst can spend a healing surge. Add your Charisma modifier to the hit points regained.

The sight of one of your allies taking a hit fills you with resolve and compassion, and you turn that dark moment into a heroic surge toward victory.

Daily Martial
Standard Action Close burst 10

Target: Each enemy in burst you can see

Effect: You slide each target a number of squares equal to your Intelligence modifier.

Like a puppet master, you position your enemies exactly where you want them.

Encounter Fear, Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the target is weakened until the end of your next turn.

Inspiring Presence: Until the end of the encounter, your allies gain a power bonus to their attack rolls against weakened enemies equal to your Charisma modifier.

You unleash a terrifying battle cry as you attack. The veins of your foes run cold whenever your allies strike.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature flanked by you and an ally

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and the ally can make a melee basic attack against the target as a free action. If the ally's attack hits, you make a secondary attack against the target.

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You strike your foe and send him careening into a waiting ally, who sends the foe stumbling back toward you.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage. Any two allies of your choice within 10 squares of you can shift their speed.

Between swings and parries, you direct beleaguered allies to safety while calling in fresh reinforcements.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and an ally of your choice within 5 squares of you takes a standard action.

Tactical Presence: Your ally gains a power bonus to attack rolls against targets adjacent to you equal to your Intelligence modifier. This bonus applies only to attack rolls made using the standard action granted by this power.

Your slashing blow spurs an ally into action.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage.

Effect: Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as a free action.

You bring your weapon down hard, and your enemy is engulfed by a cloud of crimson mist. A fierce battle cry throws your allies into a blood-stoked frenzy.

Daily Martial, Weapon
Standard Action Ranged weapon

Requirement: You must be weilding a heavy thrown weapon.

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage. Until the end of the encounter, your allies add your Intelligence modifier to attack rolls and damage rolls when making ranged attacks against the target.

Miss: Each ally makes a ranged basic attack against the target as a free action, gaining a bonus to the attack roll and the damage roll equal to your Intelligence modifier.

“Have at thee, villain! Feel the sting of a thousand angry hornets.”

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 6[W] + Strength modifier damage, and you and all of your allies within 10 squares of you make saving throws against any single effect that a save can end.

Miss: Each of your allies within 10 squares of you makes a saving throw against any effect that the target caused and that a save can end.

You unleash a brutal deluge of attacks upon your hated foe, calling out to your allies to stand their ground and shake off their weariness.

Encounter Martial, Weapon
Minor Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. Reflex

Hit: 3[W] + Strength modifier damage, and you slide the target 2 squares.

Tactical Presence: You slide the target a number of squares equal to 1 + your Intelligence modifier.

With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Special: You must charge as part of this attack.

Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any ally who has line of sight to you gains a bonus to damage rolls equal to your Charisma modifier when he or she makes a melee basic attack as part of a charge.

The fury of your assault is as shocking as the gaping wound you open in your enemy.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and each ally in your line of sight gains 20 temporary hit points.

Inspiring Presence: You grant each ally additional temporary hit points equal to your Charisma modifier.

You deliver a massive blow to your enemy and usher your allies ever closer toward victory. Your words and deeds raise their spirits and inspire them to new acts of heroism.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and until the end of your next turn, you can choose an effect currently on the target. The target fails its next saving throw against that effect.

You break your adversary's resolve with a ferocious strike.

Daily Healing, Martial, Weapon
Immediate Interrupt Melee weapon

Trigger: A creature attacks your ally

Target: The attacking creature

Special: As part of this action, you can move twice your speed to reach the target without provoking opportunity attacks.

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage, and the target's attack misses.

Miss: Half damage, and the target's attack deals half damage if it hits.

Effect: As an immediate reaction, the attacked ally can spend a healing surge.

You leap to your ally's side and spare him from the jaws of death.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 7[W] + Strength modifier damage.

Effect: You and each ally within 5 squares of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn.

Sustain Minor: The effect continues.

You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies.

Encounter Martial, Weapon
Standard Action Melee weapon

Primary Target: One creature

Attack: Strength vs. Reflex

Hit: 1[W] damage, and you push the target a number of squares equal to your Intelligence modifier. Make a secondary attack.

Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach

Secondary Attack: Strength vs. Fortitude

Hit: 2d6 + Strength modifier damage, and you push the secondary target 1 square.

You hurl yourself into your adversary, knocking him back into his allies and causing them all to stumble away from you.

Daily Martial
Standard Action Ranged 5

Target: One ally

Effect: The target regains an encounter power he or she has already used.

You share a moment of brilliant clarity with a close comrade.

Daily Martial, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Strength vs. AC, one attack per target

Hit: 2[W] + Strength modifier damage, and you push the target 1 square or knock the target prone.

Miss: Half damage, no push, and the target is not knocked prone.

You whirl around like a cyclone of steel terror, slashing at foes. With each landed blow, you knock your enemy prone or send it stumbling backward.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. Reflex

Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. In addition, you slide the target 2 squares, and an ally within 2 squares of you shifts 1 square nearer to the target.

You score a glancing blow, which you turn into an opportunity to thrust your enemy out of position and into the path of a nearby ally.

Encounter Martial
Immediate Interrupt Ranged 10

Trigger: An enemy within range and in your line of sight misses you with an attack

Effect: The enemy grants combat advantage to each ally who has line of sight to it until the start of its next turn.

You dodge an enemy's attack, then look at him as though he were already dead.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you grant an action point to an ally within 10 squares of you. The action point disappears if it's not used by the end of the encounter.

Miss: An ally within 10 squares of you makes a basic attack as a free action.

Your experience on the battlefield allows you to deal terrible wounds to your enemy and also brings out the best in your allies.

Encounter Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: After making the attack, you push all adjacent enemies 1 square.

You slash your enemy across the midsection and push it back. You then turn with a snarl and beat back all other nearby foes.

Encounter Martial
Minor Action Melee 1

Target: One enemy

Effect: The target is marked until the end of your next turn.

You make your enemy second-guess its decision to face you and your comrades in battle.

Daily Martial, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: All of your enemies within 5 squares of you are marked until the end of your next turn. All enemies take ongoing damage equal to your Charisma modifier while the mark lasts.

You dominate the field of battle to the extent that enemies find your mere presence overwhelming.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a heavy blade.

Primary Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.

Secondary Target: One creature

Secondary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

You slash a foe, swoop to one side, and swing your blade against the same foe or another enemy within your reach.

Daily Martial
Free Action Personal

Trigger: You use a power that targets your allies but not you

Effect: You are also targeted by the power.

Warlord, help thyself!

Daily Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a heavy blade.

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. For each ally within 2 squares of you, deal an extra 1[W] damage (maximum 6[W] + Strength modifier damage).

Miss: Half damage.

The presence of stalwart allies adds to the fury of your strike, which slices through the armored shell of your enemy and cuts deep into bone.

At-Will Arcane, Illusion
Standard Action Ranged 10

Target: One object or unoccupied square

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

At-Will Arcane
Minor Action Ranged 5

Target: One object or unoccupied square

Effect: You cause 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: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.

At-Will Arcane, Conjuration
Minor Action Ranged 5

Effect: You conjure 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.

You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.

At-Will Arcane
Standard Action Ranged 2

Effect: 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.

You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.

At-Will Arcane, Force, Implement
Standard Action Area 1 square within 10 squares

Target: Each creature in square

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level.

Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.

At-Will Arcane, Force, Implement
Standard Action Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level.

Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

You launch a silvery bolt of force at an enemy.

At-Will Arcane, Cold, Implement
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.

A blisteringly cold ray of white frost streaks to your target.

At-Will Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.

A vertical column of golden flames burns all within.

At-Will Arcane, Implement, Thunder
Standard Action Close blast 3

Target: Each creature in blast

Attack: Intelligence vs. Fortitude

Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level.

You create a whip-crack of sonic power that lashes up from the ground.

Encounter Arcane, Fire, Implement
Standard Action Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier fire damage.

A fierce burst of flame erupts from your hands and scorches nearby foes.

Encounter Arcane, Cold, Implement
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.

You create a bolt of frigid purple energy around your hand and send it hurtling toward your foe.

Encounter Arcane, Force, Implement
Standard Action Ranged 20

Primary Target: One creature or object

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Intelligence vs. Reflex

Hit: 1d10 + Intelligence modifier force damage.

You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.

Encounter Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.

Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.

Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.

You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy's flesh, carrying away its strength.

Daily Acid, Arcane, Implement
Standard Action Ranged 20

Primary Target: One creature

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.

Secondary Target: Each creature adjacent to the primary target

Secondary Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier 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.

A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.

Daily Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10

Target: One creature adjacent to the flaming sphere

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier fire damage.

Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.

Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

You conjure a rolling ball of fire and control where it goes.

Daily Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 1d8 + Intelligence modifier cold damage.

Miss: Half damage.

Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact.

Daily Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Will

Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).

Miss: The target is slowed (save ends).

You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.

Daily Arcane
Move Action Personal

Effect: Shift up to twice your speed.

Your form blurs as you hastily withdraw from the battlefield.

Daily Arcane
Free Action Ranged 10

Trigger: You or one creature in range falls

Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.

You or a creature you choose falls gently, like a feather.

Encounter Arcane
Move Action Ranged 10

Target: You or one creature

Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.

You or another creature you choose can suddenly leap great distances.

Encounter Arcane, Force
Immediate Interrupt Personal

Trigger: You are hit by an attack

Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.

Encounter Arcane, Implement, Radiant
Standard Action Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Will

Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.

A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless.

Encounter Arcane, Fire, Implement
Standard Action Close burst 3

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude

Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).

With a subtle gesture, you wreathe nearby enemies in flames.

Encounter Arcane, Cold, Implement
Standard Action Ranged 10

Targets: One or two creatures

Attack: Intelligence vs. Reflex, one attack per target

Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.

You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away.

Encounter Arcane, Implement, Lightning
Standard Action Area burst 2 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.

Daily Arcane, Cold, Conjuration, Implement
Standard Action Ranged 20

Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.

Target: One creature adjacent to the hand

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.

Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them.

Daily Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier fire damage.

Miss: Half damage.

A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.

Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier poison damage.

Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone up to 6 squares.

Sustain Minor: The zone persists.

You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.

Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: The target is immobilized (save ends).

Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

You call into being a giant web made of thick magical strands that hang in midair, trapping those within it.

Daily Arcane, Teleportation
Move Action Personal

Effect: Teleport 10 squares. You can't take other creatures with you.

You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.

Daily Arcane, Illusion
Minor Action Personal

Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you've seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren't wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.

With a snap of your fingers, you suddenly look like someone else.

Daily Arcane
Standard Action Ranged 10

Target: One conjuration or zone

Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone

Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.

Daily Arcane, Illusion
Standard Action Ranged 5

Target: You or one creature

Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.

Sustain Standard: If the target is within range, you can sustain the effect.

A creature you choose vanishes from sight.

Daily Arcane
Move Action Personal

Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.

Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.

You hold out your hands, and suddenly you feel air beneath your feet.

Daily Arcane, Conjuration
Standard Action Area wall 8 within 10

Effect: You conjure a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of your next turn. It can be up to 8 squares long and up to 4 squares high. The fog grants concealment to creatures in its space and blocks line of sight.

Sustain Minor: The wall persists.

You create a billowing wall of gray fog that obscures vision.

Encounter Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier fire damage.

A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame.

Encounter Arcane, Implement, Lightning
Standard Action Ranged 10

Primary Target: One creature

Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Secondary Targets: Two creatures within 10 squares of the primary target

Secondary Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier lightning damage.

From your outstretched hand erupt brilliant strokes of blue-white lightning.

Encounter Arcane, Force, Implement
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 2d10 + Intelligence modifier force damage, and you push the target 3 squares and it is knocked prone.

You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back.

Encounter Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage.

Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier. You can end this effect as a minor action.

You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.

Daily Arcane, Cold, Implement, Zone
Standard Action Area burst 3 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is slowed (save ends).

Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.

A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.

Daily Arcane, Implement, Lightning, Poison
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).

Miss: Half damage, and the target is slowed (save ends).

A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.

Daily Arcane, Conjuration, Force, Implement
Standard Action Ranged 10

Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.

Target: One creature adjacent to the sword

Attack: Intelligence vs. Reflex

Hit: 1d10 + Intelligence modifier force damage.

Sustain Minor: When you sustain the sword, it attacks again.

You invoke a sword of crackling golden force that slashes and stabs furiously at the creature you indicate

Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares

Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.

Sustain Minor: The wall persists.

A blazing wall of flame erupts from the ground at your command.

Daily Arcane, Teleportation
Minor Action Ranged 20

Target: Two unoccupied squares

Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.

Sustain Minor: The rift persists.

You open a dimensional rift connecting two nearby locations.

Daily Arcane, Illusion
Minor Action Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

You cloak yourself with a shimmering aura, making your outline almost impossible to discern.

Daily Arcane, Illusion
Minor Action Personal

Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.

Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.

Daily Arcane
Minor Action Ranged 10

Target: You or one creature

Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

You make yourself or another creature in range resistant to a particular kind of damage.

Encounter Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 3d6 + Intelligence modifier cold and fire damage.

Effect: This power's area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.

You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.

Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10

Targets: One, two, or three creatures

Attack: Intelligence vs. Will, one attack per target

Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.

Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.

You immobilize your foes by commanding them to remain still.

Encounter Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Will

Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.

You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.

Encounter Arcane, Implement, Thunder
Standard Action Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares.

A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.

Daily Arcane, Conjuration, Force, Implement
Standard Action Ranged 10

Effect: You conjure two 5-foot-tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn.

Targets: One or two creatures

Attack: Intelligence vs. Reflex

Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.

Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target.

Sustain Minor: The hands persist.

Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.

Daily Arcane, Cold, Implement
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Intelligence vs. Reflex

Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is slowed (save ends).

You create a tremendous blast of supernatural cold, freezing your enemies.

Daily Arcane, Conjuration, Force, Implement
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Reflex

Hit: You conjure a sphere of force that fills the target's entire space until the end of your next turn. The target is immobilized and can't attack anything outside its own space. Creatures outside the sphere can't attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points.

Sustain Minor: If your attack roll was successful, you can sustain the sphere.

Miss: The target is immobilized (save ends).

Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.

You trap your enemy in a transparent, immobile globe of impenetrable force.

Daily Arcane, Fire, Implement, Poison
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude, Reflex, Will

Hit (Fortitude): If the attack hits the target's Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).

Hit (Reflex): If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).

Hit (Will): If the attack hits the target's Will defense, the target is dazed (save ends).

Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.

Daily Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares

Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.

Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.

A wall of glittering, jagged ice appears at your command.

Encounter Arcane, Illusion
Immediate Interrupt Ranged 5

Trigger: A ranged or a melee attack hits you or one ally in range

Effect: The attacker must reroll the attack roll.

The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him.

Daily Arcane
Standard Action Personal

Effect: You gain a speed of fly 8 until the end of your next turn.

Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain it, you float to the ground without taking falling damage.

You leap into the air and don't look back.

Daily Arcane, Illusion
Standard Action Ranged 20

Target: You or one creature

Effect: The target is invisible until the end of your next turn. If the target attacks, the power ends.

Sustain Minor: If the target is within range, you can sustain the effect.

With a wave of your hand, you or another creature nearby fades away, becoming invisible.

Daily Arcane
Standard Action Melee touch

Target: You or one ally

Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 minutes.

You sprinkle a tiny pinch of diamond dust over the subject, and his skin turns gray and hard as granite.

Encounter Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier fire damage.

You cause several foes to spontaneously burst into flame.

Encounter Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.

Effect: Entering a square within the power's area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.

You clench your fist, and crushing force seizes your enemies like the fist of an invisible titan.

Encounter Arcane, Force, Implement
Standard Action Ranged 20

Targets: One, two, or three creatures

Attack: Intelligence vs. Reflex, one attack per target

Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.

Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.

Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force.

Encounter Arcane, Cold, Implement
Standard Action Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn.

You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus.

Daily Acid, Arcane, Implement
Standard Action Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).

Miss: Half damage, and ongoing 5 acid damage (save ends).

A wave of acid dissolves all creatures that stand before you.

Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 5 within 20 squares

Target: Each creature in burst

Hit: 1d10 + Intelligence modifier poison damage.

Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone 3 squares.

Sustain Minor: The zone persists.

Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature or object

Attack: Intelligence vs. Reflex

Special: You don't need to make an attack roll to hit an unattended object with this power.

Hit: 5d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).

Miss: 3d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).

You fire a green ray from your wand. Whatever the emerald beam hits disappears in a puff of gray dust.

Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends)

Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn.

Sustain Minor: When you sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 necrotic damage to creatures that are immobilized.

Wriggling, ebon tentacles of necrotic energy erupt from the ground, grasping toward every creature within reach.

Daily Arcane
Standard Action Close burst 5

Targets: You and each ally in burst

Effect: All targets gain a speed of fly 8 until the end of your next turn.

Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain this power, all targets float to the ground without taking falling damage.

White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of flight.

Daily Arcane, Conjuration, Teleportation
Standard Action Melee touch

Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it's closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal.

You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your allies.

Daily Arcane
Minor Action Personal

Effect: You gain two extra standard actions, which you can't use to attack other creatures.

Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.

Encounter Acid, Arcane, Implement
Standard Action Area burst 4 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 4d6 + Intelligence modifier acid damage.

Effect: The cloud blocks line of sight, providing total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage. The cloud lasts until the end of your next turn, or you can dismiss it as a minor action.

You create a thick black cloud filled with pelting drops of acid.

Encounter Arcane, Implement, Lightning
Standard Action Ranged 20

Primary Target: One creature

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier lightning damage.

Secondary Targets: Two creatures within 5 squares of the primary target

Secondary Attack: Intelligence vs. Reflex

Hit: 2d6 + Intelligence modifier lightning damage.

Tertiary Targets: All other enemies within 20 squares of you

Attack: Intelligence vs. Reflex

Hit: 1d6 + Intelligence modifier lightning damage.

From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another.

Encounter Arcane, Implement, Thunder
Standard Action Ranged 20

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 3d6 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn.

You tap your staff on the ground, and a peal of thunder rocks and stuns a distant enemy.

Daily Arcane, Implement, Teleportation; Acid, Cold, Fire
Standard Action Area burst 4 within 20 squares

Lightning, or Thunder

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 6d6 + Intelligence modifier damage of a type chosen from the following list acid, cold, fire, lightning, or thunder. In addition, the target is pulled 2 squares toward the maw's origin square.

Miss: Half damage, and no pull.

Effect: This attack's origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any creature that is pulled into the vortex takes 3d6 + Intelligence modifier damage of a type chosen from the following list acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a square within 20 squares of you. The creature arrives at its destination prone and dazed until the start of your next turn.

You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction.

Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d12 + Intelligence modifier psychic damage.

Effect: You trap the target in an extradimensional maze. While caught in the maze, the target cannot see, move, or affect the world outside in any way. Similarly, no one can see or attack the creature in the maze. The maze remains visible as a faintly glowing sigil or rune in the square the trapped creature occupied; it is harmless to all other beings, and creatures can move through or attack through that square without penalty. On its turn each round, the target can attempt an Intelligence check against your Will defense to escape as a standard action. The target gains a cumulative +5 bonus to this check each time it fails. Upon leaving the maze, the creature returns to the space it occupied (or, if occupied, the nearest available unoccupied space of its choice), and the maze ends.

You trap an enemy in an extradimensional vault resembling a maze. He vanishes from sight, caught in your maze until he can find an escape.

Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 3 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).

Effect: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save ends).

You cover your enemies in a giant web made from strands of black, life-draining energy.

Daily Arcane, Fear, Fire, Implement, Poison
Standard Action Close burst 5

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude, Reflex, Will

Hit (Fortitude): If the attack hits the target's Fortitude defense, the target takes 3d6 + Intelligence modifier poison damage and is slowed (save ends).

Hit (Reflex): If the attack hits the target's Reflex defense, the target takes 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save ends).

Hit (Will): If the attack hits the target's Will defense, the target is stunned (save ends).

Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

A dazzling spray of multicolored light springs from your hands, enveloping your enemies.

Encounter Arcane, Fire, Implement, Necrotic
Standard Action Close blast 5

Target: Each enemy in blast

Attack: Intelligence vs. Reflex

Hit: 6d6 + Intelligence modifier fire and necrotic damage.

A blast of crackling black fire erupts from your hand, charring the flesh and burning the souls of your foes.

Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d10 + Intelligence modifier psychic damage. On the target's next turn, you control its actions You can move it a number of squares equal to your Wisdom modifier, and it then makes a basic attack against its nearest ally.

You magically compel an enemy to attack its nearest ally.

Encounter Arcane, Force, Implement
Standard Action Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies.

Around your foe you erect an invisible cage made of unbreakable bars of force, effectively imprisoning it.

Daily Arcane, Cold, Implement, Zone
Standard Action Area burst 5 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Fortitude

Hit: 4d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is slowed (save ends).

Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.

A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.

Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 20

Target: Each enemy in burst

Attack: Intelligence vs. Will

Hit: 2d10 + Intelligence modifier psychic damage, and the target is stunned (save ends).

Miss: Half damage, and the target is dazed (save ends).

Your eyes darken, becoming black orbs as you command your enemies to stop in their tracks.

Daily Arcane, Fire, Implement
Standard Action Area burst 5 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 8d6 + Intelligence modifier fire damage.

Miss: Half damage.

Fiery orbs rain down from above, shrieking loudly as they fall. They smash into your foes, obliterating them in a storm of fire and scorching the ground.

Encounter Arcane, Implement
Standard Action Close burst 1

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude

Hit: 3d8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone.

The power and certainty of your words knock your enemies off their feet.

Daily Arcane, Healing
Immediate Interrupt Personal

Trigger: You are reduced to 0 hit points or fewer

Effect: You regain hit points equal to your level + your Intelligence modifier.

In a bad spot, you draw on arcane energy to help you stay on your feet.

Daily Arcane, Implement; Cold, Fire, Lightning, or Thunder
Standard Action Area burst 5 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Reflex

Hit: 3d10 + Intelligence modifier damage of a particular damage type, chosen by you from the following list cold, fire, lightning, or thunder. Add 5d10 damage of the same damage type if you have no other daily powers remaining.

Miss: Half damage.

You save the best for last—a devastating display of pure elemental power that your enemies aren't likely to see again.

Encounter Arcane, Implement
Standard Action Area burst 3 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier damage, and until the end of your next turn the target takes 1d6 damage for every square it leaves.

A mote of crimson plasma springs from your hand, streaks across the battlefield, and detonates amid your enemies, covering them in a blood-red shroud.

Daily Arcane
Minor Action Personal

Effect: You spend a healing surge. Instead of regaining hit points, you regain one encounter power you have already used.

You trade your recuperative ability for more arcane power.

Daily Arcane, Implement, Psychic
Standard Action Area burst 3 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

Hit: 6d6 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both).

Miss: Half damage, no ongoing damage, and the target is stunned until the end of your next turn.

You greet your enemies with a psychic wave that scrambles their minds and leaves them stunned.

Encounter Arcane, Conjuration, Implement, Lightning, Thunder
Standard Action Area burst 2 within 20 squares

Target: Each creature in burst

Attack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier lightning and thunder damage.

Effect: You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square takes 10 lightning damage. Moving into a wall square costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn.

You trap your enemies in a cage made of lightning and filled with roaring thunder.

Daily Arcane, Zone
Standard Action Area burst 2 within 20 squares

Effect: The burst creates a zone of wind and rain that lasts until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action, you can move the zone up to 5 squares.

Sustain Minor: The zone persists.

With a wave of your hand, you create an area of torrential rain that creatures have difficulty passing through.

Daily Arcane, Force, Implement, Teleportation
Standard Action Close burst 10

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude

Hit: 3d8 + Intelligence modifier force damage, and you can teleport the target to a location of your choice within the burst.

Miss: Half damage, and no teleportation.

Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and teleporting them from one place to another.

Encounter Arcane, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 2[W] + Intelligence modifier damage. Make a secondary attack against the target.

Secondary Attack: Intelligence vs. Will

Hit: The target is dazed until the end of your next turn, and this power is not expended.

Your blade flashes with the twilight power of the Feywild as you strike your foe.

Daily Arcane, Implement
Immediate Interrupt Personal

Trigger: You are hit by an attack against your Will defense

Effect: The attack doesn't occur, as if the creature that attacked you chose to do nothing with its action.

You alter reality slightly, so that an attack your foe assumed it had made didn't actually happen.

Daily Arcane, Radiant, Teleportation, Weapon
Standard Action Close burst 1

Target: Each enemy in burst you can see

Attack: Intelligence + 4 vs. Will

Hit: 3[W] + Intelligence modifier radiant damage. In addition, the target is transported to a remote but nonthreatening corner of the Feywild until the end of your next turn. Return the creature to its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).

Miss: Half damage.

You swing your glowing longsword around you, striking nearby enemies with the flat of the blade and banishing them into the Feywild.

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