You slip into your opponent’s mind while the pain from your attack distracts it.
At-Will
Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target cannot shift until the end of your next turn.
Effect: You can communicate with the target via telepathy 5 until the end of your next turn.
Special: You can use this power unaugmented as a melee basic attack.
Augment 1
Effect: As above, and the target takes a -2 penalty on attack rolls that include you as a target until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage, and the target cannot shift until the end of your next turn.
Effect: As above, and until the end of your next turn, if the target moves, you or one ally within 5 squares of you can shift 1 square as a free action.Ardent Attack 1
The fury of your assault causes a surge of fear in your foe’s heart.
At-Will
Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.
Augment 2
Close: burst 1
Target: Each creature in the burst
Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.Ardent Attack 1
The energy and emotion you put into your attack flows into your ally.
At-Will
Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.
Augment 1
Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge
You attack your foe with calm and clarity of mind, extending that clarity to give a nearby ally a chance to clear a lingering effect.
At-Will
Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you or one ally within 5 squares of you can make a saving throw.
Augment 1
Hit: As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you can make a saving throw.
You feel anger rising within you, and you empower a nearby ally to strike.
At-Wil
l Augmentable, Psionic
Standard Action Melee 1
Target: One enemy
Effect: One ally adjacent to you can make a melee basic attack against the target as a free action. If the attack hits, the target has vulnerable 2 to all damage until the end of your next turn.
Augment 1
Effect: As above, but the vulnerability is only to psychic damage and equals 1 + your Charisma modifier.
Augment 2
Effect: One ally within 5 squares of you can use a free action to shift to a square adjacent to the target and then make a melee basic attack against it. If the attack hits, it deals 1d8 extra damage to the target, and the target has vulnerability to all damage equal to 1 + your Charisma modifier until the end of your next turn.
As you strike your foe, you motivate a nearby ally with a calm determination to defend himself or herself.
At-Wi
ll Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains a +1 power bonus to all defenses until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains a power bonus to Will equal to your Wisdom modifier until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +2 power bonus to all defenses until the end of your next turn.
Your strike hobbles your enemy’s impulsiveness, preventing it from reacting in the heat of combat.
At-W
ill Augmentable, Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target cannot make opportunity attacks against any creature other than you until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2
Hit: 1[W] + Charisma modifier damage, and the target is dazed until the end of your next turn.
Your strike ensures the enemy reaps what it sows by forming a bond between it and the creature it attacks next.
At-
Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, when the target deals damage with an attack, it takes extra damage equal to your Constitution modifier on the next attack that hits it before the end of your next turn.
Augment 1
Hit: As above, and until the start of your next turn, if the target saves on its turn, one ally within 5 squares of you can make a saving throw with a power bonus equal to your Constitution modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage. If the target hits with an attack before the start of your next turn, it takes extra damage equal to your Constitution modifier from each attack that hits it before the end of your next turn.
Your attack clears the way for an ally to unleash fury against your foe.
At
-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One ally adjacent to you or the target gains a +2 power bonus to attack rolls against the target until the start of your next turn.
Augment 1
Hit: As above, and the target cannot benefit from concealment or invisibility until the start of your next turn.
Augment 2
Hit: 1[W] + Charisma modifier damage. The next ally within 5 squares of you to miss the target with an attack before the start of your next turn can reroll the attack roll.
A wave of lethargy follows your strike, hampering your foe’s ability to effectively counterattack.
A
t-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The target is slowed until the end of your next turn.
Augment 1
Hit: As above, and the target takes a -2 penalty to opportunity attack rolls and damage rolls until the end of your next turn.
Augment 2
Range: Close burst 1
Target: Each creature you can see in the burst
Effect: Until the end of your next turn, enemies take a penalty to damage rolls equal to your Constitution modifier while adjacent to you, and any creature that starts its turn adjacent to you is slowed until the end of its turn.
Published in Dragon Magazine 395.
Published in Psionic Power, page(s) 12.
Your allies feel a rush of emotion with each blow they land
.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you or any of your allies hits the target, the character who made the attack can shift 1 square as a free action
You shine like a beacon, lighting the way to victor
y.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, your allies gain both a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier while they are adjacent to you.
Sustain Minor: The effect persists.
You compel your enemy to open itself to atta
ck.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: The target is affected by your suggestion (save ends). Until the suggestion ends, whenever the target makes an attack, one ally adjacent to the target can make a melee basic attack against it as a free action after the target’s attack is resolved.
You transform your opponent’s frustration about its own mistakes into your allies’ elat
ion.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target takes a penalty to attack rolls equal to your Wisdom modifier (save ends).
Miss: Half damage, and the target takes a penalty to attack rolls equal to half your Wisdom modifier (save ends).
Effect: Until the end of the encounter, whenever the target misses with a melee attack, you or one ally adjacent to you gains temporary hit points equal to 5 + one-half your level.
Your foe falls through a hole in space and appears some distance away from
you.
Daily Psionic, Teleportation, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Miss: Half damage.
Effect: You teleport the target a number of squares equal to your Wisdom modifier, and then one ally adjacent to the target can make a melee basic attack against it as a free action.
The attack creates a zone in the space that the target vacated. The zone lasts until the end of your next turn. Any creature that starts its turn within 3 squares of the zone is pulled 1 square toward it or into it. Once per round as a free action, you can teleport a creature within the zone 3 squares.
Your attack draws strength from a foe to fuel the movement of you and your a
llies.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and one ally you can see shifts 2 squares as a free action. In addition, whenever the target takes a move action, you or one ally you can see shifts 2 squares as an immediate reaction (save ends).
Miss: Half damage, and one ally you can see shifts 2 squares as a free action.
Your attack causes a foe to be overcome with a vision of its own death, hindering its effectiveness in
combat.
Daily Illusion, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Effect: The target has visions of death (save ends). While under this effect, the target cannot gain combat advantage, cannot flank with its allies, and grants combat advantage.
Aftereffect: The target takes 10 psychic damage.
You smash your enemy aside, leaving it shrouded in a lingering fury that grants power to your
allies.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage, and you push the target 1 square.
Miss: Half damage.
Effect: The target is affected by a lingering fury (save ends). While the target is affected by this lingering fury, allies gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls while adjacent to the target.
Your foe’s attempt to shake off the emotional onslaught of your attack harms other enemies while it restores vigor to you
r allies.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.
You strengthen the bond between two allies, so that when one prospers, they bot
h benefit.
Daily Healing, Psionic
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you spends a healing surge
Target: One ally other than the triggering ally
Effect: The target regains hit points as if he or she had spent a healing surge.
You respond to an enemy’s attack by dampening your ally’s ability to fee
l pain.
Encounter Psionic
Immediate Interrupt Ranged 5
Trigger: An ally within 5 squares of you takes damage from an attack
Target: The triggering ally
Effect: Reduce the damage the target would take by your Wisdom modifier. The target also gains a +2 power bonus to saving throws until the end of his or her next turn.
You close the distance between an ally and a
n enemy.
Encounter Psionic
Minor Action Ranged 5
Target: One ally
Effect: Until the end of your next turn, the target’s reach increases by 1, and the target adds your Wisdom modifier to the range of his or her ranged powers.
You open your mind to receive an ally’s agony, and take some of that pain upon
yourself
Encounter Psionic
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you takes damage from an attack.
Target: The triggering ally
Effect: The target takes half damage from the triggering attack. If the target would receive an effect that a save can end from the triggering attack, you can choose to have the effect apply to you instead. Until the end of your next turn, you and the target gain a +2 power bonus to defenses while you are within 5 squares of one another.
You convince an ally that the wounds he or she suffers are not as bad
as they seem.
Daily Psionic
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains temporary hit points equal to his or her healing surge value.
You lend psionic power to an al
ly in need.
Encounter Psionic
Minor Action Melee touch
Target: One ally
Effect: You transfer 1 or 2 power points to the target.
By shutting down his or her ability to feel pain, you ensure that your ally can keep going when othe
rs might falter.
Daily Psionic
Minor Action Melee touch
Target: You or one ally
Effect: Until the end of the encounter, whenever the target starts his or her turn and is not bloodied, he or she gains temporary hit points equal to 1 + your Constitution modifier.
Flesh knits, wounds stanch, and strength return
s for a time.
Encounter Psionic
Minor Action Ranged 5
Target: One bloodied ally
Effect: The target gains temporary hit points equal to your Charisma modifier.
When your ally springs into motion, you channel psionic power to lend him or her additional stren
gth and speed.
Encounter Psionic
Minor Action Ranged 10
Target: One ally
Effect: When the target charges before the end of its next turn, it gains a +2 power bonus to speed and a power bonus to damage rolls equal to your Wisdom or Constitution modifier on the charge attack.
You fold the space between yourself and an ally so that you can sw
itch positions.
Encounter Psionic, Teleportation
Move Action Close burst 5
Target: One ally in the burst
Effect: You teleport yourself and the target, swapping positions.
Your enemy’s attack inspires a savage psionic rebuke, letting you shift the battlefield’s perspect
ive in your favor.
At-Will Augmentable, Psionic, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy targets you with a melee attack
Target: The triggering enemy
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you slide the target 1 square to a square adjacent to you.
Effect: You lose your standard action on your next turn.
Augment 1
Hit: As above, and one ally adjacent to you can shift to any unoccupied square adjacent to the target’s new position as a free action.
Augment 2
Hit: 1[W] + Charisma modifier damage, and you slide the target a number of squares equal to your Wisdom modifier. You then slide each enemy now adjacent to the target 1 square.
Effect: You do not lose your standard action on your next turn.
With a savage strike, you wrench your enemy’s atte
ntion from an ally.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and either you or an ally adjacent to the target marks it until the end of your next turn.
Augment 1
Effect: The marked condition ends on allies adjacent to you, who can each shift 1 square as a free action.
Augment 2
Range: Close burst 1
Target: Each enemy in the burst
You cannot contain yourself—you
must close at once!
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 1 square.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One ally adjacent to the target gains a +2 power bonus to damage rolls against it until the start of your next turn.
Augment 1
Hit: As above, and each ally adjacent to you can stand up as a free action.
Augment 2
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, allies gain a power bonus to damage rolls equal to your Constitution modifier while they are adjacent to you.
You see the danger and let your weapon serve as war
ning to your comrade.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. When the target attacks you or an ally adjacent to you during its next turn, you can make the following secondary attack against it as an immediate interrupt.
Secondary Attack: Charisma vs. Will
Hit: The target takes a penalty to its attack roll equal to your Wisdom modifier.
Augment 1
Hit: As above, but you can make the secondary attack only if the target attacks your or the ally’s Will. You gain a bonus to the secondary attack roll equal to your Wisdom modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage. When the target attacks you or an ally you can see during its next turn, you can make the following secondary attack against it as an immediate interrupt, with a bonus to the secondary attack roll equal to your Wisdom modifier.
You lash the enemy’s mind and
body with your attack.
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier damage, and you push the target a number of squares equal to your Constitution modifier.
Augment 1
Hit: 1[W] + Charisma modifier damage, and if the target is dazed, you push it a number of squares equal to 2 + your Constitution modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage, and you push the target a number of squares equal to 1 + your Constitution modifier. In addition, the target grants combat advantage to your allies adjacent to it at the end of the push.
Your attack clouds a foe’s mind to let an ally slip past wi
thout fear of reprisal.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally adjacent to you or the target can shift 1 square as a free action.
Augment 1
Hit: 1[W] + Charisma modifier damage. One ally within 5 squares of you gains combat advantage against the target until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, any ally more than 1 square away from the target has concealment against it.
You constrain the target’s mind, making it imagine walls on all sides eac
h time it tries to move.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and on its next turn the target cannot use move actions to walk or run.
Augment 1
Hit: As above, and if the target shifts before the start of your next turn, each ally adjacent to you gains a +2 power bonus to all defenses until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage. If the target willingly moves or shifts before the start of your next turn, one ally adjacent to you or the target can make a basic attack against the target as an immediate interrupt.
Your attack scours your enemy’s mind and instincts, hobbling
its most potent attacks.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, the target takes a -2 penalty to attack rolls for any attack that is not a basic attack.
Augment 1
Hit: 1[W] + Charisma modifier damage. If the target makes an attack that is not a basic attack before the start of your next turn, you can slide the target a number of squares equal to your Constitution modifier as an immediate reaction.
Augment 2
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target deals half damage with any attack that is not a basic attack.
Violet energy shimmers around you, lending psionic po
wer to your allies’ attacks.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, your allies gain a power bonus to damage rolls equal to your Constitution modifier, and their melee attacks ignore the insubstantial quality.
Sustain Minor: The zone persists.
Clarity pulses out from your mind, creating an area that helps your allies free themselves fr
om unfavorable circumstances.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. When an ally damages an enemy that is within the zone, one ally within the zone can make a saving throw with a power bonus equal to your Wisdom modifier.
Sustain Minor: The zone persists.
You bend space to let yourself a
nd an ally exchange positions.
Daily Healing, Psionic, Teleportation
Standard Action Close burst 5
Target: You and one ally in the burst
Effect: The targets teleport, swapping positions, and can then each make a basic attack as a free action, with a +2 power bonus to the attack rolls. For each of these attacks that hits, you or one ally you can see can both spend a healing surge and make a saving throw. If both basic attacks miss, you regain the use of this power.
Whether or not your attack hits, your psionic assault makes
your foe think you blinded it.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target is blinded (save ends).
Aftereffect: All creatures have concealment against the target, and it takes a -5 penalty to Perception checks (save ends both).
Miss: Half damage, and the target is blinded until the start of your next turn.
Aftereffect: All creatures have concealment against the target, and it takes a -5 penalty to Perception checks (save ends both).
When your strike lands, light flashes from you to d
rain away your enemy’s momentum.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and the target is slowed (save ends).
First Failed Saving Throw: The target is immobilized instead of slowed (save ends).
Miss: The target is slowed (save ends).
Each Failed Saving Throw: One ally you can see shifts 1 square as a free action.
You raise your weapon and force your enemies to approach you,
inviting them to certain defeat.
Daily Psionic, Psychic, Weapon
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: You pull the target 5 squares. Any target pulled to a square adjacent to you is weakened (save ends).
Effect: Enemies are weakened while adjacent to you. In addition, the first time each turn that an enemy adjacent to you takes damage, that enemy takes extra psychic damage equal to your Charisma modifier. This effect lasts until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.
Your attack provides allies with an emotional surge, setting up a series of
furious charges against your foes.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, any ally who starts his or her turn within 5 squares of you gains a +2 power bonus to charge attack rolls and a power bonus to charge damage rolls equal to your Charisma modifier.
Special: When charging, you can use this power in place of a melee basic attack. If you do so, you gain a +1 power bonus to the attack roll.
Your attack plants a seed of doubt in your enemy’s subconscious. As it grows, it infects other foes, r
obbing them of their will to fight.
Daily Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier psychic damage. Whenever the primary target makes an attack, it takes 10 psychic damage (save ends).
Miss: Whenever the primary target makes an attack, it takes 5 psychic damage (save ends).
Each Failed Saving Throw: You can make the following secondary attack as a free action.
Secondary Target: One creature within 3 squares of the primary target
Secondary Attack: Charisma vs. Will
Hit: The secondary target is dazed (save ends).
When a foe slips past you or your ally, it opens
up new opportunities to attack.
Encounter Psionic
Free Action Close burst 3
Trigger: You or one ally in the burst misses with an opportunity attack
Target: The triggering creature
Effect: The target makes another opportunity attack.
When your friend steps into harm’s way
, you whisk him or her to safety.
Encounter Psionic, Teleportation
Immediate Interrupt Ranged 20
Trigger: An ally is hit by an opportunity attack
Target: The triggering ally
Effect: You teleport the target a number of squares equal to your Charisma modifier.
You link two allies with psionic energy, letting them match
each other’s movements in battle.
Encounter Psionic
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you moves or shifts
Target: One ally other than the triggering ally
Effect: The target shifts a number of squares equal to your Wisdom modifier.
You risk your sanity to share your enemy’s pain, and in doing so gain powerful insights in
to how to bring this battle to a close.
Daily Aura, Psionic
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter or until you dismiss it as a minor action. Whenever an enemy in the aura takes damage from an attack, you can take 5 psychic damage that can’t be reduced in any way. If you do so, that enemy grants combat advantage (save ends).
Your senses merge with your ally’s unt
il you see things from all perspectives.
Daily Psionic
Minor Action Ranged 5
Target: Two allies you can see or you and one ally you can see
Effect: Until the end of the encounter, whenever the targets are within 5 squares of each other, neither grants combat advantage for being flanked unless both are flanked.
At your touch, you
r ally trembles with newfound energy.
Encounter Psionic
Minor Action Melee touch
Target: You or one ally
Effect: The target gains temporary hit points equal to 1d12 + your Charisma modifier.
You accelerate your friend’s natural healing ability so that h
is or her wounds close with amazing speed.
Daily Healing, Psionic
Minor Action Melee touch
Target: You or one ally
Effect: The target regains hit points as if he or she had spent a healing surge.
You focus your mind and construct a psionic shield to
shelter you and your allies from harm.
Encounter Psionic, Zone
Minor Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain both resist 3 to all damage and a +2 bonus to saving throws while within the zone.
Your pain girds allies a
gainst the threats looming on all sides.
Encounter Psionic
No Action Close burst 5
Trigger: You take damage from an attack
Target: Each ally in the burst
Effect: The target gains temporary hit points equal to 3 + your Charisma modifier.
You quickly assess the threat before you and help y
our allies to properly prepare for the fight.
Daily Psionic
No Action Close burst 5
Trigger: You roll initiative
Target: Each ally in the burst
Effect: You slide the target 3 squares, and the target gains a +2 power bonus to all defenses until it takes its first action during the encounter.
Smashing your weapon into the enemy heightens your mind’s ab
ility to pick out concealed and hidden foes.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Effect: Until the end of your next turn, the target does not benefit from partial cover or partial concealment on attacks made by you or allies adjacent to you.
Special: You can use this power unaugmented as a melee basic attack.
Augment 1
Effect: As above, but you also gain a +5 power bonus to Perception checks made to find hidden creatures until the end of your next turn.
Augment 2
Keyword: Aura
Attack: Charisma vs. AC. If the target is adjacent to one of your allies, you have combat advantage for this attack.
Hit: 2[W] + Charisma modifier damage.
Effect: You activate an aura 5 that lasts until the end of your next turn. Enemies in the aura cannot benefit from partial cover or partial concealment.
You strike at your foe and fill your friend with courage, bols
tering both of you against the foe’s attacks.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you and one ally adjacent to you gain a +2 power bonus to AC against the target’s attacks until the end of your next turn.
Augment 1
Hit: As above, but the power bonus applies to all defenses, not just AC.
Augment 2
Keyword: This power gains the Zone keyword.
Range: Close burst 1
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier damage, and one ally adjacent to the target can make a melee basic attack against it as an opportunity action.
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a power bonus to AC equal to your Wisdom modifier while within the zone.
You fling yourself at your enemy, and
your allies attack more mightily in response.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls until the start of your next turn.
Special: When charging, you can use this power unaugmented in place of a melee basic attack.
Augment 1
Effect: You can shift 1 square and then charge, using this power in place of the charge’s melee basic attack.
Augment 2
Effect: One or two allies you can see can each charge creatures other than the target as a free action, with a power bonus to their damage rolls equal to your Constitution modifier.
Linking minds with an ally, yo
u coordinate your efforts to confound your foe.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee 1
Target: One creature
Effect: One ally adjacent to you can make a melee basic attack against the target as an opportunity action. On a hit, you and the ally can each shift as a free action.
Augment 1
Effect: As above, and the ally gains a +3 power bonus to the damage roll if he or she is marking the target.
Augment 2
Range: Close burst 1
Target: Each enemy you can see in the burst
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally adjacent to the target can make a melee basic attack against it as an opportunity action.
There is joy in victory, and tho
se who follow your lead experience exhilaration.
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The next ally who hits the target before the start of your next turn regains hit points equal to your Constitution modifier.
Augment 1
Hit: 1[W] + Charisma modifier damage. Allies who hit the target’s Will before the start of your next turn can spend a healing surge.
Augment 2
Hit: 2[W] + Charisma modifier damage. Allies who hit the target before the end of your next turn can spend a healing surge.
A jolt of psionic power clouds your enemy’s senses
so that the foe sees its cohorts as its enemies.
At-Will Augmentable, Charm, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Augment 1
Hit: Charisma modifier psychic damage. Until the end of the target’s next turn, enemies provoke opportunity attacks from the target, and it must make those attacks.
Augment 2
Hit: 1[W] + Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against one or two creatures of your choice.
You open your mind to your enemies’ intentions, using tha
t knowledge to maneuver your allies into position.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Effect: Before the attack, one ally adjacent to you can shift 1 square as a free action.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Augment 1
Effect: Before the attack, one ally adjacent to you can shift a number of squares equal to your Wisdom modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage.
Effect: Until the end of your next turn, each ally who starts his or her turn within 5 squares of you gains a +2 power bonus to speed and can shift 2 squares as a move action.
Your attack prevents an en
emy from ignoring your presence on the battlefield.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you mark the target until the end of your next turn.
Augment 1
Keyword: Psychic
Hit: As above, and the first time the target hits any of your allies, the target takes psychic damage equal to your Wisdom modifier.
Augment 2
Hit: 2[W] + Charisma modifier damage, and you mark the target until the end of your next turn. Until the end of your next turn, the target grants combat advantage to allies adjacent to you.
Your attack leaves a foe reel
ing, sapping its strength as it tries to fight back.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] damage. Until the start of your next turn, the target rolls twice when it makes a damage roll and must use the lower roll.
Augment 1
Hit: 1[W] + Charisma modifier damage. The target’s basic attacks deal half damage until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.
Your attack opens up the
battlefield, letting an ally surge forward to attack.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One ally within 5 squares of you gains a +2 power bonus to speed until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Augment 1
Keyword: Healing
Hit: As above, and the ally regains hit points equal to your Constitution modifier if he or she hits with a charge attack before the end of your next turn.
Augment 2
Keyword: Healing
Hit: 1[W] modifier damage. One ally you can see charges with a power bonus to the attack roll equal to your Constitution modifier. If the ally hits with this attack, he or she gains a +2 power bonus to all defenses until the start of your next turn and can spend a healing surge.
You strike your foe and let out
a psychic shriek, which creates a pulsing field of pain.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Whenever you take damage from an attack, each enemy within the zone takes 5 psychic damage.
Sustain Minor: The zone persists.
Your foe moves slower and slower
until it can’t move, and its slowness infects its allies.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target takes a –2 penalty to speed (save ends). Until the penalty ends, it worsens by 2 whenever the target attacks. When the target’s speed reaches 0 in this way, the penalty ends, but the target is restrained and stunned (save ends both).
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to the target is slowed (save ends).
Your attack rattles your
foe, and you and your allies draw energy from its despair.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier psychic damage.
Effect: Until the end of the encounter, the target takes a -2 penalty to all defenses, and whenever it misses with an attack, you or an ally you can see regains 1 power point.
You wrap your foe i
n a psionic net that leaches power from it for your allies.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: Until the end of the encounter, whenever the target takes damage, you and each ally adjacent to you gain temporary hit points equal to 3 + your Wisdom modifier.
You fling your foe away. A
s it goes, your allies take advantage of its disorientation.
Daily Psionic, Weapon
Standard Action Close burst 3
Target: One enemy in the burst
Attack: Charisma vs. Fortitude
Hit: The target is dazed (save ends).
Effect: You slide the target 5 squares. Each ally adjacent to the target during this slide can make a melee basic attack against it as a free action, with a power bonus to the damage roll equal to your Charisma modifier.
Your attack lodges in your
foe’s mind like a parasite, hindering its ability to attack.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier psychic damage, and the target is affected by your cerebral worm (save ends). While the target is affected by the worm, the first time the target makes an attack roll on each of its turns, it must either take 10 psychic damage or make the attack roll twice and use the lower roll.
Miss: Half damage, and the target takes 10 damage the next time it makes an attack roll before the end of your next turn.
Your attack drains a foe of its resilien
ce, and allows allies to claim that resilience for themselves.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: The target takes ongoing 5 psychic damage (save ends). In addition, each ally who hits the target can choose to gain temporary hit points equal to your Charisma modifier or make a saving throw with a +4 power bonus. This effect lasts until the end of your next turn, or until the target is no longer taking ongoing damage from this power, whichever is later.
Your focused thought punches a hole in real
ity, drawing your enemy into position for your allies’ attacks.
Daily Psionic, Teleportation
Standard Action Ranged 5
Target: One enemy
Effect: You teleport the target 5 squares. One or two allies adjacent to the target at the end of the teleport can each make a melee basic attack against the target as a free action. Each ally who hits the target also gains temporary hit points equal to your Charisma modifier.
As you attack, mysti
cal light shrouds your nearby allies, speeding them into battle.
Daily Psionic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 1 square.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: After the attack, each ally adjacent to you can shift 1 square or move his or her speed as a free action.
When your enemy lets down its guard after making
a successful attack, you invade its mind and steal its thoughts.
Daily Psionic
Free Action Close burst 5
Trigger: An enemy hits your ally with an attack.
Target: The triggering enemy
Effect: You subject the target to your unshakable bond until the end of the encounter or until it drops to 0 hit points. While the target is subject to your unshakable bond, you always know its exact location and your attacks against it ignore any cover or concealment.
You draw strength from an ally
’s accomplishment, then share that strength with other allies.
Encounter Psionic
Free Action Close burst 10
Trigger: An ally you can see succeeds on a skill check
Target: You and each ally in the burst other than the triggering ally
Effect: The target gains a +2 power bonus to the next skill check he or she makes before the end of your next turn.
When an ally’s attack hits, you cha
nnel the rush of victory and return it as increased resilience.
Encounter Psionic
Free Action Close burst 5
Trigger: An ally within 5 squares of you hits with a melee attack
Target: The triggering ally in the burst
Effect: The target gains temporary hit points equal to 5 + your Charisma modifier.
You anticipate an
attack and magically feed resilience to yourself or your friend.
Encounter Psionic
Immediate Interrupt Close burst 10
Trigger: An attack damages you or an ally
Target: You or the ally in the burst
Effect: The damage the target takes from the triggering attack is reduced by an amount equal to your level.
When an ally is in trouble, you speed help to his or her side.
Encounter Psionic, Teleportation
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you becomes bloodied or drops to 0 hit points or fewer
Target: One ally other than the triggering ally
Effect: You teleport the target to a square adjacent to the triggering ally.
Your friend hovers near d
eath. You touch his or her mind, and your friend awakens with a start.
Daily Healing, Psionic
Minor Action Close burst 10
Target: One ally
Effect: The target regains hit points as if he or she had spent a healing surge. If the target is dying, he or she regains additional hit points equal to 2d10 + your Charisma modifier. In addition, the target can stand up as a free action.
Your allies find new courage with your support.
Encounter Psionic
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a +2 power bonus to attack rolls and a +2 power bonus to saving throws against fear effects.
You visualize a mighty tow
er, and in doing so you create a psionic bastion to protect your allies.
Daily Psionic, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, you and your allies gain resist 10 psychic, a +4 power bonus to Will, and a +2 power bonus to AC, Fortitude, and Reflex. In addition, any ally who starts his or her turn within the zone can make a saving throw against a dominating or stunning effect.
Sustain Minor: The zone persists.
You throw off an affli
ction with such force that nearby allies are protected by your power.
Encounter Psionic
No Action Close burst 3
Trigger: You succeed on a saving throw
Target: You and each ally in the burst
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn.
You launch a reckless attack ag
ainst your chosen enemy and all foes nearby, ignoring your own safety.
Encounter Divine, Weapon
Standard Action Close burst 2
Target: Your oath of enmity target and each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: You take a –2 penalty to all defenses until the end of your next turn.
As your attack draws your enemy’s attention, you sneak throu
gh its mental defenses to see into its mind and discover its next move.
Encounter Augmentable, Psionic, Psychic, Weapon
No Action Melee weapon
Trigger: You hit an enemy with an unaugmented at-will ardent attack power.
Target: The enemy you hit
Effect: The target takes 5 extra psychic damage, and it is subject to your thought harvest until the end of your next turn. While subject to your thought harvest, the target cannot shift, and it takes a -2 penalty to attack rolls and to all defenses against attacks by you or by any of your allies within range of your telepathy.
Augment 2
Effect: As above, but the target takes 10 extra psychic damage.
You enter a state of zealous passion, consumed by the
power of your faith. Defeating your sworn enemy is a test of faith for you.
Daily Divine, Stance
Minor Action Personal
Effect: Until the stance ends, your attacks deal extra damage against your oath of enmity target equal to 1d10 + one-half your level. In addition, when any ally deals damage (not ongoing damage) to your oath of enmity target, you take 3d6 damage.
Your e
yes become white, and your corona flares. Your enemies are as insects to you.
Daily Psionic, Stance
Minor Action Personal
Effect: You enter the awakened sleeper stance. Until the stance ends, you gain a +5 power bonus to Insight checks, and enemies cannot gain combat advantage against you by flanking. In addition, you can use the secondary power at will.
Daily
Immediate Reaction Personal
Requirement: The power Sleeper Awakens must be active in order to use this power.
Trigger: An enemy attacks you or an ally adjacent to you.
Effect: You shift up to 2 squares.
You flood your opponent’s thoughts with confusing images.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target also takes a -2 penalty to Will until the end of your next turn.
Augment 4
Keyword: This power gains the Zone keyword.
Close: burst 1
Target: Each enemy you can see in the burst
Hit: 1[W] + Charisma modifier damage, and the target is dazed until the end of your next turn.
Augment
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies take a -2 penalty to attack rolls while within the zone.
Your attack distracts the enemy, giving your allies an opening to maneuver.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, allies adjacent to the target can shift as a minor action.
Augment 1
Hit: As above, and each ally within 5 squares of you can stand up as a free action.
Augment 4
Close: burst 1
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier damage. One ally within 5 squares of you can take a move action as a free action.
Your optimism and confidence are an inspiration to those around you.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, allies within 5 squares of you can score a critical hit against the target on a roll of 19–20.
Augment 1
Hit: As above, and whenever an ally scores a critical hit against the target before the start of your next turn, you and each ally within 5 squares of you can shift 1 square as a free action.
Augment 4
Hit: 2[W] + Charisma modifier damage. Until the start of your next turn, allies within 5 squares of you can score a critical hit on a roll of 19–20.
As you strike, you o
pen your ally’s mind, allowing him or her to see ways to overcome various ills.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One ally adjacent to you or the target can either make a saving throw or gain a +1 power bonus to all defenses until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage. One ally adjacent to you or the target can either make a saving throw with a +5 power bonus against a charm or illusion effect or gain a power bonus to Will equal to your Wisdom modifier until the end of your next turn.
Augment 4
Keyword: This power gains the Zone keyword.
Hit: 2[W] + Charisma modifier damage. The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. Any ally who starts his or her turn within the zone can either make a saving throw with a +2 power bonus or gain a power bonus to all defenses equal to your Wisdom modifier until the end of his or her next turn.
You f
ill your foe with visions of impending doom and an ally with a dream of victory.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One ally adjacent to you or the target gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage. One ally adjacent to you or the target gains a power bonus to attack rolls against the target’s Fortitude until the end of your next turn. The bonus equals your Constitution modifier.
Augment 4
Hit: 2[W] + Charisma modifier damage, and you push the target 1 square. Until the end of your next turn, you and your allies gain a +2 power bonus to attack rolls against the target and any enemies adjacent to it.
Your attack leaves your enemy unable to tell
friend from foe, wracking it with pain if it comes too close to another creature.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The target takes psychic damage equal to your Wisdom modifier if it ends its next turn adjacent to one of its allies.
Augment 1
Hit: As above, but the target takes the psychic damage if it ends its next turn adjacent to any creature.
Augment 4
Range: Close burst 1
Target: Each enemy in the burst
Hit: 2[W] + Charisma modifier damage.
Effect: Until the start of your next turn, any enemy that ends its turn adjacent to you takes 5 psychic damage and grants combat advantage until the end of your next turn.
In pressing the attack, you steal a foe’s resolve and bestow it on an ally.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and one ally you can see gains temporary hit points equal to 5 + your Constitution modifier.
Augment 1
Hit: As above, and the ally can use his or her second wind as a free action.
Augment 4
Keyword: Healing, Psychic
Hit: 1[W] + Charisma modifier damage plus 1d8 psychic damage. One ally within 5 squares of you can spend a healing surge and regain additional hit points equal to your Constitution modifier.
The psychic energ
y you steal from a triumphant foe bolsters your allies as their own strength fades.
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If the target bloodies an ally or hits a bloodied ally with an attack before the end of your next turn, that ally regains hit points equal to your Wisdom modifier.
Augment 1
Hit: 1[W] + Charisma modifier damage. One bloodied ally adjacent to the target gains temporary hit points equal to your Charisma modifier + your Wisdom modifier.
Augment 4
Hit: 3[W] + Charisma modifier damage. Until the start of your next turn, when an enemy you can see deals damage with an attack, one ally within 5 squares of you gains temporary hit points equal to your Wisdom modifier.
Your quick strike grants your allies added strength.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Each ally adjacent to you gains a +2 power bonus to attack rolls until the start of your next turn.
Augment 1
Keyword: Psychic
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, allies deal extra psychic damage equal to your Constitution modifier with melee attacks while adjacent to you.
Augment 4
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, allies gain a +2 power bonus to attack rolls while adjacent to you, and enemies take a -2 penalty to attack rolls while adjacent to you.
Still burning with your ardent vow, you launch a mighty attack.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20.
Hit: 2[W] + Strength modifier damage. If you have used ardent vow during this encounter, the attack deals extra damage equal to your Wisdom modifier.
You flash across the battlefield to unleash a devastating atta
ck in concert with an ally, then grant that ally increased fury against your common foe.
Daily Psionic, Psychic, Teleportation, Weapon
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you makes a melee attack
Effect: Before the attack, you teleport to an unoccupied square adjacent to the triggering ally.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: The triggering ally gains combat advantage against the target for its triggering attack, and deals 2d6 extra psychic damage with that attack.
You link minds with
your allies, granting all of you the chance to act in concert before your foes can react.
Daily Healing, Psionic
Minor Action Close burst 5
Target: You and each ally you can see in the burst, to a maximum of five targets
Effect: You apply one of the following effects to each target. Each effect can be used only once.
* The target flies a number of squares equal to your Charisma modifier as a free action. The target must land at the end of this movement.
* The target shifts its speed as a free action.
* The target spends a healing surge.
* The target can make a basic attack as a free action.
* The target can charge as a free action.
A s
avage strike against your opponent implants a terrible urge within it to seek out its end.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: The target is dominated and gains vulnerability to all damage equal to your Wisdom modifier (save ends both).
Miss: The target is dazed and gains vulnerability to all damage equal to half your Wisdom modifier (save ends both).
Your enemies face certain doom, and you force them to see it and despair.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. Bloodied enemies that start their turn within the zone take 10 psychic damage.
Sustain Minor: The zone persists.
You smash your weapon i
nto your enemy, imparting the feeling that it and all its companions have been buried alive.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is immobilized (save ends). Until the condition ends, any enemy that starts its turn adjacent to the target is immobilized until the start of that enemy’s next turn.
Miss: Half damage, and the target is slowed (save ends). Until the condition ends, any enemy that starts its turn adjacent to the target is slowed until the start of that enemy’s next turn.
Your anger bleeds out from you, unnerving your enemies and strengthening your allies.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. While within the zone, allies gain a power bonus to damage rolls equal to your Constitution modifier, and enemies grant combat advantage.
Sustain Minor: The zone persists.
As battle’s thri
ll overtakes you and you swing your weapon all around, your allies share in the same emotions.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One, two, three, or four creatures
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Effect: For each attack you make with this power, an ally within 5 squares of you gains temporary hit points equal to 3 + your Charisma modifier.
When you lash out with your weapon, an ally feels its strength replenished.
Daily Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One enemy, or two enemies if you are bloodied
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: When you make this attack, one ally who can see you can spend a healing surge. If you are bloodied, the ally regains additional hit points equal to your Charisma modifier.
Your mind to
uches an enemy’s, planting a seed of treachery that lets you control it through its own attacks.
Daily Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Until the end of the encounter, whenever the target hits with a melee attack, you can use an immediate reaction to force the target to make a melee basic attack against a target you choose.
Sensing your enemies are about to strike, you urge your allies into position.
Daily Psionic
Free Action Close burst 3
Trigger: You roll initiative
Target: You and each ally in the burst
Effect: Each target can move half his or her speed as a free action.
With a thought, yo
u cause an ally under attack to take on a spectral form that protects against additional harm.
Encounter Psionic
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you is hit by an attack
Target: The triggering ally
Effect: The target is insubstantial until the end of his or her next turn.
An ally’s recovery lets you channel a temporary burst of resilience to other allies.
Daily Psionic
Immediate Reaction Area burst 5 within 10 squares
Trigger: An ally within 10 squares of you spends a healing surge
Target: Each ally in the burst
Effect: The target gains temporary hit points equal to 10 + your Charisma modifier.
You reach into your subject’s mind to provide a temporary respite from a debilitating condition.
Encounter Psionic
Minor Action Ranged 5
Target: You or one ally
Effect: Choose one effect on the target that a save can end. The target is not affected by that effect until the end of its next turn, but it cannot make a saving throw against that effect at the end of that turn. The target gains a +2 power bonus to his or her next saving throw to end that effect.
The bond you forge with an ally ensures that you both make it to the battle’s end.
Daily Healing, Psionic
Minor Action Ranged 5
Target: You and one ally
Effect: Each target gains regeneration 5 until the end of the encounter. If a target starts its turn more than 5 squares away from the other target, this regeneration does not function for the
target during that turn.
You share your luck with your allies.
Encounter Psionic
No Action Close burst 10
Trigger: You succeed on a saving throw
Target: Each ally in the burst
Effect: The next saving throw each target makes before the end of your next turn gains a bonus equal to your Constitut
ion modifier.
As your fortunes improve, so too do those of your allies.
Daily Psionic, Zone
Standard Action Close burst 10
Effect: The burst creates a zone that lasts until the end of your next turn. Whenever you regain hit points, each ally within the zone gains temporary hit points equal to half the hit points you regained.
Sustain Minor: The zone persists.
Your psionic magic allows one ally to ignore many wounds or several allies to ignore a few.
Daily Healing, Psionic
Standard Action Close burst 5
Target: You or one ally in the burst or you and each ally in the burst
Effect: If you target only one creature with this power, the target regains hit points as if he or she had spent two healing surges. If you target more than one creature, each target regains hit points as if he or she had spen
t a healing surge.
You connect the target’s thoughts to awaken new talents.
Daily Psionic
Standard Action Melee touch
Requirement: You must be taking a short rest.
Target: One creature
Effect: The target gains training in a skill of your choice until you take an extended rest.
The
crystalline motes released by your attack shelter your allies and interfere with your enemies’ strikes.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage. One ally adjacent to the target marks it until the end of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier psychic damage. If the target shifts during its next turn, one ally can make a melee basic attack against it as a free action.
Augment 4
Keyword: This power gains the Zone keyword.
Range: Close burst 2
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier damage, and you slide the target 1 square.
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, allies gain a +4 bonus to all defenses against attacks from outside the zone, and enemies take a –2 penalty to attack rolls.
Light bathes your foe as you strike and then settles on a nearby ally for protection.
At-Will Augmentable, Psionic, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier radiant damage. One ally adjacent to you or the target gains resistance to all damage equal to your Wisdom modifier until the start of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier radiant damage. One ally within 5 squares of you gains necrotic, psychic, or radiant resistance equal to 3 + your Wisdom modifier until the start of your next turn.
Augment 4
Close: burst 1
Target: Each enemy in the burst
Hit: 2[W] + Charisma modifier radiant damage.
Effect: If you hit at least one target, one ally within 5 squares of you gains resistance to all damage equal to 3 + your Wisdom modifier until the s
tart of your next turn.
Time bends around your foe to protect your allies.
At-Will Augmentable, Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. While within the zone, you and your allies are insubstantial against opportunity attacks.
Augment 1
Hit: As above, but you and your allies are instead insubstantial against attacks that target Reflex.
Augment 4
Hit: 2[W] + Charisma modifier damage, and the target is slowed until the end of your next turn. The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. While within the zone, you and your allies are insubstantial.
You spear your enemy’s mind and body, so when the foe is next attacked, its mind blossoms in pain.
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The next time an ally hits the target before the start of your next turn, you can slide the target 1 square as a free action.
Augment 1
Hit: 1[W] + Charisma modifier damage. When any ally hits the target with an attack against Will before the start of your next turn, you can slide the target 1 square as a free action.
Augment 4
Close: burst 2
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier damage, and you slide the target 1 square. When any ally hits the target before the start of your next turn, you can slide the target 1 square as a free action.
Your attack overwhelms your foe, hindering its ability to take advantage of opportunities in combat.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target cannot make opportunity attacks until the start of your next turn.
Augment 1
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, the target cannot make opportunity attacks and takes a penalty equal to your Wisdom modifier to any attack roll made as an immediate action.
Augment 4
Hit: 2[W] + Charisma modifier damage, and the target is blinded until the end of y
our next turn.
Your attack releases emotion that grants vigor to your allies.
At-Will Augmentable, Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier force damage, and you push the target 1 square. One ally adjacent to you gains temporary hit points equal to 5 + your Constitution modifier.
Augment 1
Hit: 1[W] + Charisma modifier force damage, and you push the target 2 squares. Each ally adjacent to you gains temporary hit points equal to 5 + your Constitution modifier.
Augment 4
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 2[W] + Charisma modifier force damage.
Effect: Each ally adjacent to you gains temporary hit points equal to your Constitution modifier + 5 for each enemy you hit with this atta
ck.
Your strike alters the laws of chance, denying good fortune to the enemy.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and any critical hit the target scores until the end of your next turn is treated as a normal hit.
Augment 1
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, any enemy that scores a critical hit against an ally within 5 squares of you must reroll that attack roll.
Augment 4
Hit: 3[W] + Charisma modifier damage. Critical hits scored against any ally within 5 squares of you before the end of your next turn is treated as a normal hit. In addition, when an enemy within 5 squares of you succeeds on a saving throw, each ally within 5 squares of you can make a saving throw with a bonus equal to your Wisdom modifier.
You smash your enemy with such force that it is left vulnerable to follow-up attacks.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, whenever the target takes damage from a melee attack, it takes extra damage equal to your Constitution modifier.
Augment 1
Hit: 1[W] + Charisma modifier damage. Until the start of your next turn, whenever the target is hit by an attack, you gain a +4 bonus to the damage roll for the first attack you make against the target during your next turn. This bonus is cumulative.
Augment 4
Hit: 2[W] + Charisma modifier damage, and the target gains vulnerable 2 to all damage until the end of your next turn. This vulnerability increases by 2 whenever an attack hits or misses the target.
You create a mental link with your foes so that when your allies take damage, your adversaries feel it.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. When any ally takes damage from an attack while within the zone, each enemy within the zone takes 5 psychic damage.
Sustain Minor: The zone persists.
Your attack manifests a shimmering field, which you can move to protect your allies.
Daily Conjuration, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, and you push the target 2 squares.
Miss: Half damage.
Effect: You conjure a shimmering disk of force in a square within 5 squares of you. Allies in the disk’s square or adjacent to it gain a +2 power bonus to all defenses. You can move the disk 3 squares as part of a move action. When an attack hits an ally adjacent to the disk, you can use an immediate interrupt to grant the ally a +2 bonus to all defenses against that attack. The disk lasts until the end of the encounter or until you use the immed
iate interrupt.
You create an expanse of glittering energy to reinvigorate your allies.
Daily Healing, Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of the encounter. When any ally within the zone spends a healing surge, all other allies within the zone regain 1d10 hit points.
As you leap into battle, time accelerates in jumps, trying to catch up to you.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, and the target is slowed and cannot shift (save ends both).
Miss: Half damage, and the target is slowed and cannot shift until the end of your next turn.
Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. Any enemy that starts its turn within the zone is slowed until the end of its next turn. Any ally that starts his or her turn within the zone gains a +2 power bonus to speed until the end of his or her next turn.
Sustain Minor: The zone persists.
Special: When charging, you can use this power in place of a melee basic attack.
The pain your attack inflicts on your foe gives you strength to heal your comrades.
Daily Healing, Psionic, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4[W] + Charisma modifier damage. Once before the end of the encounter, when the target starts its turn bloodied or drops to 0 hit points, each ally you can see regains hit points as if he or she had spent a healing surg
e.
The pain your enemy feels from your assault lets you strengthen your allies’ attacks.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and ongoing 10 psychic damage (save ends).
Miss: Ongoing 10 psychic damage (save ends).
Effect: Whenever the target makes a saving throw to end the ongoing psychic damage from this attack, one ally within 5 squares of you gains a +2 power bonus to attack rolls until the end of his or her next turn.
The power of your deva
stating strike resonates within a foe, letting you continually fling it into optimal position for your allies to attack.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. You slide the target 5 squares, and it is restrained (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target takes damage from an attack, you teleport the target 5 squares to a destination adjacent to at least one of your all
ies.
Your attack generates a field of psionic energy that tears away your enemies’ will to act.
Daily Psionic, Psychic, Weapon, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that ends its turn within the zone is dazed until the end of its next turn.
Sustain Minor: The zone persists until the end of your next turn.
When you strike your foe, your expanded awareness lets you leap to the side of an ally in danger.
Daily Psionic, Stance, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: You enter the reactive jaunt stance. Until the stance ends, whenever an ally within 5 squares of you becomes bloodied by an attack or drops to 0 hit points or fewer, you teleport to an unoccupied square adjacent to that ally and can make a melee basic attack as an immediate reaction.
Your spirit blazes with devotion, lending holy power to your strike. Your sworn enemy’s attacks are as nothing to you.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage. You regain the use of an encounter power that you have already used during this encounter.
Miss: Half damage.
Effect: Until you attack a creature other than your oath of enmity target or until the end of the encounter, you gain a +2 power bonus to all defenses against the attacks of your oath of enmity target.
You release all the emotions and thoughts you’ ve absorbed, smashing your enemies’ minds with a psychic flood.
Daily Psionic, Psychic, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and the target is weakened and takes ongoing 10 psychic damage (save ends both).
Miss: Half damage.
Effect: You shift up to 4 squares to a square in or a
djacent to the blast.
Your thoughts guide your ally’s attack so that it strikes true.
Encounter Psionic
Immediate Interrupt Close burst 3
Trigger: An ally within 3 squares of you makes an opportunity attack
Target: The triggering ally in the burst
Effect: The target gains a power bonus to the attack roll and the damage roll equal to
your Charisma modifier.
Your ally’s disappointment helps you recover your expended energy.
Daily Psionic
Immediate Reaction Personal
Trigger: An ally within 10 squares of you misses with an encounter attack power
Effect: You regain 2 power points.
Your psionic connection to an ally who falls in combat allows him or her to get back in the fight quickly.
Daily Healing, Psionic
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target regains hit points as if he or she had spent a healing surge, and can stand up and shift a number of squares equal to your Charisma
modifier as a free action.
You see an ally in danger and dispatch a waiting ally to help.
Daily Psionic, Teleportation
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you hits an ally with a melee attack
Target: One ally
Effect: The target teleports to an unoccupied square adjacent to the triggering enemy and gains combat advantage against that enemy until the end of the target’s n
ext turn.
You influence the mind of your ally so that he or she doesn’t feel pain for a time.
Encounter Psionic
Minor Action Melee touch
Target: One creature
Effect: The target gains resistance to all damage equal to one-half your le
vel until the end of your next turn.
You channel positive thoughts to speed your allies’ recovery.
Daily Healing, Psionic, Zone
Minor Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Any ally who starts his or her turn within the zone regains 10 hit points.
Sustain Mi
nor: The zone persists.
You call forth your ally’s innate combat instincts to turn the tide of battle.
Daily Psionic, Psychic
Minor Action Ranged 10
Target: One ally
Effect: Until the end of the encounter, while the target is bloodied, he or she gains a +1 bonus to speed, a +5 power bonus to Athletics checks and Endurance checks, and deals 5 extra ps
ychic damage with melee attacks.
You steal a bit of time and give it to the ally who can best use it.
Daily Psionic
Standard Action Melee touch
Target: One creature
Effect: The target can use a free action to take a standard, a move,
and a minor action.
Your feint twists the mind of your foe so that it lashes out at its companion.
At-Will Augmentable, Charm, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Augment 2
Hit: 1[W] + Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against an enemy granting combat advantage to you. If that attack hits, the target makes a melee basic attack against another enemy granting combat advantage to you.
Augment 6
Hit: 1[W] + Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against each of your enem
ies adjacent to it.
As you strike, you force your victim to attack where your allies are strongest.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier psychic damage. The next time the target makes an attack before the start of your next turn, it attacks a defense of your choice.
Augment 2
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 1[W] + Charisma modifier psychic damage. Whenever the target attacks before the end of your next turn, it attacks a defense of your choice.
Augment 6
Keyword: This power gains the Zone keyword.
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 2[W] + Charisma modifier psychic damage. Whenever the target attacks before the end of your next turn, it attacks a defense of your choice.
Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy attacks while within t
he zone, the enemy attacks a defense of your choice.
Your attack highlights the target’s weaknesses.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes a –2 penalty to all defenses until the start of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage, and the target takes a –2 penalty to all defenses and can’t benefit from concealment or invisibility until the end of your next turn.
Augment 6
Hit: 4[W] + Charisma modifier damage, and the target takes a –3 penalty to all defenses until the end of your next turn. In addition, you and each ally adjacent to you gain blindsight 10 until th
e end of your next turn.
Rather than attack, you open your mind’s eye and urge your allies to strike.
At-Will Augmentable, Psionic
Standard Action Close burst 10
Target: One ally in the burst
Effect: The target can make a melee basic attack as a free action. If that attack hits, the creature that is hit grants combat advantage until the end of your next turn.
Augment 2
Effect: The target can make a melee basic attack as a free action against a creature granting combat advantage to you. The target gains a power bonus to the damage roll equal to your Constitution modifier. If that attack hits, the creature that is hit is dazed until the end of your next turn.
Augment 6
Target: One or two allies in the burst
Effect: Each target can make an at-will attack as a free action. If a target’s attack hits, he or she gains
15 temporary hit points.
Your straightforward weapon attack inspires your allies to follow your lead.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Each ally adjacent to you gains a power bonus to basic attack rolls equal to your Constitution modifier until the end of your next turn.
Augment 2
Hit: As above, and each ally also gains the power bonus to attack rolls for unaugmented at-will powers.
Augment 6
Hit: 2[W] + Charisma modifier damage. One or two allies within 5 squares of you can each make a basic attack as a free action, with a power bonus to the attack roll equal to your Constitution modifier. Each ally makes its attack against a different target that is not the targe
t of this power.
The elation you feel from a successful attack fills a nearby ally with renewed vigor.
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. One bloodied ally adjacent to you regains hit points equal to your Wisdom modifier.
Augment 2
Hit: 1[W] + Charisma modifier damage. One bloodied ally adjacent to you can spend a healing surge and regain additional hit points equal to your Wisdom modifier.
Augment 6
Range: Close burst 1
Target: Each enemy in the burst
Hit: 2[W] + Charisma modifier damage, and the target grants combat advantage until the end of your next turn.
Effect: Until the end of your next turn, any ally who hits an enemy with an attack while adjacent to you can spend a healing surge and regain additional hit points equal
to your Wisdom modifier.
Your weapon attack unleashes a thunderous psionic scream that rattles your foes.
At-Will Augmentable, Psionic, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier thunder damage, and you push the target 1 square. The target is deafened until the end of your next turn.
Augment 2
Hit: 1[W] + Charisma modifier thunder damage, and you slide the target 1 square. Each enemy adjacent to the target at the end of the slide takes thunder damage equal to your Wisdom modifier.
Augment 6
Range: Melee 2
Hit: 2[W] + Charisma modifier thunder damage, and you slide the target 5 squares. At the end of the slide, each enemy adjacent to the target takes 10 thunder damage, and each ally adjacent to you or the target gains temporary hit points equa
l to 5 + your Wisdom modifier.
You convince your enemy and nearby foes that they are being burned alive.
Daily Fire, Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier fire damage, and ongoing 15 fire damage (save ends).
Miss: Half damage.
Effect: The attack creates a zone in a close burst 3. The zone lasts until the end of your next turn. Any enemy that ends its turn within the zone takes ongoing 10 fire damage (save ends).
Sustain
Minor: The zone persists.
Your emotions emanate from you to instill new courage and prowess in your allies.
Daily Healing, Psionic, Zone
Standard Action Close burst 5
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, allies gain regeneration 5 and a +2 power bonus to attack rolls, and their attacks de
al 1d10 extra damage.
Sustain Minor: The zone persists.
Your attack implants a psychic bomb in your foe’s mind.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and you slide the primary target 1 square.
Effect: Before the end of the encounter, you can make the following secondary attack once, either when the primary target drops to 0 hit points or as a minor action. The secondary attack is a close burst 2 centered on the primary target.
Secondary Target: Each enemy in the burst
Secondary Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the secondary target is dazed until the end of your
next turn.
Your attack clarifies your allies’ senses and helps your friends anticipate their enemies’ attacks.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. While within the zone, allies gain a bonus to all defenses equal to the number o
f enemies within the zone.
Sustain Minor: The zone persists.
You compel your enemies to approach to be punished.
Daily Charm, Psionic, Psychic, Weapon
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: You pull the target 4 squares, and it takes 4[W] + your Charisma modifier psychic damage. The enemy then chooses either to be pushed 3 squares or to take a -2 penalty to attack rolls (save e
nds).
Miss: Half damage.
When a chosen foe falls, you and your allies can restore yourselves with its strength.
Daily Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: When the target drops to 0 hit points, you and each ally within 5 squares of it regain hit points as if each of you had spent a healing surge.
Your attack corrupts the target’s emotions, bestowing pain from its triumphs and increasing the scope of its failure.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: The target is affected by inverted emotions (save ends). While the target is affected by inverted emotions, the first time on each of its turns that it hits with a melee or a ranged attack, one enemy you choose adjacent to it takes 10 psychic damage. When the target misses with an attack, it grants combat advantage until the end of your next turn.
Aftereffect: The target is dazed until the end of your
next turn.
You channel psionic power through your foe, letting you turn one ally’s pain into another’s healing.
Daily Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 5[W] + Charisma modifier damage.
Effect: Until the target drops to 0 hit points, when an ally becomes bloodied by an attack while you are within 5 squares of the target, another ally adjacent to you or the target can spend a he
aling surge.
You channel the emotion of victory to your allies, a confidence that lets them lash out at your foes.
Daily Psionic, Psychic
Standard Action Close burst 3
Target: One or two allies in the burst
Effect: The target can make a basic attack against an enemy as a free action. If the attack hits, the enemy takes 5 extra psychic damage and is also dazed (save ends). If the attack misses, the enemy takes 15 psychic damage and the t
arget slides the enemy 1 square.
When your attack hits, you dismiss your enemy and leave it to face your friends.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you teleport the target 5 squares to a square adjacent to an ally.
Augment 2
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 1[W] + Charisma modifier damage, and you teleport the target to a square adjacent to an ally who is adjacent to you.
Augment 6
Keyword: This power gains the Zone keyword.
Hit: 2[W] + Charisma modifier damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. When any enemy enters the zone or starts its turn there, you can teleport that enemy 5 squares as a free action. Any ally who enters the zone or starts his or her turn there can
teleport 5 squares as a free action.
You inspire your allies to strike, and success rewards them with recovery.
At-Will Augmentable, Psionic
Standard Action Close burst 5
Target: One ally in the burst
Effect: The target can make a melee basic attack as a free action.
Augment 2
Effect: The target can make a melee basic attack as a free action, with a power bonus to the damage roll equal to your Wisdom modifier. If that attack hits, the target can make a saving throw.
Augment 6
Target: Each ally in the burst
Effect: Each target can use a free action either to make a basic attack or to charge, with a power bonus to the damage roll equal to your Wisdom modifier. If a target
hits, he or she can make a saving throw.
A successful strike with your weapon fills a nearby ally with new life.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you can make a saving throw.
Augment 2
Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you can make a saving throw, with a +5 power bonus if it’s against ongoing damage.
Augment 6
Hit: 4[W] + Charisma modi
fier damage, and each ally you can see can make a saving throw.
You confuse your enemy, throwing off its attacks.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier psychic damage. Until the end of your next turn, the target takes a -2 penalty to attack rolls.
Augment 2
Close: burst 1
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier psychic damage. Until the end of your next turn, the target takes a penalty to attack rolls against Will. The penalty equals your Constitution modifier.
Augment 6
Keyword: This power gains the Zone keyword.
Close: burst 1
Target: Each enemy in the burst
Hit: 1[W] + Charisma modifier psychic damage. Until the end of your next turn, the target is weakened and takes a penalty to attack rolls. The penalty equals your Constitution modifier.
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, allies gain a bonus to damage rolls eq
ual to your Constitution modifier.
Your attack fills an enemy with a momentary sensation of vertigo that leaves it reeling.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target is slowed until the end of your next turn.
Augment 2
Hit: 2[W] + Charisma modifier damage. The next time the target takes damage before the start of your next turn, it falls prone.
Augment 6
Hit: 4[W] + Charisma modifier damage. The target chooses either to be immobilized until the end of your next turn or to grant combat advanta
ge until the end of your next turn.
When you strike, you prevent your foe from responding with its most potent attacks.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, the target takes psychic damage equal to your Wisdom modifier when it makes an attack that is not a basic attack.
Augment 2
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target provokes opportunity attacks when it makes any attack that is not a basic attack.
Augment 6
Hit: 4[W] + Charisma modifier damage. The target is dazed until the end of your next turn or until
it takes damage from an attack.
You take control of a foe’s unconscious impulses, forcing it to attack at your whim.
At-Will Augmentable, Charm, Psionic, Psychic
Standard Action Melee touch
Target: One creature
Effect: The target makes a melee basic attack as a free action against a creature you choose, with a +2 power bonus to the attack roll. If the target’s attack hits, it deals extra psychic damage equal to your Constitution modifier, and the target takes 10 psychic damage.
Augment 2
Effect: As above, and you slide the target 2 squares before it makes its attack.
Augment 6
Keyword: Weapon
Range: Melee weapon
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: The target charges an enemy you choose as a free action. If this attack hits, the target takes 10 psychic damage and the creature
it charged takes 10 extra psychic damage.
As you strike your foe, the power of your sacred vow shatters its resilience.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. If the target is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20.
Hit: 2[W] + Strength modifier damage. If you have used ardent vow during this encounter, the target also gains vulnerable 10 to all damage until the end of your n
ext turn.
You are drawn to the side of an ally under attack, unleashing a potent blast of psychic energy against your foes.
Daily Psionic, Psychic, Teleportation, Weapon
Immediate Reaction Close blast 5
Trigger: An ally you can see is hit by an attack
Effect: Before the attack, you teleport to an unoccupied square adjacent to the triggering ally.
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 3[W] + Charisma modifier psychic damage, and you push the target 5 squares.
Miss: Half damage, and you push the target 1 squ
are.
Your emotions flood the battlefield so that your allies feel your successes and know to compensate for your failures.
Daily Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, and you push the target 2 squares.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit with an attack, allies within 3 squares of you gain a +2 power bonus to attack rolls until the end of your next turn, and whenever you miss with an attack, allies within 3 squares of you gain a +2 power bonus to all defenses
until the end of your next turn.
In the mind of your enemy, you become the image of its doom, and it quails before your attacks.
Daily Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 5[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, the target takes a –2 penalty to attack rolls and all defenses while it can see you, and you can slide it 1 square as a f
ree action when it takes damage from any attack.
You impart sensations of frailty to your foes and of might to your friends.
Daily Psionic, Weapon, Zone
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of the encounter. While within the zone, your allies have resistance to all d
amage equal to your Wisdom modifier.
Crimson light shines from your allies’ eyes as your comrades make a sudden barrage of attacks.
Daily Psionic
Standard Action Close burst 10
Target: Each ally in the burst
Effect: Each target can make an at-will attack as a free action, with a power bonus to the damage roll equal to your Wisdom modifier. If a target misses,
he or she can make a saving throw.
Your vicious attack leaves a foe convinced of its own imminent failure, crippling it in combat.
Daily Psionic, Psychic, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is affected by a lethal delusion (save ends). While the target is affected by the delusion, it takes a -2 penalty to attack rolls, defenses, and saving throws. In addition, the first time the target misses with an attack during each of its turns, it takes 10 psychic d
amage.
A red corona flares around you, highlighting the vulnerability of nearby foes even as it grants power to your allies.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 5[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, bloodied enemies grant combat advantage to your allies while adjacent to you, and allies gain a power bonus to damage rolls equal to your Charisma modifier for attacks against enemies adjacent to you.