When your infused weapon strikes an enemy, the weapon unleashes a force that rattles the foe.
At-Will
Arcane, Force, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll.
Level 21: 2[W] + Intelligence modifier damage.
You align your spell with those you wove over your ally’s armor, causing them to radiate an unnatural cold.
At-Will
Arcane, Cold, Implement
Standard Action Area burst 1 centered on an ally within 5 squares
Target: One enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally takes cold damage equal to your Wisdom modifier.
Level 21: 2d8 + Intelligence modifier cold damage.
Your attack issues a burst of magical energy that enhances the weapons of allies close to you.
At-Will
Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence +1 vs. AC
Hit: 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn.
Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls.
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.
At-Will
Arcane, Implement, Lightning
Standard Action Melee 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Constitution modifier.
Level 21: 2d8 + Intelligence modifier lightning damage.
Thunder ripples outward from your implement, coalescing around you or an ally before focusing its might on a nearby enemy.
At-Wil
l Arcane, Implement, Thunder
Standard Action Close burst 10
Primary Target: You or one ally in the burst
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary target in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target.
Level 21: 2d8 + Intelligence modifier thunder damage.
You point your implement and blast a foe so that it reels from your ally’s attack.
At-Wi
ll Arcane, Force, Implement
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square.
Level 21: 2d8 + Intelligence modifier force damage.
Flames dance across the weapons that you and your comrades wield.
Encoun
ter Arcane, Fire, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Constitution modifier with weapon or fire attacks.
You bind the quickness of your enemy to the enchantments you placed on your ally, transferring speed from one to the other.
Encou
nter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. Choose one ally within 5 squares of the target; that ally gains a +2 bonus to speed until the end of your next turn and also gains 5 temporary hit points.
You enchant your ammunition with poisoning magic, then transfer that enchantment onto one of your allies close to the target.
Enco
unter Arcane, Poison, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier poison damage, and choose one ally within 5 squares of the target. Until the end of your next turn, any creature that hits that ally with a melee attack takes poison damage equal to your Wisdom modifier.
You spread invisible patches of ice on the battlefield. When your enemies stumble into the traps, a hail of crystals erupts around them.
Enc
ounter Arcane, Cold, Conjuration, Implement
Standard Action Close burst 5
Effect: You conjure two ice shard traps in two different unoccupied squares on the ground within the burst. The traps are invisible to your enemies and last until the end of your next turn. When an enemy enters a trap’s square, make the following attack against that enemy as a free action. Then the trap disappears.
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage, and the target gains vulnerable 5 cold and grants combat advantage until the end of your next turn.
You infuse your weapon with acid, momentarily corroding your opponent’s defenses.
En
counter Acid, Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
You direct a minute cube covered in runes into the fray. Although
small, the cube contains a force that bashes foes and shields allies.
E
ncounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage.
Effect: Until the end of your next turn, any ally gains a +1 power bonus to AC while adjacent to the target.
You throw a bundle of barbed wire that bites into your enemy’s
flesh, digging deeper and deeper.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage. Until the end of your next turn, any attack deals extra damage to the target equal to your Wisdom modifier.
You spill some liquid and infuse it with energy, creating a defensive
wall of acidic fu
mes.
Daily Acid, Arcane, Conjuration, Implement
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and its squares are lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes acid damage equal to 1d6 + your Intelligence modifier.
Sustain Minor: The wall persists.
You inscribe a fiery rune upon your ally’s armor or garments, then turn a fire spirit loose on the field of battle as you flare the rune periodic
ally.
Daily Arcane, Fire, Implement
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 fire. In addition, you can use the Fireburst Armor Attack power once per round until the end of the encounter if the primary target is within 5 squares of you.
Daily Arcane, Fire, Implement
Standard Action Close burst 1 centered on the ally you targeted with fireburst armor
Requirement: The power Fireburst Armor must be active in order to use this power.
Special: You can use this power only once per turn.
Secondary Target: Each enemy in the burst
Effect: The secondary target takes fire damage equal to 5 + your implement’s enhancement bonus and is marked by the primary target until the end of your next turn.
By etching an arcane sigil upon a weapon, you infuse it with icy cold, giving it the power to freez
e foes.
Daily Arcane, Cold
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).
You launch magical darts at an ally and a foe. The dart that strikes the foe transfers vitality to your comrade in a golde
n flash.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and one ally within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and one ally within 10 squares of you gains 5 temporary hit points.
You infuse a construct with an elemental animus and then throw it into the fray to aid you
r allies.
Daily Arcane, Implement, Summoning
Minor Action Ranged 5
Effect: You create a Medium obedient servant in an unoccupied square within range. The servant has speed 6. Any marked enemy that starts its turn adjacent to the servant takes damage equal to your Wisdom modifier. You can give the obedient servant the following special commands.
Standard Action: Melee 1 or Ranged 5; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage, and the target is marked until the end of your next turn.
An arcane construct of an eye appears in the air, revealing
your enemies and striking them when they show w
eaknesses.
Daily Arcane, Conjuration, Implement, Psychic
Standard Action Ranged 5
Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
You forge an arcane bond between your weapon and your ally, causing your attacks to spring forth from small portals that appear next to
your ally.
Daily Arcane, Weapon
Standard Action Close burst 3, centered on an ally within 5 squares
Target: One creature in the burst
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, if the ally is within 10 squares of you and you have line of effect to the ally, you can use that ally as the origin square for your ranged weapon attacks.
You trigger latent enchantments placed on yourself or an ally to resist being pushed around t
he area.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: You or an ally are affected by a push, pull, or slide effect
Target: The triggering creature
Effect: The forced movement is negated.
Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any wh
o step on it.
Daily Arcane, Conjuration
Standard Action Ranged 10
Effect: You conjure an arcane springboard in a square within range. The springboard lasts until the end of your next turn. You or any ally who enters the square can jump a number of squares equal to your Wisdom modifier. The distance jumped does not count toward a character’s movement. A character can benefit from this conjuration’s effect only once per turn.
Sustain Minor: The conjuration persists.
You touch some armor, causing it to glow as you enhance
its defenses.
Daily Arcane
Minor Action Melee touch
Target: You or one ally
Effect: The target gains a +1 power bonus to AC until the end of the encounter. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
You send energy to bolster one of your artifices, helping it to evade an attack that might otherwise h
ave damaged it.
Daily Arcane
Immediate Interrupt Close burst 5
Trigger: One of your summoned creatures within 5 squares of you is hit by an attack
Effect: The triggering attack misses the summoned creature.
You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to yo
ur other allies.
Daily Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of these temporary hit points to an ally within 5 squares of him or her.
Your magic creates an ebon figurine cloaked in shadow. Tendrils of dim light stretch from the figurine and envelop you and your all
ies in obscurity.
Daily Arcane, Conjuration
Minor Action Ranged 10
Effect: You conjure a shadowy figurine in a square within ange. The figurine lasts until the end of your next turn. While within 2 squares of the figurine, you and your allies gain partial concealment and a +4 power bonus to Stealth checks.
Sustain Minor: The figurine persists until the end of your next turn, and you can move it up to 5 squares.
You empower a tiny construct to zoom to
an ally’s aid.
Encounter Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw.
Your knowledge unlocks the power in a magic item without expendi
ng your own energy.
Daily Arcane
Free Action Personal
Effect: The next magic item daily power you use before the end of your next turn does not count toward your limit of magic item daily power uses.
Your magic blasts an enemy and transfers its luck t
o a nearby ally.
Encounter Arcane, Implement
Standard Action Area burst 2 within 10 squares
Target: One creature in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage, and the target takes a –2 penalty to saving throws until the end of your next turn.
Effect: One ally within the burst gains temporary hit points equal to 5 + your Wisdom modifier and a +2 bonus to an attack roll, a skill check, an ability check, or a saving throw before the end of your next turn. The ally can use the bonus after determining the result of a roll.
Your attack binds energy within your foe’s form. The magic reacts with concussive force each time you or an ally stri
kes the creature.
Encounter Arcane, Force, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier + Constitution modifier force damage.
Effect: Until the end of your next turn, whenever any ally hits the target with a melee attack, that ally pushes the target 1 square.
The runes carved on your armor and implement flow hypnotically, drawing the attention of on
e of your enemies.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Wisdom modifier until the end of your next turn.
The small metal ball you roll at your enemies bursts apart in an expl
osion of lightning.
Encounter Arcane, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier lightning damage, and the target grants combat advantage until the end of your next turn.
What relief your enemy might have found in evading your ally’s attack is suddenly dashed when it notices an identical fig
ure standing nearby.
Encounter Arcane, Conjuration, Illusion, Implement, Psychic
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you misses an enemy with an attack.
Effect: You conjure a phantasmal henchman in an unoccupied square adjacent to the target of the triggering ally’s attack. The phantasmal henchman remains until the end of your next turn. Your allies can flank with the phantasmal henchman. As a move action, you can move the conjuration 6 squares. Once before the end of your next turn, the phantasmal henchman can use the Phantasmal Henchman Attack power.
Encounter Arcane, Conjuration, Illusion, Implement, Psychic
Minor Action Melee 1
Requirement: The power Phantasmal Henchman must be active in order to use this power.
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target grants combat advantage to all attackers until the end of its next turn.
You empower your weapon to create a field of resistance around your enemy, hinderi
ng your foe’s attacks.
Encounter Arcane, Force, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier force damage, and the target takes a penalty to melee attack rolls equal to your Constitution modifier until the end of your next turn.
You quickly fire an enchanted shot at an attacking enemy, then cause the magic from the enchantment to leap onto your all
y as a protective ward.
Encounter Arcane, Lightning, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy hits and deals damage to one of your allies with an attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and the ally hit gains resist 5 all until the end of your next turn.
Your sigil imbues a weapon or an
implement with arcane acid.
Daily Acid, Arcane
Minor Action Melee touch
Target: One weapon
Effect: Until the end of the encounter, any attack that uses the target as a weapon deals ongoing 5 acid damage (save ends).
As a free action, the target’s wielder can end the effect when he or she hits a creature using the target in order to give that creature a penalty to AC equal to your Constitution modifier (save ends).
Your weapon flies from your hand and
harries one of your enemies.
Daily Arcane, Summoning, Weapon
Minor Action Ranged 5
Requirement: You must be holding a melee weapon.
Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don’t lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container, or pick up or drop an item. You can give the dancing weapon the following special commands.
Minor Action: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier damage.
You infuse a small construct with a vol
atile heart of elemental fire.
Daily Arcane, Fire, Implement, Summoning
Standard Action Ranged 5
Effect: You create a Small flameheart defender in an unoccupied square within range. The flameheart defender has speed 6. Any enemy adjacent to the flameheart defender at the start of your turn is marked by it. You can give the flameheart defender the following special commands.
Standard Action: Melee 1 or Ranged 5; targets one creature; Intelligence + 2 vs. AC; 2d6 + Intelligence modifier fire damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d6 + Intelligence modifier fire damage.
No Action: When the flameheart defender drops to 0 hit points, it must make the following attack: Close burst 2; targets each creature in the burst; Intelligence vs. Reflex; 1d8 + Wisdom modifier fire damage.
On impact, your rune-inscribed projectile creates a cloud of magical sh
ards to aggravate your enemies.
Daily Arcane, Force, Weapon, Zone
Standard Action Area burst 1 within weapon range
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of magical shards that lasts until the end of the encounter. An enemy that starts its turn in the zone takes 5 force damage.
You hurl a vial of black powder at your enemy’s feet, creating a fiery explosion. One of your allies takes advantage of the confusion and strikes whil
e your opponent’s guard is down.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Effect: One of your allies adjacent to the target can make a melee basic attack against it as a free action. If your attack hit the target, the ally gains a power bonus to his or her attack roll equal to your Constitution or Wisdom modifier.
You conjure a minor thunder elemental, binding it to your ally’s armor while retai
ning control of its arcane power.
Daily Arcane, Implement, Thunder
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with an elemental thunder spirit. Until the end of the encounter, the target gains resist 5 thunder, and any enemy that ends its turn adjacent to the target takes 5 thunder damage. In addition, you can use the Thunderclap Armor Attack power once per round until the end of the encounter if the primary target is within 5 square
s of you.
At-Will Arcane, Implement, Thunder
Standard Action Close burst 2 centered on the primary target
Requirement: The power Thunderclap Armor must be active in order to use this power.
Secondary Target: One creature in the burst
Secondary Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier thunder damage, and you push the secondary target 2 squares from the primary target.
You trigger the enchantments on your ally’s armor, opening up a connection between you and that ally
that bends space with arcane power.
Daily Arcane, Force, Weapon
Standard Action Ranged weapon
Special: Choose one ally within 5 squares of you. That ally’s square is the point of origin for this attack.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier force damage, and you push the target a number of squares equal to 1 + your Wisdom modifier.
Miss: Half damage, and you push the target 2 squares.
Effect: Until the end of the encounter, you can use the Warweaver's Tether Teleport once pe
r round.
At-Will Arcane, Force
Move Action Personal
Requirement: The power Warweaver's Tether must be active in order to use this power.
Effect: You teleport into an unoccupied square adjacent to the ally you chose for warweaver’s tether, provided that the ally is within 10 squares of you.
You’ ve crafted the
perfect assistant for your task.
Encounter Arcane
Free Action Personal
Effect: You gain a bonus to your next skill check before the end of your turn equal to your Wisdom modifier.
You fire a snap shot at an attacking enemy in retribution for an attack, then transfer the energy from your attack to create
a weakening ward around your ally.
Encounter Arcane, Necrotic, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy hits and deals damage to one of your allies with an attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier necrotic damage, and until the end of your next turn any enemy takes a -2 penalty to attack rolls while adjacent to the ally.
Your spell absorbs the energy of your enemy’s attacks, turning it in
to a protective ward for your ally.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: An ally takes damage from an attack
Target: The triggering ally
Effect: The target gains resist all equal to 5 + your Wisdom modifier against the triggering attack. After the attack is resolved, the ally gains temporary hit points equal 5 + your Wisdom modifier.
You channel ar
cane energy to assist an ally’s healing.
Daily Arcane, Healing
Free Action Ranged 10
Trigger: An ally within 10 squares of you spends a healing surge to regain hit points.
Target: The triggering ally
Effect: The target does not expend the healing surge but still gains its benefit. The target regains additional hit points equal to your Wisdom modifier.
By arranging small objects in your hand, you create an e
phemeral structure made of magical force.
Daily Arcane, Conjuration
Standard Action Ranged 20
Effect: Choose a square within range and another square within range and within 2 + your Intelligence modifier squares of the chosen square. You create a phantasmal bridge between the two squares that lasts until the end of your next turn. The bridge connects the two chosen squares by the shortest path. The bridge has no height, and a creature can pass through a square containing the bridge as though it were normal terrain, even if it normally contains no terrain, difficult terrain, challenging terrain, or hindering terrain.
Sustain Minor: The bridge persists.
You imbue an ally’s equipment with a steady flow of arcane e
nergy, which restores your friend’s vigor.
Daily Arcane, Healing
Minor Action Close burst 10
Target: You or one ally in the burst; target must be bloodied
Effect: The target gains regeneration equal to your Constitution modifier until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge.
Lightning from your attack leaps to a nearby ally, infusing him or her with arcane energy, before st
reaking back and disorienting your foe.
Encounter Arcane, Lightning, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage, and one ally within 5 squares of the target can make a saving throw with a power bonus equal to your Wisdom modifier. If the ally saves, the target takes 5 extra lightning damage and is dazed until the end of your next turn.
Your armor is imbued with a tenebrous and chaotic shadow, which lashes out in defense, sapping yo
ur foes’ life force to bolster your own.
Encounter Arcane, Cold, Implement, Necrotic
Immediate Reaction Melee 1
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold and necrotic damage.
Effect: You and each ally adjacent to you gain 5 temporary hit points.
You infuse an ally’s arm
or with the power of a violent windstorm.
Encounter Arcane, Implement
Standard Action Area burst 2 centered on an ally within 10 squares of you
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage, and you slide the target 2 squares.
Effect: The ally in the attack’s origin square gains a power bonus to AC equal to 2 + your Constitution modifier until the end of your next turn.
An icy wind imbues your weapon with frost.
Encounter Arcane, Cold, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Effect: You and each ally adjacent to you deal extra cold damage equal to your Constitution modifier with weapon or cold attacks until the end of your next turn.
Using your implement, you hurl a sigil-scribed sphere tha
t blasts your foes and shields your allies.
Encounter Arcane, Implement ; Varies
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage. Choose a damage type: acid, cold, fire, or lightning. The attack deals damage of that type to each target.
Effect: Choose a damage type: acid, cold, fire, or lightning. Each ally in the burst gains resistance equal to 5 + your Wisdom modifier to that type until the end of your next turn.
You hurl a glass orb that warps reality when it cracks open, blasting your enemy and
opening a rift through which you can attack.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier thunder damage, and choose a square adjacent to the target. Until the end of your next turn, you can treat that square as the point of origin of your attacks.
You imbue your weapon with the power to drain life from your enemies a
nd transfer it to the weapons of your allies.
Encounter Arcane, Healing, Necrotic, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier necrotic damage. Each ally within 5 squares of you who deals damage with a weapon attack before the end of your next turn regains hit points equal to 1d6 + your Constitution modifier. An ally regains these hit points only once for each use of this power.
Your rune-scribed project
ile calcifies flesh and causes your foe to falter.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the target is slowed and gains vulnerable 5 to melee attacks (save ends both).
Miss: Half damage, and the target is slowed (save ends).
You draw upon the force of your enemy’s attacks, tra
nsforming them into a curative infusion on the fly.
Daily Arcane, Healing, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy deals damage with an attack to one of your allies within 5 squares of you
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: The ally hit by the triggering attack roll can spend a healing surge. Two other allies within 5 squares of the target gain temporary hit points equal to their healing surge value.
Channeling arcane energy into a cloud of dust,
you create lightning
that ripples across your foes.
Daily Arcane, Implement, Lightning
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage, and the target is dazed (save ends).
Each Failed Saving Throw: The target takes 5 lightning damage.
Aftereffect: The target takes ongoing 5 lightning damage (save ends).
Miss: Half damage, and ongoing 5 lightning damage (save ends).
Brilliant light streams from the w
eapon you imbue with radiant might and healing power.
Daily Arcane, Healing, Radiant
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals radiant damage. Whenever any attack power using the target hits, the target’s wielder regains hit points equal to your Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends). In addition, the wielder can spend a healing surge and regain additional hit points equal to your Constitution modifier.
You grant animation to a nimble construct.
Daily Arcane, Implement, Summoning
Standard Action Ranged 5
Effect: You create a Small relentless harrier in an unoccupied square within range. The relentless harrier has speed 8. The relentless harrier’s attacks deal 1d6 extra damage to any creature granting combat advantage to it. You can give the relentless harrier the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d8 + Intelligence modifier damage, and the relentless harrier shifts 2 squares.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d8 + Intelligence modifier damage.
You create an enchantm
ent of arcane static that you lay of your ally’s armor.
Daily Arcane, Implement, Lightning
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with a static charge. Until the end of the encounter, the target gains resist 5 lightning. In addition, you can use the Static Shell Attack power once per round until the end of the encounter if the primar
y target is within 5 squares of you.
At-Will Arcane, Implement, Lightning
Standard Action Close burst 2 centered on the primary target
Requirement: The power Static Shell must be active in order to use this power.
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier lightning damage, and you pull the secondary target 1 square to a space adjacent to the primary target.
A small metal sheaf unfolds into a medium-sized shi
eld that floats near an ally and blocks incoming attacks.
Daily Arcane, Conjuration
Minor Action Ranged 5
Target: One ally
Effect: You conjure a shield of metal and magic to protect the target. The target gains a +4 power bonus to AC and Reflex until the end of the encounter or until you move the shield. As a minor action, you can move the shield to a new target within range. That ally then gains the bonus.
You imbue a small figure with life
force, causing it to emit a golden aura that heals allies.
Daily Arcane, Healing, Summoning
Standard Action Ranged 5
Effect: You create a Small healing figurine in an unoccupied square within range. The healing figurine has speed 5. It has a +2 bonus to AC and to Fortitude. Any ally who spends a healing surge while adjacent to the figurine gains additional hit points equal to your Wisdom modifier. In addition, three times before the end of the encounter, an ally adjacent to the healing figurine can use a minor action to make a saving throw and to regain hit points as if he or she had spent a healing surge. You can give the healing figurine the following special command.
Minor Action: The healing figurine administers first aid to an ally adjacent to it. The figurine uses your Heal skill for the check.
You trigger enchantments placed on your ally’s a
rmor that temporarily infuses them with healing energy.
Encounter Arcane
Free Action Close burst 10
Trigger: An ally in range spends a healing surge
Target: The triggering ally
Effect: The target heals additional hit points equal to his or her healing surge value.
You imbue a w
eapon or an implement with a dose of luck and arcane energy.
Daily Arcane
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution modifier. As a minor action, the target’s wielder can end the effect in order to remove an effect on him or her that a save can end.
You direct a magical liquid under your al
lies’ feet, causing them to slip across the battle field.
Encounter Arcane
Minor Action Close burst 3
Target: Each ally in the burst
Effect: You slide each target 5 squares. Each target gains a +4 bonus to Reflex until the end of your next turn.
You hurl a small knot of inscribed barbed w
ire, which grows and springs to life, attacking your foes.
Encounter Arcane, Conjuration, Implement
Standard Action Ranged 10
Effect: You create a barbed automaton in an unoccupied square within range. The automaton occupies a square and counts as an ally for the purpose of flanking. The automaton lasts until the end of your next turn. Any enemy that enters a space adjacent to the automaton or starts its turn there is subject to the following attack. An enemy can be attacked in this manner only once per turn.
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier + Wisdom modifier damage.
You create an arcane connection between an enemy a
nd your ally, drawing effects from your ally to your enemy.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier force damage, and choose one ally within 5 squares of the target. If that ally has any effects on him or her that a save can end, end one such effect on that ally and the target gains that same effect until the end of your next turn.
A field of arcane
energy surrounds you and your allies, lashing at attackers.
Encounter Arcane, Force, Implement
Standard Action Close burst 2
Primary Target: You and each ally in the burst
Effect: Until the end of your next turn, any enemy that hits or misses the primary target with a melee attack is subject to the following attack.
Secondary Target: The attacking enemy
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage.
You infuse a weapon with magi
c, making it deliver a greater impact than its size suggests.
Encounter Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier and knock it prone.
You channel arcane power
into your enemy, using the creature as a conduit for vitality.
Encounter Arcane, Healing, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Until the end of your next turn, any ally who hits the target can spend a healing surge and regain additional hit points equal to your Constitution modifier.
A burning wind flows behind your arrow as it streaks away from y
ou, then swirls around your target, drawing your allies closer.
Encounter Arcane, Fire, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier fire damage, and choose one ally within 5 squares of the target. Until the end of your next turn, that ally can shift 1 square as a minor action, as long as that shift does not take the ally farther away from the target.
Your crossbow glows briefly as you infuse it with e
lemental life force. The weapon then alights, moving as you will it.
Daily Arcane, Summoning, Weapon
Standard Action Ranged 5
Requirement: You must be holding a crossbow.
Effect: You throw a crossbow you are holding into an unoccupied square within range. The crossbow has speed 0 and fly 6 (hover). The crossbow is considered to be a Small creature. When the animate arbalester drops to 0 hit points, it is not destroyed, and you don’t lose a healing surge. Instead, the crossbow returns to your hand. The animate arbalester cannot open or close a door or container, or pick up or drop an item. You can give the animate arbalester the following special command.
Minor Action: Ranged 15/30; targets one creature; Intelligence vs. AC; 2[W] + Intelligence modifier damage.
You u
nleash a horde of tiny constructs that swarm over and bite your foes.
Daily Arcane, Implement, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and ongoing 5 damage (save ends).
Effect: You create a zone of tiny mechanical cockroaches that lasts until the end of the encounter. Any enemy within the zone grants combat advantage.
You bind a fragment of an ice ar
chon’s power to your ally’s armor, transforming it into similar armor.
Daily Arcane, Cold, Implement
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with an elemental cold spirit. Until the end of the encounter, the ally gains resist 10 cold, and any enemy that starts its turn adjacent to the target gains vulnerable 5 cold damage until the start of its next turn. In addition, you can use the Ice Archon's Armor Attack power once per round until the end of the encounter if t
he primary target is within 5 squares of you.
At-Will Arcane, Cold, Implement
Standard Action Close burst 3 centered on the primary target
Requirement: The power Ice Archon's Armor must be active in order to use this power.
Secondary Target: One creature in the burst
Secondary Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Pouring arcane power into a weapon or implement, you
create a crackling field that lashes at foes with tendrils of lightning.
Daily Arcane, Lightning
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra lightning damage equal to 5 + your Constitution modifier. As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends).
You bond your own weapon to the enchantme
nts you placed on your allies, causing your attacks to emanate from them.
Daily Arcane, Force, Weapon
Standard Action Close burst 3 centered on an ally within 10 squares
Requirement: You must be wielding a ranged weapon.
Target: One creature in the burst
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier force damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can choose to use the ally you chose for this power as the point of origin for all your arcane ranged attack powers.
You animate a small construct covered in armored plates.
Daily Arcane, Implement, Summoning
Standard Action Ranged 5
Effect: You create a Small stalwart defender in an unoccupied square within range. The stalwart defender has speed 6 and a +2 bonus to AC. Any enemy that starts its turn adjacent to the stalwart defender is marked by the defender until the end of your next turn. You can give the stalwart defender the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage.
You use the enchantments on your ally’s armor to moor him or her to
your current plane, making him or her a part of the fabric of reality.
Encounter Arcane
Minor Action Ranged 10
Target: You or one ally in range
Effect: The target cannot be pushed, pulled, slid, knocked prone, or teleported against its will until the end of your next tu
rn.
You infuse a small object with luck.
Daily Arcane
Standard Action Melee touch
Target: One object
Effect: You charge the target with luck that lasts until the end of your next extended rest. Any ally who is holding or wearing the target can expend the charge to gain a bonus equal to your Wisdom modifier to his or her next saving throw or skill check before the end of his or her next turn.
You crush a bit of iron in your hand, infusing
it with protective magic. You then cast the dust onto your allies’ armor.
Encounter Arcane
Minor Action Close Burst 5
Target: You and each ally in the burst
Effect: Each target gains a +4 bonus to AC until the end of your next turn.
You direct a vibrant ray of protective energy a
t an ally, granting resistance to that comrade and to those around him or her.
Daily Arcane
Minor Action Ranged 5
Target: One ally
Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. The target gains resist 15 to that damage type until the end of the encounter. In addition, while you or any ally is adjacent to the target, you or that ally gains resist 10 to the chosen damage type.
You inscribe a
n arcane symbol on the weapon, imbuing it with a particular kind of energy.
Encounter Arcane, Varies
Minor Action Melee touch
Target: One weapon or implement
Effect: Choose acid, cold, fire, force, lightning, necrotic, or thunder. Until the end of your next turn, any attack made using the target deals 1d6 extra damage of the chosen type.
The deadly parts of th
e weapon you touch become suffused with magic, making them sharper and deadlier.
Daily Arcane
Minor Action Melee touch
Target: One melee weapon
Effect: Until the end of the encounter, attacks with the target score critical hits on rolls of 18 or higher.
You weave an enchantment over
your allies’ armor that confuses foes, causing them to attack their friends.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Close blast 5
Target: One or two enemies in the blast
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and until the end of your next turn if the target attacks you or an ally adjacent to you, the target must also make a basic attack against a creature of your choice.
You lend your arcane k
nowledge to an ally, briefly letting him or her make use of your enchantments.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you is hit and damaged by an attack
Effect: You can use an at-will artificer attack power against the target, using the ally’s space as the origin for the attack. This attack deals extra damage equal to your Wisdom modifier.
You transpose a glowing rune of force onto an ally’s armor
and send that ally skating across the battle field, crashing into nearby foes.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Primary Target: One ally
Effect: You slide the primary target a number of squares equal to your Wisdom modifier. You then make an attack that is an area burst 1 centered on the primary target.
Secondary Target: Each enemy adjacent to the primary target
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you slide the secondary target 1 square or immobilize it until the end of your next turn.
As your ally heals, you channel
the excess healing energy into a flash of arcane light that burns a nearby foe.
Encounter Arcane, Healing, Implement, Radiant
Standard Action Ranged 10
Effect: You or one ally within 10 squares of you can spend a healing surge and regain additional hit points equal to your Intelligence modifier.
Target: One creature adjacent to the character who spent the healing surge
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.
Your arcane strikes draw fortune’s boo
n from your opponents, and you surround a nearby companion with a nimbus of luck.
Encounter Arcane, Psychic, Weapon
Standard Action Melee or Ranged weapon
Target: One or two creatures
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls and saving throws until the end of your next turn.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to attack rolls and saving throws equal to 2 + the number of targets you hit with this power.
Infusing a
projectile with volatile energy, you send the missile ricocheting among opponents.
Encounter Arcane, Force, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the primary target is dazed until the end of your next turn.
Effect: Make a secondary attack.
Secondary Targets: One creature other than the primary target
Secondary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
You sabotage one of your infusions, loosing a blast of raw arcane energy.
Encounter Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and you knock the target prone.
Whe
n your shot strikes a foe, the projectile spins like a top, burrowing into the creature.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target takes ongoing 5 damage and grants combat advantage (save ends both).
Aftereffect: The target takes ongoing 5 damage (save ends). If the target drops to 0 hit points before the ongoing damage ends, you choose an enemy within 5 squares of the target to take ongoing 5 damage (save ends).
Miss: Half damage, and the target grants combat advantage (save ends).
You grant animation to a clockwork wasp fueled by acid.
Daily Acid, Arcane, Implement, Summoning
Standard Action Ranged 5
Effect: You create a Small clockwork acid wasp in an unoccupied square within range. The wasp has speed 4 and fly 8 (hover). It has a +2 bonus to AC and to Reflex. When the clockwork wasp drops to 0 hit points, you don’t lose a healing surge. You can give the clockwork acid wasp the following special commands.
Standard Action: Melee 1 or Ranged 5; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage, and ongoing 10 acid damage (save ends).
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage, and ongoing 10 acid damage (save ends).
No Action: When the clockwork acid wasp drops to 0 hit points, it must make the following attack: Close burst 1; Intelligence vs. Reflex; 2d8 + Wisdom modifier acid damage.
Weavin
g magic into a prepared rope, you transform the object into a whirling, grasping artifice.
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The burst creates a zone of grasping rope that lasts until the end of your next turn. The zone is difficult terrain to enemies, and each enemy that enters the zone or starts its turn there is slowed until the end of its next turn.
Sustain Minor: The zone persists.
Flam
es dance upon the surface of the item you infuse with magic, eager to incinerate your foes.
Daily Arcane, Fire
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra fire damage equal to 1d8 + your Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature using the target in order to ignite that creature with hellfire (save ends). While affected by hellfire, the target takes 10 fire damage at the start of its turn. In addition, any enemy within 2 squares of the target at the start of its turn takes 10 fire damage.
You weave enchantments used by po
werful planeswalkers over your ally, transforming them into a focal point for teleportation.
Daily Arcane, Lightning, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier lightning and thunder damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: Choose an ally within 5 squares of the target. Until the end of the encounter, when the ally is wit
hin 10 squares of you, you can use the Planestorm Anchor Attack power.
Daily Arcane, Lightning, Thunder, Weapon
Standard Action Ranged
Requirement: The power Planestorm Anchor must be active in order to use this power.
Effect: You teleport into an unoccupied space adjacent to the chosen ally and make the following secondary attack.
Secondary Target: Each adjacent enemy
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning and thunder damage.
You bestow an encha
ntment of radiant energy upon the armor of your ally, warding them against oncoming attackers.
Daily Arcane, Implement, Radiant
Minor Action Melee touch
Target: You or one ally
Effect: You infuse the target’s armor with radiant energy. Until the end of the encounter, the target gains resist 10 radiant. In addition, you can use the Radiant Forcefield Attack once per round until the end of the encounter i
f the primary target is within 5 squares of you.
At-Will Arcane, Implement, Radiant
Standard Action Close burst 2 centered on the primary target
Requirement: The power Radiant Forcefield must be active in order to use this power.
Secondary Target: Each enemy in the burst
Effect: The target takes radiant damage equal to 10 + your implement’s enhancement bonus and grants combat advantage until the end of your next turn.
You mix reagents to create a wind
storm within a small cloth bag. You then unleash the winds to move yourself and your allies.
Encounter Arcane
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: You slide each target a number of squares equal to your Wis
dom modifier.
Your concoction provides the perfect remedy.
Daily Arcane, Healing
Minor Action Melee touch
Effect: The target regains hit points as if he or she had spent a healing surge, and the target can choose to end any effects on him or her. In addition, the target gains a +2 power bonus to saving throws until the end of the encounter.
With a burst of magic
, you infuse inanimate components with life, creating a tiny construct that can intercept attacks.
Daily Arcane, Summoning
Standard Action Ranged 5
Effect: You create a Small diminutive bodyguard in an unoccupied square within range. The bodyguard has speed 3. It has a +2 bonus to AC and a +4 bonus to Fortitude, Reflex, and Will. Any ally adjacent to the diminutive bodyguard gains resist 5 to all damage. You can give the diminutive bodyguard the following special command.
Immediate Interrupt: When an ally within 5 squares of the diminutive bodyguard is hit by an attack, the ally gains a +4 bonus to all defenses against the triggering attack.
You transmute a small vial of water into a potent healing draft.
Daily Arcane, Healing
Minor Action Melee touch
Target: You or one ally
Effect: The target spends one healing surge and is restored to the maximum number of hit points possible. If the target cannot spend a healing surge, the target instead regains hit points equal to his or her bloodied value.
You quickly trigger the enchantments on your ally’s weapons, altering their attack.
Encounter Arcane
Opportunity Action Ranged 10
Trigger: A creature provokes an opportunity attack from one of your allies within range
Target: The ally making the opportunity attack
Effect: The target can roll twice for the attack roll, keeping either result, and you choose one damage type: cold, fire, force, lightning, or thunder. If the ally’s opportunity attack hits, the attack deals damage of that type, instead of any damage type it normally deals.
You cast a prepared
liquid onto an ally’s armor, shrouding that comrade in a cloud of noxious fumes that harms foes.
Encounter Acid, Arcane, Implement
Standard Action Area burst 1 centered on you or one ally within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier acid damage
Effect: Until the end of your next turn, the ally in the attack’s origin square gains resist 15 acid, and any creature that makes a melee attack against that ally takes acid damage equal to 10 + your Wisdom modifier.
You release a ti
ny construct, which flies into your foe with impossible force before exploding with arcane energy.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and you push the primary target 6 squares.
Effect: Make a secondary attack that is an area burst 2 centered on the primary target.
Secondary Target: Each creature in the burst
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage, and you knock the secondary target prone.
With your strike, you conjure elemental powers that rage around the weapons of you and your allies.
Encounter Arcane, Varies, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Choose a damage type: acid, cold, fire, force, lightning, or thunder. The attack deals damage of this type to the target. Until the end of your next turn, the weapon attacks of each ally within 2 squares of you deal extra damage of the chosen type equal to 1d8 + your Constitution modifier.
You transform someth
ing your enemy is carrying or wearing into a psychic beacon that calls out for your allies’ attacks.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier damage, and until the end of your next turn each time one of your allies makes a ranged attack against the target, the ally can roll twice and keep either result.
You activate runes on your weapon and cause it to emit multicolored light as you strike your foe.
Encounter Arcane, Fire, Force, Thunder, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make one attack roll and compare the result against all three defenses. The target might be hit up to three times, depending on which defenses are hit.
Hit (Fortitude): 1[W] + Intelligence modifier thunder damage, and you knock the target prone.
Hit (Reflex): 1[W] + Intelligence modifier force damage, and you push the target a number of squares equal to your Constitution modifier. The target can’t stand up from prone until the end of your next turn.
Hit (Will): 1[W] + Intelligence modifier fire damage, and the target takes a penalty to attack rolls equal to your Wisdom modifier until the end of your next turn.
You flare th
e enchantments on your ally, damaging their attacker and transferring rejuvenating energy to the ally.
Encounter Arcane, Healing, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy hits and deals damage to one of your allies with an attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the ally hit by the triggering attack roll can spend a healing surge, healing an additional number of hit points equal to 5 + your Wisdom modifier.
Your sigil-inscribed projectile ignites and engulfs your foe in hungry flames.
Daily Arcane, Fire, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
First Failed Saving Throw: The target takes ongoing 15 fire damage (save ends).
Second Failed Saving Throw: The target takes ongoing 20 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
First Failed Saving Throw: The target takes ongoing 10 fire damage (save ends).
Second Failed Saving Throw: The target takes ongoing 15 fire damage (save ends).
You wreathe your ally in elemental lightning, transforming his or her armor into a battery of arcane energy.
Daily Arcane, Implement, Lightning
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with an elemental lightning spirit. Until the end of the encounter, the target gains resist 15 lightning. In addition, you can use the Armor of Storms Attack power once per
round until the end of the encounter if the primary target is within 5 squares of you.
At-Will Arcane, Implement, Lightning
Standard Action Close burst 4 centered on the primary target
Requirement: The power Armor of Storms must be active in order to use this power.
Secondary Target: One creature in the burst
Secondary Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier lightning damage, and the target is dazed until the end of your next turn. Each enemy adjacent to the secondary target takes lightning damage equal to 5 + your implement’s enhancement bonus.
You freeze your enemy with a ch
illing cold, making it hard for it to attack effectively while transferring its lost potential to your allies.
Daily Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The target is weakened (save ends). As long as the target is weakened by this effect, all your allies within 5 squares of the target gain a +5 power bonus to damage rolls.
You bind a powerful elemental to your construct, giving the artifice the power to alter space around it.
Daily Arcane, Implement, Summoning
Standard Action Ranged 5
Effect: You create a Small dimensional shifter in an unoccupied square within range. The dimensional shifter has speed 6 and can teleport 6 squares as a move action. If the dimensional shifter and one of your allies are adjacent to an enemy, that enemy grants combat advantage to all creatures adjacent to it. You can give the dimensional shifter the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, and the dimensional shifter teleports 3 squares.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 2d8 + Intelligence modifier damage, and the dimensional shifter teleports the target 3 sq
uares.
Through your infusion, you create a weapon that heals while it hurts.
Daily Arcane, Healing
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, once per round when an attack that uses the target as a weapon or an implement hits, one bloodied ally within 5 squares of the target’s wielder regains hit points equal to 10 + your Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature using the target in order to spend a healing surge. In addition, the target of that attack is stunned until the end of its next turn
You forge a mystical li
nk between your weapon and that of your comrade’s. Whenever one weapon strikes a foe, the other responds in kind.
Daily Arcane, Weapon
Minor Action Close burst 10
Target: One ally in the burst
Effect: When the target hits an enemy with a weapon attack, you can use an arcane at-will attack power that has the weapon keyword against the same enemy as an immediate reaction. When you hit an enemy with a weapon attack, the target can make a basic attack with a weapon against the same enemy as an immediate reaction. This effect lasts until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.
The th
ree rune-inscribed blades you fling at your opponent surround the creature and bite deep when it attacks or moves.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target takes 10 damage if it moves or attacks on its turn (save ends).
Aftereffect: The target takes 10 damage the first time it moves or attacks during its turn (save ends).
Miss: Half damage, and the target takes 5 damage if it moves or attacks on its turn (save ends).
You mine the battlefield
with giant invisible springs. When your foes step onto them, the coils play havoc with their forward progress.
Encounter Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure three coiled spring traps in three different unoccupied squares on the ground within range. The traps are invisible to your enemies and last until the end of your next turn. When an enemy enters a trap’s square, make the following attack against that enemy as a free action. Then, the trap disappears.
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and you slide the target up to 5 squares and knock it prone. The target takes a penalty to AC and Fortitude equal to your Constitution or Wisdom modifier until the end of your next turn.
You direct a bag o
f ash at your foes, and it explodes in a pale cloud that saps their life while bolstering your allies’ vitality.
Encounter Arcane, Healing, Implement, Necrotic
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage. Each ally in the burst gains a +1 power bonus to attack rolls and to all defenses until the end of your next turn.
Effect: Each ally in the burst can spend a healing surge and regain additional hit points equal to 2d6 + your Wisdom modifier.
A gray field of necrotic energy surrounds you and your allies, stealing the life of attackers.
Encounter Arcane, Implement, Necrotic
Standard Action Close burst 2
Primary Target: You and each ally in the burst
Effect: Until the end of your next turn, any enemy that hits or misses the primary target with a melee attack is subject to the following attack.
Secondary Target: The attacking enemy
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier necrotic damage, and the primary target who was attacked can make a saving throw.
You direct a handful of spiked orbs across an area. After stinging your foes, the caltrops explode.
Encounter Arcane, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage.
Effect: The burst creates a zone of animate caltrops that lasts until the end of your next turn. Any enemy within the zone grants combat advantage to you and your allies. Any creature within the zone at the end of your next turn takes fire damage equal to 2d10 + your Wisdom modifier.
You weave enchantme
nts of revenge and retribution on your weapon, firing off a quick shot to punish those that would hurt your allies.
Encounter Arcane, Force, Weapon
Immediate Reaction Ranged weapon
Trigger: An enemy hits and deals damage to one of your allies with an attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier force damage, and the ally targeted by the triggering attack gains a +4 power bonus to attack rolls against the target until the end of your next turn.
Your weapon
screams like a hurricane as you swing it toward your foe. It strikes with a thunderous blow, knocking your foe down.
Encounter Arcane, Thunder, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier thunder damage, and you knock the target prone. The target is dazed until the end of your next turn.
You drain the life energy from your enemy, infusing your allies with their lost health.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence necrotic modifier damage. Until the end of your next turn, each time the target takes damage, chose an ally within 5 squares of the target. That ally gains temporary hit points equal to 10 + your Wisdom modifier.
You transform your ally’s armor into a shifting field of arcane energy that protects your ally from a variety of attacks.
Daily Arcane, Implement
Minor Action Melee touch
Target: You or one ally
Effect: You infuse the target’s armor with dynamic, variable energy. Until the end of the encounter, the target gains resist 20 to any one damage type of your choice. In addition, you can use the Auramoprhic Armor Attack pow
er once per round until the end of the encounter if the primary target is within 5 squares of you.
At-Will Arcane, Implement
Standard Action Close burst 2 centered on the primary target
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Reflex
Effect: The target takes 1d10 + Intelligence modifier damage of the type you selected when you cast auramorphic armor, and until the end of your next turn the target cannot attack the pr
imary target
The runes you inscribe on the item cause its wielder to move in a blur of speed.
Daily Arcane
Minor Action Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, the creature wielding the target gains a +3 power bonus to speed.
As a free action, the target’s wielder can end the effect when he or she hits a creature using the target in order to take an extra standard action.
You use magic and elemental life force to fashion a construct capable of sophisticated attacks.
Daily Arcane, Implement, Summoning
Minor Action Ranged 5
Effect: You create a Medium simulacrum in an unoccupied square within range. The simulacrum has whatever speed and modes of movement you have without bonuses or penalties. The simulacrum has nonmagical copies of any implements or weapons you possessed at the time of its creation. These disappear when this power ends or when they are removed from the simulacrum. You can give the simulacrum the following special commands.
Standard Action: The simulacrum uses an at-will or encounter artificer attack power that you know, regardless of whether you’ve already expended that power. The simulacrum’s use of an encounter attack power does not count toward your use of that power. The simulacrum uses your attack bonus with the power. It can use each encounter attack power only once for each use of this power.
Standard Action: The simulacrum uses an artificer daily attack power that you know, regardless of whether you’ve already expended that power. The simulacrum cannot use simulacrum. The simulacrum’s use of a daily attack power does not count toward your use of that power. The simulacrum uses your attack bonus with the power. After the simulacrum uses a daily attack power, simulacrum ends.
Opportunity Attack: The simulacrum uses your melee basic attack when making opportunity attacks.
You
fire a precision shot carrying an explosive enchantment, which hurls enemies directly into the path of your attacking allies.
Daily Arcane, Fire, Force, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier fire and force damage.
Miss: Half damage.
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target.
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier fire and force damage, and slide the target 4 squares. If the target ends its movement adjacent to one of your allies, that ally can make a melee basic attack against the target as a free action. Each target can be attacked by only one of your allies as a result of this power.
The sigils etched onto your weapon steam with bitter cold. On impact, the weapon shrouds your enemy in ice.
Daily Arcane, Cold, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3[W] + Intelligence modifier cold damage, and the target is immobilized and gains vulnerable 10 to all damage (save ends both).
Aftereffect: The target is slowed and gains vulnerable 5 to all damage (save ends both).
Miss: Half damage, and the target is slowed and gains vulnerable 5 to all damage (save ends both).
Tracing a magic pattern in the air, you cause tentacles of darkness to erupt from your ally’s armor and attack nearby foes.
Daily Arcane, Implement
Standard Action Area burst 1 within 10 squares and centered on one ally
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier damage, and the target is blinded and slowed (save ends both).
Each Failed Saving Throw: You slide the target 1 square.
Miss: Half damage, and the target is blinded (save ends).
Effect: Until the end of the encounter, any enemy that attacks the ally who was in the attack’s origin square is blinded until the end of your next turn.