You offer up a story that inspires and reinforces the morale of your allies, urging them to fight past their pain.
At-Will
Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald’s aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains temporary hit points equal to your Charisma modifier.
With the aid of your magic, your words become a weapon capable of luring a foe into a tactical blunder.
At-Will
Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you pull the target 2 squares.
Increase damage to 2d8 + Charisma modifier at 21st level.
Your weapon stroke guides your allies, showing them where to focus their attacks.
At-Will
Arcane, 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 the defense of your choice until the end of your next turn.
Level 21: 2[W] + Charisma modifier damage.
Your expert shot renders your foe unaccountably clumsy.
At-Will
Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone.
Level 21: 2[W] + Charisma modifier damage.
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Wil
l Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
You sing a song that imparts a tale of violence and savagery, getting your allies’ blood up and driving them into a frenzy.
At-Wi
ll Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald’s aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +4 power bonus to his or her next damage roll before the end of your next turn.
You sing a song that tells of serendipitous events, giving your allies a keen eye for openings in your enemies’ defenses.
At-W
ill Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald’s aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +2 power bonus to his or her next attack roll before the end of your next turn.
The sharp sound you create causes your opponent to recoil clumsily.
At-
Will Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. WIll
Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At
-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
You sing a song of war and victory, invigorating your allies as they press the attack.
A
t-Will Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Charisma modifier damage.
You tell a story full of danger and violence, urging your allies into a defensive mind-set.
At-Will Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald’s aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +2 power bonus to all defenses until the end of your next turn.
You fog your foe’s mind, causing it to stumble past your allies.
E
ncounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier.
You shake your enemy’s senses with a shocking verse, causing the foe to move erratically.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and choose a square adjacent to the target. If the target does not enter that square before the end of its next turn, it takes psychic damage equal to your Charisma modifier.
You sing a tune of false friendship, leaving your foe in a reverie.
Encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.
You bury a bolt deep in your opponent’s flesh. The bolt begins to glow red-hot
.
Encounter Arcane, Fire, Weapon
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, whenever an ally hits the target, the target takes extra fire damage equal to your Intelligence modifier.
With a resounding shout, you rattle your enemy and expose a vulnerable spot in its defense
s.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier thunder damage. Until the end of your next turn, any attack against the target can score a critical hit on a roll of 18–20.
Your weapon hums with an arcane song that helps guide nearby allies to glo
ry.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn.
As your weapon strikes, you and one of your allies vanish from one spot and appear in another, confusing your oppon
ent.
Encounter Arcane, Teleportation
No Action Close burst 5
Trigger: You hit an enemy within 5 squares of you with a basic attack using a weapon.
Effect: The attack deals 1[W] extra damage to the enemy you hit, and you and one ally in the burst can teleport to a square adjacent to that enemy.
A sudden burst of light and a blast of noise leaves your foe momentarily disorie
nted.
Encounter Arcane
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit is dazed until the end of your next turn.
You drive your weapon into an enemy and then channel a spell through it, causing it to ring like a tuning fork and draw the attention of o
thers.
Encounter Arcane, Thunder
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit takes 5 thunder damage. Until the end of your next turn, that enemy grants combat advantage and cannot benefit from partial concealment.
You cast your mind’s eye forward a split second, predicting the best moment for a tellin
g blow.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The next time you or an ally attacks the target before the end of your next turn, the attacker rolls a d20 twice and uses either result.
You study your enemy and deduce its next move, letting an ally dodge its
attack.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Until the end of your next turn, the first time the target misses you or an ally with an attack, one target (your choice) of that attack can shift a number of squares equal to your Wisdom modifier (minimum 1) as an immediate reaction.
You unleash a mighty call of battle, scattering your enemies while urging your allies
forward.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.
You chant a verse of storm and thunder, sending your foe tumbling and leaving it open for a de
adly shot.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Constitution modifier. If no creatures are adjacent to the target at the end of this movement, choose an ally within 10 squares of you to make a ranged basic attack against the target as a free action.
You send your allies stepping across planes, recreating one of the innumerable tales that describe fey warriors springing from nowhere to attack wanderers in t
heir realm.
Encounter Arcane, Force, Implement, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier force damage, and you can teleport one or two allies within 5 squares of the target each to different squares adjacent to the target.
Your shot hinders an enemy and gives its would-be target the perf
ect opportunity.
Daily Arcane, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy within range makes an attack roll against an ally
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 3[W] + Charisma modifier damage. The ally who was attacked by the triggering enemy can make an at-will attack against that enemy as a free action. The ally gains a bonus to this attack roll equal to your Wisdom modifier (minimum 1).
Miss: Half damage.
Your dire lament is a heavy weight on your foe’s mind, binding that enemy when your alli
es cause it pain.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, when an ally attacks the target and hits, the target is slowed until the end of its next turn.
Your warning inspires your allies to be vigilant against danger from all sides. Your comrades exercise caution, waiting until one of them can strike wit
h greatest effect.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Allies in the aura do not grant combat advantage while flanked. In addition, once before the end of the encounter, one of your allies in the aura can deal 2d10 extra damage on any one attack that hits an enemy.
You begin chanting a dirge that makes every strike from your allies cut just that much deeper into y
our doomed enemies.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Allies in the aura gain a +2 power bonus to damage rolls, or a +4 power bonus to damage rolls against bloodied enemies.
You call out to your enemies with words that distract and confuse them, drawing their attention away at a critical moment and opening them up to y
our allies’ attacks.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Enemies in the aura grant combat advantage. Once before the end of the encounter, when an enemy in the aura takes damage from any source, you can choose for that enemy to be dazed (save ends).
You recite a verse from the saga of a great warrior, confounding your enemy so that one of your companions can more easil
y protect the others.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and until the end of your next turn, the target is marked by an ally within 5 squares of you.
Miss: Half damage.
Effect: Until the end of the encounter, once during each of your turns, choose an ally within 5 squares of you when you hit an enemy. Until the end of your next turn, that enemy is marked by that ally.
Your resounding song hammers your foe, dogging its steps and mak
ing escape impossible.
Daily Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage.
Effect: The target is affected by an echoing roar (save ends). While affected by the echoing roar, the target takes ongoing 5 thunder damage and cannot become hidden or benefit from concealment or cover (except for total concealment or superior cover).
You plague your foe with a spell of ill luck, causing knots to unravel and straps to part so that i
t stumbles like an oaf.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage.
Miss: Half damage.
Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack.
As you launch an arrow, you recite a tale of hatred and challenge, inciting one of your allies to fi
ght that foe to the end.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Choose an ally within 10 squares of you. The target takes 5 damage at the end of its turn if it is not adjacent to that ally (save ends). The ally gains a +2 power bonus to attack rolls against the target until the end of the encounter.
You mock your foe’s luck, using your verse to make your ins
ults come painfully true.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The next time an ally misses the target with an attack during this encounter, you roll a d20 and replace the ally’s attack roll with yours.
You sing a tune of war that diminishes your foes’ defenses
with each blow you strike.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.
With precision timing, you tap out a beat that forces enemies away and allows all
ies to reorient themselves.
Daily Arcane, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Charisma modifier.
Miss: Half damage, and you push the target 1 square.
Effect: Each ally in the burst can shift 1 square as a free action.
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw
strength from its weakness.
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Your voice crescendos as you sing of victory. Your inspirational words dr
ive allies forward to attack.
Daily Arcane, Charm, 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, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.
Using your magic to sharpen your memory, you recall an important piece of information that you picked up in a story or a s
ong you heard in your travels.
Daily Arcane
Minor Action Personal
Effect: You use Arcana, Dungeoneering, History, Nature, or Religion to make a knowledge check, but instead of rolling a d20, resolve the check as if you had rolled a 20.
Just as your foe thinks victory is assured, you weave a curtain of fey magic that makes it t
hink its enemy was never there.
Daily Arcane, Illusion, Teleportation
Immediate Reaction Close burst 10
Trigger: An enemy in the burst hits an ally
Target: The triggering enemy
Effect: The target cannot see the triggering ally (save ends). The triggering ally can teleport 5 squares as a free action.
Your song of protection trips from ally to ally, cloaki
ng each one in a magical shield.
Daily Arcane
Standard Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn.
Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to another ally within 10 squares of you.
You hum a simple tune of unity, allowing you and you
r allies to better work together.
Daily Arcane
Standard Action Close burst 10
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target gains a +2 bonus to skill checks made to aid another. When a target aids attack, aids defense, or successfully aids another, he or she grants a +3 bonus instead of a +2 bonus to the roll.
Your magic hums around your allies, growing in power as they redouble thei
r efforts toward the task at hand.
Daily Arcane
Standard Action Close burst 10
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target whose turn has not yet started.
You shape the flow of sound, containing
it and creating an area of silence.
Daily Arcane
Minor Action Ranged 10
Target: One ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn’t take a penalty to Stealth checks for moving more than 2 squares or running.
Sustain Minor: The effect persists if the target is within range.
Your magic channels the skill of ancient expert
s to help with the task at hand.
Encounter Arcane
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.
You distract your enemies with a quick refrain, giving your emb
attled ally a chance to get away.
Encounter Arcane
Move Action Ranged 10
Target: One ally
Effect: You slide the target 4 squares.
Your magic creates shouts of encouragement, making it seem as though an ent
ire army were cheering on your allies.
Daily Arcane, Zone
Minor Action Close burst 5
Effect: The burst creates a zone of inspirational shouts 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, any ally gains a +1 power bonus to attack rolls.
Sustain Minor: The zone persists.
You intone a few notes from a battle hymn, and your magic bolsters
your allies’ ability to parry attacks.
Daily Arcane, Zone
Minor Action Close burst 5
Effect: The burst creates a zone of bolstering song 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, any ally gains a +1 power bonus to AC.
Sustain Minor: The zone persists.
Your voice shields your allies against misfortune, turning otherwise
deadly blows into less damaging strikes.
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Until the end of the encounter, whenever a critical hit is scored on the target, you roll a d20. If you roll a 10 or higher, the attack hits but is not a critical hit.
The mere mention of the zombie king sends chills down
the spine of even the most fearless.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
You weave a song of fearless knights and mighty chargers, encouraging your all
ies to throw themselves into the fray.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +2 bonus to attack rolls while charging until the end of your next turn.
Virtue of Valor: The bonus to attack rolls equals 1 + your Constitution modifier.
Frost forms along the edge of the weapon as you lay your hand on it, a fine
mist falling off it toward the ground.
Encounter Arcane, Cold
Minor Action Melee 1
Target: One weapon
Effect: The next weapon attack made with the target weapon before the end of your next turn slows the attack’s first target until the end of its next turn. On a hit, that target also takes 1d10 extra cold damage.
Fate has
nothing kind in store for your enemies.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The next time the target is hit by an attack before the end of your next turn, the attacker rerolls the attack’s damage and uses the higher result.
The mark of your weapon on your target’s hide gives strength to y
our allies’ attacks against the same foe.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +2 bonus to damage rolls against the target until the end of your next turn.
Virtue of Cunning: The bonus to damage rolls equals 1 + your Intelligence modifier.
You sing in two pitches at once, creating a song th
at harms your foe while helping your ally.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
You place your hand on the weapon, and it begins to rumble quietly, as though
a booming thunderhead is contained within.
Encounter Arcane, Thunder
Minor Action Melee 1
Target: One weapon
Effect: Until the end of your next turn, the next weapon attack made with the target weapon deals 2d6 thunder damage to one target of the attack, regardless of whether the attack hits or misses.
A well-placed shot creates an opening for a
follow-up attack that knocks your foe prone.
Encounter Arcane, Psychic, Weapon
Standard Action Ranged weapon
Target: One Creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier psychic damage. The next time the target is hit by an attack before the end of your next turn, it is knocked prone.
A bolt of forc
e shoves your foe next to one of your allies.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies.
An aggressive strike calls forth the spi
rits of fallen warriors to stand at your side.
Encounter Arcane, Aura, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, any ally gains a +1 power bonus to attack rolls and a +2 power bonus to damage rolls.
You recount the tale of a great trickster-warrior, whose uncanny aw
areness flusters opponents and inspires allies.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage. Until the end of your next turn, the target grants combat advantage to one ally within 10 squares of you.
Effect: One ally within 10 squares of you gains a +4 bonus to AC against opportunity attacks until the end of your next turn.
Virtue of Prescience: The ally’s bonus to AC against opportunity attacks equals 3 + your Wisdom modifier.
You swiftly loose a shot while chanting of sundered metal, and your foe’s
armor no longer withstands your friend’s strike.
Encounter Arcane, Weapon
Immediate Interrupt Ranged weapon
Trigger: An ally misses with a melee attack
Target: The target of the triggering ally’s attack
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage. The target takes a -4 penalty to all defenses against the triggering ally’s attack.
Virtue of Prescience: The target’s penalty to all defenses equals 3 + your Wisdom modifier.
The weapon you enchant quivers
under your fingertips as though eager to strike.
Encounter Arcane
Minor Action Melee 1
Target: One weapon
Effect: Until the end of your next turn, weapon attacks made with the target weapon have combat advantage and gain a +2 power bonus to damage rolls.
You call upon the sun’s lig
ht to sear your foe and shine hope on your allies.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier radiant damage. Each ally adjacent to the target makes a saving throw, rolling twice and using the higher result.
Your song describes the nobility and magic of a Feywild
unicorn, inspiring your ally to come to the rescue.
Encounter Arcane, Healing, Teleportation
Standard Action Ranged 10
Target: One creature
Effect: One ally within range can charge the target as a free action. If the ally hits, each ally adjacent to the target can regain hit points equal to your Charisma modifier or, as a free action, teleport 1 square.
The arrow you fire is a harbin
ger of your foe’s doom. Where it strikes, death follows.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Choose an ally within 10 squares of you. Until the end of the encounter, when that ally hits the target but does not score a critical hit, you roll a d20. If you roll a 15 or higher, that attack becomes a critical hit, and this effect ends.
You croon a beguiling me
lody, inducing your foe to wander wherever you direct it.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of its turn (save ends). Until it saves, the target cannot take move actions on its turn.
Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of its next turn, and it cannot take move actions on its next turn.
You chant a haunting dirge that seems to re
ach right into your enemies’ psyches, leaving them shaken.
Daily Arcane, Fear, Psychic
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Enemies that end their turns in the aura take 3 psychic damage. This damage cannot drop an enemy below 1 hit point. If the damage would normally drop an enemy below 1 hit point, that enemy must immediately move up to its speed as a free action if it can, ending the move as far from you as possible.
You whisper of the unquenchable fire that burns at the heart of
the world, causing flames to erupt deep within your enemy.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier fire damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an ally hits the target, the target takes fire damage equal to your Charisma modifier.
Your verse mocks your foe
s’ courage, forcing them to become the cowards you describe.
Daily Arcane, Implement, Psychic
Standard Action Close blast 3
Targets: Each enemy in the blast
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target is affected by your satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage and is dazed until the end of its next turn.
Miss: Half damage.
Effect: You push the target 3 squares.
You keep a barbed tongue handy for your e
nemies, offering them no quarter with your disparaging words.
Daily Arcane, Fear
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Any enemy in the aura whose Will is equal to or lower than 12 + your level cannot attack you, unless that enemy is marked by you or in your defender’s aura.
You foster distrus
t in one of your foes, causing it to strike out at its allies.
Daily Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dominated until the end of your next turn.
Effect: The target makes a basic attack against an enemy of your choice as a free action.
You sing a song th
at inspires your allies, giving them the confidence to triumph.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Your allies in the aura gain a +2 power bonus to skill checks. Once before the end of the encounter, when one of your allies makes an attack roll, as a free action you can choose to have that ally roll twice for the attack and use either result.
Yo
ur song of fortune assists your allies and impedes your enemies.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The next time the target would recharge a power before the end of the encounter, the power instead does not recharge, and you or an ally within 10 squares of you regains the use of an encounter power.
You tear your foe away from the world and send it on a journey like that of Dourlion,
who spent untold days in the timeless Autumn City of the eladrin.
Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage.
Effect: The target is banished to the Feywild (save ends). While banished, it is removed from play. When the effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space of its choice.
You hum a discordant tun
e, slowing your enemies with ice and moving your allies with wind.
Daily Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: You slide each ally in the burst 3 squares.
Your chant inspires health and val
or. With each of your enemy’s attacks, an ally’s wounds are mended.
Daily Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, the first time the target makes an attack roll during each of its turns, your ally nearest to it regains hit points equal to your Charisma modifier.
A word of power assaults your foe’s mind, establishing a
ward that harms it further if it draws closer to the ally you name.
Daily Arcane, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier psychic damage. Choose an ally within 5 squares of you. If the target moves closer to that ally during the target’s turn, the target takes psychic damage equal to your Charisma modifier (save ends).
Miss: Half damage.
You drum out
a hasty rhythm that infuses you and your comrades with magical speed.
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: You slide each target 2 squares.
With notes of steel and stone, you preserve your ally from harm.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: An attack hits an ally
Target: The ally who was hit
Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier.
You recite your
allies’ glorious tale, helping to set them in position for triumph.
Encounter Arcane
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target can shift as a minor action.
Your incantation pulls its subject into the Feywild long e
nough to move freely. Arcane reverberations enable shorter return trips.
Daily Arcane, Teleportation
Minor Action Ranged 10
Target: You or one ally
Effect: The target can teleport 6 squares as a free action. Until the end of the encounter, the target can teleport 1 square as a minor action.
Just as you uphold the examples
of the past, so too do you draw on the future to inspire your companions.
Daily Arcane
Minor Action Personal
Effect: Roll a d20 three times and keep the highest roll. Once before the end of the encounter, you can use this roll to replace a d20 roll of an ally within 10 squares of you.
Like many heroes who prove their worth by shou
ldering the burdens of others, you take a harmful effect from an ally.
Encounter Arcane
Minor Action Close burst 5
Target: One ally in the burst
Effect: You transfer one effect on the target that a save can end to yourself or to another ally in the burst. The new subject of the effect gains a power bonus to saving throws against that effect equal to your Constitution modifier.
You quickly inscribe a runic shape into the ai
r, a ward against further harm, and then cast it on one of your allies.
Encounter Arcane
Minor Action Ranged 10
Target: You or one ally
Effect: The target makes a saving throw against an effect that a save can end, with a +2 power bonus to the saving throw. If the saving throw fails, the target gains temporary hit points equal to your Charisma modifier.
You whisper a f
ew phrases in a secret language, urging your ally’s body to mend itself.
Encounter Arcane, Healing
Minor Action Ranged 5
Target: You or one ally
Effect: The target can spend a healing surge. Additionally, the target gains temporary hit points equal to his or her healing surge value.
Your arca
ne song bolsters your allies, so they fight your foes with renewed vigor.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, any ally within 5 squares of you who hits an enemy gains temporary hit points equal to 3 + your Constitution modifier.
With a rousi
ng refrain, you imbue an ally or yourself with superior speed and agility.
Encounter Arcane
Minor Action Ranged 10
Target: You or an ally
Effect: Until the end of your next turn, the target gains a +4 power bonus to speed and can shift 1 extra square whenever he or she shifts.
A single chord is all it takes to spur your allies forward.
Daily Arcane
No Action Close burst 10
Target: You and each ally in the burst
Trigger: You roll initiative
Effect: Each target gains a +5 bonus to initiative during this encounter.
Your magic turns
an enemy’s blunder into an opportunity for your allies to overcome their wounds.
Daily Arcane, Healing
Immediate Reaction Close burst 10
Trigger: An attack misses an ally within 10 squares of you
Target: Each ally in the burst missed by the triggering attack
Effect: Each target regains hit points equal to one-half your level + your Intelligence modifier.
You curl your hand in a twisting moti
on, and a strike that might have been a glancing blow becomes a grievous hit.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you is hit by your ally’s attack.
Target: The triggering enemy
Effect: The target takes 1d12 extra damage from the attack.
A well-timed quip in response to
an enemy’s misfortune causes its companions to erupt in demoralizing laughter.
Encounter Arcane, Implement, Psychic
Immediate Reaction Ranged 10
Trigger: An enemy within range misses with an attack
Primary Target: The triggering enemy
Effect: The target takes a -2 penalty to attack rolls until the end of your turn. Make the following secondary attack.
Secondary Target: Each enemy within 2 squares of the triggering enemy that can hear you.
Attack: Charisma vs. Will
Special: If you are a gnome, you gain a +2 power bonus to this attack.
Hit: The target grants combat advantage to all attackers until the end of its next turn, and the primary target takes psychic damage equal to your Intelligence modifier.
Your rhythm of win
ter draws vigor from your foe and infuses it into your ally, who leaps forward.
Encounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier cold damage, and the target is slowed until the end of your next turn. An ally within 3 squares of you can shift 4 squares as a free action.
You focus a foe’s viol
ent determination elsewhere, making you or an ally invisible to it for a moment.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Your shout draws the enemy’s attention so tha
t your allies can maneuver around the foe, letting them get in close or get away.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier thunder damage, and the target takes a -5 penalty to opportunity attack rolls until the end of your next turn.
Virtue of Cunning: The penalty to opportunity attack rolls equals 4 + your Intelligence modifier.
You mimic the pounding
beat that drives the fury of the Wild Hunt, imparting its savagery to your allies.
Encounter Arcane, Implement, Teleportation, Thunder
Standard Action Close burst 1
Target: One, two, or three creatures in the burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier thunder damage. You can teleport an ally within 10 squares of you to a square adjacent to the target. If you do, that ally gains a +3 power bonus to its next attack roll against the target before the end of your next turn.
As your arrow streaks forth, it guides the way to your foe’s most vulnerable spot.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier damage. All the target’s defenses are equal to its lowest defense until the next time it is hit by an attack.
Virtue of Prescience: The next attack that hits the target gains a bonus to the damage roll equal to your Wisdom modifier.
You utter words
of warning that fly upstream through the river of time, warning your ally of danger.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you is hit by an enemy’s attack.
Target: The triggering ally
Effect: The target can make a basic attack against the attacking enemy as a free action, dealing 1d8 extra damage on a hit.
With a wave of the hand, this shot’s arcane energy can change an enemy’s future.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you roll a d20. Until the end of your next turn, you can replace an ally’s attack roll against the target with your d20 roll or replace the target’s attack roll with your d20 roll as a free action.
Your distraction allows one of your allies to slip around a foe.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you slide an ally who is adjacent to the target to another space adjacent to it.
Virtue of Valor: Until the end of your next turn, the ally also gains a power bonus to AC equal to your Constitution modifier.
The soft tones of your voice draw your foe closer.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you pull the target 2 squares. Until the end of your next turn, each time the target is hit by a ranged attack, you pull it 1 square.
As you s
hout a word of power, health and vitality drain from your foe and refresh a nearby ally.
Encounter Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage.
Effect: An ally adjacent to the target can spend a healing surge and also gains temporary hit points
equal to your Intelligence modifier.
"Look! An owlbear!"
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target grants combat advantage until the end of your next turn.
You manipul
ate what was once an ode to fate, speaking it in reverse and warping the weave of fortune.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally’s roll with yours.
You cast a spell of haste and direction on one o
f your allies, allowing your friend to strike when it seemed as though he or she could not.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you ends his or her turn without having made an attack.
Target: The triggering ally
Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 1d10 extra damage.
You conjure the sp
irit of a Wolfstone berserker and use arcane magic to focus its wild fury against your foes.
Encounter Arcane, Cold, Conjuration, Primal, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier cold damage.
Effect: You conjure the spirit of a Wolfstone berserker in an unoccupied square adjacent to the target. The conjuration lasts until the end of your next turn or until you dismiss it as a free action. Any enemy that ends its turn adjacent to the berserker takes 5 cold damage, and you can slide the enemy 1 square.
You sing a song that gets the hearts of your allies racing, sending them into battle with fervor.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: The first time each turn one of your allies in the aura misses with an at-will attack, that ally deals damage to the missed target equal to your Charisma modifier.
Your song mimics the beat of your foe’s attacks, so that your allies match them strike for strike.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage.
Miss: Half damage.
Effect: Whenever the target misses with an attack, it provokes opportunity attacks from you and your allies (save ends).
You tell a tale that reveals the gaps in your enemies’ armor, exposing them for your allies to see.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Enemies in the aura gain vulnerable 2 to all damage dealt by your allies.
A jolt of pain establishes an arcane link between your foe and one of your
allies. Your ally can see through the foe’s eyes and channel his or her own powers through its body.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target is affected by a forceful conduit (save ends). Choose an ally within 10 squares of you. While the target is affected by this forceful conduit, that ally can make implement attacks during his or her turn as if occupying the target’s space.
Miss: Half damage. Until the end of your next turn, an ally within 10 squares of you can make implement attacks during his or her turn as if occupying the target’s space.
Horrible convulsions seize your foe in a terrible mockery of laughter.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target can’t take opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can’t take opportunity actions (save ends).
Miss: Half damage, and the target can’t take opportunity actions until the end of your next turn.
Your attack resonates in an arcane song that allows an ally to teleport to your side.
Daily Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3[W] + Charisma modifier damage.
Effect: Choose an ally within 5 squares of you. Until the end of the encounter, that ally can teleport to a space adjacent to you as a move action.
You address an ode to the stars, calling their brilliance to shower down upon your foes.
Daily Arcane, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: The target is affected by showering sparks (save ends). While affected by showering sparks, the target grants combat advantage. In addition, it gains no benefit from concealment, total concealment, or invisibility.
You punctuate a tale of bloody vengeance with your shot, each word inspiring your allies.
Daily Arcane, Healing, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an ally hits the target with an attack, that ally can choose to roll a saving throw or to regain hit points equal to your Charisma modifier.
You unleash a song of missed chances, lost hope, and tragic accidents, bringing bad luck to your enemies.
Daily Arcane, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of misfortune that lasts until the end of your next turn. Choose one of the following misfortune effects; until the end of your next turn, each enemy that starts its turn within the zone is subject to that effect.
• The enemy is slowed.
• The enemy takes psychic damage equal to your Charisma modifier.
• The enemy grants combat advantage to your allies.
Sustain Minor: The zone persists. You can choose a new misfortune effect for the zone when you sustain this power.
Your weapon resonates with thunder, smit
ing your foe and enabling you to move enemies into locations where your allies can more easily reach them.
Daily Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier thunder damage, and you slide the target 2 squares.
Effect: Until the end of the encounter, whenever you hit a target with an at-will attack power, you slide the target 2 squares to a space that must be adjacent to at least one of your
allies.
A threnody of loss and sorrow saps your foes’ ability to escape harm.
Daily Arcane, Implement
Minor Action Personal
Effect: Until the end of your next turn, you can use the Wail of Anguish Attack power.
Sustain Minor: The e
ffect persists.
A threnody of loss and sorrow saps your foes’ ability to escape harm.
At-Will Arcane, Implement
Opportunity Action Close burst 3
Requirement: The Wail of Anguish power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of you
Target: The triggering enemy in the burst
Attack: Charisma vs. Will
Hit: Charisma modifier damage, and the target cannot shift u
ntil the end of your next turn.
Your arcane poem frees your allies’ minds.
Daily Arcane, Implement
Minor Action Area burst 1 within 10 squares
Target: Each ally in the burst
Effect: The target rolls a saving throw. If the saving throw is against a charm, a fear, or an illusion effect, the target gains a bonus to the saving throw equal to your Charisma modifier.
You recite
the legend of the arrow that found the single gap in a foe’s armor, inspiring your companions to strike true.
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Each target gains a +2 power bonus to attack rolls until the end of your next turn.
You p
lace wards on an ally well in advance, allowing him or her to resist harmful effects before they can take hold.
Daily Arcane
Minor Action Ranged 10
Target: You or one ally
Effect: The first time before an extended rest that the target is subjected to an effect that a save can end, the target can make a saving throw to end that effect, with a +3 power bonus to the saving throw. If the effect has the arcane, charm, fear, or illusion keywords, the bonus instead equals your Charisma modifier.
Special: If the target is still under the effect of this power when he or she is subjected to an effect that can normally be removed only by the Remove Affliction ritual, that effect and this power
both end.
You hum a soft song that cools your allies’ tempers and helps them focus.
Daily Arcane, Zone
Minor Action Close burst 5
Effect: The burst creates a zone of calm that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Each ally within the zone gains a +2 power bonus to Will, and any penalty to attack rolls that such an ally takes is lessened by 2.
You invoke the light of the full moon and the guiding star of the north, revealing hidden foes to your allies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you and any allies within 5 squares of you gain a +5 power bonus to Insight checks and Perception checks.
Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes.
Encounter Arcane, Illusion
Minor Action Ranged 10
Target: One ally
Effect: The target becomes invisible until the end of your next turn, and you slide the target
2 squares.
With elegant poise, you focus your arcane power to aid attacks and healing.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to damage rolls with your bard attack powers, and when you or an ally regains hit points from one of your bard or bard paragon path healing powers, that character regains additional hit points equal to your Charisma modifier.
You allow your eyes to slip half-closed, then project both strength and health out to your allies.
Daily Arcane, Healing
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target regains a number of hit points equal to your Charisma modifier. In addition, until the start of your next turn, the healing benefit of your skald’s aura can be used as a free action instead of as a minor action (it can still be used only once per turn).
You inspire determination and focus in your allies with hopeful verses of battles won despite daunting odds.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, each ally who ends his or her turn within 5 squares of you can reroll one saving throw that he or she fails during tha
t turn.
You instill a sense of perseverance in your allies with an inspiring song.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, any ally within 5 squares of you gains a +2 p
ower bonus to saving throws.
You mask the appearance of your party, sculpting an illusory disguise.
Daily Arcane, Illusion
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: You transform the auditory, tactile, and visual qualities of the targets’ bodies and equipment. Each target assumes the appearance of a humanoid of the same size, even the appearance of a specific individual you have seen. The illusion lasts for 1 hour, or you can end it as a minor action. A creature can recognize a target’s form as illusory with an Insight check opposed by that target’s Bluff check with a +5 power bonus.
A single word is sufficient to save an ally from death’s grasp while punishing the foe who dealt the deadly blow.
Daily Arcane, Healing
Immediate Reaction Close burst 20
Trigger: An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer
Target: The triggering ally in the burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
You draw on a legendary stratagem, feigning vulnerability to lure your foe into a trap.
Encounter Arcane, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy moves into a square adjacent to you
Target: The triggering enemy
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and an ally within 5 squares of you can shift 5 squares as a free action. That ally must end this movement adjacent to the target and then can make a melee basic attack against the target as a free action.
You warp the fabric of t
he world around you, transporting you and your ally instantaneously into positions from which your comrade can strike.
Encounter Arcane, Teleportation
No Action Close burst 5
Trigger: You hit an enemy within 5 squares of you with a basic attack using a weapon.
Effect: The attack deals 1[W] extra damage to the enemy you hit, and you and one ally in the burst can teleport to squares adjacent to that enemy. The ally can then make a basic attack against the enemy as a free action.
The rhythm of your attack makes the earth quake beneath your and your allies’ targets.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you knock the target prone. Until the end of your next turn, each ally within 10 squares of you can knock prone any creature he or she hits.
Virtue of Valor: Until the end of your next turn, the allies gain a bonus to damage rolls equal to your Constitution mod
ifier.
You shout a verse of triumph as you fire, urging your allies to fight to the end.
Encounter Arcane, Healing, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and each ally within 3 squares of the target regains hit points equal to your Charisma modifier.
You create a burst
of image and sound that startles your opponent and leaves the distracting visage lingering in its mind for a short time.
Encounter Arcane
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit is dazed and takes a -2 penalty to attack rolls until the end of your nex
t turn.
Your attack inspires recklessness in your foe, causing it to act without caution.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage. Until the end of your next turn, any attack the target makes provokes opportunity attacks.
Virtue of Cunning: Until the end of your next turn, the target takes a penalty to attack rolls equal to your Intelligence modifi
er.
As you strike your foe, a nearby ally lashes out with an attack in harmony with yours.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. An ally within 2 squares of you can make a basic attack against the tar
get as a free action.
Under a barrage of jeers, your foe is rendered hesitant and fearful.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target is dazed until the end of the encounter or until it is hit or missed by an attack.
A surge of sound rings out across the battlefield as you strike, making it impossible for your enemy to hide its presence.
Encounter Arcane, Thunder
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit takes 10 thunder damage, and until the end of your next turn, that enemy grants combat advantage and cannot benefit from partial concealment.
Your quick rejoinder speaks of enduring pain and misfortune, hindering your enemy’s attempt to throw off a harmful effect.
Encounter Arcane, Implement, Psychic
Immediate Interrupt Ranged 10
Trigger: An enemy rolls a saving throw
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target takes a -2 penalty to the saving throw.
Virtue of Prescience: The target’s penalty to the saving throw equa
ls 1 + your Wisdom modifier.
You recite an ode to the winter wind, coating your foe’s steps in ice.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn. Whenever the target is hit by an attack while it is slowed by this power, you slide the target 1 square.
With a sonorous hum, you summon lightning, blasting your foes with it and imbuing your allies’ attacks with its power.
Encounter Arcane, Implement, Lightning
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning damage. Effect: If the attack hits at least once, each ally in the blast deals 1d6 extra lightning damage whenever he or she hits before the end of your next turn.
Hundreds of voices jeer and threaten your foe from all sides. Lashing out blindly, the foe might hit anyone.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of your choice as a free action (save ends).
Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of your choice as a free action.
Your a
ttack impedes your foe’s attacks. Its echoes carry you and your allies in a combat dance, letting you move away from clumsy attackers.
Daily Arcane, 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 attack rolls (save ends).
Effect: Until the end of the encounter, whenever an enemy’s attack misses you or an ally within 5 squares of you, the target of the attack can shift 1 square as a free action.
You twist a common tale to make it so that your ally knows where to attack, while your enemy has no idea what is coming.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Once before the end of the encounter, when you or an ally in the aura hits an enemy with an attack, that character can deal 3d10 ex
tra damage to the enemy with that attack.
Your foe cannot escape the terrible doom you dictate for it.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier damage. Choose acid, cold, fire, force, lightning, or thunder. The target grants combat advantage and gains vulnerable 10 to attacks that have the chosen keyword (save ends both).
Miss: Half damage. Choose acid, cold, fire, force, lightning, or thunder. Until the end of your next turn, the target grants combat advantage and gains vulnerable 10 to
attacks that have the chosen keyword.
Death itself sings a wordless dirge and calls your foes to their doom.
Daily Arcane, Fear, Implement, Necrotic, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier necrotic damage.
Effect: The burst creates a zone of deep and haunting chanting that lasts until the end of the encounter. An enemy that starts it turn in the zone is weakened until the s
tart of its next turn.
Your maddening chant sears your enemy’s thoughts, blinding it to your ally’s threat.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and one ally within 10 squares of you becomes invisible to the target (save ends).
Miss: Half damage. One ally within 10 squares of you becomes invisible to the target until the end of your next turn.
You chant a verse of the northern ice as you draw your bow, and hoarfrost glitters on the arrowhead as it leaps to its target.
Daily Arcane, Cold, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier cold damage.
Miss: Half damage.
Effect: The target takes ongoing 10 cold damage (save ends). If you or an ally hits the target with an attack, it automatically fails its next saving throw against this effect.
The echoes of your blow resound as the fight continues, guiding the attacks of your allies to bring your foes to a quick end.
Daily Arcane, Implement, Thunder, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage.
Effect: The burst creates a zone of resonating thunder that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to attack rolls.
You land a mighty blow that befuddles your f
oe, redirecting its attention to an ally near you. The echoes of that strike quicken your allies, allowing them to react to a foe’s movement.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and until the end of your next turn, the target is marked by an ally within 10 squares of you.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an enemy that is adjacent to any of your allies shifts, those allies can each shift 1 square as a
n opportunity action.
Your piercing wit mocks your enemy’s defensive maneuvers and renders it more easily hit.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier damage, and the target is affected by your satire of evasion (save ends). While the target is affected by the satire, whenever an ally misses it with an attack, you can roll a d20 and replace the ally’s die roll with yours.
Miss: Half damage. Until the end of your next turn, whenever an ally misses the target with an attack, you can roll a d20 and replace the ally’s die r
oll with yours.
Your words ring out over the battlefield, urging your allies to come to one another’s defense.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: When an enemy uses a melee attack power against an ally of yours in the aura, that enemy provokes opportunity attacks from a
ny of your allies who are in the aura but not targeted by that attack power.
Your foes dance to your tune now.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and you slide the target 5 squares at the start of its turn and it is immobilized (save ends both). Until it saves, the target cannot take move actions on its turn. If you target only one creature with this power, you deal 1d10 extra damage.
Miss: Half damage, and you slide the target 5 squares at the start of its next turn
and it is immobilized until the end of its next turn.
A shimmering, pounding wall of thunder rumbles into existence.
Daily Arcane, Conjuration, Implement, Thunder
Standard Action Area wall 6 within 10 squares
Effect: You conjure a wall of contiguous squares filled with deafening thunder that lasts until the end of your next turn. The wall can be up to 4 squares high. A creature that starts its turn adjacent to the wall takes 1d6 + your Charisma modifier thunder damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 1d10 + your Charisma modifier thunder damage, and it is deafened until the end of the encounter. A creature can take this damage only once per turn. Each enemy that is hit by an attack while it is adjacent to the wall or in the wall’s space is dazed until the end of its next turn. Entering a square occupied by the wall costs 1 extra square of movement.
Sustain Minor: The wall persists.
Your friend takes on the role of the archfey Dream King as you retell a folktale in which a mortal protected the king and was repaid in kind.
Daily Arcane, Charm, Implement, Sleep, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: The target becomes unconscious (save ends). When the target takes damage, it can make a saving throw against this effect.
Aftereffect: Each ally within 3 squares of the target can teleport to a square adjacent to the target as a free action.
Miss: The target becomes dazed (save ends).
Aftereffect: Each ally within 3 squares of the target can teleport to a square adjacent to the target as a free action.
A burst of light damages your foe and wracks it with anguish. As your enemy’s suffering continues, bursts of light heal your nearby allies.
Daily Arcane, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: The target takes ongoing 5 radiant damage (save ends). Whenever the target fails a saving throw against this effect, each ally within 5 squares of the target regains 5 hit points.
Aftereffect: Each ally within 5 squares of the target regains 5 hit points and also gains a +2 power bonu
s to AC until the end of the target’s next turn.
The greatest heroes always had a little help from their friends.
Encounter Arcane
Minor Action Ranged 10
Target: You or an ally
Effect: Until the end of your next turn, the target gains a power bonus to each of his or her attack rolls equal to the number of allies adjacent
to the target of each of those attacks.
You warp the boundaries between worlds, causing the boundaries to fade and mingle.
Daily Arcane, Teleportation, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of planar instability that lasts until the end of your next turn. While within the zone, you and any ally gain a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action.
Sustain Minor: The zo
ne persists.
You whisper a quiet song of peace and health, fortifying your allies against the ills that plague them.
Daily Arcane
Minor Action Close burst 3
Effect: The burst creates a zone of rejuvenation 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 can make a saving throw.
Sustain Minor: The zone persists.
With a soaring oration to victory and perseverance, you lift your allies’ spirits and dispel the pain of their wounds.
Daily Arcane, Healing
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target can spend a healing surge. Also, each target can shift 2 squares as a free action.
At
the last second, you create a shield made of fey magic that appears between your ally and danger, giving the ally a moment to recover and keep fighting.
Daily Arcane, Healing
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you drops below 1 hit point.
Target: The triggering ally
Effect: The ally instead has 1 hit point and can spend a healing surge, regaining additional
hit points equal to 10 + your Intelligence modifier.
This ancient lament returns an ally from the brink of death.
Daily Arcane, Healing
Minor Action Close burst 5
Target: One dying ally in the burst
Effect: The target regains hit points as if he or she had spent two healing surges. The target can then stand up as a f
ree action.
You project a surge of courage into the minds of your allies, allowing them to push through and keep fighting.
Daily Arcane
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: All fear effects end on each target. In addition, each target can m
ake a saving throw against each effect that a save can end.
You briefly gesture, and your companion suddenly acts in a blur of motion.
Daily Arcane
Minor Action Ranged 10
Target: You or an ally
Effect: The target gains and immediately uses a s
tandard action.
As your enemy presses the attack, you call upon the innate heroism of your companions to respond in kind.
Daily Arcane
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you spends an action point
Target: You or an ally
Effect: The target gains an action point that he or she must spend before the end of the encounter. In addition, the target c
an spend 2 action points during this encounter instead of 1.
Magic guides your friends to the right place or out of a bad spot.
Daily Arcane
Move Action Close burst 5
Target: You and each ally in the burst
Effect: Each target can shift a number of squares equal to your Charisma modifier as a free action or make a saving throw with a bonus to the roll equal to your Charisma modifier.
Your song causes gleaming white motes to fall from above, healing your allies and pulling at your foes as they try to move in the area.
Daily Arcane, Healing, Zone
Standard Action Area burst 2 within 10 squares
Target: Each ally in the burst
Effect: Each target regains hit points equal to your Charisma modifier. The burst creates a zone of difficult terrain for enemies that lasts until the end of your next turn. This difficult terrain also affects flying enemies.
Sustain Minor: The zone persists, and each target within the zone regains hit points
equal to your Charisma modifier.
Your words conjure up fear of your allies, warning your enemies that the end is nigh.
Daily Arcane, Fear
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of the encounter, whenever the target ally reduces a target to 0 hit points or fewer, that ally may immediately mark all enemies within 2 squares of it. This mark lasts until the end of the ally’s next
turn.
You disrupt fortune’s weave, shifting it to give your allies a little more luck at the expense of one of your foes.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, whenever the target makes an attack roll, you roll a d4 and subtract your roll from the target’s attack roll. Until the end of your next turn, whenever an ally makes an attack roll against the target, you roll a d4 and add your roll to your ally’s attack roll.
Virtue of Prescience: You roll a d6 instead of
a d4 when modifying attack rolls.
Your strike creates a tone that resonates within your opponent, disrupting its defenses.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to AC and Reflex equal to your Intel
ligence modifier.
You touch a weapon and lay your enchantment upon it, sheathing the weapon in a thin layer of jagged ice.
Encounter Arcane, Cold
Minor Action Melee 1
Target: One weapon
Effect: The next weapon attack made with the target weapon before the end of your next turn slows the attack’s first target until the end of its next turn. On a hit, that target also takes 2d10 extra cold
damage.
Your touch causes vibrations to shoot from one end of the weapon to the other, filling the air with a low rumble.
Encounter Arcane, Thunder
Minor Action Melee 1
Target: One weapon
Effect: Until the end of your next turn, the next weapon attack made with the target weapon deals 3d6 thunder damage to one target of the attack, whether the attack h
its or misses.
After you place your hand upon a weapon and enchant it, the weapon seems to point to your enemy’s weak spots.
Encounter Arcane
Minor Action Melee 1
Target: One weapon
Effect: Until the end of your next turn, weapon attacks made with the target weapon have combat ad
vantage and gain a +4 power bonus to damage rolls.
Like a well-rehearsed troupe, your allies circle around your foe as you strike.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, when the target is hit by an attack, the attacker rerolls the attack’s damage roll and uses the higher resul
t.
You warp your enemy’s perception so that it perceives your allies as frightful beasts. Only one ally retains a normal appearance.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. Choose an ally within 5 squares of you. Until the end of your next turn, the target takes a -5 penalty to attack rolls for any attack that doesn’t include th
at ally as a target.
Your war cry echoes among your foes, knocking them off balance and leaving them open to your allies’ attacks.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage. If an ally hits the target with an attack before the end of your next turn, the target
is dazed until the end of your next turn.
Your shout batters your foe with arcane thunder and spurs you and your allies into motion.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier thunder damage, and you and each ally within 10 squares of you can shift 2 squares as a free action.
Virtue of Cunning: The number of squares you and your allies
can shift equals 1 + your Intelligence modifier.
As you strike your foe with your weapon, you call an ally to lend aid to your attack.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you teleport an ally within 10 squares of you to a space adjacent to you.
Virtue of Valor: Until the end of your next turn, the ally also gains a power bonus to attack rolls against the target equal to yo
ur Constitution modifier.
As you swing your blade, you shout lines from an ancient saga, summoning forth its heroes to lend their aid.
Encounter Arcane, Aura, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage.
Effect: You activate an aura 3 that lasts until the end of your next turn. While in the aura, you and your allies have a +2 power bonus to all defenses. In addition, whenever any enemy ends its turn in the aura, you can slide it up to 2
squares.
As you make an appeal to the fates of battle, your arrows streak toward your enemies, bypassing their armor to bind their doom.
Encounter Arcane, Weapon
Standard Action Ranged weapon
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, attacks against the tar
get’s AC instead target its Reflex.
You call upon the legends of great heroes’ perseverance to inspire your allies in their hour of need.
Encounter Arcane, Healing, Implement
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage. Until the end of your next turn, each ally who hits the target can spend a healing surge. An ally can spend only one
healing surge in this way.
You speak a word of power as you strike your foe, and the foe becomes vulnerable to your allies’ attacks.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, each ally who hits the target and has combat advantage against it d
eals extra damage equal to your Charisma modifier.
A haunting tune fills the air, drawing the souls of the dying to dance among their killers.
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 2 within 10
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier necrotic damage, and the target is immobilized until the end of its next turn.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. When an enemy within the zone is reduced to 0 hit points or fewer, allies adjacent to the enemy may immediately spend a healing surge as a free action, and enemies adjacent to the dying enemy grant co
mbat advantage until the end of their next turn.
Beguiling words entice your foes to cluster together, exposing them to devastating area attacks.
Daily Arcane, Implement, Psychic
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage. If the target is not adjacent to an enemy, you can slide the target 3 squares to a space that must be adjacent to an enemy.
Miss: Half damage. If the target is not adjacent to an enemy, you can slide it 1 square to a space that must be adjacent to an enemy.
Effect: Each target that is adjacent to an enemy after this attack is resolved takes 10 psychic damage at the end of its turn
if it is not adjacent to an enemy at that time (save ends).
As they flee before you, your enemies add their cries of dismay to your daunting dirge.
Daily Arcane, Fear, Implement, Psychic
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier psychic damage, and you push the target its speed.
Miss: Half damage and you push the target 2 squares.
As dazzling light bursts around your foes, you and your allies can move to better positions.
Daily Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: You and each ally within 10 squares of you can
shift 5 squares as a free action.
You weave a tale that forces your allies to concentrate on the task before them, ensuring that every attack counts.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: You and each ally in the aura can reroll any result
of 1 or 2 on any damage die, keeping the second result for each die rolled.
Your ally attacks with incredible speed, becoming a blur of motion.
Daily Arcane
Standard Action Ranged 10
Target: One ally
Effect: The target makes four basic attacks as a free action. No more than two of the attacks can be agains
t a single target.
An eerie piping fills an area, forcing the creatures there into an idiot dance that sends them careening around at your command.
Daily Arcane, Charm, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target grants combat advantage to you and your allies (save ends).
Miss: Half damage.
Effect: You slide each target a number of sq
uares equal to your Charisma modifier.
Your magic grants your friends superior luck, but the wheel of fate gives luck to your enemies in equal measure.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage.
Miss: Half damage.
Effect: The target is affected by linked fortunes (save ends). While it is affected by linked fortunes, as an immediate interrupt, when the target is missed by an ally’s attack, you can roll a d20 and replace the ally’s attack roll with yours. Whenever you do so, the target can roll a d20 once
during its next turn and replace its attack roll with that roll.
Your vicious lampoon enrages your foe, causing it to swing blindly and harm its allies.
Daily Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage, and the target is affected by your mocking epigram (save ends). While affected by the mocking epigram, the target is weakened, and whenever it hits an ally with an attack, that attack also hits one enemy of your choice within range of that attack, including the target itself. The target cannot hit a given enemy more than once with a single attack.
Miss: Half damage. Until the end of your next turn, the target is weakened, and whenever it hits an ally with an attack, that attack also hits one enemy of your choice within range of that attack, including the target itself. The target cannot hit a given enemy mo
re than once with a single attack.
You declaim a tale of glorious single combat, compelling your enemy to seek out and do battle with your ally.
Daily Arcane, Psychic, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and you slide the target 5 squares to a space that must be adjacent to an ally. That ally gains a +2 power bonus to attack rolls against the target until the end of the encounter. In addition, the target takes 10 psychic damage at the end of its turn if it is not adjacent to that ally (save ends).
Miss: Half damage, and you slide the target 5 squares to a space that must be adjacent to an ally. That ally gains a +1 power bonus to attack rolls against the target until the end of the encounter. In addition, the target takes 5 psychic damage at the end of its
turn if it is not adjacent to that ally (save ends).
Your verse mocks your foe’s attacks and forces it to conform to your description of its ineptitude.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage, and the target is affected by your satire of prowess (save ends). While the target is affected by the satire, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll against the target and must use the higher roll.
Miss: Half damage. Until the end of your next turn, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll a
gainst the target and must use the higher roll.
Your song seems to sap the spirit of your enemies, taking some of the zest of battle out of them.
Daily Arcane, Psychic
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Twice before the end of the encounter, when you or one of your allies hits an enemy in the aura with an attack, that enemy is weakened and takes ongoing
10 psychic damage (save ends both).
Intoning a melody of the planes, you thin the boundaries between realities so that your allies travel far in one step.
Daily Arcane, Implement, Teleportation, Zone
Standard Action Area burst 1 with 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of warped space that lasts until the end of your next turn. While the zone persists, you and any allies within 20 squares of you can use a move acti
on to teleport to an unoccupied space within the zone.
Sustain Minor: The zone persists.
You give an ally a second chance to shake off an affliction.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: An ally fails a saving throw
Target: The triggering ally
Effect: The t
arget rerolls the saving throw with a bonus equal to your Charisma modifier.
Enemies cringe before you, skulking away lest you turn your attention to them.
Daily Arcane, Fear
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Any bloodied enemy th
at starts its turn in the aura must use the first action of its turn to move out of the aura, if possible.
Your cheerful verses lighten the spirit and the body.
Daily Arcane, Zone
Minor Action Close burst 5
Effect: You gain a fly speed equal to your speed until the end of the encounter. The burst becomes a zone of uplifting song centered on you that lasts until the end of the encounter. When you move, the zone moves with you, staying centered on you. When an ally starts his or her turn within the zone, he or she gains a fly speed equal to his or
her speed + your Constitution modifier until the end of his or her next turn.
You call on the fighting spirit of your allies, compelling them to strike as one.
Daily Arcane
Minor Action Close burst 10
Target: Each ally in the burst
Effect: Each target can make a basic attack or use an atwill attack power as a free acti
on, with a power bonus to the attack roll and the damage roll equal to your Charisma modifier.
Your quick word staves off death before it can grasp your friend.
Daily Arcane, Healing
Immediate Interrupt Close burst 5
Trigger: An ally within 5 squares of you dies
Target: The triggering ally in the burst
Effect: The target regains hit points as if he or she had
spent a healing surge. In addition, the target can stand up and shift 2 squares as a free action.
As you whisper a word, you and your allies fade from view.
Encounter Arcane, Illusion
Minor Action Close burst 3
Target: You and each ally in the burst
Effect: Each target becomes invisible until the end of your next turn.
You weave a song of illusion, causing duplicates to appear next to your allies. The duplicates try to intercept enemy attacks and disappear when they succeed.
Daily Arcane, Illusion
Minor Action Close burst 20
Target: Each ally in the burst
Effect: Each target gains two illusory duplicates of him- or herself that last until the end of the encounter. Until the duplicates disappear, the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When an attack against AC misses
the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by 2.
A shouted verse of battle rage spurs an unexpected attack.
Encounter Arcane
Minor Action Close burst 10
Target: You or one ally in the burst
Effect:
The target can charge or make a melee basic attack as a free action.
Your song of praise inspires your allies to cast aside their injuries and pains and fight on.
Daily Arcane, Healing
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Each target regains hit points as if he or she had spent a healing surge. Add 1d10 + your Charisma modifier to the hit points regained
by each target. Each target can also roll a saving throw.
Your tune calls across the planes, imploring an archfey ally to pardon your ally and provide an escape.
At-Will Arcane, Teleportation
Minor Action
Melee 1
Target: One ally
Effect: You teleport the target 1 square.
Your song swells and bends planar boundaries, allowing allies to make jaunts through space.
Daily Arcane, Teleportation, Zone
Minor Action Area burst 1 within 10 squares
Effect: You create a zone of music that lasts until the end of your next turn. While within the zone, you and any ally can teleport to
any space within 10 squares of you as a move action.
Sustain Minor: The zone persists.
You choose your words carefully, prompting one of your allies into action.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: As a standard act
ion, you can choose one ally in the aura; that ally can then take a standard action as a free action.
Your song unravels the skein of fate, dooming your foes.
Encounter Arcane, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in the burst.
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target takes a -5 penalty to saving throws until the end of your next turn.
Effect: Each ally in the burst can roll a saving throw.
As arcane force tears into your foe, the force rends the fabric of time. For a moment, your allies can move about and attack before teleporting back to the place they now stand.
Encounter Arcane, Force, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier force damage. Each ally within 10 squares of you, as the last action of his or her next turn, can teleport as a free action back to the space where he or she started that turn.
Virtue of Cunning: Until the start of your next turn, any ally who teleports using this power gains a power bonus to all def
enses equal to your Intelligence modifier.
You utter a string of distracting and disparaging remarks, turning your enemy’s attention toward you rather than toward your ally.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier psychic damage. Until the end of your next turn, each ally who makes an attack roll against the target can choose to target its Will i
nstead of the defense normally targeted by the ally’s attack.
Your bow shot echoes with the power of legendary heroes, assailing your foe and fortifying your allies.
Encounter Arcane, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3[W] + Charisma modifier thunder damage. Each ally within 5 squares of the target chooses to gain a +2 power bonus either to AC or to attack rolls until the end of your next turn.
Virtue of Prescience: The power bonus eq
uals 1 + your Wisdom modifier.
A clatter of sounds surrounds your foes, causing them to lose their balance and creating opportunities for your allies to attack.
Encounter Arcane, Implement, Thunder
Standard Action Area burst 2 within 10 squares
Targets: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier thunder damage, and you knock the target prone. In addition, an ally of yours adjacent to the target can make a melee basic
attack against it as a free action.
A burst of arcane music erupts from your weapon and washes over your allies, loosing them from bonds that restrain their movement.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4[W] + Charisma modifier damage, and the immobilized, restrained, and slowed conditions end on each ally within 5 squares of yo
u, provided a save can end the condition.
You loose a shot as you inveigh against your foe, confounding its defenses so that an ally’s strike is sure to score a deadly wound.
Encounter Arcane, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier thunder damage. The next attack roll made against the target before the end of your next turn targets all of its defenses. For each defense the attack hits
beyond the first, the attack deals 1d10 extra damage.
Your magical song sets up sympathetic vibrations in your foe, relieving your woes and inflicting them on the enemy.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and you can make a saving throw against each effect on you that a save can end. Any effect that you save against is tra
nsferred to the target and lasts until the end of your next turn.
Your outstretched hands bend the fabric of reality, turning an unspectacular attack into a devastating hit.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you is hit by your ally’s a
ttack.
Target: The triggering enemy
Effect: The target takes 3d12 extra damage.
A few quick words sail backward in time a few seconds, giving your ally timely insight.
Encounter Arcane
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you is hit by an enemy’s attack.
Target: The triggering ally
Effect: The target can make a basic attack against the attacking enem
y as a free action, dealing 3d10 extra damage on a hit.
You let no opportunity for triumph pass, using arcane power to urge an ally into making a quick and brutal attack.
Encounter Arcane
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you ends his or her turn without having attacked.
Target: The triggering ally
Effect: The target can either make a basic attack or charge
an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 3d10 extra damage.
Your attack brings doom to your foe and glory to your ally.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus.
Virtue of Valor: The ally gains a power bonus to his or her next attack roll a
gainst the target equal to your Constitution modifier.
You lament the lives lost to the white wolves. So stirring is your song that it draws the howling pack from the spirit world.
Encounter Arcane, Cold, Primal, Weapon, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 2[W] + Charisma modifier cold damage, and the target falls prone.
Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes 5 cold damage, and it is immobilized until the end of its next turn.
Your song erupts in your foe’s mind, weakening its attacks against any creature but the ally you name. At the same time, it bolsters that ally so that he or she can fight the foe to the bitter end.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage.
Miss: Half damage.
Effect: Choose an ally within 10 squares of you. The target deals half damage to any of your allies except the chosen ally (save ends
). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
You chant a song that drives your allies to strike, and strike hard.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Once per round when you or an ally in the aura h
its an enemy with an attack, that enemy takes ongoing 15 damage (save ends).
Your mocking song saps your foe’s will and breaks its confidence, leaving it immobile and ineffectual.
Daily Arcane, Charm, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier psychic damage, and the target is immobilized (save ends) and weakened (save ends).
Miss: Half damage, and the target is immobilized and weakened until the end of your next turn.
The wild rhythm of your chant drives your enemies into senseless violence upon each other.
Daily Arcane, Charm, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: You slide the target 5 squares. The target makes a basic attack as a free action against a creature of your choice. The target is then stunned until the end of your next turn.
Miss: The target is daz
ed until the end of your next turn.
In your enemies’ eyes, you and your allies become awe-inspiring figures. Your foes are so impressed by you that they choose to remain next to you.
Daily Arcane, Fear, Implement, Psychic
Standard Action Close burst 10
Target: Each enemy in the burst that is adjacent to you or an ally
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage. The target takes 10 psychic damage at the end of its turn if it is not adjacent t
o you or an ally within 10 squares of you.
Miss: Half damage, and you slide the target 1 square.
With a single shot of your weapon, you intensify your allies’ attack against your adversary.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3[W] + Charisma modifier damage. Until the end of the encounter, whenever you or an ally rolls the maximum result on any damage die against the target, reroll the die and add that result as extra damage to the total damage dealt.
Miss: Half damage. Until the end of your next turn, whenever you or an ally rolls the maximum result on any damage die against t
he target, reroll the die and add that result as extra damage to the total damage dealt.
You manipulate luck like a master musician, turning good fortune to bad and victory to doom.
Daily Arcane, Implement, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier damage, and the target takes a -5 penalty to saving throws (save ends). Until the end of the encounter, whenever the target fails a saving throw, an ally within 5 squares of the target
can roll a saving throw.
Miss: Half damage, and the target takes a -5 penalty to saving throws until the end of your next turn.
A burst of blinding light skews the vision of your enemies.
Daily Arcane, Illusion, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier radiant damage. The target’s vision is distorted (save ends). While the target’s vision is distorted, you are invisible to the target, and whenever an ally hits it, that ally becomes invisible to the target until the end of the ally’s next turn.
Miss: Half
damage, and you are invisible to the target until the end of your next turn.
You tell a tale that fills your allies with a zeal unmatched by the words of even the most skilled demagogue.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Each time one of your enemies in the aura misses one of
your allies with a melee attack, that enemy provokes an opportunity attack from that ally.
You loose an arrow and chant a verse of imprisonment, binding your enemies with arcane strands.
Encounter Arcane, Force, Weapon
Standard Action Ranged weapon
Targets: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] + Charisma modifier force damage, and you slide the target 5 squares to a space that must be adjacent to one of its allies. Until the end of its next turn, the target is immobilized, and each enemy that starts its turn adjacent to the target takes 20 force damage at the end of its turn if that enemy
is not adjacent to the target at that time.
You intone a dread curse upon your foe, linking its fate to the safety of your ally. If your friend is hurt, your foe will be hurt as well.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier psychic damage. Choose an ally within 10 squares of you. Until the end of your next turn, the target takes 10 psychic damage whenever that ally takes damage
.
Virtue of Cunning: Whenever the ally takes damage, the target takes psychic damage equal to 10 + your Intelligence modifier.
Your attack is the beginning of your foe’s destruction.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you and your allies gain a +2 power bonus to attack r
olls against the target.
You and an ally vanish from one place, appearing near an enemy in a flash. When your ally strikes, the momentum of the transport gives weight to the attack.
Encounter Arcane, Teleportation
No Action Close burst 5
Trigger: You hit an enemy within 5 squares of you with a basic attack using a weapon.
Effect: The attack deals 1[W] extra damage to the enemy you hit, and you and one ally in the burst can teleport to squares adjacent to that enemy. The ally can then make a
basic attack against that enemy as a free action, dealing 1d10 extra damage if the attack hits.
You create a dizzying array of images and sounds that scrambles your foe’s senses.
Encounter Arcane
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit
is stunned until the end of your next turn.
A great clap of thunder accompanies your strike, which seems to linger on your enemy, calling your allies’ attention to your foe’s position.
Encounter Arcane, Thunder
No Action Special
Trigger: You hit an enemy with a basic attack using a weapon.
Effect: The enemy you hit takes 15 thunder damage. Unti
l the end of your next turn, that enemy grants combat advantage and cannot benefit from partial concealment.
You sculpt prismatic colors that dazzle your enemies and allow allies to escape.
Encounter Arcane, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack:
Charisma vs. Will
Hit: 3d8 + Charisma modifier radiant damage.
Effect: Each ally in the burst can shift 2 squares as a free action.
Your allies’ attacks fall like drumbeats, pummeling your foes.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifie
r thunder damage. If an ally hits the target before the end of your next turn, the target is stunned until the end of its next turn.
It’s good to have second chances when your life is on the line.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Each ally wit
hin 3 squares of the target can reroll one attack roll before the start of your next turn.
You embody a hero of old, smiting your foe with savage fury and filling your allies with renewed hope.
Encounter Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage. If the target is reduced to 0 hit points or fewer by this attack, each ally within 5 squares of the target gains a +2 power bonus to attack rolls until the end of your next turn.
If the target is not reduced to 0 hit points or fewer by this attack, each ally within 5 squares of the tar
get can spend a healing surge; add your Constitution modifier to the hit points regained by each ally.
Inspired and empowered by the example of your fierce blow, your allies surge forward to attack.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and each ally within 10 squares of you can shift 2 squares and mak
e a melee basic attack as a free action.
Virtue of Valor: The allies gain a bonus to the attack roll and the damage roll equal to 1 + your Constitution modifier.
What this arrow pierces soon falls.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is affected by your arrow of destiny (save ends). While the target is affected by the arrow of destiny, whenever the target is hit by an attack from an ally, you can use an immediate interrupt to make the attack a critical hit.
Miss: Half damage. If the target is h
it by an attack from an ally before the end of your next turn, you can use an immediate interrupt to make the attack a critical hit.
As your tale reaches its peak, so too does your ally’s deadliness.
Daily Martial
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Once before the end of the encounter, when you or an ally in the aura hits an e
nemy with an attack, that character can turn that hit into an automatic critical hit against the enemy.
You sing a sorrowful tune that demoralizes your enemies each time they are struck by your allies.
Daily Arcane, Psychic
Minor Action Personal
Effect: Until the end of the encounter, your skald’s aura gains the following effect: Each time one of your allies hits and damages an enemy that is in the aura, that enemy also takes ongoing psychic dam
age equal to your Charisma modifier (save ends).
Your weapon erupts in blazing light that ignites your foe in radiant flames. The light of those flames persists, healing your allies and searing your enemies.
Daily Arcane, Healing, Radiant, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier radiant damage.
Effect: The attack creates a zone of bright light in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Any ally who starts his or h
er turn within the zone regains hit points equal to your Charisma modifier. Any enemy that starts its turn within the zone takes 10 radiant damage.
Your cruel pronouncement becomes truer with every strike.
Daily Arcane, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Will
Effect: The target is dazed (save ends).
Hit: 4d8 + Charisma modifier dama
ge. If the target is hit by an attack while it is dazed by this power, it becomes stunned instead (save ends).
Miss: Half damage.
An ancient cycle’s prophesied victory resembles this one more and more.
Daily Arcane, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 5[W] + Charisma modifier damage.
Miss: Half damage.
Effect: If the target is hit by an attack from an ally, it
is weakened until the end of the target’s next turn (save ends).
Your verse mocks your foe’s leadership and bends reality to conform with your words; any enemy near your foe is more vulnerable to attack.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier psychic damage.
Effect: The targ
et and each enemy within 3 squares of it take a -2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
Rolling bursts of thunder smash your opponents and continue to echo among them.
Daily Arcane, Implement, Thunder
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier thunder damage.
Miss: Half damage.
Effect: The target takes a -2 penalty to AC until the end of your next turn.
Sustain Minor: Each enemy within 5 squares of you takes thunder damage equal to your Constitution modifier and takes a -2 penalty to AC until the end o
f your next turn.
Your song calls forth a dancing amalgam of shadow, blades, and death. It whirls into being and spins toward your foes, its nightmarish gamboling keeping pace with your feverish beat.
Daily Arcane, Implement, Necrotic, Summoning
Minor Action Ranged 10
Effect: You summon a Medium deadly dancer in an unoccupied square within range. The dancer has speed 8. It has a +4 bonus to AC and a +4 bonus to Reflex. You can give the deadly dancer the following special commands.
Standard Action: Close burst 1; targets each adjacent enemy; Charisma vs. AC; 2d10 + Charisma modifier necrotic damage, and the target is marked by the deadly dancer until the end of your next turn. After all attacks are resolved, the dea
dly dancer can shift 2 squares.
Opportunity Attack: Targets one creature; Charisma vs. AC; 2d10 + Charisma modifier necrotic damage.
Your unrivaled charm, combined with cunning magic, convinces an enemy to obey you.
Daily Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dominated (save ends).
Aftereffect: 2d10 + Charisma modifier damage, and the target is dazed until the end of your next turn.
Miss: The target is dazed (save ends).
Aftereffect: 2d10 + Charisma modifier damage.