You slam your foe back as if it were a puny goblin. By enhancing your strength further, you can reach enemies farther away or even swat multiple foes.
At-Will
Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 1 square.
Augment 1
Special: Your reach increases by 1 for this attack.
Augment 2
Close: blast 3
Target: Each enemy you can see in the blast
Your weapon shimmers with force as you bring it crashing down, clobbering your foes and driving some of them back.
At-Will
Augmentable, Force, Psionic, Weapon
Standard Action Close blast 3
Target: One creature you can see in the blast
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier force damage. You push each enemy in the blast other than the target a number of squares equal to 1 + your Charisma modifier.
Augment 1
Range: Close burst 3
Target: One creature you can see in the burst
Hit: 1[W] + Constitution modifier force damage. You push one enemy in the burst other than the target a number of squares equal to 1 + your Charisma modifier.
Augment 2
Hit: 1[W] + Constitution modifier force damage, and you knock the target prone. You push each enemy in the blast other than the target a number of squares equal to 1 + your Charisma modifier.
Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies.
At-Will
Augmentable, Lightning, Psionic, Weapon
Standard Action Melee 1
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1[W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
Augment 1
Hit: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
Augment 2
Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
As you slash your enemy, you implant the image of howling demons into its mind, distracting the foe from making attacks.
At-Will
Augmentable, Fear, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier psychic damage, and the target takes a –5 penalty to opportunity attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target loses threatening reach until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier psychic damage, and the target can’t make opportunity attacks until the end of your next turn.
You change the density of your hand and arm to that of iron, allowing you to ward off your foe’s attacks.
At-Wil
l Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1
Effect: Until the end of your next turn, you gain fire resistance equal to 5 + your Wisdom modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage.
By the power of your mind, you shrug off effects that would keep you away from your foes.
At-Wi
ll Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn.
Augment 1
Hit: 1[W] + Constitution modifier damage. You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn.
You flood the mind of your foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, you can blind the foe completely.
At-W
ill Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it.
Augment 1
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Augment 2
Hit: 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn.
In your foe’s mind, your weapon takes the form of a hissing serpent, its strike hindering that enemy’s attacks against you.
At-
Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Constitution vs. AC
Hit: Constitution modifier psychic damage, and you mark the target until the end of your next turn. If you target only one creature with this power, the attack deals 1[W] extra damage.
Augment 1
Hit: As above, and you also mark one enemy adjacent to the target until the end of your next turn.
Augment 2
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 1[W] + Constitution modifier psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of your next turn.
Seeking to defend your friends, you attack your foe to get it to focus on you. By channeling more power into your attack, you can distract more opponents.
At
-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 1
Effect: Whenever you use your mind spike before the end of your next turn, the target of that power takes extra damage equal to your Charisma modifier.
Augment 2
Range: Close burst 1.
Target: Each enemy you can see in the burst
You slip unfettered across the battlefield to gain an advantageous position.
A
t-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you shift 1 square to a square adjacent to the target.
Augment 1
Keyword: Teleportation
Hit: 1[W] + Constitution modifier damage, and you teleport 1 square to a square adjacent to the target.
Augment 2
Keyword: Teleportation
Hit: 2[W] + Constitution modifier damage, and you teleport to a square adjacent to the target.
When you surge toward a foe, the momentum of your attack carries you through the rest of combat
.
Daily Psionic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift your speed. You can move through enemies’ spaces during this movement.
Target: One creature
Attack: Constitution vs. AC. You have combat advantage for this attack.
Hit: 2[W] + Constitution modifier damage. Your movement does not provoke opportunity attacks from the target until the end of the encounter.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to speed. In addition, when you shift, you shift 1 extra square.
Your attack rattles your foe with a vision of its allies betraying it. The foe lashes out at a companion before realizing its mistak
e.
Daily Charm, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Miss: Half damage.
Your weapon is rimed with ice as you strike. In the aftermath, you are imbued with a bitter cold that protects you and slows your enemi
es.
Daily Augmentable, Cold, Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. Fortitude
Hit: 1[W] + Constitution modifier cold damage, you push the target 1 square, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: Until the start of your next turn, any enemy that starts its turn adjacent to you is slowed until the end of its turn.
Your eyes glow as you achieve harmony of mind, body, and spirit. In this state, you are able to heal yourself, and you understand where to strike your enemy best and how to lessen its bl
ows.
Daily Healing, Polymorph, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge. You then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: You gain temporary hit points equal to 5 + your Wisdom modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
As you swing, the air around you ripples with psionic force that knocks back your enemy and levitates
you.
Daily Force, Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier force 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: You can assume the floating force stance. Until the stance ends, you ignore difficult terrain and take no damage from hindering terrain or terrain hazards.
As you lash out at your foe, a shroud of rock and scree rises from the ground to protec
t you.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and allies adjacent to you have cover. As a minor action, you can end this effect to gain resist 5 to all damage until the start of your next turn.
You bind your foe with an anchor of psionic energy so that you can draw it back to your side with only a t
hought.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. As a free action at the end of the target’s turn, you can teleport the target to a square adjacent to you (save ends).
Miss: Half damage. As a free action at the end of the target’s next turn, you can teleport the target to a square adjacent to you.
You become one with your weapon as you unleash a devastating attack against your foe, leaving yourself in position to strike again if your enemi
es flee.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the steel unity stance. Until the stance ends, you can use the Steel Unity Attack power.
At-Will Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Steel Unity Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Your foe’s movement wracks it with psychic pain in the aftermath of your attack, even as your own mobility is h
eightened.
Daily Psionic, Psychic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2[W] + Constitution modifier damage, and the target takes 5 psychic damage if it moves more than half its speed when it moves (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: You assume the stolen grace stance. Until the stance ends, you gain a +4 power bonus to AC and Reflex against opportunity attacks and a +2 power bonus to opportunity attack rolls.
With a thought, you transform your injuries into energy that bolsters your a
ttacks.
Encounter Force, Psionic
Free Action Personal
Requirement: You must be bloodied.
Effect: Until the end of your next turn, your unaugmented psionic attacks deal 1d6 extra force damage.
You bend the space around you to better position yourself and an ally on the batt
lefield.
Encounter Psionic, Teleportation
Move Action Ranged 5
Target: You and one ally
Effect: You slide one target 1 square and teleport the other target 3 squares.
A prescient vision of destruction allows you to sidestep the worst effects of a
n attack.
Encounter Psionic
Immediate Reaction Personal
Trigger: A close or an area attack hits you
Effect: You shift 1 square. If the shift places you outside the area of the triggering attack, you take only half damage from the attack.
With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken groun
d with ease.
At-Will Psionic
Move Action Personal
Effect: Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move 3 squares.
As your mind envisions the strength of the oak, your body acquires that tree’s anci
ent resilience.
Daily Psionic
Minor Action Personal
Effect: You gain resist 3 to all damage until the end of the encounter.
You focus your mind to shrug o
ff injuries.
Encounter Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to 5 + your Charisma modifier.
You loom large in your foes’ minds, forcing the enemies to turn their attentio
n toward you.
Encounter Psionic
Minor Action Close burst 2
Target: Each enemy in the burst
Effect: You mark each target until the end of your next turn.
You summon the beast within, gaining the power to send unwa
ry foes sprawling.
Daily Psionic, Stance
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the stance ends, any creature you hit with an opportunity attack is also knocked prone.
Once during the encounter, you can use the Wild Savagery Attack power while in this stance.
Daily Psionic, Stance, Weapon
Immediate Interrupt Personal
Requirement: The power Wild Savagery must be active in order to use this attack.
Trigger: An enemy marked by you deals damage to an ally with an attack that doesn’t include you as a target.
Effect: Make a melee basic attack or a charge attack against the triggering enemy. On a hit, the enemy is also knocked prone.
Your attack bends the fabric of space, drawing your enemy to a more adva
ntageous position.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you teleport the target to a square adjacent to you.
Augment 1
Range: Melee weapon + 1 reach
Augment 2
Hit: 2[W] + Constitution modifier damage, and you teleport the target to a square adjacent to you. If the target moves more than 2 squares on its next turn, you can teleport it to a square adjacent to you as an immediate reaction.
Your successful attack empowers you, letting you slip the bonds of space in response
to a foe’s assault.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] damage. Before the start of your next turn, if you take damage from any enemy that is not adjacent to you, you can teleport 2 squares as an immediate reaction.
Augment 1
Hit: 1[W] + Constitution modifier damage. Before the start of your next turn, if you take damage from any enemy that is not adjacent to you, you can teleport 2 squares as an immediate reaction.
Augment 2
Hit: 2[W] + Constitution modifier damage.
Effect: Whenever you take damage before the start of your next turn, you can teleport 3 squares as a free action.
As you raise your weapon, a foe lurches toward y
ou against its will.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee 2
Target: One creature
Attack: Constitution vs. Will
Hit: Constitution modifier damage, and you must pull the target 1 square. Until the end of your next turn, the target can move only to squares that are adjacent to you.
Augment 1
Range: Melee 5
Hit: As above, but you must pull the target 4 squares.
Augment 2
Range: Melee 5
Hit: 1[W] + Constitution modifier damage, and you must pull the target 4 squares and knock it prone. Until the end of your next turn, the target can move only to squares that are adjacent to you.
Your attack addles your foe, causing it to focus on you instead of on your friend. With a little more effort, you can force your enemy to
focus solely on you.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one ally within 5 squares of you becomes invisible to the target until the target is adjacent to him or her or until the end of your next turn.
Augment 1
Hit: As above, but the invisibility isn’t ended by the target being adjacent to the ally.
Augment 2
Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, your allies are invisible to the target while they aren’t adjacent to it.
Your weapon transforms into mist, allowing your strikes to slide through armor, flesh, and ghostly essence. By adjusting the mist’s consistency, you can force ghostly creatur
es to become material.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1[W] + Constitution modifier damage.
Augment 1
Hit: As above, and if the target is insubstantial, it doesn’t benefit from that quality against this attack and it takes extra damage equal to your Wisdom modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target doesn’t benefit from being insubstantial until the end of your next turn.
Your vicious attack lets you swing away from the target, ready
to strike the next foe.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: You shift 2 squares to a square adjacent to any enemy other than the target.
Augment 1
Effect: You shift your speed to a square adjacent to any enemy other than the target.
Augment 2
Effect: Make a charge attack against a creature other than the target. Movement made as part of the charge does not provoke opportunity attacks.
Wisps of shadow bind you to your foe, obscuring its attempt
s to strike back at you.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until you end your turn in a square not adjacent to the target, you have concealment against the target.
Augment 2
Hit: 2[W] + Constitution modifier damage. Until you end your turn in a square not adjacent to the target, you and allies adjacent to you have concealment against the target.
You trick your enemy into perceiving a legion of foes pressing in upon it. By expending more power, you can make the phantoms seem more real, causing the enemy
to freeze in indecision.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target grants combat advantage to your allies while they are adjacent to it.
Augment 1
Hit: As above, and the target takes a penalty to the attack rolls of melee attacks and close attacks until the end of your next turn. The penalty equals your Charisma modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.
With a sweeping attack, you trick your foe’s mind into seeing you as a monstrous figure whose blow sends the enemy stumbling back. You can expend more power to cause o
ther foes to stagger back.
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 2 squares.
Augment 1
Hit: As above, but you push the target a number of squares equal to your Charisma modifier. In addition, until the end of your next turn, if you or any of your allies pulls, pushes, or slides the target, the forced movement increases by 1 square.
Augment 2
Hit: 1[W] + Constitution modifier damage, and you push the target a number of squares equal to your Charisma modifier. After the push, you slide each enemy adjacent to the target 1 square.
You manifest a claw of force around your weapon. Then, as you strike, the claw encloses your foe
and drags it into position.
At-Will Augmentable, Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier force damage, and you slide the target 1 square to a square adjacent to you.
Augment 1
Special: Your reach increases by 1 for this attack.
Augment 2
Special: Your reach increases by a number of squares equal to your Charisma modifier for this attack.
Hit: 2[W] + Constitution modifier force damage, and you slide the target 3 squares to a square adjacent to you.
You harden your flesh, becoming a living statue and delivering heavy blows that
knock your foes to the ground.
Daily Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You assume the aspect of living stone until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: You gain resist 5 to all damage until the end of your next turn. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
Your attack heralds your transformation into a nightmare creature whose appearance c
ripples your enemies with fear.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 1[W] + Constitution modifier damage plus 1d12 psychic damage.
Miss: Half damage.
Effect: You assume the aspect of the unspeakable horror until the end of the encounter. While in this aspect, you gain a +5 power bonus to Intimidate checks and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Keyword: Fear
Effect: Each target of the at-will attack takes a -2 penalty to attack rolls until the end of your next turn.
As you strike your enemy, you unleash a surge of psionic energy that warps the minds of the foes you challenge,
compelling them to approach you.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the beckoning stance. Until the stance ends, you can use the Beckoning Strike At
tack power.
Daily Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Beckoning Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. At the end of the target’s turn, you can use a free action to pull the target a number of squares equal to its speed.
Your counterattack sends foes reeling away from you while your
vigor is temporarily replenished.
Daily Psionic, Psychic, Weapon
Immediate Reaction Close burst 3
Trigger: You take damage from an attack
Target: Each enemy in the burst
Attack: Constitution vs. Will
Hit: 1[W] + Constitution modifier psychic damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 1 square.
Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier.
You warp fate to take the place of another creature on the battlefield, deliver a brutal attack against an unsuspecting enemy, and the
n return to your original position.
Daily Psionic, Teleportation
Standard Action Ranged 5
Primary Target: One creature
Effect: You teleport yourself and the primary target, swapping positions. Make a secondary attack that is a melee weapon attack.
Secondary Target: One creature
Secondary Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you mark the secondary target until the end of your next turn.
Miss: Half damage, and you mark the secondary target until the end of your next turn.
Effect: You teleport yourself and the primary target, swapping positions.
Your attack opens up ripples in space, letting you slip from place to place
to stay one step ahead of your foes.
Daily Psionic, Stance, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the inconstant location stance. Until the stance ends, you can teleport 2 squares as a free action.
Special: You can take this free action only as the first or the last action of your turn.
You generate a vortex of nightmares around yourself that engulfs the minds of your enemies, forcing your foe
s to move away from imagined attacks.
Daily Fear, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action.
You unleash a wave of psionic energy that crushes your foe’s bravery, leav
ing the enemy overwhelmed with terror.
Daily Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: The target’s reach is reduced by 1 (minimum 1), and whenever the target is hit, you can slide it 1 square as a free action (save ends both).
Your strike warps temporal bonds, sapping your opponent’s speed and infusing you
with unpredictable bursts of movement.
Daily Force, Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier force damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: After the attack, you shift half your speed to a square adjacent to the target. You can assume the wild speed stance. Until the stance ends, you can move a number of squares equal to your speed + 1d4 as a move action. You roll a d4 each time you begin the movement. If the result is odd, the movement doesn’t provoke opportunity attacks.
The force of an opponent’s attack is shunt
ed through you as brilliant white light.
Daily Psionic
Free Action Personal
Trigger: You take damage from an attack.
Effect: You take half damage from the triggering attack. Until the end of the encounter, you radiate bright light that fills your space and all squares within 5 squares of you.
You vanish from an enemy’s sight, slipping past other f
oes as you move into attack position.
Encounter Illusion, Psionic
Move Action Ranged 5
Target: One creature marked by you
Effect: You become invisible to the target, then shift 5 squares to a square adjacent to the target. This invisibility last until the end of your turn or until you make an attack.
By the power of your mind, you s
hrug off the most potent physical effects.
Daily Psionic
Minor Action Personal
Effect: You cannot be slowed, immobilized, or restrained until the end of the encounter.
You forge a mental link with your enemy and travel through a fold in space,
appearing suddenly next to that enemy.
Encounter Psionic, Teleportation
Move Action Ranged 10
Target: One creature marked by you
Effect: You teleport to a square adjacent to the target. The target grants combat advantage to you until the end of your turn.
Even before your foe drops,
you slip away in search of another victim.
At-Will Psionic
Free Action Personal
Trigger: You reduce an enemy to 0 hit points during your turn
Effect: You shift 1 square.
Special: You can use this power once during each of your turns.
You stretch your senses outward, using your mind’s eye to look beyond the
material world in search of living minds.
Encounter Psionic
Minor Action Personal
Effect: Until the end of your next turn, you know the location of all living creatures within 10 squares of you. Until this effect ends, you don’t grant combat advantage to those creatures, and if they have cover or concealment when you attack them, you don’t take the -2 penalty to attack rolls against them.
You spring into the air
, fueling your leap with your psionic magic.
At-Will Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 bonus. You are considered to have a running start.
With each attack, you use t
he power of your mind to bolster your vitality.
Daily Psionic, Stance
Minor Action Personal
Effect: You assume the stance of surging durability. Until the stance ends, whenever you hit with an augmented power, you gain temporary hit points equal to the number of power points you spent to augment that power.
A premonition of danger flashes through your mind, letting you take the fig
ht to a foe that thought it had the drop on you.
Daily Psionic
No Action Personal
Trigger: You are surprised
Effect: You are no longer surprised. In addition, you shift half your speed and mark one creature adjacent to you at the end of the shift until the end of your next turn.
You channel psionic energy into your weapon, adjusting the rules of nature so that the weapon will slide thr
ough the air as if on wings when you hurl it.
Encounter Psionic
Minor Action Personal
Effect: Choose a weapon you are holding. The next melee attack you make with that weapon before the end of your next turn becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.
You bend space to temporarily stand in two places at
once, becoming a double threat to your enemies.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] damage, and choose a square adjacent to the target. You occupy that square in addition to your normal square until the start of your next turn. While you occupy multiple squares through this power, you can attack from either square. You can flank from either square and can flank with yourself. You can be targeted in either square, but close and area attacks that affect both squares target you only once.
Augment 1
Hit: As above, and when the effect ends, you choose whether to occupy your original square or your double’s square.
Augment 2
Hit: 2[W] damage, and choose any square within 5 squares of you. You occupy that square in addition to your normal square until the start of your next turn. While you occupy multiple squares through this power, you can attack from either square. You can flank from either square and can flank with yourself. You can be targeted in either square, but close and area attacks that affect both squares target you only once. When the effect ends, you choose whether to occupy your original square or your double’s square.
Your strike delivers
a torrent of psionic energy that addles your foe.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target cannot gain combat advantage until the end of your next turn.
Augment 1
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Augment 2
Close: burst 1
Target: Each enemy in the burst
Hit: 2[W] + Constitution modifier damage, and the target cannot gain combat advantage until the end of your next turn.
As you swing your we
apon, it ripples and flows to reach a distant foe.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon + 1 reach
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 1
Range: Melee weapon + 3 reach
Augment 2
Range: Melee weapon + 3 reach
Hit: 1[W] + Constitution modifier damage, and you pull the target 4 squares.
You draw the force from an enemy’s attack and
hurl it back at your attacker through your weapon.
At-Will Augmentable, Force, Psionic, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits you.
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier force damage, and you push the target 1 square.
Effect: You don’t get your normal standard action on your turn.
Augment 1
Hit: 1[W] + Constitution modifier force damage. You push the target 1 square and then shift 1 square to the square the target vacated. In addition, you gain combat advantage against the target until the end of your next turn.
Effect: You get your normal standard action on your turn.
Augment 2
Hit: 2[W] + Constitution modifier force damage. You push the target a number of squares equal to your Charisma modifier and knock it prone. The target cannot stand up until the start of its next turn.
Effect: You get your normal standard action on your turn.
Your weapon attack is merely a distraction from your true assault as you use a spike
of psionic energy to cause your foe to harm itself.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. The first time the target hits or misses any of your allies before the end of your next turn, it takes psychic damage equal to your Wisdom modifier.
Augment 1
Hit: Choose one of the target’s melee basic attacks. The target hits itself with that attack.
Augment 2
Hit: 1[W] + Constitution modifier damage. The next time the target makes a melee attack before the end of your next turn, you can choose which creature it attacks (not including itself ).
Your attack keeps an enem
y’s attention on you as you stay in motion around it.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn. If the target triggers your blurred step power before the end of your next turn, you shift 1 extra square with that power.
Augment 1
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Effect: If the target triggers your blurred step power before the end of your next turn, you shift a number of extra squares equal to your Wisdom modifier with that power.
Augment 2
Keyword: Teleportation
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Effect: If the target triggers your blurred step power before the end of your next turn, you can teleport 5 squares with that power instead of shifting.
Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If yo
u choose, you can draw the enemy’s attack to yourself.
At-Will Augmentable, Psionic, Weapon
Immediate Interrupt Melee 1
Trigger: An enemy within 5 squares of you targets an ally with an attack
Effect: Before the attack, you move your speed to a square adjacent to the triggering enemy.
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: You don’t get your normal standard action on your next turn.
Augment 1
Hit: As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage, and you become the target of the triggering attack.
Effect: You get your normal standard action on your next turn.
You move in a blur, making a series of quick attac
ks that force your opponents to regard you as a threat.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One, two, or three creatures
Attack: Constitution vs. AC
Hit: 1[W] damage, and you mark the target until the end of your next turn.
Augment 1
Effect: After both the first and second attacks, you shift 1 square to a square adjacent to the next target.
Augment 2
Hit: 1[W] + Constitution modifier damage.
Effect: You mark the target until the end of your next turn.
For an instant, you take on the weight of stone, allowing you t
o use your heavier mass to sweep your foe to the ground.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: Constitution modifier + Wisdom modifier damage, and you knock the target prone.
Augment 1
Effect: After the attack, you shift 2 squares to a square adjacent to the target.
Augment 2
Hit: 1[W] + Constitution modifier damage, and you knock the target prone.
Your attack keeps the target off balance, as either it or one of your
allies swap positions in a violent wrenching of reality.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. You teleport yourself and either the target or one ally adjacent to you, swapping positions.
Augment 1
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn. You then teleport yourself and one ally within 3 squares of you, swapping positions.
Augment 2
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn. You then teleport yourself and one ally within 5 squares of you, swapping positions.
Your attack transform
s both your enemy and yourself into a partially liquid form.
Daily Polymorph, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2[W] + Constitution modifier damage, and the target takes a penalty to attack rolls and saving throws equal to your Wisdom modifier (save ends). The penalty also ends if the target ends its turn without having made an attack during that turn.
Miss: Half damage.
Effect: You assume the aspect of disembodiment until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: You shift half your speed before or after the attack. You can move through enemies’ spaces during this shift. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.
A crippling strike
shunts your foe across the battlefield, then leaves it dazed.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2[W] + Constitution modifier damage, and you teleport the target 5 squares. The target is then dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Your weapon and body flare with telekinetic energ
y as you attack. Afterward, waves of force roll off your body.
Daily Force, Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier force damage.
Miss: Half damage.
Effect: You can assume the rippling force stance. Until the stance ends, you c
an use the power Rippling Force Movement.
Daily Force, Psionic, Stance
Move Action Personal
Requirement: The power Cascade of Rippling Force must be active in order to use this power.
Effect: You shift 3 squares. During this movement, you can move through the spaces of enemies marked by you. If you do so, the first time you enter an enemy’s space during the shift, that enemy takes force damage equal to your Charisma modifier.
You project a vision of your enemy’s death into the foe’s mind.
Daily Psionic, Psychic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 1[W] + Constitution modifier damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Effect: You assume the inexorable death stance. Until the stance ends, you
can use the Inexorable Death Attack power.
Daily Psionic, Psychic, Weapon
Opportunity Action Melee 1
Requirement: The power Inexorable Death Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] damage, and the target fails its first saving throw at the end of this turn.
Level 21: 2[W] + Constitution modifier damage.
You hammer your foe’s intellect, draining power from it.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. In addition, you regain 2 power points.
Miss: Half damage. In addition, you regain 1 power point.
Psionic energy cascades from your weapon as
you strike your foe, transforming the enemy into a statue of iron.
Daily Polymorph, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: The target is stunned and immune to all damage but psychic damage (save ends both).
Miss: The target is stunned and immune to all damage but psychic damage until the end of your next turn.
You make springing char
ge attacks against two foes, even as you set your sights on a third.
Daily Psionic, Weapon
Standard Action Melee weapon
Requirement: You must charge and use this power in place of a melee basic attack.
Target: One or two creatures
Attack: Constitution vs. AC
Hit: 1[W] + 1d6 + Constitution modifier damage.
Miss: Half damage.
Effect: If either attack hits, you can repeat the attack against a third creature, with a +2 bonus to the attack roll.
Your weapon attack disrupts the flow of time around
you, allowing you to harry your foes’ attempts to attack your allies.
Daily Psionic, Weapon, Zone
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You create a zone in a close burst 2 that lasts until the end of your next turn. While you are within the zone, you can use the Shattered Ti
me Attack power.
Sustain Minor: The zone persists.
Daily Psionic, Weapon, Zone
Opportunity Action Melee weapon
Requirement: The power Shattered Time must be active in order to use this power.
Trigger: An enemy within the zone makes an attack that does not include you as a target
Effect: Before the attack, you shift to any unoccupied square adjacent to the triggering enemy that is within the zone.
Secondary Target: The triggering enemy
Secondary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the secondary target until the end of your next turn.
When your
attack weakens a foe, its fleeting strength drives your fury in battle.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: Constitution modifier damage, and the target is weakened (save ends).
Miss: The target is weakened until the end of your next turn.
Effect: While the target is weakened from this attack, your melee attacks deal 2d6 extra damage.
You unleash a bl
ast of crackling psionic energy as you strike, flinging your enemy back.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3[W] + Constitution modifier damage, and you push the target 2 squares.
Miss: Half damage, and you push the target 1 square.
You let the power of your mind r
un rampant, transforming yourself into a creature of pure psionic energy.
Daily Polymorph, Psionic, Teleportation
Minor Action Personal
Effect: Until the end of the encounter, you gain resist 5 to all damage and can teleport 3 squares as a move action.
As your ally reels from an attack, you a
ct with the speed of thought to shield your friend from further assault.
At-Will Psionic
Immediate Reaction Melee 1
Trigger: An adjacent ally takes damage
Target: The triggering ally
Effect: You slide the target 1 square.
Your arms bulge with strength, and your weapon ripp
les with elemental energy as your mind draws from a deep font of power.
Encounter Psionic
Minor Action Personal
Effect: Until the end of your next turn, your weapon attacks deal extra damage equal to your Charisma modifier and deal cold, fire, lightning, and thunder damage in addition to their normal damage types.
You channel
psionic power through your weapon, granting it a brutal advantage in battle.
Daily Psionic
Minor Action Melee touch
Target: One weapon
Effect: Until the end of the encounter, the weapon gains the brutal 1 property. In addition, critical hits with the weapon deal 1d10 extra damage.
For a moment, your fle
sh becomes as hard as iron, and your foe’s attack bounces off you harmlessly.
Daily Psionic
Immediate Interrupt Personal
Trigger: You take damage from an attack
Effect: The damage is reduced to 0, but you are subject to all other effects of the attack, if any.
Your form shimmers as you send a wave of psionic energy washing over your foe
s. In their minds, you fade away as your duplicate appears and threatens them.
Daily Conjuration, Illusion, Psionic
Minor Action Ranged 5
Effect: You conjure an illusory duplicate of yourself in an unoccupied square within range. The duplicate lasts until the end of the encounter. You gain a +4 power bonus to all defenses against any attack that doesn’t include both you and the duplicate. As part of a move action, you can move the duplicate 5 squares.
The duplicate can be targeted by melee attacks and ranged attacks, although it lacks hit points. The duplicate disappears if a melee or a ranged attack deals any damage to it.
By altering reality, you ignore the effects of gravity as you move.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you can move across any horizontal or vertical surface without having to climb. You can walk on walls and ceilings as if they were floors. You fall if you end the stance while on a surface on which you could not normally stand.
Your entire body becomes an extension of your eyes.
Daily Psionic
Minor Action Personal
Effect: Until the end of the encounter, enemies cannot gain combat advantage by flanking you, and you gain a +5 power bonus to Perception checks.
Foes try in vain to hide from your heightened senses.
Encounter Psionic
Minor Action Personal
Effect: Until the end of your next turn, you can see invisible creatures and objects, and you gain a +5 power bonus to Insight checks and Perception checks.
You lash out with yo
ur weapon, slamming your foe again and again until you drive it into the ground.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC. Make the attack three times.
Hit: Constitution modifier damage.
Effect: If you hit the target two or more times, it falls prone.
Augment 1
Attack: Constitution vs. AC. Make the attack four times.
Augment 4
Attack: Constitution vs. AC. Make the attack four times.
Hit: Constitution modifier + Charisma modifier damage.
You strike your foe with crackling p
sionic energy, creating an intense vertigo in the foe that throws it off balance.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square.
Augment 1
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, when the target attacks any of your allies, you can use a free action to slide the target 1 square after its attack.
Augment 4
Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
Your weapon channels your psychic fury to distract and hinder your foe.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: Constitution modifier psychic damage, and the target is dazed until the start of your next turn.
Augment 1
Hit: As above, and you are no longer dazed or marked.
Augment 4
Hit: 2[W] + Constitution modifier psychic damage, and the target is dazed until the end of your next turn. In addition, you or one ally within 5 squares of you can make a saving throw against an effect that dazes or stuns.
The energy from your atta
ck causes swirling force to gather about you, which you can unleash on an attacker.
At-Will Augmentable, Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one enemy marked by you other than the target takes force damage equal to your Charisma modifier.
Augment 1
Effect: Until the end of your next turn, when an enemy adjacent to you hits and damages you, that enemy takes force damage equal to your Charisma modifier, and you can push it 1 square.
Augment 4
Hit: 2[W] + Constitution modifier damage, and one enemy marked by you other than the target takes force damage equal to your Charisma modifier.
Effect: Until the end of your next turn, when an enemy adjacent to you hits and damages you, that enemy takes force damage equal to 5 + your Charisma modifier, and you mark it until the end of the enemy’s next turn.
Your attack summons up a psionic shield that protects nearby allies.
At-Will Augmentable, Force, Psionic, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits you or an ally with an attack
Target: The triggering enemy
Attack: Constitution vs. Fortitude
Hit: 1[W] + Constitution modifier force damage, and each ally adjacent to you gains a +2 power bonus to all defenses until the start of your next turn.
Effect: You don’t have your normal standard action on your next turn.
Augment 1
Hit: As above, but the power bonus is +4.
Augment 4
Hit: 2[W] + Constitution modifier force damage, and each ally adjacent to you gains a +2 power bonus to all defenses until the end of your next turn.
Effect: You have your normal standard action on your next turn.
Your strike delivers a pulse of psionic energy into your enemy, compelling it to a
ttack you or suffer. By increasing the pulse’s strength, you can affect more enemies.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. As a free action, you can use your battlemind’s demand power against the target.
Effect: Until the end of your next turn, whenever an enemy hits any ally who is adjacent to you with a melee attack, that enemy takes psychic damage equal to your Charisma modifier.
Augment 1
Effect: As above, but the enemy takes the damage when it hits or misses.
Augment 4
Hit: 2[W] + Constitution modifier damage, and you pull each enemy within 2 squares of you 1 square. As a free action, you can use your battlemind’s demand power against each enemy adjacent to you.
You lunge forward to attack your enemy, your reach magically extended.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon + 1 reach
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 1
Attack: As above, and you ignore the -2 penalty for attacking an enemy that has cover.
Augment 4
Hit: 2[W] + Constitution modifier damage. You slide each creature adjacent to the target 1 square and then slide the target 2 squares.
You mo
ve through your enemies like a shadow, striking hard with your weapon as you slip away.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Effect: You shift 2 squares and make the following attack against one enemy adjacent to you at any point during this movement.
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 1
Range: Close burst 1
Target: One or two creatures in the burst
Hit: 1[W] damage.
Augment 4
Effect: You shift your speed and can move through enemies’ spaces during this movement. Make the following attack against one enemy adjacent to you at any point during this movement.
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Your attack focuses your mind and body to shield you from counterattacks.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. You gain a +2 power bonus to a defense of your choice until the start of your next turn.
Augment 1
Hit: 1[W] + Constitution modifier damage. You gain a +2 power bonus to all defenses until the end of your next turn.
Augment 4
Range: Close burst 1
Target: Each enemy in burst
Hit: 2[W] + Constitution modifier damage. You gain a power bonus to all defenses equal to your Wisdom modifier until the end of your next turn.
You create a web of psionic energy around your foe that convinces it of its allies’ betraya
l. By strengthening the web, you can compel your foe’s allies to meet those expectations.
At-Will Augmentable, Charm, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier psychic damage. Until the end of your next turn, the target takes 2 psychic damage when any enemy of yours attacks while adjacent to it.
Augment 1
Hit: 1[W] + Constitution modifier psychic damage. Until the end of your next turn, any enemy takes a -2 penalty to attack rolls while adjacent to the target.
Augment 4
Hit: 2[W] + Constitution modifier psychic damage. Until the end of your next turn, when any enemy attacks any ally of yours who is adjacent to the target, the enemy also makes the attack against the target.
As you attack your foes, you become the embodiment of flame in their
eyes. With each strike, you inflict blistering wounds, which burn your enemies from within.
Daily Fire, Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and ongoing 5 fire and psychic damage (save ends).
Miss: Half damage.
Effect: You assume the aspect of the enlightening flame until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: Choose a single creature hit by the at-will attack. That creature takes extra fire and psychic damage equal to your Wisdom modifier.
Your enemy flies back from you
r attack, and before it lands, you exchange positions so you can lash out against other foes.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You push the primary target 5 squares and knock it prone. In addition, you and the primary target teleport, swapping positions. If you teleport, you then make a secondary attack that is a close burst 1.
Secondary Target: Each enemy you can see in the burst other than the primary target
Secondary Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage, and the secondary target is dazed until the end of your next turn.
Lightning fla
res around the creature you strike, feeding back to grant you the power of the raging tempest.
Daily Lightning, Polymorph, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and ongoing 5 lightning damage (save ends).
Miss: Half damage.
Effect: You assume the aspect of the raging tempest until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind atwill attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Keyword: Thunder
Effect: When you hit with the at-will attack, you slide one enemy marked by you 1 square. That enemy then takes thunder damage equal to your Wisdom modifier.
You
r weapon attack is followed up by a blast of psionic power that knocks creatures to the ground.
Daily Force, Psionic, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: Make a secondary attack that is a close blast 5, and that must include the primary target as a target.
Secondary Target: Each creature in the blast
Secondary Attack: Constitution vs. Fortitude
Hit: 10 + Constitution modifier force damage, and you push the secondary target 2 squares and knock it prone.
Your attack devastate
s your foe’s mind, forcing the enemy to revert to its base instincts and focus its anger on you.
Daily Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 2[W] + Constitution modifier damage. Whenever the target attacks, it can use only basic attacks and must include you as a target (save ends both).
Miss: Half damage. Until the end of your next turn, whenever the target attacks, it can use only basic attacks and must include you as a target.
Your strike embeds a crystalline fr
agment in your enemy’s flesh, overwhelming it with psionic energy channeled from the Living Gate.
Daily Psionic, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and the target is dazed and gains vulnerable 5 psychic (save ends both).
Miss: Half damage, and the target gains vulnerable 5 psychic (save ends).
Effect: Until the vulnerability ends, the target takes 10 radiant damage whenever it uses a psychic power.
You lash out with your weapon and channel a burst of pain into your enemy’s min
d. Though the blow doesn’t connect, your foe collapses as it feels the weapon strike a vital area.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: The target falls unconscious (save ends).
Aftereffect: 10 + Constitution modifier psychic damage.
Miss: The target is dazed (save ends).
You wave your weapon in an intricate pattern, channeling psionic energy into it as y
ou strike. Your foe is paralyzed with fear as it perceives a hellish scene of torment engulfing it.
Daily Fear, Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 2[W] + Constitution modifier damage, and the primary target is immobilized (save ends).
Miss: Half damage, and the primary target is immobilized until the end of your next turn.
Effect: You assume the paralyzing fe
ar stance. Until the stance ends, you can use the Paralyzing Fear Attack power.
Daily Fear, Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Paralyzing Fear Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is immobilized until the end of your next turn.
Level 21: 2[W] + Constitution modifier damage.
Your attack inspires an enemy t
o focus on you in combat, and lets you use flashes of the future to distance yourself from your foes.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution + 4 vs. AC
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of the encounter. No other mark can supersede this mark unless you permit it.
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: You assume the precognitive eye stance. Until the stance ends, whenever any enemy marked by you moves, you can shift 1 square as a free action. In addition, you gain a +1 power bonus to attack rolls against enemies marked by yo
u.
You move with the speed of thunder, blasting your foes as you pass.
Daily Psionic, Thunder, Weapon
Standard Action Close burst 1
Effect: You shift twice your speed and make the following attack at any point during this movement.
Target: Each creature in the burst
Attack: Constitution vs. Fortitude
Hit: 3[W] + Constitution modifier thunder damage, you push the target 3 squares, and the target is deafened (save ends).
Miss: Half damage, and you push the target 1 square.
You zero in your thoughts, snapping previously unseen details into focus within your mind’s eye.
Encounter Psionic
Free Action Personal
Effect: You gain a +5 power bonus to your next Insight check or Perception check during this encounter.
An attack against you triggers a psionic barrier that shields you and your allies from harm.
Daily Psionic, Zone
Immediate Interrupt Close burst 3
Trigger: You or an ally adjacent to you is hit by an attack
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while within the zone. Any enemy that starts or ends its turn within the zone is pushed 1 square from the center of the zone. The zone is difficult terrain for enemies.
Sustain Minor: The zone persists.
Yo
u blur across the battlefield to move into position for an attack, or to flee an enemy’s retribution.
Encounter Psionic
Free Action Personal
Effect: You shift your speed.
Special: You can use this power only as the first or the last action of your turn.
You tap into your body’s natural healing abilities and mend your wounds.
Daily Healing, Psionic
Minor Action Personal
Effect: You spend a healing surge. In addition, until the end of the encounter, you have regeneration 5 while you’re bloodied.
You shrug off a debilitating effect as you revitalize yourself in the midst of combat.
Daily Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to your Constitution modifier + one-half your level and remove one effect that a save can end. You then shift 1 square.
You fix your enemies in your mind’s eye, allowing you to swiftly react to their movement.
Encounter Psionic
Minor Action Close burst 5
Target: Each enemy marked by you in the burst
Effect: Until the end of your next turn, when the target completes a willing move without teleporting, you can shift an equal number of squares as a free action.
You create a shield of psionic power that fortifies your allies.
Daily Psionic, Zone
Minor Action Close burst 5
Effect: The burst creates a zone that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. You and your allies gain a +4 power bonus to Will and saving throws while within the zone.
With a burst of psionic energy, you appear next to an enemy you have called out.
Encounter Psionic, Teleportation
Move Action Personal
Effect: You teleport to a square adjacent to a creature marked by you.
You warp space around you, creating a means of quick escape for you and your allies.
Daily Conjuration, Psionic, Teleportation
Minor Action Ranged 10
Effect: You conjure four shimmering teleport triggers in unoccupied squares within range. Each teleport trigger lasts until the end of the encounter or until expended. When you or an ally enters a square containing a teleport trigger, that character can expend the trigger as a free action to teleport 5 squares.
A field
of spectral blades fills the air around you, increasing your retribution against a foe that harms your allies.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and your mind spike power deals extra damage equal to your Constitution modifier until the end of your next turn.
Augment 1
Effect: Before the attack, you mark each enemy adjacent to you until the start of your next turn.
Augment 4
Keyword: Zone
Range: Close burst 2
Primary Target: Each enemy in the burst
Primary Attack: Constitution vs. AC
Effect: The burst creates a zone that lasts until the start of your next turn. Wh
ile you are within the zone, you can use the Cloud of Dancing Blades Attack power.
At-Will Augmentable, Psionic, Weapon
Immediate Interrupt Melee weapon
Requirement: The power Cloud of Dancing Blades must be active in order to use this power.
Trigger: An enemy willingly leaves the zone
Effect: Before the attack, you shift 4 squares to an unoccupied square adjacent to the triggering enemy.
Secondary Target: The triggering enemy
Secondary Attack: Constitution vs. AC
Hit: The secondary target is immobilized until the end of your next turn.
In the aftermath of your attack, you deftly stay ahead of your foes’ ttempts to move around you.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. When you use your blurred step power before the end of your next turn, you can shift a number of squares equal to your Charisma modifier instead of shifting 1 square.
Augment 1
Hit: As above, and you mark the target until the end of your next turn.
Augment 4
Keywords: Force, Psychic
Hit: 3[W] + Constitution modifier damage. When you use your blurred step power before the end of your next turn, you can shift a number of squares equal to your Charisma modifier instead of shifting 1 square, and the creature that triggers your blurred step takes 5 force and psychic damage.
Your foe attempts to slip away from you,
but you attack in a blur of movement, sending your enemy in another direction and binding it with psionic energy.
At-Will Augmentable, Psionic, Weapon
Immediate Interrupt Melee 1
Trigger: An adjacent enemy marked by you shifts
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. You slide the target 1 square, and it is immobilized until the end of your next turn.
Effect: You don’t get your normal standard action on your next turn.
Augment 1
Hit: As above, and the target cannot teleport and is immune to forced movement while immobilized by this attack.
Augment 4
Hit: 3[W] + Constitution modifier damage. You slide the target 2 squares, and it is immobilized until the end of your next turn.
Effect: You get your normal standard action on your next turn.
You imbue y
our attack with psionic energy, allowing you to strike precisely and forcing your opponent to move as you dictate.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square. You then shift 1 square into the space the target left.
Augment 1
Hit: 1[W] + Constitution modifier damage. Whenever the target shifts before the end of your next turn, you can use a free action to slide the target 1 square at the end of the shift.
Augment 4
Hit: 3[W] + Constitution modifier damage. When you hit any enemy before the end of your next turn, you slide that enemy 2 squares.
You strike and slash, opening wounds both physical and mental, which flare with pain as you press the attack.
At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and your next psionic attack against the target before the end of your next turn deals 1d6 extra psychic damage.
Augment 1
Hit: 1[W] + Constitution modifier damage, and the target loses its psychic resistance until the end of your next turn.
Augment 4
Hit: 3[W] + Constitution modifier damage, and your next psionic attack against the target before the end of your next turn deals 1d6 extra psychic damage.
Your attack constrains a foe to its current location, hindering its ability to flee from you.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is slowed until the end of your next turn.
Augment 1
Hit: 1[W] damage, and the target cannot move or be pulled, pushed, or slid more than 2 squares from its current space until the end of your next turn.
Augment 4
Hit: 3[W] + Constitution modifier damage, and the target cannot move or be pulled, pushed, or slid more than 2 squares from its current space until the end of your next turn.
Space ripples around you, letting you attack a foe beyond your reach, then drawing you to that enemy’s side.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon + 2 reach
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] damage, and you teleport to a square adjacent to the target.
Augment 1
Hit: 1[W] damage, and you teleport one ally adjacent to you to a square adjacent to the target.
Augment 4
Effect: Before the attack, you teleport 5 squares.
Hit: 2[W] + Constitution modifier damage, and you teleport to a square adjacent to the target.
When your strike connects, you seize the mind of a nearby foe and gain limited control over the enemy’s movement.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide one creature marked by you 3 squares.
Augment 1
Effect: After the attack, you shift 1 square and gain a +2 power bonus to one defense of your choice until the end of your next turn.
Augment 4
Hit: 2[W] + Constitution modifier damage, and you push the target a number of squares equal to your Charisma modifier. In addition, until the end of your next turn, the target is immobilized and you can use a free action to slide the target 1 square whenever you take damage.
Your attack hammers your foe, allowing you to bind it with a psionic link that keeps your enemy close.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. If the target moves away from you on its next turn, you can use a free action to shift 3 squares to a square closer to the target after its move.
Augment 1
Hit: 1[W] + Constitution modifier damage. You are immune to the slowed and immobilized conditions until the end of your next turn.
Augment 4
Keyword: The power gains the teleportation keyword.
Hit: 3[W] + Constitution modifier damage. If the target moves away from you on its next turn, you can use a free action to teleport to a square adjacent to the target after its move.
Your attack pushes your enemies back, wracking them with fear as you take on the form of a hideous scaled beast.
Daily Fear, Polymorph, Psionic, Psychic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you push the target 3 squares.
Miss: Half damage.
Effect: Each target takes 6 psychic damage. You then assume the aspect of squamous horror until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: Choose one creature hit by the at-will attack. That creature moves its speed away from you by the safest route possible as a free action.
You repeat
edly transform yourself into simulacra of your enemies. Through these forms, you can cause your enemies to harm themselves.
Daily Charm, Polymorph, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the aspect of stolen identity until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: Choose a single creature hit by the at-will attack, and choose a melee basic attack of that creature. The creature then hits itself with that melee basic attack as a free action.
Your power bends t
he space around you, letting you strike a distant foe, then forcing that foe back as you appear at its side to strike again.
Daily Psionic, Psychic, Teleportation, Weapon
Standard Action Melee weapon + 3 reach
Target: One creature
Primary Attack: Constitution vs. Reflex
Hit: 5 + Constitution modifier psychic damage, and you slide the target 1 square.
Miss: Half damage, and you slide the target 1 square.
Effect: You teleport to a square adjacent to the space the target occupied before the slide. Make a secondary attack against the target.
Secondary Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: You teleport 5 squares.
You tempt an enemy’s wrath as you focus your rage on it, setting up a confrontation that only one of you will survive.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage plus 3d10 psychic damage, and you mark the target until the end of the encounter. No other mark can supersede this mark unless you permit it.
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: Until the mark imposed by this power ends, you are treated as if you are marked by the target, and whenever you or the target moves, the other can move the same number of squares as a free action or shift 1 square as a free action.
Your wrath burns so hot it warps the air around you, causing your attackers to recoil in pain.
Daily Force, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and the target takes 1d6 extra force and psychic damage from your attacks, not including this one (save ends).
Miss: Half damage.
Effect: Until the end of your next turn, any enemy that hits you takes 1d10 force and psychic damage, and you can push that enemy 1 square.
Sustain Minor: The effect persists.
You drive a psionic spike
of pain into your enemy’s mind. Each time you land a blow thereafter, the spike reverberates, causing your foe increased agony.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Whenever you hit the target before this ongoing damage ends, the ongoing damage increases by 5.
You assume perfect positioning and strike with precision
to leave a lasting wound. While in this stance, you can deliver a staggering blow to any enemy that tries to move away from you.
Daily Psionic, Stance, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: Y
ou assume the perfect storm stance. Until the stance ends, you can use the power Relentless Strike Attack.
Daily Psionic, Weapon
Opportunity Action Melee 1
Requirement: The perfect storm stance from Relentless Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn.
Level 21: 2[W] + Constitution modifier damage.
You slip back through time to escape the fight around you,choosing a more advantageous position when you reappear
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC. Make the attack twice.
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: At the start of your next turn, you are removed from play. At the start of your following turn, you reappear in an unoccupied space within 5 squares of the space you last occupied.
You shunt aside your wrath at seeing your friends attacked, focusing your rage to lend exacting precision to your attacks.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 4[W] + Constitution modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, when the target attacks any ally of yours, you gain a +2 power bonus to attack rolls against the target until the end of your next turn. If you already have the bonus when the target attacks an ally, the bonus increases by 1.
Your strength of mind lets you shrug off fear and your foes’ attempts to draw you into combat.
Daily Psionic, Stance
Minor Action Personal
Effect: You are no longer marked, and you assume the fearless mind set stance. Until the stance ends, you gain a +4 power bonus to Will, a +5 power bonus to saving throws against fear effects, and you cannot be ma
rked.
You draw on deep reserves of psionic energy to shrug off even the most terrible wounds.
Daily Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to your bloodied value.
Assessing your enemies’ weaknesses, you maneuver past your foes, positioning yourself to your best advantage.
Encounter Psionic
Move Action Personal
Effect: You shift 12 squares and can move through enemies’ spaces during the shift.
By opening a portal into your own mind, you are temporarily shunted out of the world, then invigorated on your return.
Daily Healing, Psionic
Minor Action Personal
Effect: You are removed from play. At the end of your next turn, you regain hit points equal to your bloodied value or you regain the use of an encounter power you have already used in this encounter. You then reappear in any unoccupied space within 5 s
quares of the space you last occupied.
You cast your mind out, ignoring all barriers to find your foes.
Daily Psionic
Minor Action Personal
Effect: Until the end of your next turn, you ignore all barriers to line of effect and line of sight that are within 20 squares of you. In addition, you ignore the -2 penalty for attacking enemies that have conc
ealment or cover within that range.
You devour your enemy’s anguish as you deliver a killing blow.
Encounter Psionic
Free Action Personal
Trigger: You reduce a nonminion enemy to 0 hit points.
Effect: You gain temporary hit points equal to your healing surge value.
You’re an avatar of battle, taking advantage of the slightest flaws in your enemies’ defenses to gain supremacy over them.
Daily Psionic
Minor Action Personal
Effect: Until the end of the encounter, ene
mies grant combat advantage to you.
Your power of thought lifts you free of the battlefield.
Daily Psionic, Stance
Minor Action Personal
Effect: You assume the wings of elevated thought stance. Until the stance ends, you gain a fly speed of 6, but you descend safely to the ground at
the end of each of your turns.
As your foe attacks your ally, you intervene to protect your friend.
At-Will Augmentable, Psionic, Weapon
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you targets one of your allies with a melee attack
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target attacks you instead of the ally.
Effect: You don’t get your normal standard action on your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target takes a penalty to its attack roll equal to your Charisma modifier.
Augment 6
Hit: 3[W] + Constitution modifier damage, and you slide the target 3 squares and shift 3 squares to a square adjacent to it. The target then attacks you instead of the ally.
Effect: You get your normal standard action on your next turn.
You clobber your foe with a pulverizing blow. As the enemy staggers, you wrack the earth with a wave of power that knocks down nearby foes.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one enemy adjacent to you and marked by you falls prone.
Augment 2
Hit: 2[W] + Constitution modifier damage, and one enemy adjacent to you and marked by you falls prone. If the enemy you knock prone is flanking you with another enemy, that other enemy also falls prone.
Augment 6
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 2[W] + Constitution modifier damage, and you knock the target prone. In addition, one enemy marked by you and within 5 squares of yo
u falls prone.
The power of your attack manifests as a force vortex that lashes out against another foe.
At-Will Augmentable, Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one enemy adjacent to the target takes force damage equal to your Constitution modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage, and one enemy marked by you takes force damage equal to your Constitution modifier.
Augment 6
Keyword: Zone
Hit: 3[W] + Constitution modifier damage.
Effect: Your space and each square adjacent to you becomes a zone that lasts until the end of your next turn. When a creature within the zone takes damage from an attack, each enemy within the zone takes force damage equal to your Constitution modifier.
Your attack leaves a foe reeling, and lets you channel psionic power to fling yourself or the enemy across the battlefield.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target grants combat advantage while within 5 squares of you.
Augment 2
Keyword: Teleportation
Hit: As above, and when an ally hits the target, you can teleport 3 squares as a free action.
Augment 6
Keyword: Teleportation
Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. Also until the end of your next turn, when you or any ally hits the target, you can teleport yourself or the target 3 squares as a free a
ction.
A vicious strike magnifies your presence in your enemy’s mind, compelling it to focus on your threat.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, your battlemind’s demand power targets two creatures in the burst.
Augment 2
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 6
Range: Close burst 2
Target: Each enemy you can see in the burst
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of the encounter, until you use this power again, or until you use your battlemind’s demand power.
You imbue yourself with the strength of an ogre as you unleash a strike that fells your foe, making it an easy target for your allies.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] damage. You knock the target prone, and if it stands up before the end of your next turn, it provokes opportunity attacks for doing so.
Augment 2
Close: burst 1
Target: Each enemy in the burst
Hit: 2[W] damage. You knock the target prone, and if it stands up before the end of your next turn, it provokes opportunity attacks for doing so.
Augment 6
Hit: 3[W] damage, and the target is dazed until the end of your next turn. You knock the target prone, and if it stands up before the end of your next turn, it provokes opport
unity attacks for doing so.
Your psionic assault presses in on your foe, inhibiting its ability to maneuver.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and squares adjacent to you and squares adjacent to your allies are difficult terrain for the target until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target can’t shift until the end of your next turn.
Augment 6
Hit: 3[W] + Constitution modifier damage, and the target is immobilized and grants combat advantage to your allies until the end of your next turn.
The force of your attack warps reality, leaving you and your enemy in different positions in the blink of an eye.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon + 1 reach
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. You teleport yourself and the target, swapping positions.
Augment 2
Range: Melee weapon + 3 reach
Augment 6
Hit: 3[W] + Constitution modifier damage. You teleport the target 3 squares
and then teleport 3 squares.
You leap toward your foe and unleash a fury of blows that overwhelm its defenses.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC. If you weren’t adjacent to the target at the start of this turn, the target grants combat advantage to you for this attack.
Hit: 1[W] + Constitution modifier damage.
Augment 2
Hit: 2[W] + Constitution modifier damage, and you shift 3 squares. If you use this power unaugmented on your next turn, you can shift 3 squares as a free action either before or after the attack.
Augment 6
Hit: 3[W] + Constitution modifier damage, and you are invisible to the target until the end of your next turn.
You
release a flash of psionic energy in your foe’s mind, clouding the foe’s vision. You can strengthen the flash to disrupt the foe’s vision further.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, any creature more than 4 squares away from the target has total concealment against it.
Augment 2
Hit: 2[W] + Constitution modifier damage, and each ally within 10 squares of you is invisible to the target until the end of your next turn.
Augment 6
Hit: 3[W] + Constitution modifier damage, and the target is blinded until the end of your next turn.
Your mind and body become one as you execute the perfect attack and transform yourself into a being of pure thought.
Daily Polymorph, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Effect: The target takes 20 + your Constitution modifier psychic damage. You then assume the aspect of luminous thought until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: Until the end of your next turn, you gain a +2 bonus to all defenses against the targets of the at-will attack. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom m
odifier.
You become a streak of flame that blurs across the battlefield, devastating your foes with psionic fire.
Daily Fire, Psionic, Weapon
Standard Action Melee weapon
Effect: You shift three times your speed and make the following attack against one, two, or three creatures during this movement.
Target: One creature
Attack: Constitution vs. Reflex
Hit: Ongoing 40 fire damage (save ends).
Miss: Ongoing 20 fire damage
(save ends).
Your weapon’s arc carves a red orb of force that sears your foes and sends them tumbling away.
Daily Fire, Psionic, Stance, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Constitution vs. AC
Hit: 5[W] + Constitution modifier fire damage, and you push the target a number of squares equal to your Charisma modifier.
Miss: Half damage, and
you push the target 2 squares.
Effect: You can assume the sunsphere stance. Until the stance ends, you can use the Sunsphere Attack power.
Daily Fire, Psionic, Stance, Weapon
Opportunity Action Melee 1
Requirement: The power Corona of the Sunsphere must be active in order to use this power.
Trigger: An enemy that started its turn adjacent to you willingly moves away from you or makes an attack that doesn’t include you as a target during that turn.
Target: The triggering enemy
Effect: 1[W] + Charisma modifier fire damage.
You weave through the battlefield, darting to a new foe after each strike with such speed that your enemies think they face an army.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One, two, three, or four creatures
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: Before each attack but the first, you shift your spe
ed. After making all the attacks, you assume the deadly haste stance. Until the stance ends, you can use the Deadly Haste Attack power.
At-Will Psionic, Stance, Weapon
Opportunity Action Melee 1
Requirement: The power Deadly Haste Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. You shift half your speed and make a melee basic attack against a different ene
my.
Your attack leaves your enemy unable to think clearly. With a subtle mental push, you can direct the enemy’s actions.
Daily Charm, Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 3[W] + Constitution modifier psychic damage, and the target is dominated (save ends). Until this domination ends, you can use a free action at the start of each of the target’s turns to slide the target a number of squares equal to its speed.
Miss: Half damage, and
the target is dazed (save ends).
Your weapon attack leaves a foe weakened, its stolen strength replenishing your own vigor.
Daily Healing, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4[W] + Constitution modifier damage. In addition, the target is weakened, and you regain 10 hit points at the start of each of the target’s turns (save ends both). While the target is adjacent to you, it takes a -2 penalty to saving throws against this effect.
Miss: Half damage, and the target is weakened until the end of your next turn. At the start of th
e target’s next turn, you regain 10 hit points.
Your attack incites a frenzy for battle that lets you lay waste to your foes.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 6[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the sublime fury stance. Until the stance ends, you take a -2 penalty to attack rolls and your unaugmented battlemind at-will melee attacks deal 2d6 extra damage. In addition, whenever you reduce a nonminion creature to 0 hit points, you make a melee basic attack as a f
ree action.
Your strike pulls an enemy toward you, then forces it back to its previous location to relive your attack.
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and you teleport the target to a square adjacent to you.
Miss: Half damage.
Effect: As a free action at either the start or the end of the target’s next turn, you teleport the target to the space it occupied when you targeted it with this power. Make a secondary attack against the target, even if you are no longer within melee reach.
Secondary Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier
damage.
Your punishing attack establishes a brief psionic link with your foe that saps its mental energy and renews your own.
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 5[W] + Constitution modifier psychic damage.
Miss: Half damage
.
Effect: You regain 6 power points.
You lash out at foes close by, hoping to draw their ire and their attacks to you.
At-Will Augmentable, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Constitution vs. Will
Hit: Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 2
Hit: 1[W] + Constitution modifier damage, and you mark the target and one other enemy within 2 squares of the target until the end of your next turn.
Augment 6
Range: Close burst 2
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of you
r next turn.
After missing your foe with an attack, you shift your grip on your weapon and make a quick follow-up strike.
At-Will Augmentable, Psionic, Weapon
Minor Action Melee weapon
Target: An enemy you missed with an attack during this turn
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Augment 2
Attack: Constitution vs. Reflex
Hit: 2[W] + Constitution modifier damage.
Augment 6
Hit: 3[W] + Constitution modifier damage.
Miss: You regain the power points you spent to augment this power.
Your attack undermines your foe’s confidence in attacking anyone but you. Using more psionic energy, you can stun the foe.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Augment 6
Hit: 2[W] + Constitution modifier damage, and t
he target is stunned until the end of your next turn.
You strike, then teleport away to deny your enemies an easy counterattack.
At-Will Augmentable, Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you teleport 1 square.
Augment 2
Hit: 2[W] + Constitution modifier damage, and you teleport 2 squares.
Augment 6
Range: Close burst 1
Target: Each enemy you can see in the burst
Hit: 2[W] + Constit
ution modifier damage.
Effect: You teleport 5 squares.
Your attack binds your enemy’s thoughts, limiting its tactical movement.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and the target cannot shift until the end of your next turn.
Augment 2
Hit: 2[W] + Constitution modifier damage, and the target is marked and cannot shift until the end of your next turn.
Augment 6
Hit: 3[W] + Constitution modifier damage, and the target cannot shift until the end of your next turn. In addition, you gain a +3 power bonus to opportunity attack rolls against the target until the end of your next turn.
You engulf your foe’
s mind with images that hinder the enemy’s perception of its enemies. By making the images more real, you can manipulate your enemy into attacking those you choose.
At-Will Augmentable, Charm, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a -5 penalty to attack rolls against creatures other than you.
Augment 2
Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target provokes opportunity attacks when it makes any attack that doesn’t include at least one of your enemies as a target.
Augment 6
Hit: 3[W] + Constitution modifier damage, and the target is dominated until the end of your next turn. Until this domination ends, the target has
combat advantage against itself and your enemies.
A shadowy shield presses your foes and can hinder their movement.
At-Will Augmentable, Necrotic, Psionic, Psychic, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Constitution vs. Fortitude
Hit: 1[W] necrotic and psychic damage.
Augment 2
Hit: 1[W] + Constitution modifier necrotic and psychic damage, and you mark the target until the end of your next turn.
Augment 6
Hit: 3[W] + Constitution modifier necrotic and psychic damage. In addition, if the target moves more than 2 squares away from you on its next turn, it takes 10 necrotic and psychic damage.
You unleash a storm of psionic power that damages your foe and enhances your ability to force enemies to deal with you first or pay a heavy price.
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, your mind spike power deals extra damage equal to 5 + your Wisdom modifier.
Augment 2
Close: burst 2
Target: Each enemy in the burst
Hit: 2[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 6
Hit: 4[W] + Constitution modifier damage.
Effect: Until the end of your next turn, you can use your mind spike power as a free action, and it deals extra damage equal to 5 + yo
ur Wisdom modifier.
You imbue yourself with destructive magic as you strike your enemy, disrupting its substance for a time.
Daily Polymorph, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3[W] + Constitution modifier damage, and ongoing 20 damage (save ends).
Miss: Half damage, and ongoing 10 damage (save ends).
Effect: You assume the aspect of annihilation until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 2
Effect: The target of the at-will attack fails its first saving throw before the end of your next turn. In addition, choose a single creature hit by the at-will attack. That creature takes extra damag
e equal to your Wisdom modifier.
You flit across the battlefield, avoiding your enemies as your attacks grant you a lethal grace.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One, two, or three creatures
Attack: Constitution vs. Reflex
Hit: 3[W] + Constitution modifier damage, and the target is dazed (save ends). If the target is already dazed, the attack deals 5 extra damage.
Miss: Half damage.
Effect: You shift 3 squares after each attack. After making the last attack, yo
u assume the stance of darting grace. Until the stance ends, you gain a +2 power bonus to AC and Reflex, and you can use the Darting Grace Attack power.
Daily Psionic, Stance, Weapon
Free Action Personal
Requirement: The power Darting Grace Strike must be active in order to use this power.
Trigger: An enemy misses you with an attack
Effect: You shift 4 squares, and the triggering enemy grants combat advantage to you until the end of
your next turn.
Sensing your foe’s defenses, you lash out at the weakest point with unnatural speed and grace, delivering a deadly strike.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 6[W] + Constitution modifier damage. The damage increases by 5 for each effect on the target that a save can end.
Miss: Half damage. The damage increases by 2 for each effect on the target that a save c
an end.
You tear through your opponent with one mighty blow. The strike helps focus your mind, bolstering you and improving your prowess.
Daily Psionic, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 6[W] + Constitution modifier damage, and you gain temporary hit points equal to 10 + your Constitution modifier.
Miss: Half damage, and you gain temporary hit points equal to 5 + your Constitution modifier.
Effect: You can assume the focused rampage stance. Until the stance ends, you can use any of your at-will unaugmented psionic attack powers in
place of melee basic attacks.
You vanish before your enemies’ eyes, becoming the unseen wind that unleashes death on the battlefield.
Daily Psionic, Weapon
Standard Action Melee weapon
Effect: Before the attack, you become invisible and then shift a number of squares equal to your speed. You remain invisible until the start of your next turn.
Target: One creature
Attack: Constitution vs. Reflex
Hit: 5[W] + Constitution modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +4 power bonus to spe
ed, and you are invisible while moving.
Your attack binds the target to you, wracking it with pain as you fling it across the battlefield.
Daily Psionic, Psychic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 4[W] + Constitution modifier damage.
Miss: Half damage.
Effect: The target is subject to your many doors curse (save ends). While the target is affected by your many doors curse, the first time each turn that the target takes damage from an attack, you can teleport it to a square adjacent to you or an ally you can see as a free action. When you teleport the target this wa
y, it takes 10 psychic damage.
You unleash a burst of psychic energy as you spin and slash with your weapon, sending your foes reeling.
Daily Psionic, Psychic, Stance, Weapon
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Constitution vs. Will
Hit: 4[W] + Constitution modifier psychic damage, and the primary target is dazed and immobilized (save ends both).
Miss: Half damage, and the primary target is dazed until the end of your next turn.
Effect: You assume the mind-sundering stance. Until the stanc
e ends, you can use the power Mind-Sundering Attack.
You unleash a burst of psychic energy as you spin and slash with your weapon, sending your foes reeling.
Daily Psionic, Psychic, Weapon
Opportunity Action Melee 1
Requirement: The power Mind-Sundering Burst must be active in order for you to use this power.
Trigger: An adjacent enemy marked by you moves without shifting
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. You slide the
target 3 squares to a square adjacent to you, and it is immobilized (save ends).
You erupt into a blur of motion and launch a devastating attack.
Daily Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 7[W] + Constitution modifier damage. If you have no power points remaining, the damage
increases by 2[W].
Miss: Half damage.
As your chosen foe prepares to strike, you sabotage its attack by making a vicious attack of your own.
Daily Psionic, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you targets you with a melee attack
Effect: Before the attack, you shift 4 squares.
Target: The triggering enemy
Attack: Constitution vs. AC. You have combat advantage for this attack.
Hit: 4[W] + Constitution modifier damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
Effect: If you have no power points remaining, you regain 2 power points.