You invoke an angel’s name to lend strength to your attack and carry your ally out of danger.
Encounter
Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: You slide an ally who is adjacent to you or to the target 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
You channel your god’s divine wrath into your weapon as lightning, striking your foe and sending an arc of lightning at another nearby enemy.
Encounter
Divine, Lightning, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage. Make the secondary attack.
Encounte
r Divine, Lightning, Weapon
No Action Close burst 3
Secondary Target: One creature in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier lightning damage.
As you swing your weapon, a shining beacon of radiant energy appears above you. Your allies draw strength from its light, while your enemy shrieks in pain.
Encounter
Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Effect: You and each ally within 5 squares of you gain 10 temporary hit points and can make a saving throw.
As your allies close in, a black cloud surrounds your enemy to signify its inescapable doom.
Encounte
r Divine, Shadow
Standard Action Close burst 3
Target: One enemy in the burst
Effect: The target grants combat advantage until the end of your next turn. In addition, the next attack made against the target before the end of your next turn deals 3d8 extra damage on a hit or a miss, even if the attack normally deals no damage on a miss. This extra damage cannot benefit from bonuses to damage rolls.
Columns of intense, fiery light blast down and mark your foes with divine sigils, leaving them shaken.
Encount
er Divine, Implement, Radiant
Standard Action Area burst 2 within 10
Target: Up to four creatures in the burst
Attack: Wisdom vs. Reflex
Hit: The target is dazed until the end of your turn. If you’ve used a Channel Divinity power this encounter, then the next time the target is hit by an attack before the end of your next turn, that attack deals 5 + your Charisma modifier extra radiant damage.
Blazing light coalesces over your ally to form a crown whose radiance pierces surrounding foes.
Encoun
ter Divine, Implement, Radiant
Standard Action Ranged 10
Primary Target: One ally
Effect: Until the end of your next turn, the primary target gains a power bonus to all defenses equal to your Charisma modifier. Make a secondary attack that is an area burst 1 centered on the primary target.
Secondary Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier radiant damage.
Your imperious gesture drags an enemy toward you, compelling it to lower its defenses.
Encou
nter Charm, Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target gains vulnerability to all damage equal to 2 + your Wisdom modifier until the end of your next turn. The target then moves its speed toward you, taking the safest path possible.
As you strike your enemy, your weapon glows with divine light that envelops that foe, acting like a beacon for your allies’ attacks.
Enco
unter Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 3[W] + 3 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +3 bonus to the damage roll.
Effect: Until the end of your next turn, you and each ally within 3 squares of you can make attacks against the target’s lowest defense, instead of the defense normally targeted by that attack.
Earth and stone roll toward your enemies like a wave and your swinging weapons scatters them like rag dolls. The wave leaves your allies untouched, and the lingering aura of magic around them protects them like a shield of stone.
Enc
ounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage, and enemies in a blast 3 that includes the target suffer damage equal to 2 + your Constitution modifier. The target also takes this damage.
Effect: You and each ally within 5 squares of you gain a +2 power bonus to AC and Fortitude until the end of your next turn.
Your weapon becomes a thing of light, capable of piercing whatever shields your foe.
En
counter Divine, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. Reflex. The attack roll ignores penalties from any cover or concealment.
Hit: 3[W] + Wisdom modifier radiant damage.
Your attack crushes the flesh and the resolve of your foe.
E
ncounter Divine, Fear, Psychic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage. If the target ends its next turn adjacent to you or any of your allies, it takes psychic damage equal to your Wisdom modifier.
You pray to your god as you attack, asking for a healing boon for yourself or an ally. Your prayer is rewarded when you strike your enemy.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you or an ally within 5 squares of you regains hit points equal to 15 + your Charisma modifier.
The wounds you create embolden your allies to achieve greatness.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier, and the next attack that hits the target before the end of your next turn deals extra damage equal to your Strength modifier, or Strength + Wisdom modifier if you are wielding a two-handed weapon.
Whispering a prayer to your deity, you invoke a blast of radiant light from your holy symbol. Your foes burn in its glorious light, while your allies are fortified by it
.
Encounter Divine, Healing, Implement, Radiant
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: Each ally in the blast can spend a healing surge.
You prophesize that your enemy’s failure will continue to be its destin
y.
Encounter Divine, Implement, Psychic
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you misses with an attack
Target: The triggering enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage. The target grants combat advantage and takes a -2 penalty to attack rolls until the end of its next turn.
You whisper an ancient battle prayer and send jolts of wracking pain through your enemy to weaken its defens
es.
Encounter Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and the target takes a penalty to all defenses until the end of your next turn. The penalty equals your Charisma modifier.
With a flurry of devastating strikes, you show your enemies how close they are to def
eat.
Encounter Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Your words of reproach cause your foes to hesitate as they regret their violent
acts.
Encounter Divine, Healing, Implement
Standard Action Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge.
Imbuing your weapon with the thundering touch of the god of storms, you unleash divine wrath against you
r foe.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier thunder damage.
Effect: The next time you or an ally hits the target before the start of your next turn, the target takes 5 extra thunder damage.
Your attack draws the attention of your deity, who heightens the fury of battle in you and a
n ally.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage.
Effect: Until the end of your next turn, you and an ally within 5 squares of you gain a power bonus to damage rolls equal to your Constitution modifier.
Your attack strikes both body and mind, teaching your foe a lesson it will not soon
forget.
Encounter Divine, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
Effect: Until the end of your next turn, the target takes a -2 penalty to attack rolls and its next saving throw.
As your attack hits home, a peal of thunder tells you that your god is pleased with the target y
ou chose.
Encounter Divine, Thunder, Weapon
Standard Action Melee weapon
Attack: Wisdom vs. AC
Target: One creature
Hit: 2[W] + Wisdom modifier thunder damage, and the target falls prone.
Effect: Each ally who hits or misses the target before the end of your next turn gains a +2 power bonus to all defenses until the end of his or her next turn.
Three inky tendrils emerge from your target, and those touched by the malignant appendages learn their fates, for go
od or ill.
Encounter Cold, Divine, Healing, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Strength or Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold and necrotic damage. Choose one, two, or three creatures within 5 squares of the target. One creature can spend a healing surge. Another creature takes 1d10 cold damage. And one creature takes 1d10 necrotic damage.
The divine strength of your attack sends your foe reeling, overwhelming it with vertigo and shattering it
s defenses.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Weapon: If you’re wielding a simple weapon, the attack deals 1d6 extra damage.
Effect: The target’s next attack deals only half damage, and the target provokes opportunity attacks whenever it makes a weapon attack. These effects last until the end of your next turn.
Divine radiance flows through you and around you, unleashing protective and destructive energy i
n equal measure.
Daily Aura, Divine, Healing, Radiant
Standard Action Personal
Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, allies gain a +2 power bonus to all defenses. Any bloodied ally who ends his or her turn in the aura regains hit points equal to your Wisdom modifier. Any enemy that ends its turn in the aura takes radiant damage equal to your Wisdom modifier.
Sustain Minor: The aura persists until the end of your next turn.
Awful brilliance flashes from your eyes, blinding foes and
inspiring allies.
Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is blinded (save ends).
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
You utter a prayer to heal an ally’s injury and exact punishment aga
inst the attacker.
Daily Divine, Healing, Implement, Radiant
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you hits your ally
Target: The triggering enemy
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage.
Effect: The ally can make a saving throw and can spend a healing surge.
As you touch your foe, it shrieks with a withering pain born from the life en
ergy you sacrifice.
Daily Divine, Implement, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Effect: You take 10 damage, and the target takes 4d10 + Wisdom modifier necrotic damage.
Your shot carries the light of the full moon and the darkness of the n
ew moon to your foe.
Daily Cold, Divine, Radiant, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom + Charisma modifier cold and radiant damage, and the target is blinded (save ends).
Miss: Half damage, and the target grants combat advantage until the end of your next turn.
You infuse your weapon with holy energy and strike your enemy, engulfing the foe in glowing arcs of crackling lightning that lance out at any of its all
ies that approach it.
Daily Divine, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). Until the ongoing damage ends, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage.
Miss: Half damage.
As your weapon strikes your foe, divine power flows from you to form a barrier that
protects your allies.
Daily Conjuration, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You conjure a wall of gleaming energy that originates in your space and can be up to 8 squares long and up to 2 squares high. The wall lasts until the end of your next turn. Any ally within the wall or adjacent to it gains cover. Any enemy that enters the wall is immobilized until the end of its turn.
Sustain Minor: The wall persists.
Your divine power exacts a heavy toll from your foe, who suffers the worst from you an
d your allies’ attacks.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you or any ally makes a damage roll against the target, you or the ally rolls twice and uses either result.
The gods’ fury lashes your foes and lets you dra
w vigor from their pain.
Daily Divine, Radiant
Standard Action Close burst 1
Target: Each enemy in the burst
Effect: Each target takes 10 + Wisdom modifier radiant damage, and you gain that number of temporary hit points. Until the end of the encounter, you gain a +2 power bonus to attack rolls.
Divine displeasure visits even m
ore pain on your enemies.
Daily Divine, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: The target gains vulnerable 5 to all damage until the end of the encounter.
Effect: Until the end of the encounter, any vulnerability you cause your enemies is increased by your Wisdom modifier.
You engulf your foes in divine fire that continues to burn. The cleansing flames provide relief to you and your allies, healing those who move
near your burning enemies.
Daily Divine, Fire, Healing, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends). You or any ally regains hit points equal to 5 + your Charisma modifier when starting his or her turn adjacent to one or more targets taking the ongoing damage.
Miss: Half damage.
A glimpse of the future reveals the demise of your enemy, and now fate w
ill not allow it to escape.
Daily Divine, Implement
Standard Action Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier damage, and the target takes a -2 penalty to all defenses (save ends).
Effect: Until the end of the encounter, the target takes damage equal to 5 + your Charisma modifier the first time each turn any of your allies misses it with an attack.
Your prayer affects a short-term pact of peace and gives you the divine sanction t
o heal the wounds of battle.
Daily Divine, Fear, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: The target cannot attack (save ends).
Effect: Until the end of the encounter, when you use healing word, the target of that power gains a +5 power bonus to all defenses until the end of your next turn.
You create a circle of faintly glowing symbols around you that hinders enemy movement and protects you and you
r allies from ranged attacks.
Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 4d6 + Wisdom modifier radiant damage, and the target is slowed until the end of your next turn.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. You and your allies have partial cover against ranged attacks while in the zone.
Sustain Minor: The zone persists until the end of your next turn.
You call upon the power gods have over life and death, drawing forth an embodiment of grim fate. This figure of darkness harrows foes but stays the hand of death whe
n it would touch your friends.
Daily Divine, Healing, Implement, Necrotic, Summoning
Minor Action Ranged 10
Effect: You summon a Large black reaper in an unoccupied 2-by-2-square space within range. The black reaper has reach 2, speed 8, and fly 8 (hover). It has a +4 bonus to AC and a +4 bonus to Will. You can give the black reaper the following special commands.
Standard Action: Reach 2; targets one creature; Wisdom vs. AC; 1d8 + Charisma modifier necrotic damage, and if the black reaper reduces its target to 0 hit points or fewer both the black reaper and one ally within 5 squares of it heal 2d6 + your Wisdom modifier hit points.
Opportunity Attack: Reach 2; targets one creature; Wisdom vs. AC; 2d8 + Charisma modifier necrotic damage, and if the black reaper reduces its target to 0 hit points or fewer both the black reaper and one ally within 5 squares of it heal 2d6 + your Wisdom modifier hit points.
Motes of light burst from you, outlining a starry tree like some used to model the cosmos. The image fades, but the light of the cosmic tree lingers, harming your enemies and ste
eling the minds of your allies.
Daily Divine, Implement, Radiant, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until then end of your next turn. You and each ally within the zone gains a +2 power bonus to Will and resist 5 psychic. If an ally within the zone is under a dazed, dominated, or stunned condition that a save can end, the ally can make a saving throw against each of those conditions at the start of his or her turn, as well as at the end of his or her turn.
Sustain Minor: The zone persists, and each enemy in it takes 1d6 radiant damage. You must remain within the zone to sustain it, but you can move its center to your location when you sustain it.
You draw resolve from your allies to
strike down the enemy they face.
Daily Divine, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a +1 bonus to the attack roll for each ally adjacent to the target.
Hit: 4[W] + Strength modifier damage.
With deliberate steps, you
stride upward on luminous clouds.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, you gain the ability to move on air as if it were a solid surface. If you end your turn more than 2 squares above a solid surface, you descend gently until you are 2 squares above one.
You conjure a shimmering silver shield, which you can then move around the battlefield to provide prote
ction where it is needed most.
Encounter Conjuration, Divine
Standard Action Ranged 5
Effect: You conjure an astral shield in 1 square within range. The shield lasts until the end of the encounter. You or any ally gains a +2 bonus to AC while in the shield’s square or adjacent to it. The shield can’t be attacked or damaged.
Move Action: You move the shield up to 3 squares within range.
A golden glow surrounds a nearby ally, marking him or her as one blessed agai
nst an enemy’s most potent attacks.
Daily Divine
Minor Action Melee 1
Target: One ally
Effect: Until the end of the encounter, whenever the target is subjected to an effect that a save can end, the target can make a saving throw against that effect.
Your prayer bolsters your companions
’ will and fills them with hope.
Encounter Divine
Standard Action Close burst 2
Target: Each ally in the burst
Effect: Each target gains temporary hit points equal to his or her healing surge value. Until the end of your next turn, each target gains a +4 power bonus to all defenses against fear effects.
You utter a prayer, placing a mantle of faint silvery light upon yourself or an ally. The mantle repels attacks
as long as its wearer doesn’t attack.
Daily Divine
Standard Action Ranged 10
Target: You or one ally
Effect: The target gains a +5 power bonus to AC and a +10 power bonus to all other defenses until the end of the encounter. These bonuses end if the target makes an attack.
Intoning the name of your god, you heal your fr
iend’s injuries with a soothing touch.
Daily Divine, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent three healing surges.
As you mutter a fervent prayer, the power of your god shrouds you and nearby alli
es in protective motes of silver light.
Daily Divine
Standard Action Close burst 3
Targets: You and each ally in the burst
Effect: Each target gains both a +2 power bonus to AC and resist 5 to all damage until the end of the encounter.
Your divine p
resence removes obstacles in your way.
At-Will Conjuration, Divine, Zone
Standard Action Close burst 2
Effect: The burst creates a zone centered on you that lasts until the end of your next turn. While within the zone, you and each ally ignore difficult terrain.
Sustain Minor: The zone persists.
You speak a prayer, and the ground around you becomes sanctified, granti
ng you and your allies divine protection.
Daily Divine, Zone
Standard Action Close burst 5
Effect: The burst creates a zone that lasts until the end of the encounter. You and your allies gain a +2 power bonus to attack rolls, saving throws, and all defenses while in the zone.
Soothing r
adiance surrounds you and your companions.
Daily Divine, Healing, Zone
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target regains 15 hit points. The burst creates a zone of healing light that lasts until the end of the encounter. When you or any ally spends a healing surge while within the zone, he or she regains additional hit points equal to 5 + your Charisma modifier.
A halo of brilliance springs from your brow, defending you
r comrades from the foulness of the undead.
Daily Divine, Radiant
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains resist 20 necrotic and deals 1 radiant damage to any enemy that attacks him or her.
Sustain Minor: The effect persists.
A divine darkness flows around you, protecting
you from harm and concealing you from sight.
Daily Divine, Shadow, Zone
Minor Action Close burst 5
Effect: The burst creates a zone that lasts until the end of the encounter. While in the zone, you and your allies have partial concealment and gain a +5 power bonus to Stealth checks. You and your allies can make Stealth checks to hide in the zone without needing to have superior cover or total concealment.
A swift chant
gives your ally a second chance at life.
Encounter Divine, Healing
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can spend a healing surge.
As you attack, divine magic streams from you to your allies,
giving them resistance to harmful attacks.
Encounter Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 3[W] + 3 + Strength modifier damage.
Weapon: If you’re wielding your weapon with both hands, you gain a +3 bonus to the damage roll.
Effect: You and one ally within 3 squares of you take only half damage from any damage source, including ongoing damage, until the end of your next turn.
You utter a brief prayer, and a brilliant nimbus of golden light surrounds
your weapon, blinding your enemy on impact.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier radiant damage, and the target is blinded until the end of your next turn.
As you visualize your victory, a divine radiance bursts forth from you to sear the eyes
of your nearby foes and uplift your friends.
Encounter Divine
Standard Action Close burst 1
Target: Each enemy in the burst
Effect: Each target is blinded until the end of your next turn, and each ally within 5 squares of you can make a saving throw.
You summon up a burst of divine power, granting resilience to your allies
as you drive your foes closer to their doom.
Encounter Divine, Implement, Psychic, Shadow
Immediate Reaction Close burst 5
Trigger: A creature within 5 squares of you drops to 0 hit points.
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 10 temporary hit points.
You brandish your weapon and utter a word of command, forcing
enemies to cower and spurring allies to move.
Encounter Divine, Fear, Shadow, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target falls prone. Until the end of your next turn, the target provokes opportunity attacks whenever it stands up.
Effect: Each ally within 5 squares of you can shift up to 3 squares as a free action.
As you attack, divine trumpets sound, and your allies rall
y to your side. Together, you are all stronger.
Encounter Divine, Radiant, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage.
Effect: You teleport each ally within 10 squares of you to a square adjacent to you. Each ally you teleport gains a +2 power bonus to AC and to attack rolls until the end of your next turn.
You recite a verse from an ancient holy text. The power of those words wounds you
r enemies and hampers their attacks against you.
Encounter Charm, Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier psychic damage. Until the end of your next turn, the target is immobilized and cannot attack you.
A silvery gleam envelops you and y
our allies as you strike a blow against your foe.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage.
Effect: You and each ally adjacent to the target gain resist 5 to all damage until the end of your next turn.
You slam your weapon into your foe and enfol
d it in brilliant energy that hampers its attacks.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, the target takes a -4 penalty to attack rolls and cannot make opportunity attacks.
Your weapon starts the song, and as your allies make their attacks,
your magic guarantees that the foe will be struck.
Encounter Divine, Force, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier force damage.
Effect: The next time you or an ally misses the target with an attack before the start of your next turn, the target takes 5 force damage.
Your weapon glows as you challenge your en
emy to strike at you alone or face the consequences.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier radiant damage.
Effect: Any ally of yours adjacent to the target can shift up to 2 squares as a free action, as long as he or she ends the shift not adjacent to the target. In addition, if the target willingly attacks any of your allies before the end of your next turn, it is blinded until the end of its next turn.
A burst of light from your soul draws energy from your enemies as you exhort your allies to take their
lives. Each death of your foes brings greater glory.
Encounter Divine, Healing, Implement, Necrotic
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier necrotic damage, and if the target is reduced to 0 hit points or fewer by you or one of your allies before the end of your next turn, the creature that killed the target heals 3 hit points.
Your enemy is cr
ippled by the terrible curse you pronounce against it.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is weakened and dazed until the end of your next turn.
A shield of gleaming black rock slams into your enemies with brutal force, then shatters into tiny shards t
hat protect your allies and seek out enemy weak points.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage and slide the target 3 squares.
Effect: You create a zone in a blast 3 that lasts until the end of your next turn. While in the zone, you and your allies gain resist 5 to all damage. You and your allies gain a +5 power bonus to damage rolls against enemies in the zone.
You manipulate fate so that you and your allies
become the rewarded instruments of prophecy for a time.
Encounter Divine, Implement
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, each of your allies can roll twice on the first attack he or she makes on his or her turn against the target. If both attack rolls hit, the target takes extra damage equal to 5 + your Charisma modifier.
You imbue your weapon with divine power and then strike. Your foe is overcome by the powe
r of your god, foiling its attacks against a chosen ally.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Choose one ally within 5 squares of you. Until the end of your next turn, the damage of the target’s attacks against that ally is reduced to 0.
A gleaming rune of anathema ap
pears on your enemy, cutting it off from divine blessings.
Encounter Divine
Standard Action Ranged 5
Target: One creature
Effect: Until the end of your next turn, the target gains vulnerability to all damage equal to 10 + your Wisdom modifier and cannot regain hit points.
You weave a net of as
tral light, which imprisons your foe in glittering strands.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier radiant damage. Until the end of your next turn, the target is immobilized, cannot teleport, and does not benefit from being insubstantial.
Radiant light blazes from
your weapon, searing your foe and healing you and a friend.
Encounter Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier radiant damage.
Effect: You and one ally within 10 squares of you can spend a healing surge.
You shout a word of power that thrusts your enem
ies back while allowing your allies to reposition themselves.
Encounter Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares up to 3 + your Charisma modifier.
Effect: Each ally in the blast can shift 1 square as a free action.
You twirl your weapon above your head, generating a wave of
divine energy that smites your foes and marks them for death.
Encounter Divine, Radiant, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage, and the target is dazed until the end of your next turn.
Weapon: If you’re wielding a simple weapon, the attack deals 1d6 extra radiant damage.
Effect: You and each ally in the burst gain a +5 bonus to damage rolls against dazed targets until the end of your next turn.
As you slam your weapon down, thunder roars over your enemies, and a ho
wling gale scatters them, while carrying your allies to safety.
Encounter Divine, Thunder, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier thunder damage, and you push the target up to 2 squares and knock it prone.
Effect: You slide each ally within 5 squares of you up to 3 squares.
With a resounding strike, you denounce
your enemy. It crumples under a flurry of attacks from your friends.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes a -4 penalty to all defenses (save ends).
Each Failed Saving Throw: One ally within 10 squares of the target can make a basic attack against it as a free action.
Aftereffect: Each ally within 5 squares of the target can make a basic attack against it as a free action.
You release the Raven Queen’s breath to assail your enemies, binding t
hem in black ice to leach strength from their bodies and their souls.
Daily Cold, Divine, Implement, Necrotic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Strength or Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier cold damage, and the target is immobilized (save ends).
First Failed Saving Throw: The target is restrained instead of immobilized (save ends).
Second Failed Saving Throw: The target also takes ongoing 10 necrotic damage (save ends).
Miss: 3d6 cold damage.
A roiling cloud of f
ire scours your foes, lingering until you allow it to burn itself out.
Daily Divine, Fire, Implement, Zone
Standard Action Area burst 3 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes 1d10 + your Wisdom modifier fire damage.
Sustain Minor: The zone persists until the end of your next turn.
You create a pulse o
f divine light from your weapon. No foe can hide within its brilliance.
Daily Divine, Radiant, Weapon
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: Ongoing 20 radiant damage (save ends).
Miss: Ongoing 10 radiant damage (save ends).
Effect: Until the ongoing damage ends on a target, that target cannot benefit from concealment, invisibility, or being hidden.
The power of your deity flows through
an ally’s weapon and creates lethargy within any foe the weapon strikes.
Daily Divine
Minor Action Melee touch
Target: One ally’s weapon
Effect: Until the end of the encounter, all attacks made with this weapon deal extra damage equal to 5 + your Strength modifier. When the weapon hits an enemy, that enemy is slowed and grants combat advantage to you until the start of the wielder’s next turn.
You bring down the wrath of your god upon your foes in a burst of furious light that
shines from your weapon. It scours your enemies even as it fortifies you.
Daily Divine, Healing, Radiant, Weapon
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage.
Effect: Until the end of the encounter, you gain regeneration 10 while you are bloodied and a +2 power bonus to attack rolls.
The divine power of your mighty attack fortifies your allies.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge.
You conjure a ghostly warrior clad in the c
eremonial armor of your faith. With sword in hand, it attacks your enemies.
Daily Conjuration, Divine, Implement
Standard Action Ranged 10
Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight makes the following melee attack. The knight lasts until the end of your next turn. You can move it up to 5 squares as a move action.
Target: One creature adjacent to the ghostly knight
Attack: Wisdom vs. AC
Hit: 3d10 + Wisdom modifier damage.
Sustain Minor: The knight persists, and it repeats the attack.
Your ally is overcome, but you buy time to restore that companion’s health.
Daily Divine, Healing, Implement
Immediate Reaction Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Primary Target: The triggering ally
Effect: The primary target regains hit points as if he or she had spent a healing surge. Make a secondary attack that is an area burst 2 centered on the primary target.
Secondary Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The secondary target is stunned (save ends).
A wave of tran
quility washes over your foes, rendering them harmless for a critical moment.
Daily Divine, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: The target’s attacks deal no damage (save ends).
Miss: The target’s attacks deal no damage until the end of your next turn.
You swathe your weapon in necroma
ntic energy, draining the life from an enemy and transferring it to your ally.
Daily Divine, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 4[W] + Charisma modifier necrotic damage and one ally within 10 squares of you regains one healing surge.
Miss: Half damage.
You sweep your weapon through the air and call out for divine aid. A
flock of angels soars through the sky to surround you, driving back the enemy.
Daily Divine, Radiant, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The attack creates a zone of angelic soldiers in a close burst 3. The zone lasts until the end of the encounter. While within the zone, you and your allies gain a +1 power bonus to AC and attack rolls. While within the zone, any enemy takes 5 radiant damage at the start of its turn and provokes opportunity attacks when it shifts.
A blast of black e
nergy washes over nearby creatures, marking their souls as your divine property.
Daily Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. The first time any enemy dies in the zone before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), no healing surges, and a -2 penalty to all defenses.
You create a pulse
of light that gleams with divine clarity. No foe can hide within its brilliance.
Daily Divine, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: The target takes ongoing 10 radiant damage, cannot benefit from invisibility or concealment, and cannot become hidden (save ends all).
Filled with the divine power
of ancient heroes, you strike, and your attack fortifies you and your companions.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You and each ally within 5 squares of you regain hit points as if you had each spent a healing surge.
You place a baleful mark
of retribution upon your enemy, dooming it to feel the pain it inflicts on others.
Daily Divine
Standard Action Melee 1
Target: One creature
Effect: Until the end of the encounter, whenever the target damages one of your allies, you can use an immediate reaction to deal half that damage to the target. This damage ignores the target’s immunities and resistances.