You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
At-Will
Charm, Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target can't gain combat advantage until the end of your next turn. In addition, on its next turn the target takes psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesn't include your ally nearest to it as a target.
Level 21: 10 + Wisdom modifier psychic damage.
A howling gust of icy wind savages your enemies, scattering them.
At-Will
Cold, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
Level 21: 2d6 cold damage.
Your attack channels the primal vitality of a great leaping beast to grant an ally a burst of speed.
At-Will
Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of the target can take a free action to move a number of squares up to your Constitution modifier, gaining a +5 power bonus to Athletics checks during the move.
A hawk of flame swoops on your foe, burning it. The hawk hovers for a moment, ready to swoop in for another attack should that foe’s defenses falter.
At-Will
Fire, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier fire damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target.
Level 21: 2d8 + Wisdom modifier fire damage.
A hawk of flame swoops on your foe, burning it. The hawk hovers for a moment, ready to swoop in for another attack should that foe’s defenses falter.
At-W
ill Fire, Implement, Primal
Opportunity Action Ranged 10
Trigger: The target takes any action that can provoke opportunity attacks
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier fire damage.
Requirement: The power Fire Hawk must be activated for you to use this power.
You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst.
At-Wi
ll Fire, Implement, Primal, Zone
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier. An enemy can take this damage only once per turn.
Level 21: 2d6 fire damage.
You rend and tear your foe with your claws, leaving it unable to escape your next assault.
At-W
ill Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
A vortex of water appears amidst your foes, drawing them into its grasp.
At-
Will Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn, if the target leaves the burst’s area of effect, you can use an opportunity action to make a secondary attack against it.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Secondary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
A bolt of lightning streaks down from empty air, crippling your foe with a numbing pulse of power.
At
-Will Implement, Lightning, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier lightning damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d10 + Wisdom modifier damage.
Three small stones clutched in your hand glow with a green light as you throw them, then explode when they strike your foes.
A
t-Will Implement, Primal
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier damage, and you can push the target 1 square.
Level 21: 2d4 + Wisdom modifier damage.
You leap at your foe, catching it off guard.
At-Will Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
Your primal power courses through a foe, wracking it with pain the next time it avoids an attack.
At-Will Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: The next time an ally misses the target with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier.
You rake your foe with your claws, setting it up for the kill
.
At-Will Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
Phantom thorns gouge the flesh of those who move against the
m.
At-Will Implement, Poison, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier poison damage. Choose either yourself or one ally you can see. If the target ends its next turn adjacent to the chosen character, the target takes poison damage equal to your Constitution or Dexterity modifier.
Level 21: 2d8 + Wisdom modifier damage.
A bolt of lightning spears your foe and charges the air around it. If your enemy doesn't move away, a second spark will erupt around
it.
At-Will Implement, Lightning, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
Level 21: 2d8 + Wisdom modifier damage.
Insects launch from you to vex your enem
ies.
At-Will Beast Form, Implement, Primal, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
Level 21: 2d8 + Wisdom modifier damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
Primal energy summoned by your attack courses through a chosen ally to grant a burst of sta
mina.
At-Will Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.
Barbed vines whip out from the wood of your staff or totem to lash and ensnare your
prey.
At-Will Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you pull the target 2 squares.
Level 21: 2d8 + Wisdom modifier damage.
Spectral wolves leap forth to knock your enemies
down.
Encounter Implement, Primal
Standard Action Close burst 5
Target: One or two creatures in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage.
This close to the kill, your instincts take
over.
Encounter Beast Form, Implement, Primal
Standard Action Melee 1
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 1d12 + Wisdom modifier damage. If the target is bloodied or reduced to 0 hit points by this attack, you gain temporary hit points equal to one-half your level.
Primal Guardian: Add your Constitution modifier to the temporary hit points.
Your feral glare rends your foe's mind with a sense of doom and drags that foe toward your
claws.
Encounter Beast Form, Charm, Implement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares.
With quickness and cunning, you bite your enemies and dodge to avoid a counte
rattack.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. If at least one of the attacks hits, you can shift 2 squares.
Primal Predator: The number of squares you can shift equals your Dexterity modifier.
You blast your enemy with cold that leaves it frozen
in place.
Encounter Cold, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn.
Primal Guardian: The attack deals extra damage equal to your Constitution modifier.
A blast of air buffets nearby creatures, hurling them backward as it drives them to t
he ground.
Encounter Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you knock the target prone.
Effect: You push the target up to 2 squares.
A buzzing drone fills the air as a heavy cloud of insects swirls
around you.
Encounter Implement, Primal
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage.
Effect: The area of the burst is lightly obscured for your enemies until the end of your next turn.
Your form scatters into a horde of insects to attack nearb
y creatures.
Encounter Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. You take half damage from the next melee or ranged attack that damages you before the end of your next turn.
Primal Swarm: You take half damage from all melee attacks and ranged attacks until the end of your next turn.
You call forth a cloud of insects to sting and pois
on your foes.
Encounter Implement, Poison, Primal, Zone
Standard Action Area burst 1 within 5 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier poison damage.
Effect: The burst creates a zone of stinging insects that lasts until the end of your next turn. Any creature that ends its turn within the zone takes 5 poison damage.
Primal Swarm: Add your Constitution modifier to the poison damage.
You release a blast of thorns that punct
ure your foes.
Encounter Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn.
Primal Predator: The penalty to all defenses equals 1 + your Dexterity modifier.
Vines and roots erupt from the ground around ne
arby creatures.
Encounter Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and each square adjacent to the target becomes difficult terrain until the end of your next turn.
The ground blackens as foul smoke rises in a roiling wall that shrouds
the battlefield.
Encounter Implement, Poison, Primal
Standard Action Area wall 5 within 10 squares
Target: Each creature in the wall
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier poison damage, and you can slide the target 1 square.
Effect: The wall of smoke lasts until the end of your next turn. The squares of the wall are lightly obscured, and any creature that ends its turn in the wall takes poison damage equal to your Constitution or Dexterity modifier.
Roots erupt at your command, lashing and gras
ping at your enemies.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage.
Effect: The burst creates a zone of writhing roots that lasts until the end of your next turn. Any enemy that starts its turn within the zone is slowed until the end of its next turn.
Sustain Minor: The zone persists, and you can slide one enemy within 2 squares of the zone 2 squares to a square within it.
A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last time, searing the flesh
and dazzling the eyes.
Daily Implement, Primal, Radiant
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Searing flame engulfs your foes and burns them for a time. As each creature extinguishes the flames that burn it, healing fire leaps
to one of your allies.
Daily Fire, Healing, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of your choice within 5 squares of the target regains hit points equal to 5 + your Constitution modifier.
Aftereffect: One creature of your choice within 5 squares of the target regains hit points equal to your Constitution modifier.
Miss: Half damage.
A swarm of insects surges from you, stinging creatures all around before swirling
about you protectively.
Daily Implement, Primal
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage.
Miss: Half damage.
Effect: You gain a +2 power bonus to all defenses until the end of the encounter.
You assume the form of the primeval ape, a more powerful and ancient v
ersion of the modern ape.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval ape until the end of the encounter, or until you use the wild shape power again. While you are in this form and are bloodied, you gain a +5 bonus to Athletics checks and always jump as though you had a running start. Additionally, when you jump, the distance you jump is not limited by your speed. Once before the end of the encounter, you can use the Primeval Ape Attac
k power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Ape must be active in order to use this power.
Target: One Large or smaller creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you push the target 3 squares and knock it prone.
You assume the form of the primeval bear, a monstrous creature of g
reat strength and savagery.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval bear until the end of the encounter, or until you use the wild shape power again. While you are in this form, you gain a +1 bonus to damage rolls with beast form powers. Once before the end of the encounter, you can use the Primeval Bear Atta
ck power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Bear must be active in order to use this power.
Target: One Large or smaller creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and the target is grabbed.
You assume the form of the primeval boar, a tusked creature who hunts in the
darkest of primeval forests.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You gain temporary hit points equal to your healing surge value and assume the form of the primeval boar until the end of the encounter, or until you use the wild shape power again. While you are in this form you gain a +2 bonus to damage rolls with charge attacks. Once before the end of the encounter, you can use the Primeval Boar at
tack power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Boar must be active in order to use this power.
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you slide the target 1 square. The target is marked by you until the end of your next turn.
Special: You can use this attack in place of a melee basic attack at the end of a charge.
Fire erupts from the weapon you touch, creating a brand
of fire to scorch your enemies.
Daily Fire, Primal
Minor Action Melee 1
Target: One axe, flail, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 5 fire damage. This benefit lasts until the end of the encounter.
Twin bolts of lightning strike your foes and
knock over creatures near them.
Daily Implement, Lightning, Primal
Standard Action Ranged 10
Primary Target: One or two creatures
Primary Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier lightning damage, and the primary target is dazed until the end of your next turn.
Miss: Half damage.
Effect: Make a secondary attack that is an area burst 1, one burst centered on each primary target.
Secondary Target: Each creature in the bursts
Secondary Attack: Wisdom vs. Fortitude
Hit: The secondary target is knocked prone.
In a blur of claw and fang,
you strike out at nearby enemies.
Daily Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
You imbue the weapon you touch with primal strength, causing the weapon to driv
e those it strikes to their knees.
Daily Force, Primal
Minor Action Melee 1
Target: One hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 2 force damage and falls prone. This benefit lasts until the end of the encounter.
With a piercing squeal, a spirit takes form as a ferocious boar and
slams its tusks into your enemies.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium boar in an unoccupied square within range. The boar has speed 6. You can give the boar the following special command. On the turn you summon the boar, you give that command as part of using this power. When the boar is reduced to 0 hit points, you can give the command as an immediate interrupt.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is pushed 1 square.
Instinctive Effect: If you haven’t given the boar any commands by the end of your turn, it charges the nearest bloodied creature it can charge, using its attack as a melee basic attack. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
You summon a spirit ally, a great toad that flicks its tongue to p
luck a meal from among your enemies.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium giant toad in an unoccupied square within range. The toad has speed 5 and swim 6, and it gains a +10 bonus to Athletics checks to jump. You can give the toad the following special command. On the turn you summon the toad, you give that command as part of using this power.
Standard Action: Melee 3; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is pulled 2 squares.
Instinctive Effect: If you haven’t given the toad any commands by the end of your turn, it attacks the same creature that it attacked during your previous turn. If it can’t do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy.
You reach out into the spirit world and find an ally, an ancient wolf spirit made solid by your mag
ic for these few minutes of the hunt.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium wolf in an unoccupied square within range. The wolf has speed 6. You can give the wolf the following special command. On the turn you summon the wolf, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d6 + Wisdom modifier damage, and if the wolf has combat advantage against the target, the target is knocked prone.
Instinctive Effect: If you haven’t given the wolf any commands by the end of your turn, it attacks an adjacent prone creature. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
A burst of primal power trails after your weapon as you swing it, causing a
halo of primal magic to surround you.
Daily Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, enemies grant combat advantage while adjacent to you.
Scourging sand rakes the air around you. The fierce wind and drift
ing dust hinder your enemies’ movement.
Daily Beast Form, Elemental, Implement, Primal, Thunder
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, squares adjacent to you are difficult terrain for enemies.
Gusting winds batter your foe, and when the foe moves, the winds blast outwa
rd and knock your enemies to the ground.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone.
Your view of nature is broader
than most, expanding your knowledge.
Encounter Primal
Free Action Personal
Requirement: You must be trained in Nature.
Trigger: You would make an Arcana, Dungeoneering, or Religion check
Effect: You can roll a Nature check instead.
A protective layer of
tree bark covers your body and armor.
Encounter Primal
Minor Action Ranged 5
Target: You or one ally
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier.
Primal energy surges through your ally, granti
ng him or her the strength of a wild beast.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +2 power bonus to damage rolls that include the target’s Strength modifier.
* +2 power bonus to Athletics checks and Strength ability checks.
* The target’s Strength increases by 4 for the purpose of determining carrying capacity.
You imbue an ally with the quick
reflexes and fast strike of the jungle cat.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Reflex.
* +2 power bonus to initiative checks, Dexterity-based skill checks, and Dexterity ability checks.
You surround yourself with a violent swirl of wind
that fills the air with dust and debris.
Encounter Aura, Beast Form, Elemental, Primal
Minor Action Personal
Effect: You gain partial concealment and activate an aura 1 that last until the end of your next turn or until you leave beast form. Any enemy that ends its turn in the aura is blinded until the end of your next turn.
You imbue an ally with the en
durance and steadfast determination of an elk.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* A healing surge.
* +1 power bonus to Fortitude.
* +2 power bonus to Endurance checks and Constitution ability checks.
In response to an enemy’s att
ack, you transform into a beast and pounce.
Encounter Primal
Immediate Reaction Personal
Trigger: An enemy hits you while you aren’t in beast form
Effect: You use wild shape to change into beast form and then shift 1 square. You gain combat advantage against the triggering enemy until the end of your next turn.
Your limbs
propel you forward with the speed of a cheetah.
Daily Beast Form, Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier.
Your form shifts as you assume
the guise of a great elk and quickly bound away.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of the sprinting elk until you take an extended rest or until you end the form as a free action. While in this form, you gain a +4 bonus to speed, but you cannot attack, manipulate objects, or use any magic item powers. Also, your gear becomes part of the form and is inaccessible.
Motes of green energy suffuse your ally, letting him o
r her draw strength from the essence of the world.
Daily Healing, Primal
Minor Action Ranged 10
Target: One ally
Effect: The target can make a saving throw and spend a healing surge.
A th
ick fog coalesces from nowhere, hiding your allies.
Daily Primal, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.
Magical energy washes around you, but
your primal magic protects you and your allies.
Encounter Primal
Immediate Interrupt Close burst 1
Trigger: You take cold, fire, lightning, or thunder damage
Target: You and each ally in the burst
Effect: Each target gains resist 5 to the triggering damage type until the end of your next turn.
Primal power threads through you, c
oalescing into a golden seed ripe with healing magic.
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
You can adopt the form of a mouse, a large spider, or another animal t
hat wouldn't draw a second glance from most observers.
Daily Primal
Free Action Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, you gain a +5 bonus to Stealth checks. You can't attack, pick up anything, or manipulate objects.
When your foe
drops its guard, you change into a beast to strike.
Encounter Primal
Opportunity Action Personal
Trigger: An enemy provokes an opportunity attack from you
Effect: You use wild shape to change into beast form. You then make the opportunity attack.
Plants erupt to hide your allies.
Encounter Primal, Zone
Minor Action Area burst 2 within 10 squares
Effect: The burst creates a plant-filled zone that lasts until the end of your next turn. The zone is heavily obscured, and you and your allies gain a +5 bonus to Stealth checks while within the zone.
Winds howl around you, sh
ielding you from harm and hurling your attacker away.
Encounter Primal
Immediate Interrupt Personal
Trigger: You are hit by a melee attack
Effect: You gain a +2 power bonus to all defenses until the end of your next turn. If the triggering attack misses you, you slide the attacker 2 squares.
You fall upon your foes like a thunderbolt,
hurling them aside with a series of ferocious attacks.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 2 squares.
Bolts of lightning spear your foes as thunder rumbles around them, distractin
g them and threatening to blast them if they move away.
Encounter Implement, Lightning, Primal, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage.
Effect: The burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage.
With a shrieking hiss of w
ings, a ghostly flock of crows descends on your enemies.
Encounter Force, Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier force damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes force damage equal to your Constitution or Dexterity modifier.
Yo
u launch yourself at your prey to tear it limb from limb.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Effect: Before the attack, you shift 3 squares.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage.
Primal Predator: After the attack, you shift 3 squares.
You disperse into a cloud of insects, swarm
over your enemies, and then coalesce in a different place.
Encounter Beast Form, Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage.
Effect: If you hit at least one target, you shift 4 squares to a square in the blast or adjacent to it.
Primal Swarm: During the shift, you can move through enemies’ spaces. If you move through the space of a target hit by the attack, that target takes damage equal to your Constitution modifier.
The spirit of a great wolverine pounces
on your foes. As it draws blood, it lends you its ferocity.
Encounter Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, any enemy that hits or misses you while you are in beast form takes 5 damage.
You dart across the battl
efield, attacking your foes as you slip through their ranks.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the primary target is dazed until the end of your next turn.
Effect: You shift 2 squares and then make a secondary attack.
Primal Predator: The number of squares you shift equals your Dexterity modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary target is dazed until the end of your next turn.
Poison-tipped quills emerge from
your body, then shoot out to strike the foes that press you.
Encounter Implement, Poison, Primal
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier poison damage.
Effect: Each target is slowed until the end of your next turn.
You sound a thunderous challenge to your foes. The thunder echoes ar
ound them, causing them to reel if they don’t stand and fight.
Encounter Beast Form, Implement, Primal, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier thunder damage, and you mark the target until the end of your next turn. Until the mark ends, if the target makes an attack on its turn that doesn’t include you as a target, you can slide it 3 squares as a free action at the end of its turn.
Primal Guardian: The number of squares you slide the target equals 2 + your Constitution modifier.
You cause thorny vines to weave aroun
d your foes, tearing into them and forming a defensive barrier.
Encounter Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Effect: The burst creates a thorny zone that lasts until the end of your next turn. The zone grants cover to creatures within it and creatures attacked through it. Any creature that enters the zone takes 5 damage. A creature can take this damage only once per turn.
A roaring wind batters your
foes, encrusting them with ice and knocking them to the ground.
Encounter Cold, Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier cold damage, and you knock the target prone.
Primal Guardian: You also push the target a number of squares equal to your Constitution modifier.
Swirling wind stirs up a wall of dust and debris, tossing
your foes about and deflecting projectiles that pass through it.
Encounter Implement, Primal, Zone
Standard Action Area wall 8 within 10 squares
Target: Each enemy in the wall
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and you can slide the target 1 square.
Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.
Primal magic erodes the creature yo
u hit, much as the winds smooth hills and the waves devour coastlines.
Daily Elemental, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target is subjected to brutal erosion (save ends). Until this effect ends, the target takes a -1 penalty to attack rolls and all defenses. This penalty worsens by 1 each time the target is hit by an attack (maximum penalty of -5).
Miss: Half damage, and the target is subjected to brutal erosion as above, but with a maximum penalty of -2 (save ends).
Immense insects cling to a
nyone who gets near you, making it difficult for them to move carefully
Daily Beast Form, Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is slowed and can’t shift (save ends both).
Miss: Half damage.
Effect: Until the end of the encounter, enemies can’t shift while adjacent to you.
You infu
se your enemy’s wound with primal magic that makes your allies stronger.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, your allies gain a power bonus to damage rolls while adjacent to the target. The bonus equals your Constitution modifier.
You assume the form of the primev
al lizard, a great creature with razor-sharp fangs from the dawn of time.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval lizard until the end of the encounter, or until you use the wild shape power again. While you are in this form you gain a +2 bonus to Athletics checks, and a +2 bonus to opportunity attack rolls. Once before the end of the enc
ounter, you can use the Primeval Lizard Attack power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Lizard must be active in order to use this power.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and the target is slowed until the end of your next turn. While it is slowed, if the target moves or shifts into a square that is not adjacent to you on its turn, it takes damage equal to your Constitution modifier.
You assume the form of the primeval sp
ider, the great poisonous beast from which all other spiders are descended.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval spider until the end of the encounter, or until you use the wild shape power again. While you are in this form, you gain a +1 bonus to saving throws and gain a climb speed equal to your normal speed. Once before the end of the e
ncounter, you can use the Primeval Spider Attack power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Spider must be active in order to use this power.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is immobilized (save ends).
You assume
the form of the primeval wolf, the feral hunter that stalked your ancestors.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval wolf until the end of the encounter, or until you use the wild shape power again. While you are in this form, you gain a +2 bonus to damage rolls with beast form powers against targets that are granting you combat advantage. Once before the end of
the encounter, you can use the Primeval Wolf Attack power.
Daily Beast Form, Implement, Primal
Free Action Melee touch
Requirement: The power Form of the Primeval Wolf must be active in order to use this power.
Trigger: You hit an enemy with a beast form melee attack
Target: The target of your triggering attack
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target falls prone.
You rip into your foes’ legs, leaving them hobbled and bleeding.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
As
you slash at your foe, vines and the stalks of plants grow suddenly to grasp it.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: The target is immobilized and grants combat advantage (save ends both).
You dra
w life energy out of your enemy, converting it to renewed vitality for your ally.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: One ally within 5 squares of the target regains hit points as if he or she had spent a healing surge.
You become a g
iant spider, shooting sticky webbing at a group of nearby enemies to ensnare them.
Daily Beast Form, Implement, Poison, Primal
Standard Action Area burst 1 within 5 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier poison damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: Until the end of the encounter, while you are in beast form, whenever you hit an enemy with a melee attack, that enemy is slowed until the end of your next turn.
You transform into a dire wolverine, snapping and biting at any foe foolish enough to attack yo
u. Your fierce attack on a nearby foe rips muscle and tendon, slowing its movement.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, while you are in beast form and are able to take actions, any enemy that makes a melee attack against you takes damage equal to your Constitution modifier.
Your roar is the voice of the Great Bear, striking terror into every heart.
Daily Beast Form, Fear, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
You hurl a fiery spark to the ground, where it blossoms into a fire-spewing beetle.
Daily Fire, Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Small fire beetle in an unoccupied square within range. The beetle has speed 6 and resist 5 fire. You can give the beetle the following special command. On the turn you summon the beetle, you give that command as part of using this power.
Standard Action: Close blast 3; targets each creature in the blast; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
Instinctive Effect: If you haven’t given the beetle any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many enemies as possible. If it can’t target any enemies, it moves its speed to a square adjacent to an enemy.
You utter an age-old evocation that summons a drake to defend you or your friend.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Small guard drake in an unoccupied square within range. Choose yourself or an ally as the character the drake guards. The drake has speed 6. You can give the drake the following special commands. On the turn you summon the drake, you give the first command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is marked by the drake until the end of your next turn.
Immediate Interrupt: Triggered when an enemy adjacent to the drake makes an attack roll against the character guarded by the drake; melee 1; targets the triggering enemy; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target takes a penalty to the interrupted attack roll equal to your Wisdom modifier.
Instinctive Effect: If you haven’t given the drake any commands by the end of your turn, it moves its speed to a square adjacent to the character it guards. If it ends adjacent to any enemies, those enemies are marked by the drake until the end of your next turn.
Darkness gathers around your implement as you summon a ferocious, shadowy ape.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium shadow ape in an unoccupied square within range. The ape has speed 6 and climb 4. You can give the ape the following special command. On the turn you summon the ape, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and all creatures have concealment from the target until the end of your next turn.
Instinctive Effect: If you haven’t given the ape any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
With a growl, a panther coalesces where you point, and it pounces on your enemy.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium panther in an unoccupied square within range. The panther has speed 7. You can give the panther the following special command. On the turn you summon the panther, you give that command as part of using this power.
Standard Action: The panther shifts 3 squares and then attacks: melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the panther any commands by the end of your turn, it charges the nearest enemy that has no creatures within 2 squares of it, using its attack (without the shift) as a melee basic attack. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
You call forth serpentine vines to enta
ngle your foes. The vines strike at any creature within their grasp that drops its guard.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 5 + your Wisdom modifier
damage.
A thicket of briars confounds and traps your enemies.
Daily Conjuration, Implement, Primal
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of your next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square.
Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + your Wisdom modifier damage and ongoing 5 damage (save ends). A creature can take this damage only once per turn.
Sustain Minor: The wall persists
You can turn into a raven and take wing, no longer earthbound.
Daily Primal
Free Action Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny raven. In this form, you gain a fly speed equal to your speed, and your walking speed becomes 2. You can’t attack, pick up anything, or manipulate objects.
Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form.
Observing your allies’ ferocity, you let lo
se a long howl. Your ululation awakens dormant primal spirits to invigorate your allies.
Encounter Beast Form, Primal
Immediate Reaction Close burst 10
Trigger: An ally in the burst scores a critical hit
Target: Each ally in the burst
Effect: Each target gains temporary hit points equal to 5 + your Constitution modifier.
Your target takes on the appearance of the surrounding terrain, fading from view.
Encounter Primal
Minor Action Ranged 5
Target: You or one ally
Effect: The target becomes invisible until he or she moves or until the end of your next turn.
You intone a brief pe
tition to primal spirits, who funnel power on your behalf to sustain effects you have created.
Daily Primal
Minor Action Close burst 10
Target: Each of your zones in the burst
Effect: You move each target 5 squares. If any of those targets will end at the end of your current turn, you can make those targets last until the end of your next turn.
Vine
s erupt along a vertical surface, creating handholds and footholds for you and your allies.
Encounter Primal, Zone
Minor Action Area wall 10 within 10 squares
Effect: The wall creates a zone of creeping vines that lasts until the end of your next turn. Each square of the zone must be adjacent to a vertical surface. While within the zone, you and your allies can climb that vertical surface with a climb speed of 5.
You invoke primal magic to bestow the majestic presence of the eagle upon you or your ally.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Charisma attack rolls.
* +1 power bonus to Will.
* +2 power bonus to Charisma-based skill checks and Charisma ability checks.
Your body merges with stone, letting you slip out of sight and away from harm.
Daily Primal
Move Action Personal
Effect: You shift into an adjacent square occupied by an object made of stone or earth that is your size or larger, such as a wall, a statue, or a boulder. While you occupy this square, you can see normally but you do not have line of effect to anything, and nothing has line of effect to you. You remain in this state until the end of the encounter, until you end this effect as a minor action, or until the object is destroyed. When the effect ends, you appear in the nearest unoccupied square.
You gain a heightened sense of the world around you, letting you move unhindered.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: Until the end of the encounter, the target gains a +2 power bonus to speed and ignores difficult terrain.
Your primal magic g
rants your ally the wisdom and insight of an owl, sharpening willpower and granting superior sight.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* Low-light vision.
* +1 power bonus to Will.
* +2 power bonus to Wisdom-based skill checks and Wisdom ability checks.
You call to the spirits of earth, and a group of monoliths emerge from the ground.
Daily Elemental, Primal
Standard Action Close burst 10
Effect: You create six stone pillars in unoccupied squares on solid ground in the burst. The pillars are blocking terrain. Each pillar stands 10 feet tall and has AC 5, Fortitude 15, Reflex 5, and 30 hit points. A creature can climb a pillar with a DC 15 Athletics check. If a pillar is reduced to 0 hit points, its square and each square adjacent to it becomes rubble-strewn difficult terrain.
You utter an evocation of protection, which launches thorns at your attackers.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, when any enemy hits you with a melee attack, that enemy takes damage equal to your Constitution or Dexterity modifier.
In
the blink of an eye, you transform into a mouse, dart away from your foe, and then transform back.
Encounter Primal
Move Action Personal
Prerequisite: You must have the wild shape power.
Effect: You move 5 squares. This movement doesn’t provoke opportunity attacks, and you can move through enemies’ spaces during it.
Your ally gains the serpent’s cunning, a power that hones his mind to a razor’s edge.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: The target gains the following benefits until the end of his or her next extended rest.
* +1 power bonus to Intelligence attack rolls.
* Training in one skill of the target’s choice.
* +2 power bonus to Intelligence-based skill checks and Intelligence ability checks.
Your eyesight, hearing, and sense of smell grow as strong as those of a predator.
Daily Primal
Minor Action Personal
Effect: You gain low-light vision and a +4 bonus to Perception checks until the end of the encounter.
Your body bursts into a swarm and scatters, making an attack
ineffective against you.
Encounter Primal
Immediate Interrupt Personal
Trigger: You take damage from a melee or a ranged attack
Prerequisite: You must have the wild shape power.
Effect: You gain resist 10 to all damage until the end of your next turn.
You take the form of a treetop creatu
re or another animal or insect that can easily traverse heights, taking to a perch unseen by your enemies.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of a Tiny or Small beast or insect that can climb to great heights with ease until the end of the encounter, or until you end the effect as a free action. In this form, you gain a climb speed equal to your speed and a +5 power bonus to Stealth checks. Additionally, any time you fall, you treat the distance you fall as being 20 feet shorter for the purposes of determining falling damage. While in this form, you can’t attack or use magic items.
The power you learned at the earliest stage of your training can be unleashed again.
Daily Primal
Minor Action Personal
Requirement: Your nature’s growth must be expended.
Effect: You regain the use of your nature’s growth, and you can use it as a free action.
As you tear into your foe, the hideous wounds you inflict cause your other foes to back away in terror.
Encounter Beast Form, Fear, Implement, Primal
Standard Action Melee touch
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you push each enemy adjacent to you, other than the target, 2 squares.
Primal Predator: The push instead affects each enemy, other than the target, within a number of squares of you equal to your Dexterity modifier.
You gaze hard at your foe, momentarily bringing that enemy under your control.
Encounter Charm, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast.
Hit: The target is dominated until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
You are a flurry of fangs and claws, carving a bloody swath through your foes.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. The secondary attack deals 5 extra damage if the primary attack hit.
A cold wind swirls around your enemy, slashing it and grasping it with icy claws.
Encounter Cold, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier cold damage.
Effect: The target is restrained until the end of your n
ext turn.
You sink your teeth and claws into your prey, preventing him from escaping.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and you grab the target.
Primal Predator: The target takes a penalty to checks to escape the grab equal to your D
exterity modifier.
With a gesture, you cause locusts to descend on your foes.
Encounter Implement, Poison, Primal
Standard Action Ranged 5
Target: One, two, or three creatures
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier poison damage, and the target grants combat advantage until the end of your next turn.
Primal Swarm: The attack deals extra poison damage equal to your Constitution modifier.
The insects of your swarm form gain poisonous stingers and use them against creatures all around.
Encounter Beast Form, Implement, Poison, Primal
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier poison damage. The next time the target moves before the start of your next turn, it takes 1d10 poison damage.
Primal Swarm: Add your Constitution modifier to the poison damage the target takes when it move
s.
You slither toward your foe, springing forth to entangle it in a mass of coils.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Effect: Before the attack, you shift 2 squares.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you grab the target.
Primal Guardian: While you grab the target and remain in beast form, the target grants combat advantage to your allies.
Sustain Move: While in beast form, you sustain the grab and can move the target at half your speed without making a Strength attack.
A chittering swarm of ravenous insects sprays out from your hand, covering all creatures in its path.
Encounter Implement, Primal, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage.
Effect: The blast creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. Any creature that ends its turn in the zone takes damage equal to your Constitution or Dexterity modifier.
A cone of turbulent air forms around your foe, battering it and blowing other creatures toward you.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and you pull each creature within 3 squares of the target 1 square.
Primal Guardian: If you pull one or more creatures that are adjacent to the target, the target takes
extra damage equal to your Constitution modifier.
The ground shakes under your enemies’ feet.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and you knock the target and each enemy adjacent to it prone.
You c
all on a wind that has blown over countless battlefields. It batters your foes, infecting them with battle madness.
Encounter Charm, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier damage. The next time the target makes an attack roll before the end of your next turn, it deals 5 damage to each of your enemies adjacent to it.
Primal Guardian: Add your Constitution modifier to the damage the target deals.
You
strike at your enemy with the fury of winter’s hunter, and the place of that enemy’s death becomes a patch of greenery.
Daily Cold, Implement, Necrotic, Primal, Zone
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier cold and necrotic damage.
Miss: Half damage.
Effect: When the target drops to 0 hit points, a zone of greenery appears in a burst 2 centered on the target. The zone lasts until the end of the encounter. The zone is difficult terrain, and any creature that ends its turn there is immobilized until it escapes (the zone uses your defenses when the creature tries to escape).
Roots and vines reach up from the earth
to clutch at any creature nearby. As the plants slow enemies, your fangs and claws gain savage power against those foes.
Daily Implement, Primal, Zone
Standard Action Area burst 2 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is immobilized (save ends).
Effect: The burst creates a zone of grasping roots and vines that lasts until the end of the encounter. Any enemy that starts its turn within the zone is slowed until the end of your next turn. While you are in beast form, your melee attacks against enemies within the zone can score critical hit
s on rolls of 18–20.
Your savage assault leaves your enemy too weak to make effective attacks.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and the target takes a -2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of
your next turn.
Vicious, stinging insects dart around you, stinging anyone who comes near.
Daily Beast Form, Implement, Poison, Primal
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier poison damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that enters a square adjacent to you or starts its turn there takes poison damage equal to your Constitution modifier. An enemy can take this damage only once per turn.
You assume the form of the primeval cat, a sleek hunter and savage predator that stalks the night.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval cat until the end of the encounter, or until you use the wild shape power again. While you are in this form you gain a +2 bonus to Stealth check
s and a +1 bonus to speed. Once before the end of the encounter, you can use the Primeval Cat Attack power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Cat must be active in order to use this power.
Effect: You shift half your speed. At any point during this movement, make the following attack once.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
You assume the form of the primeval raptor, a massive bird of prey feared and revered by many cultures.
Daily Beast Form, Implement, Primal
Minor Action Personal
Effect: You assume the form of the primeval raptor until the end of the encounter, or until you use the wild shape power again. While you are in this form, you gain a fly speed equal to your speed, but you must land at
the end of each turn. Once before the end of the encounter, you can use the Primeval Raptor Attack power.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Requirement: The power Primeval Raptor Attack must be active in order to use this power.
Effect: Before making the following attack, you fly half your speed. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you shift 1 square.
You assume the form of the primeval serpent, the great slithering creature that haunts the nightmares of your enemies.
Daily Beast Form, Implement, Poison, Primal
Standard Action Personal
Effect: You assume the form of the primeval serpent until the end of the encounter, or until you use the wild shape power again. While you are in this form, you gain a +1 bonus to damage rolls on opportunity attacks. You also gain a swim speed equal
to your normal speed. Once before the end of the encounter, you can use the Primeval Serpent Attack power.
Daily Beast Form, Implement, Poison, Primal
Standard Action Melee touch
Requirement: The power Form of the Primeval Serpent must be active in order to use this power.
Target: One Large or smaller creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier damage, and ongoing 5 poison damage and the target is slowed (save ends both).
Your wrath sends a bitter spirit through your foe, transforming its resistance into weakness.
Daily Implement, Primal, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier psychic damage.
Miss: Half damage.
Effect: Choose one damage type: acid, cold, fire, lightning, or thunder. The target loses any resistances to that damage type and gains vulnerable 5 damage to that damage type (save ends both). Until the end of the encounter, your druid attack powers can deal damage of the type you chose instead of their normal damage type.
You morph into a dir
e serpent, and deadly venom infuses your bite. At first, your attack seems trivial, but soon the venom saps your enemy’s life away.
Daily Beast Form, Implement, Poison, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and ongoing 5 poison damage (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, while you are in beast form, whenever you use an attack with the beast form keyword, you can choose to have that attack gain the poison keyword and deal poison damage instead of its normal damage type. If the attack already deals poison damage, it deals additional poison damage equal to your Constitution modifier.
You transform into a dire wolf, knocking your enemy prone and savagely tearing into any others where they lie.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. You knock the target prone, and it can’t stand up (save ends).
Miss: Half damage, and you knock the target prone.
Effect: Until the end of the encounter, you gain a +2 bonus to attack rolls against prone targets. In addition, whenever you hit an enemy with a melee attack while you are in beast form, you can knock t
hat enemy prone.
Your attacks seem to harvest your enemies’ life essence, transferring it to your allies.
Daily Healing, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, bloodied allies who start their turn adjacent to you regain hit points equal to your Constitution m
odifier.
When you strike at your foes, the very plants of the ground rise up to grasp at your enemies.
Daily Aura, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. The aura is difficult terrain for your enemies,
which grant combat advantage while in it.
Chomping its jaws, a great crocodile appears at your command.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large crocodile in an unoccupied space within range. The crocodile has speed 6 and swim 8. You can give the crocodile the following special command. On the turn you summon the crocodile, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the crocodile grabs the target. The target takes a –3 penalty to escape checks against the crocodile.
Instinctive Effect: If you haven’t given the crocodile any commands by the end of your turn, it sustains the grab and attacks the creature it’s grabbing. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed
to a square adjacent to an enemy.
You call to the sky, and a second later an eagle swoops at your foes.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium eagle in an unoccupied square within range. The eagle has fly 8 (hover), and it has a +4 bonus to AC against opportunity attacks. You can give the eagle the following special command. On the turn you summon the eagle, you give that command as part of using this power.
Standard Action: The eagle moves its speed and attacks at one point during that movement: melee 1; targets one creature; Wisdom vs. Reflex; 2d6 + Wisdom modifier damage, and the target grants combat advantage until the end of your next turn.
Instinctive Effect: If you haven’t given the eagle any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy, and that enemy grants combat advantage until the end of y
our next turn.
You stomp as you summon your bear ally, which appears and looks for something big to maul.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large bear in an unoccupied space within range. The bear has speed 6 and a +4 bonus to attack rolls against creatures its own size or larger. You can give the bear the following special command. On the turn you summon the bear, you give that command as part of using this power.
Standard Action: Melee 2; targets one creature; Wisdom vs. Fortitude; 2d6 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the bear any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed
to a square adjacent to an enemy.
With a growl, a panther coalesces where you point, and it pounces on your enemy.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium panther in an unoccupied square within range. The panther has speed 7. You can give the panther the following special command. On the turn you summon the panther, you give that command as part of using this power.
Standard Action: The panther shifts 3 squares and then attacks: melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the panther any commands by the end of your turn, it charges the nearest enemy that has no creatures within 2 squares of it, using its attack (without the shift) as a melee basic attack. If it can’t do that, it attacks an adjacent enemy if it ca
n. Otherwise, it moves its speed to a square adjacent to an enemy.
Brilliant rays of light dazzle your enemies’ eyes.
Daily Implement, Primal, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is blinded (save ends).
Aftereffect: 1d10 + Wisdom modifier radiant damage.
Miss: 1d10 + Wisdom modif
ier radiant damage.
Vicious spirits respond to your evocation with hungry flames that leap and dance around you.
Daily Aura, Beast Form, Elemental, Fire, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter or until you dismiss it as a minor action. Any enemy that ends its turn in the aura takes fire damage equal to your Wisdom modifier. Once per round as a minor action while you are in beast form, you can increase the aura’s size by 1 (up to aura 5).
You slash your weapon while binding the withering spirit of winter to you, causing maladies to fall away from your allies.
Daily Aura, Cold, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier cold damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. While in the aura, your allies ignore difficult terrain and gain a +2 power bonus to saving throws.
The earth groans all around, constantly creating and dissolving debris to block your enemies and smooth paths for your allies.
Daily Implement, Primal, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target falls prone.
Miss: Half damage.
Effect: The blast creates a zone of difficult terrain for your enemies. The zone lasts unti
l the end of the encounter.
You form a deep bond with your summoned animals, drawing out their thirst for battle.
Daily Primal
Minor Action Personal
Effect: Once per round until the end of the encounter, you can use a minor action to command one of your summoned creatures to use its in
stinctive effect.
You transform yourself and your allies into mice, beetles, or other seemingly innocuous animals.
Daily Polymorph, Primal
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, the targets assume the forms of Tiny creatures, such as mice, cats, beetles, or spiders. While in these forms, the targets can’t attack, pick up anything, or manipulate objects. The targets gain a +5 power bonus to Stealth checks and a +2 power bonus to AC and Reflex. Each target can end this effect on himself or herself as a minor action.
Sustain Minor: The effect persists on yourself and any target within 5 squares
of you.
Your hide hardens into armored plates. Your enemies can hurt you, but not as badly as they would like.
Daily Beast Form, Primal
Minor Action Personal
Effect: Until the end of the encounter, while you are in beast form, you gain resistance to all damage equal to your Constitution
modifier.
Calling forth the essence of the primal world, you infuse your ally with the power of life and renewal.
Daily Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Until the end of the encounter,
the target has regeneration 5 while bloodied.
A gentle rain falls over the area around you, soothing burning wounds.
Daily Primal, Zone
Minor Action Close burst 3
Effect: The burst creates a rainy zone that lasts until the end of the encounter. While within the zone, you and any allies gain resist 10 fire and resist 10 acid and a +2 power bonus to saving throws against ongoing fire damage and ongoing acid da
mage.
As primal energy washes over your allies, effects that would hinder them fall away like chaff on the wind.
Encounter Primal
Minor Action Close burst 3
Target: You and each ally in the burst
Effect: Each target can make a saving thro
w with a +2 power bonus.
You can transform into a small sea creature, using your fins to traverse water as easily as land.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of a Tiny or Small aquatic beast, such as a fish or eel, until the end of the encounter, or until you end the effect as a free action. In this form, you gain a swim speed equal to your speed and you can breathe underwater. While in this form, you can’t attack, move on land,
or use magic items.
You take a jaunt to the Feywild, returning to the world when you have healed and changed form.
Encounter Primal, Teleportation
Move Action Personal
Effect: You teleport to a safe place in the Feywild. While you are there, you can’t take any actions other than using your second wind and wild shape. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squar
es of the space you left.
You change into a nimble bird of prey that easily soars out of reach of your foes.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of the hunting falcon until you take an extended rest, or until you end this effect as a free action. While in this form, you are Small, you have a fly speed of 8, and you gain a +5 power bonus to Perception checks. However, you cannot attack, manipulate objects, or use any magic item
powers.
You infuse mundane berries with primal power, letting those who consume them take advantage of their curative energy.
Daily Healing, Primal
Minor Action Personal
Effect: You create four goodberries. Each lasts until it is consumed or until the end of your next extended rest. A creature can take a minor action to consume a goodberry either to regain 10 hit points,
to make a saving throw, or to gain 10 temporary hit points.
Roots erupt from the ground and hold your ally in place.
Encounter Primal
Immediate Interrupt Ranged 10
Trigger: You or an ally within 10 squares of you is pulled, pushed, or slid
Target: The character affected by the forced movement
Effect: The
target is unaffected by the forced movement.
A powerful gust circles around you and lifts you and an ally into the air.
Encounter Elemental, Primal
Move Action Close burst 1
Target: You and one ally in the burst
Effect: Each target can fly up to 6 squares as a free action, and gains a +4 power bonus to all defenses against opportunity attacks provoked by
this movement.
As an attack sweeps toward you, you burst into a swarm that swoops over an enemy, forcing it into your space.
Encounter Beast Form, Primal
Immediate Interrupt Melee 1
Trigger: You are targeted by an area or a cl
ose attack
Target: One creature
Effect: You swap places with the target.
A gust of wind swirls around you, lifting you into the air.
Daily Primal
Move Action Ranged 10
Target: You or one ally
Effect: The target flies up to 5 squares.
Sustain Move: The target flies again, or you u
se the power on a different target.
Ice covers the ground, and biting wind makes your foes more vulnerable to your cold attacks.
Daily Primal, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. While within the zone, any enemy gains vulnerable 5 cold. You can end the zone as a minor action.
Sustain Minor: The zone persists,
and you can increase its size by 1 to a maximum of burst 5.
An arc of energy lances out from your hand to strike a foe.
Encounter Implement, Lightning, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier lightning damage.
Effect: The target is dazed until the e
nd of your next turn.
Wet with your enemy’s blood, your claws lash out at any foe adjacent to you that dares to attack.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, you can make a melee basic attack as an opportunity action against any enemy adjacent to you that hits or misses with an attack.
Primal Predator: You gain a bonus to the attack rolls of the melee basic
attacks equal to your Dexterity modifier.
You expose a hole in your prey’s defenses, creating an opening for another strike.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. The next attack against the target before the end of your next turn is made against the target’s lowest defense.
Primal Guardian: If the next attack hits the target, the attack deals extra damage eq
ual to your Constitution modifier.
After swarming over your foes, you move to another group of enemies and attack them as well.
Encounter Beast Form, Implement, Primal
Standard Action Close burst 1
Primary Target: Each creature in the burst
Primary Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage
Effect: You shift your speed. If you end this movement at least 4 squares from where you started, you can make a secondary attack.
Secondary Target: Each creature in the burst
Secondary Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage.
Primal Swarm: If you hit at least one target with the primary attack, the seco
ndary attack deals extra damage equal to your Constitution modifier.
You conjure a massive spear of oak and skewer your foe with it.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and you push the target 3 squares. If the target ends this movement adjacent to a solid obstacle (such as a wall), the target is immobilized until the end of your next turn.
Primal Guardian: Add your Constitution
modifier to the number of squares you push the target.
A deafening clap of thunder unfurls around you to thrust your foes back.
Encounter Implement, Primal, Thunder
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 +
Wisdom modifier thunder damage.
Effect: You push the target up to 3 squares.
A slash with your claws reveals your foe’s weaknesses.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target gains vulnerable 5 to all damage until the end of you
r next turn.
Primal Predator: The vulnerability equals 3 + your Dexterity modifier.
A crash of thunder leaves your target stunned.
Encounter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs
. Fortitude
Hit: The target is stunned until the end of your next turn.
A wave of water rises up, moving creatures where you want them.
Encounter Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6
+ Wisdom modifier damage, and you slide the target 3 squares.
A spectral bull appears before you and knocks your foe to the ground.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is knocked prone. If any enemies provide cover against this
attack, they are also knocked prone.
Writhing plants thrust up beneath your foes, assailing them with poisonous barbs and thorns.
Encounter Implement, Poison, Primal
Standard Action Aura burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier poison damage.
Effect: Each enemy in your nature’s growth zone that was not hit by this
power takes 10 poison damage.
Transformed into a harmless animal, your enemy can do nothing but struggle against its useless new form.
Daily Implement, Polymorph, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is stunned and assumes the form of a harmless, Tiny natural beast or fey beast such as a newt, a turtle, or a mouse (save ends both). As a minor action, you can end the effect, which makes the target subject to the aftereffect.
Aftereffect: 1d10 + Wisdom modifier damage.
Miss: 1d10 + Wisdom modif
ier damage, and the target is dazed (save ends)
You swing your weapon in a wide arc, and behind it erupt thorn-covered vines of primal magic.
Daily Aura, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until th
e end of the encounter. Enemies grant combat advantage and cannot shift while in the aura.
Lightning strikes from dark clouds overhead.
Daily Implement, Lightning, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage.
Effect: The burst creates a zone of wind and lightning that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there is slowed until the end of your next turn. As a move action, you can move the zone 5 squares.
Sustain Minor: The zone persists, and eac
h creature within it takes 5 lightning damage.
You conjure a horde of ravenous horseflies, which bite your foes and transfer vitality to you.
Daily Healing, Implement, Primal, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of horseflies that lasts until the end of the encounter. When any enemy starts its turn within the zone, you or an ally of your choice within 5 squares of you regains 6
hit points.
A coating of ice forms over your enemy, rooting it to the ground and freezing its flesh. The ice cuts the enemy when it breaks free.
Daily Cold, Implement, Primal, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is immobilized and takes ongoing 5 cold damage
(save ends both).
Aftereffect: 2d10 + Wisdom modifier cold damage.
The weapon you touch seems to change color, taking on a sickly green tint.
Daily Poison, Primal
Minor Action Melee 1
Target: One axe, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 8 poison damage and is slowed until the end of the attacker’s next turn. This benefit lasts until the end of the encounter.
Your
swarm bursts outward, leaving enemies’ wounds infested by your writhing masses. Imbued with a dim essence of the Primal Beast, they become aggressive, leaping from foe to foe.
Daily Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage. Your swarm infects the target (save ends). Enemies that begin their turn infected, or that are adjacent to an infected enemy, take 5 damage. Adjacent enemies become infected upon taking damage (save ends).
Aftereffect: The target and enemies adjacent to the target are slowed (save ends).
Miss: Half damage, and t
he target is slowed until the end of your next turn.
Spirits of cold and winter swirl around you and trap enemies in ice that promises a slow demise.
Daily Aura, Beast Form, Cold, Elemental, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter or until you dismiss it as a minor action. Enemies are slowed and cannot shift while in the aura. In addition, any enemy that ends its turn in the aura takes 10 cold damage
and is grabbed.
You become a dire boar, charging headfirst toward your designated foe. You barrel through anyone foolish enough to stand in your path.
Daily Beast Form, Implement, Primal
Standard Action Personal
Effect: Until the end of the encounter, while you are in beast form, you gain +2 speed while charging and gain a bonus to damage rolls with charge attacks equal to your Constitution modifier.
You then charge an enemy of your choice. Any enemy that makes an opportunity attack against you during this charge attack takes 15 damage, and you push that enemy 1 squar
e and knock it prone.
You transform into a dire crocodile and snap your powerful jaws onto your foe’s legs, making it impossible for it to escape.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and the target is grabbed. The target takes a -2 penalty to its rolls to escape this grab.
Miss: Half damage, and the target is grabbed, but does not take the -2 penalty to escape the grab.
Effect: Until the end of the encounter, while you are in beast form, when you hit an adjacent enemy with
a melee attack, you grab that enemy. You can have only one creature grabbed at a time.
As you leap at your prey, you are energized by the hunt.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage, and you remove from yourself every effect that a save c
an end.
Miss: Half damage, and you make a saving throw against each effect that a save can end.
Your claws leave bleeding wounds that refuse to close.
Daily Implement, Primal
Standard Action Melee beast form
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and ongoing 10 damage (save ends).
Aftereffect: Ongoing 5 damage (sav
e ends).
Miss: Half damage, and ongoing 5 damage (save ends).
A weapon you touch hardens to become so strong that it strikes with the weight of a mountain.
Daily Primal
Minor Action Melee 1
Target: One flail, hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also
takes 4 damage and falls prone. This benefit lasts until the end of the encounter.
Lightning crackles as you summon a drake to do your bidding.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium lightning drake in an unoccupied square within range. The drake has speed 6 and resist 10 lightning. You can give the drake the following special commands. On the turn you summon the drake, you give the first command as part of using this power.
Standard Action: Ranged 10; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier lightning damage.
Standard Action: Area burst 1 within 10 squares; targets each creature in the burst; Wisdom vs. Reflex; 2d6 + Wisdom modifier lightning damage.
Instinctive Effect: If you haven’t given the drake any commands by the end of your turn, it shifts 1 square and uses its area burst attack, targeting
as many creatures as possible (including you and your allies).
Stealthy and deadly, a razorclaw bat responds to your summons and dives on your foe.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium razorclaw bat in an unoccupied square within range. The bat has fly 7 (hover) and blindsight 5. The bat gains a +5 bonus to Stealth checks, and it deals 1d10 extra damage to a target when it has combat advantage against that target. You can give the bat the following special commands. On the turn you summon the bat, you give the first command as part of using this power.
Standard Action: The bat shifts 5 squares and attacks: melee 1; targets one creature; Wisdom vs. Reflex; 2d6 + Wisdom modifier damage.
Standard Action: Close burst 2; targets each creature in the burst; the targets lose all concealment against you and your allies until the end of your next turn.
Instinctive Effect: If you haven’t given the bat any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves twice its speed to a square outside ever
y enemy’s line of sight. It then makes a Stealth check with no penalty for movement.
Speaking an ancient oath, you summon a great tiger to its feast.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large tiger in an unoccupied space within range. The tiger has speed 7. You can give the tiger the following special command. On the turn you summon the tiger, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the tiger any commands by the end of your turn, it charges the nearest bloodied creature it can charge, using its attack as a melee basic attack. If it can’t do that, it attacks an adjacent enemy i
f it can. Otherwise, it moves its speed to a square adjacent to an enemy.
A ripple in the natural world transports your enemy and protects you from its attack.
Daily Primal, Teleportation
Immediate Interrupt Close burst 10
Trigger: An adjacent enemy makes a melee attack against you
Target: The triggering enemy
Effect: The target and one of your allies in the burst teleport, switching places. The triggering attack now targets another creature of your choice adjacent to the target. If the triggering attack now has no legitimate target, the
attack is lost.
Wind and lightning lash around your foe. Later, when you transform into a beast, the wind blows that foe around the battlefield.
Daily Implement, Lightning, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier lightning damage, and you slide the target 3 squares.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you use wild shape to chang
e into beast form, you slide the target 2 squares.
In a thunderous clap, two fiery steeds appear, pulling a flaming chariot to carry you into battle.
Daily Elemental, Primal, Summoning
Standard Action Ranged 10
Effect: You summon the chariot of Sustarre in an unoccupied space within range. The chariot and its two steeds are treated as a single creature; they share hit points and cannot be separated.
The chariot lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description.
The chariot can hold up to four Medium creatures in a Large space centered on one of its edges. Entering or leaving that space costs 1 extra square of movement.
The chariot lasts until it is reduced to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the
encounter.
You transform into a viper and slip away from your foes. You then return to your normal form but retain some aspects of the viper for a moment.
Encounter Primal
Move Action Personal
Prerequisite: You must have the wild shape power.
Effect: You shift your speed. During this movement, you ignore difficult terrain and can shift through enemies’ spaces. You then gain a +4 power bonus to speed and can move th
rough enemies’ spaces until the end of your next turn.
Two ancient trees spring up. You and your allies can move from one tree to the other with a single step.
Daily Conjuration, Primal, Teleportation
Minor Action Close burst 20
Effect: You conjure two trees in two unoccupied squares in the burst. Each tree occupies 1 square and must be on a solid surface. The trees last until the end of the encounter. When adjacent t
o either tree, you and your allies can each use a move action to teleport to a square adjacent to the other tree.
You catch the wind and soar away to safety.
Encounter Primal
Minor Action Personal
Effect: If you are marked, that condition ends on you. You then fly 8 squares. This movement doesn’t provoke opportunity attacks, and if you don’t land at the end of the movement, you descend to the ground without taking falling damage. In addition, until the end of your next turn,
you can shift 1 square as a free action whenever you are hit.
Winds swirl around the target, carrying it aloft and giving it the ability to soar like a falcon.
Daily Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target gains a fly
speed of 6 until the end of the encounter.
You call on the feral heart that lurks within all creatures to allow yourself and your friends to shake off an effect.
Daily Primal
Minor Action Close burst 2
Target: You and each ally in the burst
Effect: Each target can make a saving throw against an effect that a save can end, with a +5 power bonus to the saving throw if the effect has the charm,
the fear, or the illusion keyword.
A shadow passes over you as you are scattered and reshaped, becoming a flock of ravens that quickly takes to the air.
Daily Polymorph, Primal
Minor Action Personal
Effect: You assume the form of a flock of ravens until you take an extended rest or until you end this effect as a minor action. While in this form, you have a fly speed of 6 and can move through enemies’ spaces. However, you cannot attack, manipulate objects, or use any magic item powers. You take only half da
mage from melee attacks and ranged attacks, but you gain vulnerable 15 to close attacks and area attacks.
Your eerie howl channels primal power into your allies.
Daily Beast Form, Healing, Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: You spend a healing surge, and each target regains 2d6 hit points.
Level 21: Each targe
t regains 3d6 hit points.
Level 26: Each target regains 4d6 hit points.
You turn into a swarm of scurrying insects, held together by the power of your consciousness.
Daily Primal
Free Action Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a cloud of insects. In this form, you gain a fly speed equal to your speed, and you can hover. You also become insubstantial. When you squeeze, you can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. You can’t attack, pick up anything, or manipulate objects.
Until this power ends, you
can use wild shape to change among this form, another beast form, and your humanoid form.
Your skin turns as tough as well-weathered hide, protecting you from harm.
Daily Primal
Minor Action Melee 1
Target: You or one ally
Effect: Until the end of your next turn, the target gains resist 5 to all damage and a +2 power bonus to AC.
Sustain
Minor: The effect persists until the end of your next turn.
You can briefly adopt the form of a beast spirit, allowing you to pass through barriers.
Encounter Beast Form, Primal
Minor Action Personal
Effect: Until the end
of your next turn, you gain phasing while you are in beast form.
Energy swirls around your allies to heal their wounds and help them shake off harmful afflictions.
Daily Healing, Primal
Standard Action Close burst 2
Target: You and each ally in the burst
Effect: Each target can spe
nd a healing surge either to regain hit points or to remove one effect from himself or herself that a save can end.
A granite wall emerges from the ground as you direct.
Daily Conjuration, Primal
Standard Action Area wall 12 within 10 squares
Effect: You conjure a wall of rough stone. The wall can be up to 6 squares high and must be on a solid surface. The wall is a solid obstacle. Each square of the wall has 100 hit points and crumbles into difficult terrain if it is des
troyed. The whole wall crumbles into difficult terrain at the end of the encounter.
Rope-like vines spring from the ground, sinking their thorns into your foes.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage.
Effect: You pull the target up to a number of squ
ares equal to 2 + your Constitution or Dexterity modifier.
A spiraling storm forms at your command, drawing your enemies toward its center even as you slip away.
Encounter Implement, Lightning, Primal, Teleportation, Thunder
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier lightning and thunder damage, and you pull the target up to 2 squares.
Effect: Y
ou teleport up to 4 squares to a square outside the burst.
Sparrows swirl around you, a storm of tiny talons and beaks that rends your foes and then whisks you away.
Encounter Implement, Primal, Teleportation
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage.
Effect: You teleport
5 squares, and you gain concealment until the start of your next turn.
You dispatch pieces of your swarm form to drain blood from your foes to give yourself resilience.
Encounter Beast Form, Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage.
Effect: If you hit at least one target, you gain 10 temp
orary hit points.
Primal Swarm: Add your Constitution modifier to the temporary hit points.
As you shake your enemy’s life loose, you avoid a doom waiting for you.
Encounter Beast Form, Healing, Implement, Primal
Standard Action Melee touch
Effect: Before the attack, you shift 2 squares.
Primal Predator: The number of squares you shift equals your Dexterity modifier.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d12 + Wisdom modifier damage. If eith
er you or the target is bloodied or at 0 hit points or fewer, you can spend a healing surge, make a saving throw, or both.
You bash your foe, staggering it for a moment.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you slide the target 1 square. The target is dazed until the end of your next turn.
Primal Guardian: The number of squares you slide the target equals your Constitution modifier.
You fiercely blast out at your foes in a torrent of attacks, which disguises special beasts that crawl into your opponent’s ear and place that opponent under your control.
Encounter Beast Form, Charm, Implement, Primal
Standard Action Close blast 3
Primary Target: Each creature in the blast
Primary Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage.
Effect: Make a secondary attack.
Secondary Target: One creature in the blast
Secondary Attack: Wisd
om vs. Fortitude
Hit: The secondary target is dominated until the end of your next turn.
Lightning shoots from your fingertips to electrify one enemy and then a second.
Encounter Implement, Lightning, Primal
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier lightning damage, and the primary target is slowed until the end of your next turn.
Effect: Make a secondary attack that is an area burst 5 centered on the primary target.
Secondary Target: One creature other than the primary target in the burst
Secondary Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage to the primary and secondary targets
, and the secondary target is slowed until the end of your next turn.
You strike the ground with your open palm, causing it to shift and roll like the waves of an ocean storm.
Encounter Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier damage, and you push the target up to 5 squares.
Effect: Choose up to 5 contiguous, unoccupied squares in the blast that are
on a solid surface. Until the end of your next turn, those squares are blocking terrain that is up to 2 squares high.
Your foe is trapped in your grasp as you drag it off.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage, and you grab the target.
Primal Predator: You can also shift a number of squa
res equal to your Dexterity modifier and pull the target with you.
Drawing power from the storms of the deepest deserts, you hammer your enemies with a pulse of blistering heat.
Encounter Fire, Force, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6
+ Wisdom modifier fire and force damage.
Effect: The target is weakened until the end of your next turn.
You easily duck under your foe’s defenses to deliver a crippling attack.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Effect: Before and after the attack, you shift 2 squares.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and the target cannot shif
t until the end of your next turn.
Invoking the cheetah’s speed, you dash across the battlefield to rend your foes. Your bloody assault awakens primal instincts, invigorating you.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One, two, or three creatures
Effect: You shift 2 squares between each attack.
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modif
ier damage. If all three attacks hit, you can spend a healing surge.
Dark clouds gather at your command. Lightning and rain fall to damage your foes and keep them away from you.
Encounter Implement, Lightning, Primal, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier lightning damage, and you slide the target 3 squares.
Effect: The blast creates a stormy zone that lasts until
the end of your next turn. A creature hit by this attack that enters the zone on its turn takes 10 lightning damage.
A brief but mighty cyclone batters creatures and carries them away.
Encounter Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage, and you slide the target 2 squ
ares.
Primal Guardian: The number of squares you slide the target equals 1 + your Constitution modifier.
You have come for the harvest. The more you reap, the greater your reward.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: If the attack reduces the target to 0
hit points, you gain an extra standard action during your current turn.
Thorny vines burst from the ground to entangle creatures. Ripping free of the thorns causes even greater pain.
Daily Implement, Primal
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: The target is immobilized and takes ongoing 5 damage (save ends both).
Aftereffect: 2d6 + Wisdom modifier damage.
Miss: 1d6 + Wisdom modifier damage, and the target is immobilized until the end of your next turn
.
Your flesh flakes into feathers as you assume the form of an owl, and each beat of your wings stirs life into the winds. The power of this gale later calms to soothe the injured.
Daily Implement, Polymorph, Primal
Minor Action Personal
Effect: You assume the form of a Large owl until the end of the encounter or until you use the wild shape power again. While you are in this form, you gain a flight speed equal to your speed (
you must land at the end of your movement) and a +5 bonus to Perception checks. Once, before the end of the encounter, you can use the night owl attack power.
Chaotic winds assail and confuse your enemy.
Daily Implement, Polymorph, Primal
Standard Action Melee touch
Requirement: The power form of the night owl must be active to use this power.
Effect: You shift your speed. At any point during this movement, make the following attack once.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d12 + Wisdom modifier damage.
Effect: The target is slowed, and the fir
st ally to make a successful attack against the target before the end of your next turn regains hit points equal to 5 + your Constitution modifier.
You disappear after mauling your enemy.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage.
Effect:
You become invisible and then shift 5 squares. You remain invisible until the end of your next turn.
You transform into a dire bear, grabbing your foes and squeezing the life from their bodies.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage, and you grab the target. Until the grab ends, the target takes 10 damage at the start of your turn.
Miss: Half damage, and you grab the target.
Effect: Until the end of the encounter,
while you are in beast form, you gain a +2 bonus to AC and Fortitude.
Your beast form becomes that of a dire lion, inspiring awe in your allies and fear in your enemies as you roar ferociously.
Daily Beast Form, Fear, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier damage, and you push the target 1 square. The target is dazed (save ends).
Effect: All allies in the burst gain temporary hit points equal to your 5 + your Constitution modifier. Until the end of the encounter, while in beas
t form, whenever you hit an enemy adjacent to you with a melee attack, the target grants combat advantage until the end of your next turn.
Chunks of ice fall from the sky, battering your foes.
Daily Cold, Implement, Primal
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier cold damage.
Effect: The burst creates a zone of hail that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 5 + your Constitution modifier cold damage. A creature can take this damage only once per turn.
Primal Swarm: You aren’t affected by the zone while you are in beast form.
Sustain Minor: The zone persists.
You call forth the plants from the earth, beseeching them to hold your enemy in place.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the targ
et is restrained (save ends)
Miss: Half damage, and the target is restrained until the end of your next turn.
You call forth the plants from the earth, beseeching them to hold your enemy in place.
Daily Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and th
e target is restrained (save ends)
Miss: Half damage, and the target is restrained until the end of your next turn.
As you slash at your enemies, you plant destructive primal magic in them.
Daily Necrotic, Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: A target takes 10 necrotic damage the next time you
or one of your allies hits and damages it before the end of the encounter.
You summon spirits that coalesce into a mighty creature of thorns and brambles that protects you and your friends.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large guardian briar in an unoccupied space within range. The guardian briar has speed 5 and ignores difficult terrain. You and your allies gain a +2 power bonus to AC while within 2 squares of the guardian briar. You can give the guardian briar the following
special command. On the turn you summon the guardian briar, you give that command as part of using this power.
Standard Action: Melee 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier damage.
Instinctive Effect: If you haven’t given the guardian briar any commands by the end of your turn, it attacks an enemy within 2 squares of it if it can. Other
wise, it moves its speed to a square where it is within 2 squares of as many allies as possible.
A primeval swamp spirit assumes solid form at your summons and thrashes over the battlefield.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large behemoth in an unoccupied space within range. The behemoth has speed 8 and ignores difficult terrain. You can give the behemoth the following special commands. On the turn you summon the behemoth, you give the first command as part of using
this power.
Standard Action: Melee 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier damage.
Standard Action: The behemoth moves its speed. During this movement, it can move through enemies’ spaces. When it enters an enemy’s space, it attacks that enemy: Wisdom vs. Reflex; 1d8 + Wisdom modifier damage. It can’t attack a creature in this way more than once per round.
Instinctive Effect: If you haven’t given the behemoth any commands by the end of your turn,
it uses its second attack against as many enemies as possible.
Thunder rumbles in the distance, drawing closer and closer until a bison trundles out of the spirit world to appear by your side.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large bison in an unoccupied space within range. The bison has speed 7 and a +2 bonus to AC. You can give the bison the following special command. On the turn you summon the bison, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 2d10 + Wisdom modifier thunder damage.
Instinctive Effect: If you haven’t given the bison any commands by the end of your turn, it attacks an adjacent enemy if
it can. Otherwise, it moves its speed to a square adjacent to an enemy.
Your swarm expands in a burst of fury. The sky momentarily blackens as you partition yourself in two, forming a living wall.
Daily Beast Form, Implement, Primal
Standard Action Area wall 8 within 10 squares
Effect: You split part of your swarm into a living wall. The wall can be up to 5 squares high and lasts until the end of your next turn. The wall provides cover to those on the other side and counts as difficult terrain. Any creature that enters the wall takes 1d12 damage. A creature can take this damage only once per turn. Any creature that starts it
s turn in the wall takes 2d6 damage. Any creature that enters the wall or starts its turn there is subject to the gripping swarm attack power.
Sustain Move: The wall persists.
You swarm your foe to hold it in place.
At-Will Beast Form, Implement, Primal
Immediate Reaction Melee touch
Requirement: The swar
ming bulwark power must be active to use this power.
Attack: Wisdom vs. Fortitude
Hit: You grab the target.
All across the field of battle, thickets and brambles rise up to entrap your foes.
Daily Acid, Conjuration, Implement, Poison, Primal
Standard Action Area wall 12 within 20 squares
Effect: You conjure two walls of thorny, writhing vines, which cannot have any squares adjacent to each other. Each wall contains 6 of the power’s 12 squares and can be up to 4 squares high. The walls must be on a solid surface, and they last until the end of your next turn. Each wall provides cover and blocks line of sight.
Entering a wall square costs 2 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + your Wisdom modifier acid and poison damage (a creature can take this dam
age only once per turn), and it takes ongoing 5 acid and poison damage (save ends).
Sustain Minor: The walls persist until the end of your next turn.
You command the earth, causing tremors to topple your foes.
Daily Implement, Primal, Zone
Standard Action Area burst 2 within 10 squares
Primary Target: Each creature in the burst
Primary Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage, and the primary target is knocked prone.
Miss: Half damage.
Effect: The burst creates a quaking zone that lasts until the end of the encounter. The zone is difficult terrain. While the zone persists, you can make the following secondary attack as a minor action once per round.
Secondar
y Target: Each creature within the zone
Secondary Attack: Wisdom vs. Reflex
Hit: 1d10 damage, and the secondary target is knocked prone.
A blizzard appears, growing to encompass an ever-wider area.
Daily Cold, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone of wind and hail that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there is slowed until the end of your next turn and takes 5 cold damage. A creature can take this damage only once per turn. You can end the zone as a minor action.
Sustain Minor: The zone persi
sts, and you can increase its size by 1 to a maximum of burst 5.
You step sideways and disappear. Your return brings with it screaming winds and flickering flames, roaring waves and trembling earth.
Daily Elemental, Primal
Move Action Personal
Effect: You are removed from play until the start of your next turn. You then reappear in an unoccupied space within 10 squares of the space you last occupied. When you return to play, roll a d4 to determine the effect that occurs.
1. Air: You can pull each creature within 3 squares of you up to 2 squares.
2. Earth: Each square within 2 squares of you becomes difficult terrain until the end of the encounter.
3. Fire: Each creature adjacent to you gains vulnerable 5 fire until the
end of your next turn.
4. Water: You push each creature adjacent to you up to 2 squares.
Toadstool rings appear at your command, carrying with them the magic to whisk a creature from one ring to the next.
Daily Primal, Teleportation
Minor Action Close burst 20
Effect: You create ten fey circles in ten unoccupied squares in the burst. When you or an ally enters a fey circle’s square, that character can teleport to another fey circle’s square as a free action, as long as the destination square is unoccupied. Then both
fey circles disappear. The fey circles last until the end of the encounter if they aren’t used.
Your beast form takes on properties of the primal spirits that hunt like ghosts through the world.
Daily Beast Form, Primal
Minor Action Personal
Effect: Until the end of the encounter, whenever you use wild shape to change into beast form, you become insubstantial and gain phasing until the end of your turn.
Shadowy fur and feathers cover your fluxing form. Your claws are sharper than any metal and your maw is that of a thousand daggers. The beat of your wings is the death knell of a long-forgotten god.
Daily Beast Form, Primal
Minor Action Personal
Effect: You assume the form of the Primal Beast until the end of the encounter or until you use the wild shape power again. While you are in this form, you gain one of the following attributes until the end of the encounter.
* You gain a fly speed (hover) equal to your speed.
* You can reroll any damage die that has a result of 1 or 2.
* You can ignore difficult terrain, and you
r malleable form allows you to move full speed when squeezing.
* Enemies within 2 squares of you take a -2 penalty to all defenses.
Howling wind swirls around you, strong enough to deflect attacks.
Daily Primal, Zone
Standard Action Close burst 3
Effect: The burst creates a windy zone that lasts until the end of your next turn. Area attacks and ranged attacks against creatures within the zone take a –4 penalty to the attack rolls against them. In addition, the zone is difficult terrain. When a creature other than you ends its movement
within the zone, you can slide that creature 3 squares as a free action.
Sustain Minor: The zone persists.
You can take the form of a majestic eagle, soaring above the fray and swooping down to claw at your foes.
Daily Primal
Free Action Personal
Prerequisite: You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of an eagle that is your size. In this form, you gain a fly speed equal to 2 + your speed, and you can hover. You can’t use daily attack powers or manipulate objects.
U
ntil this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form.
Drawing strength from the earth, your body becomes nearly impervious to damage and immovable.
Encounter Primal
Minor Action Personal
Effect: Until the start of your next turn, you gain resist 15 to all damage, a
nd when you are pulled, pushed, or slid, you can make a saving throw. If you save, you ignore the forced movement.
Your or your friend’s skin hardens into a tortoise shell, perfect for deflecting enemy attacks.
Daily Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target gains a +4 power bonus to all defenses until the end of your next turn. If the target moves, the power bonus decreases to +2.
Sustain Minor: The effect persists.
Special: Whe
n you are hit by a melee attack, you can use this power on yourself as an immediate interrupt.
As you place your hand on a creature, motes of green energy swirl around it to heal even the most grievous wounds.
Daily Healing, Primal
Minor Action Melee 1
Target: One creature
Effect: The target regain
s hit points as if it had spent two healing surges. It also gains 40 temporary hit points.
You draw on primal energy to cause vines and plants to sprout for a moment, creating a useful tool for you and your allies.
Daily Conjuration, Healing, Primal
Minor Action Ranged 10
Effect: You conjure a life-giving tree in an unoccupied square within range. The tree must be on a solid surface, and it lasts un
til the end of the encounter. The tree occupies 1 square and provides cover. You and your allies gain regeneration 5 while within 2 squares of the tree.
You vanish and then emerge where your enemies least expect it.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, whenever you u
se wild shape to change into beast form, you become invisible until the end of your turn.
Your allies sprout roots from their legs and feet, which draw healing power from the earth and plant them firmly in place.
Daily Healing, Primal
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of
his or her turn, he or she regains hit points equal to your Constitution modifier.
Sustain Minor: The effect persists.
Earth, stone, and plants rise up at your command, forming a living wall to hem in your foes.
Daily Conjuration, Primal
Standard Action Area wall 12 within 10 squares
Effect: You conjure a wall of earth, trees, vines, and other plant life that lasts until the end of the encounter. The wall can be up to 6 squares high and must be on a solid surface. The wall is blocking terrain for your enemies, but your allies can move through (though not occupy) the squares of the wall. Each square of the wall can be attacked, has your defenses, has 50 hit points, and crumbles into difficult terrain if it is destroyed. As a minor action, you can repair 1 unoccupied square of wall within range t
hat has been destroyed, causing it to be restored with 50 hit points. The whole wall crumbles into difficult terrain at the end of the encounter.
You become a cloud of insects that obscures your enemies’ vision.
Encounter Beast Form, Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier damage, and the target is blinded until the e
nd of your next turn.
Primal Swarm: If the attack hits at least once, you shift to a square in the blast or adjacent to it.
Your mind reaches out to touch that of your enemy, bringing that creature under your sway.
Encounter Charm, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beas
t.
Hit: The target is dominated until the end of your next turn.
Miss: This power is not expended.
Lunging to ravage your enemy with a vicious bite, you create an opportunity for allies to aid you or flee to safety.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Effect: Before the attack, each ally adjacent to the target can shift 1 square as a free action.
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage, and you slide the target 1 square. The target grants combat adva
ntage until the end of your next turn.
Primal Guardian: The number of squares you slide the target equals your Wisdom modifier.
The Deep Winds blow from below, spreading fungus and mold through your enemy’s flesh.
Encounter Implement, Poison, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 plus Wisdom modifier poison damage, and the target is weakened and takes a -2 to all defenses and to Perception checks (save ends both).
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that
enters or starts its turn within the zone is slowed until the start of its next turn. (This effect has the poison keyword.)
The earth itself grabs at your enemies, holding them in place for your claws to tear at them.
Encounter Implement, Primal
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier damage, and the target is immobilized until the end of your next turn.
Primal Predator: Until the end of your next tur
n, while you are in beast form you gain a bonus to attack rolls against the target equal to your Dexterity modifier.
The air swirls white before you, congealing as a blast of icy spikes that launch themselves at your foes.
Encounter Cold, Implement, Primal
Standard Action Close blast 5
Target: Each creature in the
blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier cold damage.
Effect: Each target is restrained until the end of your next turn.
Your earthshaking roar blasts your enemies’ ears and minds, sending them sprawling.
Encounter Beast Form, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisd
om vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the target is knocked prone and deafened until the end of your next turn.
Your evocation causes pine needles to rain down and explode shortly after impact.
Encounter Fire, Implement, Primal, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
Effect: The burst creates a zone of pine needles that lasts until the end of your
next turn. At the start of your next turn, each creature within the zone takes 2d8 + Wisdom modifier fire damage.
Razor vines erupt where you point and snake around your enemies. The vines tighten if those enemies dare move.
Encounter Implement, Primal
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage. If the target moves before the end of your next turn, it takes 2d6 damage.
Primal Predator: The target also grants combat advantage until the end of your next turn.
The earth cracks and breaks open at your command, releasing a fountain of searing water whose force slams your foes to the ground.
Encounter Fire, Force, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: E
ach creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier fire and force damage.
Effect: Each target falls prone.
A thundercloud appears overhead, and lightning crackles down onto the heads of your enemies.
Encounter Implement, Lightning, Primal
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target is slowed until the end of your next turn.
Effect: Until the end of your next turn, any creature that enters the area of
the burst or starts its turn there takes 5 lightning damage. A creature can take this damage only once per turn.
You slash at your foe, drawing strength and health from the same primal spirits that empower your attack.
Encounter Beast Form, Healing, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage, and you can spend a heal
ing surge.
Primal Guardian: An ally within 5 squares of you can also spend a healing surge.
Flailing vines wrap themselves around an enemy you gesture to, binding that foe as they sling other enemies across the battlefield.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage, and the target is im
mobilized until the end of your next turn.
Effect: You slide the target and each of your enemies adjacent to it at the beginning of the slide up to 2 squares.
You create a cloud of angry birds that scratch at the eyes of your foes.
Daily Implement, Primal, Zone
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of your next turn.
Effect: The burst creates a zone of birds that lasts until the end of the encounter. Creatures outside the zone have total concealm
ent against creatures within the zone. Any enemy that starts its turn within the zone takes 10 + your Wisdom modifier damage.
Your weapon freezes over with the chill of a north wind, inflicting the bite of winter on your foes.
Daily Aura, Cold, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier cold damage.
Miss: Half damage.
Effect: You activate an a
ura 1 that lasts until the end of the encounter. While in the aura, enemies grant combat advantage, and damage rolls against them gain a +5 power bonus.
At your command, biting and stinging vermin spill forth to consume your enemies.
Daily Implement, Primal, Zone
Standard Action Close burst 1
Effect: The burst creates a zone of vermin that lasts until the end of your next turn. Any creature but you that starts its turn within the zone takes 10 damage and grants combat advantage until the start of its next turn. As a move action, you can move the zone 3 squares. When the zone appears, make the following attack. As a standard action, you can repeat the attack.
Target: Each creature within the zone or adjacent to it
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is dazed until the en
d of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.
In a flurry of bestial savagery, you tear into your foe, knocking it prone, sapping its strength, and tossing it away.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
Effect: Make a secondary attack against the target.
Secondary Attack: Wisdom vs. Will
Hit: The target is weakened (save ends).
Effect: Make a tertiary attack against the target.
Tertiary Attack: Wisdom vs. Fortitude
Hit: You push the target a number of squares equal to your Constitution modifier, and the target is dazed (save ends).
Effect: The target takes 2d10 + your Wisdom modifier damage. If all three attacks hit, the target takes extra damage equal to your Dexterity modifier.
Glittering motes of eldritch light both sear and enchant your foes, who follow the motes.
Daily Charm, Implement, Primal, Radiant, Zone
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone of eldritch lights that lasts
until the end of your next turn. While the zone persists, you slide each enemy within it 3 squares at the end of your turn.
Sustain Minor: The zone persists.
Loosing a thunderous roar, you swell in size to assume the form of a primal ape.
Daily Beast Form, Implement, Primal, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 6d6 + Wisdom modifier thunder damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 2 squares.
Effect: Until you leave your current beast form or until the end of the encounter, your size increases to Large, you gain a climb speed of 6 and a +2 bo
nus to AC and Fortitude, and your melee attacks deal 2d6 extra damage. In addition, you gain a +2 bonus to speed when you charge.
You transform into a dire panther, striking from the shadows and returning to cover immediately afterward.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Effect: Before the attack, you can move up to half your speed.
Attack: Wisdom vs. Reflex
Hit: 5d8 + Wisdom modifier damage, and you can shift 3 squares, after which you are considered to be invisible to the target until the end of your next turn.
Effect: Until the end of the encounter, while you are in beast form, any t
ime you hit a target that grants combat advantage to you by making a melee attack, you shift 1 square and are invisible to the target until the end of your next turn.
The sky churns with storm clouds as fire and lightning batter your foes.
Daily Fire, Implement, Lightning, Primal, Zone
Standard Action Area burst 4 within 20 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier fire and lightning damage, and the primary target is knocked prone.
Miss: Half damage.
Effect: The burst creates a zone of raging wind that lasts until the end of yo
ur next turn. While the zone persists, you can use the Primal Storm Attack power, using a square within the zone as the attack’s origin square.
Sustain Minor: The zone persists.
The sky churns with storm clouds as fire and lightning batter your foes.
Daily Fire, Implement, Lightning, Primal, Zone
Opportunity Action Close burst 1
Requirement: The Primal Storm power must be active to use this power.
Trigge
r: A prone enemy within the zone stands up
Target: The triggering enemy in the burst
Attack: Wisdom vs. Reflex
Hit: The target cannot stand up during its current turn.
You transform into a dire tiger, lashing out at foes that dare draw near.
Daily Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier damage. If the attack hits at least once, you shift a number of squares equal to your Dexterity modifier.
Effect: Until the end of the encounter,
while you are in beast form you can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to you.
You slash at your foe and draw power from the blood you spill to give your allies renewal.
Daily Aura, Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of the encounter. Any ally who starts his or her turn in the aura can end one effect on himself
or herself as a free action. The effect must contain one of the following conditions: dazed, immobilized, restrained, or slowed.
An elemental being forms at your command, its raw, violent nature only just constrained by your will.
Daily Elemental, Primal, Summoning
Minor Action Ranged 10
Effect: You summon an elemental warrior in an unoccupied space within range. The elemental is a type you choose: air, earth, fire, or water. The creature is an ally to you and your allies.
The elemental lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the elemental’s description. You must have line of effect to the elemental to command it. When you command the elemental, you and the elemental share knowledge but not senses.
When the elemental makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The elemental lasts until it drops to 0 hit points, at which point you lose a healing su
rge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Your call is answered by a mastodon, ready to trample your enemies.
Daily Implement, Primal, Summoning
Standard Action Ranged 10
Effect: You summon a Large mastodon in an unoccupied space within range. The mastodon has speed 7 and a +4 bonus to attack rolls against creatures its own size or larger. You can give the mastodon the following special command. On the turn you summon the mastodon, you give that command as part of using this power.
Standard Action: Melee 2; targets one creature; Wisdom vs. Fortitude; 3d6 + Wisdom modifier damage, and the target is knocked prone.
Instinctive Effect: If you haven’t given the mastodon any commands by the end of your turn, it charges the nearest unbloodied enemy it can charge, using its attack as a melee basic attack. If it
can’t do that, it attacks an enemy within 2 squares of it if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
With a primeval hiss, you summon a reptilian predator that runs on two legs and cuts with all four
Daily Implement, Primal, Summoning
Standard Action Ranged 10
Effect: You summon a Medium behemoth in an unoccupied square within range. The behemoth has speed 7. You can give the behemoth the following special command. On the turn you summon the behemoth, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 2d6 + Wisdom modifier damage, and ongoing 5 damage (save ends).
Instinctive Effect: If you haven’t given the behemoth any commands by the end of your turn, it charges the nearest creature taking ongoing damage that it can charge, using its attack as a melee basic attack. If it can’t do that, it attacks an adjacent ene
my if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
You create a ghastly wicker man, a great looming monstrosity that entraps your enemies. The howls and screams of caught foes are almost drowned out by the roaring flames.
Daily Conjuration, Elemental, Fire, Implement, Primal
Standard Action Ranged 20
Effect: You conjure a Huge wicker man on the ground within range. The wicker man occupies its space. The wicker man can be attacked, has hit points equal to your bloodied value, and shares your defenses. The wicker man lasts until it drops to 0 hit points or until the end of your next turn. Any creature that enters a square adjacent to the wicker man or ends its turn there takes fire damage equal to your Wisdom modifier (a creature can take this damage only once per turn).
When the wicker man first appears, you make the following attack.
Target: Each creature in the wicker man’s space
Attack: Wisdom vs. Reflex
Hit: The target is restrained (escape DC 33). Until this effect ends, the target takes ongoing 10 fire damage. In addition, the target has line of sight and line of effect only to things inside the wicker man, and no creature outside the wicker man has line of sight or line of effect to it. The effect ends if the target is entirely outside the wicker man.
Miss: You slide the target up to 2 squares to a square adjacent to the wicker man. The target then falls prone.
Sustain Minor: T
he wicker man persists until the end of your next turn. Each creature restrained inside the wicker man takes 2d10 + your Wisdom modifier fire damage.
The limbs of the Steadfast Henge protrude from the earth, flinging and rending at your command.
Daily Implement, Primal, Summoning
Standard Action Close burst 10
Effect: You summon up to six Medium briar-covered tendrils in unoccupied squares in the burst. The tendrils have a speed of 0 and are immune to being pushed, pulled, or slid. You lose a healing surge only when all the tendrils have been destroyed. You can give the tendrils the following special command. On the turn you summon the tendrils, you give this command as part of using this power.
Standard Action: Each tendril makes an attack against a different target: Melee 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier damage, ongoing 5 damage (save ends), and the tendril slides the target up to 3 squares.
Instinctive Effect: If you haven’t given the tendrils
any commands by the end of your turn, each one attacks the nearest creature within 2 squares of it, if it can.
With a clenched fist, you create an arcing storm of lightning bolts that lash and debilitate even the most resilient foes.
Encounter Implement, Lightning, Primal
Standard Action Close blast 5
Ta
rget: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier lightning damage.
Effect: Each target is dazed until the end of your next turn.
You gesture, and a behemoth stampede tramples your enemies and then vanishes.
Encounter Implement, Primal
Standard Action Close blas
t 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier damage, and the target is pushed 5 squares and knocked prone.
As you hold out one hand and lock it into a fist, your enemy is frozen in a shell of stone.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is petrified until the end of your next tu
rn.
Sustain Standard: You repeat this attack against the same target, but only if the target is still petrified by this power.
Your eyes glow red with feral fire as you are overcome with the death spirit, a primal force that lays low living things.
Encounter Beast Form, Implement, Primal
Standard Action Melee touc
h
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 5d10 + Wisdom modifier damage.
Primal Predator: The attack deals extra damage equal to your Dexterity modifier.
Insects appear around you and emit an eerie drone, disorienting your foes.
Encounter Charm, Implement, Primal
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs.
Will
Hit: 2d10 + Wisdom modifier damage, and the target is dazed and deafened until the end of your next turn.
Primal Swarm: The size of the burst increases by 1.
A sudden eruption of howling, swirling wind scatters creatures in all directions.
Encounter Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier damage, and you slide the target 5 squares.
You claw and bite every enemy within reach.
Encounter Beast Form, Implemen
t, Primal
Standard Action Close burst 1
Target: Each enemy in the burst you can see
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage.
You unleash a mighty roar, leaving your foes frozen in terror as you prepare to move in for the kill.
Encounter Beast Form, Fear, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 3d6 + Wi
sdom modifier psychic damage, and the target is immobilized and grants combat advantage to you until the end of your next turn.
Great cracks split the ground beneath your feat, venting caustic gas and lava that turns the area around you into a maelstrom.
Encounter Acid, Fire, Implement, Poison, Primal
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier acid and fire damage.
Effect: Until the end of your next turn, the area of the burst is difficult terrain, and any creature other than you that ends its turn in that area takes 15 poison damage.
You jump at your enemy, maul it with your claws, and then leap to the next foe.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Effect: Before the attack, you shift 3 squares.
Primal Predator: The number of squares you shift equals 1 + your Dexterity modifier.
Target: Each enemy within reach during
the shift
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the target is dazed until the end of your next turn.
A ghostly serpent materializes and wraps around your foe, subjecting it to a poisonous bite and a blinding cloud of venom.
Encounter Implement, Poison, Primal
St
andard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier poison damage.
Effect: The target is blinded until the end of your next turn.
You channel the force of the northern wastes into a blast of freezing wind.
Encounter Cold, Implement, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn.
Primal Guardian: Until the end of your next turn, the target also gains vulnerability to all damage equal to your Constitution modifier.
Thunder rumbles around you as you rear back to attack. As your claws rip into your foe, the thunder crashes over it.
Encounter Beast Form, Implement, Primal, Thunder
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wi
sdom modifier thunder damage, and the target is stunned until the end of your next turn.
Primal Guardian: You also slide the target a number of squares equal to your Constitution modifier.
Polar winds and snow move across the battlefield as you direct.
Daily Cold, Implement, Primal, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier cold damage, and the primary target is blinded (save ends).
Miss: Half damage.
Effect: The burst creates a zone of snow that lasts un
til the end of your next turn. While the zone persists, you can use the Blinding Blizzard Attack power, using a square within the zone as the attack’s origin square.
Sustain Minor: The zone persists.
Polar winds and snow move across the battlefield as you direct.
Encounter Cold, Implement, Primal, Zone
Opportunity Action Close burst 1
Requirement: The Blinding Blizzard power must be active to use this power.
Trigger: A creature enters the zone or s
tarts its turn there
Target: The triggering creature in the burst
Attack: Wisdom vs. Reflex
Hit: The target is restrained until the end of your next turn.
Your strike sets the spirits of elemental cold against your enemies in a storm of snow, wind, and ice.
Daily Beast Form, Cold, Elemental, Implement, Primal, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. For enemies, the zone is he
avily obscured and difficult terrain. In addition, any enemy that ends its turn in the zone takes 10 cold damage and is restrained until the start of its next turn.
The weapon you touch drips with acid and poison, corroding anything it comes into contact with.
Daily Acid, Poison, Primal
Minor Action Melee 1
Target: One axe, heavy blade, light blade, pick, or spear
Effec
t: Once per round when a weapon attack hits with the target, the target of the attack also takes ongoing 15 acid and poison damage (save ends). This benefit lasts until the end of the encounter.
You call forth a maw of earth and stone, which seeks to swallow your foe.
Daily Conjuration, Implement, Primal
Standard Action Ranged 20
Effect: You conjure a Large maw of earth in an unoccupied space within range. The maw occupies its space, and it lasts until the end of your next turn. As a move action, you can move the maw a number of squares equal to your Wisdom modifier. When the maw appears, it makes the following attack.
Target: One enemy adjacent to the maw
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and the target is restrained (save ends). Until this effect e
nds, the maw cannot attack another creature or move.
Sustain Minor: The maw persists. It repeats its attack against the creature it is restraining, or it attacks an adjacent enemy.
As your foe catches your gaze, you call up the beast inside it and take control.
Daily Beast Form, Charm, Implement, Primal, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dominated (save ends).
Aftereffect: 3d10 + Wisdom modifier psychic damage.
Miss: The target is dazed (save ends).
Aftereffect: 2d10 + Wisdom modifier psychic damage.
You send your foe to a place between worlds, where the planes meet and the fabric of creation is torn by cosmic force.
Daily Force, Implement, Primal
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d10 + Wisdom modifier force damage, and the target is removed from play (save ends).
Third Failed Saving Throw: The effect ends, but the target is permanently tra
pped on another plane (DM’s choice), unless the target has some means of planar travel.
Miss: Half damage, and the target is dazed (save ends).
Your magic lashes out at your foe, creating a bond between the two of you, defining you as the hunter and it as your prey.
Daily Implement, Primal
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is immobilized (save ends).
Aftereffect: 6d10 + Wisdom modifier damage
Miss: The target is immobilized until the end of your next turn.
Aftereffect: 2d10 + Wisdom modifier damage.
Effect: Whenever you use wild shape to change into beast form before the end
of the encounter, you gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target until the end of your turn.
Your enemies struggle to free themselves from the roots that trap them, even as you draw the life from them to heal your own wounds.
Daily Healing, Implement, Primal
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: The target is immobilized and weakened and takes ongoing 10 damage (save ends all). You regain hit points equal to your Constitution modifier for each target
you hit with this power.
Aftereffect: 3d8 + Wisdom modifier damage.
Miss: 1d10 + Wisdom modifier damage, and the target is weakened (save ends).
No longer an imperfect reflection of the Primal Beast, your beast form becomes a true expression of the first predator.
Daily Beast Form, Implement, Primal
Standard Action Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex. You gain a +2 bonus to the attack roll against a bloodied target.
Hit: 2d6 + Wisdom modifier damage, and the target is stunned (save ends).
Miss: Half damage, and the target is stunned until the end of your next turn.
Effect: Until the end of
the encounter, while you are in beast form you gain a +4 bonus to speed and a +2 bonus to attack rolls against bloodied targets, and you can shift 2 squares as a move action.
The weapon you touch crackles with lightning and emits the low rumble of a distant thunderstorm.
Daily Lightning, Primal, Thunder
Minor Action Melee 1
Target: One flail, hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target,
the target of the attack also takes 8 lightning and thunder damage and is dazed until the end of the attacker’s next turn. This benefit lasts until the end of the encounter.
With a mighty howl, an ancient wolf spirit manifests to hunt beside you and your allies.
Daily Implement, Primal, Summoning
Standard Action Ranged 10
Effect: You summon a Large wolf in an unoccupied space within range. The wolf has speed 8. You can give the wolf the following special commands. On the turn you summon the wolf, you give the first command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 2d10 + Wisdom modifier damage, and the target is knocked prone.
Opportunity Action: Triggered when an adjacent creature stands up; melee 1; targets the triggering creature; Wisdom vs. Reflex; 2d10 + Wisdom modifier damage, and the target can’t stand up until the start of its next turn.
Instinctive Effect: If you haven’t given the wolf any commands by the end of your
turn, it attacks an adjacent prone creature. If can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
Lightning and thunder herald the ground-shaking tread of a primeval spirit returned in the flesh.
Daily Implement, Lightning, Primal, Summoning
Standard Action Ranged 10
Effect: You summon a Large storm behemoth in an unoccupied space within range. The behemoth has speed 8. You can give the behemoth the following special commands. On the turn you summon the behemoth, you give the first command as part of using this power.
Standard Action: Melee 2; targets one creature; Wisdom vs. Reflex; 3d10 + Wisdom modifier damage.
Standard Action: Area burst 2 within 20 squares; targets each creature in the burst; Wisdom vs. Reflex; 2d8 + Wisdom modifier lightning damage.
Instinctive Effect: If you haven’t given the behemoth any commands b
y the end of your turn, it makes its melee attack against an adjacent enemy if it can. Otherwise, it makes its area attack, targeting as many creatures as possible (including you and your allies).
Your words of primal might unleash a firestorm to consume your enemies.
Daily Fire, Implement, Primal, Zone
Standard Action Close burst 2
Primary Target: Each creature in the burst
Primary Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage.
Effect: The burst creates a zone of fire that lasts until the end of your next turn. Any creature other than you that starts its turn within the zone takes 10 fire damage.
Sustain Minor: The zone persists. You can either increase its size by 1 to a maximum of burst 5 or decrease its size by 1 to make the following ranged secondary attack. If you reduce the size to 0, the zone ends.
Secondary Target: One creature within 10 squares of the zone
Secondary Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier fire damage.