Foes who hear your solemn vow are shaken by its weighty promise.
Encounter
Divine, Fear
Minor Action Close blast 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in the blast
Effect: Each target takes a -1 penalty to attack rolls and saving throws until the end of your next turn. In addition, whenever the target is hit by a fear attack before the end of your next turn, you push the target 1 square as a free action.
Undead flee and then cower in your presence, their bodies seared by divine light.
Encounter (Special)
Divine, Implement, Radiant
Standard Action Close blast 5
Channel Divinity: You can use only one channel divinity power per encounter.
Target: Each undead creature in the blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Level 5: 2d10 + Wisdom modifier radiant damage.
Level 11: 3d10 + Wisdom modifier radiant damage.
Level 15: 4d10 + Wisdom modifier radiant damage.
Level 21: 5d10 + Wisdom modifier radiant damage.
Level 25: 6d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Divine wind screams from you to hurl your enemies back.
At-Will
Divine, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and you push the target 1 square. If the target moves nearer to you on its next turn, it takes extra damage equal to your Constitution modifier.
Level 21: 2d6 + Wisdom modifier damage.
You smite your foe with a searing orb of light, an orb that burns with the fire of vengeance if your allies have been harmed.
At-Will
Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier radiant damage. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to your Constitution modifier.
Level 21: 2d10 + Wisdom modifier radiant damage.
Special: You can use this power as a ranged basic attack..
You hurl bolts of divine lightning at your enemies.
At-Wil
l Divine, Implement, Lightning
Standard Action Ranged 10
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier lightning damage.
Level 21: 2d6 + Wisdom modifier lightning damage.
You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement.
At-Wi
ll Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: Wisdom modifier radiant damage, and the target is slowed until the end of your next turn.
Level 21: 1d10 + Wisdom modifier radiant damage.
Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
At-W
ill Divine, Implement, Radiant
Standard Action Ranged 10
Target: One, two, or three creatures
Level 21: Target an additional creature.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier radiant damage.
Holding your implement high, you conjure a radiant mantle that sears a foe and marks it as an enemy of the faith.
At-
Will Divine, Implement, Radiant
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier radiant damage. If the target is marked, the penalty to attack rolls it takes from the marked condition is -4 instead of -2.
Level 21: 2d6 + Wisdom modifier radiant damage.
A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
At
-Will Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier radiant damage.
Special: You can use this power as a ranged basic attack.
Bolts of divine lightning arc from your hands to scorch the area before you. The bolts linger, ready to avenge any attacks made by your foes
A
t-Will Divine, Implement, Lightning
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes lightning damage equal to your Intelligence modifier.
Level 21: 2d6 + Wisdom modifier lightning damage.
The images of carnage and death that you invoke sow doubt in your enemies.
At-Will Divine, Fear, Implement, Psychic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and the target takes a -1 penalty to all defenses until the start of your next turn.
Level 21: 2d6 + Wisdom modifier psychic damage.
A fiery angel swoops down to catch your enemy with its spear and hurl it to the ground.
E
ncounter Divine, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the target slides 3 squares. Make a secondary attack.
Secondary Target: Same as primary target
Secondary Attack: Wisdom vs. Fortitude
Hit: The target falls prone.
Astral energy surges through you, transforming you into a beacon of divine terror that sends your foes reeling.
Encounter Divine, Fear, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and you push the target 2 squares.
Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage.
Effect: Each ally in the burst gains a +2 power bonus to AC until the end of your next turn.
Covenant of Preservation: The bonus to AC equals 1 + your Intelligence modifier.
It is as if your god brushes aside your foes, such is the forcefulness of your denunciation
.
Encounter Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and you push the target 1 square.
Covenant of Preservation: The number of squares you push the target equals your Intelligence modifier.
Lightning splits the air, striking your foes and exposing their frailt
y.
Encounter Divine, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target takes a -1 penalty to all defenses until the end of your next turn.
Covenant of Wrath: The penalty to all defenses equals your Constitution modifier.
Astral blades dart and weave through your foes, visiting onto them heaven’s fu
ry.
Encounter Divine, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom +2 vs. AC
Hit: 1d8 + Wisdom modifier damage.
Covenant of Malediction (Fear): The target also takes a -2 penalty to attack rolls until the end of your next turn.
Covenant of Preservation: Each ally in the burst gains a +2 power bonus to defenses until the end of your next turn.
Covenant of Wrath: The target takes extra damage equal to your Constitution modifier.
A lance of gleaming energy slices through the air and into your foe, burning it with the power of the gods and rooting it in pl
ace.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier radiant damage, and the target is immobilized until the end of your next turn.
Justice will be served no matter the cost. You draw from your own vitality to hurl a brilliant ray that compels your enemies to come for
ward.
Encounter Charm, Divine, Implement, Radiant
Standard Action Close burst 5
Target: One or two creatures in the burst
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modiier radiant damage, and you pull the target 3 squares.
Covenant of Malediction: You also knock the target prone.
Effect: You are dazed until the end of your next turn.
Blasts of thunder rock the air around your foes each time you strike your staff on the ground, leaving them battered and sens
eless.
Encounter Divine, Implement, Thunder
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage, or 2d6 + Wisdom modifier thunder damage if you target only one creature. In addition, the target is dazed until the end of your next turn.
Covenant of Wrath: You also push the target a number of squares equal to your Constitution modifier.
Your words assume a life of their own, worming into your enemies’ minds and creating a feeling that defeat is inev
itable.
Encounter Divine, Fear, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 5 psychic damage.
Covenant of Malediction: Add your Wisdom modifier to the psychic damage..
Spectral angels swoop down to attack the foes around you and then linger briefly, threatening to inflict fur
ther damage.
Daily Divine, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier radiant damage. Whenever the target attacks before the end of your next turn, the target takes 5 radiant damage.
Miss: Half damage.
A grim angel in heavy armor comes forth from the ether to lend its aid in y
our struggle.
Daily Divine, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium angelic protector in an unoccupied square within range. The angel has speed 6 and has a +2 bonus to AC. You can give the angel the following special commands.
Standard Action: Melee 1; Wisdom vs. Reflex; 2d12 + Wisdom modifier damage, and the target is marked until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Fortitude; the target is immobilized until the end of your next turn.
You whisper ancient words of binding, invoking the power of the gods to hinder your foes' movement with sp
ectral chains.
Daily Divine, Implement
Standard Action Close burst 10
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: The target is slowed (save ends).
Miss: The target is slowed until the end of your next turn.
You raise your implement to call forth a column of light from the heavens. Those sworn to darkness cannot abide its
purifying rays.
Daily Divine, Fear, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target takes ongoing 10 radiant damage (save ends).
Miss: 5 radiant damage.
Effect: The burst creates a zone of brilliant light that lasts until the end of your next turn. As part of a move action, you can move the zone up to 6 squares. Enemies in the zone take a -2 penalty to attack rolls, defenses, and saving throws. The zone ends at the end of your turn if you are within the zone.
Sustain Minor: The zone persists.
A mote of light appears before you, and from it steps an angelic figure w
reathed in fire.
Daily Divine, Fire, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium angel of fire in an unoccupied square within range. The angel has speed 6 and fly 6 (hover). You can give the angel the following special commands.
Standard Action: Close burst 1; targets each creature in the burst; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.
You point at a foe and form a circle with your hands. A translucent crown then appears over that foe’s head, searing it with each injury your c
ompanions suffer.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier radiant damage.
Effect: The target is affected by your crown of retaliation (save ends). Until the crown ends, the target takes 5 radiant damage when any ally within 5 squares of it takes damage.
You spit a dread curse, which punishes your enemies and causes you to feel an e
cho of their pain.
Daily Divine, Implement
Standard Action Close burst 5
Target: One or two creatures in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, or 2d8 + Wisdom modifier damage if you target only one creature. The target takes ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
Effect: You take ongoing 5 damage (save ends).
Flaming hail bludge
ons your opponents.
Daily Cold, Divine, Fire, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier cold and fire damage.
Effect: The blast creates a zone of flaming hail that lasts until the end of your next turn. Any creature that starts its turn within the zone takes 5 cold and fire damage.
Sustain Minor: The zone persists.
Divine fire washes over your foe, burning not only its physical form but the ver
y stuff of its soul.
Daily Divine, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
You enter a trance as your lips move. Your enemies don’t hear what you’re saying because of the thunder
rumbling around them.
Daily Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Filled with the wrath of the gods, you call down thunder and li
ghtning on your enemy.
Daily Divine, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier thunder damage. The target takes ongoing 5 lightning damage and is dazed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
You compel enemies who would flee your fury to seek c
omfort in their allies.
Daily Divine, Radiant, Stance
Minor Action Personal
Effect: You enter the altar of confinement stance. Until the stance ends, whenever you use a divine encounter or daily power, one enemy you can see that is not adjacent to any creature takes radiant damage equal to the higher of your Constitution or Intelligence modifiers.
Your utterance prevents death from c
laiming new victims.
Encounter Divine, Healing, Zone
Standard Action Close burst 5
Effect: The burst creates a zone of divine power that lasts until the end of your next turn. When a nonbloodied ally within the zone becomes bloodied or drops to 0 hit points or fewer, that creature can spend a healing surge.
You intone a word of power to rally your
allies to your side.
Encounter Divine
Minor Action Ranged 10
Target: One or two allies
Effect: You pull each target 3 squares.
You act knowing that your god wi
ll save you from harm.
Encounter Divine
Minor Action Personal
Effect: Until the end of your next turn, you don’t provoke opportunity attacks.
You speak with the voice of the gods, compelling
others to heed your words.
Daily Divine
Minor Action Personal
Effect: You gain a +5 power bonus to your next Diplomacy check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don't gain a failure if the check fails.
You shout a word of hope to restore
your allies’ confidence.
Encounter Divine, Zone
Minor Action Close burst 2
Effect: The burst creates a zone of hope that lasts until the end of your next turn. While within the zone, you and any allies gain a power bonus to saving throws equal to your Intelligence modifier.
The gods smile on your success, gifting you with renewed
commitment and strength.
Encounter Divine
Free Action Close burst 1
Trigger: You drop a non-minion enemy to 0 hit points with an invoker attack power
Target: You and each ally in the burst
Effect: The target gains temporary hit points equal to your Wisdom modifier.
You utter words of power that ar
e also words of knowledge.
Encounter Divine
Minor Action Personal
Effect: Choose a creature within 10 squares of you. You know that creature’s current resistances and vulnerabilities, if any.
You invoke the vast knowledge of the lost civilization of Shom, gaining access to esoteric lore t
hat might otherwise escape you.
Daily Divine
Free Action Personal
Trigger: You make an Arcana check, a History check, or a Religion check and dislike the result
Effect: You reroll the skill check with a power bonus equal to your Intelligence modifier and use either result.
Though the attack strikes you, your timely prayer reduces the worst of the injury
and inspires a nearby ally.
Encounter Divine
Immediate Interrupt Personal
Trigger: You are damaged by an enemy’s attack
Effect: The damage is reduced by 5. One ally within 5 squares of you gains a +1 power bonus to attack rolls until the start of your next turn.
Your voice resonates with thunder, and you are shrouded in divine majesty that strikes awe and respe
ct in your listeners' hearts.
Encounter Divine
Minor Action Personal
Effect: You can speak with a thunderous voice that allows creatures within 500 feet of you to hear you clearly. Before the end of your turn, you gain a power bonus to your next Intimidate check equal to your Constitution modifier.
You invoke the gods' protection, allowing you and your allies to act a
moment sooner when combat erupts.
Daily Divine
No Action Close burst 10
Trigger: You and your allies roll initiative at the beginning of an encounter
Target: You and each ally in the burst
Effect: Each target gains a bonus to the initiative check equal to 2 + your Intelligence modifier.
You transform divine energy int
o the form of a long, glowing wall.
Daily Conjuration, Divine
Minor Action Area wall 5 within 10 squares
Effect: You conjure a wall of divine energy. The wall is 1 square high, and it lasts until the end of your next turn. While within the wall, any ally gains a +1 power bonus to AC, and each ally who starts his or her turn in the wall gains 5 temporary hit points.
Sustain Minor: The wall persists.
You invoke the power of the prison of Carceri, causing red chains to appear around your e
nemies to hinder their movement.
Encounter Divine, Implement
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Autumn leaves of golden light fall into the world from the mighty trees of Arvandor, clinging to your enemies and allies. They carry the echoes of s
ummer and the preludes of winter.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier radiant damage, and if the target ends its next turn adjacent to an ally, it takes 5 radiant damage.
After weighing your enemies’ corruption you deem them
worthy only of hellfire and death.
Encounter Divine, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Covenant of Wrath: You gain a +1 bonus to the attack roll if any bloodied allies are in the burst.
Hit: 2d10 + Wisdom modifier fire damage. If you have any bloodied allies in the burst, the attack deals 2d12 + Wisdom modifier fire damage instead.
Covenant of Malediction (Fear): The target also slides 1 square.
Covenant of Preservation: Allies in the burst gain a +2 bonus to saving throws until the start of your next turn.
A divine glyph of censure forms around your foes, searing them and glowing with radiant power. If they move from their positions, t
he glyph flares with searing light.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage. If the target moves before the end of its next turn, the target takes 5 radiant damage..
Two translucent blades burst out of your body and streak toward your enemies. Y
ou stagger from the unleashed power.
Encounter Divine, Force, Implement
Standard Action Ranged 5
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier force damage, or 2d12 + Wisdom modifier force damage if you target only one creature. You push the target 1 square.
Covenant of Malediction: The number of squares you push the target equals your Constitution modifier.
Effect: You take 5 damage.
You call out to the gods, demanding retribution against a foe who dares to strike at you or your allies and mercy f
or a foe who refrains from attacking.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Effect: If the target attacks you or your allies before the end of its next turn, the target takes 2d10 + your Wisdom modifier radiant damage at the end of that turn. If the target doesn't attack you or your allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
Someone will p
ay for these crimes; you guarantee it.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier radiant damage. The next time the target deals damage before the end of your next turn, choose another enemy within 10 squares of you. That enemy takes 5 radiant damage.
Covenant of Wrath: The radiant damage that the chosen enemy takes equals 5 + your Constitution modifier.
Blazing light hedges in your foes, p
romising agony should they seek escape.
Encounter Divine, Implement, Radiant, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: The blast creates a radiant cordon zone that lasts until the start of your next turn. Any enemy that exits the zone on its turn becomes blinded until the zone ends.
Forged from the light of the Bright City of Hestavar, the sun hammer glows brighter the more your allies suffer. You invoke the hammer to c
all down a radiant burst upon your foes.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier radiant damage. If any bloodied allies are in the burst, the attack deals 2 extra radiant damage.
You place a symbol of pacifi
cation on your enemy, partly subduing it.
Encounter Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target cannot use any attack power that requires a standard action, other than basic attacks.
Covenant of Preservation: Until the end of your next turn, the target also takes a penalty to attack rolls equal to your Intelligence modifier.
You utter syllables of damnation, which attack the minds o
f creatures around you and cloud your own.
Encounter Divine, Implement, Psychic
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and the target is dazed and slowed until the end of your next turn.
Effect: You are dazed until the end of your next turn.
A spectral form like a shining angel appears amid your foes. Though the angel is indistinct and incorporeal, its curving blade seems solid and poised
to attack an enemy that threatens your allies.
Daily Conjuration, Divine, Implement
Standard Action Ranged 10
Effect: You conjure a blade of vengeance in an unoccupied square within range. The blade lasts until the end of your next turn. The blade occupies 1 square. Enemies cannot move through its space, but allies can. The blade can flank enemies with you and your allies. In addition, you can use the Blade of Vengeance Attack power with the blade.
Sustain Minor: The blade persists, and you can move it 5 squares.
A spectral form like a shining angel appears amid your foes. Though the angel is indistinct and incorporeal, its curving blade seems solid and poised
to attack an enemy that threatens your allies.
Encounter Conjuration, Divine, Implement
Immediate Interrupt Melee 1
Requirement: The Blade of Vengeance power must be active to use this power.
Trigger: An enemy within 10 squares of the blade hits your ally
Effect: Before the attack, you move the blade to a square adjacent to the triggering enemy.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
A shining crown flares on your brow and from i
ts gleaming surface come forth five burning rays.
Daily Divine, Fire, Implement, Radiant
Standard Action Ranged 10
Target: One, two, three, four, or five creatures
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier fire and radiant damage.
Effect: Each creature hit by the attack also takes ongoing fire and radiant damage depending on the number of targets hit:
1 target: ongoing 15 fire and radiant damage (save ends).
2 targets: ongoing 10 fire and radiant damage (save ends).
3, 4, or 5 targets: ongoing 5 fire and radiant damage (save ends).
Miss: Wisdom modifier fire and radiant damage.
Fresh blood streams from the wounds of your enemy as it is dazed by wracking pain. You must endu
re some of the pain too and are momentarily dazed.
Daily Divine, Implement
Immediate Reaction Close burst 5
Trigger: An enemy within 5 squares of you is damaged by a melee or a ranged attack
Target: The triggering enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is dazed and takes ongoing 10 damage (save ends both).
Miss: Ongoing 5 damage (save ends).
Effect: You are dazed until the end of your next turn.
You invoke the chains of Rathos, an exarch of the gods charged with capturing renegade angels. These glowing blue chains
erupt from the ground to tether your foes in place.
Daily Divine, Force, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier force damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
You call upon the inner beast of all
creatures, entrancing them with the moon’s radiance.
Daily Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is a shapechanger, it is instead dazed (save ends).
You invoke the Icon of Terror, an image that was once used to drive the beings of the Far Realm from this reality. You drive nearby cre
atures back in fear as the icon assaults their minds.
Daily Divine, Fear, Implement, Psychic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage, and you push the target 2 squares.
Covenant of Wrath: The number of squares you push the target equals your Constitution modifier.
Miss: Half damage, and you push the target 1 square.
You speak an ancient curse. Your enemies gnash their teeth and wail at the doom you promise, distracted from their own defense. Your and yo
ur allies’ attacks take advantage of this distraction.
Daily Divine, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the target grants combat advantage and cannot shift (save ends both).
Effect: Until the end of the encounter, when you or any ally within 5 squares of you attacks an enemy and has combat advantage against it, the attack deals extra damage equal to your Constitution modifier.
At your command, your foes lose their sight. The power of this prayer
leaves you barely able to defend yourself for a moment.
Daily Divine, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: You grant combat advantage until the start of your next turn.
The heavens split with lightning and thunder and a storm tha
t originates from your divine will rolls over your foes.
Daily Divine, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier lightning damage, and the target takes a -2 penalty to attack rolls (save ends).
Miss: Half damage.
Effect: Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 1d6 + your Constitution modifier thunder damage.
A miniature sun ap
pears amid your foes, blinding them with divine radiance.
Daily Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier radiant damage, and the target is blinded (save ends).
Covenant of Preservation: The target is also dazed until the end of your next turn.
Miss: Half damage, and the target is blinded until the end of your next turn.
A roar echoes across the battlefiel
d when a golden lion leaps from a shining curtain of gold.
Daily Divine, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium celestial lion in an unoccupied square within range. The lion has speed 6 and gains a +2 bonus to speed when charging. It has a +2 bonus to AC and Reflex. You can give the lion the following special commands.
Standard Action: The celestial lion charges and makes the following attack: Wisdom + 1 vs. Fortitude; 1d12 + Wisdom modifier damage, and the target is knocked prone.
Opportunity Attack: Melee 1; targets one creature; Wisdom + 1 vs. Fortitude; 1d12 + Wisdom modifier damage, and the celestial lion shifts 1 square.
You call down a fragment of solar essence on your enemies.
Daily Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage, and the target is dazed until the end of its next turn. If this power targets only one creature, the target is dazed (save ends).
Miss: Half damage.
A brilliant orb appears overhead and
then smashes into your enemies in a storm of light and fire.
Daily Divine, Fire, Implement, Radiant, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire and radiant damage, and you knock the target prone.
Miss: Half damage, and you push the target 1 square.
Effect: The burst creates a zone of smoke that lasts until the end of the encounter. The zone is heavily obscured.
You are a shielding presence
and those who fight at your side wear the armor of the gods.
Daily Divine, Stance
Minor Action Personal
Effect: You enter the altar of defense stance. Until the stance ends, whenever you use an invoker encounter or daily power, one ally within 10 squares that you can see gains a +2 bonus to all defenses until the end of your next turn.
You create momentary doorways through the Astral S
ea, teleporting yourself and your companions a short distance.
Daily Divine, Teleportation
Move Action Close burst 5
Target: You and each ally in the burst
Effect: You teleport each target 3 squares.
Covenant of Preservation: The number of squares you teleport each target equals 3 + your Intelligence modifier.
Your clothing comes to life with a dazzling display of color.
Daily Divine
Standard Action Personal
Effect: Until the end of your next turn, you and any allies adjacent to you gain a +2 bonus to AC and Reflex.
Sustain Minor: The effect persists.
Whether an ally labors under a deadly effect or a foe seeks to escape the
just end wrought by your magic, you tilt fate in your favor.
Encounter Divine
Immediate Interrupt Ranged 10
Trigger: A creature within 10 squares of you makes a saving throw
Target: The triggering creature
Effect: The target rerolls the saving throw and must use the new result.
A prayer to th
e gods summons a fearsome, winged angel to protect your comrades.
Daily Conjuration, Divine
Standard Action Ranged 10
Effect: You conjure a guardian angel in 1 square within range. The angel lasts until the end of your next turn. Any ally in the angel’s space or adjacent to it gains a +2 power bonus to AC. In addition, when you or an ally is hit by an attack while in the angel’s space or adjacent to it, you can dismiss the angel as an immediate interrupt and reduce the damage by half.
Sustain Minor: The angel persists, and you can move it 5 squares.
You
reopen the channel to your god to facilitate divine energy’s flow.
Daily Divine
Minor Action Personal
Effect: You regain the use of an expended Channel Divinity power. You may use Channel Divinity a second time during this encounter.
Seeing the danger
, you whisper a prayer to bolster your courage in the face of harm.
Daily Divine
Immediate Interrupt Personal
Trigger: An enemy makes a melee or a ranged attack roll against you
Effect: You gain temporary hit points equal to 5 + your Wisdom modifier, and you gain a +2 power bonus to AC until the end of your next turn.
During the ancient war, the gods stood as one against their primordial foes. Your magic can help you and your
allies stand as one as well, taking wounds on one another’s behalf.
Daily Divine
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you takes damage from an attack
Target: The triggering ally
Effect: You or an ally within 10 squares of you takes the damage from the triggering attack instead of the target, but the target takes any other effect caused by the attack.
A flash of light flar
es in your enemy’s eyes, disrupting its attack against your ally.
Encounter Divine
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against your ally
Target: The triggering enemy
Effect: The target takes a -3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
Each
word spoken carries thick fog until dense mist covers the battlefield.
Daily Divine, Zone
Minor Action Close blast 3
Effect: The burst creates a zone of dense fog that lasts until the end of your next turn. The zone is difficult terrain and heavily obscured.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of blast 5.
You conjure a glow
ing symbol of hope, which renews your allies’ efforts against the enemy
Daily Conjuration, Divine
Minor Action Ranged 10
Effect: You conjure a symbol of hope in an unoccupied square within range. The symbol lasts until the end of your next turn. Any ally within 5 squares of the symbol gains a +2 power bonus to saving throws, and any ally who starts his or her turn within 5 squares of the symbol gains 5 temporary hit points.
Sustain Minor: The symbol persists.
A glyph of ancient meaning shimmers above your companion, allowing you to ch
annel your divine might to strike those that intend your companion harm.
Daily Divine
Minor Action Ranged 10
Target: One ally
Effect: Until the end of the encounter, you can determine lines of sight and effect for your divine ranged or area at-will or encounter attacks from the target, rather than from yourself, as long as you have line of sight to the target.
A split-seco
nd view of the future flashes before you, revealing a threat to come.
Encounter Divine, Implement
Immediate Reaction Ranged 5
Trigger: An enemy ends its turn within 5 squares of you.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is slowed until the end of its next turn.
You fix your wra
thful glare upon a group of enemies, filling them with awe and terror.
Encounter Divine, Fear, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of its next turn.
A soft ray of light dances across your foe. The light incre
ases in radiance until it chars the foe’s flesh and impairs its vision.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier radiant damage. Until the end of your next turn, the target doesn’t have line of sight to any creature more than 3 squares away from it.
You breathe out a divine curse, affli
cting your enemies with a terrifying ailment that spreads like wildfire.
Encounter Divine, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: The target is dazed, and afflicted by the divine plague until the end of your next turn.
Effect: Until the end of your next turn, each creature that starts its turn adjacent to a creature afflicted by divine plague is dazed and afflicted by the divine plague until the start of its next turn.
Your v
oice drops to a whisper and from your mouth issues your enemies’ undoing.
Encounter Divine, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: The target is dazed and takes a −2 penalty to attack rolls until the end of your next turn.
As you are filled with glor
y, your enemies know they must either bow before you or suffer your wrath.
Encounter Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Effect: Before the attack, each target can fall prone as a free action. The attack automatically misses a prone target.
Covenant of Wrath: Each prone target takes 1d6 psychic damage.
Attack: Wisdom + 5 vs. Will
Hit: 2d6 + Wisdom modifier psychic damage.
Lightning sizzles ac
ross the battlefield and erupts in a brilliant flash to dazzle nearby foes.
Encounter Divine, Implement, Lightning
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom lightning damage, and the target is dazed until the end of your next turn.
You call forth the dread omen of damnation and those
who look upon the terrifying image feel their souls burn in righteous fury.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One enemy
Effect: The target can choose to become blinded until the end of your next turn. If it does, then it not subject to the following attack.
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier radiant damage, and the target moves its speed away from you.
Blood rains down from the sky, pelting your enemies.
Encounter Divine, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and the target gains vulnerable 5 to all damage until the end of your next turn.
Covenant of Wrath: Until the end of your next turn, each ally in the burst gains a power bonus to attack rolls equal to your Constitution modifier.
A crackling b
olt of blue energy leaps from your staff, knocking your enemies away from you.
Encounter Divine, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier thunder damage, and you push the target 1 square.
Covenant of Preservation: The number of squares you push the target equals 1 + your Intelligence modifier.
You call on the first storm that rolled over the world, u
sing its power to blow your allies away from harm while buffeting your enemies.
Encounter Divine, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Effect: You slide each ally in the burst a number of squares equal to 1 + your Intelligence modifier.
You invoke the divine dominion of Celestia, calling on the
trumpets of the immortals there to blast your enemies and shatter their resolve.
Encounter Divine, Fear, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Covenant of Preservation: The penalty to attack rolls equals your Intelligence modifier.
Your words ignite creatures before you with fire from the hea
vens. The blaze of glory demands all your attention, dazing you for a short time.
Encounter Divine, Fire, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier radiant damage, and ongoing 5 fire damage (save ends).
Covenant of Malediction: The target takes a -2 penalty to saving throws against the ongoing damage.
Effect: You are dazed until the end of your next turn.
Fiery letters flicker in the air and sear nearby enemies.
Encounter Conjuration, Divine, Fire, Implement
Standard Action Ranged 10
Effect: You conjure fiery symbols in 1 square within range. The symbols last until the end of your next turn. Any enemy that starts its turn within 5 squares of the symbols and does not end its turn at least 6 squares away from them takes fire damage equal to 10 + your Wisdom modifier.
Your damning words wrack your body at the same time that they doom your foes to defeat.
Daily Divine, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier damage, and the target is affected by your baleful admonishment (save ends). Whenever the target hits with an attack before the baleful admonishment ends, you can take 5 damage as a free action to force the target to reroll the attack and use the second result. If the rerolled attack misses, the target takes 5 + your Constitution modifier damage.
Miss: Half damage, and the target is dazed until the end of your next turn.
Moon madness spreads throu
gh your foes, as they strike their former comrades to avert the pressure in their minds.
Daily Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and at the start of the target’s next turn, the target takes a free action to make a basic attack against its nearest ally. If it cannot do so, it takes another 5 psychic damage and becomes dazed until the end of its turn.
Miss: 1d8 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
A fiery rune appears on your enemy’s brow, revealing to all the depths of
your patron’s displeasure. Wherever the enemy goes, it will find only scorn and derision.
Daily Divine, Fire, Implement
Standard Action Melee or Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d12 + Wisdom modifier fire damage
Effect: The target is affected by the heretic’s brand (save ends). While the target is affected by the heretic’s brand, it is dazed, takes a -2 penalty to attack rolls, and all creatures treat the target as an enemy for the purpose of attack powers.
A
single stone splits into many shards that pelt your enemies and drive them to their knees.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage, and the target is knocked prone.
Effect: Each enemy adjacent to the target takes 5 damage and slides 1 square to a square not adjacent to the target.
Ancient texts speak of the Cerulean Sign, a powerful sigil used to hold creatures from beyond the cosmos at bay
. You invoke this sign, creating a pool of radiance that blinds those that leave its grasp.
Daily Divine, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone of cerulean light that lasts until the end of your next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends).
Sustain Minor: The zone persists.
As you sp
eak the four verses of doom, your foes wilt in fear, their enthusiasm for the battle doused.
Daily Divine, Fear, Implement, Psychic
Standard Action Close burst 10
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.
Effect: Until the end of the encounter, any creature that hits or misses you takes 5 psychic damage.
You evoke a vision of a divine hall of battle. Your allies are emboldened by the bra
ve shouts within it, while the sounds of battle thunder over your enemies, pushing them back.
Daily Divine, Implement, Thunder, Zone
Standard Action Close burst 2
Target: Each enemy in burs
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to your Intelligence modifier.
Miss: Half damage, and you push the target 1 square.
Effect: The burst creates a thundering zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +2 power bonus to AC and Fortitude.
Sustain Minor: The zone persists, and you push each enemy within it 1 square.
From a
mote of flashing light, a savage storm is born, scourging enemies with lightning and thunder.
Daily Divine, Implement, Lightning, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier lightning and thunder damage, and you slide the target 2 squares.
Miss: Half damage.
Effect: The burst creates a zone of lightning and thunder that lasts until the end of your next turn. Any creature that begins its turn within the zone takes 5 lightning damage. Any creature that leaves the zone takes 5 thunder damage. As a move action, you can move the zone 5 squares.
Sustain Minor: The zone persists.
Those arrayed around you are relucta
nt to move lest you blister them again with your punishing words, which stiffen your own limbs.
Daily Divine, Fear, Implement
Minor Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage. The target takes ongoing 10 damage and is immobilized (save ends both).
Miss: Half damage. The target takes ongoing 5 damage and is slowed (save ends both).
Covenant of Malediction: The target takes a -2 penalty to saving throws against these effects.
Effect: You are immobilized until the end of your next turn.
You trace a shimmering sigil
in the air, and an angelic figure steps from it, bearing the twin swords of vengeance and pain.
Daily Divine, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium blade angel in an unoccupied square within range. The angel has speed 6 and fly 6 (hover). It has a +4 bonus to AC. You can give the angel the following special commands.
Minor Action: Melee 1; targets one creature; Wisdom vs. Fortitude; 1d8 + Wisdom modifier damage.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is slowed until the end of its turn.
You assault your enemies’ m
inds and invoke destiny to alter the course of events, limiting the attacks the enemies can make.
Daily Charm, Divine, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage. The only attacks the target can make during its next turn are basic attacks. If your attack hits only one enemy, the only attacks it can make during its turn are basic attacks (save ends).
Covenant of Preservation: Until the end of your next turn, the target also takes a penalty to attack rolls equal to your Intelligence modifier.
Miss: Half damage.
You speak the se
ven words of peace, sending your foe into a dreamlike state as visions of paradise cloud its mind.
Daily Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is unable to make attacks (save ends). Whenever the target is attacked, it can make a saving throw against this effect.
Miss: The target is unable to make attacks until the end of its next turn. If the target is attacked before the end of its next turn, this effect ends.
A star
descends from the heavens and as its light fades a cherubic angel is revealed to aid in your cause.
Daily Divine, Healing, Summoning
Minor Action Ranged 10
Effect: You summon an angelic messenger in an unoccupied square within range. The angelic messenger has speed 6, and fly 8 (hover). You can give the angelic messenger the following special commands.
Standard Action: Melee 1; targets one ally; the ally regains 1d6 hit points.
Move Action: The angelic messenger and one ally adjacent to it fly 8 squares. The ally must land at the end of this movement, or he or she falls.
As your foe
attacks, you transform into the image of a death angel. Filled with terror, the foe backs away.
Encounter Divine, Fear
Immediate Interrupt Close burst 5
Trigger: An enemy within 5 squares of you makes an attack roll against you
Target: The triggering enemy
Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3
squares.
Divine inspiration turns an ambush to your advantage.
Daily Divine
No Action Ranged 10
Trigger: You roll initiative
Target: You and one ally
Effect: Each target gains a bonus to his or her initiative check equal to your Intelligence modifier. In addition, neither target is surprised.
Bloated locusts descend on the area around you, blotting out the sun with their hideous numbers.
Daily Divine, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of locusts that lasts until the end of your next turn. The zone moves with you, remaining centered on your space. Squares inside the zone are heavily obscured and whenever a creature is bloodied by an attack while inside the zone, that creature becomes dazed until the end of its next turn.
Sustain Minor: The zon
e persists.
You offer your life energy on your friends’ behalf.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, whenever an ally within 10 squares of you has an opportunity to spend a healing surge, you can spend a healing surge on that ally’s behalf as a free action. You spend the healing surge but regain no hit points, and the ally regains hit points as if he or she had spe
nt a healing surge.
You fortify your allies with life-sustaining power.
Daily Divine
Standard Action Ranged 10
Target: One or two allies who each have two healing surges or fewer
Effect: Each target regain
s a healing surge.
Your voice raised, you extend the reach of your prayers.
Daily Divine
Minor Action Personal
Effect: Until the end of your next turn, you can increase the size of your close blast or close burst attacks by 1.
You unleash a shield of divine energy that deflects an attack from your friend to yourself.
Daily Divine
Immediate Interrupt Close burst 10
Trigger: An ally within 10 squares of you is hit by an area or a close attack
Effect: The triggering attack hits you instead of the ally.
You recite the ancient declaration of war
against the primordials. Friends who hear it are filled with righteous indignation against their attackers.
Daily Divine, Zone
Minor Action Close burst 3
Effect: The burst creates a zone of retribution that lasts until the end of your next turn. When any ally within the zone takes damage from an attack, that ally gains a +2 power bonus to attack rolls against the attacker until the end of the ally’s next turn.
Sustain Minor: The zone persists.
You exclaim with authority, inspiring your friend to leap away from harm.
Encounter Divine
Free Action Close burst 10
Trigger: You use an area or a close attack power and an ally within 10 squares of you is in the area of effect
Target: The triggering ally in the burst
Effect: The target can shift a number of squares equal to your Intelligence modifier as a free action.
You blast nearby creatures’ minds with a dizzying vision of divine dominions.
Encounter Divine, Implement, Psychic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier psychic damage, and the target is dazed and slowed until the end of your next turn. The first time the target attacks before the end of your next turn, it takes 10 psychic damage.
Covenant of Malediction: The psychic damage the target takes when it attacks equals 10 + your Constitution modifier.
You speak with the voice of divine authority, forcing an enemy to pause.
Encounter Divine, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
Effect: You gain a +5 bonus to Diplomacy checks and Intimidate checks against the target until the end of your next turn.
Your words ass
ail your foes’ minds with self-doubt strong enough to wound them. Any further attack dazes the victims too.
Encounter Divine, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage. If the target is hit again before the end of your next turn, it is dazed until the end of its next turn.
Covenant of Wrath: The first creature to attack the target before the end of your next turn gains a power bonus to its attack roll equal to your Constitution modifier
You utter a ne
arly forgotten word dedicated to the earth, and it heaves in response, lifting allies and upturning enemies.
Encounter Divine, Implement
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you knock the target prone.
Effect: You and each ally in the burst can stand up as a free action.
Covenant of Preservation: Each ally in the burst can also shift 1 square as a free action.
You whisper a divine word that rumbles like distant thunder as a pillar of flame erupts around your enemies.
Encounter Divine, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier fire damage.
Effect: The burst creates a zone of divine fire that lasts until the end of your next turn. When any enemy within the zone leaves it or hits or misses you or your allies outside it, that enemy takes 5 fire damage.
You mark your foes with a divine brand, bringing the wrathful eyes of the gods upon them.
Encounter Divine, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier damage, or 3d8 + Wisdom modifier damage if you target only one creature. The target takes a -5 penalty to a saving throw of your choice before the end of your next turn.
Covenant of Wrath: The target takes the -5 penalty to all saving throws before the end of your next turn.
Dark clo
uds swirl around you and from them issues a clawlike lightning bolt that reaches out to wrench your enemy away.
Encounter Divine, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier lightning damage, and the target slides 2 squares. Any creature that starts its turn adjacent to the target takes 5 lightning damage.
You blast your enemies away in a wave of thunder and destruction.
Encounter Divine, Implement, Thunder
Immediate Reaction Close blast 5
Trigger: You are hit by an enemy attack
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier thunder damage, and the target is pushed 1 square and deafened until the end of your next turn.
You call the winds that buffet the upper reaches of Celestia to scatter your foes.
Encounter Divine, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage, and you either slide the target 2 squares or knock it prone.
Covenant of Preservation: Either the number of squares you slide the target equals 1 + your Intelligence modifier, or you slide the target 1 square before knocking it prone.
A
t your command, creatures around you lose their sight. The power of this prayer leaves you dazed for a short time.
Encounter Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Covenant of Malediction: The size of the burst increases by 1.
You are a conduit for your god’s wrath. You feel its sting as it smites your enemies.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and ongoing 10 damage (save ends).
Aftereffect: Each enemy within 3 squares of the target takes 10 damage.
Miss: Half damage, and ongoing 5 damage (save ends).
Effect: You take ongoing 5 damage (save ends). Whenever you take this ongoing damage, choose an enemy within 5 squares of you. That enemy also takes 5 damage.
You temporarily banish your enemy from this world, using your life force to prevent the enemy from returning.
Daily Divine, Implement, Necrotic, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier necrotic damage, and the target vanishes from this world (save ends). You can end the effect as a minor action. When the effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space.
Each Failed Saving Throw: You take 5 damage.
Miss: Half damage, and you teleport the target 5 squares.
A light like the morning sun burns amid your foes, causing them to flinch away—and find themselves elsewhere.
Daily Divine, Implement, Radiant, Teleportation
Standard Action Area burst 2 within 10
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier radiant damage, and you teleport the target to any other space in or adjacent to the burst.
Miss: Half damage, and you teleport the target 1 square.
Effect: You teleport each ally in the burst to any other space in or adjacent to the burst.
A gleaming, spectral warhammer appears above your foes and slams down in their midst, creating a crash of thunder. The
hammer is an image of Guldarak, which the gods shaped out of pure thunder to drive primordials out of the earth’s depths.
Daily Divine, Implement, Thunder, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier thunder damage.
Miss: Half damage.
Effect: Each target drops prone. In addition, the burst creates a zone of resounding thunder that lasts until the end of your next turn. At the start of your next turn, any creature within the zone drops prone.
Sustain Minor: The zone persists.
You place a mark of anathema on your foe, a shining brand that sears the flesh and harms those who ally with your enemy.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier radiant damage, and ongoing 10 radiant damage (save ends).
First Failed Saving Throw: Ongoing 15 radiant damage (save ends).
Miss: Half damage, and ongoing 5 radiant damage (save ends).
Effect: Whenever the target fails a saving throw against the ongoing damage, each enemy within 5 squares of the target takes 5 radiant d
amage.
You call forth a chill darkness, which deepens until light is but a dim memory
Daily Cold, Divine, Implement, Zone
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone of shadow that lasts until the end of your next turn. The zone is heavily obscured. When any creature starts its turn within the zone, that creature takes 10 cold damage, and you can slide it 3 squares as a free action. You are immune to the zone’s effects. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
Raising
your implement, you invoke the gods and create a hole in the sky through which thunder and lightning cascade onto your foes.
Daily Divine, Implement, Lightning, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier lightning and thunder damage, and the target is blinded and deafened (save ends both).
Miss: Half damage, and the target is blinded and deafened until the end of your next turn.
In the darkest days of the war against the primordials, the gods used three gleaming beacons to
guide them across the Astral Sea. Today, those lights still burn, misleading your enemies while guiding your allies to safety.
Daily Divine, Implement, Radiant, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 4d6 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, you can teleport a creature within the zone 5 squares.
At your command, the ground releases ancient plagues once used to harvest new souls for the Lord of the Dead.
Daily Divine, Implement, Necrotic, Poison
Standard Action Area burst 5 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: The target suffers the vile plague (save ends). A target suffering from the vile plague is dazed, slowed, and takes ongoing 10 necrotic and poison damage. In addition, all creatures adjacent to the target suffering from the vile plague at the end of their turn take 5 necrotic damage.
Miss: The target takes 10 necrotic and poison damage, and it is slowed until the end of its next turn.
You draw shards of astral steel i
nto the world and arrange them into a deadly wall of spinning blades. You then command parts of the wall to fly at your enemies.
Daily Conjuration, Divine, Implement, Radiant
Standard Action Area wall 8 within 20 squares
Effect: You conjure a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of your next turn. The wall provides cover to you and your allies. Any creature that enters the wall or starts its turn there takes 2d10 + your Wisdom modifier radiant damage. A creature can take this damage only once per turn.
While you are within 5 squares of the wall, you can use the Wall of Blades Attack power.
Sustain Minor: The wall persists.
You draw shards of astral steel in
to the world and arrange them into a deadly wall of spinning blades. You then command parts of the wall to fly at your enemies.
Encounter Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10
Requirement: The Wall of Blades power must be active to use this power.
Effect: Before the attack, remove a square of the wall.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier radiant damage.
You speak a word of seeming gibberish and then take shelter behind the confusion it creates.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, when any enemy makes a melee attack roll against you, it must roll twice and use the lower result.
You create a divine pact with one of your allies, offering your strength, and the strength of your friends, if your ally needs it.
Daily Divine
Minor Action Close burst 10
Target: You or one ally in the burst
Effect: Until the end of the encounter, you and your allies can use second wind either to gain the normal benefits or to grant the benefits to the target. A donor character uses his or her second wind but neither regains hit points nor gains a bonus to all defenses, and the target regains hit points as if he or she had spent a healing surge and gains a +2 bonus to all defenses until the start of the donor’s next turn.
Even as you are yanked from your feet, divine power flows through you, guiding you gently to a safe destination.
Encounter Divine, Teleportation
Immediate Interrupt Close burst 10
Trigger: An enemy pushes, pulls, slides, or teleports you or an ally within range
Target: The creature subjected to forced movement
Effect: When the enemy moves the target, you teleport the target 5 squares instead of that movement.
You invoke the symbol
of life, a gleaming icon of gold that pulls your allies’ spirits back to their mortal shells, even as death tries to draw them away.
Daily Divine, Zone
Minor Action Area burst 5 within 20 squares
Effect: The burst creates a zone of golden light that lasts until the end of the encounter. While within the zone, any ally gains a +5 bonus to death saving throws, and if the ally rolls a natural 20 on a death saving throw, that ally can spend two healing surges rather than one.
A tattered white flag appears. Those who behold it find the courage they need to win the day.
Daily Conjuration, Divine
Standard Action Ranged 10
Effect: You conjure a shining banner in 1 square within range. The banner lasts until the end of your next turn. Any ally who has line of sight to the banner gains a bonus to saving throws against fear effects, and damage rolls. The bonus equals your Intelligence modifier.
Sustain Minor: The banner persists.
Your god’s visage overlays your own and draws the attention of your foes, buying your allies a needed reprieve.
Encounter Divine
Minor Action Close burst 2
Target: Each ally in the burst
Effect: The target doesn’t provoke opportunity attacks until the end of your next
turn.
You invoke the justice of the gods, shielding your ally while calling doom upon your foe.
Encounter Divine
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against your ally
Target: The triggering enemy
Effect: The target takes a -4 penalty to the triggering attack roll. Until the end of your next turn, any attacker gains a +2 power bonus to attack rolls against the target.
Whe
n your ally falls, you intone a dread word to bind its spirit to the flesh, causing the companion to rise again and fight on your behalf.
Daily Divine
Minor Action Ranged 10
Target: One dead ally
Effect: The target becomes an undead ally until the end of the encounter. The target regains hit points equal to its bloodied value and gains the undead keyword. It is slowed, immune to disease and poison, has resist 10 necrotic and vulnerable 5 radiant, and its melee attacks deal extra necrotic damage equal to your Wisdom modifier. The target is otherwise unchanged and can act normally. At the end of the encounter, the ally dies, but can be brought back to life with the Raise Dead ritual or similar means.
The g
ods built many strange passages through time and space to help them in their battles against the primordials. You know of many such paths.
Daily Divine
Minor Action Ranged 10
Target: You or one ally
Effect: The target gains phasing until the end of your next turn.
Sustain Minor: The effect
persists.
You trace your implement through the air and conjure a simulacrum of the Bright City’s walls.
Daily Conjuration, Divine
Minor Action Area wall 10 within 10 squares
Effect: You conjure a wall of divine energy. The wall can be up to 2 squares high, and it lasts until the end of your next turn. The wall is a solid obstacle, and it blocks line of sight. It can be climbed with an Athletics check (DC 20 + one-
half your level).
Sustain Minor: The wall persists.
With a word, you escape an attack, but at a price.
Encounter Divine, Teleportation
Immediate Interrupt Personal
Trigger: An enemy makes an attack against you
Effect: You negate the triggering enemy’s attack against you and teleport 10 squares. You are dazed until the end of your next turn. If you were the only target of the triggering enemy’s attack, the attacker can take a different action.
The enemy strikes you, but Kord girds you with the storm’s power, ensuring you will stand fast to destroy those who offend you.
Daily Divine
Immediate Interrupt Personal
Trigger: An enemy damages you with an attack
Effect: You gain temporary hit points equal to your healing surge value. Add the lightning and thunder damage types to the next attack you make before the end of your next turn. The power also gains those keywords. If the next attack you make before the end of your next turn hits the triggering
enemy, it is dazed (save ends).
Motes of silvery dust rain from above, burning whatever enemy they land on.
Encounter Divine, Fire, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire and radiant damage. If the target doesn’t move away from you before the end of its next turn, it takes 5 fire and radiant damage and a -2 penalty to all defenses until the end of you
r next turn.
Each wound your foe deals adds to its mounting debt of blood and invites your allies’ retribution.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier radiant damage. Until the end of your next turn, each creature that the target attacks gains a +2 bonus to its next attack roll against the target.
Covenant of Wrath: The bonus to the attack roll equals 1 + yo
ur Constitution modifier.
You ignite a foe in a column of holy flames, from which fire streams to nearby enemies.
Encounter Divine, Fire, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier fire damage. Make a secondary attack that is an area burst 2 centered on the primary target.
Secondary Target: Each enemy in the burst other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage.
You invoke a fa
int echo of the curse that transformed the fearsome primordial Haemnathuun into a statue, partially encasing your foes in stone for a moment.
Encounter Divine, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is dazed and immobilized until the end of your
next turn.
The vile words you speak darken your soul as they eat away at your enemies, who dare not move.
Encounter Divine, Implement, Necrotic
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier necrotic damage. The first time the target moves before the start of your next turn, it takes 5 necrotic damage.
Effect: You take 5 damage.
You invoke a
glyph of radiance, a tool used by the gods both to illuminate the darkest realms and to blind their enemies with the glyph’s unyielding light.
Encounter Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
In ages past, the gods forged thre
e sacred blades that could surround and trap the mightiest primordials. You invoke these weapons to trap your foes in a ring of spectral blades.
Encounter Divine, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. If the target moves more than 1 square before the end of your next turn, the target takes 5 damage.
Covenant of Preservation: The damage the target takes from moving more than 1 square equ
als 5 + your Intelligence modifier.
Heavenly trumpets sound, blasting your foes with a perfect note.
Encounter Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier thunder damage, and the target is pushed 1 square and deafened until the end of its next turn.
At your word, agony lances through the minds of the creatures around you. You are momentarily distracted by their mental screams.
Encounter Divine, Implement, Psychic
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier psychic damage, and the target is weakened until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Covenant of Malediction: The size of the burst increases by 1.
You breac
h the wall between this world and an astral dominion, causing a storm of divine energy to rip through your foes, scattering them, before it dissipates.
Daily Divine, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 7d6 + Wisdom modifier damage, and you slide the target 5 squares and knock it prone.
Miss: Half damage, and you slide the target 3 squares and knock it prone.
Your enemy bends to the divine will expressed through you. You cease focusing on your own defense while you harness it.
Daily Charm, Divine, Implement, Psychic, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier psychic damage, and the target is dominated (save ends). Until this domination ends, you grant combat advantage.
Covenant of Malediction: The target takes a -2 penalty to saving throws against this domination.
The exarch Gartak betrayed the gods. He was cursed so that the next killing blow he landed on a foe caused him to die with the same wound.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d6 + Wisdom modifier damage.
Effect: Whenever the target hits with an attack, the target takes 10 damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
You superimpose a divine glyph on your foe. The ancient mark sears your foe with radiant damage and interferes with its attacks.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d8 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The target takes a -5 penalty to attack rolls against your bloodied allies (save ends). On each of the target’s turns, it can make a saving throw against this effect only if it does not attack during that turn.
A mote
of light appears before you, and an angel clad in glowing silver armor steps forth from it. The angel wields a flail that ends in an orb of pure radiance.
Daily Divine, Implement, Radiant, Summoning
Minor Action Ranged 10
Effect: You summon a Medium angel of light in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. Any enemy that starts its turn adjacent to the angel is marked by the angel until the end of your next turn. You can give the angel the following special commands.
Minor Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier radiant damage, and until the end of your next turn, the target doesn’t have line of sight to creatures more than 5 squares away from it.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier radiant damage.
Intoning a word of creation, you split the air with a cacophonous blast. Your ears bleed as the word hurls your foes away.
Daily Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier thunder damage, and you push the target 5 squares and knock it prone. In addition, the target is deafened (save ends).
Miss: Half damage, and you push the target 2 squares.
Effect: You take 10 damage.
Covenant of Malediction: You instead take 5 d
amage.
You invoke the name of Magrym—an exarch of stone and darkness who helped build the prison Carceri—to entomb your foes.
Daily Conjuration, Divine, Implement
Standard Action Area burst 1 within 10 squares
Effect: The burst conjures a tomb of white stone. The tomb fills the burst and must be on a solid surface. The tomb is a solid obstacle, and it can be attacked as an object: AC 6, Fortitude 10, Reflex 5, and 60 hit points. When the tomb is destroyed, it crumbles into difficult terrain.
As the tomb appears, make the following attack.
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier damage, and the target disappears into the tomb. While inside the tomb, the target is dazed and doesn’t have line of sight or line of effect to anything other than the tomb. The target can make melee and close attacks only against the tomb. When the tomb is destroyed, the target reappears in the space it last occupied or in the nearest unoccupied space.
Miss: Half damage, and you slide the targe
t to the nearest space outside the burst.
The memory of a fallen god’s anger and agony fills nearby creatures’ minds.
Daily Divine, Implement, Psychic, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier psychic damage, and ongoing 10 psychic damage (save ends).
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Effect: The burst creates a zone of agony that lasts until the end of your next turn. Any creature that starts its turn within the zone is slowed and
takes a -2 penalty to attack rolls until the end of your next turn.
You summon angelic energy to shield you from harm.
Daily Divine
Minor Action Personal
Effect: You gain a bonus to all defenses equal to your Intelligence modifier. Each time an attack misses you, the bonus is reduced by 1. This effect lasts until the end of the encounter or unti
l the bonus is 0.
You forge a covenant with your ally. Anyone foolish enough to attack that ally will suffer your wrath.
Daily Divine
Minor Action Close burst 10
Target: You or one ally in the burst
Effect: All of the target’s marks end. Until the end of the encounter or until the target marks a creature, if a creature attacks the target, you and your allies gai
n a +4 power bonus to attack rolls against that creature until the end of your next turn.
Your voice resonates with divine might.
Daily Divine
Minor Action Personal
Effect: Until the end of the encounter, you gain a +10 power
bonus to Bluff checks, Diplomacy checks, and Intimidate checks.
Your ally partially transforms into an angel and can now fly on divine wings.
Daily Divine, Polymorph
Minor Action Ranged 10
Target: You or one ally
Effect: Until the end of the encounter, the targe
t gains a fly speed of 8 and can hover.
The greatest heroes of the gods fought with the fury of two. You grant an ally such might.
Daily Divine
Minor Action Ranged 20
Target: One ally
Effect: The
target can take an extra standard action during his or her next turn.
Calling on the gods, you bestow the ability to see the unseen.
Daily Divine
Minor Action Melee touch
Target: You or one ally
Effect: The target gains truesight until the end of your next turn. If the target is blinded, that condition ends.
Sustain Minor
: The truesight persists.
You shroud yourself in a column of blinding light that sustains your life and shields you from harm.
Daily Divine, Healing
Standard Action Personal
Effect: You can spend two healing surges, and you are immune to all damage until the start of your next turn. If you willingly attack before the end of your next turn, you take damage equal to
your bloodied value.
Your command sees the enemy age rapidly, forcing time’s ravages to come crashing in if only for a moment.
Encounter Divine, Implement, Necrotic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom necrotic damage, and the target is slowed and weakened until the end of your next turn.
You invoke the power of the fi
ve suns—a group of stars the gods used to navigate the Astral Sea when the primordials threatened to extinguish all light—to sear your enemies with radiant energy.
Encounter Divine, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex. Make a number of attack rolls equal to the number of targets, and then assign each roll to a target.
Hit: 4d8 + Wisdom modifier radi
ant damage.
Prophetic forces showed you this moment long ago. With this foresight, you invoke fate to alter the course of events.
Encounter Divine, Implement, Psychic
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you makes an attack on its turn
Target: The triggering enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage. The target’s attack is negated and is not expended, and the target can’t use that attack until the start of its next turn, unless that attack is a basic attack. The target can immediately make a different attack.
Covenant of Preservation: The target takes a penalty to its next
attack roll before the end of your next turn equal to your Intelligence modifier.
You tether your enemies with shadowy manacles.
Encounter Divine, Implement, Necrotic, Teleportation
Standard Action Ranged 10
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier necrotic damage. You teleport the target 5 squares, and it is immobilized until the end of your next turn. If you target only one creature, the a
ttack deals 1d8 extra necrotic damage, and you teleport the target 10 squares instead of 5.
You warned them, but they wouldn’t listen.
Encounter Divine, Force, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: Whenever the target deals damage with an attack before the end of your next turn, it takes 15 force damage and is dazed until the end of your next turn
.
The gods answered the blasphemies of the city Sazarus with six vicious plagues. You call down the poisonous plague on your enemies.
Encounter Divine, Implement, Poison, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier poison damage. The target’s space becomes a zone of poison gas that lasts until the end of your next turn. Any creature that starts its turn within the zone or adjacent to it takes 5 poison damage.
Covenant of Wrath: The zone deals extra poison damage equal to your Wis
dom modifier.
You invoke the storms that sometimes rumble over Celestia’s slopes, using their winds and thunder to scatter the enemy.
Encounter Divine, Implement, Thunder
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier thunder damage, and you slide th
e target to any unoccupied space in the burst.
A barrage of fiery orbs fills an area with lingering flames, which surround your foes.
Encounter Divine, Fire, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage, and if the target moves before the end of your next turn, it takes 10 fire damage.
Covenant of Wrath: If the target moves before the end of your next turn, the fire damage equals 1
0 + your Constitution modifier
One word is all it takes to strip your enemies of their faculties. Yours are also temporarily dimmed.
Encounter Divine, Implement, Psychic
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier psychic damage, and the target is stunned until the end of your next turn.
Effect: You are dazed until the end of your next turn.
Covenant of Malediction: You can choose to become stunned until the end of your next turn
to increase the size of the burst by as much as 3.
You speak a word of divine rebuke, disrupting your foe’s mind and hindering its attacks.
Encounter Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d6 + Wisdom modifier damage, and the target is dazed until the end of your next turn.
Covenant of Preservation: Until the end of your next turn, the target also takes a penalty to attack rolls equal to your Intelligence modifier.
Wh
en the gods struck their final blow against those who would destroy the cosmos, the dawning of the first day brought death to their enemies and life to their surviving friends.
Daily Divine, Healing, Implement, Radiant
Standard Action Close burst 10
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 6d6 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: Each ally in the burs
t can spend a healing surge.
Your words strip away your enemy’s defenses, exposing the soul of your foe before the ominous eye of your god.
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage. The target loses all resistances and gains vulnerable 20 to all damage (save ends both).
Miss: Half damage, and the target gains vulnerable 10 to all damage until the end of your next turn.
Covenant of Malediction: You can choose to gain vulnerable 20 to all damage until the end of your next turn. If you do so, the target takes a penalty to saving throws equal to your Constitution modifier until the en
d of your next turn.
You conjure a glimmering ball of radiant energy, which expands into a diminutive sun. It can sear enemies and protect allies.
Daily Conjuration, Divine, Implement, Radiant
Standard Action Ranged 10
Effect: You conjure a radiant sphere in an unoccupied square within range. The sphere occupies 1 square, and it lasts until the end of your next turn. Any enemy that starts its turn adjacent to the sphere takes 1d8 + your Wisdom modifier radiant damage. While adjacent to the sphere, any ally gains a +2 power bonus to all defenses. As a move action, you can move the sphere 8 squares. When the sphere appears, it makes the following attack.
Target: One creature adjacent to the sphere
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier radiant damage, and the target cannot attack bloodied creatures until the end of its next turn.
Sustain Minor: The sphere persists, and you can make another attack with it as a standard action.
In their final b
attles, the gods used their fallen as terrible weapons. The ashes of dead gods choked, blinded, and killed their enemies. You invoke these remains and turn them against your foes.
Daily Divine, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target takes ongoing 10 damage and is blinded (save ends both).
Miss: Half damage, and the target is blinded until the end of your next turn.
Effect: The burst creates a zone of lightly obscured terrain until the end of the encounter. While within the zone, you and your allies gain a +2 bonus to attack rolls with
divine powers.
You blast your enemy with coruscating power. The power sinks deep into its soul and waits to punish your foe for further evildoing.
Daily Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier radiant damage, and the target bears Amoth’s penance (save ends). The first time on each of its turns that a creature bearing Amoth’s penance makes a damage roll against an ally, that creature takes radiant damage equal to the damage rolled.
Miss: Half damage, and the target bears Amoth’s penance until the end of your next turn
.
You invoke the divine word of pain to send agony coursing through your enemies. The slightest touch causes them to double over in pain.
Daily Divine, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage, and the target is dazed and takes 10 extra damage whenever it is hit by a melee attack (save ends both).
Miss: Half damage, and the target is dazed (save ends).
Ancient legends tell of fire without color that fell from the sky for a year to annihilate a nation of wizards who sought to overthrow the gods.
Daily Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone of colorless fire that lasts until the end of your next turn. At the start of your turn, each creature within the zone takes 3d10 + your Wisdom modifier fire damage.
Sustain Minor: The zone persists.
The Unspeakable One sought power and for his greed found chains and suffering. Those chains wrap around your foe and lash out at its allies.
Daily Divine, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier force damage, and the target takes ongoing 20 force damage and is immobilized (save ends both).
Miss: Half damage, and the target takes ongoing 10 force damage and is slowed (save ends both).
Effect: Whenever the target takes this power’s ongoing damage, each enemy within 5 squares of it is pulled 1 square toward it, and then each enemy adjacent to it takes 10 force da
mage.
Angels blew eight trumpets, each sounding a doom more terrible than the last. Your invocation calls one of those dooms onto your enemies.
Daily Divine, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier thunder damage. Roll a d8 to determine an effect.
1. The target takes ongoing 10 damage (save ends).
2. You push the target 1 square, and it takes ongoing 10 damage (save ends).
3. You push the target 2 squares, and it takes ongoing 10 damage (save ends).
4. You push the target 3 squares, and it takes ongoing 10 damage (save ends).
5. You push the target 3 squares, and it takes ongoing 10 damage and is slowed (save ends both).
6. You push the target 3 squares and knock it prone, and it takes ongoing 10 damage (save ends).
7. You push the target 3 squares, and it takes ongoing 10 damage and is dazed (save ends both).
8. The target takes 2d8 extra thunder damage.
Miss: 6d6 + Wisdom modifier thunder damage.
You utter a word so potent that it can snuff out your enemy’s life. Even if the foe survives, its ability to fight is reduced for a time. The price you pay is momentary defenselessness.
Daily Divine, Implement, Psychic
Standard Action Ranged 10
Target: One target
Attack: Wisdom vs. Will
Hit: 8d6 + Wisdom modifier psychic damage. The only attacks the target can make are basic attacks (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your
next turn.
Effect: You grant combat advantage until the start of your next turn.
Your solemn curse causes fire to leap at your enemies to brand them.
Encounter Divine, Fire, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier fire damage. The first time the target is hit by a melee or a close attack before the end of your next turn, it takes 10 fire damage.
Covenant of Wrath: The first time the target is hit by any attack (not just a melee or a close attack) before the end
of your next turn, it takes 10 fire damage.
You force your enemies to act as you command for a moment. Controlling them requires much of your attention.
Encounter Charm, Divine, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Will
Hit: The target is dominated until the end of your next turn.
Covenant of Preservation: The target gains a +2 bonus to attack rolls until the domination ends.
Effect: You grant combat advantage until the st
art of your next turn.
You invoke the words of fear that the gods once cast at the primordials to drive them into the prisons that hold them to this day.
Encounter Divine, Fear, Implement, Psychic
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier psychic damage, and the target moves half its speed away from you, avoiding unsafe squares and difficult terrain if it can.
Covenant of Wrath: Until the start of your next turn, opportunity attacks that hit the target deal extra damage equal to your Constitution modifier.
You invoke the word of the gods, offering a foe a moment of respite. If either your foe or your allies break this bond, the gods impose their judgment.
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One enemy
Effect: If the target attacks before the end of your next turn, it takes 4d10 + your Wisdom modifier radiant damage. If you or an ally attacks the target before the end of your next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll.
Covenant of Preservation: You and your al
lies gain a +2 power bonus to all defenses until the end of your next turn.
A shadowy shroud of chill descends on two foes, dooming them together.
Encounter Cold, Divine, Implement
Standard Action Ranged 10
Target: Two creatures
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier cold damage. Whenever the target deals damage before the end of your next turn, the other target of this power takes 15 cold damage.
You call on the gods to send a swarm of astral blades to attack your foes. The blades follow your command, slicing at enemies that advance or forcing them to disperse.
Encounter Divine, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage.
Effect: The burst creates a zone of blades that lasts until the end of your next turn. Choose the zone’s effect: Each target hit by the attack either takes 10 damage if it ends its next turn wit
hin the zone or takes 10 damage if it ends its next turn outside the zone.
You whisper a word of annihilation, threatening your enemies with oblivion.
Encounter Divine, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wi
sdom vs. Will
Hit: 4d10 + Wisdom modifier damage.
You enter a trance and make an ancient utterance, inviting creatures around you to enter the realm of death.
Encounter Divine, Implement, Necrotic
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier necrotic damage.
Covenant of Malediction: If the target is already bloodied, it takes extra necrotic damage equal to your Constitution modifier.
Effect: You are dazed until the end
of your next turn.
You invoke a gigantic, ghostly fist of magical force that smashes down from overhead and blasts out a great pit in one titanic blow.
Daily Divine, Force, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier force damage, and the target is dazed (save ends).
Miss: Half damage, and you knock the target prone. You must slide the target to the nearest unoccupied space outside the burst.
Effect: A pit fills the area of the burst and is 10 feet deep. Any creature fully within the area of the pit descends 10 feet, taking no falling damage for descending that distance.
You invoke the power of the Silver Gate, a prison tha
t holds a primordial whose name is long forgotten. The gate’s radiance pours forth, consuming your foe and marking it as anathema. Only a fool lingers near it as you consign its soul to the gods.
Daily Divine, Implement, Radiant
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Hit: 7d6 + Wisdom modifier radiant damage.
Miss: Half damage.
Effect: The target takes ongoing 10 radiant damage (save ends). Until the target saves against this ongoing damage, any enem
y takes 10 radiant damage when it ends its turn within 5 squares of the target.
You speed your enemy to death’s door by draining its life and vitality with one cruel command.
Daily Divine, Implement, Necrotic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Fortitude
Hit: 7d10 + Wisdom modifier necrotic damage. If this attack bloodies the target, it takes 1d10 extra damage.
Miss: Half damage.
Effect: You make a close burst 5 secondary attack. This attack gains the fear keyword.
Secondary Target: Each enemy in the burst that can see you
Secondary Attack: Wisdom vs. Will
Hit: The target chooses to move its speed away from you or takes a −2 penalty to attack rolls until the end of the encounter.
A sphere of absolute darkness appears amid your foes as you create a gate to the dead space between the planes. The sphere rips at your foes as it draws them near.
Daily Divine, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 6d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of darkness that lasts until the end of your next turn. The zone is totally obscured. In addition, any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed until the end of its turn. You can dismiss the zone as a minor action.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of b
urst 5.
In ancient days, invokers spoke the word of ending to annihilate their enemies, but at such a dreadful cost that it nearly erased their own civilization.
Daily Divine, Implement, Zone ; Varies
Standard Action Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude, Reflex, Will. You make one attack roll per target, comparing the result against all three defenses. A target might be hit up to three times, depending on which defenses are hit.
Hit (Fortitude): 1d8 + Wisdom modifier force damage, and ongoing 5 cold damage (save ends).
Hit (Reflex): 1d8 + Wisdom modifier lightning damage, and ongoing 5 fire damage (save ends).
Hit (Will): 1d8 + Wisdom modifier radiant damage, and ongoing 5 psychic damage (save ends).
Effect: The zone creates an area of devastation that lasts until the end of the encounter. The zone is difficult terrain. Any creature that enters the zone or starts it
s turn there takes 10 damage. A creature can take this damage only once per turn.
Flames roar out of you as you consign your enemies to a fiery death.
Daily Divine, Fire, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier fire damage, and ongoing 20 fire damage (save ends).
Miss: 1d10 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
Effect:
You take ongoing 10 fire damage (save ends).
You tap into the power of creation itself and use it to pound your foes with a force that disrupts their very existence.
Daily Divine, Force, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier force damage, and the target is stunned (save ends).
Aftereffect: The target is dazed (save ends). This aftereffect applies only if you target a single creature.
Miss: Half damage, and the target is dazed until the end of your next turn.
With a great shout, you call to the gods for aid against your foes. An angel of victory, a member of the angelic host that defeated the primordials, answers your call.
Daily Divine, Implement, Summoning
Minor Action Ranged 20
Effect: You summon a Medium angel of victory in an unoccupied square within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. You can give the angel the following special commands.
Minor Action: Melee 1; targets one creature; Wisdom vs. Will; 2d10 + Wisdom modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Standard Action: Close burst 2; targets each enemy in the burst; Wisdom vs. Reflex; the angel pulls the target 1 square, and the target is slowed until the end of your next turn.
Opportunity Attack: Melee 1; targets on
e creature; Wisdom vs. Will; 2d10 + Wisdom modifier damage.
Speaking with the authority of the gods, you utter a word of command. Those who hear it must obey or suffer.
Daily Charm, Divine, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: The target is dominated (save ends).
Aftereffect: 3d6 + Wisdom modifier psychic damage.
Miss: 6d6 + Wisdom modifier psychic damage.