Your attack causes space to jumble and fragment, scattering creatures into different positions.
At-Will
Augmentable, Implement, Psionic, Teleportation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and you teleport the target to a square adjacent to the burst.
Augment 1
Target: Each enemy in the burst
Augment 2
Target: Each enemy in the burst
Hit: 2d6 + Intelligence modifier damage, and you teleport the target to another square in or adjacent to the burst.
You insert thoughts of defeat into your foes’ minds, sapping their will to fight.
At-Will
Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2
Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
You punch your foe telekinetically, pushing it and its allies away from you.
At-Will
Augmentable, Force, Implement, Psionic
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and you push the target and each enemy adjacent to you 1 square.
Augment 1
Hit: As above, but you push the target a number of squares equal to your Wisdom modifier.
Augment 2
Hit: 1d8 + Intelligence modifier + Wisdom modifier force damage, and you knock the target prone. In addition, you push the target and each enemy adjacent to you 1 square.
A shard of pure force appears in the air at your mental command, creating a hazard for your foes.
At-Will
Augmentable, Conjuration, Force, Implement, Psionic
Standard Action Ranged 5
Effect: You conjure a force shard in an unoccupied square within range. The shard lasts until the end of your next turn or until expended. Any enemy that enters the shard’s space or ends its turn there takes force damage equal to your Charisma modifier. An enemy can take this damage only once per turn. In addition, you can use the Force Shard Attack power using the shard.
Augment 1
Effect: You conjure a force shard as above, and you can also move the force shard 5 squares as a move action.
Augment 2
Hit: 2d8 + Intelligence modifier force damage.
At-W
ill Conjuration, Force, Implement, Psionic
Minor Action Ranged 5
Requirement: The power Force Shard must be active in order to use this power.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage.
Effect: The force shard is expended.
You catch your foe in a net of constricting force and draw the foe toward you.
At-Wi
ll Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and you pull the target 1 square.
Special: You can use this power unaugmented as a ranged basic attack.
Augment 1
Hit: 1d10 + Intelligence modifier force damage, and you pull the target a number of squares equal to your Wisdom modifier.
Augment 2
Hit: 2d10 + Intelligence modifier force damage, and you pull the target a number of squares equal to your Wisdom modifier.
You sift through your foe’s mind for the mental representation of yourself within it and brutally rip it out.
At-W
ill Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.
Augment 1
Hit: As above, but the invisibility lasts until the end of your next turn.
Augment 2
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Hit: 2d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.
Your attack locks down an enemy’s ability to focus, hindering its movement.
At-
Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn.
Augment 1
Hit: As above, and the target also cannot shift until the end of your next turn.
Augment 2
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
You unleash a psychic assault on your foe’s mental pathways. You can increase the assault’s intensity to weaken your foe’s defenses.
At
-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage.
Special: You can use this power unaugmented as a ranged basic attack.
Augment 1
Hit: As above, and the target takes a penalty to Will equal to your Charisma modifier until the end of your next turn.
Augment 2
Hit: 2d10 + Intelligence modifier psychic damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn.
A mote of roiling lightning hinders your foes before exploding in a devastating burst.
A
t-Will Augmentable, Conjuration, Implement, Lightning, Psionic
Standard Action Ranged 10
Effect: You conjure a static mote in an unoccupied square within range. Any creature that starts its turn adjacent to the mote is slowed until the end of its turn. At the start of your next turn, the mote disappears and you use the Static Mote Attack power.
At-Will Augmentable, Conjuration, Implement, Lightning, Psionic
No Action Close burst 3 centered on the square the mote occupied
Requirement: This power follows the use of the power Static Mote.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Augment 1
Hit: As above, and one target is pulled 1 square toward the center of the burst.
Augment 2
Hit: 2d6 + Intelligence modifier lightning damage.
You forge a barrier of hand-shaped force. When your foe moves too close to you, the barrier repels i
t.
Daily Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can use a minor action to push the target 1 square when the target is within 5 squares of you. This effect ends if you end your turn adjacent to the target.
You bind an enemy with a thought, then hurl it into another f
oe.
Daily Implement, Psionic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends).
Miss: The target is slowed (save ends).
Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.
Daily Implement, Psionic
Minor Action Ranged 10
Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round.
Effect: Before the secondary attack, you slide the primary target 10 squares.
Secondary Target: One creature adjacent to the primary target at any point during the slide
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone.
Miss: Half damage, and the primary target falls prone.
You assault your enemy with a psychic bolt, impairing its ability to withstand further assaults on its
mind.
Daily Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Miss: Half damage.
Effect: The target gains vulnerable 5 psychic (save ends).
A psychic wind scours your foe, shredding it to a dark
haze.
Daily Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
Effect: When the target takes ongoing damage from this power, each square adjacent to the target becomes lightly obscured until the end of your next turn.
You craft an insidious idea barbed with contradictions and horrors and project it into the mind of your foe. The thought then tries to invade other foes’
minds.
Daily Implement, Psionic, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage, and ongoing 3 psychic damage (save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
The power of your mind summons an obedient servant that can fight with you or come to an all
y’s aid.
Daily Augmentable, Implement, Psionic, Psychic, Summoning
Minor Action Ranged 10
Effect: You summon a Small thought servant in an unoccupied square within range. The servant has speed 8. You can give the servant the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence vs. AC; 1d10 + Intelligence modifier psychic damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 1d10 + Intelligence modifier psychic damage.
Augment 1
Effect: As above, and you can give the thought servant the following additional command.
Opportunity Action: Triggered when a dying ally adjacent to the servant starts its turn; targets the triggering ally; the servant makes a Heal check to stabilize the target or to allow the target to use his or her second wind.
You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they
struggle.
Daily Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier force damage.
Miss: Half damage.
Effect: Each target takes 5 force damage the first time it moves on its next turn.
You force your own will into an enemy’s mind, manipulating the foe like a puppet under you
r control.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and the target is subject to your telepathic projection (save ends). While the target is affected by your telepathic projection, when you start your turn, the target makes a melee basic attack as a free action against a target you choose.
Miss: Half damage, and the target makes a melee basic attack against a random creature. If this attack targets one of your allies, the target takes a -2 penalty to the attack roll.
You reach into an ally’s mind to borrow the knowledge yo
u need.
Encounter Psionic
Minor Action Ranged 10
Target: One ally
Effect: Choose one skill in which the target is trained and you are not. Until the end of your next turn, you gain a +5 power bonus to skill checks with the chosen skill.
Your mind catches you whenever you mig
ht fall.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You take falling damage or an attack knocks you prone
Effect: You reduce any falling damage by a number of points equal to your level, and you are not knocked prone by the triggering attack or the triggering fall.
You establish a psychic connection to an ally, bringing it with you when you
teleport.
Encounter Psionic, Teleportation
Free Action Melee 1
Trigger: You teleport or a creature teleports you
Target: One ally adjacent to you before the teleport
Effect: You teleport the target to a square adjacent to your destination.
A shimmering fortress of mind-generated force springs into being, deflecting certai
n attacks.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier.
You slow your movement to shroud yourself in a shimmering haze, clouding all creatures’ minds against you
r presence.
Encounter Psionic
Minor Action Personal
Effect: Until the end of your next turn, you have superior cover and you are slowed.
You send currents of energy into your ally’s mind and body, empowering your comrade to achieve ex
ceptional deeds.
Daily Psionic
Minor Action Ranged 10
Target: One ally
Effect: Choose a skill. The target gains a +3 power bonus to checks using that skill until the end of the encounter.
You lift a creature or an object into the air with the power of your mind and can hold it there or mov
e it as you wish.
Daily Psionic
Standard Action Ranged 10
Target: One ally, helpless enemy, or object that weighs 400 pounds or less and isn’t carried by another creature
Effect: You slide the target 3 squares in any direction, even into the air. The target remains aloft and is immobilized until the end of your next turn. You can end this effect as a free action, and it ends if you end your turn out of range of the target. If the target is a creature, it can end the effect as a minor action.
Sustain Minor: The target remains aloft and is immobilized until the end of your next turn, and you can slide the target 3 squares in any direction. Alternatively, you can drop the target and then use the power on a new target.
With a thought, you transport yourself to a position that better suits
your desires.
Encounter Psionic, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to 1 + your Wisdom modifier.
You weaken your foe’s sense of self and force it to
betray a comrade.
At-Will Augmentable, Charm, Implement, Psionic
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target 1 square to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier.
Augment 1
Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier.
Augment 2
Hit: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn.
You telekinetically grasp empty space and shape it into a whirlwind of burning, grasping filaments that sea
rs nearby enemies.
At-Will Augmentable, Fire, Implement, Psionic, Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Effect: Choose a square in the target’s space. That square becomes a zone that lasts until the end of your next turn. Any creature that enters the zone, starts its turn there, or starts its turn adjacent to it takes fire damage equal to your Wisdom modifier. A creature can take this damage only once per turn.
Augment 1
Effect: As above, and the zone is totally obscured.
Augment 2
Area: burst 1 within 10 squares
Target: Each creature in the burst
Hit: 2d6 + Intelligence modifier fire damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is totally obscured, and any creature that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier.
Your attack crushes your enemy’s confidence and resolve, hindering its ability to shrug off de
bilitating effects.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a -2 penalty to the next saving throw it makes before the end of your next turn.
Augment 1
Hit: As above, and the target also takes a -2 penalty to attack rolls until the end of your next turn.
Augment 2
Hit: 2d8 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls and saving throws until the end of your next turn.
You fashion a hammer of force to smash your enemies and either slow them or knock
them to the ground.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Augment 1
Hit: As above, and the target can’t shift until the end of your next turn.
Augment 2
Hit: 1d8 + Intelligence modifier force damage, and you knock the target prone.
The energy of your mind scours your foe to hinder its movement, and it can bind multiple enemies together with unbre
akable psychic bonds.
At-Will Augmentable, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage, and if the target moves more than 2 squares on its next turn, it takes 5 damage.
Augment 1
Keyword: Fear
Hit: As above, and enemies take a -2 penalty to attack rolls while adjacent to the target until the end of your next turn.
Augment 2
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage, and if the primary target moves more than 2 squares on its next turn, it takes 5 damage. You make a secondary attack that is an area burst 1 centered on the primary target.
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Reflex
Hit: 5 + Intelligence modifier damage. Until the end of your next turn, the secondary target cannot move to a square that is not adjacent to the primary target, and the primary target cannot move to a square that is not adjacent to one or more secondary targets.
You send tendrils of thought burrowing into your foes’ minds, compromising their resilience. By increasing the size of the tendrils, you can make your foes mor
e susceptible to harm.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to Fortitude until the end of your next turn.
Augment 1
Hit: As above, but the penalty to Fortitude equals your Charisma modifier.
Augment 2
Hit: 2d8 + Intelligence modifier psychic damage. If an attack hits the target’s Fortitude before the end of your next turn, that attack deals extra damage equal to your Charisma modifier.
Your attack constrains your enemy, bowling it over unles
s it stands its ground.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. On its next turn, if the target moves more than half its speed, it falls prone.
Augment 1
Hit: 1d8 + Intelligence modifier force damage. On its next turn, if the target makes a move other than a shift, it falls prone.
Augment 2
Target: One, two, or three creatures
You conjure a shimmering anomaly of pure psionic energy, which disrupts t
he minds of nearby foes.
At-Will Conjuration, Implement, Psionic, Psychic
Standard Action Ranged 10
Effect: You conjure a psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of your next turn. You can use the Psychic Anomaly Attack power using the anom
aly.
At-Will Augmentable, Conjuration, Implement, Psionic, Psychic
Opportunity Action Melee 1
Requirement: The power Psychic Anomaly must be active in order to use this power.
Trigger: An enemy starts its turn in a square adjacent to the anomaly
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and you slide the target 3 squares to a square adjacent to the anomaly.
Augment 1
Effect: As above, and your allies can flank with the psychic anomaly.
Augment 2
Hit: 1d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
You pull on the invisible threads of your foe's self-knowledge, scr
ambling the creature's mind.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Miss: Half damage.
Your power focuses into protective spheres of shimmering force that can be hurled at
your enemies with a thought.
Daily Force, Implement, Psionic
Standard Action Personal
Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can use the Force Spheres Attack power, once
per round.
Daily Force, Implement, Psionic
Minor Action Ranged 20
Requirement: The power Force Spheres must be active in order to use this power. This power may be used once per round.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and the target falls prone.
Effect: You expend one force sphere.
You emanate a hypnotic ripple of psy
chic influence among your foes.
Daily Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.
As you reach into your enemies’ minds, the ground beneath their feet beco
mes a clutching mire of madness.
Daily Implement, Psionic, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that ends its turn within the zone is slowed until the end of your next turn.
Sustain Minor: The zone persists until the end of your next turn.
A mass of whirling, shredding, translucent ribbons of force erupts into existence at your behest. The razor-sharp tendrils
repeatedly slice into your foes.
Daily Force, Implement, Psionic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes force damage equal to your Wisdom modifier. A creature can take this damage only once per turn.
Sustain Minor: The zone persists.
Wisps of black shadow coalesce to form a, mons
trous scorpion under your control.
Daily Augmentable, Implement, Poison, Psionic, Summoning
Minor Action Ranged 10
Effect: You summon a Medium ebony stinger in an unoccupied square within range. The stinger has speed 7 and climb 3. The stinger has a +4 bonus to AC and a +2 bonus to Reflex. You can give the stinger the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage, and the stinger grabs the target.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d6 + Intelligence modifier damage, and ongoing 5 poison damage (save ends).
Augment 1
Effect: As above, and any creature grabbed by the ebony stinger takes a -4 penalty to checks to escape the stinger’s grab.
You form a maul of telekinetic force and slam it into your
foe, knocking that enemy backward.
Daily Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 3d12 + Intelligence modifier force damage, and you push the target a number of squares equal to your Wisdom modifier (minimum 1). If you push the target into difficult terrain, the target falls prone.
Miss: Half damage, and you push the target 1 square.
A blast of thunder rocks your enemies, allowin
g you to escape in its booming wake.
Daily Implement, Psionic, Teleportation, Thunder
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage.
Miss: Half damage.
Effect: You teleport 5 squares.
Your force attack releases a pulse of energy that leaves nearby creatures
vulnerable to follow-up attacks.
Encounter Psionic
Free Action Personal
Trigger: You hit an enemy within 10 squares of you with an unaugmented psion at-will force attack power
Target: Each creature adjacent to the enemy you hit
Effect: The target grants combat advantage until the end of your next turn.
Motes of light swirl to form a crystalline prism in the air, sharpening your senses and exten
ding your presence on the battlefield.
Daily Conjuration, Psionic
Minor Action Ranged 5
Effect: You conjure an intellect prism in an unoccupied square within range. The prism lasts until the end of the encounter or until you dismiss it as a minor action. You can use your attack powers as if you were in the prism’s space. As a move action, you can move the prism a number of squares equal to your Intelligence modifier. While the prism is adjacent to you, you gain a +3 bonus to Perception checks.
The prism can be targeted by melee and ranged attacks. It has a +4 bonus to all defenses and hit points equal to your healing surge value. If the prism drops to 0 hit points, it is destroyed and you are dazed until the end of your next turn.
When an enemy strikes at your mind, the
attack only boosts your resilience.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An enemy attack targets your Will
Effect: You gain a +4 bonus to Will until the end of your next turn. If the triggering attack misses, the attacker grants combat advantage until the end of your next turn.
Your enemies’ ability to pay attention to you fades. You recede to the edge of their
vision as nothing but a blurred shadow.
Daily Psionic
Minor Action Personal
Effect: Until you hit any creature with an attack or until the end of the encounter, you are invisible to your enemies if you are not their nearest enemy.
You tap into the mind of an ally, letting his or her recovery grant a
temporary boost to your own vitality.
Encounter Psionic
Free Action Personal
Trigger: An ally within 5 squares of you regains hit points or succeeds on a saving throw
Effect: You gain temporary hit points equal to twice your Intelligence modifier.
You clamp invisible wedges of force onto space itself, tethering yoursel
f and your allies against forced movement.
Daily Psionic
Standard Action Personal
Effect: You become immune to forced movement until the end of your next turn. In addition, your allies are immune to forced movement while within 5 squares of you. If you move, the effect ends.
Sustain Minor: The effect persists.
You mentally project a thin layer of force aroun
d yourself to ward off a deadly attack.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An enemy scores a critical hit against you
Effect: The attack’s damage is reduced by 10 + your Wisdom modifier.
You generate a spike of expanding force within your enemy, disorienting that foe and knocking it off balance. You can expand the spik
e to have it explode, affecting more foes.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and you knock the target prone.
Augment 1
Hit: As above, and each creature adjacent to the target takes force damage equal to your Wisdom modifier.
Augment 2
Hit: 1d8 + Intelligence modifier force damage, and the target is dazed until the end of your next turn. In addition, each creature adjacent to the target takes force damage equal to 5 + your Wisdom modifier.
You focus your thoughts on your foe, binding it with unbreakable force that lets you move it as you wish. By exerting more
willpower, you can move your enemy farther.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier force damage, and you slide the target 1 square.
Augment 1
Hit: As above, but you pull the target a number of squares equal to your Wisdom modifier, instead of sliding it.
Augment 2
Hit: 2d10 + Intelligence modifier force damage, and you slide the target a number of squares equal to your Wisdom modifier.
A conjured shower of glistening slime takes humanoid shape at your co
mmand, spraying your foes with caustic acid.
At-Will Acid, Augmentable, Conjuration, Implement, Psionic
Standard Action Ranged 10
Effect: You conjure an ectoplasmic servant in an unoccupied square within range. The servant lasts until the end of your next turn or until expended. Any enemy that enters the servant’s space or ends its turn there takes acid damage equal to your Charisma modifier (an enemy can take this damage only once per turn). In addition, you can use the Ectoplasmic Servant Attack power.
Augment 1
Effect: You conjure an ectoplasmic servant as above, and any enemy that starts its turn in or adjacent to the servant’s space is slowed until the en
d of your next turn.
At-Will Acid, Augmentable, Conjuration, Implement, Psionic
Minor Action Close burst 1
Requirement: The power Ectoplasmic Servant must be active in order to use this power.
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier acid damage, and the target is slowed until the end of your next turn.
Effect: The ectoplasmic servant is expended.
Augment 2
Hit: 2d6 + Intelligence modifier acid damage, and the target is slowed until the end of your next turn.
Your psychic attack hits like the crack of a whip, flooding you
r foe with feelings of crushing worthlessness.
At-Will Augmentable, Fear, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls and a -2 penalty to all defenses until the end of your next turn.
Augment 1
Hit: As above, and the target also takes a -2 penalty to saving throws until the end of your next turn.
Augment 2
Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls, all defenses, and saving throws until the end of your next turn.
You grasp your foe with a hand of shimmering force, slowing it. You can hold the foe in
place if you infuse the hand with enough power.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Augment 1
Target: One creature or two creatures adjacent to each other
Augment 2
Target: One or two creatures
Hit: 2d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
You fan doubt’s fire in your enemy’s mind unt
il indecision blocks every action it would take.
At-Will Fear, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage. Until the end of your next turn, the target takes psychic damage equal to your Charisma modifier the first time it uses an opportunity or immediate action.
Augment 1
Hit: As above, but the target also takes the damage if it uses a move action.
A burst of force protects you even as
it slams into your enemies and knocks them back.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier force damage, and you push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn.
Augment 1
Target: Each enemy in the burst
Augment 2
Range: Close burst 2
Target: Each enemy in the burst
Hit: 2d6 + Intelligence modifier force damage, and you push the target a number of squares equal to your Wisdom modifier. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
Your attack leaves an area of ghostly translu
cence that tears at creatures lingering within it.
At-Will Augmentable, Implement, Psionic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn within the zone takes damage equal to your Charisma modifier.
Augment 1
Effect: As above, but any enemy that ends its turn within the zone takes the damage.
Augment 2
Hit: 2d8 + Intelligence modifier damage.
You lance your foe’s mind with mental trauma, which makes it vulnerable to psychic damage. If you
choose, you can strip away its psychic resistances.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Special: You can use this power unaugmented as a ranged basic attack.
Augment 1
Hit: As above, but the vulnerability equals 5. The target loses resistance to psychic damage until the end of your next turn.
Augment 2
Hit: 2d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier until the end of your next turn.
You create huge gauntlets of mental force that snatch c
reatures and move them into positions that you desire.
Daily Force, Implement, Psionic
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier force damage, and you slide the target a number squares equal to 3 + your Wisdom modifier.
Miss: Half damage, and you slide the target 1 square.
You unleash a burst of devastating thunder whose boo
ming echo lets you scatter foes across the battlefield.
Daily Implement, Psionic, Thunder
Standard Action Area burst 1 within 10 squares
Primary Target: Each creature in the burst
Primary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage.
Miss: Half damage.
Effect: Until the end of your next turn, you can use the Echoing Boom Attack powe
r.
Sustain Minor: The effect persists.
Daily Implement, Psionic, Thunder
Immediate Reaction Ranged 10
Requirement: The power Echoing Boom must be active in order to use this power.
Trigger: An enemy within 10 squares of you is hit by an attack
Secondary Target: The triggering enemy
Effect: The secondary target takes 5 thunder damage, and you slide the secondary target 1 square.
Your thoughts work their way into a foe’s mind like
razor-sharp needles, crippling it with excruciating pain.
Daily Implement, Psionic, Psychic
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is slowed and takes ongoing 5 psychic damage (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
A burst of lightning lingers as
four sizzling motes, each of which erupts at your command.
Daily Conjuration, Implement, Lightning, Psionic
Standard Action Area burst 1 within 10 squares
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: You conjure four lightning motes in unoccupied squares in the burst. Each mote lasts until the end of the encounter or until expended. Any creature that starts its turn in a square adjacent to a lightning mote takes lightning damage equal to your Intelligence modifier. Starting on your next turn, you can use the Malicious Lightning Attack power with
a lightning mote, once per round.
Daily Conjuration, Implement, Lightning, Psionic
Minor Action Close burst 1
Requirement: The power Malicious Lightning must be active in order to use this power.
Secondary Target: Each creature in the burst
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage, and the lightning mote pushes the secondary target 1 square.
Effect: The mote is expended.
You blast your foes with a torrent of psychic energy, which sends
shock waves through the air like heat waves off desert sand.
Daily Implement, Psionic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends).
Miss: The target is dazed until the end of your next turn.
You rend your foe with a thunderous explos
ion of force, which sends a shock wave into nearby creatures.
Daily Force, Implement, Psionic, Thunder
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier force and thunder damage. You push the primary target 1 square, and it is deafened (save ends).
Effect: Make a secondary attack that is a close burst 1 centered on the primary target.
Secondary Target: Each creature in the burst other than the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d8 + Wisdom modifier thunder damage.
Miss: Half damage.
You overload your foe’s senses with a blaring,
flashing, odorous mental onslaught that only it can perceive.
Daily Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage.
Effect: Until the end of your next turn, the target takes a –2 penalty to attack rolls and to all defenses, and it can’t take opportunity actions.
Your foe’s worst fears ar
e manifested as a nightmarish monster that it cannot shake off.
Daily Augmentable, Illusion, Implement, Psionic, Psychic, Summoning
Minor Action Ranged 10
Effect: You summon a Medium phantasmal killer in an unoccupied square within range. Choose one enemy adjacent to the killer to become its prey until the end of the encounter. The killer has speed 8, phasing, and gains a +4 bonus to AC and Reflex against opportunity attacks. The killer is insubstantial to all attacks from creatures other than its prey. When its prey drops to 0 hit points or at the end of the encounter, the killer disappears. You can give the killer the following special commands.
Standard Action: Melee 1; targets one creature that is the killer’s prey; Intelligence vs. Will; 2d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls (save ends).
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Will; 1d6 + Intelligence modifier psychic damage, and the phantasmal killer pushes the target 1 square. If the target is the killer’s prey, it takes 2d6 extra damage and is not pushed.
Augment 1
Effect: As above, but you choose two enemies adjacent to the phantasmal killer as its prey. When both creatures chosen as the killer’s prey drop to 0 hit points, the killer disappears.
Your psionic power connects two points in space, allo
wing you and your allies to slip from one location to the other.
Daily Psionic, Teleportation
Move Action Close burst 3
Target: You and each ally in the burst
Effect: Choose a square within 20 squares of you. Each target can teleport to a square within 3 squares of the square you choose as a free action.
You summon all y
our mental strength to diminish the effect of a foe’s attack.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by a close or an area attack
Effect: You take half damage from the triggering attack.
A shimmering wall of force blocks attacks and movement.
Daily Conjuration, Force, Psionic
Standard Action Area wall 5 within 10 squares
Effect: You conjure a solid, transparent wall of psionic force that lasts until the end of your next turn. The wall can be up to 3 squares high. The wall blocks line of effect and movement. No creature can enter a wall square, and phasing creatures cannot move through it.
The wall can be attacked, and attacks against it hit automatically. The wall has 50 hit points, and an attack on any square deals damage to the entire wall. If the wall drops to 0 hit points, the effect ends and each creature within 2 squares of the wall takes 10 force damage and falls prone.
Sustain Minor: The wall persists.
You create invisible spheres of force around yourself and your nearby allies. The sph
eres mute or even stop dangerous energy that rages beyond them.
Encounter Psionic
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Choose cold, fire, force, lightning, necrotic, radiant, or thunder. Until the end of your next turn, each target gains resistance to that damage type, but only when the damage is from ranged or area attacks. The resistance equals 5 + your Intelligence modifier.
You force a short-range telepathic connection on your foe. Every time
your enemy’s mind is damaged, you draw invigorating energy from it.
Daily Psionic
Minor Action Ranged 20
Target: One creature.
Effect: Until the end of the encounter, whenever the target takes psychic damage while within 10 squares of you, you gain temporary hit points equal to 5 + your Charisma modifier.
You draw on your reservoir of
psionic power to bolster yourself against a debilitating effect.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An effect dazes, dominates, or stuns you
Effect: You make a saving throw against the triggering effect. If you save, the triggering effect doesn’t affect you.
You dire
ct your telekinetic focus on yourself and raise yourself into the air.
Daily Psionic
Minor Action Personal
Effect: Until the end of the encounter, you have a fly speed equal to your speed (hover; altitude limit 2).
You te
leport by stealing the residual traces of another creature’s power.
Encounter Psionic, Teleportation
Immediate Reaction Personal
Trigger: A creature within 10 squares of you teleports
Effect: You teleport the same number of squares as the triggering creature.
The power of your m
ind flares brilliant white, blasting an enemy and clouding its vision.
At-Will Augmentable, Implement, Psionic, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier radiant damage. Until the end of your next turn, creatures more than 2 squares away from the target have concealment against the target.
Augment 1
Hit: As above, but creatures also have concealment against any enemy adjacent to the target.
Augment 4
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude. Make the attack twice.
Hit: 1d12 + Intelligence modifier radiant damage. If both attacks hit, the target is also blinded until the end of your next turn.
The
air ripples as you knock your foes down with a wave of pummeling force.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage, and the target falls prone.
Augment 1
Hit: As above, and if the target is hit by an attack against Fortitude before the start of your next turn, the target falls prone.
Augment 4
Hit: 3d6 + Intelligence modifier force damage, and the target falls prone.
You pull disquieting images from your foes’ minds and combine the ima
ges into horrific hallucinations, which you use to disorient those foes.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One or two creatures
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target grants combat advantage to the next creature that attacks it before the end of your next turn.
Augment 1
Hit: As above, and the target takes a penalty to Reflex equal to your Charisma modifier until the end of your next turn.
Augment 4
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Against its will, an
enemy is drawn close to another creature in the aftermath of your attack.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 3 squares to a square adjacent to any creature.
Augment 1
Hit: As above, but you slide the target and one creature adjacent to the target.
Augment 4
Target: One or two creatures
Hit: 2d8 + Intelligence modifier psychic damage, and you slide the target 5 squares to a square adjacent to any creature. If the target doesn’t end its next turn adjacent to that creature, it takes damage equal to your Wisdom modifier.
A
wave of psionic force pulses out to drive nearby creatures away from you.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier force damage, and you push the target 4 squares.
Augment 1
Keyword: Zone
Effect: The blast creates a zone that lasts until the start of your next turn. The zone is difficult terrain.
Augment 4
Keyword: Zone
Range: Close blast 5
Hit: 3d6 + Intelligence modifier force damage, and you push the target a number of squares equal to your Wisdom modifier.
Effect: The blast creates a zone that lasts until the start of your next turn. The zone is difficult terrain, and any creature that ends its turn within the zone takes damage equal to your Wisdom modifier.
You fray your foe’s offensive abilities with a psychic lance of disruption.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Augment 1
Hit: As above, but the penalty equals your Charisma modifier and applies only to the target’s next attack roll that isn’t a basic attack before the end of your next turn.
Augment 4
Hit: 3d8 + Intelligence modifier psychic damage, and the target takes a penalty equal to your Charisma modifier to the next attack roll it makes before the end of your next turn.
You project a keening p
sychic scream into the minds around you and rob nearby creatures of hearing.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target is deafened until the end of your next turn.
Augment 1
Hit: As above, and the target loses any psychic resistance or immunity until the end of your next turn.
Augment 4
Hit: 2d8 + Intelligence modifier psychic damage, and the target is deafened and dazed until the end of your next turn. If the target deals psychic damage before the end of your next turn, it is stunned instead of dazed.
You focus your will and wrench space around your foes,
tethering them in place. Any of them that try to move pay a thunderous price.
At-Will Augmentable, Implement, Psionic, Thunder
Standard Action Area burst 2 within 10 squares
Target: One or two creatures in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier thunder damage. If the target moves on its next turn, it takes thunder damage equal to your Wisdom modifier.
Augment 1
Keyword: This power gains the Zone keyword.
Hit: As unaugmented, and the burst creates a zone that lasts until the end of your next turn. The target can’t leave the zone during its next turn.
Augment 4
Hit: 3d8 + Intelligence modifier thunder damage. If the target moves before the start of your next turn, it and each creature adjacent to it at the start of that move take thunder damage equal to your Wisdom modifier.
A shard of nothingness holds fast any creature that slips too close.
At-Will Augmentable, Conjuration, Force, Implement, Psionic
Standard Action Ranged 10
Effect: You conjure a void shard in an unoccupied square within range. Any creature that starts its turn adjacent to the shard is slowed until the end of its turn. At the start of your next turn, the shard disappears and you use the Void Shard Attack power.
Augment 1
Effect: As above, and when the void shard is conjured, it uses the Void Shard Attack power as a free action, with the range Close burst 3.
Target: Each enemy in the burst
Attack: Intelligen
ce vs. Reflex
Hit: The void shard pulls the target 3 squares.
At-Will Augmentable, Conjuration, Force, Implement, Psionic
No Action Close burst 3 centered on the square the shard occupied
Requirement: The power Void Shard must be active in order to use this power.
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and the target falls prone.
Special: You can take this free action only as the first action of your turn.
Augment 4
Hit: 2d8 + Intelligence modifier force damage, and the target is both dazed and slowed until the end of your next turn
You manifest a massive fist o
f unstoppable force and bludgeon your foe with it, slowing that enemy’s movements.
Daily Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 4d10 + Intelligence modifier force damage, and the target is slowed (saved ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
A silvery ray of psychic compulsion lances into your foe’s
innermost thoughts, dazing it long enough for you to assume control of its actions.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends).
Aftereffect: The target takes ongoing 10 psychic damage (save ends).
Miss: The target takes ongoing 10 psychic damage (save ends).
Your attack imbues your
foe with lingering psychic energy, crippling it with pain at any sign of aggression.
Daily Charm, Implement, Psionic, Psychic
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target takes 10 psychic damage whenever it hits with an attack (save ends).
Miss: Half damage, and the target takes 5 psychic damage whenever it hits with an attack (save ends).
You release an explosion of force that sends your foes sp
inning away. You then reshape that force into shackles to bind your enemies in place.
Daily Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. You slide the target a number of squares equal to 2 + your Wisdom modifier, and it is immobilized (save ends).
Miss: Half damage, and you slide the target 1 square.
You ensnare your enemies with a thought, then hurl them about like living weapons.
Daily Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier force damage, and the primary target is immobilized (save ends).
Miss: Half damage, and the primary target is slowed (save ends).
Effect: While at least one primary target is immobilized or
slowed by this power, you can use the Living Barrage Attack power.
Daily Force, Implement, Psionic
Minor Action Ranged 10
Requirement: The power Living Barrage must be active in order to use this power. This power can be used once per round.
Secondary Target: One or two primary targets immobilized or slowed by the attack
Effect: You slide the secondary target 5 squares and make the following tertiary attack against one creature adjacent to the secondary target during the slide. You cannot attack the same tertiary target more than once per round with this power.
Tertiary Target: One creature
Tertiary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the secondary target and tertiary target fall prone. The secondary target takes 5 damage.
You sever one of your foe’s mental pathways, causing searing pain. You can ex
ploit that mental wound whenever the foe harms your friends, renewing your own vitality.
Daily Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier psychic damage, and the target is dazed (save ends). While the target is dazed by this power, you gain temporary hit points equal to 1d8 + your Charisma modifier whenever the target deals damage to another creature.
Miss: Half damage.
An idealized warrior formed of thought energy fights alongside you.
Daily Augmentable, Implement, Psionic, Psychic, Summoning
Minor Action Ranged 10
Effect: You summon a Medium thought warrior in an unoccupied square within range. The warrior has speed 7. It has a +4 bonus to AC and a +2 bonus to Reflex. The thought warrior lasts until the end of the encounter. You can give the warrior the following special commands.
Standard Action: Before the attack, the warrior shifts 1 square; melee 1; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier psychic damage, the target is slowed until the end of your next turn, and the warrior marks the target until the end of your next turn.
Immediate Interrupt: Triggered when a target marked by the warrior moves or shifts; melee 1; targets the triggering creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier psychic damage, and the warrior shifts 1 square.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier psychic damage.
Augment 1
Effect: As above, and the warrior also has a +2 power bonus to opportunity attack rolls.
Standard Action: As above, and the warrior marks the target (save ends).
You reach deep into an enemy’s mind and past to undo its existence.
Daily Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Ongoing 25 damage (save ends). If the target is bloodied or becomes bloodied while taking this ongoing damage, the ongoing damage increases by 10.
Aftereffect: The target is dazed until the end of your next turn.
Miss: Ongoing 15 damage (save ends).
By
taking on the form of a creature of dreams, you bypass the barriers of the material world.
Daily Polymorph, Psionic
Minor Action Personal
Effect: You assume the form of the dream traveler until the end of the encounter or until you resume your normal form as a minor action. While you are in this form, you are insubstantial and phasing, you gain a +5 power bonus to Stealth checks, and you are weakened.
You generat
e a field of slippery force that aids your allies who are entangled in difficult situations.
Daily Psionic
Minor Action Area burst 2 within 10 squares
Target: Each ally in the burst
Effect: You slide each target a number of squares equal to 1 + your Wisdom modifier. In addition, the immobilized, restrained, and slowed conditions end on each target, and if a target is grabbed, the grab ends.
You quickly cre
ate a psychic connection to another creature that allows it to hold fast where it stands.
Encounter Psionic
Immediate Interrupt Ranged 10
Trigger: A creature within 10 squares of you is pulled, pushed, slid, or knocked prone
Target: The triggering creature
Effect: The target is unaffected by the forced movement or is not knocked prone.
Swirlin
g psychic energy surrounds you and your allies, wiping your presence from your enemies’ minds.
Daily Illusion, Psionic, Zone
Standard Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. The zone moves with you, remaining centered on you. While within the zone, you and your allies are invisible to enemies within the zone.
Sustain Minor: The zone persists.
You can see the shades of things
to come a heartbeat before they occur, granting you a sliver of time in which to alter events.
Daily Psionic
Minor Action Personal
Effect: Roll a d20. Once during this encounter, you can use that roll’s result in place of one of your attack rolls, saving throws, skill checks, or ability checks or in place of an enemy’s attack roll against you.
You send a charge of psionic energy into yourself or an ally, delaying an adverse effect.
Encounter Psionic
Free Action Melee touch
Trigger: You or an ally is subjected to an effect that a save can end.
Target: You or the ally
Effect: The target isn’t subjected to the effect until the end of his or her next turn and can’t start making saving throws against the effect until after that turn.
You reshape the reality around you as you move freely through it.
Encounter Psionic
Minor Action Personal
Effect: You ignore the effects of difficult terrain, challenging terrain, hindering terrain, obscured terrain, and cover until the end of your next turn.
You focus your mental energy on creating a conduit for your allies’ movement.
Daily Psionic, Zone
Minor Action Ranged 5
Effect: You create a zone in an unoccupied square within range. The zone lasts until the end of your next turn. When any ally enters the zone, you can use a free action to slide that ally a number of squares equal to your Wisdom modifier. You can slide the ally in any direction, even into the air.
Sustain Minor: The zone persists, and you can move it to a different unoccupied square within range.
Ghostly shards of glowing blue surround your foe, threatening it if it attempts to move.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage. If the target leaves its space before the end of your next turn, it takes force damage equal to your Wisdom modifier.
Augment 1
Target: One or two creatures adjacent to one of your allies in range
Augment 4
Keyword: Zone
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Hit: 3d8 + Intelligence modifier force damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that leaves the zone takes force damage equal to your Intelligence modifier.
You construct a lattice of binding crystallin
e force. By increasing the lattice’s strength, you can induce pain in the foes inside the lattice.
At-Will Augmentable, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized until the end of your next turn.
Augment 1
Keyword: This power gains the Force keyword.
Hit: As unaugmented, and Wisdom modifier force damage.
Augment 4
Keyword: This power gains the Force keyword.
Hit: 3d10 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
You jolt your foe’s psyche, disrupting its concentration and allowing an ally to strike the foe during the
lapse. By channeling more psionic energy, you can create an opening for several allies to exploit.
At-Will Augmentable, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: One ally adjacent to the target can make an opportunity attack against it as a free action, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Augment 1
Hit: As above, and the ally gains combat advantage for the opportunity attack.
Augment 4
Hit: Each of your allies adjacent to the target can make an opportunity attack against it as a free action, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
You
r enemy looks on you and sees its own worst nightmare, compelling it to flee or be crippled by fear.
At-Will Augmentable, Fear, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage. If the target ends its next turn within 3 squares of you, it takes psychic damage equal to your Intelligence modifier.
Augment 1
Hit: 1d8 + Intelligence modifier psychic damage, and choose one ally. If the target ends its next turn within 3 squares of you or the chosen ally, it takes psychic damage equal to your Intelligence modifier.
Augment 4
Range: Area burst 1 within 10 squares
Target: Each enemy in the burst
Hit: 2d8 + Intelligence modifier psychic damage. If the target ends its next turn within 3 squares of you, it takes psychic damage equal to 5 + your Intelligence modifier and you slide the target 3 squares.
You manifest a glowing symbol over your enemy’s head. The symbol moves wi
th your foe, helping reveal its location. At your choosing, the symbol can intensify your foe’s pain.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage. Until the end of your next turn, the target cannot benefit from concealment or total concealment.
Special: You can use this power unaugmented as a ranged basic attack.
Augment 1
Hit: As above, and the target grants combat advantage until the end of your next turn.
Augment 4
Hit: 2d10 + Intelligence modifier psychic damage. Until the end of your next turn, the target cannot benefit from concealment or total concealment, and it gains vulnerability to all damage equal to your Charisma modifier.
Lightning erupts from your brow in all directions, battering the defens
es of all in its path. By refining the shape of the arc, you can have it strike only those you choose.
At-Will Augmentable, Implement, Lightning, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage, and the target takes a -2 penalty to AC until the end of your next turn.
Augment 1
Target: Each enemy in the burst
Augment 4
Hit: 3d8 + Intelligence modifier lightning damage, and the target takes a penalty to AC and Reflex until the end of your next turn. The penalty equals your Wisdom m
odifier.
A haze of psionic energy shrouds you from your enemies’ sight.
At-Will Augmentable, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage.
Effect: You have concealment until the start of your next turn.
Augment 1
Hit: As above, and you slide the target 1 square.
Augment 4
Hit: 2d10 + Intelligence modifier damage, and you are invisible to the target until the end of your next turn.
You scour you
r enemies’ thoughts to hinder their tactics, and can conjure a guardian in their midst to threaten them.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a -4 penalty to attack rolls against you until the end of your next turn.
Augment 1
Hit: As above, and whenever the target attacks you before the end of your next turn, it takes psychic damage equal to your Charisma modifier.
Augment 4
Keyword: Conjuration
Effect: You conjure a thought guardian in an unoccupied square in the burst. The guardian lasts until the end
of your next turn. You can use the Thought Guardian Attack power with the guardian.
At-Will Augmentable, Implement, Psionic, Psychic
Opportunity Action Melee 3
Requirement: The power Thought Guardian must be active in order to use this power.
Trigger: Any creature within 3 squares of the guardian attacks you or willingly moves away from the guardian
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Will
Hit: 5 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
A horrid apparition fil
ls your enemy’s mind, letting you follow up on your allies’ attacks against that foe with a psychic barrage.
Daily Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Primary Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier psychic damage.
Effect: The target is affected by your cerebral phantasm (save ends). While the target is affect
ed by the phantasm, you can use the Cerebral Phantasm Attack power against the target.
Daily Implement, Psionic, Psychic
Immediate Reaction Ranged 10
Requirement: The power Cerebral Phantasm must be active in order to use this power.
Trigger: The target takes damage from an ally’s attack while within 10 squares of you
Secondary Attack: Intelligence vs. Will
Hit: 10 + Intelligence modifier psychic damage, and each enemy adjacent to the target takes 5 psychic damage. You then slide the target a number of squares equal to your Wisdom modifier.
You telekinetical
ly plug your foe’s airways, causing the creature to suffocate, and interfering with its other vital functions.
Daily Implement, Psionic, Reliable
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and ongoing 10 damage (save ends). The target takes a -4 penalty to its first saving throw against this ongoing damage.
Sustain Minor: The target takes a -2 penalty to its next saving throw against the ongoing damage.
The surface beneath your feet flows at your command, crashing into your foes like a lethal wave.
Daily Implement, Psionic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and you knock the target prone. The target is then restrained (save ends).
Miss: Half damage, and you push the target to the nearest unoccupied square outside the blast.
You trap your foe within six impenetrable walls, then hurl this force cube across the battlefield as a weapon.
Daily Conjuration, Force, Implement, Psionic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage.
Effect: You conjure a cube of force that surrounds and constrains the primary target in its space until the end of your next turn. The primary target and any other creature in its space cannot leave that space by any means, including teleportation or phasing. Other creatures cannot enter the primary target’s space. The cube blocks line of effect.
The cube can be attacked, and attacks against it hit automatically. The cube has 50 hit points. If the cube drops to 0 hit points, it explodes and is destroyed, dealing 15 force damage to any creature inside or adjace
nt to the cube. Once before the cube ends, you can use the Force Cube Attack power with the cube.
Daily Conjuration, Force, Implement, Psionic
Standard Action Ranged 5
Requirement: The power Force Cube must be active in order to use this power. The cube must be within 10 squares of you.
Effect: You slide the cube and all creatures trapped in the cube 5 squares. Any creature in the cube takes 5 damage and falls prone. The cube takes 10 damage.
Secondary Target: Each creature adjacent to the cube at the end of the slide
Secondary Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the target falls prone.
You crush some of your enemies’ mental processes. The enemies’ bodies spasm with the pain that lingers.
Daily Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends). If the target is bloodied, it is also dazed (save ends).
Miss: Half damage. If the target is bloodied, it is dazed until the end of your next turn.
You plunge a thread of command into your foe’s mind, forcing the
foe to turn on its ally. You draw psionic power from your foe, and you gain vitality if the foe hits its companion.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temporary hit points equal to the damage it deals.
Miss: The target makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temporary hit points equal to your Charisma modifier.
Effect: You regain 1 power point.
With an explosion of telekinetic force, y
ou rip a temporary hole in reality that pulls at friend and foe alike. One of them is briefly sucked into that void.
Daily Force, Implement, Psionic, Teleportation
Standard Action Area burst 3 within 10 squares
Primary Target: Each creature in the burst
Primary Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and you teleport the target 3 squares.
Effect: Make a secondary attack.
Secondary Target: One creature hit by the primary attack
Secondary Attack: Intelligence vs. Will
Hit: The target is removed from play. At the end of your next turn, the target reappears in an unoccupied space of your choice within 5 squares of you and is dazed until the end of its next turn.
Miss: The target is dazed until the end of your next turn.
You call forth shadowy creatures that attack your foes with their own worst fears.
Daily Augmentable, Implement, Psionic, Psychic, Summoning
Minor Action Ranged 10
Effect: You summon three Medium mind weirds in unoccupied squares within range. Choose one enemy adjacent to each weird to become the weird’s prey until the end of the encounter. Each weird must have a different creature as its prey. A weird has speed 8 and phasing, and is insubstantial to creatures other than its prey. Until all the weirds summoned by this power are reduced to 0 hit points, you do not lose the healing surge lost when a creature you summon drops to 0 hit points. When a weird’s prey drops to 0 hit points, the weird disappears. When you use a standard action or a minor action to issue a command to a weird, all summoned weirds can take that action. You can give a weird the following special commands.
Standard Action: Melee 1; targets the weird’s prey; Intelligence vs. Will; 3d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls (save ends).
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Will; 1d6 + Intelligence modifier psychic damage, and the weird pushes the target 1 square. If the target is the weird’s prey, it takes 2d6 extra damage and is not pushed.
Augment 1
Keyword: Teleportation
Effect: As above, and you can teleport any two weirds, swapping their positions, as a minor action. In addition, you can teleport yourself and one weird as a move action, swapping positions.
Shimmering bands of force surround you and your allies, moving you into better positions on the battlefield.
Encounter Psionic
Move Action Close burst 5
Target: You and each ally in the burst
Effect: You slide the target a number of squares equal to your Wisdom modifier.
The power of your mind forms a shield protecting you and your allies from attack, even as it slows your foes.
Encounter Psionic, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. The zone moves with you, remaining centered on you. While within the zone, allies gain a +3 power bonus to all defenses. The zone is difficult ter
rain for your enemies.
The ground falls away as you effortlessly propel yourself upward.
Daily Psionic
Minor Action Personal
Effect: You gain a fly speed of 8 and can hover until the end
of the encounter.
When you catch your breath, you experience a rush of psionic vigor.
Daily Psionic
Free Action Personal
Trigger: You use your second wind.
Effect: You regain 2 power points.
Your quick thinking summons birdlike guardians that let you and your allies soar across the battlefield.
Daily Augmentable, Psionic, Summoning
Minor Action Close burst 1
Effect: You summon three Tiny fleeting thoughts in unoccupied squares in the burst. Each thought has speed 2 and fly 8 (hover). Until all the thoughts summoned by this power are reduced to 0 hit points, you do not lose the healing surge lost when a creature you summon drops to 0 hit points. When you use a minor action to issue a command to a thought, all thoughts can take that action. You can give a thought the following special commands.
Move Action: Melee 1; targets you or one ally; the thought and the target both fly 4 squares to adjacent squares.
Immediate Interrupt: Triggered when an ally adjacent to the fleeting thought is hit by a melee or a ranged attack; the attack hits the fleeting thought instead.
Augment 1
Effect: When a fleeting thought drops to 0 hit points, one ally within 2 squares of the thought can fly 4 squares as a free action.
You alter the physical form of those nearby, allowing you and your friends to walk through walls.
Daily Psionic
Standard Action Close burst 1
Target: You and each ally in the burst
Effect: Each target is phasing until the end of your next turn.
Sustain Minor: The effect persists.
As your enemy’s assault washes toward you, you create a field of psionic energy to protect yourself and your allies.
Encounter Psionic
Immediate Interrupt Close burst 5
Trigger: An enemy targets you with an area or a close attack
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains a bonus to AC, Fortitude, and Reflex equal to your Wisdom modifier.
You sma
sh your foe to the ground with crushing telekinetic force. By channeling more power, you can grind the foe into the ground.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and you knock the target prone.
Augment 2
Hit: 2d10 + Intelligence modifier force damage, and you knock the target prone.
Augment 6
Hit: 4d8 + Intelligence modifier force damage, and you knock the target prone. It cannot stand up until the end of your next turn.
You send shards
of psychic aggression ripping through your enemies, scarring their minds. When those foes move, you can intensify the pain.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Augment 2
Hit: 2d10 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Augment 6
Hit: 4d8 + Intelligence modifier psychic damage, and the target takes psychic damage equal to your Charisma modifier for each square it moves on
its next turn.
You ensnare your foe’s mind and instincts, hindering its ability to react in combat.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage. If the target makes an opportunity attack or takes an immediate action before the end of your next turn, it takes psychic damage equal to your Charisma modifier.
Augment 2
Target: One or two creatures
Hit: As above, and until the end of your next turn, the target takes a -4 penalty to attack rolls whenever it makes an attack not on its turn.
Augment 6
Range: Area burst 2 within 10 squares
Target: Each enemy in the burst
Hit: 2d10 + Intelligence modifier psychic damage. Until the end of the target’s next turn, it cannot shift, make opportunity attacks, or take
immediate actions.
An explosion of psionic fire scours your enemies and shrouds their sight.
At-Will Augmentable, Fire, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier fire damage, and creatures more than 5 squares away from the target are invisible to it until the end of your next turn.
Augment 2
Hit: 2d8 + Intelligence modifier fire damage, and creatures more than 3 squares away from the target are invisible to it until the end of your next turn.
Augment 6
Range: Area burst 2 within 10 squares
Hit: 2d8 + Intelligence modifier fire damage, and the target is blinded until the end of your next
turn.
You crush your enemies under the weight of their own uncertainty, hindering their movement.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Augment 2
Keyword: Zone
Range: Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies.
Augment 6
Range: Area burst 2 within 10 squares
Hit: 4d6 + Intelligence modifier force damage. If the target moves more than 1 square on its next turn, it falls prone at the end of the move and takes 5 da
mage.
You leave your foe surrounded by swirling motes of psionic energy that hinder its attacks.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Augment 2
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Hit: As above, and you also slide the target 1 square.
Augment 6
Range: Area burst 1 within 10 squares
Target: Each creature in the burst
Hit: 3d8 + Intelligence modifier force damage, and you slide the target 3 squares or knock it prone. The target takes a -2 penalty to attack rolls until the en
d of your next turn.
You tear a momentary vortex in space above your foe and hurl the foe through it.
At-Will Augmentable, Force, Implement, Psionic, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier force damage, and you teleport the target to a square within 5 squares of you.
Augment 2
Hit: 1d12 + Intelligence modifier force damage, and you teleport the target to a square within 5 squares of you.
Augment 6
Hit: 2d12 + Intelligence modifier force damage, and the target is removed from play. At the end of your next turn, the target reappears in an unoccupied space of your choice within 10 squares of you.
With a thought, you force your foe to attack one of its companions. With greater concentration, your control becomes absolute.
At-Will Augmentable, Charm, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target a number of squares equal to your Charisma modifier. The target then makes a basic attack as a free action against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Augment 2
Hit: As above, and the target takes 10 psychic damage if its attack misses.
Augment 6
Hit: The target is dominated until the end of your next turn. Until the domination ends, the target gains a bonus to attack rolls and damage rolls equal to your Charisma modifier.
You tear aside the veil to the Far Realm, calling forth phantasmal tentacles that attack and ensnare all creatures in their reach.
Daily Implement, Psionic, Psychic, Zone
Standard Action Area burst 3 within 10 squares
Primary Target: Each creature in the burst
Primary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the primary target is restrained and takes ongoing 10 psychic damage (save ends both).
Miss: Half damage, and the primary target is slowed and takes ongoing 10 psychic damage (save ends both).
Effect: The burst creates a zone that lasts until the end of your next turn. Until the zone ends, you can use the Fa
r Realm's Embrace Attack power with the zone.
Sustain Minor: You take 5 psychic damage and the zone persists.
Daily Implement, Psionic, Psychic
Opportunity Action Melee 1
Requirement: The power Far Realm's Embrace must be active in order to use this power.
Trigger: A creature starts its turn in a square adjacent to or within the zone
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Reflex
Hit: 10 + Intelligence modifier damage, the zone pulls the secondary target 1 square toward the zone’s origin, and the secondary target is immobilized (save ends).
Strands of force ripple outward
from you, battering your foes away. With focus, you can maintain the field of energy to continue pushing away those who wish you harm.
Daily Force, Implement, Psionic, Zone
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d10 + Intelligence modifier force damage, and you push the target 4 squares.
Miss: Half damage, and you push the target 2 squares.
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Any enemy that enters the zone or starts its turn there takes 5 force damage and grants combat advantage until the end of its next turn. An enemy can take this damage only once per turn.
Sustain Minor: The zone persists.
You project a fragment of your consciousness into
your enemy’s mind, disorienting the enemy and creating a temporary clone of your will within it that you can use to channel your magic.
Daily Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both). While the target is stunned by this power, you can use a square in the target’s space as the origin square of your psionic implement powers.
Miss: Half damage, and the targ
et is dazed (save ends).
An enemy’s suffering allows you to twist its mind to an even greater state of agony.
Daily Implement, Psionic, Psychic
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you takes damage from an attack
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 6d6 + Intelligence modifier psychic damage. If this attack deals less damage than the triggering attack, the target takes ongoing psychic damage equal to the difference (save ends).
Miss: Half damage.
Your foes’ greatest fears come to life as a hulking emerald terror, its glistening skin reflecting the nightmares of its victims.
Daily Augmentable, Fear, Implement, Psionic, Summoning
Minor Action Ranged 10
Effect: You summon a Large emerald terror in unoccupied squares within range. The terror has speed 8. It has a +4 bonus to AC and Fortitude. Enemies take a -2 penalty to attack rolls while adjacent to the terror. You can give the terror the following special commands.
Standard Action: Melee 2; targets one creature; Intelligence vs. Reflex; 2d8 + Intelligence modifier damage, and the terror slides the target 4 squares to a square adjacent to the terror.
Standard Action: Close burst 2; targets each enemy in the burst; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage, and the terror pushes the target 3 squares and knocks it prone.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 2d8 + Intelligence modifier damage, and the terror slides the target 4 squares to a square adjacent to the terror.
Augment 2
Effect: As above, and the terror also has a +2 power bonus to damage rolls. In addition, any creature the terror hits with a melee attack takes a -2 penalty to its next saving throw made before the end of its next t
urn.
You project a shimmering dart of deadly force toward your foes. It explodes, flinging victims away.
Daily Force, Implement, Psionic
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier force damage, and you push the target a number of squares from the center of the burst equal to your Wisdom modifier. If the target ends adjacent to blocking terrain, the target takes 3d6 extra damage.
Miss: Half damage, and you push the target
2 squares from the center of the burst.
Your thoughts become a wave of force that hammers foes to the ground.
Daily Force, Implement, Psionic
Standard Action Ranged 20
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 4d12 + Intelligence modifier force damage, and you knock the target prone.
Miss: Half dama
ge.
Psychic energy pierces your foe’s sense of self, distracting the foe so that you can assume control of its actions.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends).
Aftereffect: 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of its next turn.
Miss: The target is dazed (save ends).
Aftereffect: 1d10 psychic damage, and the target grants combat advantage until the end of its next turn.
Claws of force erupt around your enemy. By increasing the claws’ strength, you can keep your foe close or hold it in place.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Augment 2
Hit: 2d8 + Intelligence modifier force damage. If the target starts its next turn adjacent to you or your allies, it can move during that turn only to squares that are adjacent to you or your allies.
Augment 6
Hit: 2d8 + Intelligence modifier force damage, and the target is restrained until the end of your next turn.
You unleash a blast of force, which tears into your foes, leaving them off balance. You can focus the blast to knock your enemies senseless.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Augment 2
Hit: 2d8 + Intelligence modifier force damage, and the target gains vulnerability to force damage equal to your Wisdom modifier until the end of your next turn.
Augment 6
Hit: 2d8 + Intelligence modifier force damage, and the target is
stunned until the end of your next turn.
Your attack burns out your enemy’s mind and can leave it reeling in pain.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage.
Special: You can use this power unaugmented as a ranged basic attack.
Augment 2
Range: Area burst 1 within 10 squares
Target: One creature in the burst
Hit: 1d10 + Intelligence modifier psychic damage, and the target cannot take move actions on its next turn.
Augment 6
Target: One, two, or three creatures
Hit: 3d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Your psionic power manifests as a cloud of crystal shards, obscuring the senses and slashing at creatures that move within it.
At-Will Augmentable, Implement, Psionic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is lightly obscured. Any creature that enters or moves within the zone on its turn without shifting takes damage equal to your Charisma modifier. When the zone ends, each creature within the zone takes 5 damage.
Augment 2
Effect: As above, and you can move the zone a number of squares equal to your Charisma modifier as a move action.
Augment 6
Effect: As above, and you can move the zone a number of squares equal to your Intelligence modifier as a move action. When the zone ends, each creature within the zone takes 15 damage.
You fashion a spear of telekinetic force and launch it at your foe. The spear strikes with such might that the foe’s defenses falter.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Ranged 20
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and the target grants combat advantage until the end of your next turn.
Augment 2
Target: Two creatures adjacent to each other
Hit: 2d10 + Intelligence modifier force damage, and the target grants combat advantage until the end of your next turn.
Augment 6
Hit: 4d8 + Intelligence modifier force damage, and the target grants combat advantage until the
end of your next turn.
A pulse of force explodes in the midst of combat, scattering victims in all directions.
At-Will Augmentable, Force, Implement, Psionic
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier force damage, and you push the target 2 squares from the center of the burst.
Augment 2
Hit: 1d10 + Intelligence modifier force damage, and you push the target 2 squares from the center of the burst.
Augment 6
Range: Area burst 3 within 10 squares
Hit: 2d12 + Intelligence modifier force damage, and you push the target a number of squares from the center of the burst equal to your Wisdom modifier.
You pull a veil over your foes’ senses, hiding yourself and your allies. With a little more power, you can blind your enemies.
At-Will Augmentable, Implement, Psionic, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and you and each ally adjacent to you are invisible to the target until the end of your next turn.
Augment 2
Range: Area burst 2 within 20 squares
Hit: 2d10 + Intelligence modifier psychic damage, and you and each ally adjacent to you are invisible to the target until the end of your next turn.
Augment 6
Range: Area burst 2 within 20 squares
Hit: 3d8 + Intelligence modifier psychic damage, and the target is bl
inded until the end of your next turn.
A shimmering orb of molten psionic essence sears foes that linger too close.
At-Will Augmentable, Conjuration, Fire, Implement, Psionic
Standard Action Ranged 10
Effect: You conjure a molten orb in an unoccupied square within range. The orb lasts until the end of your next turn. Any creature that enters the orb’s space or starts its turn there takes fire damage equal to your Intelligence modifier
(a creature can take this damage only once per turn). In addition, you can use the Reality Meltdown Attack power with the orb.
At-Will Augmentable, Conjuration, Fire, Implement, Psionic
Opportunity Action Melee 3
Requirement: The power Reality Meltdown must be active in order to use this power.
Trigger: An enemy starts its turn within 3 squares of the molten orb
Target: The triggering enemy
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier fire damage, and you move the orb 3 squares to a square adjacent to the target.
Augment 2
Hit: 1d6 + Intelligence modifier fire damage, and you move the orb 3 squares to a square adjacent to the target. If the target doesn’t end its turn at least 3 squares away from the orb, the target takes 5 fire damage.
Augment 6
Trigger: An enemy starts its turn within 5 squares of the molten orb
Hit: 2d6 + Intelligence modifier fire damage, and you move the orb 5 squares to a square ad
jacent to the target.
You cause two shimmering, gigantic hands of force to smash your foes and grasp them in place.
Daily Force, Implement, Psionic, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier force damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (saved ends).
Effect: The burst creates a zone that lasts until the end of the encounter. While within the zone, any enemy that is hit by a force power is also immobilized until the end of
its next turn.
A burst of psychic energy inflicts a pain so potent that your foes lash out blindly in their madness.
Daily Implement, Psionic, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and ongoing 10 psychic damage (save ends).
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Effect: When the target takes ongoing psychic damage from this attack, it makes a melee basic attack against a random creature as a free action. If it cannot make a melee attack against any creat
ure, it targets itself with a melee basic attack.
You cast your enemies into the air, then drop them with lethal results.
Daily Implement, Psionic
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: You lift the target 5 to 50 feet into the air, where it is restrained until the start of your next turn. At the start of your next turn, the target drops to the ground in the space it last occupied, taking 3d10 + Intelligence modifier damage and dealing 20 damage to any creature on the ground beneath it.
Miss: You lift the target 5 feet into the air, where it is restrained until the start of your next turn. At the start of your next turn, the target drops to the ground, taking 1d10 + Intelligence modifier damage and dealing 10 damage to any creature on the ground beneath it.
You blast
your foe with a cacophony of conflicting images and muscle commands, replacing its perception of reality with sights, sounds, and smells that don’t exist.
Daily Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 5d8 + Intelligence modifier psychic damage, and the target is deafened (save ends), blinded (save ends), and slowed (save ends).
Miss: Half damage, and the target is blinded (save ends).
Effect: Until the power’s effects end on the target, you can slide it a number of squares equal to your Charisma modifier as a minor action once per r
ound.
A dark vortex appears on the battlefield at your command, hindering movement as it draws all creatures toward it.
Daily Conjuration, Implement, Psionic
Standard Action Area burst 5 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends).
Miss: The target is slowed (save ends).
Effect: You conjure a ravenous singularity in the burst’s origin square. The singularity lasts until the end of your next turn. Any creature that ends its turn within 5 squares of the singularity is pulled 2 squares toward the singularity. Until the singularity ends, when a creature fails a saving throw against the immobilized or slowed condition imposed by this power, that creature is pulled into the singularity, takes 20 damage, and is removed from play (save ends). When the target saves, it reappears in any unoccupied space of its choice within 3 squares of the singularity.
Sustain Minor: The singularity persists, and it pulls you 1 square.
You sear your foe with an ebony ray of psychic compulsion, giving it the choice to remain under your domination or pay a terrible price.
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends).
Aftereffect: The target chooses either to be stunned until the end of its next turn or to take 3d10 + your Intelligence modifier psychic damage.
Miss: 2d10 + Intelligence modifier psychic damage, and the targ
et is dazed (save ends).
You call forth an ideal champion from your allies’ minds, granting it access to their powers.
Daily Augmentable, Implement, Psionic, Summoning
Minor Action Ranged 10
Effect: You summon a Large thought champion in unoccupied squares within range. The champion has speed 8. It has a +4 bonus to AC and Fortitude. You can give the champion the following special commands.
Standard Action: The thought champion uses an at-will attack power of one conscious ally you can see. It uses the ally’s ability modifiers for the attack.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. Reflex; 2d8 + Intelligence modifier damage.
Augment 2
Effect: As above, and the champion also has a +3 power bonus to damage rolls. Its standard action special command can use at-will attack powers from any conscious or unconscious ally within 20 squares of the champion.
You strike your enemies with an overwhelming blast of telekinetic force that drives your foes away and almost tears the fabric of reality itself.
Daily Force, Implement, Psionic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 5d6 + Intelligence modifier force damage, and ongoing 15 force damage (save ends).
Aftereffect: If the target is within 10 squares of you, you push it a number of squares equal to your Wisdom modifier.
Miss: Half damage, and you push the target 3 squares.