You tap your foe with your weapon and draw on the rune of binding. Divine power coils around the foe, holding it in place.
At-Will
Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: Strength modifier damage, and the target is immobilized until the end of your next turn or until you aren’t adjacent to it.
Rune of Destruction: Before the end of your next turn, the next attack against the target from one of your allies deals extra damage to the target equal to your Wisdom modifier.
Rune of Protection: One ally adjacent to either you or the target gains a power bonus to AC equal to your Wisdom modifier until the end of your next turn.
Your weapon flares with golden energy as you invoke the rune of diminishment. That energy ripples forth as you strike your enemy.
At-Will
Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks.
Level 11: Vulnerable 4, but 7 against opportunity attacks.
Level 21: Vulnerable 6, but 10 against opportunity attacks.
Rune of Protection: Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.
The rune of exchange embodies the opposing forces contained within the divine runic alphabet. What one creature gains, another must lose.
At-Will
Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Rune of Destruction: Before the end of your next turn, the next attack against the target from one of your allies deals extra damage to the target equal to your Wisdom modifier, and the ally gains temporary hit points equal to your Wisdom modifier.
Rune of Protection: The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a power bonus to AC equal to your Wisdom modifier. The bonus lasts until the end of your next turn.
The rune of shielding flares to life when your foe strikes at you or your friends.
At-Will
Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Rune of Destruction: The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier. The target doesn’t take this damage if it attacks a creature marking it.
Rune of Protection: The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target of that attack gains temporary hit points equal to your Constitution modifier.
You place a rune of the astral winds on your ally, allowing him or her to slip by your enemies in safety.
At-Wil
l Divine
Move Action Melee touch
Target: One ally
Effect: You slide the target 4 squares.
Special: You can use this power only once per round.
The rune of the anvil, when enhanced by your mastery of divine magic, allows you to become a bulwark.
Encount
er Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage. Until the start of your next turn, you have resist 5 to all damage against the target’s attacks.
Rune of Destruction: Until the end of your next turn, whenever the target shifts, you or an ally adjacent to you can make an opportunity attack against it with a bonus to the attack roll equal to your Constitution modifier.
Rune of Protection: Until the end of your next turn, whenever the target shifts, you and each ally within 2 squares of the target can shift 1 square as a free action.
You invoke the rune of thunder and strike your foe, hammering it with a boom.
Encoun
ter Divine, Runic, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage.
Rune of Destruction: Add your Wisdom modifier to the damage roll. The target grants combat advantage until the end of your next turn.
Rune of Protection: You push the target a number of squares equal to your Wisdom modifier, and it is dazed until the end of your next turn.
Your weapon batters your foe, branding it with the rune of the executioner.
Encou
nter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Your allies gain a +2 bonus to damage rolls against the target until the end of your next turn.
Rune of Destruction: One ally within 5 squares of you gains a +4 power bonus to the next attack roll he or she makes against the target before the start of your next turn.
Rune of Protection: The target takes a -2 penalty to attack rolls until the end of your next turn.
You strike the ground, marking it with the rune of purifying fire and causing divine flames to wash over your enemies.
Enco
unter Divine, Fire, Healing, Runic, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier fire damage.
Rune of Destruction: Each ally in the blast gains a +3 power bonus to damage rolls until the end of your next turn.
Rune of Protection: Each ally in the blast regains 3 hit points.
The sun was shaped by the rune of endless fire. You invoke the least form of the rune to wreathe your foe in golden, killing light.
Daily Divine, Fire, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire and radiant damage, and the target is blinded until the end of your next turn.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls, your attacks deal fire and radiant damage instead of their normal damage types, and the number of hit points and temporary hit points granted by your powers increases by 4.
The rune of iron’s rebuke was first inscribed during the performance of a great ritual that bound the golem Talos within the depths of the Elemental Chaos
.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift (save ends both).
Miss: Half damage, and the target is slowed and cannot shift until the end of your next turn.
Effect: Until the end of the encounter, while the target is adjacent to you, it takes damage equal to your Strength modifier when any attack misses it and deals no damage on a miss.
In the ancient days, the gods created a mighty rune to protect their astral domains against the primordials. You strike this rune into the ground, creating a consecrated spac
e.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.
Sustain Minor: The zone persists.
You trace a rune in the air, the first of the seven runes that represent the gates of death. The first gate symbolizes death’s undeniable ca
ll.
Daily Divine, Varies, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic or radiant damage.
Miss: Half damage.
Effect: Choose an ally within 5 squares of you. Until the end of the encounter, the target takes 5 necrotic or radiant damage whenever it doesn’t end its turn adjacent to that ally. This effect ends if the ally ends his or her turn not adjacent to the target.
You call on the runes of knowledge to grant to an ally the skill he or she needs to complete a daunting task.
Encounter Divine
Minor Action Ranged 10
Target: One ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to his or her next untrained skill check or a +2 power bonus to his or her next trained skill check.
You trace the rune of the final effort on your ally, granting him or her the resilience needed to see the battle to the end
.
Encounter Divine
Minor Action Melee 1
Target: One bloodied ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to all defenses.
The icons of victory were runes that steeled the divine echelons against the primordial hordes. You invoke the least of these runes, inspiring your allies to vi
ctory.
Daily Divine, Zone
Minor Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to attack rolls while within the zone.
Sustain Minor: The zone persists.
You invoke the rune of sacrifice, ensuring that he or she who gives strength in the name of the gods will also receive their prot
ection.
Daily Divine, Healing
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target loses a healing surge. One or two allies within 5 squares of the target regain hit points as if they had each spent a healing surge. The target and each ally who regained hit points gain a +5 power bonus to AC until the end of your next turn.
You call out the word of the blinding shield, creating a halo of energy that protects your a
lly.
Encounter Divine, Radiant, Runic, Weapon
Immediate Interrupt Close burst 5
Trigger: An enemy makes an attack roll against your ally
Target: The triggering enemy in the burst
Attack: Strength vs. Fortitude
Hit: The target is blinded until the end of its turn.
Rune of Destruction: The target also takes radiant damage equal to your Constitution modifier.
Rune of Protection: The ally gains temporary hit points equal to your Constitution modifier.
You move your weapon as a brush, batting enemies aside and strengthening one of your comr
ades.
Encounter Divine, Fear, Runic, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can push the target 1 square.
Effect: You and one ally within 5 squares of you can make a saving throw.
Rune of Destruction: The first ally who hits the target before the end of your next turn can push the target up to a number of squares equal to your Wisdom modifier.
Rune of Protection: You and the ally each gain a power bonus to the saving throw equal to your Wisdom modifier.
You invoke a rune of avenging light that burns the image of one of your allies from your foe’s
mind.
Encounter Divine, Radiant, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage, and one ally adjacent to the target becomes invisible to it until the end of your next turn.
Rune of Destruction: If the ally’s next attack against the target before the end of your next turn is against AC, it is against Reflex instead if that defense is lower.
Rune of Protection: The ally can use a free action to shift a number of squares equal to your Wisdom modifier.
You brand your foe with the symbol of wrath reversed. The more the enemy struggles against you, the more the symbol lends strength to you and your
allies.
Encounter Divine, Healing, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Rune of Destruction: The target’s first attack during its next turn provokes an opportunity attack from you or an ally of your choice.
Rune of Protection: If the target makes any attacks during its next turn, you and each ally within 3 squares of it regain hit points equal to your Constitution modifier.
You weave together your allies’ strength, combining your efforts to overwhelm you
r enemy.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, when any ally attacks the target, he or she gains a power bonus to the attack roll equal to the number of his or her allies adjacent to the target.
Rune of Protection: Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it when it attacks.
You slam your weapon into the ground, imprinting a rune of imprisonment that causes light to wash over
your enemies.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. Leaving the zone costs enemies 2 extra squares of movement. Any enemy that attacks an ally who is within the zone grants combat advantage (save ends).
In the elder days, Gruumsh carved this rune to guide Corellon’s arrow into the heart of a primordial serpent. Corellon later used the same rune against Gruumsh to de
stroy his eye.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage when targeted by area attacks and ranged attacks and has vulnerable 5 to all damage from area attacks and ranged attacks (save ends both).
Aftereffect: The target grants combat advantage when targeted by area attacks and ranged attacks until the end of your next turn.
Miss: Half damage, and the target grants combat advantage when targeted by area attacks and ranged attacks until the end of your next turn.
Effect: Until the end of the encounter, enemies don’t grant cover to the target against ranged attacks.
You strike your foes, branding them with the rune of the
ember of wrath.
Daily Divine, Fire, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier fire damage.
Miss: Half damage.
Effect: If you attack only one creature with this power, it takes ongoing 5 fire damage (save ends). If you attack two creatures, both are affected by the ember of wrath (save ends). Until the ember ends on a target, whenever that target is hit by a melee or a ranged attack, the other target takes 5 fire damage.
You invoke the second of the seven runes that represent the gates of death. The second gate embodies the soul’s first ste
p from the body.
Daily Divine, Varies, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic or radiant damage.
Miss: Half damage.
Effect: The target is affected by a deathly rune (save ends). Until the rune ends, you and your allies gain a +2 power bonus to damage rolls against the target. Whenever you or any of your allies hit the target, the bonus increases by 1.
You invoke the runes of peace, making a pledge to set aside your weapons and giving you and your allies the chance
to negotiate.
Encounter Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to Diplomacy checks and Insight checks until the end of your next turn. The effect ends if any target makes an attack.
The rune of unyielding steel strengthens anything, even a living creature’s skin, to the point that arrows and blades
bounce off it.
Encounter Divine
Standard Action Melee 1
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn or until he or she is no longer adjacent to you.
As battle begins, you invoke the rune of meritorious alacrity, bringing your friends inst
antly to readiness.
Daily Divine
Free Action Ranged sight
Trigger: You roll initiative
Target: You and each ally
Effect: Each target gains a +10 bonus to his or her initiative check.
You invoke the rune of shared pains, allowing you to absorb the punishmen
t meant for an ally.
Daily Divine
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of the encounter, whenever the target takes damage, you can use an immediate interrupt to take the damage in the target’s place.
You write words that heal your ally wit
h their inner warmth.
Daily Divine, Healing
Standard Action Close burst 5
Target: You or one ally in the burst
Effect: The target regains hit points equal to his or her healing surge value. In addition, the target gains a +2 power bonus to saving throws until the end of his or her next turn.
You tap your foe with your weapon, placing a rune
of storm upon it.
Encounter Divine, Lightning, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier lightning damage. Until the end of your next turn, you can use the Gathering Storm Intonation Attack power, using a square in the primary target’s space as the origin square.
Rune of Destruction: The target takes lightning damage equal to your Constitution modifier.
Encounter Divine, Lightning, Runic, Weapon
Opportunity Action Close burst 1
Requirement: The power Gathering Storm Intonation must be active in order to use this power.
Trigger: The primary target makes an attack
Target: Each enemy in the burst other than the primary target
Attack: Strength vs. Reflex
Hit: Strength modifier lightning damage.
Rune of Protection: You slide the target 2 squares.
Your attack leaves a rune of fire on your foe, causing a torrent of f
lame to surround it.
Encounter Divine, Fire, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage.
Rune of Destruction: Until the end of your next turn, the target takes fire damage equal to 5 + your Constitution modifier whenever it makes an opportunity attack.
Rune of Protection: Until the end of your next turn, you and your allies have concealment against the target, and the target takes a penalty to Perception checks equal to your Constitution modifier.
Your divine magic infects the target with overwhelming fear, ruining its attacks or causing it to shrink a
way from your allies.
Encounter Divine, Fear, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, each ally who ends his or her turn adjacent to the target can push the target 1 square as a free action.
Rune of Protection: Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier + the number of your allies adjacent to it.
Glowing red words appear upon your enemies’ foreheads, heralding immediate retributi
on for any violent action.
Daily Divine, Lightning, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes 5 lightning damage whenever it uses an attack power (save ends).
You strike your enemy and call upon your god to wrap you and your
allies in divine supremacy.
Daily Aura, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. While in the aura, your allies gain a +2 power bonus to all defenses.
Sustain Minor: The aura persists until the end of your next turn.
Kord first carved this rune, cutting it into the flesh of a primordial beast. His sacred berserkers, their wrath fired by the bloody
symbol, overwhelmed the foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever any ally starts his or her turn adjacent to the target, that ally can make a melee basic attack against the target as a free action.
You invoke the third of the seven runes that represent the gates of death. The third gate slams shut as the soul passes through, severing
the soul’s link to its body.
Daily Divine, Varies, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic or radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can use the power Death's Verge Attack, using a square in the primary target’s space as the ori
gin square.
Daily Divine, Varies, Weapon
Opportunity Action Close burst 3
Requirement: The power Rune of Death's Verge must be active in order to use this power.
Trigger: The primary target drops to 0 hit points
Target: Each enemy in the burst
Attack: Strength vs. Will
Hit: The secondary target is dazed (save ends).
You inscribe a rune of containment on your foe to protect you and your allies from at
tacks that rage around the foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, when the target is included as a target of a close or an area attack that also includes you or any of your allies, the attack automatically misses you and your allies.
With a mighty swing, you place the rune of the unconquered redoubt into the ground. The blast knocks your enemies back
as your magic weaves a defense.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier radiant damage, and you push the target 4 squares.
Miss: Half damage, and you push the target 1 square.
Effect: The blast creates a zone that lasts until the end of your next turn. While within the zone, you and your allies gain a +2 power bonus to AC and resist 5 to all damage against close attacks and area attacks.
Sustain Minor: The zone persists.
Glowing red words appear upon your enemies’ foreheads, heralding immediate re
tribution for any violent action.
Daily Divine, Lightning, Weapon
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes 5 lightning damage whenever it uses an attack power (save ends).
Published in Dragon Magazine 404.
You strike your enemy and call upon your god to wrap you an
d your allies in divine supremacy.
Daily Aura, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. While in the aura, your allies gain a +2 power bonus to all defenses.
Sustain Minor: The aura persists until the end of your next turn.
Published in Into the Unknown: The Dungeon Survival Handbook, page(s) 63.
Kord first carved this rune, cutting it into the flesh of a primordial beast. His sacred berserkers, their wrath fired by the
bloody symbol, overwhelmed the foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever any ally starts his or her turn adjacent to the target, that ally can make a melee basic attack against the target as a free action.
Published in Player's Handbook 3, page(s) 105.
You invoke the third of the seven runes that represent the gates of death. The third gate slams shut as the soul passes through, s
evering the soul’s link to its body.
Daily Divine, Varies, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier necrotic or radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can use the power Death's Verge Attack, using a square in the primary target’s space as t
he origin square.
Daily Divine, Varies, Weapon
Opportunity Action Close burst 3
Requirement: The power Rune of Death's Verge must be active in order to use this power.
Trigger: The primary target drops to 0 hit points
Target: Each enemy in the burst
Attack: Strength vs. Will
Hit: The secondary target is dazed (save ends).
Published in Player's Handbook 3, page(s) 105.
You inscribe a rune of containment on your foe to protect you and your allies
from attacks that rage around the foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, when the target is included as a target of a close or an area attack that also includes you or any of your allies, the attack automatically misses you and your allies.
Published in Player's Handbook 3, page(s) 106.
With a mighty swing, you place the rune of the unconquered redoubt into the ground. The blast knocks your enemi
es back as your magic weaves a defense.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier radiant damage, and you push the target 4 squares.
Miss: Half damage, and you push the target 1 square.
Effect: The blast creates a zone that lasts until the end of your next turn. While within the zone, you and your allies gain a +2 power bonus to AC and resist 5 to all damage against close attacks and area attacks.
Sustain Minor: The zone persists.
With masterful precision, you turn a small stri
p of parchment into a powerful ward.
Encounter Divine, Healing
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a palm-sized protective scroll that lasts until it is expended or until the end of your next extended rest. A creature carrying the scroll can use a minor action to expend the scroll and regain hit points equal to your healing surge value. The creature also gains a +5 power bonus to all defenses until the end of its next turn.
You invoke a rune on yourself and your allies that makes you all appear daunt
ing even when your defenses are down.
Encounter Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: The targets don’t grant combat advantage until the end of your next turn.
You invoke the rune of resolve, granting your ally the brave
ry and strength needed to repel the enemy.
Daily Divine
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of the encounter, the target gains 5 temporary hit points whenever he or she hits with an attack.
You invoke the rune of shared lore. Your skill
is your allies’ skill, and theirs is yours.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Choose a skill. Until the end of the encounter, whenever each target makes a check with that skill, he or she uses the highest bonus for that skill from among all the targets.
Your determination to protect your allies b
urns your enemy and heals your comrades.
Encounter Divine, Fire, Healing, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier fire damage, and you and each ally adjacent to the target regain 10 hit points.
Effect: The target takes ongoing 5 fire damage (save ends). Each time the target takes this fire damage, your allies adjacent to it regain 5 hit points.
Rune of Destruction: Both the ongoing fire damage and the regained hit points increase to 10.
Rune of Protection: Allies within 2 squares of the target benefit from this effect.
You invoke the runes of iron and perseverance, a combination that allows you to sta
nd against the enemy’s mightiest attacks.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you mark the target until the end of your next turn.
Rune of Destruction: Until the mark ends, you can use an opportunity action to make a melee basic attack against the target when it makes any attack that doesn’t include you as a target. You gain a power bonus to the attack roll and the damage roll against the target equal to your Wisdom modifier.
Rune of Protection: Until the end of your next turn, the target takes a penalty to damage rolls equal to your Wisdom modifier.
Effect: Until the end of your next turn, you have resist 5 to all damage against the target’s attacks.
The word of whirling storms carries within it the power of an astral hurricane. You impart this energy to your foe, causing the rune’s energy
to push and pull it, ruining its defenses.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage until the end of your next turn.
Rune of Destruction: Until the end of your next turn, while the target is flanked, you and your allies gain a bonus to damage rolls against it equal to your Constitution modifier.
Rune of Protection: Until the end of your next turn, the target takes a penalty to attack rolls equal to your Constitution modifier.
Runes of power radiate defiant light around you and eit
her weaken your foes or defend your allies.
Encounter Divine, Radiant, Runic, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier radiant damage, and you slide the target 1 square.
Rune of Destruction: Until the end of your next turn, the target has vulnerability to all damage while adjacent to you. The vulnerability equals your Wisdom modifier
Rune of Protection: Until the end of your next turn, allies gain a power bonus to all defenses while adjacent to you. The bonus equals your Wisdom modifier.
Your weapon burns the word of lingering thunder on your foe. If that foe draws too close to your allies or moves away from a specific combatant,
the rune’s energy roars forth to punish it.
Encounter Divine, Runic, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier thunder damage.
Rune of Destruction: Choose one or two allies within 5 squares of you. If the target enters a square adjacent to either of those allies during its next turn, it takes thunder damage equal to your Constitution modifier and falls prone.
Rune of Protection: Choose one ally within 5 squares of you. If the target moves away from that ally during its next turn, it takes thunder damage equal to your Constitution modifier and falls prone.
Epic poems appear on your weapon, a
nd shades of past heroes lend you their strength.
Daily Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier radiant damage, and the target falls prone.
Miss: Half damage.
Effect: Until the end of the encounter, each ally who ends his or her turn adjacent to you gains temporary hit points equal to 5 + your Strength modifier and gains a +2 power bonus to saving throws that lasts until the start of his or her next turn.
Lightning plays along your weapon as you attack your foe.
The lightning then jumps to strike at other foes.
Daily Divine, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier lightning damage.
Miss: Half damage.
Effect: The target is affected by a lightning brand (save ends). Until the brand ends, whenever you or any of your allies hit the target, an enemy within 5 squares of the target takes lightning damage equal to 5 + your Strength modifier.
Souls are judged in the afterlife and must account for their deeds. This rune, the fourth of the seven runes that represent the gates of de
ath, symbolizes that step along the soul’s journey.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You mark the target until the end of the encounter. Until the mark ends, you can use the Judgment's Levy A
ttack power against the target.
Daily Divine, Weapon
Immediate Interrupt Close burst 5
Requirement: The power Rune of Judgment's Levy must be active in order to use this power.
Trigger: The target makes an attack that doesn’t include you as a target
Attack: Strength vs. Will
Hit: 1[W] damage.
The First Fortress was a redoubt built to defend against the primordials’ attacks on the Astral Sea.
This rune was carved to bolster the fortress’s gates.
Daily Divine, Weapon, Zone
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, you and your allies gain resist 5 to all damage. Any enemy that willingly enters the zone is immobilized until the end of your next turn.
Sustain Minor: The zone persists.
You imprint the rune of the flanking wind on your foe. Thus summoned, the wind carries your a
llies into position against the foe and protects them.
Daily Divine, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Choose one ally within 10 squares of you. You teleport that ally to a square where he or she flanks the target. Until the end of the encounter, you and your allies gain a +2 power bonus to all defenses while flanking the target.
The rune of preservation grants its targets the ability to with
stand attacks that would cripple a normal creature.
Encounter Divine, Healing
Minor Action Close burst 5
Target: Two allies in the burst or you and one ally in the burst
Effect: Each target gains resist 5 to all damage until the end of your next turn. In addition, each target can spend a healing surge.
You invoke the rune of the warded path, a mark once used by the gods to
ensure the safety of secret ways through the planes.
Encounter Divine
Minor Action Close burst 5
Effect: Choose up to four unoccupied squares in the burst. Until the end of your next turn, you and your allies don’t provoke opportunity attacks when leaving those squares.
Th
is potent symbol infuses you and your allies with energy.
Daily Divine, Healing
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target regains hit points as if he or she had spent a healing surge and gains a +4 power bonus to all defenses until the end of your next turn.
A gentle light washes over the area, allowing you and your alli
es to see details that would otherwise escape your notice.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to Perception checks until the end of the encounter.
As your weapon slams into your foe, the mark of battle’s end blazes on the foe. Other
enemies stagger away, pushed back by the mark’s power.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push each enemy within 3 squares of the target 3 squares away from it.
Rune of Destruction: You slide each ally within 3 squares of the target 3 squares to a square adjacent to the target.
Rune of Protection: You push each ally within 3 squares of the target 3 squares away from it.
You invoke a rune that marked the battle standards of the divine armies in the earliest days of creation and that bound ange
l, god, and mortal together in a unified fighting force.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and each ally adjacent to the target can make a melee basic attack against it as a free action.
Rune of Destruction: Each ally gains a bonus to the melee basic attack’s damage roll equal to your Wisdom modifier.
Rune of Protection: Each ally can shift a number of squares equal to your Wisdom modifier as a free action, instead of making the melee basic attack.
Many runes embody a principle of balance. As you invoke the rune of the cunning step, you
steal a foe’s speed and agility and grant it to an ally.
Encounter Divine, Runic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Rune of Destruction: One ally within 5 squares of you can use a free action to shift half his or her speed. If that ally ends this shift adjacent to the target, the ally gains a +2 power bonus to the next attack roll he or she makes against the target before the end of your next turn.
Rune of Protection: One ally within 5 squares of you can use a free action to teleport a number of squares equal to his or her speed + your Wisdom modifier.
A single empowered wor
d infuses your allies with might and returns their health.
Encounter Divine, Healing, Runic
Standard Action Close burst 5
Target: One or two allies in the burst
Effect: Each target can make a basic attack as a free action. If a target’s attack hits, he or she can also spend a healing surge and regain 2d10 additional hit points.
Rune of Destruction: The basic attacks each deal extra damage equal to your Constitution modifier.
Rune of Protection: Each target gains resist 5 to all damage until the end of your next turn.
You place the mark of ill luck on your fo
e. The mark ensures that failed attacks ricochet onto that foe.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, the target takes 5 damage both when a ranged attack against a creature within 5 squares of it misses and when a melee attack against a creature adjacent to it misses.
As you strike your foe, dull red energy spreads across it in the
pattern of the rune of rust, a mark of the decay of all things.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target takes a -4 penalty to AC (save ends).
Each Failed Saving Throw: The penalty increases by 2.
Aftereffect: The penalty persists until the end of the target’s next turn.
The fifth of the seven runes that represent the gates of death embodies the threshold a soul must pass on its way to its final reward. Only
the most strong-willed of creatures can resist that gate’s lure.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever the target saves against an effect, that effect instead persists until the end of the target’s next turn.
You invoke the rune of warding light, which produces a
fortified area that your enemies have little chance of breaching.
Daily Divine, Radiant, Weapon, Zone
Standard Action Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies have cover while within the zone. While the zone persists, you can use the Warding Light Attack power, using the burst’s origin square as the attack’s
origin square.
Sustain Minor: The zone persists.
Daily Divine, Radiant, Weapon
Opportunity Action Close burst 2
Requirement: The power Rune of Warding Light must be active in order to use this power.
Trigger: An enemy enters the zone or starts its turn there
Target: The triggering enemy in the burst
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier radiant damage, and you slide the target 3 squares.
The symbol of defiance fort
ifies your allies when your foes believe they have defeated you.
Encounter Divine
Minor Action Close burst 5
Target: Each bloodied ally in the burst
Effect: You slide each target 5 squares. Until the end of your next turn, each target gains a power bonus to all defenses equal to your Wisdom modifier.
You forge a rune of endless battle, o
ne that compels your allies to fight on even when death tugs at them.
Daily Divine
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of the encounter, the dying condition doesn’t cause the targets to fall unconscious. Each target instead falls unconscious when he or she fails a death saving throw.
You forge a rune
of victory, keeping your allies on their feet while your foes suffer.
Daily Divine, Healing, Zone
Minor Action Close burst 5
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, you and your allies have regeneration 5 while bloodied. While within the zone, your enemies have vulnerable 5 to all damage.
Sustain Minor: The zone persists.
The rune of the hero’s resolve allows
a single warrior to fight with the vigor and purpose of two combatants.
Daily Divine
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target gains temporary hit points equal to his or her current hit point total and can take a standard action as a free action.
Many divine runes contain the power of wrath, since they arose during the Dawn War.
This rune turns your enemy’s anger into destruction for its cohorts.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, when any of your allies hit the target, each enemy adjacent to the target takes 5 damage.
Rune of Protection: Until the end of your next turn, the target must include your enemy nearest to it as a target of its attacks. If the target can’t include any of your enemies when it makes an attack, the target is dazed until the end of its next turn, after it makes the attack.
You call forth the rune of rising fury, placing it among your foes. As your allies pr
ess the attack, the rune glows red and incites them to greater glory.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: Three of your allies can each make a basic attack against the target as a free action once during each of their next turns.
Rune of Destruction: The allies have combat advantage against the target for the basic attacks.
Rune of Protection: The allies can each shift 1 square as a free action after making the basic attack.
You invoke the rune of the wande
ring star. A mote of energy appears and sears your enemies with light.
Encounter Divine, Radiant, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage.
Rune of Destruction: The target takes extra radiant damage equal to your Constitution modifier. At the end of the target’s next turn, each enemy within 5 squares of it takes radiant damage equal to your Constitution modifier.
Rune of Protection: The target takes a -2 penalty to the next attack roll it makes before the end of your next turn. At the end of the target’s next turn, each enemy within 5 squares of it takes a penalty to damage rolls on that enemy’s next turn. The penalty equals 5 + your Constitution modifier.
You trace the rune of imminent victory on your foe, which quails in terro
r, since it now sees that you and your allies are an indomitable force.
Encounter Divine, Fear, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 3[W] + Strength modifier damage.
Rune of Destruction: You push the target a number of squares equal to the number of your allies within 3 squares of it. The target also takes extra damage equal to your Constitution modifier.
Rune of Protection: Until the end of your next turn, whenever the target makes an attack roll, it takes a penalty to that roll equal to the number of your allies within 3 squares of it.
The gods unleashed monstrous energy against their enemies during the Dawn War.
The rune of allied effort ensured that such power did not harm their allies.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, when the target is included as a target of a close or an area attack that also includes you or your allies, you and each ally included in the attack can choose not to be targeted by it.
The foe you curs
e with this rune has little hope of escaping your allies’ relentless attacks.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: The target is affected by the conquering sign (save ends). Until the sign ends, each ally within 5 squares of the target can make a basic attack against it as a free action at the start of each of the target’s turns.
The sixth of the seven runes that represent the gates of death describes the next-to-last step a soul takes on its final journey. At this stage, the
soul enters a state of deep slumber as it prepares for its final destination.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: The target is stunned (save ends).
First Failed Saving Throw: The target is unconscious instead of stunned (save ends).
Miss: The target is stunned (save ends).
The Sylarian Sign is a potent symbol of divine magic th
at extinguishes the elemental nature of primordials and other foes of the gods.
Daily Divine, Weapon
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and the target doesn’t benefit from resistances or immunities until the end of the encounter. In addition, the target takes a -10 penalty to damage rolls that deal acid, cold, fire, lightning, or thunder damage (save ends).
Miss: Half damage, and the target’s resistances are reduced by 10 until the end of the encounter. In addition, the target takes a -5 penalty to damage rolls that deal acid, cold, fire, lightning, or thunder damage (save ends).
You invoke the rune of the priso
n domain, causing red chains of astral energy to form and bind your enemies.
Encounter Divine, Radiant, Runic, Weapon, Zone
Standard Action Close burst 2
Effect: Before the attack, the burst creates a zone that lasts until the end of your next turn.
Target: One, two, or three enemies in the burst
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier radiant damage, and the target can’t leave the zone until the end of your next turn.
Rune of Destruction: When a target within the zone hits or misses a creature outside the zone, that target takes radiant damage equal to your Constitution modifier and falls prone.
Rune of Protection: While within the zone, each target takes a -4 penalty to attack rolls against creatures outside the zone.
The word of divine battle
hammers your foe, while giving your allies the edge they need to win the day.
Encounter Divine, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Rune of Destruction: Until the end of your next turn, your allies gain a +4 power bonus to attack rolls against the target.
Rune of Protection: Until the end of your next turn, each ally you can see gains a power bonus to all defenses equal to your Wisdom modifier.
Thunder rumbles across the battlefield as you unleash t
his rune, blasting your enemy and cloaking your allies in a protective shield.
Encounter Divine, Runic, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier thunder damage.
Rune of Destruction: Choose up to two allies within 10 squares of you. Until the end of your next turn, any enemy that deals damage to either ally takes thunder damage equal to half the damage it dealt.
Rune of Protection: Choose up to two allies within 10 squares of you. Until the end of your next turn, those allies take half damage from all attacks.
As you smite your foe, you dr
aw on this word to cure your allies and bring additional pain to your opponent.
Encounter Divine, Healing, Radiant, Runic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier radiant damage, and each ally within 5 squares of you can spend a healing surge.
Rune of Destruction: For each ally who spends a healing surge, the target takes extra damage equal to your Wisdom modifier.
Rune of Protection: For each ally who spends a healing surge, the target and each enemy within 2 squares of it take a -1 penalty to attack rolls and damage rolls until the end of your next turn.
The last of the
seven runes that represent the gates of death blasts the soul from your foe’s body.
Daily Divine, Varies, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier necrotic or radiant damage.
Miss: Half damage.
Effect: The first time you use this power each day, you regain the use of the power if it reduces the target to 0 hit points.
As you slam your foe with your weapon, you invoke the rune of awakening. Divine ener
gy sweeps over the battlefield as your allies tap into newfound reserves of strength.
Daily Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage, and three allies you can see regain all their hit points.
Miss: Half damage, and one ally you can see regains all his or her hit points.
You tap your foe gently, bel
ying this rune’s potent magic. Under its influence, your foe can barely defend itself.
Daily Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 5[W] + Strength modifier damage, and the target cannot attack (save ends).
Miss: Half damage, and the target cannot attack until the end of your next turn.