Stinging spirit insects swarm around your enemy.
At-Will
Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of your next turn.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Whether taking the form of blazing flame, crackling ice, sizzling lightning, or thunderous storm, elemental spirits shoot forth to do your enemy harm.
At-Will
Primal, Varies, Weapon
Standard Action Ranged weapon
Target: One creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power’s damage type.
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage of the chosen type. Until the end of your next turn, any creature that starts its turn adjacent to the target takes damage of the chosen type equal to your Dexterity modifier.
Level 21: 2[W] + Wisdom modifier damage of the chosen type.
Spirits erupt from your weapon, seizing your enemy and impeding its movement.
At-Will
Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is slowed and can’t shift until the end of its next turn.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
A raptor spirit claws at your foe’s face until the foe retreats.
At-Will
Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Thorn-covered vines sprout up from the ground around the enemy you strike.
At-Wil
l Poison, Primal, Weapon, Zone
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. The attack creates a zone in a burst 1 centered on the target. The zone lasts until the start of your next turn. Any creature that ends its turn within the zone takes poison damage equal to your Wisdom modifier.
Level 21: 2[W] + Wisdom modifier damage.
Spirits of the lunar tides tug at your prey.
At-Wi
ll Primal, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 1[W] damage, and you can slide the target 1 square.
Level 21: 2[W] modifier damage.
With a flash, primal motes of light illuminate your target and dazzle those nearby.
Encoun
ter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage. Until the end of your next turn, the target can’t benefit from cover, concealment, or total concealment, and enemies take a –2 penalty to attack rolls while within 2 squares of the target.
Bloodbond: Enemies take the penalty while within a number squares of the target equal to 2 + your Dex
Troublesome spirits shimmer around your foe, tripping it if it dares move.
Encou
nter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage. If the target moves on its next turn, it falls prone at the end of that turn.
Special: You can use this power as a ranged basic attack.
From your foe’s wound, a possessing spirit takes hold, making the foe attack its companion.
Enco
unter Charm, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier damage, and the target makes a melee basic attack as a free action against an enemy adjacent to it. If that attack hits, the target and that enemy are also dazed until the end of your next turn.
Your projectile takes the form of a constrictor serpent. Where it strikes, it binds with menacing strength. When it releases, it scatters your foes.
Enc
ounter Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage. At the end of the target’s next turn, you slide the target and each enemy adjacent to it 1 square.
Spiritbond: The number of squares you slide the enemies adjacent to the target equals your Strength modifier.
The spider spirit sends forth its children to harry your foes.
En
counter Poison, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier poison damage, and the target is slowed and takes a –2 penalty to all defenses until the end of your next turn.
The arrows you loose in quick succession fall among your enemies. If they strike the earth, the ground sprouts jagged barbs.
E
ncounter Primal, Weapon
Standard Action Area burst 1 within weapon range
Requirement: You must be wielding a bow.
Target: Each creature in the burst
Attack: Wisdom vs. AC
Hit: 1[W] damage.
Effect: Each unoccupied square in the burst fills with jagged barbs until the start of your next turn. These squares are difficult terrain, and a creature that enters one of these squares without shifting takes damage equal to your Wisdom modifier. A creature can take this damage only once per turn.
When your projectile strikes your foe, the air fills with spores that create quivering puffballs where they la
nd.
Daily Conjuration, Poison, Primal, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the primary target is immobilized (save ends).
Effect: You conjure four fungal blooms in four different squares adjacent to the primary target. A fungal bloom can use the Fungal Bloom Attack power, using the fungal bloom’s square as the origin square. Once a fungal bloom attacks, it disappears. It otherwise lasts until the end of the encounter.
When your projectile strikes your foe, the air fills with spores that create quivering puffballs where they l
and.
At-Will Conjuration, Poison, Primal, Weapon
Opportunity Action Close burst 1
Trigger: An enemy enters the fungal bloom’s square
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: Wisdom modifier poison damage
Requirement: The Fungal Blooms power must be activated in order to use this power.
After punching through your target, the missile halts in the air, frozen until you command it to fly once
more.
Daily Conjuration, Primal, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Primary Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: You conjure a persistent arrow in one unoccupied square adjacent to the target. The arrow remains until the end of the encounter or until expended. Any creature that enters a persistent arrow’s square takes damage equal to your Wisdom modifier (a creature can take this damage only once per turn). You can expend the arrow by using the Persistent Arrow Attack power using the persistent arrow’s square as the origin square for the attack.
Daily Conjuration, Primal, Weapon
Minor Action Ranged 5
Requirement: The power Persistent Arrow must be active in order to use this power.
Secondary Target: One creature
Secondary Attack: Wisdom vs. AC
Hit: 1[W] damage, and you knock the target prone.
You attack your enemy and call on primal spirits to rime the ground aro
und it.
Daily Cold, Primal, Weapon, Zone
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the target. The zone lasts until the end of the encounter. Any creature that enters the zone or starts its turn there takes 5 cold damage. A creature can take this damage only once per turn. As a minor action, you can end the zone.
A malformed spirit leaps from your weapon to latch onto your foe and then slash at nearby enemies when the foe’s attac
ks fail.
Daily Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Until the end of the encounter, the first time the target misses with an attack each round, each enemy adjacent to the target takes damage equal to your Wisdom modifier.
Your projectile becomes a burst of spirit shards, which rain down on y
our foes.
Daily Primal, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 1[W] + 2d6 + Wisdom modifier damage.
Miss: Half damage.
When your enemy shrugs off an ill effect, you call spirits from the remnants of that effect to distract a diff
erent foe.
Daily Primal
Free Action Close burst 10
Trigger: An enemy you can see saves against an effect that a save can end
Target: One enemy in the burst other than the triggering enemy
Effect: Whenever the target attacks you before the end of the encounter, the target grants combat advantage until the end of its next turn.
In the middle of battle, you know where to strike and make it hur
t the most.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, when you make a ranged weapon attack against any creature within 2 squares of you, you can score a critical hit on a roll of 19–20.
With spirit-granted grace, you move and attack in a way that prevents your foe from taking advantage of your attention being el
sewhere.
Encounter Primal
Minor Action Personal
Effect: Choose one enemy you can see. Until the end of your next turn, you do not provoke opportunity attacks from that enemy.
You become as resilient as stone, causing attacks to bounce off you with littl
e effect.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Strength modifier.
Your fired arrow speeds back to intercept your enemy
’s attack.
Encounter Primal
Immediate Interrupt Personal
Requirement: You must be wielding a bow
Trigger: You would be hit by a melee attack
Effect: You gain a +2 bonus to all defenses until the start of your next turn. If the triggering attack still hit you, the triggering attacker grants combat advantage to you until the start of your next turn.
Beetles burrow into your enemy’s flesh, erupting to attack nearby foes when your target makes an aggress
ive action.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage. The first time the target makes an attack before the end of your next turn, each enemy adjacent to the target takes 5 damage.
Brandishing your weapon, you call forth spirits to stupefy
your enemy.
Encounter Primal, Psychic, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
Effect: You shift 1 square.
Bloodbond: The number of squares you shift equals your Dexterity modifier.
Special: Making this attack doesn’t provoke an opportunity attack from the target.
You momentarily cast your enemy through a dark swamp in the Feywild. The foe returns covered in a thick mud, which blunts
its attacks.
Encounter Primal, Teleportation, Weapon
Standard Action Ranged weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, you can teleport the target 1 square, and the target takes a penalty to damage rolls equal to your Wisdom modifier until the end of your next turn.
You draw and fire, exulting in your attack
’s simplicity.
Encounter Primal, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Bloodbond: This attack deals extra damage equal to your Dexterity modifier.
Spiritbond: The target takes a penalty to attack rolls equal to your Strength modifier until the end of your next turn.
Miss: You gain a +2 power bonus to attack rolls using ranged basic attacks until the end of your next turn.
Your attack calls forth a spirit scorpion to stin
g your enemies.
Encounter Conjuration, Poison, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier poison damage. You conjure a spirit scorpion in an unoccupied square adjacent to the target. The scorpion lasts until the end of your next turn. Any enemy that starts its turn adjacent to the scorpion takes 5 poison damage if it ends its turn not adjacent to the scorpion.
Spectral bison appear and follow your projectile as it streaks to
ward your enemy.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + 1d6 + Wisdom modifier damage, and you push the target 2 squares, then push each enemy adjacent to it 2 squares.
Spiritbond: The number of squares you push the target equals your Strength modifier.
Winter spirits swirl and dance in eddies of snow that appear where y
our attack falls.
Encounter Cold, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier cold damage, and the target is immobilized until the end of its next turn.
Special: You can use this power as a ranged basic attack.
Your attack calls forth a wolf spirit to
keep your foes at bay.
Daily Conjuration, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage.
Effect: You conjure a ghost wolf in an unoccupied square adjacent to the target. The wolf occupies its square and lasts until the end of your next turn. Your allies can flank enemies with the wolf and deal 2d6 extra damage when they hit enemies flanked by it.
Sustain Minor: The wolf persists, and each enemy adjacent to it takes a -2 penalty to attack rolls until the end of your next turn.
Your projectile divides midflight into three barbs, which thrust t
wo foes toward a third.
Daily Primal, Reliable, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Effect: Make a secondary attack.
Secondary Target: One or two creatures that are within 5 squares of the primary target
Secondary Attack: Wisdom vs. AC
Hit: 1[W] damage, and you slide the secondary target 5 squares to a square adjacent to the primary target.
You whisper a terrible curse as you nock the arrow. When you release it, you speed death an
d despair to your enemy.
Daily Primal, Psychic, Weapon, Zone
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage plus 1d10 psychic damage.
Effect: The attack creates a zone in a burst 1 centered on the target (save ends). The zone moves with the target. Any enemy other than the target that starts its turn within the zone takes 5 psychic damage and becomes immobilized until the start of its next turn.
Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that
grow into binding vines.
Daily Primal, Weapon, Zone
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage, and the primary target is restrained (save ends).
Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone lasts until the end of your next turn. Until the zone ends, you can use the Ensnaring Shot Attack power, using a square within the zone as the origin square.
Sustain Minor: The zone persists.
Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds tha
t grow into binding vines.
At-Will Primal, Weapon, Zone
Opportunity Action Close burst 1
Trigger: An enemy enters the zone or starts its turn there
Attack: Wisdom vs. Reflex
Target: The triggering enemy in the burst
Hit: The target is immobilized (save ends).
Requirement: The Ensnaring Shot power must be active in order to use this power.
With a flurry of spirit-guided attacks
, you knock your foes away.
Daily Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1[W] + 1d6 + Wisdom modifier damage, and you push the target 2 squares and knock it prone.
Miss: Half damage, and you push the target 1 square.
Your enemy erupts in fire,
which spreads to its allies.
Daily Fire, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier fire damage, and ongoing 5 fire damage (save ends). Whenever the target takes this ongoing damage, each enemy adjacent to the target takes ongoing 5 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
When you move across the battlefield, you b
ecome less and less distinct.
Daily Illusion, Primal
Minor Action Personal
Effect: You assume a blurry form until the end of your next turn. Until this form ends, if you end a move action at least 3 squares from where you started, you gain concealment until the end of your next turn.
Sustain Minor: The form persists.
Sharp spines emerge from your skin, making your enemies think
twice about striking you.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, whenever an adjacent enemy hits you with an opportunity attack, that enemy takes damage equal to your Strength modifier.
Your eyesight sharpens until you can pi
ck out the most distant foes.
At-Will Primal
Minor Action Personal
Effect: Until the end of your next turn, you take no penalty to attack rolls for attacking at long range.
When at your weakest, you draw rene
wing strength from the land.
Encounter Primal
Minor Action Personal
Requirement: You must be bloodied or weakened.
Effect: You gain temporary hit points equal to twice your Wisdom modifier. If you are weakened, you can also make a saving throw against as single effect on you that is weakening you.
Serene concentration descends upon you. You focus like an eagle on the most distant and minute details of your enemy’s defenses
, and then spring the attack.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Perception checks and a +2 power bonus to ranged attack rolls. In addition, you ignore the penalty for using ranged weapons at long range, and your ranged attacks ignore partial cover and partial concealment.
You call forth a spirit of necromantic hunger, allowing it to harve
st the life force of your enemies.
Daily Conjuration, Divine, Healing
Minor Action Ranged 10
Effect: A soul-consuming spirit from the land of the dead appears in an unoccupied square within range. The soul seeker counts as an ally for the purpose of flanking. Whenever you reduce an enemy that is adjacent to the soul seeker to 0 hit points or fewer, you heal a number of hit points equal to your Wisdom modifier. If you reduce the target of your oath of enmity to 0 hit points or fewer, you can use your oath of enmity power as a free action against a target adjacent to your soul seeker.
Sustain Minor: The soul seeker persists and you can move it 5 squares. The soul seeker ignores difficult terrain. The soul seeker vanishes at the end of your turn if it is out of your line of sight.
Although the shot goes wide, the spirit lurking in the arrow refuses to surrender and fl
ies off again to find a target.
Encounter Primal
Free Action Personal
Requirement: You must be wielding a bow.
Trigger: You miss with the ranged basic attack granted by inevitable shot.
Effect: You regain inevitable shot and you use it immediately.
Your missiles shine with emerald light and carry with them the Feywi
ld’s power to relocate your foe.
Encounter Primal, Teleportation, Weapon
Standard Action Ranged weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and you teleport the target 3 squares.
Effect: If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 squares. If you do so, both targets are dazed until the end of your next turn.
A distant rumble sounds, portending what will happen
when your missile finds its mark.
Encounter Primal, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier thunder damage, and the target falls prone and is deafened until the end of your next turn.
Bloodbond: Each enemy adjacent to the target takes thunder damage equal to your Dexterity modifier and is deafened until the end of your next turn.
When your shot strikes your f
oe, the ground trembles around it.
Encounter Primal, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage. Make a secondary attack that is an area burst 1 centered on the primary target.
Secondary Target: Each enemy in the burst other than the primary target
Secondary Attack: Wisdom vs. Fortitude
Hit: You slide the secondary target 1 square, and it grants combat advantage until the end of your next turn.
Vicious wasps fill the air around your enemy, adding th
eir stingers to your weapon’s bite.
Encounter Poison, Primal, Weapon, Zone
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier poison damage. The attack creates a zone in a burst 1 centered on the target. The zone lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes poison damage equal to your Wisdom modifier. An enemy can take this damage only once per turn.
Special: You can use this power as a ranged basic attack.
The winds pick up with sudde
n force, knocking your enemies away.
Encounter Primal, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier damage, and you push the target 2 squares.
Spiritbond: The number of squares you push the target equals your Strength modifier.
Two shots leap toward your foes, and when the shots strike, tendr
ils spread out to bind the foes together.
Daily Primal, Weapon
Standard Action Ranged weapon
Target: Two creatures within 5 squares of each other
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: If both attacks hit, you slide one of the targets 5 squares to a square adjacent to the other target, and each target is bound by vines (save ends). Until this effect ends on a target, that target can’t move by any means to a square that isn’t adjacent to the other target. When a target makes a saving throw against this effect, the target can take 10 damage to gain a +5 bonus to the saving throw.
When you attack, nature resp
onds with vines that ensnare your enemies.
Daily Primal, Weapon, Zone
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d6 + Wisdom modifier damage. You slide the target 1 square, and it is immobilized (save ends).
Miss: Half damage.
Effect: The attack creates a zone in a burst 1 centered on the target. The zone lasts until the end of your next turn. Whenever an enemy within the zone deals damage with an attack, that enemy is immobilized (save ends). If that enemy is already immobilized, it takes 5 damage, and it is restrained instead of immobilized (save ends).
Sustain Minor: The zone persists.
You hurl your foes through a thicket of webs in the Feywild. They return covered in translucent v
enomous spiders, which gnaw at their flesh.
Daily Poison, Primal, Teleportation, Weapon
Standard Action Area burst 2 within weapon range
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is weakened and takes ongoing 10 poison damage (save ends both).
Effect: You teleport the target to a square in the burst.
Flames and frost
mingle their power to destroy your enemies.
Daily Cold, Fire, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier fire damage. Choose either the target or one creature adjacent to it. The creature you choose takes ongoing 5 cold damage and is immobilized (save ends both). Whenever that creature takes this ongoing damage, each enemy adjacent to it takes 5 cold damage.
Miss: Half damage, and the target takes ongoing 5 cold damage (save ends).
Spawned from raging spring storms, the squa
ll spirits strike your foes with primal fury.
Daily Lightning, Primal, Thunder, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + 2d8 + Wisdom modifier lightning damage, and each enemy adjacent to the target takes 5 thunder damage.
Miss: Half damage.
You dive into the earth and re
appear some distance from your starting point.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you can use a move action to move either your speed through loose earth or half your speed through solid stone. You must end the move in an unoccupied space.
Your enemy’s blood marks your path, letting
you bridge the distance with primal power.
Encounter Primal, Teleportation
Free Action Personal
Trigger: You drop a nonminion enemy to 0 hit points with an attack
Effect: You teleport to an unoccupied square adjacent to the triggering enemy.
You vanish into the Feywild. A moment later, you reappear so
me distance away from where you disappeared.
Encounter Primal
Move Action Personal
Effect: You are removed from play. At the start of your next turn, you reappear in an unoccupied space of your choice. That space must be within a number of squares of the space you left equal to your speed.
As you are hurt, you dissipate into a
host of sparrows, flying to re-form farther away.
Daily Polymorph, Primal
Immediate Reaction Personal
Trigger: You are damaged by an attack
Effect: You assume the form of a cloud of flying sparrows until the start of your next turn, and you fly your speed without provoking opportunity attacks. While in this form, you are insubstantial, you can’t attack, and you can’t pick up or manipulate objects. If you are still airborne at the start of your turn, you land without taking falling damage.
Right
as combat begins, you disappear into the shadows.
Daily Shadow
Free Action Personal
Trigger: You roll initiative
Effect: You gain a +4 power bonus to your next damage roll. In addition, you become invisible and silent until you hit an enemy or until the end of the encounter. After hitting the enemy, you remain invisible and silent until the end of your next turn.
Vines and undergrowth burst forth to shelter you.
Daily Primal, Zone
Minor 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, and the zone is difficult terrain for your enemies.
Sustain Minor: The zon
Yo
u bind your foes in strands of silver moonlight.
Encounter Cold, Primal, Radiant, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown weapon or a heavy thrown weapon to make a melee attack with this power.
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier cold and radiant damage, and the target is restrained (save ends).
The arrow you loosed explodes into tiny thorns that hang suspended around your enemies, p
romising pain to any who dares pass through them.
Encounter Primal, Weapon, Zone
Standard Action Area burst 1 within weapon range
Requirement: You must be wielding a bow.
Primary Target: Each creature in the burst
Primary Attack: Wisdom vs. AC
Hit: 2[W] + 1d6 + Wisdom modifier damage.
Effect: The three squares of the burst which are farthest from you become a zone that lasts until the end of your next turn. While the zone remains, you can use the Co
rdon of Thorns Attack power.
Encounter Primal, Weapon, Zone
Opportunity Action Melee 1
Requirement: The power Cordon of Thorns must be active in order to use this power.
Trigger: A creature enters the zone
Secondary Target: The triggering creature
Secondary Attack: Wisdom vs. Fortitude
Hit: 1d6 damage, and the target is slowed until the end of its next turn.
Your attack causes your enemy to fall through a fold in spac
e and appear elsewhere, hindered by primal spirits.
Encounter Primal, Teleportation, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 2d6 + Wisdom modifier damage. You teleport the target 3 squares, and it is slowed until the end of its next turn.
Your attack poiso
ns your foe, causing it to throw itself at its ally.
Encounter Poison, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier poison damage. The target must use a free action to charge a creature of your choice. If the charge attack misses or the target can’t charge anyone, the target takes 10 poison damage.
Avian shadows swirl and flutte
r about your prey, their talons leaving bloody rents.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes 1d8 damage.
Special: You can use this power as a ranged basic attack.
Your time spent underground has
forced you to adapt to skirmishing in close quarters.
Encounter Primal, Weapon
Standard Action Close burst 3
Target: One, two, or three creatures in the burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Effect: After all of this power’s attacks are resolved, you can use a free action to shift up to 2 squares for each attack that hit. You ignore difficult terrain during this movement.
Angry bees follow your missile, swarming around your enemy
until it cannot see and pestering other enemies nearby.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, the target is blinded, and enemies take a –2 penalty to attack rolls while within 2 squares of the target.
Bloodbond: Enemies take the penalty while within a number squares of the target equal to 2 + your Dexterity modifier.
The wind
whips around you and shrieks when you make your attack.
Encounter Primal, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and you push the target 2 squares and knock it prone.
Spiritbond: The number of squares you push the target equals your Strength modifier.
Special: Using this power doesn’t provoke opportunity attacks.
Your projectiles blacken in midflight, assuming a sinist
er cast that hints at the doom awaiting those struck by them.
Daily Primal, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Primary Target: One or two creatures
Primary Attack: Wisdom vs. AC, two attacks
Hit: 2[W] + Wisdom modifier damage per attack.
Miss: Half damage.
Effect: You conjure an arrow of misfortune in an unoccupied square adjacent to each target. Each arrow remains until the end of the encounter or until expended. Any creature that enters an arrow of misfortune’s square takes damage equal to your Wisdom modifier and you slide the creature 1 square (a creature can take this damage only once per turn). You can expend an arrow of misfortune by using the Arrows of Misfortune Attack power using the arrow of misfortune’s square
as the origin square for the attack.
Daily Primal, Weapon
Minor Action Ranged 5
Requirement: The power Arrows of Misfortune must be active in order to use this power.
Secondary Target: One creature
Secondary Attack: Wisdom vs. AC
Hit: 1[W] damage, and the target takes a -2 penalty to all defenses and attack rolls (save ends).
Your missile slams into the foe, causing its skin to bubble. Corrosive
ropes of slime then burst from it and burn your other enemies.
Daily Acid, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier acid damage, and the target and each enemy adjacent to it take ongoing 10 acid damage (save ends).
Miss: Half damage, and each enemy adjacent to the target takes 5 acid damage.
Effect: Any creature reduced to 0 hit points by this power dissolves into a puddle of corrosive slime that fills the creature’s space. Until the end of the encounter, any creature that enters that space or starts its turn there takes 5 acid damage. A creature can take this damage only once per turn.
You open a temporary rift to the Feywild. A vortex of beguilin
g magic lashes around the opening, dragging creatures toward it.
Daily Primal, Psychic, Teleportation, Weapon, Zone
Standard Action Area burst 1 within weapon range
Effect: The burst creates a zone that lasts until the end of the encounter or until you dismiss it as a minor action. Until the zone ends, you can use the Fey Sinkhole Attack power, using
a square within the zone as the origin square.
Daily Primal, Psychic, Teleportation, Weapon, Zone
Opportunity Action Close burst 1
Requirement: The power Fey Sinkhole must be active in order to use this power.
Trigger: A creature starts its turn within the zone
Target: The triggering creature in the burst
Attack: Wisdom vs. Will
Hit: 5 psychic damage, and the target is dazed until the start of its next turn. If the target leaves the zone before the end of its turn, you can use a free action to teleport the target to a square within the zone.
Your attack explodes into spirit raptors, which tear at your foe.
Daily Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Reflex. Make the attack three times.
Hit: 1[W] + Wisdom modifier damage.
Miss: Half damage.
Your projectile dissolves into a blast of san
d that lodges in your opponents’ eyes, causing unendurable fatigue.
Daily Primal, Sleep, Weapon
Standard Action Area burst 2 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is unconscious instead of dazed (save ends).
Miss: The target is dazed (save ends).
Thorny vines e
merge from your skin, promising pain to any who try to harm you.
Encounter Primal
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 bonus to AC, and any creature that hits you with a melee attack takes 10 + your Wisdom modifier damage.
The land we
lcomes you and your allies as old friends, allowing you easy passage.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target ignores difficult terrain until the end of your next turn.
Sustain Minor: The effect persists.
When you’re struck, ephemeral wings carry you to safety.
Encounter Primal
Immediate Reaction Personal
Trigger: An enemy damages you with a melee or a close attack
Effect: You fly a number of squares equal to your Wisdom modifier and must land in a square that is farther away from the enemy than where you started. This movement doesn’t provoke opportunity attacks.
Your missil
es shine with emerald light, and no earthly force can block your sight.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain darkvision, ignore concealment and total concealment, and are immune to the blinded condition.
Screeching eagles
join the fight, emerging from the spirit world to savage your foes.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
The missile punches through your enemy, dragging some of its viscera with
it as it slams into the ground. It can move, but it’s going to hurt.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If the target moves before the end of your next turn, it takes 5 damage and is dazed until the end of its next turn.
Bloodbond: The target also grants combat advantage until the end of your next turn.
Your enemy c
ollapses into a fluttering cloud of moths, which blind nearby enemies.
Encounter Polymorph, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 2d8 + Wisdom modifier damage, and you slide the target 3 squares. Until the start of your next turn, the target is insubstantial, and enemies are blinded while adjacent to it.
Spiritbond: The number of squares you slide the target equals 2 + your Strength modifier.
You send two mis
siles at the enemy, confident in the spirit’s power to guide them true.
Encounter Primal, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One or two creatures
Attack: Wisdom vs. AC, two attacks
Hit: 1[W] + 1d8 + Wisdom modifier damage.
Bloodbond: This attack deals extra damage equal to your Dexterity modifier.
Spiritbond: The target takes a penalty to attack rolls equal to your Strength modifier until the end of your next turn.
Miss: Make a ranged basic attack against any enemy within 5 squares of the creature you missed, using any square in the missed creature’s space for the attack’s origin square.
Your shot conjures a ghostly copse
that harries and hinders your foes while protecting you and your allies.
Encounter Primal, Psychic, Weapon, Zone
Standard Action Aura burst 2 within weapon range
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies, and any enemy that enters the zone or ends its turn there takes 15 psychic damage (an enemy can take this damage only once per turn). You and your allies have partial cover while in the zone.
Cunning sprites emerge from the Feywild to
dance with your enemies and draw them into danger across the battlefield.
Encounter Primal, Teleportation, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and you teleport the target 5 squares. One ally adjacent to the destination space can then make a melee basic attack against the target as an immediate reaction.
You draw a special arrow, inscribed w
ith bitter oaths, and launch it at your prey. Where it falls, anguish follows.
Daily Primal, Psychic, Weapon, Zone
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage plus 1d10 psychic damage.
Miss: Half damage.
Effect: The attack creates a zone in a burst 2 centered on the target’s space (save ends). The zone moves with the target, remaining centered on its space. Any enemy other than the target that starts its turn within the zone takes 5 psychic damage and is dazed until the start of its next turn.
When your missile strikes, blue and gr
een light plays across your foe briefly as you establish control over its mind.
Daily Charm, Primal, Reliable, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is dominated (save ends).
Special: You can use this power as a ranged basic attack.
Y
our projectile ignites with blue flames, spilling liquid fire wherever it falls.
Daily Fire, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 2d8 + Wisdom modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage.
Effect: Each enemy adjacent to the target takes 10 fire damage.
A well-placed sh
ot calls forth primal spirits that carry your enemy’s pain to your other enemies.
Daily Conjuration, Primal, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 1[W] + 2d8 + Wisdom modifier damage.
Effect: You conjure four avenging spirits in four different squares adjacent to the primary target. Each spirit can use the Fury Spirits Attack power, using the spirit’s square as the origin square. Once a spirit attacks, it disappears. It otherwise lasts until the end of the encounter.
A well-placed s
hot calls forth primal spirits that carry your enemy’s pain to your other enemies.
At-Will Conjuration, Primal, Weapon
Opportunity Action Close burst 1
Requirement: The Fury Spirits power must be activated in order to use this power.
Trigger: An enemy enters the spirit's square
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 5 + Wisdom modifier damage.
Your atta
ck causes vines to twist around your foe. They don’t let go until it has felt pain.
Daily Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 3d8 + Wisdom modifier damage. The target is then immobilized until it has taken at least 10 damage.
Miss: Half damage, and the target is immobilized until the end of your next turn.
Thorny vines erupt
from the earth and snake around your enemies, tearing at them as they try to escape.
Daily Primal, Weapon, Zone
Standard Action Area burst 2 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1[W] + 1d8 + Wisdom modifier damage, and the target is restrained (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any enemy that starts its turn within the zone takes 5 damage. Until the zone ends, you can use the Rending Vines Attack power, using a square withi
n the zone as the origin square.
Sustain Minor: The zone persists.
Daily Primal, Weapon, Zone
Free Action Close burst 1
Requirement: The power Rending Vines must be active in order to use this power.
Trigger: An enemy enters the zone
Target: The triggering enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 5 damage, and the secondary target is restrained (save ends).
Spirits guide your aim, helping you strike a distant foe.
Encounter Primal
Minor Action Personal
Effect: You gain a +5 power bonus to the next ranged attack roll you make before the end of your turn.
The earth opens up and welcomes you and your friend into its primal embrace.
Encounter Primal
Immediate Interrupt Melee 1
Trigger: You are targeted by an attack
Target: You or you and one ally
Effect: The targets are removed from play. At the start of your next turn, they each reappear in unoccupied spaces within 5 squares of the space you left.
For a time, you walk partly in the world and partly in the realm of the spirits.
Daily Primal, Stance
Minor Action Personal
Effect: Until the stance ends, you are phasi
ng.
Water bubbles up from the ground and creates a morass.
Daily Primal, Zone
Standard Action Area burst 5 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. Each square within the zone requires 2 extra squares of movement to enter. Creatures ignore this effect while flying.
Sustain Minor: The zone persists.
Yo
u whisper to the spirit housed in your arrow, calling it to seek out and destroy your foe.
Daily Primal, Stance
Minor Action Personal
Requirement: You must be wielding a bow.
Effect: You enter the seeking arrow stance. Until this stance ends, you regain the use of inevitable shot at the start of each of your turns.
When your projectile hits your enemy, long quills tear from it and fly outward.
Encounter Primal, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 1[W] + 2d8 + Wisdom modifier damage. Make a secondary attack that is an area burst 3 centered on the primary target.
Secondary Target: Each creature in the burst other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d8 damage, and the secondary target takes a –2 penalty to attack rolls (save ends).
As you attack, your body vibrates with a deep rumble tha
t transitions into a destructive roar from the spirit world and slams into your enemies.
Encounter Primal, Thunder, Weapon
Standard Action Area burst 2 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier thunder damage. Until the end of your next turn, the target is deafened and dazed, and each enemy adjacent to it is deafened.
The ground turns to mud beneath your enemy’s feet, trapping it in a quagmire.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage. Until the end of your next turn, the target is restrained, and enemies adjacent to it are slowed.
Special: You can use this power as a ranged basic attack.
Sparks fly from your
weapon as you hit your foe, which erupts in flames that grow worse when its allies attack.
Encounter Fire, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage. Until the end of your next turn, the target is immobilized and takes 5 fire damage whenever an enemy within 5 squares of it makes an attack.
Spiritbond: Add your Strength modifier to the fire damage.
You st
rike your foe in a sensitive spot, and if the foe retreats, the wound becomes more painful.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 2d6 + Wisdom modifier damage. Until the end of your next turn, the target takes 5 damage whenever it moves on its turn or uses an attack power.
Bloodbond: Add your Dexterity modifier to the damage the target takes whenever it moves on its turn or uses an attack
power.
Your attack changes an enemy into an irksome will-o’-wisp.
Encounter Polymorph, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + 1d8 + Wisdom modifier damage, and the target assumes the form of a Tiny wisp of light (save ends). In this form, the target gains a fly speed of 6 (hover) and is dazed, and it cannot use standard or minor actions. All of the target’s equipment transforms with it.
Effect: Any enemy within 5 squares of the target when you make the attack cannot teleport or use immediate actions until the end of your next turn.
You open the way to a starlit grotto into which you dispatch one opponent after another.
Daily Primal, Weapon, Zone
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. Will
Hit: 1[W] + 1d8 + Wisdom modifier damage, and the target is removed from play until the end of your next turn.
Effect: The attack creates a zone of difficult terrain in a burst 2 centered on the target. The zone lasts until the end of your next turn. Enemies in the zone grant combat advantage.
Sustain Minor: The zone persist
s until the end of your next turn, and you make the secondary attack.
Daily Primal, Weapon, Zone
No Action Ranged weapon
Requirement: The Fading Grotto power must be active in order to use this attack.
Secondary Target: One enemy in the zone that has not been targeted by this secondary attack
Attack: Wisdom vs. Will
Hit: The secondary target is removed from play until the end of your next turn.
At your comma
nd, tiny sparks grow into humanoid shapes formed from lightning that dance and scorch your enemies.
Daily Lightning, Primal, Weapon
Standard Action Ranged weapon
Primary Target: One or two creatures
Primary Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier lightning damage.
Miss: Half damage.
Effect: Make a secondary attack for each primary target. Each attack is an area burst 1 centered on a different primary target.
Secondary Target: Each creature in the burst other than the primary targets
Secondary Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier lightning damage.
From the
circle drawn with your weapon, slavering spirit beasts appear around you and shelter you from harm.
Daily Conjuration, Fear, Primal, Weapon
Standard Action Area burst 2 within weapon range
Effect: You conjure four spirit sentinels in four different unoccupied squares in the burst. The sentinels occupy their squares, and they last until the end of your next turn. The sentinels grant cover to you and your allies. As a move action, you can move a single sentinel to a square within 10 squares of you. While the sentinels persist, you can use the Slaverin
g Sentinels Attack power through them.
Sustain Minor: The sentinels persist.
Daily Conjuration, Fear, Primal, Weapon
Opportunity Action Melee 1
Requirement: The power Slavering Sentinels must be active in order to use this power.
Trigger: An enemy starts its turn adjacent to a sentinel
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage, and you push the target 5 squares from the sentinel.
An earsplitting crack sounds when you strike, sending thunder out in all directions.
Daily Primal, Thunder, Weapon
Standard Action Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier thunder damage.
Effect: Make a secondary attack that is an area burst 1 centered on the primary target.
Secondary Target: Each creature in the burst
Secondary Attack: Wisdom vs. Fortitude
Hit: 10 thunder damage, and the secondary target is dazed and slowed (save ends both).
A fetid wind carries your missile into the heart of your foes and delivers a sickening stench.
Daily Poison, Primal, Weapon, Zone
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 2d8 + Wisdom modifier damage, and the target and each enemy adjacent to it are dazed (save ends).
Effect: The attack creates a zone in a burst 1 centered on the target. The zone lasts until you dismiss it as a minor action or until the end of the encounter. Any creature that ends its turn within the zone takes 10 poison damage. As a move action, you can move the zone 4 squares.
Your m
issile takes root in the target, sprouting creeping vines that cause the target to stumble and fall.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 2d6 + Wisdom modifier damage, and the target is slowed until the start of your next turn. The first time the target takes damage while slowed by this power, the target is instead immobilized until the end of your next turn. The first time the target takes damage while immobilized by this power, the target falls prone.
Spirits of stone and soil rise in answer to your attack’s call and knock down your foes.
Encounter Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 2d6 + Wisdom modifier damage, and the target and all enemies within 2 squares of it fall prone.
Your pro
jectile rots as it flies toward your foe, until nothing but horrid maggots remain to feast on the foe.
Encounter Necrotic, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier necrotic damage, and the target and each creature adjacent to it are weakened until the end of your next turn.
Special: You can use this power as a ranged basic attack.
Your attack not only teleports your enemies but also leaves them visibly shaken.
Encounter Primal, Teleportation, Weapon
Standard Action Area burst 2 within weapon range
Target: Each enemy in the burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and you can teleport the target to a square within 3 squares of you. In addition, the target takes a -5 penalty to attack rolls until the end of your next turn.
Effect: Until the end of your next turn, when you hit an enemy with a ranged attack, you can teleport it to a square within 3 squares of you as a free action right after the attack. In addition, the target takes a -5 penalty to attack rolls until the end of your next turn.
Your projec
tile splinters into a cloud of razor-sharp icicles that rip flesh and then melt away in a crimson flood.
Encounter Cold, Primal, Weapon
Standard Action Area burst 2 within weapon range
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier cold damage. If the target moves more than half its speed on its next turn, it falls prone at the end of that turn.
Bloodbond: If the target moves at all on its next turn, it grants combat advantage until the end of your next turn.
The wound your we
apon inflicts gives birth to swarming black widows, causing your foe to fall back and ensnare its allies.
Encounter Poison, Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier poison damage, and you slide the target 2 squares. Each enemy adjacent to the target at the end of this movement is restrained until the end of your next turn.
Spiritbond: The number of squares you slide the target equals your Strength modifier.
The
foe you strike with your projectile warps and twists excruciatingly, the sight of which rattles your enemies.
Daily Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 2d8 + Wisdom modifier damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
Effect: Any enemy that can see the target and isn’t immune to fear takes a –2 penalty to attack rolls until the start of your next turn.
One after another,
your arrows fly toward your targets, but hit or miss, the arrows remain awaiting your command to strike again.
Daily Primal, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a bow.
Primary Target: One, two, or three targets
Primary Attack: Wisdom vs. AC, three attacks
Hit: 2[W] + Wisdom modifier damage per attack.
Miss: Half damage.
Effect: You conjure a biting wind arrow in an unoccupied square adjacent to each target. Each arrow remains until the end of the encounter or until expended. Any creature that enters a biting wind arrow’s square takes damage equal to your Wisdom modifier and you slide the creature 1 square. You can expend an arrow by using the Bi
ting Wind Attack power using the biting wind arrow as the origin square for the attack.
Daily Primal, Weapon
Minor Action Ranged 20
Requirement: The power Biting Wind Arrows must be active in order to use this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, you knock the target prone, and the target takes a -2 penalty to all defenses and attack rolls (save ends).
Jagged rocks burst forth in answer to your attack and close on your enemy, crushing it in a stony embrace.
Daily Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 3d8 + Wisdom modifier damage, and the target takes 10 damage whenever it moves on its turn (save ends).
Miss: Half damage, and the target takes 5 damage whenever it moves on its turn (save ends).
At your call
, spectral rhinos slam into your foes, and then you fire, taking advantage of the chaos unleashed by the stampede.
Daily Primal, Weapon
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage, and you knock the target prone.
Effect: You make a ranged basic attack with a +2 bonus to attack rolls for each target you hit with the close blast and a +5 bonus to damage rolls for each ta
rget you missed with it.
Heat flees the target of your attack, freezing the target solid.
Daily Cold, Primal, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + 2d8 + Wisdom modifier cold damage, and the target is restrained and gains vulnerable 10 to all damage (save ends both). In addition, any enemy that starts its turn adjacent to the target takes 5 cold damage and is slowed until the start of its next turn.
Miss: Half damage, and the target is slowed (save ends).