Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time.
At-Will
Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally’s attack hits, the target grants combat advantage until the end of your next turn.
Your spirit companion strikes a foe, drawing energy from the enemy and turning that energy into a protective shield.
At-Will
Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to your spirit companion.
Level 21: 2d8 + Wisdom modifier damage.
Howling spirits appear around your foe, distracting it from your ally’s attack.
At-Will
Implement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.
Level 21: 2d6 + Wisdom modifier psychic damage.
Roaring echoes from ancient caves and hollows accompany your spirit companion’s attack, infusing your allies with vitality.
At-Will
Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.
You dismiss your spirit companion, which flows into an ally and enables him or her to make a swift and sudden attack.
At-Wil
l Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.
You draw on the strength of your spirit companion, channeling a storm of primal power to attack your foe and aid an ally.
At-Wi
ll Implement, Primal, Thunder
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier thunder damage.
Level 21: 2d8 + Wisdom modifier thunder damage.
Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
As your spirit companion claws at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies.
At-W
ill Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier.
Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Level 21: 2d10 + Wisdom modifier damage.
You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion.
At-
Will Implement, Primal, Psychic, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage.
Level 21: 2d6 + Wisdom modifier psychic damage.
Effect: One ally within 2 squares of your spirit companion can shift 2 squares as a free action.
Your spirit companion harries your enemies, distracting them and giving you openings for your attacks. You and your allies can also draw on the spirit’s heightened senses for a moment.
At
-Will Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to your spirit companion.
Level 21: 2d8 + Wisdom modifier damage.
Winter spirits surround your enemy, ripping into it with spectral fangs and claws and calling your spirit companion to join the fray.
A
t-Will Cold, Implement, Primal, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage. You can teleport your spirit companion to a space adjacent to the target.
Level 21: 2d10 + Wisdom modifier cold damage.
You hurl brambles from the spirit world at your enemy and then cause them to sprout from your spirit companion, limiting the movement of nearby enemies.
En
counter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is slowed during that turn.
World Speaker Spirit: Any enemy that starts its turn adjacent to your spirit companion is instead immobilized during that turn.
Your spirit companion channels a mighty ancestor spirit as it attacks your foe and bolsters your allies’ defenses.
E
ncounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +2 power bonus to all defenses while adjacent to your spirit companion.
Your spirit companion channels the spirit of an ancestral warrior, which helps your spirit companion cover your allies’ retreat.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +5 bonus to all defenses against opportunity attacks while adjacent to your spirit companion.
With a snarl and a savage lunge, your spirit companion draws and holds the attention of a foe.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is marked by your spirit companion until the end of your next turn or until your spirit companion disappears.
Protector Spirit: The penalty to attack rolls that the target takes from being marked by this power equals 1 + your Constitution modifier instead of –2.
Your spirit companion sinks its claws into your foe, twisting the enemy off balance and leaving it open to an ally’s attack
.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. An ally adjacent to the target can make a melee basic attack against it as a free action.
Stalker Spirit: The ally gains a bonus to the attack roll equal to your Intelligence modifier.
Sands infused with desert fire pour out from your spirit companion, splashing an enemy with terrible flames as your companion dissipate
s.
Encounter Fire, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier fire damage, and the target gains vulnerable 5 fire until the end of your next turn.
Elemental Spirit: You and each ally adjacent to your spirit companion can choose to deal fire damage until the end of your next turn. This fire damage replaces an attack’s normal damage types.
Effect: Your spirit companion disappears.
A chilling mist streams from your spirit companion, coalescing around your enemies and allowing your allies to attack them more easi
ly.
Encounter Cold, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier cold damage. Until the end of your next turn, any ally who makes an area or a close attack that includes your spirit companion in the area of effect gains a +1 power bonus to the attack rolls of that attack.
Your spirit companion dives on your enemy and unleashes a bolt of lightning, which lingers momentar
ily.
Encounter Implement, Lightning, Primal, Spirit
Standard Action Melee spirit 1
Effect: Before the attack, you can move your spirit companion 3 squares.
Watcher Spirit: The number of squares you can move your spirit companion equals 2 + your Dexterity modifier.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. Until the end of your next turn, when any ally hits an enemy adjacent to your spirit companion, that enemy takes extra lightning damage equal to your Dexterity modifier.
An ancient bear spirit roars with thunder and channels its strength through your spirit companion to bolster your al
lies.
Encounter Implement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier.
Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby en
emies.
Encounter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier.
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion.
Effect: Make the attack one more time against the same target or a different one.
You call on the spirits of the seven winds. They roar over the battlefield, knocking aside a foe and sending other enemies
sprawling.
Daily Implement, Primal, Zone
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you slide the target 2 squares.
Miss: Half damage.
Effect: The attack creates a zone of swirling winds in a burst 1 centered on the target. The zone lasts until the end of the encounter. As a move action, you can move the zone 5 squares. As a minor action, you can slide each creature within the zone 1 square.
You call on the spirits of the frigid north to bite into your enemies and to carry away your a
llies’ ills.
Daily Cold, Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: Each ally in the blast makes a saving throw with a +5 power bonus.
Your spirit companion explodes in an obscuring cloud of dust, sand, and silt that blinds and stin
gs your foes.
Daily Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 1
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: The target is blinded (save ends).
Miss: The target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Your spirit companion disappears. The burst creates a zone that lasts until the end of your next turn. Squares within the zone are heavily obscured. Any enemy that starts its turn within the zone takes 5 damage.
Sustain Minor: The zone persists.
The spirit of the Great Watcher shows the path to victory, pointing out flaws in your enemy’s defenses while shoring up your comrade
s’ weaknesses.
Daily Primal
Standard Action Area burst 1 within 10 squares
Target: One or two allies in the burst
Effect: Each target can make a basic attack as a free action. Until the end of the encounter, any ally adjacent to your spirit companion doesn’t grant combat advantage.
Your spirit companion grows huge and solid, shaking off foes and shelteri
ng your allies.
Daily Implement, Primal, Spirit
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and the target falls prone.
Effect: Until the end of the encounter, allies adjacent to your spirit companion gain cover against ranged, close, and area attacks.
You summon the spirit of mountain headwaters to repeatedly cascade against enemies that approach your s
pirit companion.
Daily Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
Effect: The first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d6 extra damage to that enemy. The second time any ally hits an enemy adjacent to your spirit companion, the attack deals 2d6 extra damage to that enemy. The third time any ally hits an enemy adjacent to your spirit companion, the attack deals 3d6 extra damage to that enemy. This effect ends after the third attack hits or at the end of the encounter.
The form a spirit takes is a habit of mind. You overcome that habit and morph your spirit companion into a terrifying form, which you send
against your foe.
Daily Fear, Implement, Primal, Psychic, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage.
Effect: Until the end of your next turn, the target takes a -2 penalty to attack rolls against allies that are adjacent to your spirit companion.
Sustain Standard: Repeat the attack against the same or a different target.
You unleash a spirit of death, misery, and famine on your foe, leaving it
weak and listless.
Daily Implement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed and slowed and takes ongoing 5 psychic damage (save ends all).
Miss: The target is dazed until the end of your next turn, and it is slowed (save ends).
Effect: Until the end of the encounter, the target takes a –5 penalty to saving throws while adjacent to your spirit companion.
The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies an
d drowns your foes.
Daily Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
You shoot a barrage of poisonous
quills at your foes.
Daily Implement, Poison, Primal
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and ongoing 5 poison damage (save ends). Until this ongoing damage ends, your allies gain a +2 power bonus to attack rolls against the target.
The earth rises at your command, scattering your enemies and creating a bastion for
you and your allies.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: You slide the target 2 squares to a square outside the burst and knock the target prone.
Miss: You slide the target 1 square.
Effect: The burst creates a zone of protective earth that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain cover while within the zone.
Angry spirits lash out at the minds of your foes all around you and
your spirit companion.
Daily Implement, Primal, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst and each enemy adjacent to your spirit companion
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier psychic damage, and you knock the target prone.
Miss: Half damage.
You grant your spirit companion the mass and leverage it needs to drag a
companion to safety.
At-Will Primal, Spirit
Standard Action Close burst 20
Target: One ally in the burst adjacent to your spirit companion or one object in the burst you can lift adjacent to your spirit companion
Effect: You slide the target a number of squares equal to half your speed, and your spirit companion moves to a square adjacent to the target.
You take on a portion of
your ally’s injury.
Encounter Primal
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you takes damage
Target: The triggering ally
Effect: You and the target each take half of the damage.
Moisture gathers in the air around your spirit companion as you fuse its form with one of your allies to provide healing and a protective barr
ier against the elements.
Daily Healing, Primal, Spirit
Minor Action Melee spirit 5
Target: One ally
Effect: Your spirit companion disappears. The target gains resist 10 fire and regeneration equal to your Intelligence modifier until the end of the encounter or until you use call spirit companion.
Your spirit companion follows your enemies closely, preventing them fro
m escaping your wrath.
Encounter Primal, Spirit
Immediate Reaction Personal
Trigger: An enemy that started its turn adjacent to your spirit companion ends its movement no longer adjacent to your spirit companion
Effect: You move your spirit companion to a square adjacent to the triggering enemy.
Thin roots extend from your spirit companion to clothe you and your fri
ends in a protective layer.
Daily Primal, Spirit
Minor Action Close burst spirit 1
Target: You and each ally in the burst
Effect: Each target gains resistance to all damage equal to your Constitution modifier until the end of the encounter.
You whisper words of ancient power, causing your guardian spirits
to move as you command.
Encounter Primal
Minor Action Close burst 10
Target: Each of your shaman conjurations and zones in the burst
Effect: You move each target 5 squares.
The spirit of a golden owl alights on your ally’s shoulder and flutters off, carrying with it th
at friend’s aches and wounds.
Daily Healing, Primal
Standard Action Close burst 10
Target: One ally in the burst
Effect: The target regains hit points as if he or she had spent a healing surge.
The spirit of a magnificent cat overshadows you, lending
you and your allies its grace.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, allies within 3 squares of you can stand up as a minor action, and when any ally within 3 squares of you shifts, that ally can shift 1 extra square.
A gentle wind blows around your spirit companion and enhanc
es your allies’ ranged attacks.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you and your allies gain a +1 power bonus to ranged attack rolls against enemies adjacent to your spirit companion. In addition, as a free action you can end this power’s effect to grant one ally within 10 squares of you a +2 bonus to ranged attack rolls until the end of your next turn.
Seeing an ally in need, you sacrifice your spirit companion to gi
ve your ally a needed boost.
Encounter Primal, Spirit
Minor Action Area burst spirit 5
Target: You or one ally in the burst
Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
You invoke ancestral spirits of battle. Under their shadow, your
allies fight with greater might.
Daily Primal, Zone
Minor Action Area burst 5 within 10 squares
Effect: The burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, your allies gain a +1 bonus to attack rolls.
As your foes leap to attack, the spirit of Stormhawk lends quickness to your allie
s as they prepare for the assault.
Daily Primal
No Action Close burst 5
Trigger: You roll initiative at the beginning of an encounter
Target: You and each ally in the burst
Effect: You slide each target 3 squares. Each target can draw a weapon or an implement as a free action.
Your spirit companion lashes out in a savage attack, fil
ling your allies with ferocity.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, any ally adjacent to your spirit companion gains a power bonus to the damage rolls of melee attacks equal to your Wisdom modifier.
Your spirit companion catches your enemy in its jaws, holding it
steady for your allies’ strikes.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is immobilized until the end of your next turn.
Protector Spirit: Until the end of your next turn, your allies can flank enemies with your spirit companion, and any ally flanking an enemy with your spirit companion gains a bonus to attack rolls against that enemy equal to your Constitution modifier.
Your spirit companion enters your ally’s body, encasing your comrade in a stony sheath and sen
ding rocky shards flying outward.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Primary Target: One ally
Effect: Your spirit companion disappears, and the primary target gains resist 3 to all damage until the end of your next turn. Make an attack that is a close burst 1 centered on the primary target.
Elemental Spirit: The resistance equals 2 + your Intelligence modifier.
Secondary Target: Each enemy in the burst
Attack: Wisdom + 2 vs. AC
Hit: 2d6 + Wisdom modifier damage.
Your spirit companion dissolves when struck, leaving its mind behind to compel
your enemy to an undesired action.
Encounter Implement, Primal, Psychic, Spirit
Immediate Interrupt Melee spirit 1
Trigger: Your spirit companion is hit by a melee attack
Target: The triggering attacker
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and the target makes a melee basic attack against an enemy of your choice. Your spirit companion disappears, and you take no damage from the spirit companion disappearing.
With a rumbling growl, a panther spirit appears and strikes your foe with lightning before it vanishes. Your spirit companion channels the
panther’s swiftness to your allies.
Encounter Implement, Lightning, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier lightning damage. Until the end of your next turn, any ally adjacent to your spirit companion can shift as a minor action.
Stalker Spirit: Until the end of your next turn, any ally ignores difficult terrain in your spirit companion’s space and in squares adjacent to it.
A spirit of ice and flame freezes and burns your foe, and the spirit’s energies emanate from your spirit companion, making nearby en
emies vulnerable to further attacks.
Encounter Cold, Fire, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier cold and fire damage. Until the end of your next turn, any enemy adjacent to your spirit companion gains vulnerable 5 cold and vulnerable 5 fire.
Your spirit companion transforms into a cunning fox spirit and distracts your enem
ies, allowing your friends to attack.
Encounter Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: The target can make a basic attack as a free action. If that attack hits, a second ally adjacent to your spirit companion can make a basic attack as a free action.
Your spirit companion goes on th
e hunt, focusing entirely on its prey.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Stalker Spirit: You gain a +2 power bonus to the attack roll if no creatures are within 3 squares of the target.
Hit: 2d10 + Wisdom modifier damage, or 3d10 + Wisdom modifier damage if no creatures are adjacent to the target.Shaman Attack 3
Your spirit companion slavers at the scent of blood, and i
ts feral frenzy spreads to your allies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a +2 bonus to the attack roll.
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, any ally adjacent to your spirit companion gains a +2 power bonus to attack rolls and damage rolls against bloodied creatures.
Watcher Spirit: The bonus to attack rolls and damage rolls equals your Dexterity modifier.
As your spirit companion attacks your foe, the spirit ch
annels healing power into a nearby ally.
Encounter Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: The ally regains additional hit points equal to your Constitution modifier.
Your spirit companion becomes a creature of rock and earth, providing you a
nd your allies with a protective barrier.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier damage, and the target is pushed 2 squares.
Effect: Until the end of your next turn, you and your allies gain a +1 power bonus to all defenses while adjacent to your spirit companion.
World Speaker Spirit: The power bonus to all defenses equals your Constitution modifier.
Fire blossoms in your spirit companion and sends flaming cinders in
to the air to relax winter’s bitter grasp.
Encounter Fire, Implement, Primal, Spirit, Zone
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage.
Effect: Center a burst 2 on your spirit companion. The burst becomes a zone that lasts until the end of your next turn. Any ally that starts its turn in the zone and is slowed, immobilized, or taking ongoing cold damage makes a saving throw. On a success, one of those conditions ends.
With a low hum, your spirit companion fades and the essence of an ancient ancestor comes to your aid, invading the
minds of enemies foolish enough to stay close.
Daily Implement, Primal, Psychic, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier psychic damage, and the target grants combat advantage and cannot benefit from any concealment (save ends both).
Effect: Your spirit companion disappears, and the burst creates a zone that lasts until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls, and any enemy that ends its turn in the zone takes 5 psychic damage.
Sustain Minor: The zone persists until the end of your next turn.
The earth trembles, and a distant roar rumbles across
the battlefield as the World Serpent manifests.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of spectral coils that lasts until the end of the encounter. When any enemy hits an ally who is within the zone, that enemy takes damage equal to your Wisdom modifier.
The spirit of the great earth serpent rages beneath your enemies, knocking them to the ground and sending minor t
remors to topple them for the rest of the battle.
Daily Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: Each target drops prone whenever it is hit by an attack (save ends).
The spirits recall the ancient offenses done to the
world and vent their hatred through claw and fang.
Daily Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and you push the target 1 square from your spirit companion.
Effect: The burst becomes a zone that lasts until the end of the encounter or until your spirit companion is no longer present in the encounter. Any creature starting its turn in the zone takes 3 damage and you push the target 1 square from your spirit companion.
The shrieking desert winds gather about your spirit companion, which you then dismiss t
o unleash a storm that leaves your enemies reeling.
Daily Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Primary Target: Each enemy in the burst
Primary Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and you slide the primary target 3 squares. The primary target is dazed (save ends).
Effect: Your spirit companion disappears. The burst creates a zone that lasts until the end of your next turn. While the zone persists, you can use the Shrieking Wind Attack power using the burst’s origin square as the power’s origin square.
S
ustain Minor: The zone persists.
Daily Implement, Primal, Spirit, Zone
Opportunity Action Close burst 2
Requirement: The power Shrieking Wind Spirits must be active in order to use this power.
Trigger: An enemy ends its turn within the zone.
Secondary Target: The triggering enemy in the burst
Secondary Attack: Wisdom vs. Fortitude
Hit: You slide the secondary target 3 squares.
Your spirit co
mpanion tears into your enemy, promising a swift end.
Daily Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
Miss: Half damage.
Effect: When any ally misses the target with a melee attack, the target takes 5 damage and makes a saving throw. If that saving throw is successful, this effect ends. Otherwise, it lasts until the end of the encounter.
A wind sweeps over the area as a shining hawk spirit swoops down on your foe. As the spirit beats its wings, it creates gusts that li
ft your allies aloft, allowing them to move in safety.
Daily Implement, Primal, Radiant, Zone
Standard Action Close burst 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
Miss: Half damage.
Effect: The attack creates a zone of uplifting winds in a burst 3 centered on the target. The zone lasts until the end of the encounter. While within the zone, any ally can use a move action to shift 4 squares and ignore difficult terrain during the shift. As a move action, you can move the zone 5 squares.
A spirit of flame shields your ally from harm, lashin
g out at your command when the ally comes under attack.
Daily Fire, Implement, Primal
Standard Action Close burst 5
Target: One ally in the burst
Effect: The primary target gains 10 temporary hit points. Until the end of the encounter, the primary target gains resist 5 fire, and you can use the Spirit of the Shielding Fire Attack power.
A spirit of flame shields your ally from harm, las
hing out at your command when the ally comes under attack.
Daily Fire, Implement, Primal
Immediate Interrupt Ranged 5
Requirement: The Spirit of the Shielding Fire power must be active to use this power.
Trigger: An enemy hits the primary target with a melee attack
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage.
You fill your allies with the power of the blood spirits—primal
entities that thirst for violence, blood, and vengeance.
Daily Primal
Standard Action Ranged 5
Target: One or two allies
Effect: Each target can charge as a free action and deals 1d10 extra damage if the charge attack hits. In addition, until the end of the encounter, each target gains a +2 bonus to attack rolls and damage rolls when charging.
The spirit of a regal warrior clad in a chieftain’s robes utters a great battle cry and hews at your foe with an axe. Your allies, hea
rtened by the chieftain’s efforts, redouble their attacks.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and your allies gain a +2 bonus to attack rolls against the target.
A wind spirit twines around your spirit companion, allowing it to deliver a chilling s
trike against your foe or a restorative embrace to an ally.
Daily Cold, Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.
Hot winds sear and scatter your enemies, while you or your
spirit companion ride those currents across the battlefield.
Daily Fire, Implement, Primal
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier fire damage, and you slide the target a number of squares equal to your Wisdom modifier.
Miss: Half damage, and you slide the target 1 square
Effect: Before or after the attack, you slide yourself or your spirit companion a number of squares equal to your speed.
You invoke the spirit of the legendary tre
e of iron to grant your ally the endurance needed to survive.
Daily Primal
Minor Action Close burst 5
Target: One bloodied ally in the burst
Effect: The target gains resist 5 to all damage until the end of the encounter.
You lend your ally the aid of a fire spirit
, which burns more brightly as that ally defeats your enemies.
Daily Fire, Healing, Primal
Minor Action Ranged 5
Target: One ally
Effect: Until the end of the encounter, whenever the target reduces an enemy to 0 hit points, he or she regains 5 hit points, and each enemy adjacent to him or her takes 2 fire damage.
A comfortin
g hearth spirit settles over you, soothing you and your allies.
Daily Healing, Primal
Minor Action Close burst 3
Target: Each ally in the burst
Effect: Each target regains 1d6 hit points. Until the end of your next turn, you and your allies can use your second winds as a minor action while adjacent to your spirit companion.
Like a shep
herd, you guide your flock to swim through the sea of flesh.
Encounter Primal
Minor Action Close burst 2
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target can move through spaces occupied by your enemies.
Your spirit erupts in flames, shining with
coruscating light that empowers some of your allies’ attacks.
Encounter Primal, Spirit, Zone
Minor Action Close burst spirit 2
Effect: Your spirit companion disappears. The burst creates a zone that lasts until the end of your next turn. While within the zone, your allies gain a +2 power bonus to attack rolls with fire powers and radiant powers. In addition, whenever an ally hits with a fire power or a radiant power while within the zone, he or she gains temporary hit points equal to your Intelligence modifier.
You mer
ge your spirit companion with an ally to grow his or her strength.
Daily Primal, Spirit
Minor Action Area burst 5 centered on spirit companion
Target: You or one ally
Effect: You dismiss the spirit companion and you cannot use call spirit companion until the end of your next turn. The target can spend a healing surge and gains a +1 power bonus to attack rolls and a +2 power bonus to all defenses until the end of the encounter.
By sharing a part of your intellect with your spirit companion, your spirit companion gains the
ability to act independently and you can perceive with its senses.
Daily Primal, Spirit
Standard Action Ranged 20
Effect: Until the end of the encounter, you do not need line of sight or line of effect to your spirit companion, and can move your spirit companion beyond its normal range. You perceive the surroundings of your spirit companion as if you were in its place. You cannot make attacks through your spirit companion when you do not have line of effect to the spirit companion or when it is further than 20 squares away.
You cr
eate a shield of primal energy to protect your spirit companion.
Encounter Primal, Spirit
Immediate Interrupt Personal
Trigger: An enemy hits your spirit companion
Effect: Your spirit companion gains a +4 bonus to the defense targeted by the attack.
A spirit of the sun appears before you, casting a light on
your foes that makes it nearly impossible for them to hide from you.
Daily Primal, Zone
Minor Action Area burst 5 within 10 squares
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. You and your allies ignore cover, superior cover, concealment, and total concealment when attacking any enemy that is within the zone. While within the zone, any enemy takes a -5 penalty to Stealth checks.
A protective ancestor spirit appears and lays a healing hand on your ally. The spirit’s warding power flows
into your spirit companion, helping it defend your allies from attack.
Daily Healing, Primal
Minor Action Close burst 5
Target: One creature in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points. Until the end of the encounter, any ally adjacent to your spirit companion doesn’t grant combat advantage.
As your foe strikes you down,
you unleash your reserve of spiritual energy to invigorate your allies.
Daily Healing, Primal
Immediate Interrupt Close burst 10
Trigger: An enemy reduces you to 0 hit points or fewer
Target: Each ally in the burst
Effect: Each target can spend a healing surge. In addition, until the end of your next turn, each target gains a +2 bonus to attack rolls against the triggering enemy.
Your spirit companion ni
ps at the heels of your allies, motivating them to move in for the kill.
Daily Primal, Spirit
Minor Action Close burst spirit 1
Target: You and each ally in the burst
Effect: You slide each target a number of squares equal to your Wisdom modifier.
Primal energy surges into your allies to drive away harmful effects.
Encounter Primal
Minor Action Ranged 10
Target: One or two allies
Effect: Each target makes a saving throw.
Your foe is surprised to
be in the brutal embrace of your unexpectedly solid spirit companion.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn or until your target is not adjacent to your spirit companion at the end of any turn, the target is restrained.
As your spirit companion slashes your foe, tendrils of mist pour
from the wound, encircling nearby enemies and hampering their attacks.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, enemies take a –2 penalty to all defenses while adjacent to your spirit companion.
A vicious spirit of blood and wrath infuses your spirit com
panion, which howls in fury as it slashes your foe with claws and fangs.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier damage. Until the end of your next turn, any ally can score a critical hit on a roll of 18–20 while adjacent to your spirit companion.
Stalker Spirit: Until the end of your next turn, any ally gains a bonus to damage rolls equal to your Intelligence modifier while adjacent to your spirit companion.
Your spirit companion takes on an aspect of howling winds and lightning to
strike at your enemy while whirling a nearby ally into a better position.
Encounter Implement, Lightning, Primal, Spirit, Thunder
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier lightning and thunder damage, and one ally adjacent to your spirit companion can shift 5 squares as a free action.
Bright emerald motes fill th
e air around your spirit companion and lure your enemies to the companion.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and you pull the target 1 square toward your spirit companion. You dismiss your spirit companion.
Your spirit companion darts around the battlef
ield, looking for opportunities to help your allies deliver deadly attacks.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Effect: While any ally is adjacent to your spirit companion, he or she gains a +2 bonus to damage rolls for each enemy you hit with this attack. This effect lasts until the end of your next turn.
Your spirit companion changes into a flock of hunting eagles that swoop overhead, using the
ir talons to create openings for your allies and to drive your enemies away.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier damage.
Watcher Spirit: You slide the target 3 squares.
Effect: If you hit at least one target, you slide each ally in the burst 3 squares.
Your spirit companion transforms into a t
hrashing tide—a tidal wave to your foes and a guiding current to your allies.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Effect: Each ally in the burst gains a +3 bonus to speed until the end of your next turn.
World Speaker Spirit: Until the end of your next turn, each ally in the burst gains a bonus to all defenses against opportunity attacks equal to 2 + your Constitution modifier.
You dismiss your spirit companion and unleash wind and rain spirits that shriek as they descend on your enemies. Gusts o
f wind shove your allies about while slamming any enemies that come too close.
Encounter Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage.
Effect: Your spirit companion disappears, and you slide each ally in the burst 1 square. The burst creates a zone that lasts until the end of your next turn. Any enemy that ends its turn within the zone is dazed until the end of its next turn.
Your spirit companion carves a crimson rune in the flesh o
f your enemy, weakening that foe and leaving it vulnerable to an ally’s strike.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of your next turn. An ally adjacent to the target can make a melee basic attack against it as a free action with combat advantage.
Stalker Spirit: The ally gains a bonus to the damage roll equal to your Intelligence modifier.
A storm spirit l
ashes out at your enemy and then focuses its power around your spirit companion.
Encounter Implement, Lightning, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d12 + Wisdom modifier lightning and thunder damage. Until the end of your next turn, when you and your allies hit any enemy adjacent to your spirit companion, that enemy takes 1d6 extra lightning and thunder damage.
A whirling spirit of biting winds and driving snow lashes your enem
y. Its power funnels through your spirit companion to shield your ally from harm.
Encounter Cold, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier cold damage. Before the end of your next turn, as an immediate interrupt, you can grant an ally adjacent to your spirit companion a +4 bonus to AC against an attack that hits.
Protector Spirit: The bonus to AC equals 3 + your Constitution modifier.
A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. Th
e figure swings its club at your enemy and remains to give inspiration to your allies.
Daily Conjuration, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Effect: You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 squares.
You force a disagreeable spirit to bind itself to your enemy briefly, c
reating such discordance within the enemy that its companions lose their concentration.
Daily Implement, Primal, Psychic, Reliable
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier psychic damage. Until the end of the encounter, each enemy other than the target takes a –2 penalty to attack rolls and saving throws while within 5 squares of it.
An ephemeral creature of stealth, cunning, and deception leaps on your foe, attacking that enemy and keeping it off balance. Wh
en your enemy finally shakes the spirit off, the spirit moves on to bedevil another foe.
Daily Implement, Primal, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage.
Miss: Half damage.
Effect: The target is slowed and grants combat advantage (save ends both).
Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
Your spiri
t companion warps and writhes until it becomes something monstrous—a vision of vengeance.
Daily Primal, Spirit
Minor Action Ranged 20
Primary Target: Your spirit companion
Effect: Your spirit companion transforms into the spirit of vengeance until the end of the encounter or until your spirit companion is no longer present in the encounter. While in this form, your spirit companion gains resist 5 t
o all damage, and you can use the Enraged Spirit Attack power at will.
Daily Implement, Primal, Spirit
Standard Action Melee spirit 1
Requirement: The power Enraged Spirit must be active in order to use this power.
Secondary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d12 + Wisdom modifier damage, and if the secondary target deals any damage before the end of your next turn, it takes 1d12 extra damage.
Your spiri
t companion sacrifices itself in an explosion of energy, which tears into nearby creatures.
Daily Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is dazed (save ends).
Miss: Half damage.
Effect: Your spirit companion disappears, and you can’t call it back until after the end of your next turn.
You channel the many-armed
thri-kreen spirit through your ally, allowing him or her to strike with speed and ferocity.
Daily Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: The target can make a melee basic attack against up to four enemies adjacent to it as a free action.
When your spirit merges with your ally, the ground trembles and
knocks foes from their feet. That ally then assumes a rocky form that is slow but resilient.
Daily Implement, Polymorph, Primal, Spirit
Standard Action Melee spirit 1
Primary Target: One ally
Effect: Your spirit companion disappears. Until the end of your next turn, the primary target assumes the form of mountain’s might. While in this form, the primary target is slowed, gains resist 5 to all damage, and gains a power bonus to melee damage rolls equal to your Intelligence modifier. The primary target can end the effect as a minor action. Make an attack that is a close burst 1 centered on the primary target.
Secondary Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the secondary target falls prone.
Miss: Half damage.
Sustain Minor: The form of mountain’s might persists.
With a peal of thunder, a storm cloud laden with dancing bolts of lig
htning appears and lashes out at your foe, then lingers to empower the attacks of your allies.
Daily Implement, Lightning, Primal, Thunder, Zone
Standard Action Area burst 5 within 10 squares
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier lightning damage.
Effect: The burst creates a zone of thunder that lasts until the end of the encounter. Any ally deals 1d6 extra thunder damage when he or she hits an enemy that is within the zone.
You open a rift of flaring spiritual energy that blasts you
r enemies, strengthens your spirit companion, and enhances your ability to call on the spirits.
Daily Implement, Primal, Psychic, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. Your spirit companion gains a +2 power bonus to attack rolls against the target until the end of the encounter.
Miss: Half damage.
Effect: The blast creates a zone of flaring energy that lasts until the end of the encounter. While your spirit companion is within the zone, your spirit powers gain a bonus to damage rolls equal to your Wisdom modifier.
A spirit of a robed figu
re swings its scythe to harvest the enemy’s life, using that energy to heal you and your allies.
Daily Healing, Implement, Necrotic, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier necrotic damage, and the target gains vulnerable 5 to all damage (save ends).
Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends).
Effect: You and each ally within 10 squares of you regain 5 hit points.
A spirit of soil and rock erupts from the ground unde
r your foe. Its presence rallies your allies, who are invigorated by the spirit with each strike.
Daily Conjuration, Healing, Implement, Primal
Standard Action Ranged 10
Target: One creature
Effect: You conjure a spirit of the land in an unoccupied square adjacent to the target. The spirit lasts until the end of your next turn. The spirit occupies 1 square. Each square within 2 squares of the spirit is difficult terrain for your enemies. When any ally in those squares hits an enemy, that ally regains 5 hit points. An ally can regain hit points in this way once per round. As a move action, you can move the spirit 5 squares. When the spirit appears, it makes the following attack against the target.
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage.
Miss: Half damage.
Sustain Minor: The spirit persists.
Your enemies cannot bear the spirit world’s wonder, but your allies find themselves reinvigorated.
Daily Fear, Healing, Primal, Spirit, Zone
Minor Action Close burst spirit 3
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone moves with the spirit companion, remaining centered on its space. Enemies within the zone take a -2 penalty to attack rolls. Any bloodied ally that starts its turn within the zone regains 5 hit points.
Sustain Minor: Th
e effect persists.
A gust moves an ally or an enemy into position.
Encounter Primal
Minor Action Ranged 10
Target: One creature
Effect: You slide the target 3 squares.
You call a gentle wind that surrou
nds your spirit companion and extends outward to your allies, helping them overcome harmful effects.
Daily Primal
Minor Action Personal
Effect: The first time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw. The second time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw with a +1 bonus. The third time any ally fails a saving throw while adjacent to your spirit companion, the ally can reroll the saving throw with a +2 bonus. This effect ends after the third rerolled saving throw or at the end of
the encounter.
Spirits of earth rise up to protect your allies.
Daily Primal, Zone
Minor Action Area burst 1 within 5 squares
Effect: The burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, you can move the zone 5 squares.
You temporarily s
ap your spirit companion of its strength, transferring its power to bolster the life force of an ally.
Daily Primal, Spirit
Free Action Personal
Effect: Each ally adjacent to your spirit companion regains a healing surge, and your spirit companion is immediately dismissed and cannot be conjured again until the start of your next turn.
You awaken the slumbering spirits of the forest to protect your allies from harm.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to all defenses while within 5 squares of your spirit companion. In addition, when an enemy hits an ally within 10 squares of you, you can use an immediate interrupt to end this effect and grant that ally a +6 bonus to all defenses against the attack.
You send forth a call into the spirit world and summon a second companion to guide your way.
Daily Primal
Free Action Personal
Effect: Until the end of the encounter, you can use your call
spirit companion power to conjure a second spirit companion.
When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
A spirit of the moon—a creature of mist and shadow—conceals your allies.
Daily Primal, Zone
Minor Action Close burst 3
Effect: The burst creates a zone of glimmering lights and shadows that lasts until the end of the encounter. While within the zone, you and your allies gain concealment and can make Stealth checks to become hidden. As a move action, you can move the zone 5 squares.
You grant an ally the resilience of the mountains to sustain blows that would cripple another creature.
Daily Primal
Minor Action Ranged 5
Target: One ally
Effect: Until the end of the encounter, the target gains temporary hit points equal to your Wisdom modifier at the start of each of his or her turns.
Your spirit companion enters your ally’s body, and nothing remains of either except swirling dust.
Encounter Primal, Spirit
Minor Action Melee spirit 5
Target: One ally
Effect: Your spirit companion disappears. Until the end of your next turn, the target is insubstantial, and its space and any squares adjacent to it are lightly obscured.
You reach into the spirit wor
ld, weaving together strands of primal night to cloak yourself and your allies in a veil of invisibility
Encounter Primal
Minor Action Close burst 1
Target: You and each ally in the burst
Effect: Each target becomes invisible until he or she attacks or until the end of your next turn.
Slamming into your opponent, your spirit companion channels a spirit of iron and
earth. That spirit’s invulnerability flows through your spirit companion to protect you and your allies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain resist 5 to all damage while adjacent to your spirit companion.
Protector Spirit: The resistance equals 4 + your Constitution modifier.
Your spirit companion channels a spirit of good fortune as it attacks
your foe. For a moment, your spirit companion shares the blessing of that spirit with your nearby allies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage. Until the start of your next turn, if an ally adjacent to your spirit companion misses with an attack, you can use an immediate interrupt to allow that ally to reroll the attack.
Stalker Spirit: The ally gains a bonus to the new attack roll equal to your Intelligence modifier.
Your spirit companion’s vicious attack forces your enemy to take notice of it.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage, and the target is marked by your spirit companion until the end of your next turn or until your spirit companion disappears.
Protector Spirit: The penalty to attack rolls that the target takes from being marked by this power equals your Constitution modifier instead of –2.
Vengeful spirits hold your enemy fast to steal its strength for your allies to use.
Encounter Implement, Primal, Spirit
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and you knock the target prone.
Effect: Whenever you use healing spirit before the end of your next turn, each ally adjacent to your spirit companion gains a +2 power bonus to melee damage rolls until the end of his or her next turn.
A howling spirit of wind appears next to your foe and batters it with a
gale, then channels its essence through your spirit companion to whisk a nearby ally across the battlefield.
Encounter Implement, Primal, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and you slide the target 2 squares. You teleport one ally adjacent to your
spirit companion 5 squares.
Food for the spirits is sustenance for your friends.
Encounter Healing, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier damage. If this attack reduces the target to 0 hit points, an ally adjacent to your spirit companion regains hit points equal to one-half your level + your Wisdom modifier.
Winds gather around yo
ur spirit companion, which bursts into a zephyr that scatters your enemies and sends one of your allies flying.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and you slide the target 1 square.
Effect: Your spirit companion disappears. If you hit at least one target, one ally in the burst can fly 6 squares.
A swirling mote of shining light sears yo
ur foes, then channels healing power through your spirit companion, driving ill effects from one of your allies.
Encounter Implement, Primal, Radiant
Standard Action Ranged 5
Target: One or two creatures
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier radiant damage, and one ally adjacent to your spirit companion makes a saving throw with a +2 bonus.
Your spirit companion briefly melds with your ally, lending your comrade the eye of an accomplished hunter.
Encounter Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: The target makes a basic attack as a free action. If the attack hits, it deals maximum damage.
Stalker Spirit: The target gains a bonus to the attack roll and the damage roll equal to your Intelligence modifier.
As your s
pirit companion attacks, spirits that look like wisps of bluish gray smoke spew from it, disorienting nearby foes.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage. Until the end of your next turn, any ally who makes an area or a close attack that includes your spirit companion in the area of effect gains combat advantage against each target of that attack.
Yo
u summon a windstorm created from the war cries of a thousand ancient battlefields to batter and distract your foe.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage. Each enemy adjacent to your spirit companion grants combat advantage until the end of your next turn.
World Speaker Spirit: Until the end of your next turn, your allies gain a bonus to damage rolls against any enemy adjacent to your spirit companion equal to your Constitution modifier.
Your spirit c
ompanion passes through the heads of your foes like a whirlwind, scattering their thoughts and directing their movement.
Daily Implement, Primal, Psychic, Spirit
Standard Action Melee spirit 1
Effect: Your spirit companion can move 4 squares as part of this attack. During this movement, it can pass through squares occupied by your enemies.
Target: Each enemy whose space your spirit companion entered as part of this movement
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, you slide the target 1 square, and the target is dazed (save ends).
Miss: Half damage, and the target grants combat advantage to your allies until the end of your next turn.
A spirit of the f
orest smashes your enemy with its mighty branches. For the moment, your foe’s defenses are only as strong as the weakest.
Daily Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: After the attack, the target’s defenses all equal the lowest of its defenses (save ends).
Working with y
our allies, your spirit companion lunges in for a vicious attack against your enemy and then lends vigor to a nearby ally.
Daily Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage, or 5d8 + Wisdom modifier damage if at least one ally is adjacent to your spirit companion.
Miss: Half damage.
Effect: At the end of each of your turns until the end of the encounter, one ally adjacent to your spirit companion gains 5 + your Wisdom modifier temporary hit points.
The first wind of the south blew through a trackless desert, scattering san
d and gusting with bone-charring heat. Its spirit still races across the world, and you call it forth to aid you in battle.
Daily Fire, Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier fire damage.
Miss: Half damage.
Effect: You slide each ally in the blast to another space in or adjacent to the blast.
You call the powerful spirit of the
Primal Ocean, which crashes into your enemy before flowing into your spirit companion to yield its strength to your allies.
Daily Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage.
Miss: Half damage.
Effect: The first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d10 extra damage to that enemy. The second time any ally hits an enemy adjacent to your spirit companion, the attack deals 2d10 extra damage to that enemy. The third time any ally hits an enemy adjacent to your spirit companion, the attack deals 3d10 extra damage to that enemy. This effect ends after the third attack hits an enemy adjacent to your spirit companion or at the end of the encounter.
A great howl sweeps over the battle as a pack of spectral wolves bound from the spirit world to attack your foes.
Daily Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The target grants combat advantage, and an attack deals 1d6 extra damage to the target on a hit if the attacker i
s flanking the target (save ends both).
You command your spirit companion to pin your foe in place.
Daily Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier damage, and the target is immobilized (save ends).
First Failed Saving Throw: The target is restrained instead of immobilized (save ends).
Miss: Half damage, and the target is immobilized (save ends).
Thunder crashes over your foe as the storm guard
ian spirit appears. This spectral creature of dark storm clouds then surrounds your ally and avenges attacks against that ally.
Daily Implement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs Reflex
Hit: 3d10 + Wisdom modifier thunder damage.
Miss: Half damage.
Effect: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
Tree
s erupt from the ground, battering your enemies and allowing your allies to skirt around the trunks to reach superior positions.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of trees that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain cover while within the zone. When any ally starts his or her turn within the zone, you can use a free action to slide that ally 3 squares.
Your spirit companion disappears into the ground, where it awakens the angry earth and unleashes bubbling fire and molten rock.
Daily Fire, Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier fire damage, and the target grants combat advantage and takes ongoing 10 fire damage (save ends both).
Effect: Your spirit companion disappears. The burst creates a zone that lasts until the end of your next turn. Squares within the zone are lightly obscured. Any creature that ends its turn within the zone takes 10 fire damage.
Sustain Minor: The zone persists.
Each of your enemies sees the faces of fallen allies flicker across the visage of your spirit companion.
Daily Primal, Spirit
Minor Action Personal
Effect: Until the end of the encounter, an enemy that starts its turn adjacent to your spirit companion is weakened until the start of its next turn.
You call on the spirit of the great spider known as the Fate Weaver to craft a web of protection around an ally.
Encounter Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: The target gains a +5 bonus to all defenses until the end of your next turn or until it attacks.
As you feel an ally’s spirit begin to slip away, you shout a word of command that fills that ally with new life.
Daily Healing, Primal
Immediate Interrupt Close burst 10
Trigger: An ally within 10 squares of you fails a death saving throw
Target: The triggering ally in the burst
Effect: The target regains hit points equal to his or her blo
odied value.
Your spirit companion feints to put your foe in a better position for your ally’s strike.
Daily Primal, Spirit
Immediate Interrupt Melee spirit 1
Trigger: An ally adjacent to your spirit companion misses an enemy with an attack
Target: The triggering ally
Effect: The target can reroll the attack and gains a power bonus to the attack roll equal to your Intelligence modifier.
The gentle breeze swirling around your spirit companion intensifies, pushing your allies to confront an enemy.
Encounter Primal, Spirit
Minor Action Close burst spirit 1
Target: Each ally in the burst
Effect: Your spirit companion disappears. You slide each target a number of squares equal to yo
ur Intelligence modifier.
Your spirit companion unleashes a howl of courage that bolsters allies near it.
Daily Healing, Primal, Spirit
Minor Action Close burst spirit 3
Target: You and each ally in the burst
Effect: Each target regains hit points as if he or she had spent a healing surge. If the burst includes at least three enemies, each target regains additional hit points equal to your Wisdom modifier.
Drawing on the unity of body and spirit, you dissolve your flesh and reform it in the place where your spirit companion stood.
Encounter Primal, Spirit, Teleportation
Move Action Personal
Requirement: Your spirit companion must be within 10 squares of you.
Effect: You and your spirit companion trade places.
You call
the spirit of one of your warrior ancestors to merge with an ally, lending its battle knowledge and spiritual protection to your friend.
Daily Primal
Minor Action Close burst 5
Target: One ally in the burst
Effect: Until the end of the encounter, the target gains a power bonus to damage rolls equal to your Intelligence modifier. While the target is adjacent to your spirit companion, the power bonus increases by 2. In addition, when any enemy hits the target and deals damage, you can use an immediate interrupt to end this effect and make the attack deal half damage.
A tangled mass of branches, vines, and leaves provides defense against your enemies’ attacks and soothes your allies’ wounds.
Daily Conjuration, Primal
Minor Action Area wall 4 within 20 squares
Effect: You conjure a wall of branches and vines. The wall can be up to 2 squares high and must be on a solid surface, and it lasts until the end of your next turn. The wall provides superior cover, but creatures adjacent to it can make ranged attacks through it without taking the –5 penalty to attack rolls.
Entering a wall square costs 2 extra squares of movement. Any ally adjacent to the wall at the start of his or her turn gains 5 + your Constitution modifier temporary hit points.
Sustain Minor: The wall persists.
You weave primal forces to streng
then the bond between your spirit companion and another spirit it is channeling, allowing the connection to linger for a moment longer.
Encounter Primal
Minor Action Personal
Effect: If your spirit companion is granting any benefits until the end of this turn to allies adjacent to it, the benefits instead last until the end of your next turn.
Gentle winds fill the area, giving your allies the agility to spring to a better position after being attacked.
Daily Primal, Zone
Minor Action Area burst 5 within 10 squares
Effect: The burst creates a zone of wind that lasts until the end of the encounter. Whenever you or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, you can move the zone 5 squares.
A glow of regenerative light surrounds your allies and increases in intensity while they are next to your spirit companion.
Daily Healing, Primal
Minor Action Close burst 5
Target: One or two creatures in the burst
Effect: Until the end of the encounter, each target gains regeneration 5 while bloodied. The regeneration increases to 10 while the target is adjacent to your spirit companio
n.
Calling forth the spirits to gain their wisdom, you bind them to you so their aid continues for a time.
Daily Primal, Spirit
Minor Action Personal
Effect: Until the end of the encounter, after using speak with spirits you regain the use of speak with spirits at the end of your next t
urn.
Your spirit companion slams your enemy through the air, leaving it open for your allies’ ranged attacks.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier damage, and you slide the target 2 squares. Then move your spirit companion to a square adjacent to it, and each ally within 10 squares of the target can make a ranged basic attack against it as a free action.
Watcher Spirit: The allies gain a power bonus to the damage rolls of the ranged basic attacks equal to your Dexterity modifier.
Your spirit companion ch
annels the spirit of a behemoth with a lashing tail and knocks your foe to the ground. The behemoth spirit then empowers your nearby allies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and the target falls prone. Until the end of your next turn, while adjacent to your spirit companion, any ally can knock a target prone that he or she hits. If the target is already prone, it takes 1
d8 extra damage.
Your spirit companion dissolves into roiling black clouds that loose lightning and slashing rain.
Encounter Implement, Lightning, Primal
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier lightning damage, and the target is immobilized until the end of your next turn.
Elemental Spirit: You and each ally in the burst can choose to deal lightning damage until the end of your next turn. This lightning damage replaces an attack’s normal damage types.
Effect: Your spirit companion disapp
ears.
Your spirit companion slashes your foe, leaving it unbalanced and vulnerable to your ally’s attack.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage, and an ally adjacent to the target can make a melee basic attack against it as a free action. If that attack hits, the target is knocked prone.
Protector Spirit: If the target stands up on its next turn, an ally adjacent to it can make a melee basic attack against it as a free ac
tion.
Your spirit companion ranges ahead for a moment, attacking an enemy before retreating toward your allies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Stalker Spirit: You gain a +2 bonus to the attack roll if no creatures are within 3 squares of the target.
Hit: 3d8 + Wisdom modifier damage, or 4d8 + Wisdom modifier damage if no creatures are adjacent to the target.
Effect: After the attack, you can move your spirit companion 4 squares.
Two spirits—humano
id forms of granite—appear and batter your foes. They then channel power through your spirit companion to weaken the defenses of nearby enemies.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage. Until the end of your next turn, any enemy uses the lower of its AC and Reflex as its AC while adjacent to your spirit companion.
Stalker Spirit: The enemy instead uses the lowest of its AC, Fortitude, and Reflex as its AC.
Your spirit companion ch
annels a vengeful spirit as it lashes out at a foe. For a short time, the pain of other enemies flows through your companion to wrack that enemy.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. Until the end of your next turn, the target takes 1d6 damage when any ally hits an enemy, other than the target, that is adjacent to your spirit compan
ion.
Your spirit companion’s form wavers momentarily as a spear of brilliant energy lances from it toward your enemy.
Encounter Force, Implement, Primal, Spirit
Standard Action Ranged spirit 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier force damage.
A humanoid spirit form
ed of bark, vines, and roots appears and slams your enemy. Channeling power through your spirit companion, the spirit renews your allies’ strength.
Encounter Healing, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d6 + Wisdom modifier damage, and each ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: Each of the allies who spends a healing surge regains additional hit points equal to twice your Constitution modifi
er.
Thorny branches from thickets in the spirit realm erupt from your spirit companion to pierce and entangle your enemy.
Encounter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is restrained until the end of your next tu
rn.
Winter flees the fires wreathing your spirit companion, bringing new hope and zeal to the allies bathed in its glow.
Encounter Fire, Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage.
Effect: The burst becomes a zone that lasts until the end of your next turn. Any ally that starts its turn in the zone and is slowed, immobilized, or taking ongoing cold damage makes a saving throw for each such condition. On a success, that condition ends.
A spectral drum created by your ancestors manifests in your hands, thundering until you put it aside or until its power reaches a crescendo.
Daily Healing, Implement, Primal, Thunder
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier thunder damage.
Effect: One ally in the burst can spend a healing surge.
Sustain Standard: The size of the burst increases by 1, and you make the attack again. After you use the power as a close burst 3, it can’t be sustained.
A bear spirit appears amid your foes. It knocks one enemy aside and stands alert, ready to protect you and your allies with its vicious claws.
Daily Conjuration, Implement, Primal
Standard Action Close burst 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage, and you push the target 2 squares and knock it prone.
Miss: Half damage, and you push the target 1 square.
Effect: You conjure a bear spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, you can move the spirit 5 squares.
The spirit can flank enemies with you and your allies, and it can make opportunity attacks against your enemies: Wisdom vs. Reflex; 2d10 + your Wisdom modifier damage.
Your spirit transforms into a howling echo of death itself, assaults your enemies, consumes their life force, and channels it into primal power.
Daily Necrotic, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: Until the end of the encounter, any time an enemy within 2 squares of your spirit companion is reduced to 0 hit points or fewer, you gain a +2 power bonus on attack rolls until the end of your next turn.
Horns s
ound as the great khan—a champion of the primal forest who has never been defeated in battle—strides from the spirit world to lead your allies into the fray.
Daily Implement, Primal
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, you and your allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before your next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
Your elemental spirit breaks apart to become a storm of dust and wind that blinds your enemies and makes them more susceptible to attacks.
Daily Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is blinded and gains vulnerable 5 to all damage (save ends both).
Miss: Half damage, and the target gains vulnerable 5 to all damage (save ends).
Effect: Your spirit compan
ion disappears.
Darkness swirls out from your spirit companion, eroding your enemies’ defenses and stealing their life.
Daily Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. The target takes ongoing 5 damage and a -2 penalty to all defenses (save ends both).
Miss: Half damage, and you push the target 1 square from your spirit companion.
Effect: The burst becomes a zone that lasts until the end of the encounter or until your spirit companion is no longer present in the encounter. Any creature that starts its turn in the zone takes 5 damage and you push the target 1 square from your spirit companion.
The spirit of a great hunter appears and strikes at your foe with a mighty attack. It then bonds with an ally to continue the onslaught.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 5d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Choose an ally within range. That ally gains a +5 power bonus to damage rolls against the target until the end of the encounter. While that ally is adjacent to your spirit companion, add your Intelligence modifier to the power bonus.
A howling warrior bearing a greataxe leaps on your foe, shattering its defenses and urging your allies to greater glory.
Daily Conjuration, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d12 + Wisdom modifier damage, and the target takes a -4 penalty to AC (save ends).
Aftereffect: The target takes a -2 penalty to AC (save ends).
Miss: Half damage, and the target takes a -2 penalty to AC (save ends).
Effect: You conjure the spirit of the shield breaker in a square adjacent to the target. The spirit lasts until the end of the encounter. As a move action, you can move the spirit 5 squares. While adjacent to the spirit or in its space, you and your allies gain a +5 power bonus to damage rolls.
You call on the sp
irit of the Fate Weaver, a great spider said to have created the bindings between the planes, to wrap your foe in rock-hard spiderwebs and to protect your friend.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier damage, and the target is slowed and can’t gain combat advantage against any target (save ends both). The target takes a -5 penalty to saving throws against this effect.
Miss: Half damage.
Effect: Choose an ally within 10 squares of you. Until the end of the encounter, if any enemy hits that ally, that enemy is immobilized until the en
d of its next turn.
You call on Tree Father to punish your enemies for attacking and to reward your allies for fighting bravely.
Daily Healing, Implement, Primal
Standard Action Close blast 5
Target: One or two enemies in the blast
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and the target takes a –4 penalty to attack rolls (save ends).
Miss: Half damage.
Effect: Each bloodied ally in the blast regains hit points as if he or she had spent a healing surge.
Your spirit companion joins with a wind spirit to entwine your enemy in chilly currents. Your allies are then invigorated by this union.
Daily Cold, Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 5d10 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d12 additional hit points. The second ally to do so regains 2d12 additional hit points, and the third ally to do so regains 3d12 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.
You tap into the flow of primal energy and send vigor into your allies, allowing even the most grievous injury to knit in an instant.
Daily Healing, Primal
Minor Action Close burst 10
Target: Each ally in the burst
Effect: Each target gains regeneration 5 until the end of the encounter. The regeneration increases to 10 while a target is bl
oodied.
You reach into the spirit world and grasp your allies’ fleeing souls, returning them to their bodies so that they can fight on.
Daily Healing, Primal
Standard Action Close burst 5
Target: Each dead ally in the burst
Effect: Each target returns to life and spends a healing surge. Each target is also considered to have failed no death saving throws during this encounter.
The boundaries between the spiritual and the physical waver as you open a doorway to the spirit world to protect your allies from harm.
Daily Primal, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone of primal energy that lasts until the end of the encounter. While within the zone, you and your allies are
insubstantial.
You anchor your allies’ souls to their bodies, keeping them from shuffling off the mortal coil for a short while.
Daily Healing, Primal, Zone
Standard Action Area burst 2 within 10
Effect: Each ally within the burst can spend a healing surge. This burst creates a zone that lasts until the end of the encounter. While within the zone, you and your allies gain a +5 power bonus to death saves. Enemi
es within the zone cannot heal or regenerate.
You scatter medicinal herbs among your allies, healing body, mind, and spirit.
Encounter Healing, Primal
Minor Action Close blast 5
Target: Each ally in the blast
Effect: Each target can choose to either make a saving throw, spend a healing surge, or gain 20 temporary hit points.
Sensing an
ally about to cross through death’s veil, you call on earth spirits to keep the soul from departing. The spirits restore the ally to health, imbued with primal power.
Encounter Healing, Primal
Minor Action Close burst 20
Target: One dying ally in the burst
Effect: The target regains hit points as if he or she had spent a healing surge. Until the end of the encounter, the target is immune to effects that immobilize, restrain, or slow.
You dismiss your spir
it companion, using its power to cause sand to boil up from the ground. The sands consume your allies and deliver them to safety while leaving an area of unstable terrain.
Daily Primal, Spirit, Teleportation, Zone
Minor Action Close burst spirit 2
Target: Each ally in the burst
Effect: Your spirit companion disappears. You teleport each target 5 squares. The burst creates a zone of difficult terrain that lasts unti
l the end of the encounter.
The spirit of a legendary war leader settles on your form, inspiring your allies to mighty deeds.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, when any ally within 3 squares of your spirit companion spends an action point to make an attack and misses all targets with it, that ally regains the action point and can spend it again during this encounter.
You call on the spirit of the World Healer—the force that mended the world after the great war between the gods and the primordials—to tend to a wounded comrade.
Daily Healing, Primal
Minor Action Close burst 10
Target: One ally in the burst
Effect: The target regains all its hit points.
You dissolve your connection to your spirit companion for a short time so that it can infuse itself into the spirits of the area, expanding its influence on the world.
Daily Primal, Spirit, Zone
Minor Action Area burst 3 within 10 squares
Special: Your spirit companion must be in the burst.
Effect: Your spirit companion disappears (if you have multiple spirit companions, they all disappear). The burst creates a zone of spirits that lasts until the end of your next turn. Any effect that refers to being adjacent to or within a certain number of squares of your spirit companion instead applies to targets within the zone. You can’t use call spirit companion while the zone per
sists.
Sustain Minor: The zone persists.
Luminous spirits of ancestral tribal healers appear around your allies, tending their wounds.
Encounter Primal
Minor Action Close burst 2
Target: Each ally in the burst
Effect: Each target can make a saving throw against an effect that a save can end. A target who saves gains 1d10 + you
r Wisdom modifier temporary hit points.
Drawn by your spirit companion’s inviting aspect, your foes soon learn their error when it strikes.
Encounter Implement, Primal, Psychic, Spirit
Standard Action Close burst spirit 2
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage. You pull the target 1 square toward your spirit companion, and the target is dazed until the end of your next turn. Y
ou dismiss your spirit companion.
Your spirit companion looms tall and solid enough to pick up one of your foes and use it to batter another.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Effect: Until the end of your next turn, your spirit companion grows to size Large. If your spirit companion has insufficient space to increase in size, this power automatically fails.
Primary Target: One creature of Large size or smaller
Primary Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, your spirit companion grabs the target. Make a secondary attack.
Secondary Target: One creature adjacent to your spirit companion or to the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target falls pr
one. The primary target also takes 5 + Wisdom modifier damage.
Your spirit companion wounds your foe and then ruthlessly pursues your enemies.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage. Until the end of your next turn, enemies take a –4 penalty to all defenses while adjacent to your spirit companion. In addition, if an enemy starts its turn adjacent to your spirit companion but does not end that turn adjacent to it, you can use a free action at the end of that turn to move your spirit companion a number of squares equal to your speed to a square that
is nearer to that enemy.
As your spirit moves, it transforms into a rolling boulder that smashes through your enemies’ ranks before disappearing.
Encounter Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and you knock the target prone.
Elemental Spirit: The burst creates a zone of difficult terrain that lasts until the end of the encounter or until you use call spirit companion.
Effect: Your spirit companion disappears.
Your spirit companion briefly appears as a monstrous bear as it mauls your foe. The spirit’s protective power wards your allies from your enemies’ attacks.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage. Until the end of your next turn, any ally takes half damage from any source while adjacent to your spirit companion.
Protector Spirit: Each ally adjacent to your spirit companion gains temporary hit points equal to 5 + your Constitution modifier.
Your spirit companion is filled with the spirit of the relentless hunter as it ferociously rakes your enemy. For a short time, your allies are filled with a similar ferocity.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier damage. Until the end of your next turn, when any ally adjacent to your spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 damage.
Stalker Spirit: The damage on an ally’s mis
s equals 1d10 + your Intelligence modifier.
Your spirit companion launches into the sky, diving on your enemies and herding them toward your allies.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and you slide the target 2 squares. The target grants combat advantage to your allies until the end of your next turn.
Watcher Spirit: Until the end of your next turn, the target can’t gain the benefits of cover again
st your allies.
Your spirit companion leaps among your enemies and makes furious attacks, which inspire your allies to strike just as viciously.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier damage.
Effect: After each attack roll, you can move your spirit companion a number of squares equal to your speed. Roll a d6 for each target you hit and total the rolls. Until the end of your next turn, your allies gain a bonus to damage rolls equal to the result while adjacent to your spirit companion.
Stalker Spirit: Add your Intelligence m
odifier to the bonus to damage rolls.
A black bird swoops over your foe—a sign of ill omen, signifying that your enemy’s death is at hand.
Encounter Implement, Primal, Psychic
Standard Action Close burst 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d8 + Wisdom modifier psychic damage. Before the end of your next turn, you roll a d20 the next time the target is hit by an attack that isn’t a critical hit. If you roll 15 or higher, that at
tack becomes a critical hit.
Your spirit companion transforms into a cluster of leaping ram spirits, which empower your allies to charge your foes.
Encounter Primal, Spirit
Standard Action Close burst spirit 2
Target: Each ally in the burst
Effect: Each target can charge an enemy as a free action, with a +4 power bonus to the attack roll and a +5 bonus to the damage roll. If the charge attack hits, the target pushes the enemy 3 squares.
Protector Spirit: The number of squares the target pushes the enemy equals 2 + your Constituti
on modifier.
Your spirit companion manifests the essence of the impassable mountain, forming an impenetrable barrier against your foes
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 3
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, the target is restrained and can’t teleport.
World Speaker Spirit: Until the end of your next turn, your allies gain a bonus to attack rolls against the target equal to your Constitution modifier.
Shrieking bird
spirits of thunder and lightning descend on your foes, battering them as the planar winds from the spirits’ wings flow through your spirit companion, allowing your allies to teleport.
Encounter Implement, Lightning, Primal, Teleportation
Standard Action Ranged 10
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier lightning and thunder damage. If either attack hits, you can teleport each ally adjacent to your spirit companion 10
squares.
Your spirit companion dissolves into acrid green clouds that wash the battlefield with acid rain and funnel life from your enemies into your allies.
Daily Acid, Healing, Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier acid damage, and the target takes a -2 penalty to all defenses and ongoing 15 acid damage (save ends both).
Effect: Your spirit companion disappears. The burst creates a zone that lasts until the end of your next turn. Squares within the zone are lightly obscured. Any creature that ends its turn within the zone takes 15 acid damage. Whenever this zone reduces a nonminion enemy to 0 hit points, one ally you can see can spend a healing surge.
Sustain Minor: The zone p
ersists.
The towering spirit of a master of the wild hunt appears above you and blows a horn, shaking your foes’ resolve and calling your allies to battle.
Daily Fear, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 5d6 + Wisdom modifier psychic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: Each ally in the blast gains a power bonus to damage rolls equal to your Intelligence modifier, and creatures that are slowed or immobilized grant combat advantage to them. T
hese effects last until the end of the encounter.
A spirit of iron impales your foe with an iron spike, then creates an area where your allies can stand fast.
Daily Implement, Primal, Zone
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The attack creates a zone that is a burst 5 centered on the target. The zone lasts until the end of the encounter. While within the zone, any ally gains a +2 po
wer bonus to AC and can negate being pulled, pushed, or slid.
A ring of stone spirits forms in front of you, and a calming haze washes over those inside it.
Daily Implement, Primal, Psychic, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn.
Effect: The blast creates a zone of tranquility until the end of your next turn. Creatures within the zone take a penalty to attack rolls equal to your Constitution modifier. Your allies don’t take this penalty while adjacent to your spirit companion.
Sustain Minor: The zone pe
rsists.
The ground trembles as your spirit companion gathers power to complete its transformation into destruction incarnate. Where it goes, ruin follows.
Daily Implement, Primal, Spirit
Minor Action Ranged 20
Target: Your spirit companion
Effect: Your spirit companion transforms into the spirit of destruction until the end of the encounter, until you di
smiss it, or until it is destroyed. While in this form, your spirit companion gains resist 10 to all damage, and you can use the Spirit of Destruction Attack at will.
Daily Implement, Primal, Spirit
Standard Action Melee spirit 3
Requirement: The power Spirit of Destruction must be active in order to use this power.
Secondary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d12 + Wisdom modifier damage. You push the secondary target 2 squares away from your spirit companion, and you knock the target prone.
Your spirit companion leaps at your foe’s head, shrinking as it travels until it is just the right size to disappear into the enemy’s brain and take over.
Daily Charm, Implement, Primal, Psychic, Spirit
Standard Action Melee spirit 1
Target: One creature
Effect: Your spirit companion disappears.
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and the target is dominated (save ends). When the target saves against being dominated, your spirit companion appears in a space adjacent to the target.
Miss: Half damage, and the target makes a basic attack against a creature of your choice.
A spirit like a hyena appears and savages your foe’s mind, barking its eerie cackle. Its laugh continues to dumbfound your enemy as it moves to a different foe.
Daily Implement, Primal, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier psychic damage, and the target is stunned (save ends).
Aftereffect: The enemy nearest to the target is stunned (save ends).
Miss: Half damage, and the target is dazed and slowed (save ends both).
Aftereffect: The enemy nearest to the target is dazed and slowed (save ends both).
The spirit of the World Serpent emerges from the ground to pierce your foe with its fangs, pinning the foe to the ground. Tremors from the spirit’s movement shake the ground.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 5d8 + Wisdom modifier damage, and you knock the target prone. Whenever the target stands up, it takes 15 damage (save ends).
Aftereffect: Whenever the target stands up, it takes 10 damage (save ends).
Aftereffect: Whenever the target stands up, it takes 5 damage (save ends).
Miss: Half damage. Whenever the target stands up, it takes 10 damage (save ends).
Effect: At the start of the target’s turn, it and any enemy within 3 squares of it are knocked prone (save ends).
You call on the generosity of Stormhawk, sending your enemies crashing down with a blast of power and lifting you and your allies into the sky with primal grace.
Daily Implement, Primal
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier damage, and the target is slowed (save ends). A flying target crashes.
Miss: Half damage.
Effect: Until the end of the encounter, when you or any ally starts his or her turn within 5 squares of your spirit companion, that character gains a fly speed equal to his or her speed and can hover until the end of his or her next turn.
You drag your foe’s soul from its body and sever the connection, forcing your enemy to reestablish the link or perish. Your spirit companion then uses the foe’s life force to heal your allies.
Daily Healing, Implement, Necrotic, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier necrotic damage, and the target is knocked unconscious (save ends).
Each Failed Saving Throw: Each ally adjacent to your spirit companion regains 5 hit points.
Third Failed Saving Throw: The target drops to 0 hit points.
Miss: Half damage, and the target is dazed (save ends).
Each Failed Saving Throw: Each ally adjacent to your spirit companion regains 5 hit points.
Effect: Until the end of the encounter, any bloodied ally who starts his or her turn adjacent to your spirit companion regains 5 hit poi
nts.
You call on the spirit of the stormy western wind to hurl your enemies away, spinning them through the planar firmament and whisking your allies to safety.
Daily Implement, Lightning, Primal, Teleportation
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier lightning damage, and you teleport the target 10 squares.
Miss: Half damage, and you teleport the target 5 squares.
Effect: You teleport each ally in the blast 10 squares.
Shrieki
ng falcons with red feathers circle your foes, slashing at them with knifelike talons. Once the falcons have tasted blood, they channel their strength through your spirit companion to your allies.
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Wisdom modifier damage. Until the end of your next turn, any ally gains a +2 bonus to damage rolls while adjacent to your spirit companion.
Effect: Make the attack two more times against the same target or different ones. The bonus to your allies’ damage rolls increases to +4 if the attack hits twice and +6 if it hits three times.
Stalker Spirit: Your Intelligence modifier is a
dded to the bonus to damage rolls.
A mote of white fire emerges from your spirit companion. Its radiance burns an enemy and sweeps away your allies’ ills.
Encounter Fire, Implement, Primal, Radiant, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier fire and radiant damage. Until the end of your next turn, each ally gains a +5 bonus to saving throws while adjacent to your spirit companion.
Protector Spirit: The bonus to saving throws equals 3 + your Constitution
modifier.
Your spirit companion is filled with the battle wisdom of the great hunter spirit as it rends your foe and then lends that wisdom to a nearby ally.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage. One ally adjacent to your spirit companion gains a +5 bonus to at
tack rolls until the end of your next turn.
Your spirit companion becomes a cyclone, which distracts your enemies and gives your allies more chances to strike.
Encounter Implement, Primal, Spirit
Standard Action Close burst spirit 3
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn, the target provokes opportunity attacks when it makes any attack.
World Speaker Spirit: Until the end of your next turn, the target takes a penalty to attack rolls equal to your C
onstitution modifier.
Green shoots sprout up from the earth and bind your foes in place. Where they hold your enemy, they drain away strength and bestow it onto your allies.
Encounter Healing, Implement, Primal
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Wisdom vs. Fortitude
Hit: The target is immobilized and weakened until the end of your next turn.
Effect: Whenever you use healing spirit before the end of your next turn, each ally adjacent to your spirit companion gains a +5 power bonus to mele
e damage rolls until the end of his or her next turn.
Your spirit companion launches a deadly attack, forcing your enemy to pay attention to it or suffer more wounds.
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage, and the target is marked by your spirit companion until the end of your next turn or until your spirit companion disappears. Until the mark ends, whenever the target makes an attack that doesn’t include your spirit companion as a target, the target takes 2d6 damage.
Protector Spirit: The penalty to attack rolls that the target takes from being marked by this power equals your Constitution modifier instead of –2.
You call on the spirit of the great sky hunter to slay your foe. As the spirit’s shadow moves across the battlefield, your foe’s attention is drawn to the danger lurking above.
Encounter Implement, Primal, Spirit
Standard Action Ranged spirit 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage. Until the end of your next turn, your allies gain a +2 bonus to ranged attack rolls against the target while they are adjacent to your spirit companion.
Watcher Spirit: The bonus to ranged att
ack rolls equals 1 + your Dexterity modifier.
Your spirit companion merges with your ally, causing your comrade to erupt in flames as he or she delivers a sudden attack.
Encounter Fire, Healing, Primal, Spirit
Standard Action Melee spirit 5
Target: One ally
Effect: Your spirit companion disappears. The target can use a free action either to make a melee basic attack or to charge. If this attack hits, the target deals 2d10 extra fire damage and can spend a healing surge.
Elemental Spirit: If the target’s
attack hits, each enemy adjacent to the target takes fire damage equal to your Wisdom modifier.
Your spirit companion feasts on the enemy, gaining health for your friends.
Encounter Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d10 + Wisdom modifier damage. If the attack reduces the target to 0 hit points, you and your allies regain hit points equal to one-half your level + your Wisdom modifier if adjacent to your spirit companion.
A spirit eld
er clad in robes and bearing a staff appears next to your foe. Lightning arcs from the spirit’s hands to shock that foe. The spirit lends counsel to your allies, ensuring that their efforts are not wasted.
Encounter Implement, Lightning, Primal
Standard Action Close burst 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier lightning damage, and the target is dazed until the end of your next turn. Any ally adjacent to your spirit companion who doesn't hit with an encounter attack power before the end of your next turn does not expend the use of that power.
An ancient leader of your people emerges from the spirit realm to strike your enemy, imparting knowledge of your foes’ weaknesses to your spirit companion before returning to its honored place.
Encounter Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage. Until the end of your next turn, your allies gain a +5 power bonus to attack rolls and damage rolls with at-will attack powers while adjacent to your spirit companion.
Time seems to freeze for a moment as everything goes quiet. Death itself, the ender of all things, has entered the fray, wracking your foe with pain that only intensifies as others fall.
Daily Implement, Necrotic, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 7d10 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends).
Aftereffect: When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 n
ecrotic damage (save ends).
You dismiss your spirit companion and use its power to call forth the world spirit’s tattered remnants, empowering your allies to launch a brutal assault.
Daily Primal, Spirit
Standard Action Close burst spirit 2
Target: Each ally in the burst
Effect: Your spirit companion disappears. Each target can make a basic attack as a free action. If this attack hits, the target of the attack
is stunned and takes ongoing 10 damage (save ends both).
All around you, confusion reigns as you redirect creatures’ instinctual urges of violence toward opponents of your choosing.
Daily Primal
Standard Action Personal
Effect: As the first action of each of your turns until the end of the encounter, you can use a free action to cause one creature within 2 squares of your spirit companion to make a basic attack as a free action against another creature of your choice.
A wave of snake spirits surges forth to devour your foes and aid your allies in battle. The serpents impart their agility to your allies, allowing them to attack with lightning speed.
Daily Implement, Primal, Zone
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The blast creates a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat advantage against each enemy, and can use an opportunity action to make a melee basic atta
ck against any enemy adjacent to him or her that shifts.
A spirit of burning hatred enters your foe and consumes it from the inside. When your enemy falls, your allies rejoice.
Daily Fire, Healing, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier fire damage, and ongoing 15 fire damage (save ends). If this power reduces the target to 0 hit points, each ally adjacent to your spirit companion can spend a healing surge.
Miss: Half damage, and ongoing 10 fire damage (save ends).
Effect: Until the end of the encounter, when any ally adjacent to your spirit companion hits an enemy, that enemy takes ongoing 5 fire damage (save ends).
At the end of the war betwee
n the gods and the primordials, the primal forces forged a sacred compact that established the laws of nature. As you call on the power of that compact to ravage your foe, your ally swears an oath to slay your enemy.
Daily Implement, Primal, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 7d6 + Wisdom modifier psychic damage.
Miss: Half damage.
Effect: Choose an ally within 10 squares of you. Until the end of the encounter, that ally gains a +2 bonus to attack rolls against the target. Whenever the ally damages the target, this bonus increases by 1 to a maximum of +10. If the ally doesn’t attack the target during his or her turn, the bonus decreases by 2 to
a minimum of +0.
Patches of red and green vines spring up from the ground, tangling your enemies. You can destroy a vine to release the primal energy it holds, healing a nearby ally.
Daily Conjuration, Healing, Implement, Primal
Standard Action Close burst 5
Effect: You conjure vines in four unoccupied squares in the burst. The vines last until the end of your next turn. When the vines appear, each vine makes the following attack. As a standard action, you can cause each vine to make the attack again. A creature can be hit by this power only once per round.
Target: One creature adjacent to the vine
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage, and the target is restrained (save ends).
Sustain Minor: The vines persist, and you can destroy a vine. If you do so, one ally in that square or adjacent to it can either spend a healing surge or regain 20 hit points.
You call to the spirits that linger at the edge of the world and maintain the barriers of the planes. The spirits heed your call, smiting your enemies and guarding your allies from attack.
Daily Implement, Primal, Zone
Standard Action Area burst 3 within 10 squares
Target: One creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 4d10 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of mist that lasts until the end of the enco
unter. While within the zone, you and your allies are insubstantial. As a move action, you can move the zone 3 squares.
A fresh breeze swirls around your enemy, confounding its attacks.
Daily Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target takes a –2 penalty to saving throws, and the damage from its damage rolls is reduced to 0 (save ends both).
Miss: The target is weakened (save ends).