You hurl a globe of acid at a distant enemy.
At-Will
Acid, Arcane, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier acid damage.
Level 21: 2d10 + Charisma modifier acid damage.
Special: This power can be used as a ranged basic attack.
You lob a blast of fire past intervening foes that scorches them on the way to your target.
At-Will
Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire damage. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier.
Increase damage to 2d8 + Charisma modifier at 21st level.
A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through.
At-Will
Arcane, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier radiant damage.
Level 21: 2d4 + Charisma modifier radiant damage.
Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. The first time each turn that an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier.
You fling your arm in a wide arc, casting liquid fire at your foes.
At-Will
Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire damage.
Level 21: 2d8 + Charisma modifier fire damage.
Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
At-Wil
l Arcane, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage.
Level 21: 2d10 + Charisma modifier psychic damage.
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Charisma vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
A gust of frost hammers your foe and knocks it back.
At-Wi
ll Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier cold damage, and you push the target 1 square.
Level 21: 2d8 + Charisma modifier cold damage.
Special: This power can be used as a ranged basic attack.
As a beam of energy lances from your hand or eyes, part of it swirls around you as a temporary flickering shield.
At-W
ill Arcane, Implement, Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.
1. Cold
2. Fire
3. Force
4. Lightning
5. Radiant
6. Thunder
Level 21: 2d10 + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.
Your blade flashes into action in a painful riposte as your innate magical power flows into it.
At-
Will Arcane, Varies, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dagger.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If the target hits or misses you with a melee attack before the start of your next turn, it takes damage equal to the extra damage from your Spell Source class feature. This damage is of a single type to which you have resistance arising from your Spell Source class feature.
Increase damage to 2[W] + Charisma modifier at 21st level.
Special: You can use this power in place of a melee basic attack.
A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy.
At
-Will Arcane, Implement, Necrotic, Psychic
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage.
Sorcerer-King Pact: If you spend your fell might, the target takes 1d8 extra damage.
Lightning strikes your foe and then ricochets to another enemy.
A
t-Will Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage. An enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier.
Level 21: 2d8 + Charisma modifier lightning damage.
Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.
The thunder of your steps batters your foe.
At-Will Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage.
Level 21: 2d8 + Charisma modifier thunder damage.
Effect: Before or after the attack, you shift 1 square.
An eruption of psychic energy assaults your enemies’ minds, sending them staggering.
E
ncounter Arcane, Implement, Psychic
Standard Action Close burst 3
Target: One or two creatures in the burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier.
Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
Your foe stands at the center of a conflagration of your design.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. An enemy can take this damage only once per turn.
Your magical flame flows wherever your familiar points.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Active Familiar: If your familiar is adjacent to the target, you gain a +4 power bonus to the attack roll.
Hit: 2d10 + Charisma modifier fire damage.
Creaking ice envelops and hinders your enemy
.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier cold damage, and the target takes a -2 penalty to Reflex until the end of your next turn.
Violet mist bursts out from a spot on the battlefield. As your foes breathe in the fumes, they begin to reel in confusio
n.
Encounter Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target 1 square.
Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier instead of pushing it.
You launch tendrils of blue, crackling energy that knock your enemy to the ground and inhibit its moveme
nt.
Encounter Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning damage, you knock the target prone, and the target is slowed until the end of your next turn.
A ray of cold moonlight shines down from above, momentarily disorienting your oppon
ent.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target cannot shift until the end of its next turn.
Cosmic Magic: The target takes a -1 penalty on attack rolls until the end of its next turn.
Spectral claws strike out from your body, slashing at your foes and shoving them back
ward.
Encounter Arcane, Implement
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage, and you push the target 1 square.
Dragon Magic: If the target is bloodied, you push it 3 squares instead of 1.
You stab your enemy, then teleport around it and stab it again to hamper its ac
tions.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dagger.
Target: One creature
Primary Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Effect: You teleport to a square adjacent to the target and make a secondary attack.
Secondary Attack: Charisma vs. AC. If you hit with the primary attack, you have combat advantage for this attack.
Hit: The target is slowed and weakened until the end of your next turn.
You exhale mist that burns and disorients your foes, and a lingering fog obscur
es you.
Encounter Acid, Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier acid damage, and the target can’t gain combat advantage against any creature until the end of your next turn.
Dragon Magic: You gain concealment until the end of your next turn.
A shock wave of sound slams into th
e enemy.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier thunder damage, and you push the target 3 squares.
You emit the thundering roar of a hunting lion, deafening creatures
near you.
Encounter Arcane, Fear, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
A wave of multicolored light washes over your enemies, highlighting their we
ak points.
Encounter Arcane, Implement, Radiant
Standard Action Close blast 3
Active Familiar: You can choose a square in your familiar’s space instead of yours as the origin square for this attack.
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier radiant damage, and the target takes a -2 penalty to AC until the end of your next turn.
You create a small whirlwind that buffets creatures and knocks them off
their feet.
Encounter Arcane, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier damage, and you knock the target prone.
You shoot a ray of white light at your foe. The beam sears flesh and eyes, and it takes time for your enemy’s vision
to fully return.
Daily Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier radiant damage. Until the end of your next turn, the target is blinded. When the blinded condition ends, the target then treats each creature more than 5 squares away from it as having concealment (save ends).
Miss: Half damage. Until the end of your next turn, the target treats each creature more than 5 squares away fromit as having concealment.
You close your eyes and release your magic, relying on c
haos to guide it.
Daily Arcane, Implement ; Acid or Radiant
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier damage, and you can push the target a number of spaces equal to your Dexterity modifier. If you rolled an even number on the attack roll, the damage is acid. If you rolled an odd number on the attack roll, the damage is radiant.
Active Familiar: If the target is adjacent to your familiar, it takes 5 extra damage.
Miss: Half damage.
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at t
he time of impact.
Daily Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a -2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
You access the variety of cycles within the cosmos, randomly pulling out a fundamental force to blast
your enemy’s mind.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Roll a d6 to determine the attack’s additional benefit.
1–2: The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
3–4: The target is slowed (save ends).
5–6: The target is dazed (save ends).
Cosmic Magic: You choose the attack’s additional benefit instead of rolling.
Miss: Half damage.
A brilliant beam lances out to strike your
foe and befuddle it.
Daily Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 6d6 + Charisma modifier radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends).
Miss: Half damage.
Venomous fangs hurtle toward your foes, piercing their flesh and
then poisoning them.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier damage, and ongoing 5 poison damage (save ends).
Miss: 2d8 + Charisma modifier damage.
You take the energy of your enemy’s attack and channel it back toward your foe, knocking it aside and bi
nding it to the earth.
Daily Arcane, Implement
Immediate Reaction Close burst 10
Trigger: An enemy in the area hits you with an attack
Effect: Reduce the damage you take by an amount equal to your Charisma modifier.
Target: The triggering creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage, and the target is slowed (save ends) and slides 2 squares.
Miss: Half damage, and the target slides 1 square.
You summon a howling storm on the battlefield. The tempest’s thunder deafens your foes, and
its winds scatter them.
Daily Arcane, Implement, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage, and the target is deafened (save ends). You slide the target a number of squares equal to your Dexterity modifier.
Effect: The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes thunder damage equal to your Charisma modifier. As a move action, you can move the zone 3 squares.
Sustain MinorSorcerer Attack 1
A trio of icy javelins forms around you. One at a time, you send each spear shooting t
oward a different enemy.
Daily Arcane, Cold, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and ongoing 5 cold damage (save ends).
Miss: Half damage.
You exhale a blast of lightning at your foes. The lightning then forms a ring around you, re
pelling nearby attackers.
Daily Arcane, Implement, Lightning
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square.
Dragon Magic: The enemy also takes 5 lightning damage.
Sustain Minor: The effect persists.
You become a conduit for lightning. The pulsing energy ccumulates within your body, enabling you to
shock those who come near.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage, and you pull the target a number of squares equal to your Dexterity modifier.
Effect: Until the end of the encounter, each creature that starts its turn adjacent to you takes lightning damage equal to your Dexterity modifier. You can dismiss the effect as a free action.
You channel the power of the storm to bolster yourself against an attack and divert the
power to your next assault.
Daily Arcane
Immediate Reaction Personal
Trigger: You take cold, lightning, or thunder damage
Effect: Until the end of the encounter, you gain resistance to the triggering damage type equal to your Charisma modifier. Your next attack before the end of the encounter that deals the triggering damage type gains a +2 bonus to the attack roll.
You raise and then lower your hands, creating an obscuring shadow that cloaks
you and the area around you.
Daily Arcane
Minor Action Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.
You ward yoursel
f with a mantle of flame.
Encounter Arcane, Fire
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.
The alignment of elements withi
n you changes at your command.
Daily Arcane
Minor Action Personal
Effect: You can change the resistance granted by your Dragon Soul or Wild Soul to one of the other damage types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the damage type that you resist until the end of the encounter.
Level 11: Resist 10.
Level 21: Resist 15.
To make chaos work for you, you must exercise a bit of control, but not too much. On your next spell, you manage to achi
eve the outcome you desire.
Encounter Arcane
No Action Personal
Trigger: You use a sorcerer power that works differently depending on whether the attack roll is odd or even
Effect: You choose to treat that power’s attack roll as either odd or even, regardless of your actual roll.
You manipulate the chaos of battle surrounding an ally and tra
nsfer some of their luck to you.
Daily Arcane
Free Action Personal
Trigger: An ally within 10 squares makes an attack.
Effect: Before the ally makes his or her first attack roll for the triggering attack, choose 1–10 or 11–20. If the result on the die for the attack roll of the triggering attack is within the range selected, you gain a +5 power bonus to damage rolls until the end of your next turn. Otherwise, you gain a +2 power bonus to damage rolls until the end of your next turn.
You must have been in t
he right place at the right time.
Daily Arcane
Free Action Personal
Trigger: You miss a target with a sorcerer attack power.
Effect: Reroll the triggering attack roll. If you still miss the target even after the reroll, you take psychic damage equal to your Charisma modifier and regain the use of this power at the start of your next turn.
You shield yourself with armor shaped from the ro
ck, pebbles, and earth around you.
Daily Arcane, Elemental, Stance
Minor Action Personal
Effect: You assume the rock armor stance. Until the stance ends, you are slowed and gain resistance to all damage equal to your Charisma modifier.
You conjure a sphere of blazing hot flames, obscuring your form and damagi
ng enemies who tarry too close.
Encounter Arcane, Aura, Elemental, Fire
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of your next turn. You have partial concealment against enemies in the aura, and any creature that makes a melee attack against you or ends its turn in the aura takes fire damage equal to your Charisma modifier. A creature can take this damage only once per turn.
You exhale a magic-enhanced breath that briefly sends you and
an ally flying through the air.
Encounter Arcane
Standard Action Close burst 10
Target: You and one ally in the burst
Effect: Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.
You spin around, releasing a blaze of golden energy. As you finish your revolution, you disappear an
d reappear a short distance away.
Encounter Arcane, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to half your speed.
You allow your magic to flow toward your familiar so that
your next attack is more accurate.
Encounter Arcane
Minor Action Personal
Requirement: Your familiar must be in its active mode.
Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls against any creature adjacent to your familiar.
You bend space to
increase the extent of your spell.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers.
Invisibl
e forces aid you in mysterious ways.
Encounter Arcane
Minor Action Personal
Effect: You gain a +2 bonus to a skill check you make this turn.
You shape water into a foot-thick vertical wall that interferes wi
th attacks and movement for a short time.
Daily Arcane, Elemental
Minor Action Area wall 5 within 10 squares
Effect: You create a wall of water that lasts until the end of your next turn. The wall provides superior cover against attacks made through it. A creature must swim to move through the wall (Athletics DC 10). In addition, a creature passing through the wall gains vulnerable 5 cold until the end of its next turn.
Sustain Minor: The wall persists until the end of your next turn.
Special: If any part of the wall meets an area of liquid water at least 5 squares in size, you can increase the area to a wall 10.
Whirling air surrounds you, prote
cting you and obscuring your position.
Encounter Arcane, Elemental, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn. Creatures in the zone must spend 1 extra square for each square of movement toward you.
You contort your hand as if mimicking a monstrous claw. A black talon of acid then burst
s from thin air and swipes at your foe.
Encounter Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier acid damage, and the target takes acid damage equal to your Strength modifier at the start of its next turn.
Dragon Magic: Each creature adjacent to the target takes acid damage equal to your Strength modifier.
As lightning strikes your f
oe, thunder batters creatures around it.
Encounter Arcane, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier.
Your implement flashes with the colors of the rainbow, and as the light touches your f
oe, chaos distorts the creature’s nature.
Encounter Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier force damage.
Wild Magic: If you rolled an even number on the attack roll, the target loses all resistances until the end of your next turn.
Cords of flame leap fr
om your hands and entwine your foe’s body.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Active Familiar: If your familiar is adjacent to the target, the target grants combat advantage to you for this attack.
Hit: 2d8 + Charisma modifier fire damage, and the target is slowed until the end of your next turn.
Dragon Magic: This attack ignores fire resistance, but not immunity.
You surround yourself in a vorte
x of fire, which lashes out at nearby foes.
Encounter Arcane, Fire, Implement
Standard Action Close burst 2
Target: One, two, or three creatures in the burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier fire damage.
Effect: Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage. An enemy can take this damage only once per turn.
Shards of ice like the teeth of a dragon explode
among your foes, chilling and slowing them.
Encounter Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Your dagger is enveloped by electricity and you move with blinding speed, delivering a dozen shallow cu
ts to your opponent before it can even blink.
Encounter Arcane, Lightning, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2[W] lightning damage.
A cloud of poisonous vapor billows f
rom your mouth to sap your enemies’ endurance.
Encounter Arcane, Implement, Poison
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier poison damage, and the target takes a -2 penalty to Fortitude until the end of your next turn.
Dragon Magic: The penalty to Fortitude equals 1 + your Strength modifier.
You send a blast of searing sand at your foes. The assault flays their skin and throws
up a temporary curtain for you to hide behind.
Encounter Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage. Until the end of your next turn, you have concealment.
Your enemy falters as you tear at its soul. One of your allies, seeing the foe’s defiance vanish, can use th
e opportunity to deliver an invigorating attack.
Encounter Arcane, Implement, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Will
Hit: 1d10 + Charisma modifier or Constitution modifier psychic damage. The next one of your allies who hits the target with a melee attack before the end of your next turn gains temporary hit points equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, your ally’s attack need not be a melee attack.
A claw of force crushes your foe in its grip.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier force damage, and the target is immobilized until the end of your next turn.
Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier.
Weaving raw emotion into your spell, you
unleash a brutal attack against those around you.
Encounter Arcane, Cold, Implement, Lightning
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d10 cold and lightning damage, and you can push the target 1 square and knock it prone.
A cyclonic cloud of starry motes descends on the batlefield, following
your gesticulations to land in your enemies’ midst.
Encounter Arcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Cosmic Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier cold and thunder damage.
A sharp blow from your staff or dagger sends your foe flickering through the gaps betw
een worlds. When they emerge, they erupt in thunder.
Encounter Arcane, Implement, Teleportation, Thunder
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage, and roll a d6 to determine the distance you must teleport the creature. It must be teleported that many squares away from its original location. After the teleport, all creatures adjacent to the target take 5 thunder damage.
Chaos Sorcerer: You can choose to roll a d4, a d6, or a d8 for the distance of the teleport effect.
You call forth the force of the raging storm and shrieking gales. Wind ho
wls about your foes, buffeting them and sliding them.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity modifier.
Storm Magic: If you choose not to slide any targets, until the end of your next turn, you gain a fly speed equal to 1 + your Dexterity modifier, and you can hover.
You implant a bubble of acid in a foe a
nd hurl the foe into its allies. The bubble then explodes.
Daily Acid, Arcane, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: You slide the primary target 3 squares.
Effect: The primary target takes 2d6 acid damage. Make a secondary attack that is an area burst 1 centered on the primary target.
Secondary Target: Each creature in the burst
Secondary Attack: Charisma vs. Reflex
Hit: 2d6 acid damage.
Light flashes brightly from your blade, burning
your opponent’s eyes even as you lunge into another attack.
Daily Arcane, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dagger.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target is blinded (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
You fling a disgusting orb of green and ocher slime
that drenches your enemy with a debilitating, acidic poison.
Daily Acid, Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier poison damage.
Effect: The target takes ongoing 5 acid damage (save ends).
You burn your presence from the enemy’s mind so that when it t
ries to find you, you are gone, always one step out of reach.
Daily Arcane, Illusion, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier psychic damage, and the target treats you as invisible (save ends).
Miss: Half damage, and you are invisible to the target until the end of your next turn.
Effect: Until the end of the encounter, whenever the target makes an attack while you are invisible to it, it takes 5 psychic damage and you may teleport 5 squares as a free action.
The air around you turns deathly cold, and fro
st coalesces on your body, creating a protective shell of ice.
Daily Arcane, Cold, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to AC and Fortitude, and each creature that hits you with a melee attack takes cold damage equal to your Charisma modifier.
A chill winter moon appears overhead, and around it swims a myriad
of radiant stars. You can unleash the power of either on a foe.
Daily Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold or radiant damage. The damage type you choose determines the attack’s additional benefit.
Cold: The target is slowed and cannot shift (save ends both).
Radiant: You can spend one healing surge (even if you hit two targets).
Miss: Half damage (your choice of cold or radiant).
The blue flames that
engulf your foe make it more susceptible to the ravages of cold.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier fire damage, and the target gains vulnerable 10 cold (save ends).
Miss: Half damage, and the target gains vulnerable 5 cold until the end of your next turn.
Barb
s of force fly from your hands, pinning your enemy to the ground.
Daily Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier force damage, and the target is immobilized until the end of your next turn.
Miss: Half damage, and the target is immobilized until the end of your next turn.
Active Familiar: If you rolled an even number on the attack roll, you do not expend this power if you choose to deal no damage.
Your hold on your enemy’s mind le
ts you move your foe, tormented by spasms, around the battlefield.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. At the start of each of the target’s turns, you can slide the target 3 squares as a free action (save ends).
Miss: Half damage. At the start of each of the target’s turns, you can slide the target 1 square as a free action (save ends).
A bolt of lightning leap
s from your fingers to strike at your foe, twisting past obstacles.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex. The attack ignores cover and concealment, but not superior cover or total concealment.
Hit: 3d10 + Charisma modifier lightning damage.
Miss: Half damage.
You tap into chaos just as a foe is about to hit you. A greenish hue flicke
rs across your skin as you teleport away, then make your own attack.
Daily Arcane, Implement, Psychic, Teleportation
Immediate Interrupt Ranged 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy
Effect: Before the attack, you teleport your speed.
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Miss: Half damage.
Radiance pours down on an area, burning creatu
res within the light and revealing them to you in both body and mind.
Daily Arcane, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier radiant damage
Effect: The burst creates a zone of piercing light that lasts until the end of your next turn. You gain a +2 power bonus to Insight and Perception checks against each creature within the zone. Each enemy within the zone grants combat advantage. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
A thunderclap propels you into
the air, and you land with a deafening crack, pushing your foes away.
Daily Arcane, Implement, Thunder
Standard Action Close burst 1
Primary Target: Each creature in the burst
Primary Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage.
Effect: You jump a number of squares equal to your speed + your Charisma modifier. This movement does not provoke opportunity attacks. Then make a secondary attack.
Secondary Target: Each creature in the burst
Secondary Attack: Charisma vs. Fortitude
Hit: 2d6 thunder damage, and you push the secondary target 1 square.
You force additional energy into your spells.
Daily Arcane
Minor Action Personal
Effect: Until the end of your turn, increase the size of your arcane powers’ blasts and bursts by 1.
“Let’s take a chance—I’ ve got a good feeling about this one.”
Encounter Arcane
Free Action Personal
Trigger: An ally within 5 squares makes an attack.
Effect: Before the ally makes his or her first attack roll for the triggering attack, choose 1–10 or 11–20. If the result on the die for the attack roll of the triggering attack is within the range selected, you gain a power bonus to damage rolls against that target equal to 5 + your Charisma modifier until the end of your next turn.
You create a din of chaotic sounds, from a wolf ’s forlorn
howl to a dead sailor’s dirge. In the cacophony, you find temporary aid.
Daily Arcane
Minor Action Personal
Effect: Roll a d4 to determine the power’s effect.
1: You gain temporary hit points equal to 2d6 + your Charisma modifier.
2: You gain a +2 power bonus to all defenses until the end of the encounter.
3: Until the end of the encounter, each creature that attacks you takes 2d6 damage.
4: You gain all three of the benefits described above.
You hurtle forward on wings shaped from streamers of dancing energy.
Daily Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover.
Clouds emerge from your body, satura
ting the air. Fires no longer threaten you, and nearby flames are dampened.
Daily Arcane, Implement
Standard Action Close burst 10
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target gains resistance to fire equal to your Charisma modifier. Make an attack.
Target: One conjuration or zone that has the fire keyword
Attack: Charisma + 2 vs. the Will of the target’s creator
Hit: The target is destroyed. All its effects end, including those that a save can end.
You tweak the course of fate, turning ill luck into good fortune.
Encounter Arcane
Free Action Personal
Trigger: You spend an action point to make an attack and miss
Effect: Reroll the triggering attack roll with a bonus equal to your Strength modifier.
You step into
a blazing fire and instantly teleport to another nearby fire without harm.
At-Will Arcane, Elemental, Teleportation
Move Action Personal
Requirement: You must be adjacent to a fire of campfire size or larger.
Effect: You teleport up to 10 squares to a square adjacent to a fire of campfire size or larger.
With a flourish of snapping spa
rks, your single step speeds you, lightning-quick, across the battlefield.
Encounter Arcane
Move Action Personal
Effect: You shift your speed. You ignore difficult terrain during the shift.
Your familiar has a link to your soul. You ca
n protect an ally from damage with your familiar, but you are going to feel it.
Daily Arcane
Immediate Interrupt
Requirement: Your familiar must be in its active mode.
Trigger: An attack hits an ally you can see
Effect: Your familiar can shift its speed; if it ends this movement adjacent to the triggering ally, the triggering attack hits your familiar instead of the ally. You take damage equal to your level.
You raise or lower a column of rock from the ground.
Encounter Arcane, Elemental
Minor Action Ranged 5
Target: One square of stone, mud, or dirt
Effect: You cause the target square to rise up to 20 feet or sink up to 10 feet. If you raise the square, the area below it is filled with solid rock and becomes blocking terrain. Creatures in the target square can shift 1 square as a free action to avoid being raised or lowered. This power cannot be used to harm a creature, and any such use causes the power to fail. The target square remains at its new elevation until the end of the encounter.
You listen for the faint whi
sper of your own blood. In its flow, you find ancient wisdom and unrivaled charm.
Daily Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to Diplomacy checks, Insight checks, and Intimidate checks until the end of the encounter.
Dragon scales cover your form in
reaction to an assault, as arcane power shields your mind and body from harm.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 bonus to all defenses against the triggering attack.
Dragon Magic: The bonus to all defenses equals 3 + your Strength modifier
.
A quick reaction saves you from the explosion.
Encounter Arcane, Teleportation
Immediate Interrupt Personal
Trigger: You are hit by an area or a close attack
Effect: You teleport 3 squares.
Wild Magic: The number of squares you teleport equals 2 + your Dexterity modifier.
Using cold to directly harm your enemies is one thing. You can also turn
it to your advantage by using cold against water, freezing the area around you.
Encounter Arcane, Elemental
Standard Action Area burst 3 within 10 squares
Effect: You cause nonliving water in the burst to freeze to a depth of 6 inches. Mud or swamp freezes, becoming normal terrain. Wet floors change to slick ice, becoming difficult terrain. Ice covers bodies of water in the area, which can now be walked on (although the ice is difficult terrain). A creature that enters a square of this ice or starts its turn there must make a DC 11 Acrobatics check or fall prone. The transformed ice remains frozen until it melts naturally.
Powerful winds bear you aloft by pushing against the ground beneath you.
Encounter Arcane, Elemental
Minor Action Personal
Effect: Until the end of your next turn, you can fly up to your speed as a move action (altitude limit 4). You grant combat advantage while aloft.
Sustain Standard: The effect persists until the end of your next turn.
Two bolts of violet lightning er
upt from your hands, causing a shower of white-hot, flaming sparks where they hit.
Encounter Arcane, Fire, Implement, Lightning
Standard Action Ranged 20
Target: Two creatures
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage, and the target and each creature adjacent to it take fire damage equal to your Strength modifier.
With a wild gesture, you release a bolt of
dazzling, multicolored chaos that folds space and makes your opponent’s mind reel.
Encounter Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target swaps positions with a creature within 3 squares of it.
A storm of lightning pounds your ene
mies. When the storm clears, everyone has teleported to new positions by your magic.
Encounter Arcane, Implement, Lightning, Teleportation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning damage.
Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack.
Wild Magic: You instead teleport each target hit by the attack to any other space within the burst.
A field of force contracts around your enemies, crushing them.
Encounter Arcane, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier force damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Your dagger pierces more than the target’s flesh, opening its aura to your magic.
Encounter Arcane, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a dagger.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
A wave of pure terror emanates from your body and drives your enemies away.
Encounter Arcane, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you push the target 2 squares.
Active Familiar: Any enemy that is adjacent to your familiar after you push it falls prone.
A simple stab or smash is
never simple when its echo can spiral through your magic and blossom in fire or thunder.
Encounter Arcane, Implement, Varies
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage, and roll a d6 to determine the damage type. At the start of your next turn, deal 10 damage of the same type to one enemy within 3 squares of you.
1. Acid
2. Cold
3. Fire
4. Lightning
5. Poison
6. Thunder
A wintry blast drives your enemies to their knees.
Encounter Arcane, Cold, Implement
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage, and you knock the target prone.
Dragon Magic: The target also takes a -2 penalty to Fortitude until the en
d of your next turn.
A deafening shout leaves your enemies reeling.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage, and the target is deafened until the end of your next turn.
Crackling
lightning scorches your enemy with such ferocity that it sends nearby foes staggering back.
Encounter Arcane, Implement, Lightning, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 2d8 + Charisma modifier or Constitution modifier lightning damage. You push the target and each enemy adjacent to the target a number of squares equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, each enemy adjacent to the target before the push takes psychic damage equal to your Intelligence modifier.
Your bo
dy briefly becomes a shower of dancing sparks that zips among foes, shocking them as you go.
Encounter Arcane, Implement, Lightning
Standard Action Melee 1
Effect: You shift your speed + 2. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage.
You open your palm, revealing a sphere of arc
ane energy that speeds across the battlefield and detonates, leaving your foes thunderstruck.
Encounter Arcane, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage, and the target is slowed until the end of your next turn. If the target is in the origin square of the burst, it is immobilized until the end of your next turn instead of slowed.
You emit a draconic roar. An
echo of the call bursts over your foe’s head, buffeting your enemy as the sound bolsters you.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier thunder damage. You gain temporary hit points equal to 1d6 + your Strength modifier.
You unleash a thu
nderous roar to batter your enemies, and scales like those of an adamantine dragon cover your skin.
Daily Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage, and ongoing 5 thunder damage (save ends).
Miss: Ongoing 5 thunder damage (save ends).
Effect: You gain a +2 power bonus to AC until the end of the encounter.
Dragon Magic: The power bonus to AC equals your Strength modifier.
Your spark
ling flourish produces a bolt of lightning that strikes your foe and then flies to nearby creatures.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and ongoing 5 lightning damage (save ends).
First Failed Saving Throw: Choose a secondary target.
Secondary Target: One creature within 5 squares of you
Effect: The secondary target takes ongoing 5 lightning damage (save ends).
First Failed Saving Throw: Choose a tertiary target.
Tertiary Target: One creature within 5 squares of the secondary target.
Effect: The tertiary target takes ongoing 5 lightning damage (save ends).
Miss: 2d8 + Charisma modifier lightning dam
age.
A cloud of poison gas coils around your foe, warding off help.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.
Your familiar attacks one of your enemies, then runs around the battlefield aiding your allies.
Daily Arcane, Implement
Standard Action Ranged 20
Requirement: Your familiar must be in its active mode.
Effect: Until the end of the encounter, your familiar gains a power bonus to all defenses equal to your Charisma modifier. Your familiar can move its speed.
Target: One creature adjacent to your familiar
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier damage, and your familiar can flank with you and your allies until the end of your next turn.
Sustain Minor: Your familiar can flank with you and your allies until the end of your next turn.
You sheathe your dagger in a field of fo
rce, which then shatters into a dozen floating replicas all over the battlefield, mimicking your moves.
Daily Arcane, Force, Weapon
Standard Action Close blast 3
Requirement: You must be wielding a dagger.
Target: Each enemy you can see in the blast
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier force damage. If only one target was in the blast, you deal 3[W] extra force damage.
Miss: Half damage.
The cries of the
wind compete with the sound of thunder as you bring forth a screaming vortex that spins your foes about.
Daily Arcane, Implement, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity modifier.
Effect: The burst creates a zone of swirling wind that lasts until the end of your next turn. You slide each creature that starts its turn within the zone 2 squares. As a move action, you can move the zone 6 squares.
Sustain Minor: The zone persists.
Stal
agmites of ice burst up from the ground, stabbing at your enemies and turning the air around them frigid.
Daily Arcane, Cold, Conjuration, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1d12 + Charisma modifier cold damage, and you must slide the target 1 square.
Effect: You conjure an ice stalagmite in 1 square the target vacated. Each ice stalagmite lasts until the end of the encounter, until destroyed, or until you dismiss it as a free action. Each ice stalagmite has AC 5, Reflex 5, Fortitude 21, resist cold 10, and 40 hit points. Each creature that starts its turn adjacent to an ice stalagmite takes cold damage equal to your Charisma modifier.
Flames wash over your foe and then subside, but they flare to life again if the enemy acts in hostility.
Daily Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier fire damage.
Effect: If the target attacks before the start of your next turn, the target takes 2d8 fire damage.
Dark clouds ap
pear over your foes, and you assault their minds with a psychic attack that causes depression and lethargy.
Daily Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Until the target saves against this damage, it cannot take immediate actions or opportunity actions.
Your ment
al assault leaves your foe reeling. With a thought, you can force the foe to the ground if it tries to move.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. If the target moves before the end of your next turn, you can knock the target prone during that movement as an immediate interrupt.
Miss: Half damage, and you knock the target prone
.
You become like the wind, blasting your enemies with the force of a storm.
Daily Arcane, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and y
ou can hover.
You bend the fabric of reality to bind an enemy’s fate to yours.
Daily Arcane
Immediate Reaction Close burst 5
Trigger: You are hit by an area or a close attack
Target: One creature in the burst
Effect: The triggering attack also hits the targe
t.
You command a fire to burn more fiercely, or move it to a new location.
Encounter Arcane, Elemental
Standard Action Close burst 3
Effect: You take control of each nonliving fire in the burst that is not controlled by a creature. Choose one of the following options for each fire.
Expand: The fire expands to a square adjacent to it.
Extinguish: The fire is extinguished.
Relocate: You move the fire up to 2 squares.
Expanded or relocated flames return to their normal size and location at the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn, and you can expand, extinguish, or reloca
te the controlled flames again.
You consume lingering magic to empower your own.
Daily Arcane, Implement
Standard Action Ranged 5
Target: One conjuration or zone
Attack: Charisma + 2 vs. the Will of the target’s creator
Hit: The target is destroyed. All its effects end, including those that a save can end.
Dragon Magic: You gain the bonus from your Scales of the Dragon, whether or not you’re bloodied.
Wild Magic: Until the end of the encounter, the first time you attack during each of your turns, you can choose your Chaos Burst benefit, instead of having your attack roll determine it.
Y
our blood boils with the wrath of a dragon, giving you greater fury and power when the situation seems most dire.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, while you are bloodied, you gain a +1 power bonus to attack rolls and a power bonus to saving throws equal to yo
ur Charisma modifier.
You stride through earth or stone as if it isn’t there.
Encounter Arcane, Elemental
Move Action Personal
Effect: You move up to your speed. During this movement, you can pass through stone, rock, sand, or earth, and you have tremorsense 1. If you end this movement inside solid earth, you immediately move to an unoccupied square nearest your entry point.
You b
lock a dangerous manifestation of the elements with an immediate counterspell, protecting yourself and your allies.
Daily Arcane, Elemental
Immediate Interrupt Close burst 2
Trigger: You or an ally within 2 squares of you takes acid, cold, fire, lightning, or thunder damage.
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gains resist 10 to
the triggering damage type.
You ward an area with seething elemental power.
Encounter Arcane, Elemental, Zone
Minor Action Close burst 10
Target: One, two, or three squares in the burst
Effect: Choose acid, cold, fire, lightning, or thunder. Each target square becomes a zone that lasts until the end of the encounter. You or an ally gains resist 10 to damage of t
he chosen type while in the zone.
In an instant, your body melts into a cloud of fog.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You become insubstantial until the end of your next
turn.
You twist the nature of your foes to turn their protection into a weakness.
Daily Arcane
Minor Action Close burst 5
Target: Each enemy in the burst
Effect: Each target loses its resistances and gains vulnerable 5 to the damage types it had resistanc
e against (save ends both).
The Maiden of the Moon rouses you from your languor.
Encounter Arcane
No Action Personal
Trigger: You start your turn stunned, dazed, or unconscious
Effect: You take your turn as though you were not stunned, dazed, or unconscious. At the end of your turn, the effect conti
nues as normal.
You teleport away from your foe and reduce the force of its attack.
Encounter Arcane, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. You then teleport a number of squares equal to your Charisma modifier + your Dexterity modifier.
Sometimes your familiar enters combat, and you have to make sure that you protect it.
Daily Arcane
Minor Action Ranged 10
Target: Your familiar
Effect: Your familiar gains a power bonus to all defenses equal to your Charisma modifier and resist 10 to all damage until the end of the encounter.
You drown out the clash of combat and focus on one type of energy, which you channel into your spells for extra power.
Daily Arcane
Minor Action Personal
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the damage twice and use the higher result.
A men
tal bulwark helps to protect you against your foe’s attack and renders the creature incapable of seeing you for a time.
Encounter Arcane
Immediate Interrupt Personal
Trigger: An enemy hits you with an attack that targets Will
Effect: Until the end of your next turn, you gain a +5 bonus to Will and are invisible to the triggering e
nemy.
With a wave of your hand, you increase the vigor of whatever effects ail your foes.
Daily Arcane
Minor Action Close burst 5
Target: Each enemy in the burst that is taking ongoing damage
Effect: Each instance of ongong damage that each target is taking increases
by 10.
Chaos intervenes all around, creating good luck for you and misfortune for your enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, when you miss an enemy with an attack roll, you gain one of the following benefits: If the result of the die is even, you slide the target 1 square as a free action. If the result on the die is odd, you gain a +2 power bonus to your next attack roll made against that target befo
re the end of your next turn.
You bend the fabric of reality to bind an enemy’s fate to yours.
Daily Arcane
Immediate Reaction Close burst 5
Trigger: You are hit by an area or a close attack
Target: One creature in the burst
Effect: The triggering attack als
o hits the target.
You command a fire to burn more fiercely, or move it to a new location.
Encounter Arcane, Elemental
Standard Action Close burst 3
Effect: You take control of each nonliving fire in the burst that is not controlled by a creature. Choose one of the following options for each fire.
Expand: The fire expands to a square adjacent to it.
Extinguish: The fire is extinguished.
Relocate: You move the fire up to 2 squares.
Expanded or relocated flames return to their normal size and location at the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn, and you can expand, extin
guish, or relocate the controlled flames again.
You consume lingering magic to empower your own.
Daily Arcane, Implement
Standard Action Ranged 5
Target: One conjuration or zone
Attack: Charisma + 2 vs. the Will of the target’s creator
Hit: The target is destroyed. All its effects end, including those that a save can end.
Dragon Magic: You gain the bonus from your Scales of the Dragon, whether or not you’re bloodied.
Wild Magic: Until the end of the encounter, the first time you attack during each of your turns, you can choose your Chaos Burst benefit, instead of having your attack roll determine it.
Your blood boils with the wrath of a dragon, giving you greater fury and power when the situation seems most dire.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, while you are bloodied, you gain a +1 power bonus to attack rolls and a power bonus to saving th
rows equal to your Charisma modifier.
You stride through earth or stone as if it isn’t there.
Encounter Arcane, Elemental
Move Action Personal
Effect: You move up to your speed. During this movement, you can pass through stone, rock, sand, or earth, and you have tremorsense 1. If you end this movement inside solid earth, you immediately move to an unoccupied square nearest your entry point.
You block a dangerous manifestation of the elements with an immediate counterspell, protecting yourself and your allies.
Daily Arcane, Elemental
Immediate Interrupt Close burst 2
Trigger: You or an ally within 2 squares of you takes acid, cold, fire, lightning, or thunder damage.
Target: You and each ally in the burst
Effect: Until the end of your next turn, each target gai
ns resist 10 to the triggering damage type.
You ward an area with seething elemental power.
Encounter Arcane, Elemental, Zone
Minor Action Close burst 10
Target: One, two, or three squares in the burst
Effect: Choose acid, cold, fire, lightning, or thunder. Each target square becomes a zone that lasts until the end of the encounter. You or an ally gains resist 1
0 to damage of the chosen type while in the zone.
In an instant, your body melts into a cloud of fog.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You become insu
bstantial until the end of your next turn.
The Maiden of the Moon rouses you from your languor.
Encounter Arcane
No Action Personal
Trigger: You start your turn stunned, dazed, or unconscious
Effect: You take your turn as though you were not stunned, dazed, or unconscious. At the end of your turn, t
he effect continues as normal.
You teleport away from your foe and reduce the force of its attack.
Encounter Arcane, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. You then teleport a number of squares equal to your Charisma modifier + your Dexterity modif
ier.
Sometimes your familiar enters combat, and you have to make sure that you protect it.
Daily Arcane
Minor Action Ranged 10
Target: Your familiar
Effect: Your familiar gains a power bonus to all defenses equal to your Charisma modifier and resist 10 to all damage until the end of the encounter.
You drown out the clash of combat and focus on one type of energy, which you channel into your spells for extra power.
Daily Arcane
Minor Action Personal
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the damage twice and use the higher result.
A mental bulwark helps to protect you against your foe’s attack and renders the creature incapable of seeing you for a time.
Encounter Arcane
Immediate Interrupt Personal
Trigger: An enemy hits you with an attack that targets Will
Effect: Until the end of your next turn, you gain a +5 bonus to Will and are invisible to t
he triggering enemy.
With a wave of your hand, you increase the vigor of whatever effects ail your foes.
Daily Arcane
Minor Action Close burst 5
Target: Each enemy in the burst that is taking ongoing damage
Effect: Each instance of ongong damage that each target is ta
king increases by 10.
Chaos intervenes all around, creating good luck for you and misfortune for your enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, when you miss an enemy with an attack roll, you gain one of the following benefits: If the result of the die is even, you slide the target 1 square as a free action. If the result on the die is odd, you gain a +2 power bonus to your next attack roll made against that target before the end of your
next turn.
Your magic breaks into your foe’s mind and leaves the creature reeling from the experience.
Encounter Arcane, Implement, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Will
Hit: 2d6 + Charisma modifier or Constitution modifier psychic damage, and the target is dazed until the end of your next turn.
Sorcerer-King Pact: If you spend your fell might, each enemy adjacent to the target takes psychic damage equal to your Intelligence modifier. In addition, you place your Warlock’s Curse on each enemy
adjacent to the target.
Fiery serpents wrap around your foes and drag them together, holding them close.
Encounter Arcane, Fire, Implement, Teleportation
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire damage. If you hit two targets with this power, you teleport one of them to a space that must be adjacent to the other, and until the end of your next turn, the two targets take 1d10 fire damage the first time they are more
than 3 squares apart.
You crack planar boundaries, seeping extraplanar poison into your enemy’s body.
Encounter Arcane, Implement, Poison, Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Active Familiar: If you rolled an even number on the attack roll, the target cannot take opportunity actions until the end of your next turn. If you rolled an odd number on the attack roll, the target is slowed until the end of your next turn.
Hit: 2d10 + Charisma modifier poison damage. If the attack roll was a natural 20, the target is blinded until the end of your next turn.
From the ground rises a cyclone that consumes your foes in violence, battering them and pulling them toward its center.
Encounter Arcane, Implement
Standard Action Area burst 3 within 10 squares
Target: One, two, or three creatures in the burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares closer to the origin square of th
e burst.
The stars send shafts of light down upon your foe, blasting its mind and leaving it confounded.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. Until the end of your next turn, the target cannot take immediate actions or opportunity actions.
Cosmic Magic: If you use this power while you are in the phase of the stars, the target is dazed until the end of your next turn.
You give life to a memory of dragons in the form of phantom wings. With a beat of these wings, you send your foe sprawling.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier damage, and you push the target 2 squares and knock it prone.
Dragon Magic: You shift a number of squares equal to your Strength
modifier.
The earth rises up like the maw of a hungry dragon to clamp around your foe and hold it in place.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage, and the target is immobilized until the end of your next turn. While the target is immobilized by this power, you and your allies can move through the target’s space and don’t provoke opportunity attacks from it b
y leaving a square adjacent to it.
Howling chaos slams into your foe’s mind and throws the creature to the ground.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and you knock the target prone.
Wild Magic: If you rolled an even number on the attack roll, the target can’t stand up until the end of your next turn. If you rolled an odd number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier.
You call upon the moon and gain a fraction of its strength. Using it, you reach out and clutch your foe in a cold cage.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is restrained until the end of your next turn.
Cosmic Magic: If you use this power while you are in the phase of the moon, the attack deals extra damage equal to your Str
ength modifier.
You pull a fragment of the Elemental Chaos into the world and let its fury wash over your foes.
Encounter Arcane, Cold, Fire, Implement, Lightning, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning and thunder damage. At the start of the target’s next turn, it takes 5 cold and fire damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes 10 cold and fire damage at the start of its next turn instead of 5. If you rolled an odd number on the attack roll, the target is also slowed until the end of its nex
t turn.
Your surprise melee blow drives the enemy away in thunder, as a lightning strike blasts a distant foe.
Encounter Arcane, Implement, Lightning, Thunder
Standard Action Melee 1
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier thunder damage, and you push the target a number of squares equal to 1 + your Strength modifier.
Effect: You make a secondary ranged attack. This attack does not provoke opportunity attacks.
Secondary Target: One creature within 10 squares of you other than the primary target
Secondary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage. In addition, if the secondary target is adjacent to the primary target, the secondary target is dazed unt
il the end of your next turn.
A blast of thunder like a dragon’s roar issues from your mouth, staggering your foes.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier thunder damage, and the target is dazed until the end of your next turn.
Dragon Magic: The target is also slowed until the end of your next
turn.
Your arcane litany calls a blaze of brilliance and a shroud of chill shadow across your foe in quick succession.
Daily Arcane, Cold, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier radiant damage, and the target is dazed (save ends).
Miss: Charisma modifier radiant damage.
Effect: Make a secondary attack against the target.
Secondary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold damage, and the target is immobilized (save end
s).
Miss: Charisma modifier cold damage.
Cold slams into your foe, leaving a whirling storm of frost lingering around it.
Daily Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier cold damage.
Effect: Until the end of the encounter, wherever the target moves, each square adjacent to it is difficult terrain for your enemi
es.
Your words of bring forth an explosive cloud from the heart of a gale. Your foes are flung about like leaves in a tempest.
Daily Arcane, Implement, Thunder
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier thunder damage, and you push the target a number of squares equal to your Dexterity modifier. The target is slowed (save ends).
Miss: Half
damage, and you push the target 1 square.
You cloud your foe’s senses so that it questions which creatures are its allies.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 5d6 + Charisma modifier psychic damage, and as a free action, the target charges your enemy nearest to it that it can charge and makes a melee basic attack.
Wild Magic: If you rolled an even number on the attack roll, your enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends).
Miss: Half damage.
Slivers of lightning leap from you, forming a bond with your foe. Periodically, you can send another charge to shock your enemy.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d4 + Charisma modifier lightning damage.
Effect: Until the end of the encounter, you can repeat the attack as a free action once per round during your
turn.
Your familiar moves about the field of battle, seeking to take advantage of cracks in your opponent’s defenses.
Daily Arcane, Implement
Minor Action Ranged 10
Effect: Until the end of the encounter, your familiar gains hit points equal to your bloodied value, and you can give your familiar the following special commands.
Standard Action: Melee 1; targets one creature; Charisma vs. AC; 2d10 + Charisma modifier damage.
Opportunity Attack: Melee 1; targets one creature; Charisma vs. AC; 1d10 + Charisma modifier damage, and the target takes 5 ongoing damage (save ends).
Minor Action: Your familiar moves up to
its speed +2.
Your words summon a storm of multicolored bolts. Some sear, others burn, and a few strike your foes blind.
Daily Acid, Arcane, Cold, Implement, Lightning, Psychic
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst (choose one defense for each target)
Attack (Fortitude): Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier lightning damage, and ongoing 10 acid damage (save ends).
Miss: Half damage.
Attack (Reflex): Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold and lightning damage, and the target is immobilized (save ends).
Miss: Half damage.
Attack (Will): Charisma vs. Will
Hit: 3d6 + Charisma modifier lightning and psychic damage, and the target is blind
ed until the end of your next turn.
Miss: Half damage.
A brilliant mote of magic streaks toward your foe and explodes.
Daily Arcane, Implement, Radiant
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier radiant damage, and the target is bli
nded (save ends).
Miss: Half damage.
After unleashing a blast of flames, you smolder with heat, and no one dares approach you.
Daily Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier fire damage.
Effect: Until the end of the encounter, any enemy that starts its turn within 2 squares of you takes 3 fire damage.
Dragon Magic: Until the end of the encounter, any enemy that starts its turn within 2 squares of you instead takes fire damage equal to 2 + your Strength modifier.
You briefly embody four principles of chaos, dividing yourself into a quartet of poles, each of which is charged with a potent threat.
Daily Arcane, Conjuration, Fire, Force, Lightning, Psychic
Minor Action Personal
Effect: You conjure images of yourself in 4 unoccupied, nonadjacent squares within 10 squares of you, and then you disappear from the world. Each round at the start of your turn, choose one of the four images. Your essence occupies that image, allowing you to act normally (including moving and making attacks).
When you conjure each image, choose a keyword for it from among fire, force, lightning, and psychic. You can’t choose the same keyword twice. While you occupy an image, you gain a +1 bonus to attack rolls when you use a power that has a keyword that matches that image.
Each image lasts until the end of the encounter, until it is destroyed, or until you dismiss it. Each image occupies 1 square, and creatures cannot move through an image’s space. An image can be targeted by attacks and uses your defenses. Each image (including the one you occupy) has 1 hit point, and a missed attack never damages an image. An image is destroyed if it is reduced to 0 hit points or fewer. If you occupy an image when it is destroyed, you can immediately move to any other image still present. If you occupy the last remaining image when it is destroyed, you reappear in that square.
As a minor action, you can dismiss all remaining images and reappear in any sq
uare that was occupied by an image when you took this action.
You call upon your draconic lineage to bolster you against harm.
Daily Arcane
Standard Action Personal
Effect: Until the end of the encounter, you gain a +1 power bonus to all defenses. Whenever you use an arcane close attack, this bonu
s is equal to your Strength modifier until the end of your next turn.
A gust of warm air lifts creatures skyward.
Encounter Arcane
Move Action Area burst 3 within 10 squares
Target: Each creature in the burst
Effect: Each target can fly a number of squares equal to 6 + your Strength modifier as an immediate reaction. Until the end of your next turn, each target can fly the same
distance as a move action.
You warp the natural laws of cause and effect to make an enemy feel the effects of an attack against you.
Daily Arcane
Immediate Reaction Close burst 5
Trigger: You are hit or missed by an attack
Target: One enemy in the burst
Effect: The
triggering attack hits the target.
You create small pockets of chaos to warp the energy of your next spell around your allies.
Encounter Arcane
Minor Action Close burst 10
Effect: Choose a number of squares in the burst equal to your Dexterity modifier. Until the end of your turn, any creature whose
space is entirely in those squares is not affected by your area or close arcane powers.
You share your resistance with your allies.
Daily Arcane
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each tar
get gains resist 5 to that damage type until the end of the encounter.
With high hopes, you trust in chance to empower your attack.
Encounter Arcane
Free Action Personal
Trigger: You make a damage roll.
Effect: Reroll the damage roll, and use the new result. If the new result is higher than the triggering damage roll’s result, you deal extra damage equal to your Charisma modifier. If the new result is lower, yo
u take psychic damage equal to your Charisma modifier.
Silver winds curl out of nowhere and lift you or an ally briefly into the air.
At-Will Arcane
Move Action Close burst 5
Target: You or one ally in the burst
Effect: The target can fly
a number of squares equal to your Dexterity modifier as a free action.
As your foes draw near you, fear steals into their hearts.
Encounter Arcane, Fear, Zone
Minor Action Close burst 3
Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the
zone, any enemy takes a penalty to attack rolls equal to your Strength modifier.
You create a large volume of elemental material.
Daily Arcane, Elemental
Minor Action Close blast 3
Target: Each creature in the blast
Effect: You push each target to a square adjacent to the blast. If a target can’t be pushed, its space is excluded from the blast. Choose air, earth, fire, or water to determine the blast’s effect.
Air: Normal fires in the blast are extinguished, and gases or vapors are dispersed.
Earth: The blast is filled with firmly packed dirt and is blocking terrain.
Fire (Zone): Burning embers and flames create a zone that lasts until the end of the encounter. Any creature in the zone has vulnerable 10 fire.
Water: A mass of water appears in the blast and collapses into a pool 2 feet deep and a 10 squares in diameter centered on the blast, becoming difficult terrain until the end of your next turn. It then becomes 6 inches deep and 20 squares in diameter,
and has no effect on movement.
You armor yourself with ice covered in sharp icicles. You radiate bitter cold, slowing your attackers.
Encounter Arcane, Aura, Cold, Elemental
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of your next turn. Any creature in the aura that makes a melee attack against you takes cold damage equal to 10 + your Charisma modifier, and it is slowed until the end of its
next turn. While the aura is active, you have partial cover.
Your familiar rises from the dead on the battlefield and is ready to act again.
Daily Arcane, Teleportation
Minor Action Personal
Effect: Your familiar appears in passive mode in your space or in active mode adjacent to y
ou, even if it is destroyed.
Distant thunder grumbles around you, and you can unleash it against an attacker to knock the creature backward.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to AC, and as an immediate reaction you can push ea
ch enemy that hits you with a melee attack a number of squares equal to your Charisma modifier.
You leap into the air in a violent cyclone.
Encounter Arcane, Elemental
Move Action Personal
Effect: You fly up to your speed + 2. You also gain a fly speed equal to your speed and can hover until the end of your ne
xt turn.
Caustic words crackle from your mouth, taking physical form around your foes as bands of acid that further punish those who move.
Encounter Acid, Arcane, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier acid damage. If the target moves before the end of its next turn, it takes 10 acid damage.
Wild Magic: If you hit and you rolled an even number on the attack roll, add your Dexterity modifier to the acid damage dealt if the target moves before the end of its next turn. If you hit and you rolled an odd number on the attack roll, one enemy within 2 squares of the targ
et takes acid damage equal to your Dexterity modifier.
Blue claws of lightning materialize around you and slash at foes that remain too close.
Encounter Arcane, Implement, Lightning
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier lightning damage. If the target ends its next turn within 2 squares of you, it takes 5 lightning damage.
Dragon Magic: If the target ends its next turn within 2 squares
of you, it takes lightning damage equal to 5 + your Strength modifier.
You exhale a blast of freezing wind to slow your enemies’ movement.
Encounter Arcane, Cold, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage, and the
target is slowed until the end of its next turn.
A lashing tail of lightning protects you from a foe that thinks it has the advantage.
Encounter Arcane, Implement, Lightning
Immediate Reaction Melee 1
Trigger: An enemy moves into a space where it flanks you
Target: The triggering creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier lightning damage.
Dragon Magic: You push the target a number of squares equal to your Strength modifier.
At your command, an ally leaps forward to savage an enemy. However, that comrade suffers your ire if he or she wastes the opportunity you provide.
Encounter Arcane, Healing
Standard Action Melee touch or Ranged 5
Target: One ally
Effect: The target can use a free action either to make a melee basic attack or to charge, gaining a power bonus to the attack roll of either attack equal to your Intelligence modifier. If the target’s attack hits, it deals 2d8 extra damage. If it misses every target, the target takes damage equal to the higher of your Charisma modifier or Constitution modifier, and you regain the use of this power.
Sorcerer-King Pact: If you spend your fell might, the target’s attack a
lso deals extra damage equal to your Warlock’s Curse damage if it hits.
You disappear as your enemy misses, leaving a cloud of poison behind.
Encounter Arcane, Implement, Poison, Teleportation
Immediate Reaction Close burst 1
Trigger: An enemy misses you with an attack
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 3d10 +
Charisma modifier poison damage.
Effect: You teleport 10 squares.
Your slash opens a psychic connection. The spell seals the connection in pain.
Encounter Arcane, Implement, Teleportation, Thunder
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage, and one enemy within 5 squares of the target takes 10 psychic damage. If no other enemy creature is within 5 squares, this attack deals 1d8 extra damage to the target instead.
Cosmic Sorcerer: If this attack reduces one or more enemies to 0 hit points, choose an enemy within 5 square
s not damaged by the attack. That enemy takes 10 psychic damage.
Spheres of thunder manifest and roll through the air to bowl over your enemies.
Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier damage, and t
he target falls prone.
Active Familiar: You can also push the target 3 squares.
You borrow a bit of the sun’s radiance and hurl it at your foe.
Encounter Arcane, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier radiant damage.
Cosmic Magic: If you use this power while you are in the phase of the sun, you can spen
d a healing surge.
A wave of utter cold sweeps outward, seeping into the bones of your foes. If your enemies don’t move, the cold grows more deadly.
Encounter Arcane, Cold, Implement
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage. If the target does not end its next tu
rn at least 4 squares away from where it started its turn, it takes 10 cold damage.
Thunderous crashes hurl your enemies around in a storm of chaos.
Encounter Arcane, Implement, Teleportation, Thunder
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier thunder damage, and you teleport the target to a space adjacent to your enemy that is nearest to it.
Wild Magic: If you rolled an even number on the attack roll, you can teleport the target to a
space adjacent to your ally, not your enemy, who is nearest to it.
A stroke of lightning strikes your foe from overhead, followed by a concussive boom.
Encounter Arcane, Implement, Lightning, Thunder
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier thunder damage. If the target is in the burst’s origin square, it takes 3d8 extra lightning damage.
Storm Magic: A target hit by this power is also knocked prone.
Your form wavers and is replaced by a dragon that releases a scouring blast of fire. Depending on the course of the battle, it might make another appearance.
Daily Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire damage.
Miss: Half damage.
Effect: The first time you become bloodied during the encounter, repeat the attack as a free action.
Dra
gon Magic: You gain a +2 bonus to attack rolls with this repeated attack.
You cast a toxic glance at your foe, leaving it paralyzed with fear.
Daily Arcane, Fear, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: The target is stunned and takes ongoing 10 poison damage (save ends both).
Miss: Ongoing 10 poison damage (save ends).
Dragon Magic: When the target saves against the ongoing poison damage, you slide the t
arget a number of squares equal to your Strength modifier.
A coiled serpent made of black flames appears among your enemies and unleashes a blast of fire.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Effect: You conjure a blackfire serpent in an unoccupied square within range. The serpent lasts until the end of your next turn. The serpent occupies 1 square. Enemies cannot move through its space, but allies can.
When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent a number of squares equal to your Strength modifier.
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 2d12 + Charisma modifier fire damage.
Sustain Minor:
The snake persists, and it can repeat the attack.
Everything standing near you is battered and knocked away, and the winds continue to swirl in your vicinity.
Daily Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier thunder damage.
Miss: Half damage.
Effect: You push the target a number of squares equal to your Dexterity modifier.
Storm Magic: Until the end of the encounter, at the start of your turn, you push each enemy adjacent to you a number of squares equal to your D
exterity modifier.
With a flick of your wrist, you shoot an ooze at your foe. When the ooze strikes, the creature begins to take on a gelatinous consistency.
Daily Acid, Arcane, Implement, Polymorph
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: The target is slowed, cannot take standard actions, and takes half damage from melee and ranged attacks (save ends all).
Aftereffect: The target is slowed and takes ongoing 10 acid damage (save ends both).
Wild Magic: If you rolled an even number on the attack roll, the target takes a -2 penalty to all defenses until the aftereffect ends. If you rolled an odd number on the attack roll, the target takes a -2 penalty to attack rolls until the aftereffect ends.
Miss: The tar
get is slowed and takes ongoing 10 acid damage (save ends both).
You batter a group of enemies with dazzling colors, each color causing a different effect.
Daily Arcane, Implement ; Varies
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d12 + Charisma modifier damage. Roll a d6 for each target to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is blinded (save ends).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 10 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC equal to your Dexterity modifier (save ends).
Miss: 2d12 damage. Roll a d6 for each ta
rget to determine the attack’s damage type and effect, as above.
You rise into the air, borne aloft by rays of golden sunlight that simultaneously blast your foe.
Daily Arcane, Fire, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Effect: Before the attack, you can fly a number of squares equal to your Strength modifier.
Cosmic Magic: At the end of this movement, each creature adjacent to you takes fire and radiant damage equal to your Strength modifier.
Attack: Charisma vs. Reflex
Hit: 3d8 +
Charisma modifier fire and radiant damage.
Sustain Minor: When you sustain this power, repeat the effect.
Your familiar manifests a stinger and injects your foe.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Requirement: Your familiar must be in its active mode.
Target: One creature adjacent to your familiar
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier poison damage, and the target takes
ongoing 10 poison damage (save ends).
Miss: Half damage, and the target takes ongoing 5 poison damage (save ends).
A bolt of lightning leaps from each of your hands.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 6d6 + Charisma modifier lightning damage.
Wild Magic: If you rolled an even number on the attack roll, the target is immobilized (save ends). If you rolled an odd number on the attack roll, the target is da
zed (save ends).
Miss: Half damage.
When you speak, the voice of Andropinis, sorcerer-king of Balic, joins your own, giving weight and power to your commands.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 5
Target: One creature that can hear you in the burst
Attack: Charisma or Constitution vs. Will
Hit: The target is dominated (save ends).
Each Failed Saving Throw: The target takes psychic damage equal to your Charisma modifier or Constitution modifier, and one ally within 5 squares of you gains temporary hit points equal to your Charisma modifier or Constitution modifier.
Miss: 2d12 + Charisma modifier or Co
nstitution modifier psychic damage.
You adorn yourself with a halo of fire that flickers and dances. Whenever your lesser spells fail, the flames lick your foes.
Daily Arcane, Fire
Minor Action Personal
Effect: Until the end of the encounter, w
henever you miss with a sorcerer at-will or encounter attack power, the target takes fire damage equal to your Charisma modifier.
You stop your enemy in its tracks.
Encounter Arcane, Fear
Immediate Interrupt Ranged 5
Trigger: A creature moves closer to you during its turn
Target: The triggering creature
Effect: The t
arget can’t move closer to you until the end of its turn.
You open a vortex leading to the elemental planes. Any creature that ventures too close is sucked inside it.
Daily Arcane, Elemental, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. When an enemy enters the zone or starts its turn there, it is slowed until the end of its next turn and pulled 1 square toward the center of the zone. If a creature ends its turn in the zone, it is removed from play (save ends).
Sus
tain Minor: The zone persists until the end of your next turn.
A flight of phantom dragons swoops down and gathers up you and your allies, bearing all of you aloft.
Daily Arcane
Standard Action Close burst 2
Target: You and each ally in the burst
Effect: Each target gains a fly speed equal to his or her speed until the end of your next turn.
Sustain Minor: The effect persists. When you fail to sustain this power, each target floats to the ground without taking falling damage.
Dragon Magic:
Each target gains resist 10 to your choice of acid, cold, fire, poison, lightning, or thunder while you sustain the effect.
“What can I say? Things just turn out my way.”
Daily Arcane
Free Action Personal
Trigger: You roll a skill check, ability check, or attack roll and dislike the result.
Effect: Rero
ll the triggering roll. If you roll a natural 20, you regain the use of this power at the end of your next turn.
You gleam with platinum-tinted dragon scales of energy.
Daily Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effec
t: Until the end of the encounter, you gain a power bonus to all defenses equal to your Strength modifier.
Your familiar latches onto an ally, then both teleport away.
Encounter Arcane, Teleportation
Move Action Close burst 10
Requirement: Your familiar must be in its active mode.
Target: One ally adjacent to your familiar
Effect: Teleport your familiar and the target
10 squares to squares adjacent to one another. Then, you can teleport your familiar 10 squares.
A shimmering emanation of sorcerous energy protects your friends from harm.
Daily Arcane
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each target gains resist 10 to that
damage type until the end of the encounter.
The spirit of the storm engulfs you, and you become as the wind and lightning, heedless of the earth and dangerous to the touch.
Encounter Arcane, Lightning
Minor Action Personal
Effect: You become insubstantial until the start of your next turn and can fly 10 squares with this move action. Each creature that makes a melee attack
against you during this move takes lightning damage equal to your Charisma modifier.
You weaken the strength of effects and creatures affiliated with one of the elements.
Daily Arcane, Aura, Elemental
Minor Action Personal
Effect: You activate an aura 3 that lasts until the end of the encounter. Choose air, earth, fire, or water to determine the aura’s effect.
Air: Lightning damage is halved against you and your allies in the aura. If an enemy that has the air subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
Earth: Thunder damage is halved against you and your allies in the aura. If an enemy that has the earth subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
Fire: Fire damage is halved against you and your allies in the aura. If an enemy that has the fire subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
Water: Cold damage is halved against you and your allies in the aura. If an enemy that has the water subtype ends its turn
in the aura, that enemy is dazed until the end of its next turn.
You become sheathed in scales of black, white, blue, or some other hue, and you gain mighty resistance.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain resist 30 against a damage type of your choice: acid, cold, fire, force, lightning, necrotic,
poison, psychic, radiant, or thunder. Once per round as a minor action, you can change the resistance to another of these types.
You become a creature of air and rushing wind.
Encounter Arcane, Polymorph
Minor Action Personal
Effect: Until the end of your next turn, you become insubstantial, you ga
in a fly speed equal to your speed, and you can hover.
You exhale a blast of acid, drawing on the power of the fearsome black dragon to sear your enemy and limit its vision.
Encounter Acid, Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 5d6 + Charisma modifier acid damage.
Dragon Magic: Until the end of your next turn, the target doesn’t have line of sight to any creature more than 3 squares away from it.
You hurl two orbs of chaos at your foes.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage
, and the target is dazed until the end of your next turn.
Your dire command staggers your foe and compels a couple of your allies to launch attacks against the creature.
Encounter Arcane, Implement
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: The target is dazed until the end of your next turn. One or two of your allies within 5 squares of the target can use a free action either to make a melee basic attack against the target or to charge the target.
Sorcerer-King Pact: If you spend y
our fell might, the allies’ attacks deal extra damage equal to your Warlock’s Curse damage if they hit.
A ring of fire settles down around your enemy, charring it and its allies.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier fire damage, and each enemy adjacent to the target takes 1d10 + Charisma modifier fire damage.
Active Familiar: Each enemy adj
acent to your familiar takes 1d10 + Charisma modifier fire damage.
Smoking chains of black iron appear and wrap around your target, then snake outward to bind all nearby creatures.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Chari
sma modifier damage, and the target and each creature adjacent to it are restrained until the end of your next turn.
Icy plates form over your enemy’s body, draining its strength.
Encounter Arcane, Cold, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier cold damage, and the target is weakened until the end of your next turn.
Wild Magic: If you rolled an even number on the attack roll, each
creature adjacent to the target takes 1d6 cold damage.
You strike a foe with lightning, sending it staggering. Then a thunder wave rolls in, smashing into a nearby creature.
Encounter Arcane, Implement, Lightning, Thunder
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and you slide the target a number of squares equal to your Dexterity modifier. Make a secondary attack.
Secondary Target: One creature within 10 squares of the primary target and in the primary target’s line of sight
Secondary Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier thunder damage, a
nd you knock the target prone.
A blow from your staff unseals the walls between worlds. Thunderous magic announces your arrival and the arrival of the enemy you have teleported.
Encounter Arcane, Implement, Teleportation, Thunder
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage, and roll a d6. You must teleport the target that distance, and you can teleport yourself that distance. After the teleport, every creature adjacent to you and every creature adjacent to the target takes 10 thunder damage.
Chaos Sorcerer: You can c
hoose to roll a d4, d6, d8, or d10 for the distance of the teleport effect.
A flare of sparks shoots out from your hand and hits the ground in your enemies’ midst, exploding with a roar.
Encounter Arcane, Implement, Lightning
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage.
Storm Magic: Until the end of your next turn, you gain
a fly speed equal to your speed, and you can hover.
With the force of the solar tide, you blast your foe with a gout of energy that requires both endurance and quickness to withstand.
Encounter Arcane, Implement, Psychic, Radiant
Standard Action Ranged 20
Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier radiant damage.
Cosmic Magic: If you hit with both attacks, you can change your phase in the cosmi
c cycle to the phase of the sun or the phase of the stars.
You scream an arcane word that resonates in your foes’ minds. The world around you then fractures, causing space to distort.
Encounter Arcane, Implement, Psychic, Teleportation
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and you teleport the target a number of squares equal to your Dexterity modifier.
Wild Magic: If you rolled an even number on the attack roll, the target is dazed until the end of yo
ur next turn. If you rolled an odd number on the attack roll, you can teleport the target an additional 1d4 squares.
With a draconic roar, you loose a blast of fire laced with black venom.
Encounter Arcane, Fire, Implement, Poison
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. F
ortitude
Hit: 4d6 + Charisma modifier fire and poison damage.
A curling wave of acid rolls into the world from the Elemental Chaos, dissolving the flesh of creatures that stand in your way.
Daily Acid, Arcane, Implement, Thunder
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier acid and thunder damage, and ongo
ing 10 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Arcs of raw primordial energy lash out from your body, becoming deadlier to those near your familiar.
Daily Acid, Arcane, Implement, Lightning
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier acid and lightning damage, and ongoing 10 acid and lightning damage (save ends).
Miss: Half damage, and ongoing 5 acid and lightning damage (save ends).
Active Familiar: If the target is adjac
ent to your familiar, it gains vulnerable 5 acid until it saves against the ongoing damage from this power.
Cold explodes around you, and the air coalesces into whirling shards of ice.
Daily Arcane, Cold, Implement, Zone
Standard Action Close burst 3
Effect: The burst creates a zone of floating ice shards that lasts until the end of the encounter. Each enemy that enters the zone or starts its turn there takes 2d6 + your Charisma modifier cold damage and is slowed until the
end of its turn. An enemy can take this damage only once per turn.
Calling on the full power of the arcane forces that flow through you, you stand within a vortex of devastating energy.
Daily Arcane, Implement ; Varies
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 7d6 + Charisma modifier damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The attack deals damage of this type to each target.
Miss: Half damage.
Dragon Magic: Until the end of the encounter, once during each of yo
ur turns, you can slide one enemy within 3 squares of you 2 squares as a free action.
Bolts of force swirl in the area like a deadly tornado, stealing energy from each enemy to empower themselves.
Daily Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier force damage. The attack deals 5
extra force damage for each target it hits.
Miss: Half damage.
A vision of Dragotha, an undead dragon, fills your sight. You borrow a fragment of its breath weapon to unleash a rotting blast.
Daily Arcane, Implement, Necrotic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier necrotic damage.
Miss: Half damage.
Dragon Magic: Until the end of the encounter, each creature that starts its turn adjace
nt to you takes necrotic damage equal to your Strength modifier.
Storm bolts leap toward your enemy. A foe too close to your first victim suffers a discharging lightning blast for its trouble.
Daily Arcane, Implement, Lightning, Zone
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage, and ongoing 10 lightning damage (save ends). Whenever the target takes the ongoing lightning damage, make a secondary attack as a free action.
Secondary Target: One creature within 10 squares of the primary target and in the primary target’s line of sight
Second
ary Attack: Charisma vs. Reflex.
Hit: 3d6 + Charisma modifier lightning damage.
Miss: Half damage.
With a single powerful word, you make your enemies feel the might of a sorcerer-king.
Daily Arcane, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d10 + Charisma modifier or Constitution modifier psychic damage, and the target is stunned
(save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
A wave of chaos assaults your enemy’s mind. When the enemy attacks, you bend reality to redirect the attack.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d12 + Charisma modifier psychic damage.
Effect: When the target makes an attack roll for a melee or a ranged attack, you can use
the Words of Chaos Attack power against the target if it is within 10 squares of you (save ends).
A wave of chaos assaults your enemy’s mind. When the enemy attacks, you bend reality to redirect the attack.
Encounter Arcane, Charm, Implement, Psychic
Immediate Interrupt Close burst 10
Requirement: The Words of Chaos power must be active to use this power.
Attack: Charisma vs. Will
Hit: The target must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack.
Wild Magic:
If you rolled an even number on the secondary attack roll, you choose the creature that the target attacks.
Vapors shoot forth from your outstretched arms, freezing or scorching each enemy they hit.
Daily Acid, Arcane, Cold, Implement, Lightning, Thunder
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst (choose one defense for each target)
Attack (Fortitude): Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier cold and thunder damage, and you slide the target a number of squares equal to your Dexterity modifier.
Miss: Half damage.
Attack (Reflex): Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage. Each creature adjacent to the tar
get takes 2d6 + your Dexterity modifier acid damage.
Miss: Half damage.
You puncture the walls between the Elemental Chaos and your own plane, unleashing an elemental force that overwhelms foes.
Encounter Arcane, Fire, Force, Implement, Lightning, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire, force, lightning, and psychic damage.
Wild Magic: Until the end of your next turn, when you use a power that grants an additional benefit on an odd or
an even die roll, gain the benefit of both the even and the odd die results. If you can’t gain both benefits, choose one.
Lightning rips from your fingertips, jumping from creature to creature.
Encounter Arcane, Implement, Lightning
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 4d10 + Charisma modifier lightning damage, and make a secondary attack if your familiar is in active mode.
Secondary Target: Each creature adjacent to your familiar
Secondary Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier lightning damage.
Effect: Your familiar is destroyed.
Lightning crackles over your victim and arcs into nearby enemies.
Encounter Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d12 + Charisma modifier lightning damage, and each enem
y adjacent to the target takes 1d12 + your Charisma modifier lightning damage.
Your foes are captivated by a vision of the moon, cold and enduring. The image strikes their hearts, leaving them paralyzed.
Encounter Arcane, Cold, Implement
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
Cosmic Magic: If you use this power while you are in
the phase of the moon, the target is restrained instead of immobilized.
A talon of force slashes at a foe that threatens you, then pushes you back to safety like a dragon matriarch protecting its young.
Encounter Arcane, Force, Implement
Immediate Reaction Melee 1
Trigger: An enemy hits or misses you with a melee attack
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier force damage, and you can shift a number of squares equal to your Charisma modi
fier.
Dragon Magic: You ignore difficult terrain when you shift with this power.
A blast of lightning overwhelms your foe, sizzling across its flesh and rending its senses bereft of function.
Encounter Arcane, Implement, Lightning
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Refle
x
Hit: 2d8 + Charisma modifier lightning damage, and the target is stunned until the end of your next turn.
You lance a foe with poison, which coils in the foe’s heart to punish any aggression against you.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d10 + Charisma modifier poison damage. If the target mo
ves closer to you or hits or misses you during its next turn, the target takes 2d10 poison damage.
A ghostly hand enfolds your enemy, wrenching it toward waiting allies who dispatch it at your command.
Encounter Arcane, Force, Implement
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 3d8 + Charisma modifier or Constitution modifier force damage, and the target is immobilized until the end of your next turn. You slide the target 5 squares to a square adjacent to one of your allies. That ally can then make a melee basic attack against the target as an opportunity action, gaining a power bonus to the damage roll equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, after your ally’s attack, you can slide the target 5 squares to a square adjacent one of your allies. That ally can then make a melee basic attack against the target as an opportunity action, wi
th a power bonus to the damage roll equal to your Intelligence modifier.
What seems like a relatively weak slash of your dagger turns into a blossom of acid or lightning, erupting on a foe of your choice.
Encounter Arcane, Implement, Varies
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier damage, and roll a d6 to determine the damage type. At the start of your next turn, deal 15
damage of the same type to each enemy within 3 squares of you.
1. Acid
2. Cold
3. Fire
4. Lightning
5. Poison
6. Thunder
You stomp a foot on the ground, and the resulting shock wave hurls your enemies away.
Encounter Arcane, Implement, Thunder
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier th
under damage, and you push the target a number of squares equal to your Charisma modifier and knock it prone.
A forceful thundercloud smashes into your foes, bruising their flesh and sending them sliding.
Encounter Arcane, Implement, Thunder
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity
modifier.
Storm Magic: The target grants combat advantage to the next ally of yours who attacks it before the end of your next turn.
As your foe bursts into flame, a fiery mote flies at another foe nearby.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire damage. Make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire damage. Repeat the secondary attack again
st a creature you haven’t already targeted with this power during this encounter.
Your foes become locked to the cycle of the sun, the moon, and the stars. This connection makes them suffer for attacking you.
Daily Arcane, Implement ; Varies
Minor Action Personal
Effect: Until the end of the encounter, an enemy within 5 squares of you that hits you with an attack takes cold, psychic, or radiant damage (your choice with each hit) equal to your Charisma modifier. If that hit was also a critical hit, the enemy also takes ongoing 5 damage of the correspond
ing type (save ends).
Cosmic Magic: Add your Strength modifier to the damage dealt to an enemy that hits you.
You yell a word of ancient origin. Upon hearing it, your foe succumbs to the primeval energy of chaos.
Daily Arcane, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and ongoing 5 psychic damage (save ends).
Effect: Until the end of the encounter, at the start of each of the target’s turns but before it takes any ongoing damage, choose acid, cold, fire, lightning, or thunder. The target gains vulnerable 10 to that damage type until the start of its next turn. If the target is still taking ongoing psychic damage from this power, it gains vulnerable 15 psychic instead.
Wild Magic: If you rolled an even number on the attack roll, you can apply the effect to a creature within 10 squares of the target instead of to the target. If you rolled an od
d number on the attack roll, you can apply the effect to each creature adjacent to the target instead of to the target.
Acid bubbles up from inside your foe, searing its flesh and resisting attempts to scrape it off.
Daily Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier acid damage, and ongoing 15 acid damage (save ends).
Aftereffect: Ongoing 10 acid damage (save ends)
.
Aftereffect: Ongoing 5 acid damage (save ends).
Miss: Ongoing 15 acid damage (save ends).
Chaos swirls around you, opening and sealing holes in the fabric of reality to move your foes and allies as you wish.
Daily Arcane, Implement, Teleportation
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage, and you teleport the target a number of squares equal to your Dexterity modifier. The target again takes 3d8 + your Charisma modifier damage whenever it teleports (save ends).
Effect: Until the end of the encounter, when any creature ends its turn within 5 squares o
f you, you can teleport the creature to any space within 5 squares of you as an immediate reaction.
You call up the heart of a firestorm from the Elemental Chaos and drop the devastating phenomenon upon your foes.
Daily Arcane, Fire, Implement, Thunder
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier thunder damage, and o
ngoing 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Your foe’s mind is like the ocean, able to be influenced by cosmic forces. By wielding those forces, you can seize control of it.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier psychic damage, and the target is dominated (sa
ve ends).
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Black tendrils attack your enemy seemingly out of nowhere, pulling your enemy apart.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 6d10 + Charisma modifier necrotic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
Ac
tive Familiar: When the target saves against this power, you can destroy your familiar as a free action to make the target reroll the saving throw and take the lower result.
The sky rains down a rainbow of destruction.
Daily Arcane, Implement ; Varies
Standard Action Area burst 3 within 20
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier damage. Roll a d6 for each target to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is blinded and takes a -2 penalty to saving throws (save ends both).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 15 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 20 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier. In addition, the target is dazed (saved ends).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC and Re
flex equal to your Dexterity modifier (save ends).
Miss: 3d8 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above.
Your heart is that of an ancient dragon, and now your body is as well.
Daily Arcane, Polymorph
Minor Action Personal
Requirement: You must not be bloodied.
Effect: Until the end of the encounter or until you are bloodied, you take the form of a huge black, blue, green, red, or white dragon (your choice when you use this power). You retain your statistics, hit points, and defenses, but you have a speed of 8, fly 10 (hover). You can use your arcane powers while in this form, and you gain the Wyrm Forme Basic Bite Attack power,