You form a gray lance of sonic energy around your weapon. The concussive force of its strike briefly slows your foe.
At-Will
Arcane, Implement, Thunder
Standard Action Melee 2
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 thunder damage, and the target is slowed until the end of your next turn.
Level 21: 2d8 thunder damage.
Special: When charging, you can use this power in place of a melee basic attack. Add your Intelligence modifier to the damage if you charge while mounted.
A field of sound punishes your enemy if he tries to escape.
At-Will
Arcane, Thunder, Weapon
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath.
At-Will
Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
You slice into your foe, and a freezing wind of the Elemental Chaos howls from the wound.
At-Will
Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage. A different enemy marked by you within 3 squares of you takes cold damage equal to your Constitution modifier.
Level 21: 2[W] + Intelligence modifier cold damage.
Each blow ignites your blade in deadly green fire.
At-Wil
l Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target.
Increase damage to 2[W] + Intelligence modifier at 21st level.
You lasso your foe with a leash of lightning, and pull it into range of your blade.
At-Wi
ll Arcane, Implement, Lightning
Standard Action Ranged 3
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage.
You step behind your foe, strike quickly, and then dart away, drawing the creature after you.
At-W
ill Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] damage. You shift 1 square and slide the target 1 square into the space you occupied.
Level 21: 2[W] damage.
Effect: Before or after the attack, you can shift 1 square.
A sweep of your sword blasts those around you with force.
At-
Will Arcane, Force, Implement
Standard Action Close burst 1
Targets: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
You envelop your blade in fire and then strike. The flames create a lingering path that you can travel along to catch your escaping foe.
Enco
unter Arcane, Fire, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage. If the target is within 5 squares of you at the end of its next turn, as a free action you can teleport to a space that must be adjacent to the target.
Aegis of Assault: You can teleport to a space adjacent to the target even if you do not have line of sight to that space.
Your blade rips into your foe and cold pulses from the wound, enveloping your enemy’s body in a crust of frost.
Enc
ounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target takes cold damage equal to your Constitution modifier each time it attacks until the start of your next turn.
Your weapon sends out sprawling arcs of lightning that hit nearby creatures, making movement agonizing for them.
En
counter Arcane, Implement, Lightning
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 lightning damage. If the target moves during its next turn, it takes lightning damage equal to your Intelligence modifier.
You teleport your enemy into the path of your waiting blade.
E
ncounter Arcane, Weapon
Free Action Melee 1
Trigger: You teleport an enemy to a square adjacent to you on your turn.
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.
Aegis of Ensnarement: Add your Constitution modifier to the damage. In addition, you can use this power as part of the immediate reaction of your aegis of ensnarement.
You send your weapon flying to seek out an enemy beyond your normal reach. Your magic then marks that creature as your foe.
Encounter Arcane, Force, Weapon
Standard Action Ranged 5
Requirement: You must throw your melee weapon at the target.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier force damage, and the target is marked until the end of your next turn.
Aegis of Ensnarement: You can instead mark the target with your aegis of ensnarement power. Marking the target does not remove the mark on another target affected by your aegis of ensnarement. The mark lasts until the end of your next turn.
Effect: Your weapon returns to your hand.
Arcane power swirls around your blade and outward toward your enemies, engulfing them in an inferno.
Encounter Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier + Strength modifier fire damage.
You cut into your foe, and links of solid eldritch energy burst from its flesh, binding its bones to the ground
.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
Special: You can use this power in place of a melee basic attack when charging.
Your blade dances faster than the eye can follow, guiding your foe’s movement as you attac
k.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and you can swap positions with the target.
Aegis of Ensnarement: Until the end of your next turn, when the target grants combat advantage to an attacker, that attacker gains a +4 bonus to the attack roll instead of a +2 bonus.
As your blade strikes home, a sizzling bolt of lightning leaps from your reeling foe to strike down its nearby al
ly.
Encounter Arcane, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
As you sweep your blade in a wide arc, it glows red and leaves arcane runes burning in the air above your f
oes.
Encounter Arcane, Force, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.
Your enemy is held fast by invisible magic bonds. If it manages to escape, your retribution
is swift.
Daily Arcane, Teleportation
Standard Action Ranged 10
Target: One creature marked by your Swordmage Aegis power
Effect: The target is immobilized (save ends).
Aftereffect: You can use a free action to teleport up to 10 squares to a square adjacent to the target and use a melee at-will attack power against it.
Aegis of Ensnarement: If you hit with this attack, the target falls prone.
You pour arcane energy into improving y
our aegis.
Daily Arcane, Lightning, Teleportation, Weapon
Immediate Reaction Melee weapon
Trigger: An ally within 5 squares of you is hit by an enemy you have marked
Target: The triggering enemy
Effect: You teleport the target to a square adjacent to you and make the following attack.
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the target takes 5 ongoing lightning damage (save ends).
Miss: Half damage, and the target takes 5 extra lightning damage.
Your fiery blade lunges toward your enemy, and its arcane warmth seeks to flare again in the wounds of
your foes.
Daily Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
Effect: Until the end of the encounter, your melee attacks deal extra fire damage equal to your Strength modifier
Your dazzling display of swordplay and magic captivates your foes and causes them to neglect combat tactics and op
portunities.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target cannot make opportunity attacks or shift (save ends).
Miss: Half damage, and until the end of your next turn, the target cannot make opportunity attacks or shift.
As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon
your arrival.
Daily Arcane, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Effect: Teleport a number of squares equal to your Constitution modifier.
Hit: 2[W] + Intelligence modifier thunder damage.
Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends).
When you strike, darts of force explode from your weapon. The shards dig into your foes’ flesh, goading them to move in y
our direction.
Daily Arcane, Force, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. The target takes damage equal to your Strength modifier if it does not end its turn adjacent to you (save ends).
Miss: Half damage.
As your enemy swings for the kill, your warding suddenly turns to ice and lashes out at your foe with the
fury of winter.
Daily Arcane, Cold, Weapon
Immediate Interrupt Melee weapon
Trigger: An adjacent creature hits you
Target: The creature that hit you
Attack: Intelligence vs. Reflex
Hit: 3[W] + Intelligence modifier cold damage.
Miss: Half damage.
A spectral asp winds itself around your sword. With each successful strike you make, the asp lunges to att
ack nearby foes.
Daily Arcane, Poison, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you hit an enemy with a melee attack, each enemy adjacent to the target of that attack takes poison damage equal to your Constitution modifier. Also, whenever you hit an enemy marked by your Swordmage Aegis power with a melee attack, it takes poison damage equal to your Constitution modifier.
You swing your blade in a wide circle, unleashing a freezing wave that n
umbs nearby foes.
Daily Arcane, Cold, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Your sudden departure after striking your foe leaves the enemy casting about to anticipate
your next attack.
Daily Arcane, Illusion, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and the target is marked until the end of your next turn.
Miss: Half damage.
Effect: You teleport 5 squares and become invisible until the end of your next turn. Until the end of the encounter, whenever you hit an enemy with a melee attack, you may teleport 3 squares as a free action.
Fancy bladework creates a magical buffer between your foe
s and your friends.
Daily Arcane, Force, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the target slides 2 squares.
Effect: Until the end of your next turn, the target cannot enter a square adjacent to any of your allies. Until then, if an ally moves adjacent to the target and hits it with an attack, the ally can push the target 1 square.
You spin and suddenly hurl your sword. Your blade spins in the air, seeking an enemy to slash with m
ortal determination.
Daily Arcane, Weapon
Standard Action Ranged 5
Requirement: You must throw your melee weapon at the target.
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and your weapon returns to your hand.
Miss: Repeat the attack against a second target within 5 squares of the first. If you miss, repeat the attack against a third target within 5 squares of the second. If you miss again, repeat the attack against a fourth target within 5 squares of the third. Your weapon then returns to your hand.
You extend your magic to include a nearby friend as you step through an uns
een, arcane corridor.
Daily Arcane, Teleportation
Free Action Close burst 2
Trigger: You teleport using a swordmage power
Target: One ally in the burst
Effect: The target teleports to a space adjacent to the space you teleport to.
You throw up a temporary shield to absorb some of the power
of a foe’s attack.
Encounter Arcane
Immediate Interrupt Close burst 10
Trigger: An attack hits you or an ally within 10 squares of you
Target: The creature hit by the triggering attack
Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution modifier.
Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution modifier.
You reach out with arcane power, and two of your nearby allies suddenly wink out and reappear in e
ach other’s places.
Encounter Arcane, Teleportation
Minor Action Close burst 3
Target: You and one ally in the burst or two allies in the burst
Effect: Each target teleports into the other’s space. Both targets must occupy the same size space, or the power fails.
Eldritch power flows in your blood, and when battle is joined,
the power speeds you on.
Daily Arcane
No Action Personal
Effect: Use this power before rolling initiative. You gain a +5 power bonus to your initiative roll. You can take an extra move action during the first round of combat (or during the surprise round, if you are allowed to act during that round).
You raise an aegis in your ally’s defense, infusing the shield with elemental energy to help defend
against certain attacks.
Daily Arcane
Immediate Interrupt Close burst 10
Trigger: An enemy you have marked attacks an ally.
Target: One ally in the burst.
Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. Your ally gains resistance to that damage type equal to 5 + your Constitution modifier until the end of your next turn.
The elements of the universe are yours to command, and they
do not easily damage you.
Daily Arcane
Minor Action Personal
Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 5 + your Constitution modifier to that damage type.
Like a ghost, you glide unharm
ed through the battlefield.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you shift, you can shift 1 additional square.
Your weapon produces a few small, glowing shields that orbit y
our body and ward off blows.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.
You focus your warding inward to bolster yourse
lf against the onslaught.
Encounter Arcane
Minor Action Personal
Effect: Make a saving throw against an effect that a save can end.
Your attacks punish those
who cannot escape your reach.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to damage rolls against slowed or immobilized targets.
Aegis of Ensnarement: You also gain a +1 power bonus to attack rolls against slowed or immobilized targets.
A ring of magical energy washes out from you, cl
inging to your allies’ weapons.
Daily Arcane, Varies
Minor Action Close burst 5
Target: Each weapon you or an ally is wielding in the burst
Effect: Choose fire, cold, lightning, or force. The targeted weapon deals this kind of damage until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.
A brilliant flash of light
shields you and blinds your foe.
Daily Arcane
Immediate Interrupt Personal
Trigger: An enemy marked by you hits you with a melee attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If the triggering enemy’s attack hits you despite the bonus, the triggering enemy is blinded until the end of your next turn.
The ambient magic of your unsuccessful attack manifests as countless blades of fire tha
t lash out at nearby enemies.
Encounter Arcane, Fire, Implement
Free Action Close burst 1
Trigger: You used a swordmage at-will attack power this turn and did not hit any target with it
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Your sword rings against your foe like a clap of thunder, send
ing your enemy careening away.
Encounter Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier thunder damage, and you push the target 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.
You lunge toward your enemy, your
blade ablaze with arcane flame.
Encounter Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier fire damage.
Aegis of Assault: When making an opportunity attack, you can use this power in place of a melee basic attack.
Special: When charging, you can use this power in place of a melee basic attack.
You spin your blade in a tight circle in front of you, assailing foes wit
h a spray of flesh-melting acid.
Encounter Acid, Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier acid damage.
Lashing out with your sword, you warp space, causing your foe to appear a short distance away
and unleash its attack elsewhere.
Encounter Arcane, Implement, Teleportation
Immediate Interrupt Ranged 10
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.
Aegis of Shielding: If the target is marked by your aegis of shielding power, the target’s melee attack deals extra damage equal to your Constitution modifier.
Like a forked bolt of lightning, you see
m to strike two creatures at once.
Encounter Arcane, Lightning, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.
Effect: You teleport 5 squares and make a secondary attack.
Aegis of Assault: The number of squares you teleport equals 4 + your Strength modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.
Your weapon ignites with flames as you launch it toward your enemies. Upon striking the ground, it explod
es and consumes the area in flames.
Encounter Arcane, Fire, Implement
Standard Action Area burst 1 within 5 squares
Requirement: You must throw your melee weapon at the origin square.
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier fire damage, and the target takes 5 fire damage if it makes an attack that does not include you on its next turn.
Effect: Your weapon reforms in your hand.
Like the shadow snake, your strike bites with deadly venom. With each movement, your foe
suffers from the poison you inflict.
Encounter Arcane, Poison, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Until the end of your next turn, when the target uses a move action, it takes poison damage equal to your Constitution modifier.
As your blade sinks into the enemy, his blood turns to leade
n ice, and he staggers about heavily.
Encounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
You thrust at your enemy, a flash engulfs
it, and it suddenly appears elsewhere.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you teleport the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Your words of magic create a gauntleted hand that wraps around your foe, crushing its wind
pipe and leaving it gasping for breath.
Encounter Arcane, Force, Implement
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
Aegis of Ensnarement: The attack deals extra damage equal to your Constitution modifier.
Driving your blade home, you hiss a word of power , and white bone-chilil
ng mist begins to seep from your foe's body.
Daily Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier damage.
Effect: until the end of the encounter, any enemy takes 1d10 cold damage when it moves adjacent to or starts its turn adjacent to the target.
Your sword thrust connects you with your foe and creates a dimensional bond
that allows you to teleport to its location.
Daily Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can teleport 10 squares as a move action. You must end this movement adjacent to the target.
You weave a deadly symbol in your foe's flesh. This hateful glyph lea
ves your enemy's body fragile to the elements.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.
Effect: The target gains vulnerable 5 to a damage type of your choice: acid, cold, fire, lightning, or thunder. The vulnerability lasts until the end of the encounter.
You draw on your enemy’s natur
al resilience to protect your allies from harm.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The target gains vulnerable 5 to that damage type (save ends). Each ally within 5 squares of you gains resist 5 to that damage type until the end of the encounter.
Your weapon turns pitch black as you strike. The wound it leaves behind drains you
r enemy of strength when it attacks your allies.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier damage.
Effect: The target’s attacks deal half damage to your allies (save ends).
Tendrils of bluish white lightning co
urse from your blade to electrocute your enemies.
Daily Arcane, Implement, Lightning
Standard Action Ranged 5
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d8 + Intelligence modifier damage, and ongoing 5 lightning damage (save ends).
Miss: Half damage, and no ongoing damage.
With a wicked flourish, you carve your mark into the flesh of your foe, e
nabling you to find the creature wherever it goes.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can automatically pinpoint the location of the target while it is within 20 squares of you, even if line of sight or line of effect would normally be blocked. You still take any penalties for any concealment or cover that the creature has against you. Also, until the end of the encounter, you gain the benefit of flanking against the target while you and at least one ally are adjacent to the target.
Your attack inflicts a grievous wound and
unleashes a gout of flame that consumes your enemy.
Daily Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and ongoing 5 fire damage (save ends). When the target takes the ongoing fire damage, each enemy adjacent to the target takes 5 fire damage.
Miss: Half damage.
A gout of flame springs from your sword, searing your ene
my and threatening to consume it in deadlier flames.
Daily Arcane, Fire, Implement
Standard Action Close burst 10
Target: One creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Constitution modifier fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one.
Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one.
Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents.
You steal the speed of your enemy
and use it to leap across the dimensions in pursuit.
Daily Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: Each time the target rolls a saving throw against this power, you can teleport 5 squares as a free action. You must end this teleportation adjacent to the target.
Arcane power speeds you into battle.
Encounter Arcane, Teleportation
Move Action Personal
Effect: Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy during your turn.
Your warding warps the flow of magic around
you, preventing enemies from sneaky escapes or attacks.
Daily Arcane, Stance, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts as long as the stance persists. Enemies within the zone cannot teleport. Enemies outside the zone cannot teleport into it.
Special: The zone remains centered on you, even if you move.
Your spell turns the ground beneath your enemies’ fee
t into gooey mud, which grasps and slows their movement.
Daily Arcane, Aura
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of the encounter or until you deactivate it as a free action. The ground in the aura is difficult terrain for your enemies.
Aegis of Ensnarement: When you deactivate the aura, one enemy within 2 squares of you is immobilized until the end of your next turn.
Forces beyond yo
ur enemy’s comprehension work against it at your command.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, any effect that a save can end that you place on an enemy causes a –2 penalty to saving throws against the effect.
You extend a magical ward around nearby allies.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, your allies gain a +1 power bonus to AC while adjacent to you.
Aegis of Shielding: Allies instead gain a +1 power bonus to all defenses while adjacent to you.
You move through the battlefield in a blur.
Encounter Arcane
Move Action Personal
Effect: You move 12 squares.
You raise a magical ward of thin, wispy silver mist. It seems no more tangible than warm breath on a frosty morning
, but it gathers under enemy blows and turns them aside.
Encounter Arcane, Force
Minor Action Close burst 1
Targets: You and each ally in the burst
Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn.
With the rush of wind, you blink to your enemy’s side,
darting around the battlefield in a swirl of sword and spell.
Daily Arcane, Stance, Teleportation
Minor Action Personal
Effect: Until the stance ends, you gain teleport 3 as an additional movement mode, but you must end such teleports adjacent to an enemy.
Speaking ancient words of aegis binding, you lower a m
antle of magic over your enemies that marks them as your foes.
Daily Arcane
Minor Action Close blast 3
Target: Each enemy in the blast
Effect: The target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. If you mark only one target with this power, you do not expend the power but cannot use it again during this encounter.
Your blade briefly adopts the appearance of
a unicorn horn, sending out a focused pulse of curative energy.
Daily Arcane, Healing
Minor Action Close burst 1
Target: You or one ally in the burst
Effect: The target either rolls a saving throw or regains hit points equal to 5 + your Constitution modifier.
Yo
u summon the strength of the elements to shield you from damage.
Daily Arcane
Minor Action Personal
Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. You have resistance to that damage type equal to your Constitution modifier. As a minor action, you can change the type of resistance to any other listed damage type. This resistance lasts until the end of the encounter.
You channel th
e power of the desert winds to briefly lift you into the air.
Encounter Arcane
Move Action Personal
Effect: You fly a number of squares equal to your speed.
Your sword swing unleashes a barrage of nettling dart
s of force that punish a foe for attacking one of your allies.
Encounter Arcane, Force, Implement
Immediate Reaction Ranged 5
Trigger: An enemy within 5 squares of you hits or misses an ally
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Aegis of Shielding: The target also takes a -2 penalty to attack rolls until the end of your next turn.
You tap into the magi
c of your failed strike to unleash a mighty barrage of thunder.
Encounter Arcane, Implement, Thunder
Free Action Close blast 3
Trigger: You used a swordmage at-will attack power this turn and did not hit any target with it
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier thunder damage, and the target is marked by your swordmage aegis until the end of your next turn. Marking the target in this way does not remove the mark on another target affected by your swordmage aegis.
You point your sword into the air,
and cruel talons of white lightning reach out toward your foes.
Encounter Arcane, Implement, Lightning
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier lightning damage.
You summon a foe to your side, lashing out against it.
Encounter Arcane, Force, Implement, Teleportation
Standard Action Close burst 3
Target: One enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier force damage, and you can teleport the target to a square adjacent to you.
The magic of your aegis creates an invisib
le tether between you and your enemy, preventing it from escaping.
Encounter Arcane, Force, Implement
Immediate Interrupt Ranged 10
Trigger: An enemy that you can see and that is marked by your Swordmage Aegis power willingly moves away from you.
Target: The triggering enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage, and you pull the target to a square adjacent to you.
Aegis of Ensnarement: The target is then immobilized until the end of its next turn.
With a mighty sweep of your blade, dancing to
ngues of arcane fire rise from the ground at the feet of your foes.
Encounter Arcane, Conjuration, Fire, Implement
Standard Action Area wall 3 within 1 square
Effect: You conjure a wall of contiguous squares filled with leaping flames that lasts until the start of your next turn. The wall can be 3 squares long and no more than 1 square high. Only 1 square of the wall must be within 1 square of you.
Any creature that enters the wall’s space or starts its turn there takes 1d8 + Constitution modifier fire damage. A creature can take this damage only once per turn.
As your blade slices into the enemy before you, a tide of magical energy sla
ms into nearby foes and rocks them back like ships on a stormy wave.
Encounter Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Fortitude, one attack per target
Hit: You push the secondary target away from the primary target a number of squares equal to your Constitution modifier.
Your attack dr
aws life from your foe’s injury and instills you with renewed energy.
Encounter Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. You can spend a healing surge.
Aegis of Ensarement: If you spend a healing surge, you regain additional hit points equal to your Constitution modifier.
In the blink of an eye, your weapon shatters into thousa
nds of pieces that cut your foe. The weapon then reforms in your hand.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage. Each creature other than you that is adjacent to the target takes damage equal to your Intelligence modifier + your Strength modifier.
Your chill blade sends a rain of frozen rain casc
ading over your enemy, inhibiting its ability to move without slipping.
Encounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Intelligence vs. AC
Hit: 2[W] + Strength modifier cold damage. The target and each enemy adjacent to the target fall prone after shifting until the end of your next turn.
Your strike leaves s
hards of pure force piercing your enemy’s flesh, rending it if it moves.
Encounter Arcane, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier force damage. If the target moves before the end of its next turn, it takes force damage equal to 5 + your Strength modifier.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.
Raising your blade, you send out a cl
ap of thunder that sends your foes sprawling as noise cascades over them.
Encounter Arcane, Implement, Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier thunder damage, and you knock the target prone.
As you strike your foe, you place another foe under your aegis.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. One enemy within 5 squares of you other than the target is marked until the end of your next turn.
Aegis of Assault: The enemy you mark is marked by your aegis of assault and takes damage equal to your Strength modifier.
Your
blade weaves in a pattern that deflects attacks directed at your nearby allies.
Daily Arcane, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Effect: Until the stance ends, you can use the Arcane Deflection Attack power.
Yo
ur blade weaves in a pattern that deflects attacks directed at your nearby allies.
Daily Arcane, Stance, Weapon
Immediate Interrupt Personal
Requirement: The Arcane Deflection power must be active to use this power.
Trigger: An enemy hits an ally who is adjacent to you
Special: Make an Intelligence attack vs. the triggering enemy’s attack roll
Hit: The triggering enemy’s attack misses the al
ly.
Your backhanded strike sends your enemey elsewhere.
Daily Arcane, Reliable, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you teleport the target 5 squares.
As you slash at
your foe, your sword glows with a blinding light, banishing the gloom around you.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target is blinded (save ends).
Effect: The target is illuminated untl the end of the encounter, shedding bright light within 10 squares around it. Even if it turns invisible, its location can be pinpointed automatically, though the normal -5 penalty to the attack roll still applies.
Throwing yo
ur sword, you transform the weapon into a bolt of lightning that cripples your foe.
Daily Arcane, Lightning, Weapon
Standard Action Ranged 5
Requirement: You must throw your melee weapon at the target.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier lightning damage, and the target is slowed (save ends). Also, the target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis.
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: Your weapon returns to your hand.
As you strike, you create an arcane bond between yourself and
your foe, allowing you to slip either of you between narrow gaps between the worlds.
Daily Arcane, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier force damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can teleport yourself or the target of this power 1 square as a move action.
Bored with your foes, yo
u give them a dismissive wave with your sword that sends them tumbling to the ground.
Daily Arcane, Force, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier force damage, and you push the target a number of squares equal to your Strength modifier and knock it prone.
Miss: Half damage, and you push the target 1 square.
As you cut into your foe, the a
ir shimmers around you for a split second, and then two of you stand before the enemy.
Daily Arcane, Conjuration, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] +Intelligence modifier damage.
Effect: You conjure a duplicate of yourself on a solid surface in a square adjacent to the target. The duplicate lasts until the end of the encounter or until you drop to 0 hit points or fewer. Enemies cannot move through the duplicate’s space, but allies can. The duplicate disappears if you end any turn more than 5 squares away from it.
You and the duplicate share your statistics and actions. Actions the duplicate takes come from your normal allotment of actions, and it can take any actions normally available to you. You can make attacks, including opportunity attacks, as though you occupied the same space as the duplicate. The duplicate can be targeted by attacks and provokes opportunity attacks. Any effect that targets you and the duplicate affects you only once.Swordmage Attack 9
Your blade burst
s into flame as you stab a foe. You and the foe are then whisked away to another enemy.
Daily Arcane, Fire, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier fire damage.
Effect: Make a secondary attack.
Secondary Target: One creature within 5 squares of you other than the primary target
Effect: You teleport to a space that must be adjacent to the secondary target. If you hit the primary target, you can also teleport the primary target to a space adjacent to you.
Secondary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
As your weapon sweeps toward your enemy’s feet, it creates an icy patc
h along the ground that sends your enemy slipping toward another nearby patch of ground.
Daily Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Constitution modifier cold damage, and you slide the target 3 squares to a square adjacent to you.
Miss: Half damage, and do not slide
the target.
Your aegis’s magic robs your foe of allies.
Daily Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature marked by your Swordmage Aegis power
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier force damage, and the target is not considered an ally to its allies and vice versa for the purpose of powers and auras. This effect lasts until the end of the encounter or until the target is no longer marked by your Swordmage Aegis power.
Aegis of Ensnarement: If the target starts its turn adjacent to a creature other than you and is within 10 squares of you, you can use the immediate reaction of your aegis of ensnarement on the target.
Miss: Half damage, and the target is not considered an ally to its allies and vice versa for the purpose of powers and auras. This effect lasts until the end of your next turn.
Your attack gives life to a ten
acious flame that pursues and burns your enemies long after the initial foe shakes it off.
Daily Arcane, Fire, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends, see below).
Effect: When a creature saves against the ongoing damage from this power, place leaping flames in a square adjacent to that creature. When a creature is in the same square as leaping flames, that creature gains ongoing 5 fire damage (save ends) and you remove leaping flames from the board. This process continues until the end of the encounter, at which point the flames disappear. A creature can be affected by these flames only once in an encounter. If no creature is currently affected by the flames, move the flames 1 square at the start of your turn.
Miss: Half damage, and no ongoing fire damage.
Your body become
s like a bolt of lightning as you shoot from enemy to enemy, launching attack after attack.
Daily Arcane, Lightning, Weapon
Standard Action Melee weapon
Effect: Teleport 4 squares
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 1[W] + Strength modifier lightning damage.
Effect: You can teleport 3 squares, and then make a secondary attack.
Secondary Target: One creature other than the primary target.
Secondary Attack: Intelligence vs. AC
Hit: 1[W] lightning damage.
Effect: You can teleport 2 squares, and then make a tertiary attack.
Tertiary Target: One creature other than the primary and secondary targets.
Tertiary Attack: Intelligence vs. AC
Hit: 1[W] lightning damage.
You charge your foe, swingin
g your weapon savagely. As arcane energy fuels your charge, a few of your minor wounds heal.
Daily Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Until the end of the encounter, you gain regeneration equal to 2 + your Constitution modifier while you are bloodied.
Miss: Half damage. You regain hit points equal to 2 + your Constitution modifier.
Special: When charging, you can use this power in place of a melee basic attack.
Aegis of Ensnarement: If you charge, you gain a +2 bonus to the attack roll instead of the normal +1 for charging.
Arcane
power guides your defensive posture, guarding you even from attacks you can’t see coming.
Encounter Arcane
Free Action Personal
Effect: Until the end of your next turn, you do not grant combat advantage to any of your enemies.
The magic of your vicious attacks temporarily protects you from harm.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, when you hit with a melee weapon attack you gain a +1 power bonus to all defenses until the start of your next turn.
Aegis of Assault: Increase the power bonus to +2.
As th
e enemy prepares to riddle you with arrows from afar, you vanish and reappear right next to it.
Daily Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy within 20 squares of you hits you with a ranged attack.
Effect: You teleport adjacent to the enemy.
You move with otherworldly grace through even the most difficult environments.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to speed and a +2 power bonus to Athletics checks, Acrobatics checks, and Stealth checks, and you ignore difficult terrain.
The air shimmers about you and thickens against enemy assault. The mythal protects you, always.
Daily Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.
You fear no height, for your magic gives grace to any landing.
Encounter Arcane
Free Action Personal
Trigger: You are knocked prone or fall
Effect: You take no falling damage, and you are not knocked prone.
Like the deathjump spider, you can pounce upon your prey with frightening speed.
Encounter Arcane
Move Action Personal
Effect: You make an Athletics check to jump with a +10 power bonus. You are considered to have a running start and can move as far as the check allows.
Aegis of Ensnarement: When you charge, you can use this power as a free action.
Your eyes glow silver, piercing the veils that separate you and your opponent.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you are automatically aware of each creature within 5 squares of you, including those that are hidden or invisible. You know the squares that any of those creatures occupy, but this knowledge does not negate the effects of cover, superior cover, concealment, or total concealment.
You s
wing at your foe and craft your warding into a blunt force that flattens your enemy when you hit.
Encounter Arcane, Force, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. In addition, either you deal extra force damage equal to your bonus from Swordmage Warding + your Constitution modifier, or you knock the target prone.
Your blade turns into a
cid mid-swing, splattering against your foe and splashing a flesh-searnig spray on nearby enemies.
Encounter Acid, Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier acid damage, and enemies adjacent to the target take 1d6 + Strength modifier acid damage.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of melee basic attack.
As your sword connects with your foe, a burst of arcane light roots nearby enemies to the ground.
Encounter Arcane, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier radiant damage. Each enemy adjacent to you other than the target is immobilized until the end of your next turn.
Aegis of Assault: When you use your aegis of assault to teleport and make an attack, you can use this power in place of the melee basic attack.
As you slas
h your foe, your blade cuts atear in reality, which drags you and your foe to a new location nearby.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Teleport yourself and your target anumber of squares equal to 1 + your Constitution modifier. You must appear in a square adjacent to the target.
You call forth to your foe, chastising it for its impertinence.
Encounter Arcane, Cold, Implement, Teleportation
Standard Action Ranged 5
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence cold damage. You weaken the target until the start of your next turn and can teleport the target to a square adjacent to you.
Bolts of purple lightning jet from your blade and rip at your foes, pulling them toward you.
Encounter Arcane, Implement, Lightning
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier lightning damage, and you pull the target a number of squares equal to your Constitution modifier.
Aegis of Ensnarement: The target is also slowed until the end of your next turn.
You
r foe might be expecting a strike of the sword, but instead it gets a force-empowered fist in the face.
Encounter Arcane, Force, Implement
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage.
Aegis of Assault: The attack deals extra damage equal to your Strength modifier.
Effect: You push the target a number of squares equal to your Strength modifier and knock it prone.
With a mesmerizin
g twirl of your weapon, you make your opponent’s mind reel and rob the creature of its ability to react.
Encounter Arcane, Implement, Psychic
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. Will
Hit: Intelligence modifier psychic damage, and the target is stunned until the end of your next turn.
Aegis of Ensnarement: If the target is marked by your aegis of ensnarement, the psychic damage equals your Intelligence modifier + your Constitution modifier.
When you t
eleport an enemy, your blade is waiting to strike a withering blow before the enemy realizes where it is.
Encounter Arcane, Weapon
Free Action Melee 1
Trigger: You teleport an enemy to a square adjacent to you on your turn.
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Aegis of Ensnarement: Add your Constitution modifier to the damage. In addition, you can use this power as part of the immediate reaction of your aegis of ensnarement.
Your attack leaves a glowing mote of arcane power in
your enemy's wound. You kick you foe free of your blade and watch it erupt in a blossom of hellish flames.
Encounter Arcane, Fire, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier + 2. Make a secondary attack.
Secondary Target: Each creature within 2 squares of the primary target's new location
Secondary Attack: intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Aegis of Shielding: The secondary attack affects only enemies.
Your strike causes silver light to flare around your foe, obscuring its ability to perceive anyone but you.
Encounter Arcane, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier radiant damage. Until the end of your next turn, all your allies are invisible to the target.
Aegis of Shielding: The attack deals extra damage equal to your Constitution modifier.
As yo
ur blade bites into your foe, you shisper a fell word of power and watch as your enemy's flesh begins to sizzle.
Daily Acid, Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and ongoing 10 acid damage (save ends).
Miss: Half damage, and no ongoing damage.
Your bla
de moves in a blur as you assail your foe with cuts. Then, from those cuts, you summon flames to engulf your foe.
Daily Arcane, Fire, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier damage.
Effect: Make a secondary attack centered on the primary target. The secondary attack does not provok
e opportunity attacks.
From those cuts, you summon flames to engulf your foe.
Daily Arcane, Fire, Implement
No Action Area burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
As your sword connects with your foe’s flesh, your body ignites into an aspect of fiery doom.
Daily Arcane, Fire, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Until the end of the encounter, each creature that starts its turn adjacent to you takes 5 fire damage.
Aegis of Assault: When you use your aegis of assault to teleport and make an attack, you can use this power in place of the melee basic attack.
Your
blade pulses with necrotic energy. Your strike creates a wound that festers, causing your foe mind-numbing anguish.
Daily Arcane, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier necrotic damage. The target takes ongoing 5 necrotic damage, cannot regain hit points, cannot recharge powers, and cannot spend action points (save ends all).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
Spectral chains lash outward from your weapon, striking at your enemies before binding them in place.
Daily Arcane, Force, Implement
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage. Until the end of the encounter, whenever you end your turn adjacent to the target, the target is immobilized until the end of your next turn.
Miss: Half damage.
Effect: The target is slowed until the end of your next turn.
You focus your fury, unleashing a storm around you that threatens retreating foes.
Daily Arcane, Lightning, Stance, Thunder
Minor Action Personal
Effect: An enemy that starts its turn adjacent to you and moves away takes 2d8 lightning and thunder damage.
You gauge your opponent’s moves, attacking where the creature is weakest and cutting off its ability to escape.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3[W] + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
Effect: Until the end of the encounter, whenever you hit the target with a melee attack, it is immobilized until the end of your next turn.
Aegis of Ensnarement: Until the end of the encounter, whenever you hit the target with a melee attack, you can knock it prone instead of immobilizing it.
With a daring flourish of your blade, you unleash a blast of fire that dances madly about, setting your foes aflame.
Daily Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Relfex
Hit: 2d10 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing damage.
Yo
u intercede on your friend’s behalf and enshroud your foe in a specter of death that can only be exorcised by facing you.
Daily Arcane, Implement, Necrotic
Immediate Interrupt Close burst 5
Trigger: A creature attacks an ally
Target: Triggering creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier necrotic damage and the target is weakened until the end of its next turn.
Effect: Until the end of the encounter, if the target makes an attack that does not include you as a target, the target is weakened until the end of its next turn.
Ancient words resonate around you as your blade relentlessly assaults your opposition.
Daily Arcane, Cold, Fire, Teleportation, Weapon
Standard Action Melee weapon
Effect: You can teleport 5 squares.
Primary Target: Each enemy adjacent to you that you can see
Primary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
Miss: Half damage.
Effect: You can teleport 5 squares and make a secondary attack.
Secondary Target: One enemy other than a primary target
Secondary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the secondary target is dazed (save ends).
Miss: Half damage.
As one of your foes falls, you send out a pulse of magic that incites other enemies to attack you.
Encounter Arcane
Free Action Area burst 2 centered on the triggering enemy
Trigger: An enemy within 10 squares of you drops to 0 hit points
Target: Each enemy in the burst
Effect: The target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. Using this power does not provoke opport
unity attacks.
The warding around you emits a soothing glow, restoring your vitality.
Daily Arcane, Stance
Minor Action Personal
Effect: At the end of your turn, before making saving throws, remove one effect on yourself that a save can end.
For a brief moment, your doubts and fears are assuaged by an overwhelming sense of confidence that drives you to succeed.
Encounter Arcane
Minor Action Personal
Effect: Until the start of your next turn, when you make an attack roll or a saving throw, you roll
twice and use either result.
You create a barrier of protection for you and your allies.
Daily Arcane, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of the encounter. While in the zone, you and each ally gain resistance to fire, cold, and lightning damage equal to your twice your Intelligence modifier.
You wrap layers of arcane protection into your warding, keeping elemental energy at bay.
Daily Arcane
Minor Action Personal
Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 10 + your Constitution modi
fier to that damage type.
Your skin takes on a silvery sheen, and your muscles grow dense as steel.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain resist 5 to all damage
.
With a few whispered words of magic, you gain the power to share in an ally’s good fortunes.
Daily Arcane
Minor Action Personal
Effect: Choose an ally within 3 squares of you. Until the end of the encounter or until you drop to 0 hit points or fewer, whenever that ally succeeds on a saving throw while you are within his or her line of sight, you can end one effect on you that a save ca
n end.
The more foes stand arrayed against you, the stronger your defensive magic is.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +1 power bonus to AC. If at least two enemies are wi
thin 3 squares of you, this bonus increases to +3.
In the blink of an eye, you're somewhere else.
Daily Arcane, Teleportation
Immediate Interrupt Personal
Trigger: You would be hit by an attack
Effect: Teleport 2 squares.
With a quick flick of the wrist and a spell on the lips, you can guard yourself against the worst attacks.
Encounter Arcane
Immediate Interrupt Personal
Trigger: A melee attack damages you
Effect: The triggering attack deals half damage to you.
Wit
h dizzying speed, you slash and slice your foes. Your swordplay leaves your foes off balance and unable to discern your location.
Encounter Arcane, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier damage. Until the end of your next turn, the target grants combat advantage to you and your allies.
Effect: Until the end of your next turn or until you move, you hav
e concealment.
The lightning dancing on your blade leaps to your foe and holds it in place.
Encounter Arcane, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and the target is restrained until the end of you
r next turn.
Flame licks your blade, then explodes in a fiery blast when you strike your foe.
Encounter Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage. Each enemy adjacent to the target takes fire damage equal to your Strength modifier.
Aegis of Assault: When you use your aegis of assault to teleport and make an attack, you can use this power in place of the melee basic attack.
Special: When charging, you can use this power in place of a melee basic attack.
As your blade lances into your foe, ice erupts from the wound, winding around your enemy's limbs in a crushing embrace.
Encounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier damage, and the target is weakened until the end of your next turn. If the target attacks while it is weakened, it takes cold damage equal to 5 + your Constitution modifier.
A burst of light from your soul ensures that each enemy’s death brings you greater opportunities to strike them down.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage. This damage ignores insubstantial.
Special: If this attack reduces your target to 0 or fewer hit points, you regain the use of this power.
Your s
word extends into the form of a shadowy asp and bites an enemy. If that foe dares to leave your side, poison assails it a second time.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier poison damage. If the target ends its next turn in a space that is not adjacent to you, it takes 1d8 + your Constitution modifier poison dama
ge.
You spin your blade impossibly fast, creating silvery strands of silk that bind nearby enemies.
Encounter Arcane, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
You sever the fabric of reality, transporting an ally to safety while redirecting an enemy’s attack.
Encounter Arcane, Implement, Teleportation
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you hits an ally with a melee attack
Target: One creature other than the triggering enemy or the ally who was hit
Attack: Intelligence vs. Fortitude. If the target is an ally, you do not make an attack roll.
Hit: The target swaps positions with the ally, and the target is subje
ct to the triggering enemy’s attack.
Electric death pulses from your sword as you plunge it into the enemy.
Encounter Arcane, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modif
ier lightning damage.
A whirlwind of arcane energy lashes out to draw your foes closer to your blade.
Encounter Arcane, Implement, Thunder
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage, and you pull the target 2 squares. The target is marked until the end of your next turn.
Aegis of Shielding: The target is marked by your aegis of shielding. Marking the target does not remove the mark on another target already affected by your aegis of shield
ing.
Attuning your blade's arcane might, you launch a devastating barrage of cuts and thrusts against your foe.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage.
Effect: Choose a creature type that the target has (animate, beast, humanoid, or magical beast). Until the end of the encounter, your attacks against creatures of that type deal 2d6 extra damage.
Death’s
power turns your foe’s triumph into a victory of your own. Your pain explodes from you, and as others fall, you draw strength from their defeat.
Daily Arcane, Healing, Implement, Necrotic
Immediate Interrupt Close burst 2
Trigger: You become bloodied or brought to 0 or fewer hit points
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: You can spend a healing surge. If you do, you regain 1d6 additional hit points for each enemy bloodied or reduced to 0 hit points by this attack.
Just as your foes close in on you, your sword strikes send out blasts of force that repel the enemies and send them staggering.
Daily Arcane, Force, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier force damage, and you push the target a number of squares equal to your Constitution modifier.
Miss: Half damage, and you push the target 1 square.
You hurl your sword, and it buries
itself into the chest of a distant foe. Your sword explodes, sending waves of roiling flame out in all directions, before reforming in your hand.
Daily Arcane, Fire, Weapon
Standard Action Ranged 10
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier fire damage.
Effect: Make a secondary attack.
Secondary Targets: The primary target and each enemy within 2 squares of it
Secondary Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage.
Miss: Half damage.
Thrusting the point of your sw
ord into your enemy, you channel a kernel of deadly power into it. Dark cloudsd seep from the wound and lightning lashes out, shocking nearby foes.
Daily Arcane, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and ongoing 10 lightning damage (save ends). When the target takes ongoing damage from this power, enemies adjacent to the target take 10 lightning damage.
Miss: Half damage, and no ongoing damage.
With one swipe, you mark your opponent with a burning, magic sigil that distracts your foe and ensures that the creature can’t hide.
Daily Arcane, Weapon
Standard Action Melee weapoon
Effect: Until the end of the encounter, you can see the target of this power even if it is invisible or hidden. You take no penalty to attack rolls against the target for any concealment, total concealment, cover, or superior cover it has, but you cannot see through walls or any other solid barriers. In addition, you gain the benefit of flanking against the target as long as you and at least one ally are adjacent to it.
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage.
Your weapon sends an enemy flying through otherworldly space. When the foe returns, it is reeling from the experience.
Daily Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. You teleport the target 10 squares, and the target is stunned (save ends).
Miss: Half damage, and you teleport the target 5 squares.
You form a protective barrier of scintillating, silver dragon scales that strikes an enemy while providing shelter for an ally.
Daily Arcane, Implement, Lightning
Immediate Interrupt Close burst 5
Trigger: An enemy hits an ally within 5 squares of you
Target: The triggering enemy
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: The ally who was hit gains resistance to all damage equal to your Constitution modifier until the end of your next turn.
Sustain Minor: The effect persists.
Appearing in a flash of light in the midst of your foes, you are a terror of flashing steel, threatening all adjacent enemies.
Daily Arcane, Stance, Teleportation, Weapon
Standard Action Close burst 1
Effect: Before the attack, you teleport 10 squares.
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target is marked until the end of your next turn.
Miss: Half damage.
Effect: Until the stance ends, once during each of your turns as a free action, you can mark one enemy that is adjacent to you. The mark lasts until the end o
f your next turn.
You sprout a pair of translucent magic wings that take you aloft to do battle from the skies.
Daily Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain a speed of fly 8 (hover). When the effect ends, you float to the ground and do not take falling damage.
Sustain Minor: The effect persis
ts.
You wreath yourself in magic and unleash a burst of energy that lets you overcome even the most paralyzing afflictions.
Daily Arcane
No Action Personal
Effect: End any effects on you that impose the following conditions: grabbed, immobilized, restrained, slowed, and petrified. Until the end of the encounter, you gain a +5 power bonus to saving throws against any effects that
include those conditions.
Your eyes take on an otherworldly sheen—you see all, even gaining a glimpse of the future.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +5 power bonus to Perception checks, you ignore attack penalties for targets that have concealment or total concealment, and you can see invisible targets as if they were visible.
While this power is active, you can force an enemy within line of sight to reroll an attack roll made against you or an ally, with a penalty equal to your Constitution modifier. The enemy must use the new result. Using this benefit ends t
he power’s effects immediately.
Your form becomes immaterial like a ghost, and you gain the power to pass through walls.
Encounter Arcane
Minor Action Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.
Soaking up ambient arcane power, your body swells and grows. You stand as tall as a giant and are blessed with awesome power.
Daily Arcane
Minor Action Personal
Effect: Your size category becomes the next larger one, such as from Medium to Large. You gain a +5 power bonus to Strength ability checks, a +2 power bonus to melee attack rolls, and a +5 power bonus to melee damage rolls.
If this power increases your size to Large, Huge, or Colossal, your space increases to match the new size and your reach also increases by 1. If there is insufficient room for your space to increase, this power automatically fails.
This transformation persists until the end of the encounter or until you choose t
o end it as a minor aciton.
Like the oni of children’s fairy tales, you can disappear from view until you are ready to strike.
Daily Arcane, Illusion
Minor Action Personal
Effect: You are invisible until the end of your next turn or until you attack.
Sustain Minor: You stay invisible or, if you are no longer invisible because you attacked, y
ou become invisible again.
A numbus of energy cascades from you and surrounds your foes, sealing their avenues of escape.
Daily Arcane, Stance, Zone
Minor Action Close burst 5
Effect: The burst creates a zone that lasts as long as the stance persists. Enemies wtihin the zone cannot teleport. Enemies outside the zone cannot teleport into it. Enemies who begin their turn within the zone are slowed untl the end of the
ir turn.
Special: The zone remains centered on you, even if you move.
Your blade changes into a whirling geyser of acid.
Encounter Acid, Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit:
3d10 + Intelligence modifier acid damage.
You send a missile of force flying toward a distant foe, marking it for your wrath.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier force damage. Until the end of your next turn, the target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already
affected by your Swordmage Aegis.
In the blink of an eye, you and an ally appear next to a foe and unleash a deadly assault.
Encounter Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you and an ally who is adjacent to you teleport 5 squares to spaces that must be adjacent to the target.
Attack: Intelligence vs. AC
Hit:
3[W] + Intelligence modifier damage.
Your successful attack lends you the strength and the inspiration to keep on fighting.
Encounter Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage. You can spend a healing surge and regain additional hit points equal to your Constitution modifier. You can also roll a saving throw.
Ice creeps over your weapon, and when you strike, it explodes in a cloud of frost that anchors nearby foes in eldritch ice.
Encounter Arcane, Cold, Implement, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. Make a secondary attack that is an area burst 1 implement attack centered on the primary target. The secondary attack does not provoke opportunity attacks.
Secondary Target: Each creature in the burst except you
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Aegis of Assault: When you use your aegis of assault to teleport and make an attack, you can use this power in place of the melee basic attack.
You swing your sword through the air, striking with pinpoint accuracy before your enemy has fully materialized.
Encounter Arcane, Weapon
Free Action Melee 1
Trigger: You teleport an enemy to a square adjacent to you on your turn.
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage.
Aegis of Ensnarement: The attack can score a critical hit on a roll of 18–20, and add your Constitution modifier to the damage. In addition, you can use this power as part of the immediate reaction of your aegis of
ensnarement.
You slash your foe and transform into lightning, racing across the battlefield to reappear and strike anew.
Encounter Arcane, Lightning, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and you teleport 10 squares.
Miss: You teleport 5 squares.
Effect: Make a secondary attack.
Secondary Target: One creature
Secondary Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage.
Your blade transforms mid-swing into a searing meteor that explodes against your enemy, then careens into other nearby foes, immolatting them in a fiery shroud.
Encounter Arcane, Fire, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage. Make a secondary attack.
Secondary Targets: One or two other creatures within a number of squares from the primary target equal to 2 + your Strength modifier
Secondary Attack: Intelligence vs. Reflex, one attack per target
Hit: 2d6 + Intelligence modifier + Strength modifier fire damage.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic at
tack.
Arcane radiance bursts around your foes, searing them while transforming your allies into insubstantial creatures of light.
Encounter Arcane, Implement, Radiant
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier radiant damage, and the target is marked until the end of your next turn.
Aegis of Shielding: The target is instead marked by your aegis of shielding until the end of your next turn. Marking the target does not remove the mark on another target already affected by your aegis of shielding.
Effect: Each ally in the burst becomes insubsta
ntial until the end of your next turn.
You reply to an enemy attack by unleashing a devastating blast of thunder from your blade.
Encounter Arcane, Thunder, Weapon
Immediate Reaction Close blast 3
Trigger: An adjacent creature hits you with an attack
Target: Each creature in the blast. The creature that triggered this power must be in the area of the blast.
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier thunder damage, and the target is knocked prone and dazed until the end of your next turn.
Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power as part of that action. The blast can originate from an ally targeted by the marked attacker. The marked attacker must be with
in the blast.
As you hurl your blade, it flashes into a bolt of lightning, leaping from foe to foe before returning to your hand.
Daily Arcane, Implement, Lightning
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier lightning damage.
Effect: If a second enemy is within 5 squares of the target, make a secondary attack against that enemy.
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage.
Effect: If a third enemy is within 5 squares of the target, make a tertiary attack against that enemy.
Tertiary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage.
With a deft toss, you turn your sword into a streak of black lightning. It slams into your foe and causes the creature’s flesh to rot away.
Daily Arcane, Lightning, Necrotic, Weapon
Standard Action Ranged 10
Requirement: You must throw your melee weapon at the target.
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3[W] + Intelligence modifier lightning and necrotic damage, and ongoing 10 necrotic damage (save ends).
Aftereffect: The target takes ongoing 5 necrotic damage (save ends).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
Effect: Your w
eapon returns to your hand.
You assail your foe as a distraction while a crushing skeletal hand of shadows closes its grip around your enemy.
Daily Arcane, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you make a secondary attack with combat advantage against the same target.
Miss: You make the secondary attack against the target.
Secondary Attack: Intelligence vs. Reflex
Hit: Ongoing 10 necrotic damage, and the target is restrained and cannot teleport (save ends all).
Miss: Ongoing 5 necrotic damage (save ends), and the target is restrained and cannot teleport until the end
of its next turn.
As you drive your blade home, glowing frost courses through your foe, encircling its limbs and anchoring it to the ground.
Daily Arcane, Cold, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage, and ongoing 10 cold damage (save ends). Each time the target takes a move action before it has saved against the ongoing cold damage, the target takes extra cold
damage equal to your Constitution modifier.
Magic washes over you, steeling your body against pain as you rain violence upon your foe.
Daily Arcane, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage. Until the end of the encounter, you gain regeneration 10 while you are bloodied.
Miss: Half damage.
Effect: You can spend a healing surge.
Special: When charging, you can use this power in place of a melee basic attack.
Aegis of Ensnarement: If you charge, you gain a +2 bonus to the attack ro
ll instead of the normal +1 for charging.
Your arcane swordplay daunts your foe and leaves it scrambling to use even its simplest attacks.
Daily Arcane, Charm, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage. The target can use only basic attacks to attack (save ends).
Miss: Half damage. Until the end of your next turn, the t
arget can use only basic attacks to attack.
Arcane power courses through your veins and grants you unearthly speed with your biting blade.
Daily Arcane, Stance
Minor Action Personal
Effect: Once per round, you can make a melee basic at
tack as a minor action.
An arcane bond connects you to your foe. If the enemy does not face you in battle, your magical power will erode its life.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, if the target does not attack you during its turn, it takes 10 damage at the end of i
ts turn.
You send your enemy reeling toward other foes as its heartbeat builds to a thunderous crescendo, which explodes with waves of power.
Daily Arcane, Reliable, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 1[W] + Intelligence modifier damage, and you push the target a number of squares equal to 1 + your Strength modifier. Make a secondary attack.
Secondary Target: Each creature within 2 squares of the primary target, one attack per target
Secondary Attack: Strength vs. Reflex
Hit: 3d8 + Str
ength modifier thunder damage.
With a sweep of your sword, you unleash a flood of energy that pacifies your foes, making them weak and sleepy.
Daily Arcane, Implement, Psychic, Sleep
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is slowed and weakened (save ends both).
First Failed Saving Throw: The target becomes unconscious (save ends).
Miss: Half damage, and the tar
get is slowed and weakened until the end of your next turn.
You cool your enemies’ ardor for battle by drawing the heat from their bodies.
Encounter Arcane, Cold, Implement
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier cold damage, and the target is slowed and dazed until the end
of your next turn.
Whirling your blade about you, you throw off rending surges of arcane power, shredding foes and sending them flying.
Encounter Arcane, Force, Weapon
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier force damage, and you push the target 3 squares.
Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power as part of that action. Instead of you being the center of the burst, choose an ally targeted by the attack that triggered yo
ur aegis of shielding. That ally is the center of the burst.
Your blade opens a rift in reality, and you leap through to attack your enemy.
Encounter Arcane, Fire, Lightning, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before making the attack, you can teleport 10 squares to a space adjacent to the target. If you do, the attack is a charge.
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier fire, lightning, and
thunder damage.
Weaving threads of arcane power into a mighty storm with the movements of your blade, you unleash elemental fury on your foes.
Encounter Arcane, Fire, Lightning, Thunder, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier fire, lightning and thunder damage.
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of
the melee basic attack.
Brandishing your sword in one hand, you slash at your enemy while striking it with a flaming fist that leaves it reeling.
Encounter Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Make the following attack against the same target.
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier fire damage, and you push the target a number of squares equal to your Constitution modifier. Also,
the target is dazed until the end of your next turn.
The air erupts with blades around your foe, cutting any enemy that tries to move through them.
Encounter Arcane, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier damage. The attack creates a zone of whirling blades in a burst 3 centered on the target. The zone lasts until the end of your next turn or until you dismiss it as a minor action. Each enemy that enters the zone or starts its turn there takes 10 damage. An enemy can take this damage only once per
turn.
You throw your weapon at an enemy that threatens an ally. Then, in the blink of an eye, you appear beside the foe and seize your sword.
Encounter Arcane, Teleportation, Weapon
Immediate Interrupt Ranged 5
Trigger: An enemy within 5 squares of you hits an ally with a melee attack
Requirement: You must throw your melee weapon at the target.
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage, and you teleport to a space th
at must be adjacent to the target.
Effect: Your weapon returns to your hand.
You slam your sword into the ground and send a sonorous boom outward.
Encounter Arcane, Thunder, Weapon
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier thunder damage. If the target moves before the end of your next turn, it takes 2d8 + your Constitution modifier thunder damage.
Aegis of Ensnarement:
The target is also slowed until the end of your next turn.
Your blade unleashes a freezing gale that numbs your foe and sends it tumbling.
Encounter Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. In addition, you either slide the target 3 squares or knock it prone.
Aegis of Assault: When you use your aegis of assault to teleport and make an attack, you can use this power
in place of the melee basic attack.
Your blade crashes down on your foe, and a noise like a god's fury bursts out of your enemy toward its allies.
Daily Arcane, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier thunder damage.
Effect: Make a secondary attack.
Secondary Target: The primary target and each enemy within 2 squares of it.
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d8 thunder damage, and the target is stunned until the start of your next turn.
Miss: No damage or stun, but the secondary target is dazed until the start o
f your next turn.
You exhibit your mastery of the battlefield as you harry your foe and control its movements, making it unable to escape your blade.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 4[W] + Intelligence modifier damage.
Miss: Half damage.
Effect: The target is immobilized (save ends). Until the end of the encounter, whenever you hit the target with a melee attack, it is immobilized until the end of your next turn.
Aegis of Ensnarement: The target is restrained
instead of immobilized.
From your image reflected in your blade, you conjure an army of duplicates to help assault your foes anywhere on the battlefield.
Daily Arcane, Conjuration
Standard Action Ranged 10
Effect: You conjure a number of mirror images of yourself equal to your Constitution modifier (minimum 1) within range. Each mirror image occupies 1 square. Enemies cannot move through an image’s space, but allies can.
You can make attacks, including opportunity attacks, as though you occupied the same space as a mirror image. A mirror image still provokes opportunity attacks as normal for using a ranged or an area attack.
A mirror image can be targeted by attacks. It has the same defenses, resistances, and immunities as you. A mirror image has 1 hit point, and a missed attack never damages it. A mirror image reduced to 0 hit points is destroyed. Otherwise, the conjurations last until
the end of your next turn.
Sustain Minor: The effect persists.
With a vicious thrust of your sword, you set off a flaming chain reaction within your foe.
Daily Arcane, Fire, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 5[W] + Intelligence modifier damage.
Effect: Arcane fire continually burns in your target's veins. When the target is reduced to 0 hit points or fewer (if this happens before the end of the encounter), make a secondary attack.
Secondary Target: Each enemy within 2 squares of the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 4d10 fire damage
Mis
s: Half damage.
Your body streaks like silver lightning to a foe, even one you can’t see. Reappearing, your lightning-charged weapon sears your foe.
Daily Arcane, Lightning, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, you can teleport 20 squares to a space that must be adjacent to the target. You do not need line of sight to your destination.
Attack: Intelligence vs. AC
Hit: 6[W] + Intelligence modifier lightning damage, and you can then teleport ba
ck to your original position.
Miss: Half damage.
The strike of your blade injures and debilitates your enemy, leaving it unable to heal or replenish itself.
Daily Arcane, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4[W] + Intelligence modifier necrotic damage. The target takes ongoing 10 necrotic damage, cannot regain hit points, cannot recharge powers, and cannot spend action points (save ends all).
Miss: H
alf damage, and ongoing 10 necrotic damage (save ends).
You teleport back and forth across the battlefield, dragging your enemies with you as you go.
Daily Arcane, Force, Teleportation, Weapon
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Intelligence vs. AC
Hit: 5[W] + Intelligence modifier force damage, and you can teleport the target to any square in the burst.
Miss: Half damage, and you ca
n teleport the target to any square in the burst.
Effect: You can teleport to any square in the burst.
Your weapon becomes razor-sharp and takes on a silvery sheen.
Daily Arcane, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 7[W] + Intelligence modifier damage
Effect: Until the end of the encounter, your melee attacks with this weapon, including this attack, can score critical hits if you attack roll is a natural 19 or 20.