At-Will
Immediate Reaction Personal
Prerequisite: Elemental Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: The next enemy you place your Warlock’s Curse on gains vulnerable 5 to the damage type matching your current elemental affinity. This vulnerability is cumulative with the enemy’s existing vulnerability to the same damage type, if any, and lasts until the curse ends. The vulnerability increases to 10 at 11th level and 15 at 21st level.
You loose a crackling bolt of raw chaos against your foes.
At-Will
Arcane, Elemental, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier psychic damage, and one creature within 5 squares of the target takes psychic damage equal to your Constitution modifier.
Level 21: 2d8 + Charisma modifier psychic damage, and psychic damage equal to 3 + your Constitution modifier.
You instantly gain vitality from a cursed enemy when that enemy falls.
At-Will
Free Action Personal
Prerequisite: Infernal Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: You immediately gain temporary hit points equal to your level.
As your cursed enemies fall in battle, your Darkspiral Aura grows in power. You can unleash it on an enemy, blasting its mind and body.
At-Will
Arcane, Necrotic, Psychic
Immediate Interrupt
Prerequisite: Dark Pact
Effect: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 to your Darkspiral Aura. Your Darkspiral Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.
Trigger: When an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt.
Hit: 1d6 necrotic and psychic damage to that enemy for each point of your Darkspiral Aura’s current value
At 11th level, the damage you deal increases to 1d8 per point of your Darkspiral Aura’s current value, and at 21st level the damage increases to 1d10 per point of your Darkspiral Aura’s current value.
Special: If this attack deals less than 12 damage, the value of your Darkspiral Aura becomes 0. If this attack deals 12 damage or more, you can cause the enemy to be weakened for its attack (which means the attack deals half damage), and the value of your Darkspiral Aura becomes 1.
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
At-Will
Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 1d6 + Charisma modifier or Constitution modifier radiant damage. The first time the target moves closer to you on its next turn, it takes an extra 1d6 + Charisma modifier or Constitution modifier damage.
Level 21: 2d6 + Charisma modifier or Constitution modifier damage.
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear.
At-Will
Arcane, Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Level 21: 2d10 + Charisma modifier psychic damage.
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Wil
l Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma modifier or Constitution modifier damage.
Increase damage to 2d10 + Charisma modifier or Constitution modifier at 21st level.
Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
With a gesture, you create a shard of shimmering force and send it streaking toward your enemy.
At-Wi
ll Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier force damage.
Level 21: 2d10 + Charisma modifier force damage.
Special: You can use this power as a ranged basic attack.
The dire power of your attack drives your enemy before you.
At-W
ill Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma or Constitution vs. AC
Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square.
Increase damage to 2[W] + Charisma or Constitution modifier at 21st level.
Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life.
This power counts as a melee basic attack. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature.
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-
Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Your enemy’s eyes glow with an eldritch light as your vestige takes hold and scours that foe’s mind while you curse another nearby foe.
At
-Will Arcane, Implement, Psychic ; Varies
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d6 + Constitution modifier psychic damage. Choose the target or a creature within 3 squares of the target and within the target’s line of sight. You place your Warlock’s Curse on that creature; if the creature is already cursed by you, you can deal your Warlock’s Curse extra damage to that creature instead of to the target.
Level 21: 2d6 + Constitution modifier psychic damage.
Augment (King Elidyr): One ally who hits the target before the end of your next turn can roll a saving throw.
Augment (Zutwa): You gain your Prime Shot bonus against the target until the end of your next turn.
Augment (other vestige): See the “Eyes of the Vestige Augment” entry for the daily power that grants access to the vestige.
Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
At-Will
Free Action Personal
Prerequisite: Star Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.
You lash forth with a crackling ray of arcane power. As the beam rips into your foe’s flesh, you release part of your life force to ensure that this hellish bolt carries a portion of your foe’s with it.
A
t-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage.
Level 21: 2d10 + Charisma modifier.
Miss: You can choose to take damage equal to your level to reroll the attack roll. You can choose this only once each time you use this attack.
A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy.
At-Will Arcane, Implement, Necrotic, Psychic
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage.
Sorcerer-King Pact: If you spend your fell might, the target takes 1d8 extra damage.
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.
At-Will Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage. The first time you take damage before the end of your next turn, the target takes 1d6 + Constitution modifier fire damage.
Level 21: 2d6 + Constitution modifier damage and extra damage.
You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
At-Will
Free Action Personal
Prerequisite: Fey Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: You can immediately teleport 3 squares as a free action.
A cloud of freezing shadow wraps around your foe, turning into a snarling beast that lashes out when that enemy tries to move
.
At-Will Arcane, Cold, Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier cold damage.
Level 21: 2d10 + Charisma modifier cold damage.
Effect: If the target moves during its next turn, it takes cold damage equal to 2 + your Dexterity modifier or Intelligence modifier.
The mere sight of you is anathema to your enem
y.
At-Will Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, or 1d12 + Charisma modifier psychic damage to a target at maximum hit points.
Increase damage to 2d8 + Charisma modifier at 21st level, or 2d12 + Charisma modifier to a target at maximum hit points.
You call upon Hadar, the Ebon Hunger. Black tendrils erupt from your body and batter nearby creatures, pushing them from you
.
Encounter Arcane, Implement
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage, and you push the target 2 squares.
Star Pact: You push the target a number of squares equal to 1 + your Intelligence modifier.
Spectral chains of ice leap from your hands and lash around your enemy. They pulse with cold each time your enemy move
s.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier cold damage. If the target moves before the end of your next turn, it takes 2d6 extra cold damage.
Infernal Pact: If the target moves before the end of your next turn, you also gain a +2 power bonus to your next attack roll against the target before the end of your next turn.
You invoke Yuri the Hunter, and the sound of his bellowing horn blasts your enemies into submission while inspiring y
ou.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Constitution vs. Fortitude
Hit: 3d4 + Constitution modifier thunder damage, and the target is deafened until the end of your next turn.
Vestige Pact: You gain 3 temporary hit points for each target you hit. Temporary hit points gained in this way are cumulative.
You create a blazing sigil that flares with unwholesome light, scouring your foe and promising an obscene blessing to any of your allies who bathe in its radia
nce.
Encounter Arcane, Implement, Radiant
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d6 + Charisma modifier or Constitution modifier radiant damage. Until the end of your next turn, your allies gain a +1 power bonus to attack rolls against the target.
Sorcerer-King Pact: If you spend your fell might, the bonus increases to +2 and the bonus affects attack rolls and damage rolls.
The shadowy aura of your curse grows teeth long enough to take a deep
bite.
Encounter Arcane, Implement, Necrotic
Standard Action Close burst 20
Targets: Each creature in the burst under your curse
Attack: Charisma vs. Fortitude
Hit: 2d8 necrotic damage
Dark Pact: The attack deals extra damage equal to your Intelligence modifier.
You speak a single, forbidden word, summoning shadowy worms that burrow into your enemy’s
body.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and the target is slowed until the end of your next turn.
Dark Pact: The target takes extra necrotic damage equal to your Intelligence modifier at the start of its next turn.
You crook your hand into the shape of a claw, and a great talon of sulfurous darkness forms around your enemy. It rakes fiercely at him and drags him a short distance before dissipating
again.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature of size Large or smaller
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage, and you slide the target 2 squares.
Infernal Pact: The distance of the slide equals 1 + your Intelligence modifier.
You whisper one word of an unthinkable cosmic secret to your foe. His mind reels in
terror.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target takes a -1 penalty to Will defense until the end of your next turn.
Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier.
You deliver a dagger-shaped dose of magical energy that wounds and infects your unsuspec
ting foe.
Encounter Arcane, Force, Implement, Poison
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier force damage, and if you have combat advantage against the target, you also deal poison damage equal to your Intelligence modifier.
Dark Pact: The range is 10 instead of 5.
You call upon Ulban, whose blue-white light pierces the mind and interrupts the instinct for self-preservation in those caught in its otherwor
ldly glow.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Star Pact: If this attack hits, the target takes a –2 penalty to the next saving throw it makes before the end of the encounter.
A hand of iron appears around your foe and crushes it with the sickening sound of popping bones and grin
ding flesh.
Encounter Arcane, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier damage, and the primary target cannot willingly move closer to you until the end of your next turn.
Infernal Pact: You gain resist to all damage equal to 2 + your Intelligence modifier until the end of your next turn.
Miss: You take damage equal to your level but can make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Charisma vs. Fortitude
Hit: One-half of 2d10 + Charisma modifier damage, and the secondary target cannot move closer to you until the end of your next turn.
Shadows and mist swirl around the target, coalescing into the form of a snarling hound that emits a dr
eadful howl.
Encounter Arcane, Fear, Implement, Psychic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and you push the target up to 2 squares.
Gloom Pact (Binder): The target takes psychic damage equal to 2 + your Dexterity modifier if it doesn’t move before the end of its next turn.
You call upon arcane power to wither your foe’s flesh and cut its connec
tion to life.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier necrotic damage. Until the end of your next turn, the target cannot regain hit points, cannot gain temporary hit points, and takes a -2 penalty to saving throws.
Vestige Pact: The attack deals extra necrotic damage equal to your Intelligence modifier.
From a distance too far to measure, you evoke an echo of Pandorym’s birthing cry: a sound of madn
ess incarnate.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic damage.
Star Pact: The target also grants combat advantage and is slowed until the end of your next turn.
Darkness flares to produce a sphere of writhing tendrils that crush your foes in
their icy grip.
Encounter Arcane, Cold, Implement, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Star Pact (Binder): The burst also creates a zone of difficult terrain that lasts until the end of your next turn.
An army of sprites flickers into existence, loosing a barrage of miniature arrows that stings your enemy and induces
lethargy in it.
Encounter Arcane, Implement
Standard Action Ranged 5
Fey Pact: The power’s range is 10 squares.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage. Until the end of your next turn, the target is slowed and grants combat advantage to you.
You call forth a group of tiny, shadow-winged sprites that swarm around your enemies and lash out at them with pois
on-tipped spears.
Encounter Arcane, Implement, Poison, Shadow
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Fey Pact (Binder): The target also takes poison damage equal to your Intelligence modifier.
A ribbon of twisting darkness streams from your hand to your target’s heart, feeding on his vital force as
you grow stronger.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier necrotic damage, and you gain 5 temporary hit points.
Infernal Pact: Add your Intelligence modifier to the temporary hit points.
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts
his very thoughts.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.
You surround yourself in a sheath of black ice from a dark and doleful realm. It protects you from attack a
nd radiates fierce cold.
Daily Arcane, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.
You create a vicious, icy wind that scythes through your enemies before settling on you
as a shell of frozen air.
Daily Arcane, Cold, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: You gain a +2 power bonus to AC and Fortitude until the end of the encounter.
You lash at your foe with a whip of fire, dragging it close. The whip leaves behind a residue of necrotic ash that
withers your foe’s flesh.
Daily Arcane, Fire, Implement, Necrotic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d8 + Charisma modifier or Constitution modifier fire damage. The target grants combat advantage and takes ongoing 5 necrotic damage (save ends both).
Miss: Half damage.
Effect: You pull the target 2 squares.
With a word, lesions and angry boils rise on your foe’s flesh. Its blood clouds with putrid juices and boils away through the air, snaking into the eyes and
ears of your other enemies.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Ongoing 10 poison damage (save ends). The first time the target fails a saving throw against this ongoing damage, each enemy within 2 squares of the target takes ongoing 5 poison damage (save ends).
Dark Pact: On a failed saving throw, the ongoing damage instead spreads to each enemy within a number of squares equal to 2 + your Intelligence modifier.
Miss: Ongoing 5 poison damage (save ends). This ongoing damage does not spread.
Flaring points of star-bright light encircle your head. With each gesture, a painful point of blue-white light leaps away in a halo of c
hoking smoke toward one foe.
Daily Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d12 + Charisma modifier radiant damage. If target is bloodied, it is blinded until the end of your next turn.
Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier.
You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or
stepping on unreal serpents.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and you slide the target 3 squares.
Miss: Half damage.
Effect: The target is subjected to the dark dream (save ends). Until this effect ends, you can slide the target 1 square as a minor action once per round, starting on your next turn.
A pale blue flame appears above your brow as you utter a condemnation that makes fo
es mistake allies for enemies.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close blast 3
Target: Each enemy in the blast
Effect: Before the attack, you slide the target 2 squares.
Attack: Charisma vs. Will
Hit: The target makes a melee basic attack as a free action against a creature of your choice. If the target misses with the attack, it takes 1d6 + your Charisma modifier psychic damage.
Miss: 1d6 + Charisma modifier psychic damage.
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light,
fencing him in where he stands.
Daily Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The target takes a -2 penalty to Will defense (save ends).
Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the
streams of magic fire fade away.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage.
Effect: The target takes ongoing 5 fire damage (save ends).
With a single word of power, you reverse a creature’s luck, turning fortune and happ
iness into misfortune and sorrow.
Daily Arcane, Implement, Psychic
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you scores a critical hit or saves
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage. The target takes a -2 penalty to saving throws and ongoing 5 psychic damage (save ends both). The target cannot save against this power until it takes the ongoing psychic damage at least once.
Dark Pact: The target takes a -3 penalty to saving throws instead of -2.
Fey Pact: The target also takes a -2 penalty to attack rolls while affected by the ongoing psychic damage.
Miss: The target takes ongoing 5 psychic damage (save ends). The target cannot save against this power until it takes the ongoing psychic damage at least once.
With a gesture, you wrap your enemy with a dark shroud that thre
atens to choke the life out of it.
Daily Arcane, Force, Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier force damage, and ongoing 5 force damage (save ends). The target can also take a move action to make an opposed Acrobatics check or Athletics check against you. If it succeeds, the ongoing damage ends.
Waves of flame roll forth from your
extended hand, blasting your foes.
Daily Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire damage.
Miss: Half damage.
Your attack tears a shroud of shadow from your foe,
wrapping it to hinder its movement.
Daily Arcane, Cold, Conjuration, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier cold and necrotic damage.
Miss: Half damage.
Effect: You conjure a malicious shadow in an unoccupied square adjacent to the target. The shadow lasts until the end of your next turn. While adjacent to the shadow, enemies grant combat advantage to you. While the shadow persists, you can use the secondary power through the shadow at will.
Sustain Minor: The shadow persists until the end of your next
turn.
Daily Arcane, Cold, Implement, Necrotic, Shadow
Immediate Interrupt Melee 1
Requirement: The power Malicious Shadow must be active in order to use this power.
Trigger: An enemy willingly leaves a square adjacent to the shadow on its turn.
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 10 cold and necrotic damage, and the target is immobilized until the end of its turn.
A thick mist rises around you. Within it, the intoxicating power of fey magic overwhelms your enemies’ senses, driving those foes to la
sh out at each other in their madness.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Effect: If you miss every target, the power is not expended.
You whisper snatches of prophecy glimpsed in the blank face of dead Zhudun. A vision flashes into your foe’s mind that is so horrifying t
hat it loses track of its surroundings.
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target is dazed (save ends). The target treats all its enemies as if they are concealed until it saves from its dazed condition.
Miss: Half damage.
Invisible force lifts your foes from the
ground and squeezes the life from them.
Daily Arcane, Implement
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex.
Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. After you sustain this power, you can use a minor action to use this power’s attack on one target the power doesn’t have grabbed within 2 squares of a target the power does have grabbed.
By focusing your will, you rip vital energy from your enemy and cause
it to ache deeply at the resulting loss.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One enemy
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier psychic damage, and the target loses all immunities and resistances (save ends).
Infernal Pact: The target takes a -2 penalty to the first saving throw against this effect.
Miss: By choosing to take psychic damage equal to 5 + onehalf your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way.
Burned by the fires of the Nine Hel
ls, your enemy grovels, begging for mercy.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Effect: You knock the target prone.
Hit: 3d6 + Constitution modifier fire damage, and the target can’t stand up from prone (save ends).
Infernal Pact: The target also takes a -2 penalty to saving throws against this power.
Miss: Half damage.
Khaeleth was a divine entity that gave of himself until only a shred remained. Invoking him, you
perform a similar act on behalf of an ally.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage. You gain a bonus to the damage roll equal to your Intelligence modifier for each ally adjacent to you.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Khaeleth.
Khaeleth Pact Boon: An ally within 5 squares of you gains temporary hit points equal to your Intelligence modifier.
Eyes of the Vestige Augment: The first time your eyes of the vestige target deals damage to an ally before the end of your next turn, you can reduce that damage by any amount and take damage equal to the amount of the reduction. The damage has no type.
You tell of the victory of the primordials against the divine army at Mount Vaelis, conju
ring the thunderous echoes of their success.
Daily Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier thunder damage, and the target cannot walk or run (save ends).
Miss: Half damage, and the target cannot walk or run until the end of your next turn.
Vestige Pact: You gain access to the vestige of Mount Vaelis.
Mount Vaelis Pact Boon: One creature cursed by you and within 5 squares of you gains vulnerable 5 thunder until the end of your next turn.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals 1d6 extra thunder damage.
Thaxter, the great goblin hero, instills within you and your allies th
e cunning of a legendary goblin strike force.
Daily Arcane, Implement
Standard Action Ranged 10
Effect: You can shift a number of squares equal to your Intelligence modifier before or after this attack.
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d6 + Constitution modifier damage.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Thaxter.
Thaxter Pact Boon: One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn.
Eyes of the Vestige Augment: Until the end of your next turn, whenever your eyes of the vestige target misses you or an ally with an attack, the character it misses can shift 1 square as a free action.
With only a word, you cause a distant enemy’s hide to blacken and form a brand that decre
ases your foe’s ability to strike against you.
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 20
Target: One enemy
Attack: Constitution vs. Will
Hit: 3d10 + Constitution modifier psychic damage, and the target and any enemy adjacent to the target takes a –2 penalty to attack rolls until the end of your next turn.
Infernal Pact: Any enemy within 2 squares of you also takes a -2 penalty to attack rolls until the end of your next turn.
Miss: By choosing to take psychic damage equal to 5 + one-half your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way.
Strands of darkness shroud the battlefield around your foes, forming a dense web of
black tendrils that can hold any creature fast.
Daily Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
You exhale a cloud of roi
ling green vapor that melts anything it touches.
Daily Acid, Arcane, Elemental, Implement, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. The zone is difficult terrain for creatures other than you. Each creature other than you that ends its turn in the zone takes 5 acid damage.
Sustain Minor: Roll a d6. On an odd result, reduce the zone’s size by 1 square. On an even result, increase the zone’s size by 1 square. If the zone occupies 0 squares, it ends. Otherwise, the zone persists until the end of your next turn.
Your true friends understand
the sacrifices they need to make for your power.
Daily Arcane, Implement, Necrotic, Poison
Standard Action Ranged 10
Target: One creature
Effect: Before the attack, you can deal damage to an ally adjacent to you equal to your Charisma modifier. If you do so, you gain a +2 bonus to the attack roll.
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage. If you dealt damage to an ally as part of this power, the target takes ongoing poison damage equal to your Charisma modifier (save ends).
Dark Pact: The ongoing damage is instead equal to your Intelligence modifier + your Charisma modifier.
Miss: Half damage, and no ongoing damage.
The ground blackens as coruscating energy swirls around you, hindering your
foes’ movements and revealing any hidden enemies.
Daily Arcane, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.
Sustain Minor: The zone persists.
You channel the grace and glibness of your fey patrons for a ti
me. Your voice gains great power and eloquence.
Encounter Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
You call upon Caiphon the Dream Whispere
r, and with his aid, you move out of harm’s way.
Encounter Arcane, Teleportation
Immediate Reaction Personal
Trigger: An enemy cursed by you hits you with a melee attack
Effect: You reduce the damage you take by your Charisma modifier. You then teleport 2 squares.
Your enemies might not love you, but thanks to this charm crafted by the Prince of Hearts, they
do not attack you when you give them the opportunity.
Daily Arcane, Charm
Minor Action Personal
Effect: Until the end of your next turn, you do not provoke opportunity attacks and you gain a +2 power bonus to all defenses.
Sustain Minor: The effect persists.
You call on infernal powers to
trade a sliver of your soul for temporary relief.
Encounter Arcane
Minor Action Personal
Effect: You gain vulnerable 5 to all damage until the end of your next turn, and you automatically succeed on one saving throw you make at the end of this turn.
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phas
e and difficult to harm or hinder for a short time.
Encounter Arcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
A cluster of dull black eyes appears on your forehead, giving you enh
anced sight in darkness and the power to see the unseen.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain darkvision and can see invisible objects and creatures that are adjacent to you.
You send your thoughts to Caiphon, the Dream Whisperer, whose direction lies beyond the farthest void and is normally unknowable. Flush with the el
dritch vision, a mad certainty floods your body and mind.
Daily Arcane, Implement
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to all skill checks, but you take a –2 penalty to your Will defense.
You gain good luck now in exchange for bad luck later.
Encounter Arcane
Minor Action Personal
Effect: You gain a +2 bonus to your next attack roll, but automatically fail your next saving throw before the end of the encounter.
You call upon your patron entities to protect you with their fell power. Your flesh is infused
with mystic strength, lessening the effect of enemy blows.
Daily Arcane
Minor Action Personal
Effect: You gain temporary hit points equal to 5 + your Constitution modifier.
The words that leave you
r lips resonate within an object, causing it to shatter.
Encounter Arcane
Standard Action Close burst 10
Target: One unattended medium or smaller non-magical, inanimate object in the burst
Effect: If the target has hit points equal to 20 + your level or fewer, you destroy it. Otherwise, you deal it no damage and do not expend this power.
Infernal Pact: The target is destroyed if it has hit points equal to 25 + your level or fewer, instead of 20.
Darkness swirls around you. Whe
n it passes, you have taken on the guise of another creature.
Daily Arcane, Illusion, Psychic, Shadow
Minor Action Close burst 10
Target: One creature in the burst
Effect: You adopt the target’s appearance until the end of your next turn. Creatures that observe you using this power are aware that you have done so. You gain a +5 power bonus to Bluff checks related to mimicking the target. Whenever you take damage while you have adopted the target’s appearance, the target takes psychic damage equal to half the damage you take. Whenever the target takes damage from this effect, roll a d20. On a 10 or higher, the effect ends.
Sustain Minor: The effect persists until the end of your next turn.
You draw forth sh
adow from the nearby darkness to conceal you from your foes.
At-Will Arcane, Shadow
Free Action Personal
Trigger: You end your turn within 2 squares of a square of dim light or darkness.
Effect: You gain partial concealment until the start of your next turn.
You garb yourself in a pall of murky
darkness. While it lasts you are difficult to see or hear.
Encounter Arcane, Illusion
Minor Action Personal
Effect: You gain a +5 power bonus to Stealth checks until the end of your next turn.
You become misty a
nd transparent, fading from your enemies’ view for a moment.
Encounter Arcane, Illusion
Minor Action Personal
Effect: You become invisible until the end of your turn.
Shadowy spider legs sprout from your body, allowing you to
scuttle across the ground and easily scale a nearby surface.
Encounter Arcane
Free Action Personal
Effect: Until the end of your next turn, you gain a climb speed equal to your speed, and you can move at that speed when you crawl.
You draw elemental earth through you
r body to ensure that nothing can dislodge you from your position.
Daily Arcane, Elemental
Minor Action Personal
Effect: Until the end of the encounter, you can ignore forced movement, and you can make a saving throw when an attack would knock you prone. On a save, you don’t fall prone.
Your eyes glow with power, and a cloak of red fire sw
irls around you as you channel the wrath and fury of your pact.
Encounter Arcane, Fear, Fire
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.
You breathe out a cloud of acidic black flies that streak across the
battlefield, swarming your foe and attempting to enter its body.
Encounter Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier acid damage, and the target grants combat advantage until the end of your next turn.
Infernal Pact or Vestige Pact: On a miss, the target grants combat advantage to you until the end of your next turn.
A bolt of frigid starlight shines down and bathes your foe, causin
g the creature to suffer a spasm of agony just as it attacks you.
Encounter Arcane, Implement, Necrotic
Immediate Interrupt Close burst 4
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy in the burst
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier necrotic damage. The target chooses either to deal half damage to you with its melee attack or to take 1d8 extra necrotic damage.
Star Pact: The attack deals 1d8 + your Intelligence modifier extra necrotic damage.
At yo
ur command, clawed hands crafted from shadow wrap around your foe.
Encounter Arcane, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage, and the target is slowed until the end of your next turn.
Gloom Pact (Binder): Until the end of your turn, you can use a minor action to deal necrotic damage equal to your Dexterity modifier to one creature adjacent to the target.
You fire purple rays of eldritch power at your foes.
Encounter Arcane, Implement
Standard Action Ranged 10
Targets: One creature, or two creatures no more than 5 squares apart from each other
Attack: Charisma vs. Reflex, one attack per target
Hit: 2d8 + Charisma modifier damage.
Fey Pact: Gain a bonus to each attack’s damage roll equal to your Intelligence modifier.
You call up a bolt of golden flame and
hurl it at your foe. Anyone standing close to him is burned as well.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d6 + Constitution modifier fire damage, and creatures adjacent to the target take 1d6 + Constitution modifier fire damage.
Infernal Pact: Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier.
You create ethereal black ropes that bind you to your en
emy. As the ropes twist, your luck improves and your enemy’s falters.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier psychic damage. You end one effect on you that a save can end, and the target gains that effect until the end of your next turn.
Vestige Pact: The attack deals extra damage equal to your Intelligence modifier.
You create a freezing black shadow around your foe, a small taste of the icy darkness in the depths of the night sky. He is unabl
e to see well enough to defend himself while the shadows cling to him.
Encounter Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier cold damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Star Pact: The target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn.
Inky black, frigid tendrils emerge as if from your foe’s own body. The tendrils curl and wind aro
und their parent so tightly that blood flow and movements are hampered.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Star Pact: If the target has cold resistance, it is reduced by a number of points equal to your level (save ends).
You lay a wreath of shadowy confusion
over your enemy, drawing it closer and commanding its temporary loyalty.
Encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: You pull the target up to 4 squares to a square adjacent to you, and the first time an enemy attacks you before the end of your next turn, the target must charge that enemy or make a basic attack against it as a free action.
Fey Pact (Binder): You slide the target up to 3 squares before it makes this attack.
Effect: The target cannot attack you until the end of your next turn.
You whisper dark promises on the wind, sending them forth to pollute your enem
y’s mind with overwhelming terror that compels it to lash out in a panic.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and the primary target takes a free action to make a melee basic attack against itself or an adjacent creature.
Infernal Pact: Until the end of your next turn, whenever an enemy attacks you, each other enemy adjacent to you takes psychic damage equal to your Charisma modifier.
Miss: You take damage equal to your level but can make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Charisma vs. Will
Hit: One-half of 1d10 + Charisma modifier psychic damage, and the secondary target takes a free action to make a melee basic attack against a creature of your choice (including itself ) that is adjacent to it; the secondary target’s attack deals half damage.
You call up an unseen maelstrom of fey power that lashes nearby creatures . .
. and you step into the vortex and emerge somewhere a short distance away.
Encounter Arcane, Implement, Teleportation
Standard Action Close burst 1
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 5 squares.
Fey Pact: Add your Intelligence modifier to the distance of the teleportation.
With a gesture, a set of glacial pipes appears at your lips. Blo
wing on it, you produce a horrid keening that chills your foes to the bone.
Encounter Arcane, Cold, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
Fey Pact: Each enemy adjacent to the target is slowed until the end of your next turn.
Sometimes pain is the price of victory. To wrack yo
ur opponent’s mind, you might have to give up a fragment of your own sanity.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier psychic damage.
Miss: You can take 10 psychic damage to reroll the attack roll.
Dark Pact: If you reroll the attack roll and hit, reduce the psychic damage you take by your Intelligence modifier.
Your enemy falters as you tear at its soul. One of your allies, seeing the foe’
s defiance vanish, can use the opportunity to deliver an invigorating attack.
Encounter Arcane, Implement, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Will
Hit: 1d10 + Charisma modifier or Constitution modifier psychic damage. The next one of your allies who hits the target with a melee attack before the end of your next turn gains temporary hit points equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, your ally’s attack need not be a melee attack.
Your attack leabes
your enemy reeling, unable to get its bearings without harming itself further.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage, and the target is dazed until the end of its next turn. The target can negate being dazed by using a free actino to deal 2d8 damage to itself.
Dark Pact: You can attack the target's Fortitude defense instead of its Will defense.
With a single word, you submerge your enemy in a deluge of chaotic energy.
Encounter Arcane, Cold, Fire, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier damage. If the target is cursed by you, it takes extra cold, fire, lightning, and thunder damage equal to your Intelligence modifier.
Vestige Pact: If the target is cursed by you, the attack also deals the extra damage to each creature adjacent to the target.
A mote of darkness appears
before you, then explodes to envelop your foes in a field of shadow and madness.
Encounter Arcane, Implement, Psychic, Shadow, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight.
Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
For a moment, your foe is covered in biting, swarming, and crushin
g maggots that make up the infinite extradimensional body of the Worm That Walks.
Encounter Acid, Arcane, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier acid damage, and you regain 3 hit points.
Star Pact: Add your Intelligence modifier to the hit points regained.
The voices whisper of the cold between stars, between lives. You smile, and the spell that surge
s out against your enemy bites with the teeth of glaciers down into boiling blood.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier psychic damage. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal.
Dark Pact: If the target takes damage of a type it is vulnerable to, it takes extra psychic damage equal to your Intelligence modifier.
Acrid orange fumes hiss up from beneath the ground, and then suddenly ignit
e in a thundering detonation. Any creature in the area is burned by the searing flames.
Daily Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier fire damage.
Effect: The targets take ongoing 5 fire damage (save ends).
As you utter blistering words, your foes feel
a dull pain that crescendos into a sharp pain and leaves them unable to hear for a time.
Daily Arcane, Implement, Necrotic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic damage, and the target is deafened until the end of the encounter.
Infernal Pact: The target is also slowed (save ends).
An eldritch storm of fire and
lightning erupts from you to scour your foes, leaving them vulnerable to future attacks.
Daily Arcane, Fire, Implement, Lightning
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire and lightning damage, and the target gains vulnerable 5 fire and vulnerable 5 lightning (save ends both).
Miss: Half damage.
You cause an illusory, twisted crown to appear around the target’s hea
d. Under its psychic assault, your enemy loses the ability to distinguish friend from foe.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target must use a free action to make a melee basic attack against one of its adjacent allies of your choice.
Miss: Half damage.
Effect: The target is subjected to madness (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to cause the target to make a melee basic attack as a free action against one of its adjacent allies of your choice.
You call up a pack of ferocious, phantasmal beasts from the darkest and most savage depths of the Feywild. Only their slavering f
angs appear in this world, snapping and rending in a mad frenzy at the foe you have cursed.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier damage.
Miss: Half damage.
Effect: The target is subjected to bloody fangs (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to deal 1d10 damage to the target and each of your enemies adjacent to it.
Noxious black clouds roil around your foes bo
th close and far, your power drawing you from one cloud to the other in the blink of an eye.
Daily Arcane, Implement, Necrotic, Shadow, Teleportation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst.
Your magic brings forth a shield that is a mixture of green quartz and scintillating energy.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 shield bon
us to AC and Reflex, and you can use the secondary power at will.
Daily Arcane, Radiant
Immediate Reaction Melee 1
Requirement: The power Emerald Shield must be active in order to use this power.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + Charisma modifier radiant damage.
Hu
ngry flames consume your enemy and send the creature into a panic that ignites your other foes.
Daily Arcane, Fear, Fire, Implement
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: The target is affected by the flames of the smoking crown (save ends). Until the flames end, the target takes ongoing 5 fire damage. Also, whenever the target starts its turn you slide it a number of squares equal to your Intelligence modifier, and each enemy adjacent to the target after the slide takes ongoing 5 fire damage (save ends).
Effect: 1d10 + Charisma modifier or Constitution modifier fire damage.
You revive the memory of ancient Gibbeth the Endless, slain before the primordials’ forge fires burned. Though formless, even the imperfect r
ecollection of Gibbeth strikes out with all-too-real limbs of hate before you hastily forget it.
Daily Arcane, Fear, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence +2 vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target must succeed on an Acrobatics check that has a DC equal to 10 + your Charisma modifier + one-half your level or fall prone. At the start of its turn, the target must succeed on another Acrobatics check (DC as above) or fall prone again (save ends).
Miss: Half damage, and the target must make an Acrobatics check or fall prone.
The words you whisper in an ally’s ear transform your companion into a more useful servant.
Daily Arcane, Polymorph
Standard Action Melee touch
Target: One willing ally
Effect: The target assumes the form of a hellsworn until the end of the encounter or until you dismiss the effect as a minor action. While in this form, the target gains darkvision, gains a +2 power bonus to attack rolls, and deals 2d8 extra fire damage with melee attacks.
Infernal Pact: The target also gains resist fire equal to 5 + one-half your level.
You create a zone of complete, impermeable darkness filled with flyin
g, fluttering, fanged shadows. The shadows rend at the very life force of creatures caught within.
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of darkness until the end of your next turn, blocking line of sight. Creatures that enter or start their turns in the zone take 2d10 necrotic damage (a creature can take this damage only once per turn).
Sustain Minor: The zone persists until the end of your next turn, and you make a secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage.
The air around you ripples and becomes heavy as you call forth a spirit of the planes to serve you.
Daily Arcane, Conjuration
Standard Action Melee 1
Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks.
* Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature.
* Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn’t reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
A fleeting thought of Gibbeth the Endless, an unknowable entity slain at the birth of the world but poised to return
at the world’s ending, seizes your enemy’s mind and draws your foe toward you like a moth to flame.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and you pull the target 4 squares.
Miss: Half damage, and you pull the target 2 squares.
Effect: Until the end of the encounter, you can pull the target 2 squares as a minor action once during your turn.
Your hand turns black as you reach forward to deliver a dose of nightshade poison to your foe.
Daily Arcane, Implement, Poison
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier poison damage, and the target is dazed and takes ongoing 10 poison damage (save ends both).
Miss: Half damage, and the target grants combat advantage and takes ongoing 5 poison damage (save ends both).
A gale of frigid wi
nd rips through your foes, hurling them to the ground and pelting them with razor-sharp blades of ice.
Daily Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage, and the target falls prone.
Miss: Half damage.
Effect: You slide each target up to 3 squares.
A frozen blade of raw shadowstuff appears in your hand, then cripples a foe with cold when it strikes.
Daily Arcane, Cold, Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier cold damage, and the target is slowed (save ends).
Miss: The power is not expended.
T
he temperature plummets as two ghastly, white tentacles emerge from out of nowhere to grab your enemies.
Daily Arcane, Cold, Conjuration, Elemental
Standard Action Close burst 10
Effect: You conjure two icy tentacles, each in an unoccupied square in the burst. The tentacles persist until the end of your next turn. Each creature other than you that starts its turn adjacent to a tentacle takes 5 cold damage, and it is slowed until the end of its next turn. While a tentacle persists, you can use the secondary power through it.
Sustain Minor: Roll a d6. On a 1, remove one tentacle. On a 6, add one tentacle to an unoccupied square within 10 squares of you. If you have one or more tentacles remaining, the effect
persists until the end of your next turn. Otherwise, the effect ends.
Daily Arcane, Cold, Elemental, Implement
Standard Action Melee 2
Requirement: The power Tentacles of Cryonax must be active in order to use this power.
Target: One enemy
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold damage, the tentacle pulls the target 1 square, and the target is grabbed (save ends).
Each Failed Saving Throw: 5 cold damage.
Miss: Half damage.
A gray aura withers your foe, quelling not only light but the will to live.
Daily Arcane, Implement, Necrotic, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and ongoing 10 necrotic damage (save ends).
Dark Pact: The target has a –2 penalty to saving throws against the ongoing necrotic damage.
You speak,
and each syllable is a deadly insinuation; each utterance a dangerous threat; each sentence, a dire curse.
Daily Arcane, Fear, Implement, Psychic
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Constitution vs. Will
Hit: 1d10 + Constitution modifier psychic damage, and you place your Warlock’s Curse on the target.
Miss: Half damage.
Infernal Pact: You place your Warlock’s Curse on the target.
Effect: Until the end of the encounter, whenever a creature cursed by you attacks you, it takes psychic damage equal to your Intelligence modifier.
Sticky webs slick with acid burn your foe, poisoning its flesh with each step it takes.
Daily Acid, Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier acid damage, and the target grants combat advantage to you and your allies (save ends).
Miss: Half damage.
Effect: If the target willingly moves before the end of its next turn, it takes ongoing poison damage equal to your Intelligence modifier (save ends).
You call upon Baatar the Tiderider, a powerful water archon, to drown your foe in elemental water.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier damage, and the target takes ongoing 5 damage (save ends).
First Failed Saving Throw: The target falls unconscious (save ends).
Miss: Half damage and target is slowed (save ends).
Vestige Pact: You gain access to the vestige of Baatar.
Baatar Pact Boon: One creature affected by your Warlock’s Curse cannot charge or shift until the end of your next turn.
Eyes of the Vestige Augment: Until the end of your next turn, you can slide your eyes of the vestige target 1 square as a free action whenever an ally hits it.
Upon his demise, Ugar the Unforgiving dissolved into san
d and became a harsh desert. Your words of power bring forth the searing flame of that land to burn your foes.
Daily Arcane, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Reflex
Hit: 1d10 + Constitution modifier fire damage.
Effect: The burst creates a zone of burning light that lasts until the end of the encounter. Each creature that enters the zone or starts its turn there takes 1d10 fire damage. A creature can take this damage only once per turn. Creatures cannot benefit from concealment while within the zone.
Vestige Pact: You gain access to the vestige of Ugar the Unforgiving.
Ugar Pact Boon: You can move the zone 3 squares as a free action.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals fire damage instead of psychic damage. The target loses concealment and cannot regain it until the end of your next turn.
To know the bor
ders of sanity, one has to cross them. With the aid of Xandor the Mad, you push your foe across that threshold.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic damage, and the target is influenced by the vestige of Xandor (save ends). While it is influenced, at the start of each of its turns, it must choose either to be dazed until the start of its next turn or to take psychic damage equal to twice your Constitution modifier.
Miss: 2d6 + Constitution modifier psychic damage, and the target is dazed until the end of your next turn.
Vestige Pact: You gain access to the vestige of Xandor the Mad.
Xandor Pact Boon: You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temporary hit points equal to your Constitution modifier.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals 1d8 extra psychic damage.
You show your foes their doom, channeling dark power from your allies’ very souls.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier necrotic damage.
Miss: Half damage.
Effect: An ally within 5 squares of you can lose a healing surge to allow you to deal an additional 2d8 necrotic damage.
A pool of darkness forms beneath your foes, clinging to them like something alive as they struggle to escape.
Daily Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier necrotic damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the
end of the encounter. Until the zone ends, you can use the secondary power at will.
Daily Implement, Necrotic, Shadow
Opportunity Action Ranged 10
Requirement: The power Well of Shadows must be active in order to use this power.
Trigger: An enemy enters the zone willingly or ends its turn there.
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 5 + Charisma modifier necrotic damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized and takes ongoing 10 necrotic damage (save ends both).
Your eyes exude the
light that bathes the Astral Sea, sharpening your sight and allowing you to perceive subtle details with ease.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain darkvision and a +2 power bonus to Insight checks and Perception che
cks.
Power flows around you, girding you against the elements and lashing your enemies.
Daily Arcane, Elemental, Varies
Minor Action Personal
Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 10 to the chosen damage type. In addition, whenever an enemy hits you with an attack during your turn, one enemy within 5 squares of you takes damage of the chosen type equal to your Constitution modifier.
Refusing the resu
lt that fate has decreed for you, you invoke stars of chaos and uncertainty and try to rewrite what has been written.
Daily Arcane
Free Action Personal
Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.
With one miss, the fates collude against your enemy, heralding its ultimate doom.
Encounter Arcane
Immediate Reaction Personal
Trigger: An enemy misses you with an attack
Target: The triggering enemy
Effect: You place your Warlock’s Curse on the target. Also, until the end of your next turn, the target takes a –2 penalty to attack rolls against you and grants combat advantage to you.
You step through the veils of the Feywild to the place where an a
lly stands and return to the world in that spot. Your ally is instantly whisked back to the place you started from.
Encounter Arcane, Teleportation
Move Action Ranged 10
Target: You and one willing ally
Effect: You and your ally trade spaces.
Your skin becomes as hard as iron, making you immovable against your foes’ attacks.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain resist 5 to all damage and can ignore forced movement.
It’s not pretty, it’s not kind, but sometimes you need to draw power from an ally’s pain.
Encounter Arcane, Healing
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you takes damage
Effect: You gain a +2 power bonus to one attack roll before the end of your next turn.
Dark Pact: You regain hit points equal to your Charisma modifier.
Infernal Pact: You gain temporary hit points equal to twice your Constitution modifier.
Your form fl
ows and shimmers, allowing you to slip through cracks, escape an enemy’s claws, and evade even the most persistent hunter.
Daily Arcane, Polymorph
Minor Action Personal
Effect: Until the end of the encounter, you cannot be marked, you are considered Tiny for the purpose of squeezing, and you can automatically succeed at escaping from a grab as a free action.
Your shadowy double appears at a distance, letting you split your essence between two points on the battlefield.
Encounter Arcane, Conjuration, Shadow, Teleportation
Minor Action Ranged 5
Effect: You conjure a shade in an unoccupied square within range. The shade occupies its square and lasts until the end of your next turn. The shade can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the shade persists, you are insubstantial and you can use your space or the shade’s space as the origin of your attacks.
Aftereffect: You can teleport to a square formerly occupied by the shade.
You mov
e with the swiftness of Ulban, whose burning glory sometimes flashes across the sky in a fiery streak of blue and white.
Encounter Arcane
Move Action Personal
Effect: You move twice your speed.
Wriggling scarlet worms writhe suddenly across your foe’s body before
dissolving just as quickly into odious vapor. When their rank odor stings your nostrils, stolen energy shudders through you.
Daily Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One target in range spends an action point or a healing surge.
Effect: You gain a number of temporary hit points equal to your second wind value.
A pale blue flame springs up
from your brow as you incant the apocalypses over which Khirad has burned, thus hoping to frighten your foe into an admission.
Daily Arcane, Charm, Fear, Implement
Standard Action Close touch
Target: One helpless intelligent enemy
Effect: You demand that the target answer one question. If you share a language, your helpless target provides the answer to the best of its knowledge, without distortion. Each round, ask a new question if your target remains helpless, up to a number of questions equal to 1 + your Charisma modifier.
You transform your body into sand, allowing you to resist attacks and pass through solid barriers.
Daily Arcane, Polymorph
Minor Action Personal
Effect: Until the end of your next turn, you are insubstantial and can pass through any opening large enough to accommodate a single grain of sand. You cannot attack, pick up anything, or manipulate objects.
Sustain Minor: The effect pers
ists.
Your body flows as liquid darkness, pooling around another creature like a second shadow.
Encounter Arcane, Shadow
Move Action Personal
Effect: You shift up to 2 squares and can enter any enemy’s space during this movement. You can end this movement in an enemy’s space. If you do so, whenever the enemy moves before the start of your next turn, you move with it, remaining in its space. You do not provoke opportunity attacks for this movement. At the start of your
next turn, you appear in the nearest unoccupied square.
They wanted blood. You give them shadow.
Encounter Arcane, Teleportation
Immediate Reaction Personal
Trigger: An enemy misses you with a melee or a ranged attack
Effect: Teleport a number of squares equal to your Charisma Modifier.
Flames flicker into life around you, drinking in the darkness and blessing your graceful movements.
Daily Arcane, Fire, Stance
Minor Action Personal
Effect: You enter the shielding hellfire stance. Until the stance ends, whenever you have any concealment, you gain a +4 power bonus to Stealth checks and resist 5 fire. If you already have fire resistance, increase that resistance by 5.
Infernal Pact: Whenever your Warlock’s Curse is triggered, you gain a +4 power bonus to damage rolls with fire attack powers until the end of your next turn.
Invoking the power of your dark patrons, you transform your skin into living st
eel, blackened and hard yet still supple enough to move. Your quickness suffers a bit, but you are much tougher and more resilient.
Daily Arcane
Minor Action Personal
Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fortitude defense but take a -2 penalty to speed until the end of the encounter. You can end this effect as a minor action.
You bestow on yourself the ability to cling to almost any surface and climb as easily as an insect.
Encounter Arcane
Move Action Personal
Effect: On this move action, you move with a climb speed equal to your speed.
You whisper to those who dwell in the darkness of your undying love and loyalty, and in return you gain the gift of stealth.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to saving throws and Stealth checks.
Dark Pact: Your Shadow Walk grants concealment to you after you move 2 squares instead of 3.
The injury yo
u sustain vanishes and reappears on a nearby ally, and with it comes a cold anger that makes your ally a more dangerous combatant.
Encounter Arcane
Immediate Interrupt Ranged 5
Trigger: You are damaged by an attack
Target: One willing ally
Effect: The target takes the damage from the triggering attack instead of you. You still take any other effects from the attack. The target gains a +2 power bonus to attack rolls and a +5 power bonus to damage rolls until the end of your next turn.
Infernal Pact: The target also gains a +2 power bonus to all defenses until the end of your next
turn.
As you move, your body becomes shadow, slipping through foes and barriers with equal ease.
Daily Arcane, Shadow
Move Action Personal
Effect: You shift up to 10 squares. You are phasing and insubstantial during this shift.
You extend your hand, and two sickly green bolts spiral out from your fingers, burning and devouring your enemy.
Encounter Acid, Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One or two creatures
Attack: Constitution vs. Fortitude
Hit: 1d12 + Constitution modifier acid and necrotic damage.
Vestige Pact: The target also takes a -2 penalty to attack rolls until the end of its next turn.
You make
your foe see all the grains of sand in the desert and all the stars in the heavens, and it reels in shock, unable to grasp infinity.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
Star Pact: The attack deals extra psychic damage equal to your Intelligence modifier.
You create haunting, maddening laughter about an enemy. The noise drives it mad with frustration, causing it to lash at anyone nearby.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One enemy
Effect: You can slide the target up to 2 squares.
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage. The target then makes a melee basic attack as a free action against an enemy you choose. If this attack misses, the target takes 1d6 extra
psychic damage.
With a whispered incantation, you plant a seed of chilling darkness within your enemy.
Encounter Arcane, Cold, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier cold and necrotic damage.
Star Pact (Binder): At the start of your next turn, you slide the target up to 3 squares. The target and each creature adjacent to it at the end of the slide take cold and necrotic damage equal to your Intelligence modifier.
To a living foe, your dark speech foreshadows your enemy’s own death rattle. To the undead, your words sound like commands.
Encounter Arcane, Charm, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d12 + Charisma modifier necrotic damage, and the target is dazed until the end of the target’s next turn. If the target is undead, it also cannot move closer to you on its next turn.
Dark Pact: You gain a +1 bonus to attack rolls with this power against undead creatures.
At your bidding, a Shadowfell
patron extends a thread through the target’s lifeline. If the line snaps, some of the power returns to you. The rest goes to your patron.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma +2 vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage. If this attack drops the target to 0 hit points or fewer, you deal 1d8 extra damage with an attack you make before the end of your next turn.
Dark Pact: If this attack bloodies the target, you deal 1d8 extra damage with an attack you make before the end of your next turn.
A maddening pattern appears in the ai
r, revealing a few flickering stars that preside over the end of everything. Space wavers, and your foes are caught up in the instability.
Encounter Arcane, Cold, Implement, Teleportation
Standard Action Ranged 10
Target: One or two creatures
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier cold damage.
Star Pact: The target also grants combat advantage until the end of your next turn.
Effect: If you hit both targets, you can teleport them, swapping their positions.
You give brief life to the image of the creature you periodically see
in visions hungrily whispering your name. Though your breath comes quicker, your target is caught unprepared for the mind-wrenching vision.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target spends its next standard action making a basic attack against the empty air.
Star Pact: The target takes a –2 penalty to its Will until the end of your next turn.
You conjure a magic arrow and send it speeding toward an enemy. A hero’s arrow that hits its mark both hurts a foe and aids an ally.
Encounter Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier damage. One ally adjacent to the target regains hit points equal to your Intelligence modifier.
Vestige Pact: Each ally adjacent to the target regains hit points equal to your Intelligence modifier.
You unleash a d
evastating shout that cracks stone and pulps flesh. Supernatural terror goes with your mighty blast, and your foes are driven back in fright.
Encounter Arcane, Fear, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier thunder damage, and you push the target 2 squares.
Infernal Pact: The distance of the push equals 1 + your Intelligence modifier.
The shimmer of
pale, ghostly silver envelops your foe and lifts him up into the air. Its sinister radiance seeps into his body, a strange and deadly poison.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier poison damage, and the target is held immobilized 5 feet off the ground until the end of your next turn.
Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier.
Crackling black energy shrouds your body a
s you briefly take on the least aspect of Acamar, a dark and distant star. Your closest foe is struck by a stray bolt and is pulled toward you.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One enemy closest to you
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier necrotic damage, and you pull the target a number of squares equal to your Charisma modifier.
St
ar Pact: This spell’s range is 20 instead of 10.
You lash out with a frigid wind to hold your foe at bay.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).
Fey Pact: The target is pushed a number of squares equal to 1 + your Intelligence modifier.
Holes devoured through
space-time crawl with the green-white maggots of the Worm. You invoke a conduit, which manifests as a writhing pit of maggots beneath your foes.
Encounter Acid, Arcane, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier acid damage.
Star Pact: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes acid damage equal to 1 + your Intelligence modifier (a creature ca
n take this damage only once per turn).
You assail your foe’s mind with unreal images until he can see nothing else.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and you and all of your allies in range are invisible to the target until the end of your next turn.
Fey Pact: You gain a power bonus to Stealth checks equal to your Intelligence modifier unt
il the end of the encounter.
An enemy’s attacks stir the Lady’s heart, and she shelters you in her protective light.
Encounter Arcane, Psychic, Radiant
Immediate Reaction Melee 1
Requirement: You must use this power with your sword of the White Well.
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier psychic and radiant damage. In addition, you become insubstantial until the start of your next tur
n, and you can shift 1 square.
You open a portal to Dis above your foe’s head, releasing caustic rain upon him.
Encounter Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier acid damage, and the target is blinded until the end of your next turn.
Infernal Pact: Each enemy adjacent to the target takes acid damage equa
l to your Intelligence modifier.
You create semblances of the serpents of the Nypacian Outlands to attack an enemy.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage. The first time the target takes damage before the end of your next turn, it takes extra poison damage equal to your Intelligence modifier.
Fey Pact: The poison damage equals twice your Intelligen
ce modifier.
You unleash the dark magic of Belial, drawing strength and pleasure from your enemy’s tormented screams.
Encounter Arcane, Fire, Healing, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex. Make two attack rolls. If either of them hits, resolve them as a single hit, and both of them must miss for the attack to miss.
Hit: 1d10 + Charisma modifier fire damage if one attack roll hits, or 2d10 + Charisma modifier fire damage if two hit. If at least one attack roll hits, you regain hit points equal to your Intelligence modifier.
Infernal Pact: You regain additional hit points equal to your Charisma modifier.
Miss: You regain additional hit points equal to your Charisma modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Charisma vs. Reflex. Make two attack rolls. If either of them hits, resolve them as a single hit, and both of them must miss for the attack to miss.
Hit: One-half of 1d10 + Charisma modifier fire damage if one attack roll hits, or 2d10 + Charisma modifier fire damage if two hit. If at least one attack roll hits, you regain hit points equal to
your Intelligence modifier.
You encase your foe in a sphere of absolute darkness that steals away its life and sight.
Encounter Arcane, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target is blinded until the end of your next turn.
Gloom Pact (Binder): Until the end of your next turn, enemies grant combat advantage and cannot make opportunity attacks while adjacent to the target.
A wraithlike creature appears behind your enemy and attempts to strangle it. With each of your foe’s attacks, the specter’s grip tightens.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Dark Pact: Until the end of your next turn, whenever the target makes an attack roll, it takes damage equal to your Intelligence modifier.
You sketch a glowing rune in the air with your fingertip, invo
king misfortune upon your enemy. Lines of eldritch power slash across his body as you draw your sign, and fate itself turns against him for a short time.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier damage, and the target must roll twice for its next attack and use the lower of the two rolls.
Star Pact: When the target rolls twice, it takes a penalty to both rolls equal to your Intellige
nce modifier.
Crackling lightning scorches your enemy with such ferocity that it sends nearby foes staggering back.
Encounter Arcane, Implement, Lightning, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 2d8 + Charisma modifier or Constitution modifier lightning damage. You push the target and each enemy adjacent to the target a number of squares equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, each enemy adjacent to the target before the push takes psychic d
amage equal to your Intelligence modifier.
You touch the one who would dare to strike you, bringing them under your spell.
Encounter Arcane, Charm, Implement, Psychic
Immediate Reaction Melee 1
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: The target is dominated until the end of its next turn.
Fey Pact (Binder): The target also takes psychic damage equal to 3 + your Intelligence
modifier.
You lash out with the fury of a winter storm, leaving your foe frozen in your wake as you swirl away.
Encounter Arcane, Cold, Psychic, Teleportation
Immediate Reaction Melee 1
Requirement: You must be holding your blade of winter’s mourning.
Trigger: An enemy attacks you.
Target: The triggering enemy
Effect: The target takes 5 + your Charisma modifier cold and psychic damage, and you teleport a number of squares up to your Dexterity modifier.
Level 17: 10 + your Charisma modifier cold and psychic damage.
Level 27: 15 + your Charisma modifier cold and psychic damage.
You call upon Hadar the Ebon Hunger. Your foe scre
ams, clutches its head, and falls. Flying, fluttering, fanged shadows pour from your foe’s open eyes, mouth, and ears, and descend upon one of your foe’s allies.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution +2 vs. Fortitude
Hit: 3d10 + Constitution modifier necrotic damage. If this damage is enough to reduce the target to 0 hit points, make a secondary attack.
Secondary Target: One enemy within 3 squares of the primary target.
Secondary Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage
Miss: Half damage, and no secondary attack even if the target is reduced to 0
hit points.
Your eyes reflect the madness of the Far Realm, crushing your enemy’s will with the overwhelming weight of insanity.
Daily Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution or Charisma vs. Will
Hit: The target is dominated (save ends). If the target is aberrant, it takes a -2 penalty to saving throws against this effect.
Aftereffect: The target is dazed (save ends).
Miss: The t
arget is dazed (save ends).
You barter with your pact holder for temporary power, consuming your own life force for a powerful attack
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier necrotic damage.
Miss: Half damage.
Effect: You can choose to lose a healing surge. If you do so, the target takes ongoing 5 necrotic damage (save ends).
You create a fence of sharp frost-needles around your foe. They slowly freeze him, and if he moves or touches them, they grow longer and sharper.
Daily Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier cold damage.
Effect: The first time the target moves on each of its turns it takes 1d8 cold damage (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to deal 10 cold damage to the target.
This lazy tendril of corpse-yellow energy seems almost gentle as it caresses your foe, because all beings secretly yearn for death.
Daily Arcane, Implement, Necrotic, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier necrotic damage.
Dark Pact: This attack ignores resistance to necrot
ic damage.
Souls trapped in the Nine Hells are hungry for life. Opening a temporary rift, you give them a taste of your foes’ vitality.
Daily Arcane, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Will
Hit: 1d8 + Constitution modifier psychic damage, and the target is dazed (save ends).
Effect: The burst creates a zone of hungry spirits that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 1d8 + your Constitution modifier cold damage (a creature can take this damage only once per turn). As a move action, you can move the zone 2 squares.
Sustain Minor: The
zone persists.
Spider eggs hatch inside your enemy’s flesh, unleashing a deadly poison and causing the creature to thrash in panic.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage.
Effect: The target takes ongoing 10 poison damage (save ends). Whenever the target takes this ongoing damage, you can slide the target 1 square.
Dark Pact: As a minor action, you can end the ongoing poison damage to deal 2d10 + your Intelligence modifier poison damage to the target.
Fey Pact: As a minor action, you can end the ongoing poison damage to slide the tar
get 3 squares.
A hideous glyph burns into your enemy’s brow and a vile darkness spreads the curse your enemy now carries to its allies.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Constitution vs. Fortitude
Hit: 2d12 + Constitution modifier damage. Until the end of the encounter, any enemy that starts its turn adjacent to the target gains your Warlock’s Curse.
Infernal Pact: You can also slide the target a number of squares equal to your Intelligence modifier.
Miss: By choosing to take psychic damage equal to 5 + one-half your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way.
You call up a spear of red iron from the infernal regions and hurl it at your foe. Transfixing clothing, armor, flesh, or skin, it nails him to the spot where he stands.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
You transform the ground beneath your foe’s feet into seething black sand. As your enemy sinks down, the sand scorches the creature.
Daily Arcane, Fire, Implement
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Will
Hit: 2d8 + Charisma modifier or Constitution modifier fire damage, and you knock the target prone. The target cannot stand up and has cover against all creatures except you (save ends both).
First Failed Saving Throw: The target takes ongoing 5 fire damage and is removed from play (save ends both). When the target saves, it reappears in the space it last occupied or in the nearest unoccupied space of its choice.
Miss: Half damage, and
the target is immobilized until the end of your next turn.
Your body and items turn to caustic jelly as you slide through a throng of foes.
Daily Acid, Arcane, Implement, Polymorph
Standard Action Personal
Effect: You shift your speed, including through squares occupied by enemies. Until the end of your next turn, you can squeeze without penalties to your attack rolls or speed.
Targets: Creatures whose spaces you shift through
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier acid damage, and you push the target 1 square.
Miss: You push the target 1 square.
You slam your fists together and a resonating circle of darkness engulfs your foe, crushing its will until the darkness leaps to a stronger target.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Effect: The target takes ongoing 10 psychic damage (save ends). The first time the target fails a saving throw against this ongoing damage, you choose a second creature within 10 squares of you and deal ongoing 5 psychic damage to it (save ends)
Dark Pact: Add your Intelligence modifier to the ongoing dam
age.
You sarcastically blow a kiss at your enemy, creating a swirling gale that lifts your foe off the ground and then tosses it aside.
Daily Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Charisma modifier cold damage, and the target is held restrained 10 feet (w2 squares) off the ground (save ends).
Fey Pact: The target is held restrained off the ground a number of feet equal to 10 + five times your Intelligence modifier.
Aftereffect: The target falls, and you slide it 2 squares.
Miss: You push the target 2 squares, and you knock it prone.
A sudden gust of wind, the smell of brimstone, and a flash of light herald the arrival of a creature from the planes, pulled into your presence to serve you.
Daily Arcane, Summoning
Minor Action Ranged 5
Effect: You summon a creature associated with your pact in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature’s description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
A pale blue flame springs up from your brow as you invoke Khirad, a star of dire portent. Your enemy’s mind burns with Khirad’s flame, and you teleport him where you wish.
Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d8 + Constitution modifier psychic damage, and you teleport the target to an unoccupied square within 3 squares of you.
Effect: Until the end of the encounter, once per round as a minor action, starting on your next turn, you can make a Constitution vs. Will attack against the target if it is within range but not necessarily within line of sight. On a hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends.
You bind your target’s fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target is subjected to the curse of five fates. Until the effect ends, the target takes a -4 penalty to attack rolls and saving throws, and gains vulnerable 5 to all damage. The effect ends after five instances of the target making an attack roll, making a saving throw, or taking damage.
Miss: Half damage. In addition, the target is subjected to the curse of five fates, but it ends after two instances.
The primordial Ilmeth felt sorrow for the lives he claim
ed in the Dawn War, and the war-frenzied titans under his command destroyed him for his weakness. You channel the sorrow of the slain primordial to wound your enemy with regret.
Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier psychic damage. Until the end of the encounter, whenever the target makes an attack roll against you, it takes psychic damage equal to your Intelligence modifier.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Ilmeth.
Ilmeth Pact Boon: You and an ally within 5 squares of you can swap positions as a free action.
Eyes of the Vestige Augment: Your eyes of the vestige target also takes a -2 penalty to attack rolls u
ntil the end of your next turn.
Shax the Devastator is a dead primordial of the sea. With a wave of your hand, you summon a fragment of his power.
Daily Arcane, Implement
Standard Action Close blast 3
Target: Each creature in the blast
Effect: You knock the target prone.
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier damage, and you push the target a number of squares equal to your Intelligence modifier.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Shax the Devastator
Shax Pact Boon: You can end one dazed, stunned, immobilized, or restrained condition on you or on an ally within 5 squares of you.
Eyes of the Vestige Augment: You push your eyes of the vestige target a number of squares equal to your Intelligence modifier.
The Onyx Queen, a legendary black-scaled medusa who turned an army to stone before her defeat, grants you a measure of her power so that you can petrify your foes.
Daily Arcane, Implement, Poison
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier poison damage, and you petrify the target (save ends).
Aftereffect: The target is immobilized (save ends).
Miss: Half damage and you slow the target (save ends).
Vestige Pact: You gain access to the vestige of the Onyx Queen.
Onyx Queen Pact Boon: One creature within 5 squares of you takes a -2 penalty to Fortitude until the end of your next turn.
Eyes of the Vestige Augment: Your eyes of the vest
ige power deals 1d10 extra poison damage.
The souls of those who fall while bearing your curse explode from their bodies to slay more of your foes.
Daily Arcane, Necrotic
Free Action Personal
Trigger: An enemy you have cursed is reduced to 0 hit points or fewer.
Effect: Until the end of the encounter, whenever an enemy you have cursed is reduced to 0 hit points or fewer, enemies adjacent to tha
t target take 10 necrotic damage.
You conjure forth an implike presence from the netherworld and give it a message to deliver to a far-off creature.
Daily Arcane, Conjuration
Standard Action Ranged 100 miles
Effect: You whisper a message into the air, and an implike presence appears next to the creature you wish to speak to and delivers your message. If the creature has a reply, the imp appears adjacent to you at the end of your next turn to utter it. If the creature has no reply or is not within range, the imp appears adjacent to you at the end of your next turn to tell you so. The imp then
disappears.
An ancient enclave of eladrin shared in each other’s triumphs and pain; you borrow their magic to benefit from your ally’s healing.
Daily Arcane, Healing
Immediate Reaction Personal
Trigger: An ally within 10 squares of you spends a healing surge
Effect: You regain hit points
equal to the amount the triggering ally regains.
Twin pools of darkness shimmer to life at your command, creating a shadowy bridge between them.
Encounter Arcane, Shadow, Teleportation
Minor Action Ranged 5
Effect: Choose two squares in range. Until the end of your next turn, the two squares are considered to be adjacent to each other for the purpose of movement or making melee attacks. Moving from one square to the other is teleportation, although a cre
ature doesn’t need to be able to see the destination square.
With a single swift word, you cause an ally to erupt in hellish flames and reappear.
Encounter Arcane, Fire, Teleportation
Minor Action Ranged 10
Target: One ally
Effect: The target takes fire damage equal to half your level and teleports 5
squares.
Infernal Pact: The target gains concealment until the start of your next turn.
You transform your bad luck into your enemy’s misfortune.
Encounter Arcane
Free Action Ranged 10
Trigger: You miss an enemy with an attack
Target: The enemy you missed
Effect: The target takes a -5 penalty to saving thro
ws until the end of your next turn.
A dark membrane snaps shut over your eyes. They reflect another world now, filled with shadows and spectral foes.
Encounter Arcane
Minor Action Personal
Effect: Until the end of the encounter, you can see invisible creatures as if they were not invisible. All other creatures, including y
our allies, are invisible to you. You can end this effect as a minor action.
You untangle the threads of fate, rearranging them to suit your whims.
Encounter Arcane
Immediate Interrupt Personal
Trigger: An attack hits you
Effect: You take no damage from the triggering attack. Instead, you take ongoing damage equal to half the triggering attack’s damage (save ends). The ongoing damage has the same damage type as the triggering attack.
You slip through the planar firmament with ease, dancing away from your enemies’ attacks in much the same manner as the rakes and bravos that inhabit the Feywild’s strange cities.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you can use the secondary power at will.
Daily Arcane, Teleportation
Immediate Reaction Personal
Requirement: The power Duelist's Dance must be active in orde
r to use this power.
Trigger: An enemy attacks you.
Effect: You teleport up to 3 squares.
You slip through a rift in reality and appear a few feet away.
At-Will Arcane, Teleportation
Move Action Personal
Effect: You teleport 1 square.
You scream an eerie curse that harms your enemies’ minds more than their ears.
Encounter Arcane, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma or Constitution vs. Will
Effect: You can place your Warlock’s Curse on the target.
Hit: 1d8 + Charisma or Constitution modifier psychic damage.
After an enemy misses you with an attack, you take a form of sand and ash. You then zip across the battlefield and lay your curse upon the offending creature.
Encounter Arcane
Immediate Reaction Personal
Trigger: An enemy misses you with an attack.
Effect: You fly your speed and are insubstantial during the move. After the m
ove, you place your Warlock’s Curse on the triggering enemy.
A bead of moisture appears above your head and expands into great shimmering strands of befouled water.
Daily Arcane, Elemental, Zone
Minor Action Close burst 3
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn. When you shift without leaving the zone, you can shift up to 2 additional squares in the zone. Any enemy that enters the zone or starts its turn there is slowed until the start of its next turn. A creature that has a swim speed ignores this effect.
Sustain Minor: The zon
e persists until the end of your next turn.
You conjure up nightmarish vines that seize upon your enemies and hold them still long enough for you to walk by.
Encounter Arcane, Implement, Poison, Psychic, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier poison and psychic damage.
Fey Pact (Binder): The target is also restrained and cannot mak
e opportunity attacks until the end of your next turn.
As you maneuver across the battlefield, you take on the form of living shadow to frustrate your foes’ attacks.
Daily Arcane, Shadow
Minor Action Personal
Effect: Until the end of the encounter, whenever you complete a move of at least 3
squares on your turn, you can become insubstantial until the start of your next turn.
Shadow coalesces around you to take the form of a macabre suit of plate armor.
Daily Arcane, Shadow, Teleportation
Minor Action Personal
Effect: You gain a +2 power bonus to Stealth checks and a +2 power bonus to all defenses until the end of the encounter. As a minor action, you can end this effect and then teleport u
p to 5 squares. You then become invisible until the end of your next turn, or until you hit or miss with an attack roll.
You fly apart into a swarm of batlike shadows.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You assume a shadowy form until the end of the encounter or for 5 minutes. In this form you are insubstantial, gain fly 6, and can’t take standard action
s. Reverting to your normal form is a minor action.
You call up a swirling shield of darkness from some far domain, interposing it between yourself and dire peril.
Daily Arcane
Immediate Reaction Personal
Trigger: You are hit and damaged by an attack
Effect: The damage against you drops to 0.
You reach into the Shadowfell and pull dark shadows around yourself. At the same time, that plane’s dark energy infuses your eyes, allowing you to see easily in the darkest night.
Daily Arcane, Zone
Minor Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. The zone blocks line of sight for all creatures except you. You also gain darkvision while the zone persists.
Sustain Minor: The zone persists until the end of your next turn.
You steal the essence of a spined devil, gaining wings and a protective layer of barbed quills.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a fly speed of
6, and any enemy that hits you with a melee attack takes 5 damage.
For a moment, your mind and body are in harmony, and you achieve the pinnacle of grace and speed.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a bonus to speed and saving throws equal to your Intelligence modifier (minimum 1).
When an ally grants you the grace of renewed health, you leverage your knowledge of Caiphon’s healing lore to gain even greater advantage than was offered—but at what price?
Encounter Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One ally in range grants you the use of a healing surge.
Effect: In addition to the normal number of hit points you regain, you regain a number of hit points equal to your healing surge value. However, until the end of the encounter, you die after failing your second, rather than third, death sa