You use a planar pathway known by ancient vestiges to transport yourself to the safety of the sky, where you can remain for a time.
Daily
Arcane, Teleportation
Move Action Personal
Effect: You teleport 100 feet (20 squares) to a space directly above you. Until the end of your next turn, you gain a speed of fly 8.
Sustain Move: The effect persists. When you fail to sustain the effect, you float to the ground without taking damage.
You throw up an arcane shield that catches a portion of an incoming attack and fashions it into a potent defense.
Daily
Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack that deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage.
Effect: You gain resistance equal to 10 + your Intelligence modifier to the triggering attack’s damage types until the end of your next turn. In addition, until the end of your next turn, any enemy that starts its turn adjacent to you takes damage of the triggering attack’s damage types. The damage equals the resistance you gained from this power.
Sustain Minor: The effect persists.
Fortune favors you; stars portending uncertainty lean in your favor and frown upon your foes.
Encounter
Arcane
Minor Action Personal
Effect: Until the end of your next turn, anyone who attacks you must roll two dice and take the lower result. Each time an attack misses due to this effect, you gain a cumulative +1 power bonus to your next attack roll.
The sapped essence of your friend’s soul speeds you on like quicksilver in the darkness.
Daily
Arcane
Minor Action Melee 1
Target: One ally
Effect: Until the end of the encounter, the target is slowed, and you gain a +4 bonus to speed.
The secrets of the magic of the planes are revealed to you, allowing you to access any magic to suit your needs.
Dail
y Arcane
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Choose one of the following effects.
* Arcane (Teleportation): You teleport the target up to 20 squares.
* Divine (Healing): The target can spend a healing surge. In addition, he or she can make a saving throw with a +5 power bonus.
* Shadow: The target is insubstantial and weakened until the end of the encounter. The target can end this effect as a minor action.
You teleport yourself away from imminent danger, but you leave an illusion of yourself behind, distracting and confusing your foes.
Dai
ly Arcane, Illusion, Teleportation
Move Action Personal
Effect: You become invisible until the end of your next turn and teleport 20 squares. You leave behind an illusory image of yourself that persists as long as you are invisible. This image stands in place, takes no actions, and uses your defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If you make an attack, you become visible.
Sustain Move: The invisibility persists until the end of your next turn or until you attack, and you teleport up to 5 squares.
The blue-white fire of Ulban sears your flesh with a flash of otherworldly light, but grants you an extra measure of protection against the attacks of distant foes.
Da
ily Arcane, Implement, Radiant
Immediate Interrupt Personal
Trigger: You are hit by a ranged attack.
Effect: You gain a power bonus to the defense targeted by the attack equal to your Intelligence modifier. If the triggering attack misses you because of this bonus, the target of the attack changes from you to the attacker. The attacker rolls his attack again to determine if he hits himself.
You employ a defensive technique developed by the scholar Strom Wakeman, who learned to use the power of Far Realm creatures without risking one’s sanity.
D
aily Arcane, Teleportation
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses against ranged attacks, and whenever an enemy hits you with a melee attack, you can teleport that creature 2 squares as an immediate interrupt.
Your spell of peace borrows a lesson from the vestige of the Kantakaran monks, an order of mystics that espoused neutrality.
Enco
unter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you cannot use an attack power or be attacked.
You pull an oily blackness out of the ether to consume your enemies in darkness.
Daily Arcane, Conjuration
Minor Action Area wall 8 within 10 squares
Effect: You conjure a wall of rippling blackness that lasts until the end of the encounter. The wall is 2 squares high and blocks line of sight. Any creature is blinded while within the wall. As a standard action, you can move the wall 10 squares.
You sprout a large pair of leathery wings from your back
.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes.
Drawing a bow made of radiant energy, you become like one of King Elidyr’s elite archers.
E
ncounter Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex. This attack ignores all cover and concealment, and the attack can score a critical hit on a roll of 19–20.
Hit: 3d10 + Constitution modifier radiant damage.
Vestige Pact: You push the target a number of squares equal to your Intelligence modifier.
You rouse the soul of a long-dead dragon, calling down its necrotic breath upon your foes.
Encounter Arcane, Implement, Necrotic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Will
Hit: 3d8 + Constitution modifier necrotic damage. If the target is cursed by you, it gains vulnerable 5 to all damage until the end of your next turn.
Vestige Pact: You gain temporary hit points equal to 5 + your Intelligence modifier.
Foully animated darkness swirls around you, becoming a bodyguard of shadowy blades crafted in ancient styles long vanished.
Encounter Arcane, Implement, Necrotic
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 2d6 necrotic damage, and the target is weakened until the end of your next turn. In addition, until the end of your next turn, all creatures that hit you with a melee attack take necrotic damage equal to your Intelligence modifier.
Dark Pact: If you hit with this power, until the end of your next turn creatures you hit with a ranged attack take necrotic damage equal to your Intelligence modifier.
Your dire command staggers your foe and compels a couple of your allies to launch attacks against the creature
.
Encounter Arcane, Implement
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: The target is dazed until the end of your next turn. One or two of your allies within 5 squares of the target can use a free action either to make a melee basic attack against the target or to charge the target.
Sorcerer-King Pact: If you spend your fell might, the allies’ attacks deal extra damage equal to your Warlock’s Curse damage if they hit.
You forge a short-lived dimensional gate that slices through your opponent. If you wish, you can leap through the gate and take his place while banishing him to the spot you were just i
n.
Encounter Arcane, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier damage, and you can swap places with the target.
Star Pact: After swapping places with the target, you can teleport a number of squares equal to your Intelligence modifier.
A purple ray from your hand rips into your enemies’ life forc
es.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 20
Target: One or two creatures
Attack: Charisma +2 vs. Reflex, one attack per target
Hit: 3d8 + Charisma modifier necrotic damage. If this attack drops a target to 0 hit points or fewer, the power is not expended.
Dark Pact: You gain one type of resistance possessed by the target until the end of your next turn.
Your foe’s frenzied scream is the only sign of the portal you open to the Far Realm—a portal that tears your enemy apart from the inside
out.
Encounter Arcane, Implement, Necrotic, Shadow
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier necrotic damage, and the target falls prone.
Star Pact (Binder): The target takes extra necrotic damage equal to 3 + your Intelligence modifier.
Your foe clasps its hands over its ears, shrieking in panic as it is overcome by te
rror.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target is immobilized and grants combat advantage until the end of its next turn. At the start of the target’s next turn, you slide the target 2 squares.
Star Pact: At the start of the target’s next turn, you slide the target a number of squares equal to your Charisma modifier.Warlock Attack 23
A purple crystal intrudes on reality, shining with fell light and turning the one who looks upon it into a dull receptacle for your
will.
Encounter Arcane, Charm, Implement, Psychic, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic and radiant damage, and the target makes a basic attack as a free action against a creature of your choice.
Star Pact: The target also takes a penalty to Will until the end of your next turn. The penalty equals your Intelligence modifier.
You create scores of large, infernal darts and send them streaking at your enemies. Each dart that finds flesh pushes the creature it injures out of the place where it stands, moving it to another spot of your ch
oosing.
Encounter Arcane, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Reflex
Hit: 4d8 + Constitution modifier damage, and you push the target 3 squares.
Infernal Pact: Add your Intelligence modifier to the distance of the push.
A shadow from the wintry void between stars falls upon your foe, shrouding it with a layer of celestial frost that hinders its ability to defend
itself.
Encounter Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier cold damage, and the target grants combat advantage to all your allies until the end of your next turn.
Star Pact: If this attack hits, the target takes a penalty to AC equal to your Intelligence modifier until the end of your next turn.
High-pitched, shrieking laughter echoes around your foe as a horde of tiny, needle-toothed, winged fey descends
upon it.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier damage, and the target is knocked prone.
Fey Pact: All enemies within 2 squares of the target take 10 + your Intelligence modifier damage.
Raising your hands, you call up from the ground thick vines studded with long, poisonous thorns that wrap around your foe. He is held fast and pierced by the dead
ly thorns.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier poison damage, and the target is immobilized and takes a -2 penalty to AC and Reflex defense until the end of your next turn.
Fey Pact: The penalty to AC and Reflex defense is equal to 1 + your Intelligence modifier.
Shadow flows like liquid to smother and blind your foe, pulsing with a dead-blac
k radiance.
Encounter Arcane, Implement, Necrotic, Radiant, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier necrotic and radiant damage, and the target is blinded until the end of your next turn.
Gloom Pact (Binder): Until the start of your next turn, you and your allies are invisible while within 3 squares of the target.
You wait until an enemy is close enough to touch before turning them against their
own allies.
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. If one of your enemies other than the target is within range of the triggering attack, the triggering attack hits that enemy instead.
Fey Pact (Binder): The target also takes psychic damage equal to 8 + your Intelligence modifier.
You weave a skein of lies worthy of Baalzebul around your enemy, turning friend to foe as it lashes out in a
blind panic.
Encounter Arcane, Fear, Implement, Psychic, Zone
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier psychic damage, and you create a zone that lasts until the end of your next turn. The zone fills the primary target’s space and all squares adjacent to it. The primary target cannot willingly leave the zone, and it can make attacks only against creatures within the zone.
Infernal Pact: If the primary target does not attack during its next turn, it takes psychic damage equal to 15 + your Intelligence 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 4d10 + Charisma modifier psychic damage, and you create a zone that lasts until the end of your next turn. The zone fills the secondary target’s space and all squares adjacent to it. The secondary target cannot leave the zone, and it can make attacks only against creatures within the zone.
You begin to steal the very semblance of your target. Those around you and your foe can’t distinguish between the two
of you any longer.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier psychic damage. Until the end of the encounter, every time you take damage, you make a Charisma vs. Will attack against the target; if the attack hits, you take half damage and the target takes the other half.
Miss: Half damage. Until the end of your next turn, every time you take damage, you make a Charisma vs. Will attack against the target; if the attack hits, you take half damage and the target takes the other half.
Effect: Until the end of the encounter, whenever you are adjacent to the target, the images of you both begin to flow together, such that anyone who hits one has a 50% chance of accidentally hitting the other instead.
Pressed and desperate, a stray recollection of Gibbeth the Endless occurs to you. You hastily force the memory upon your foe, who is embraced in a clas
p of palpable hate.
Daily Arcane, Fear, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 5d10 + Intelligence modifier force damage, and ongoing 10 force damage (save ends).
Miss: Half damage.
Flames dance along the red-hot chains that you summon to e
nwrap your opponent.
Daily Arcane, Fire, Implement
Standard Action Ranged 20
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier fire damage, and the primary target is grabbed by fiery chains. Until the grab ends, the primary target takes 5 fire damage at the start of its turn. The primary target takes a -4 penalty to checks to escape the grab. Until the end of the encounter or until the grab ends, you can make the following attack as a minor action once per round against the same target.
Attack: Constitution vs. Fortitude
Hit: You slide the target 3 squares.
Miss: Half damage, and the target is slowed (save ends).
You lower a black veil over your foe and show the creature what
darkness truly means.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier necrotic damage. The primary target is transported to a place of utter darkness (save ends). While there, the primary target doesn’t have line of sight or line of effect to anything. When the primary target saves, it reappears in the space it last occupied or in the nearest unoccupied space. When the primary target reappears, use the Instruction in Darkness Attack power.
Miss: The primary target is blinded (save ends).
You lower a black veil over your foe and show the creature what d
arkness truly means.
Encounter Arcane, Implement, Necrotic
No Action Area burst 2 centered of primary target
Requirement: The Instruction in Darkness power must be active to use this power.
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: The secondary target is blinded (save ends).
Lethal force applied from a distance spells
doom for your adversary
Daily Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 force damage, and if the target grants combat advantage to you, the target also takes ongoing 10 force damage (save ends).
Dark Pact: Add your Intelligence modifier to the ongoing damage.
Miss: Half damage, and no ongoing damage.
Your will compresses a tiny fragment of the hells into a ball of darkness, madness, and
torment. Then you share.
Daily Arcane, Implement, Necrotic, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier necrotic damage, and ongoing 10 psychic damage (save ends).
Aftereffect: You choose a second creature within 20 squares of you and deal ongoing 5 psychic damage to it (save ends). The first time that creature fails a saving throw against this ongoing damage, you choose a third creature within 20 squares of you and deal ongoing 5 psychic damage to it (save ends).
Miss: Half damage, and ongoing 10 poison damage (save ends). This ongoing damage does not spread.
Dark Pact: Add your Intelligence modifier to the ongoing damage.
You create a battering storm of rune-scribed black iron plates around your foe. As they whirl and strike, they quickly assemble into a coffinlike p
rison of iron and shadow.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than you cannot gain line of sight or line of effect to the target.
Miss: Half damage, and the target is immobilized (save ends).
Thousands of tiny, insectlike warriors assau
lt and confuse your enemy.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier damage.
Effect: The target is assaulted by a cloud of fairy warriors (save ends). While the target is affected by the cloud, the target treats all creatures as having concealment. At the start of the target’s turn, the target and each creature adjacent to the target take 1d10 + your Charisma modifier damage.
You create thirteen tiny crimson stars that dart and whirl around your enemy, blasting him with countless pinpricks of fire and lashing him with wa
ves of supernatural terror.
Daily Arcane, Fear, Fire, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 5d10 + Constitution modifier fire and psychic damage, and the target is stunned until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn.
Your call causes the earth to rise up and crush your foe
while bestowing life on you.
Daily Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d8 + Constitution modifier damage, and the target is slowed (save ends). While the target is slowed by this power, you gain regeneration 10.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Land’s Soul.
Land's Soul Pact Boon: Each enemy cursed by you and within 5 squares of you takes 5 damage, and you regain 5 hit points for each enemy you damage in this way.
Eyes of the Vestige Augment: Until the end of your next turn, your eyes of the vestige target gains vulnerable 5 + your Intelligence modifier to acid, fire, lightning, or thunder (your choice).
You call upon the Queen of Namhar, who died of thirst in the Namharid Desert, to send your foe a vi
vid image of death by thirst.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 4d10 + Constitution modifier psychic damage, and ongoing 10 psychic damage (save ends).
Aftereffect: The target is weakened (save ends).
Miss: Half damage, and ongoing 5 psychic damage (save ends). The target is weakened until the end of your next turn.
Vestige Pact: You gain access to the vestige of the Queen of Namhar.
Queen of Namhar: The nearest creature cursed by you is dazed (save ends).
Eyes of the Vestige Augment: Your eyes of the vestige target is weakened until the end of its next turn.
One of the first vampires, Lord Vykolad faded away after countless lifetimes. You invoke his power to pull the
life force from your enemies.
Daily Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier damage, and the target is weakened (save ends). You regain hit points as if you had spent a healing surge.
Miss: Half damage and you regain hit points equal to one-half your level + your Intelligence modifier.
Vestige Pact: You gain access to the vestige of Vykolad.
Vykolad Pact Boon: You become insubstantial until the end of your next turn.
Eyes of the Vestige Augment: Your eyes of the vestige target takes a penalty to damage rolls equal to twice your Intelligence modifier until the end of your next turn.
With a single powerful word, you make your enemies fee
l the might of a sorcerer-king.
Daily Arcane, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d10 + Charisma modifier or Constitution modifier psychic damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
You hurl your foe screaming into the skies, and he disappears to some remote and terrible corner of the cosmos. When he retu
rns, madness overwhelms him.
Encounter Arcane, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d8 + Constitution modifier damage. The target is removed from play until the start of its next turn. It then reappears in the space it left or in the nearest unoccupied space (its choice) and makes a melee basic attack as a free action against the nearest creature. Until the end of your next turn, the target treats all creatures as enemies with respect to them provoking opportunity attacks, and the target must make every opportunity attack possible.
You invoke the power of a mighty fey spirit. A shimmering emerald coil of eldritch power disrupts your foe and steals from him the luck of his next few moment
s. It’s yours if you want it.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier damage. In addition, the first time the target rolls a d20 on its next turn, you can steal that result. The target rerolls, and you use the stolen result for your next d20 roll.
Fey Pact: You gain a bonus to the stolen result equal to your Intelligence modifier.
You call beyond the boundaries of matter, space, and perhaps even sanity. Nihal answers by sending a humanoid-shaped hole in reality filled with writhing red wo
rms, which fall upon your foe.
Encounter Acid, Arcane, Fear, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier acid damage. If the target takes damage from this attack, you can spend a healing surge.
Star Pact: Add double your Charisma modifier to the hit points regained from the healing surge.
Ragnorra misses her brood and ecstatically reaches into the world to claim substitutes and visit upon them the terrible love
she has for her true children.
Encounter Arcane, Implement, Necrotic, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic and thunder damage, and the target is removed from play until the end of your next turn. It then reappears in its original space or in the nearest unoccupied space if that space is occupied.
Star Pact: You decide where the target reappears, choosing an unoccupied space within 20 squares of you.
You level your clenched fist toward your foe and unleash a
terrific blast of black flames.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier fire damage.
Infernal Pact: You gain a bonus to the damage roll equal to your Intelligence modifier.
You unleash the fires of Mephistopheles. They will not be sated until they have charred your enemy’s flesh. Failing
that, your ally’s flesh will do.
Encounter Arcane, Fire, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier fire damage.
Infernal Pact: You gain a power bonus to your next attack roll against the target equal to your Intelligence modifier.
Miss: You must repeat this attack against a different creature, gaining a cumulative +5 bonus to the damage roll each time you miss. You cannot target the same creature with this attack twice. You can choose to take damage equal to your level to cancel this miss effect.
A dull black sphere of nothingness appears in the midst of combat, drawing all creatures t
oward it with an unearthly hunger.
Encounter Arcane, Cold, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier cold and necrotic damage, and the target falls prone.
Star Pact (Binder): You can pull each target 1 square toward the center of the burst. The square at the center of the burst becomes a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 15 cold and necrotic damage.
All strength is doomed to crumble. Your spell’s shriek
ing assault demonstrates the point.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude. If the target has more hit points than you do when you attack, you gain a +2 power bonus to the attack roll.
Hit: 4d8 + Charisma modifier psychic damage.
Dark Pact: The power bonus to attack rolls against a target that has more hit points than you do is +4.
With a clap of your hands, your enemy is struck by a clawlike thunderbolt, which picks
up the creature and flings it aside.
Encounter Arcane, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier lightning and thunder damage. You slide the target 1 square, and it is immobilized until the end of its next turn.
Infernal Pact: You slide the target a number of squares equal to your Intelligence modifier.
A ghostly hand enfolds your enemy, wrenching it toward waiting al
lies who dispatch it at your command.
Encounter Arcane, Force, Implement
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 3d8 + Charisma modifier or Constitution modifier force damage, and the target is immobilized until the end of your next turn. You slide the target 5 squares to a square adjacent to one of your allies. That ally can then make a melee basic attack against the target as an opportunity action, gaining a power bonus to the damage roll equal to your Intelligence modifier.
Sorcerer-King Pact: If you spend your fell might, after your ally’s attack, you can slide the target 5 squares to a square adjacent one of your allies. That ally can then make a melee basic attack against the target as an opportunity action, with a power bonus to the damage roll equal to your Intelligence modifier.
You invoke the shattering of King Elidyr’s sword—broken in the last moments of his life—and
make your foes feel the king’s shock.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage, and the target is stunned until the end of your next turn.
Vestige Pact: The attack deals extra damage equal to your Intelligence modifier.
You awaken the spirit of a long-dead treant, which possesses your enemy’s body and makes th
e creature lash out against its allies.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Each enemy adjacent to the target takes 1d8 + your Charisma modifier damage. You push each enemy adjacent to the target a number of squares equal to your Intelligence modifier and knock it prone.
Fey Pact: You also knock the target prone.
You tug on the hearts of the enemies around you, drawing them closer so that
they can kneel before you in adoration.
Encounter Arcane, Implement, Psychic, Shadow, Teleportation
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and you pull the target up to 2 squares and knock it prone.
Miss: The target falls prone.
Fey Pact (Binder): You become invisible and teleport up to your speed. The invisibility lasts until the end of your next turn or until you attack.
A bolt of frigid shadow swallows your foe, then lash
es out at creatures that linger too near.
Encounter Arcane, Cold, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier cold and necrotic damage, and the target is removed from play until the end of your next turn.
Gloom Pact (Binder): Choose a square in the target’s space. Until the start of your next turn, any creature that ends its turn in that square or adjacent to it takes cold and necrotic damage equal to 10 + your Dexterity modifier.
You shine with the light of Zutwa’s life
force, which overwhelms your foes’ vision.
Encounter Arcane, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier radiant damage, and the
target is blinded until the end of your next turn.
Vestige Pact: The target takes a -2 penalty to saving throws until the end of your next turn.
A suit of black plate armor appears on you. Its dull surface gives off no reflection or even the slightest glare,
as if it consumes the light that falls upon it.
Daily Arcane, Cold, Teleportation
Minor Action Personal
Effect: Until the end of the encounter, you gain a +4 power bonus to AC, and whenever an enemy hits you with a melee attack, that enemy takes 10 cold damage after the attack, and you then teleport it up to 4 squares as a free action. You can end this effect to use the
secondary power.
Daily Arcane, Cold, Implement, Teleportation
Standard Action Close burst 3
Requirement: The power Armor of the Void must be active in order to use this power.
Target: Each enemy in the burst
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier cold damage.
Miss: Half damage.
Effect: You teleport each target up to 3 squares.
Like the still point in a storm, you stand at the center of a burst of astral power that tears your enemies through space while arranging your
allies to occupy the most advantageous positions.
Daily Arcane, Implement, Teleportation
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage, and you teleport the target to another space within the burst.
Effect: You teleport each ally within the burst to another space within the burst.
The atonal song of Caiphon, the Dream Whisperer, pierces the fabric between worlds. Your foe covers its ears, closes its eyes, and begins to shriek. Even so, notes of the horrible t
une are still faintly audible above the screaming.
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma +2 vs. Fortitude
Hit: 6d8 + Charisma modifier psychic damage, and the target is deafened (save ends), blinded (save ends), and slowed (save ends); a separate save is required to relieve each condition. At the beginning of the target’s turn, if it is still suffering from any one of the conditions you inflicted upon it, it takes another 1d6 + Charisma modifier psychic damage, and you can slide the target a number of spaces equal to your Charisma modifier. Until the end of the encounter, any time you take damage, roll a d20. If you roll 10 or higher, reduce the damage to 0.
Special: Each round a target is still affected by this spell, the ally (or you) closest to the target hears an echo of abominable melody and takes 1d10 psychic damage.
You trap your enemy's mind with bewildering fey power. He sees what you want him to see, he hears what you want him to hear. Like a sinister puppe
teer, you can make him do almost anything you wish.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage. On the target’s next turn, you dictate its standard, move, and minor actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping off a cliff or attacking itself. Until the end of your next turn, the target cannot use immediate actions or opportunity actions.
Sustain Standard: You repeat the attack against the target as long as it is within range. On a miss, you can’t sustain this power.
Miss: Half damage. At the start of the target’s next turn, it must use a standard action to make a melee basic attack against its nearest ally.
A single slanting shaft of frigid starlight strikes your enemy from above and clings to him. Under its unbearable touch, flesh becomes white ice and steel shatters like glass, but you must pay a price
to keep Delban’s deadly light focused on your foes.
Daily Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier cold damage.
Miss: Half damage.
Sustain Standard: You can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time you sustain this power, you take 2d10 damage.
A cloud of swirling darkness rises on the battlefield, utterly f
reezing any creature that lingers too long within it.
Daily Arcane, Cold, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 8d6 + Charisma modifier cold and necrotic damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight, and creatures inside the zone cannot attack creatures outside the zone. A creature that enters the zone or ends its turn there takes 15 cold and necrotic damage. A creature can take this damage only once per turn.
Move Action: You move the zone up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
A veil of shadow swallows yo
ur foes, then spits them out scarred in body and mind.
Daily Arcane, Cold, Implement, Necrotic, Shadow
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier cold and necrotic damage, and the target is removed from play and takes ongoing 15 cold and necrotic damage (save ends both).
Aftereffect: The target returns to play in the space it occupied or in the nearest unoccupied space, and it is dazed until the start of its next turn.
Miss: Half damage, and the target is dazed and takes ongoing 10 cold and necrotic damage (save ends both).
You ignite your enemy with black fire that corrupts the flesh and soul. As the fl
ames gutter out, your foe’s body begins to turn to ash.
Daily Arcane, Fire, Implement, Necrotic
Standard Action Melee touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 3d8 + Charisma modifier or Constitution modifier fire damage, and the target is slowed and takes ongoing 15 fire damage (save ends both).
Aftereffect: The target is slowed, is weakened, and takes ongoing 15 necrotic damage (save ends all).
Miss: Half damage, and ongoing 10 necrotic damage (save ends).
From magic, you
craft an ancient contagion to eat away your foes’ sight.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier necrotic damage.
Effect: The target gains blindness contagion (save ends). While a creature is affected by blindness contagion, that creature is blinded, and each enemy that starts its turn adjacent to that creature gains blindness contagion (save ends).
A wall of black flame rises from the floor at your behest
. It protects you while unleashing gouts of fire on foes.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 3 within 1 square
Effect: You conjure a wall of flame that is up to 3 squares high and lasts until the end of the encounter. The wall blocks line of sight.
Entering a wall square costs 3 extra squares of movement. Each creature that starts its turn within the wall’s space takes 2d10 + your Constitution modifier fire damage, and any creature other than you that starts its turn adjacent to the wall takes 1d10 + your Constitution modifier fire damage.
As a move action, you can move the wall to a space adjacent to you. Once per round, you can use the Forbiddance of the Ninth Attack power, which must include at least 2 wall squares in the blast.
A wall of black flame rises from the floor at your behes
t. It protects you while unleashing gouts of fire on foes.
At-Will Arcane, Conjuration, Fire, Implement
Minor Action Close blast 3
Requirement: The Forbiddance of the Ninth power must be active to use this power.
Target: Each creature in the blast
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier fire damage.
The ground trembles and dust chokes the air as Ogrémoch’s wrath encases your enemies and t
hen explodes each stony casing in a spray of jagged shards.
Daily Arcane, Elemental, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Effect: The target is immobilized (save ends).
First Failed Saving Throw: The target is instead restrained (save ends).
Second Failed Saving Throw: The target is instead petrified (save ends).
Aftereffect: As a free action, make the following attack, which is a close burst 2 centered on the target.
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage. If the target was restrained by this power, this attack deals 1d6 extra damage to it. If the target was petrified by this power, this attack deals 2d6 extra damage to it.
Miss: Half damage.
You open a short-lived planar rift to the depths of the Nine Hells. It appears as a fiery crevice beneath your enemy’s feet, into which he falls screaming, and disappears. A few moments later, a flaming arch appears in the air over the spot where he was sta
nding and disgorges a broken, mewling piece of charred meat.
Daily Arcane, Fear, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 4d10 + Constitution modifier fire damage, and the target disappears into the Nine Hells until the end of your next turn. The target returns to the same space it left, or the nearest unoccupied space, and is prone and stunned (save ends).
Sustain Minor: If you spend a minor action to sustain the power, the target’s return is delayed until the end of your next turn. You can sustain the power no more than three times.
Miss: Half damage, and the target does not disappear.
You siphon life force from your allies to add pain
and suffering to the attack you make against your common foe.
Daily Arcane, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier damage.
Miss: Half damage.
Effect: Each ally within 5 squares of you takes 10 damage. For each ally damaged, the target takes 1d8 damage.
Dark Pact: For each ally damaged, the target instead takes 1d12 damage.
Shadow erupts from the ground at your co
mmand, becoming creatures of darkness that lunge at your foes.
Daily Arcane, Conjuration, Necrotic, Shadow
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
Effect: You conjure a shadow of each target, and each shadow lasts until the end of the encounter. A target’s shadow is the same size as the target and appears adjacent to the target. Each shadow has a melee basic attack identical to its target’s, and makes that attack against the target when it appears, with a +4 power bonus to the attack roll and the damage roll. An enemy takes 5 necrotic damage for each shadow adjacent to it or in its space at the end of its turn.
You pour a cascade of magic into your pact weapon, causing it to
glow brightly with arcane energy as you slash into your enemy.
Daily Arcane, Implement, Weapon
Standard Action Melee weapon
Requirement: You must use this power with your pact weapon.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 6[W] + Charisma modifier damage. After rolling damage, you can reroll any of the damage dice but must use the new result.
Miss: The power is not expended.
You dar
t around the battlefield, leaving sizzling torment in your wake.
Daily Acid, Arcane, Implement
Standard Action Melee 1
Effect: Before the attack, you can shift 5 squares.
Targets: One, two, or three creatures you were adjacent to as you shifted
Attack: Charisma vs. Reflex, one attack per target
Hit: 4d12 + Charisma modifier acid damage.
Dark Pact: You can use this power to attack a number of creatures equal to three or your Intelligence modifier, whichever is higher.
You invoke the forgotten maker of the terrifying tarrasque, borr
owing some of the rage and strength that went into that creation.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Effect: Damage and ongoing damage from this attack ignore all resistances and immunities.
Hit: 3d10 + Constitution modifier damage, and the target takes ongoing 10 damage (save ends).
Miss: Half damage and the target takes ongoing 5 damage (save ends).
Vestige Pact: You gain access to the vestige of the Earthen Maker.
Earthen Maker Pact Boon: You gain resist 10 to all damage until the end of your next turn. Each time you benefit from this boon again before the end of your next turn, increase the resistance by 5.
Eyes of the Vestige Augment: You push your eyes of the vestige target a number of squares equal to your Intelligence modifier and knock the target prone, and the target cannot fly until the end of your next turn.
You call on the vestige of the spellcaster called the Master
of the Hidden Flame. Through him, you burn foes by force of will.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier fire damage.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of the Master of the Hidden Flame.
Master of the Hidden Flame Pact Boon: Each enemy cursed by you and within 5 squares of you takes ongoing 5 fire damage (save ends).
Eyes of the Vestige Augment: Your eyes of the vestige target takes ongoing 5 fire damage (save ends).
As you attack, you scream a
war cry to Zuriel, a forgotten deity dedicated to wars of justice.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier damage.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of Zuriel.
Zuriel Pact Boon: You gain a bonus to your next damage roll before the end of your next turn equal to your Intelligence modifier.
Eyes of the Vestige Augment: You knock your eyes of the vestige target prone, and the attack deals extra damage equal to your Intelligence modifier.