The spell cuts with a jagged black ray—and if your allies donate their pain, it punches deeper.
Encounter
Arcane, Implement, Necrotic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage. You can choose to deal 1d8 damage to each ally within 3 squares of you to deal 1d8 extra damage with this power for each ally who takes damage.
Dark Pact: You instead deal 1d10 extra damage for each ally who takes damage.
You whisper words of fey power, words that drive mortals to madness.
Encounter
Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Until the end of your next turn, the target treats all creatures as enemies for the purpose of making opportunity attacks and must make every opportunity attack possible.
Fey Pact: The target gains a power bonus to the opportunity attack rolls equal to your Intelligence modifier.
You channel the blue-white fire of Ulban, whose burning glory captivates mortal minds even as it consumes them.
Encounter
Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage, and slide one enemy within 5 squares of the target 2 squares.
Star Pact: If this attack hits, the target takes a –2 penalty to its next saving throw.
Your magic breaks into your foe’s mind and leaves the creature reeling from the experience.
Encounter
Arcane, Implement, Psychic
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Will
Hit: 2d6 + Charisma modifier or Constitution modifier psychic damage, and the target is dazed until the end of your next turn.
Sorcerer-King Pact: If you spend your fell might, each enemy adjacent to the target takes psychic damage equal to your Intelligence modifier. In addition, you place your Warlock’s Curse on each enemy adjacent to the target.
You create a spinning vortex of brilliant but frigid energy around your foe. Racing streamers of luminous coldfire lash all creatures nearby.
Encounte
r Arcane, Implement ; Cold or Radiant
Standard Action Ranged 10
Primary Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier damage (choose cold or radiant damage).
Effect: Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Constitution vs. Reflex
Hit: 1d10 + Constitution modifier damage (choose cold or radiant damage).
Star Pact: You gain a bonus to damage rolls against the primary and secondary targets equal to your Intelligence modifier.
You whisper, and the bones of all those you have cursed wrench in time with each haunted syllable.
Encount
er Arcane, Implement, Necrotic
Standard Action Close burst 20
Targets: Each creature in the burst under your curse
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage.
Dark Pact: The attack deals extra damage equal to your Intelligence modifier.
You call on Xevut, He Who Hungers, and send a dark maelstrom at one enemy, which transfers that creature’s affliction to a nearby foe.
Encoun
ter Arcane, Implement, Psychic
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you saves against an effect
Target: The triggering enemy
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. One enemy within 3 squares of the target gains the effect that the target saved against.
Star Pact: Until the end of your next turn, you gain a bonus to saving throws equal to your Intelligence modifier.
Tentacles lash out from a sphere of darkness to harry any creatures in reach, crippling their ability to stand fast in combat.
Encou
nter Arcane, Cold, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier cold and necrotic damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone.
Star Pact (Binder): Any creature that ends its turn in the zone takes 5 cold and necrotic damage.
You utter an enticing whisper, lacing it with the allure of dark fey creatures, fleeing quickly when your enemies get too close.
Enco
unter Arcane, Implement, Psychic, Shadow
Standard Action Close burst 3
Target: One or two creatures in the burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and you pull the target up to 2 squares.
Fey Pact (Binder): Until the end of your next turn, you become invisible, gain phasing, and can occupy the same space as other creatures. These effects end if you make an attack.
You call up a churning cyclone from the nether planes. It surrounds your enemy, battering him with deafening claps of thunder and hurling him a short distance.
Enc
ounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier thunder damage, and you slide the target 5 squares.
Infernal Pact: You slide the target a number of squares equal to 5 + your Intelligence modifier.
A second shadow clings to your foe, becoming a beast of chilling darkness that claws at any creatures in reach.
En
counter Arcane, Cold, Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier cold damage, and you slide the target up to 2 squares.
Effect: Until the start of your next turn, any creature that ends its turn adjacent to the target takes 5 cold damage.
Gloom Pact (Binder): The target takes cold damage equal to 5 + your Dexterity modifier if it willingly moves on its next turn.
You hurl a storm of ice shards at your foe while invoking the dark challenge of Levistus. The target must fight you, but like Levistus you do not believe in fighting on fair terms.
E
ncounter Arcane, Cold, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier cold damage. In addition, you mark the target and immobilize it until the end of your next turn.
Infernal Pact: If the target makes an attack that does not include you as a target before the end of your next turn, it takes 2d10 + your Charisma modifier cold damage.
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 2d10 + Charisma modifier cold damage. In addition, you mark the target and slow it until the end of your next turn.
You use an enemy’s recent injury to fuel infernal flames and sear the foe.
Encounter Arcane, Fire, Implement
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you becomes bloodied
Target: The triggering enemy
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier fire damage.
Infernal Pact: The damage ignores resistance to fire.
The songs of the korred inspire a dance that can destroy one’s mind if ignored.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier damage. If the target does not move at least 3 squares during its next turn, it takes 1d6 psychic damage.
Fey Pact: If the target does not move at least 6 squares during its next turn, it takes 1d6 psychic damage.
The World Born Dead consumes anything that it can reach. Your spell manifests a slavering maw of Atropus, which attempts to eat your foes
.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d12 + Constitution modifier necrotic damage.
Star Pact: The target also takes a penalty to Fortitude until the end of your next turn. The penalty equals your Intelligence modifier.
You fire arcane bolts at your enemies before moving awa
y.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier damage.
Effect: After the attack is resolved, you shift 1 square.
Vestige Pact: You shift a number of squares equal to 1 + the number of targets you hit with the attack.
You sear your enemy’s soul with a bolt of emerald energy, which weakens him greatly for a short ti
me.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier necrotic damage, and the target is weakened until the end of your next turn.
Infernal Pact: The attack deals extra damage equal to your Intelligence modifier.
The shadows congeal and smother your foe in a sickly mass of debilitating darkn
ess.
Encounter Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the target is weakened until the end of your next turn.
Dark Pact: You can choose to deal no damage with this attack and instead make the target immobilized and weakened until the end of your next turn.
A suit of gleaming metal appears around you. The armor’s mirrorlike surface sends intense flashes of radiant light spearing through your
enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses against melee attacks and ranged attacks, you shed bright light in a radius of 10 squares, and you can use the secondary power once per round.
Daily Arcane, Implement, Radiant
Minor Action Close burst 1
Requirement: The power Armor of Summer's Glory must be active in order to use this power.
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 10 radiant damage.
The terrible words you speak toll within the minds of those you wish to harm and cause them to lose some battle p
roficiency.
Daily Arcane, Implement, Psychic
Standard Action Close burst 3
Target: Each creature in the burst
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier psychic damage.
Effect: The target takes a -2 penalty to attack rolls and defenses (save ends).
Infernal Pact: The target also takes vulnerable 5 psychic damage (save ends).
Dispater remains in control of his part of Hell through cunning and by beating rivals into submission. You borrow a page fr
om his book.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d8 + Constitution modifier psychic damage.
Effect: The target takes 1d8 + your Constitution modifier psychic damage at the start of each of its turns until the target is attacked or until it starts its turn without line of sight to you.
Infernal Pact: The power’s effect does not end when you attack the target.
You lull your enemy into a waking dream. He sees himself in a realm of eldritch beauty, and perceives the real world as a ghostly shad
ow of itself.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target doesn’t get a standard action on its turns (save ends).
Miss: Half damage, and the target doesn’t get a standard action on its next turn.
With an evil word, you bless your foe with an ancient shadow’s kiss. Your foe looks on in horror as its nearby allies su
ccumb as well.
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 5 psychic damage (save ends). Whenever the target fails a saving throw against this ongoing damage, each enemy within 3 squares of the target takes 5 psychic damage.
Dark Pact: Enemies within 5, instead of 3, squares take the psychic damage.
You bring forth storm clouds that exude droplets of liquid darkness, just like the rains of the massive cavern of Mutuz-Vot in
the Underdark.
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier necrotic damage.
Effect: The burst creates a zone of raining darkness that lasts until the end of your next turn. The zone’s area is lightly obscured. Each creature that enters the zone or starts its turn there is blinded (save ends).
Dark Pact: You ignore the zone’s effect.
Sustain Minor: The zone persists.
Shadows rise up to form monstrous shapes at your command, lashing a distant foe, then dragging it forw
ard to face you.
Daily Arcane, Cold, Implement, Necrotic, Shadow, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier cold and necrotic damage, and you teleport the target to a square adjacent to you. The target is immobilized (save ends).
Miss: Half damage, and you pull the target up to 5 squares. The target is slowed (save ends).
A horrific serpent of lightning and thunder un
coils before you.
Daily Arcane, Elemental, Implement, Lightning, Thunder, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier lightning damage, and ongoing 5 thunder damage (save ends).
Each Failed Saving Throw: Each creature adjacent to the target takes thunder damage equal to your Charisma modifier.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. While in the zone, creatures other than you have vulnerable 5 lightning and vulnerable 5 thunder.
Sustain Minor: The zone persists until the end of your next turn. Roll a d6. On a 1, each creature in the zone can shift 1 square as a free action. On a 6, each creature other than you in the zone is slowed until the end of your next turn.
You pronounce your enemy’s doom and filthy black tendrils erupt to curse another in your
enemy’s presence.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier psychic damage, and the target falls prone. You can place your Warlock’s Curse on any enemy adjacent to the target.
Infernal Pact: You can instead place your Warlock’s Curse on any enemy within 3 squares of the target.
Miss: By choosing to take psychic damage equal to 5 + one-halfyour 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 vision of a space inhabited by vast entities whose vile, miles-long limbs churn an amoebic sea to bloody froth. Your foe screams and scr
ambles to get away.
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma +2 vs. Fortitude
Hit: 3d8 + Charisma modifier psychic damage and the target is dazed (save ends). A target that does not move its full speed away from you on its next turn takes 2d8 + Charisma modifier damage and is dazed (save ends).
Fiery scorpions crawl out of cracks in the ground and swarm your enemy, stinging madly and spreading out to engulf oth
er nearby creatures.
Daily Arcane, Fire, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier fire and poison damage.
Miss: Half damage.
Effect: Until the end of the encounter, you can take a standard action once per round to make a Constitution vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it take 2d10 + Constitution modifier fire and poison damage. On a miss, you deal half damage, and the power ends.
Drawing upon your infernal ties, you se
t a foe’s soul afire.
Daily Arcane, Fire, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d10 + Charisma modifier necrotic and fire damage.
Miss: Half damage.
Effect: If this attack would reduce the target to 0 hit points or fewer, you instead reduce the target to 1 hit point and the target is dominated by you until the end of the encounter.
His victims remember only this great assassin’s sardo
nic smile. This smile.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target is dazed until it hits with an attack.
Miss: Half damage, and the target is not dazed.
Dark Pact: The power’s range is 20 instead of 10.
A shadowy figure arises at your command, leaping around the battlefield to lea
ve your foes senseless.
Daily Arcane, Conjuration, Shadow
Minor Action Ranged 5
Effect: You conjure a shadow in an unoccupied square within range. The shadow lasts until the end of the encounter. While the shadow persists, you can use the secondary power through the shadow once per round.
Move Action: You move the shadow to an unoccupied square within 5 squares of you.
Daily Arcane, Implement, Necrotic, Shadow
Minor Action Melee 1
Requirement: The power Menacing Shadow must be active in order to use this power.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage, and the target is dazed until the end of your next turn.
Walls of twisted shadow arise to entrap your enemi
es and scour their minds.
Daily Arcane, Implement, Psychic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that starts its turn in the zone and then willingly leaves the zone during its turn takes 10 psychic damage. While in the zone, enemies take a -2 penalty to attack rolls.
Move Action: You move the zone up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
You summon hundreds of carnivorous frogs that bite and ha
rry creatures around them.
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier damage.
Effect: The burst creates a zone of hopping carnivorous frogs 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 2d8 + your Charisma modifier damage (a creature can take this damage only once per turn). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists, and you can move it 1 square.
From the frozen emerald seas under the star Thuban, you call forth dozens of glimmering green tentacles. Reaching down from overhead, they seize your enemies, draining the heat from their bodies
and holding them immobile.
Daily Arcane, Cold, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Fortitude
Hit: 3d10 + Constitution modifier cold damage, and the target is immobilized (save ends).
Effect: The burst creates a zone of tendrils that lasts until the end of your next turn.
Sustain Minor: Make a Constitution vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + Constitution modifier cold damage.
With a flick of your wrist, you create a phantasmal eellike creature from your palm and hurl it at your foe. It latches itself to him and begins to drink his blood
. . . and you grow stronger.
Daily Arcane, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier damage, and you regain hit points equal to half the amount of damage dealt.
Miss: Half damage, and you regain hit points equal to half the amount of damage dealt.
Effect: The target is subjected to the maw (save ends). Until the effect ends, starting on your next turn you can use a minor action once per round to deal 10 damage to the target, and you regain hit points equal to half that damage.
Invoking the name of Tectuktitlay, ruler of Draj the Two Moon City, you plunge your hand into a creature’s flesh and tear loose a pi
ece of the creature’s spirit.
Daily Arcane, Fear, Implement
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Charisma or Constitution vs. Fortitude
Hit: 4d10 + Charisma modifier or Constitution modifier damage.
Miss: Half damage.
Effect: Make a secondary attack that is a close burst 5.
Secondary Target: Each enemy in the burst
Secondary Attack: Charisma or Constitution vs. Will
Hit: You push the secondary target a number of squares equal to its speed. The secondary target grants combat advantage (save ends).
Leraje gave up the lush woods to prove her mastery of the bow, and was cast away for it. You borrow
her skill, but not her pride.
Daily Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage.
Effect: The target takes ongoing 5 poison damage (save ends).
Vestige Pact: You gain access to the vestige of Leraje.
Leraje Pact Boon: Living plants temporarily grow around you. Until the end of your next turn, you have cover against attackers that are not adjacent to you.
Eyes of the Vestige Augment: Your eyes of the vestige target is also immobilized until the end of your next turn.
A falling star soars downward, burning bright as it strikes you
r foe in a deafening explosion.
Daily Arcane, Fire, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier fire damage. The target takes ongoing 10 thunder damage (save ends). Make the vestige of Solis Secondary Attack centered on the target.
Vestige Pact: You gain access to the vestige of Solis.
Solis Pact Boon: Each enemy within 3 squares of you is deafened and grants combat advantage until the end of your next turn.
Eyes of the Vestige Augment: If your eyes of the vestige target makes an attack roll against any of your allies before the end of the target’s next turn, the target takes fire and thunder damage equal to your Constitution modifier.
A falling star soars downward, burning bright as it strikes
your foe in a deafening explosion.
Daily Arcane, Fire, Implement, Thunder
No Action Area burst 1
Requirement: Primary target of the Vestige of Solis power has been hit.
Target: Each creature in the burst centered on the primary target of the Vestige of Solis attack.
Attack: Constitution vs. Fortitude
Hit: The target is dazed and deafened (save ends both).
You release upon another the might of an unknown wizard who unleashed a spell that removed him, his name, and h
is enemies from the flow of time.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier damage, and the target vanishes (save ends). While vanished, the target takes 5 damage at the start of its turn, occupies no space, can take no actions, has neither line of sight nor line of effect to anything, and nothing has line of sight or line of effect to it. When the target saves, it reappears in its original space or the nearest unoccupied space.
Miss: Half damage and you slow the target (save ends).
Vestige Pact: You gain access to the vestige of the Unknown Arcanist.
Unknown Arcanist Pact Boon: You teleport one creature affected by your Warlock’s Curse 3 squares as a free action.
Eyes of the Vestige Augment: Your eyes of the vestige target is slowed until the end of your next turn.
You manifest an aspect of the blank face of dead Zhudan, creating a zone of horror that hammers at the
sanity of those caught within it.
Daily Arcane, Fear, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone containing the semblance of a monstrous face, blocking line of sight. The zone lasts until the end of your next turn. Creatures that enter the zone or start their turns there take 3d10 psychic damage. A creature can take this damage only once per turn.
Sustain Minor: When you sustain the power, you make a secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.
A dancing column of flame sweeps through your enemies, burning those within its fiery core and trapping
them there with its searing winds.
Daily Arcane, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 10 fire damage and is slowed until the end of its next turn.
Move Action: You can move the zone up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
When you whisper the words of this spell, your enemy emits a hide
ous shriek as madness overwhelms it.
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage, and the target is dazed (save ends). Until this effect ends, the target rolls a d6 at the start of each of its turns to determine how it uses its standard action.
1-2: The target does nothing.
3-4: The target charges or makes a melee basic attack against the nearest creature it can see.
5-6: The target charges or makes a ranged basic attack against a creature of your choice.
Miss: Half damage, and the target is dazed until the end of its next turn.
Invoking the remnant of a dead god, you borrow its lingering power to act when you would
normally lie on the ground, bleeding.
Daily Arcane
No Action Personal
Trigger: An attack reduces you to 0 hit points or fewer and doesn’t kill you
Effect: Until the end of your next turn, you do not become unconscious from having 0 hit points or fewer.
You call out to Caiphon, the Dream Whisperer, an entity who is both unimaginably far and worryingly close. Caiphon gives you your liberty, but
sips a bit of your life in return.
Encounter Arcane, Implement
Minor Action Personal
Effect: Choose one of the following conditions that you currently suffer: immobilized, restrained, or slowed. That condition immediately ends. However, you also take 5 damage.
You briefly become a flyi
ng shadow, swift and insubstantial.
Encounter Arcane
Move Action Personal
Effect: Fly a number of squares equal to your speed + 2. If you don’t land at the end of this move, you fall. Until the end of your next turn, you are insubstantial, and you cannot affect, attack, or use powers on creatures or objects.
As your foe attacks, your physical body fades and becomes ghostly. Your enemy’s attack pass
es through you, barely injuring you.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You take damage from an attack.
Effect: You take only half the damage.
You disappear in a burst of smoke, leaving
your enemies open to a fiery rebuke.
Encounter Arcane, Teleportation
Move Action Close burst 1
Target: Each enemy in the burst
Effect: Each target gains vulnerable 5 fire until the start of your next turn. You then teleport up to 10 squares.
You create upon your forehead a mystical third eye and link that eye’s perception to
the senses of some other creature nearby.
Daily Arcane
Minor Action Ranged 10
Target: One creature
Effect: You see through the target’s eyes. The target is not aware that you are doing so. You have line of sight and line of effect from the target for your attacks. Your warlock powers can originate in the target’s square. Each time you use a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Your magic infuses your allies’ attacks
with power that comes at a dangerous cost.
Daily Arcane, Zone
Minor Action Close burst 3
Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, your allies gain both a +2 power bonus to attack rolls and a power bonus to damage rolls equal to your Intelligence modifier. The bonus applies to melee attacks and ranged attacks. Also, whenever one of your allies within the zone misses every target with a melee or a ranged attack, he or she gains vulnerable 5 to all damage until the start of his or her next turn.
Sustain Minor: The zone persists.
You dance a foolish jig and cackle with glee as you take on the guise of the laughing fool. Your foes realize you are a threat, but they are un
able to attack such a ridiculous figure.
Encounter Arcane, Illusion
Minor Action Personal
Effect: Until the end of your next turn or until you make an attack, you gain a +2 power bonus to speed and cannot be the target of melee attacks or ranged attacks.
A forceful wind shoves back the cre
atures around you to provide you an exit.
Encounter Arcane, Elemental
Move Action Close burst 2
Target: Each creature in the burst
Effect: You push each target 1 square. You then fly up to 8 squares.
Your hasty spell draws on your g
reatest strength to cover your weaknesses.
Encounter Arcane
Immediate Interrupt Personal
Trigger: An enemy makes an attack roll against you
Effect: You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy’s attack targets that defense. If the attack hits, it deals half damage to you.
You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you
are surrounded by a glamor of invisibility.
Encounter Arcane, Illusion, Teleportation
Move Action Personal
Effect: You become invisible and then teleport 4 squares. The invisibility lasts until the start of your next turn.
You grimace in pain as your magic exac
ts the price for correcting your misfortune.
Encounter Arcane, Shadow
Free Action Personal
Trigger: You make an attack roll, a damage roll, or a skill check and dislike the result.
Effect: You take damage equal to your level. You can then reroll the attack roll, damage roll, or skill check. You must use the new result.
You tra
nsform your debilitation into an ally’s pain.
Encounter Arcane
No Action Personal
Requirement: You must not be dying.
Effect: You end an effect on you that a save can end. Each ally within 5 squares of you takes damage equal to your Charisma modifier. If no ally is within 5 squares of you, you take damage equal to twice your Charisma modifier. This damage cannot be reduced or negated.
You turn a foe’s attack into opportunity, crossing the battlefield in a bur
st of shadow that conceals your deadly intent.
Encounter Arcane, Shadow, Teleportation, Zone
Immediate Reaction Personal
Trigger: An enemy damages you with an attack.
Effect: You teleport to a square adjacent to the triggering enemy, then create a zone in a close burst 2 that lasts until the end of your next turn. The zone is heavily obscured to creatures other than you. In addition, you gain combat advantage against the triggering enemy until the end of your next turn.
You steel yourself against the thr
eat of harm, but your ally feels strangely exposed.
Daily Arcane
Minor Action Close burst 5
Targets: You and one ally in the burst
Effect: Choose a damage type: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. Until the end of the encounter, the targeted ally has vulnerable 5 to that damage type, and you gain resist 15 to it.
A palpable feeling of death surrounds yo
u as your soul seals its connection to the darkness.
Daily Arcane, Healing, Shadow
Minor Action Personal
Effect: Until the end of the encounter or until you drop to 0 hit points or fewer, you gain a +5 power bonus to necrotic damage rolls, and you cannot regain hit points. In addition, the next time during this encounter that you start your turn at 0 hit points or fewer, you can spend a healing surge.
The words you speak resonant in the area, causing both y
ou and those you have cursed feel wounds more deeply.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain vulnerable 5 to all damage, but your Warlock’s Curse deals 2d6 extra damage. You can end this stance as a minor action.
Infernal Pact: Until the stance ends, you also slide any enemy you hit with an attack 1 square.
Using incomprehensible logic fro
m beyond the stars, you rearrange the battlefield.
Encounter Arcane, Teleportation
Standard Action Close burst 5
Target: You and two allies in the burst
Effect: Each target teleports to a space within the burst.
A flock of spectral black and white birds flies through your enemy, tear
ing out pieces of the creature’s essence and power.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage.
Effect: Until the end of the target’s next turn, it can use only basic attacks or other at-will powers. Also, the target’s auras end and cannot be reactivated until the end of your next turn.
Fey Pact: You gain temporary hit points equal to your Intelligence modifier.
A slanting shaft of frigid starlight shines down and illuminates your foe, revealing it in a spasm of chill agony. Your foe realizes you’ ve
turned the dire attention of a fell entity upon it.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier cold damage, and the target is marked until the end of your next turn. The target loses concealment and total concealment while marked.
Star Pact: All attacks against the target deal 1d6 + your Charisma modifier extra cold damage while the target is marked by this power.
You manifest an aspect of the blank face
of dead Zhudun, causing your foe to collapse in fear.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d8 + Constitution modifier psychic damage, and you knock the target prone. If the target stands up during its next turn, it takes 2d8 psychic damage and grants combat advantage until the end of your next turn.
Star Pact: If the target stands up during its next turn, it also takes a -2 penalty to attack rolls until the end of your next turn.
A bolt of black vitriol splashes over your foe, leaving it vulnerable to furt
her acid attacks and to your magic of death and decay.
Encounter Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier acid damage. Until the end of your next turn, the target gains vulnerable 10 acid and vulnerable 10 necrotic.
Dark Pact: The target loses any resistance to acid or resistance to necrotic until the end of your next turn.
A stream of black motes erupts from your outstretched hand, rushing forwa
rd to swarm your foes like a cloud of ravenous insects.
Encounter Arcane, Implement, Shadow
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage, and the target grants combat advantage until the end of your next turn.
Gloom Pact (Binder): You also slide each target up to 3 squares.
Your foe shrieks in terror as, in its mind, horrid growths erupt across its body. It hacks away at them, he
edless of the horrible injuries it inflicts upon itself.
Encounter Arcane, Fear, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier damage, and the primary target is dazed until the start of its next turn.
Infernal Pact: You can slide each enemy within 2 squares of the primary target a number of squares equal to your Intelligence modifier to a square more than 2 squares from the primary target.
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 3d10 + Charisma modifier damage, and the secondary target is dazed until the start of its next turn.
You punch a hole in reality through which the void pours forth, t
earing apart the minds of any creatures caught within it.
Encounter Arcane, Implement, Psychic, Shadow, Zone
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic 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.
Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to 3 + your Intelligence modifier.
Your bolt of arcane energy draws vitality from your foe.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier damage. You gain temporary hit points equal to your healing surge value.
Vestige Pact: The number of temporary hit points you gain equals your healing surge value + twice your Intelligence modifier.
A puff of icy air escapes from Father Llymic’s icy prison, foreshadowing when glaciers will cover all the world
s and remaining life will serve to feed the Father’s brood.
Encounter Arcane, Cold, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier cold damage, and the target is immobilized until the end of your next turn.
Star Pact: You also regain hit points equal to twice your Intelligence modifier.
At your command, an ally leaps forward to savage an enemy. However, that comrade suffe
rs your ire if he or she wastes the opportunity you provide.
Encounter Arcane, Healing
Standard Action Melee touch or Ranged 5
Target: One ally
Effect: The target can use a free action either to make a melee basic attack or to charge, gaining a power bonus to the attack roll of either attack equal to your Intelligence modifier. If the target’s attack hits, it deals 2d8 extra damage. If it misses every target, the target takes damage equal to the higher of your Charisma modifier or Constitution modifier, and you regain the use of this power.
Sorcerer-King Pact: If you spend your fell might, the target’s attack also deals extra damage equal to your Warlock’s Curse damage if it hits.
Arcane waves sweep your foes to
the ground as you harness the rage of the ancient Sea Tyrant.
Encounter Arcane, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier damage, and you knock the target prone and push it a number of squares equal to your Intelligence modifier.
Vestige Pact: You and any allies within 5 squares of you gain a +2 power bonus to saving throws until the end of your next turn.
You wrap your will around an enemy’s mind, enthralling it with your
very presence and preying upon its newfound dedication to you.
Encounter Arcane, Charm, Implement, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Whenever one of your enemies ends its turn adjacent to you, the target must shift up to its speed and make a melee basic attack against that enemy as an opportunity action. This effect lasts until the end of your next turn.
Fey Pact (Binder): You can choose for the target to charge an enemy instead of shifting and making a basic attack. You can make this choice for each enemy the target must attack.
Miss: The target is dazed until the end of your next turn.
You call upon a snaking strand of distilled fate that lances tow
ard your foe. If he can’t evade it, terrible misfortune ensues.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target gains vulnerability 10 to all attacks until the end of your next turn.
Star Pact: The vulnerability increases to 10 + your Intelligence modifier.
You lower your hand, and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath your enemy’s feet
and bore into his flesh, replenishing you with his vital force.
Encounter Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage, and you can spend a healing surge.
Fey Pact: You regain additional hit points equal to twice your Intelligence modifier.
Your mystic
gesture pushes your foe into inflicting murderous pain on itself.
Encounter Arcane, Implement, Poison
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier damage, and ongoing 10 poison damage (save ends). The target can end the ongoing poison damage by using a free action on its turn to deal 4d6 damage to itself.
Dark Pact: You can choose to attack the target’s Fortitude defense instead of its Will defense.
You forge a link between your enemy’s soul and your own, and then you surrend
er it to your fiendish patrons. It hurts you, but he suffers more.
Encounter Arcane, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: You take damage equal to your level, and the target takes 3d10 + Constitution modifier damage plus extra damage equal to one-half your level.
Infernal Pact: Subtract your Intelligence modifier from the damage you take.
The weaknesses of your foe are obvious,
singing forth from your enemy’s soul in tongues only you can hear.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d8 + 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.
A grea
t fiery eye opens, and as the eye winks, it erupts in a burst of flames.
Daily Arcane, Conjuration, Elemental, Fire, Teleportation
Minor Action Ranged 10
Effect: You conjure a Large eye of Imix in an unoccupied space in range. The eye persists until the end of your next turn. Each creature other than you that starts its turn adjacent to the eye takes ongoing 10 fire damage (save ends). Any creature that enters the eye’s space takes 10 fire damage and can then teleport up to 5 squares as a free action. Until the effect ends, you can use the secondary power.
Sustain Minor: The eye persists until the end of your next turn. Roll a d6. On a 1, you cannot use the secondary power on your next turn. On a 6, creatures within 3 squares of the eye take fire
damage equal to your Charisma modifier.
Daily Arcane, Elemental, Fire, Implement
Standard Action Close burst 3 centered on the eye
Requirement: The power Baleful Eye of Imix must be active in order to use this power.
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier fire damage, and the eye pulls the target up to 2 squares.
The moon, waning gibbous, swims into view overhead, but something is wrong. Its craters host eyes larger than seas, and the fracture
lines writhe and crawl, revealing themselves as continent-sized tentacles.
Daily Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma +2 vs. Will
Hit: 4d10 + Charisma modifier psychic damage, and the target is slowed and restricted to making basic attacks until the end of your next turn.
Miss: Half damage.
A roiling black cloud erupts ar
ound your foes, creating a trap from which they struggle in vain to escape.
Daily Arcane, Cold, Implement, Necrotic, Shadow, Teleportation, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier cold and necrotic damage, and the target is slowed and takes ongoing 10 cold and necrotic damage (save ends both). Until this effect ends, whenever the target takes damage from an attack, you can teleport it as a free action to any square in the zone you create with this power.
Miss: Half damage, and ongoing 5 cold and necrotic damage (save ends).
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 for creatures other than you.
Sustain Minor: The zone persists until the end of your next turn.
Your magic causes your enemy to perceive you as
a comrade he must defend, even if he is now at odds with his former allies.
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 is subjected to delusions (save ends). Until the effect ends, the target’s first action on each of its turns must be a standard action used to charge or make a basic attack against the last enemy of yours to attack you since your last turn. If no one attacked you since your last turn or if the target is unable to attack, the target loses its standard action.
Miss: The power is not expended.
Oily black vines bristling with
thorns erupt around your foe and swiftly shroud it in life-draining tangles.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage, and ongoing 10 necrotic damage and the target is immobilized (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
Fey Pact: This attack ignores necrotic resistance.
Black and purple or greenish energy erupts from each of your foe’s orifices.
Daily Arcane, Implement, Necrotic, Poison
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage, and ongoing 10 poison damage (save ends). The first time the target fails a saving throw against this ongoing damage, each enemy within 5 squares of the target takes ongoing 5 poison damage (save ends).
Dark Pact: Add your Intelligence modifier to the ongoing damage.
Miss: Half damage, and ongoing 5 poison damage (save ends). This ongoing damage does not spread.
Your magic creates a primordial force that hurls your foe through the air.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 6d10 + Charisma modifier damage, and you knock the target prone and push it a number of squares equal to your Intelligence modifier.
Miss: Half damage, and you push the target 1 square.
Your foe erupts in hell
ish black flames that boil and writhe, incinerating anyone that comes too close.
Daily Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d8 + Constitution modifier fire damage, and ongoing 10 fire damage (save ends). While the target has this ongoing fire damage, any creature that starts its turn in a square adjacent to the target takes ongoing 5 fire damage (save ends).
Infernal Pact: The target also takes a –2 penalty to attack rolls while it has ongoing damage from this power.
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 trap your foe in a crus
hing vortex of despair, wracking its mind with each passing moment of affliction.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and ongoing 5 psychic damage (save ends).
Effect: Until the end of your next turn, the target takes psychic damage equal to your Intelligence modifier whenever it rolls a saving throw.
Dark Pact: The psychic damage the target takes whenever it rolls a saving throw equals twice your Intelligence modifier.
Sustain Minor: The effect persists.
Fey Pact: Whenever you sustain the effect, you gain a +2 bonus to saving throws until the end of your next turn.
An apocalyptic starscape waits for the world’s end. That inevitable end draws a litt
le closer each time you conjure a malicious spark to guide your foes to ruination.
Daily Arcane, Aura, Implement, Radiant, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier radiant damage.
Miss: Half damage.
Effect: You activate an aura 1 on the target. The aura lasts until the end of your next turn, and the target cannot deactivate it. The target and any of your enemies grant combat advantage while in the aura. In addition, you can teleport the target or another creature in the aura up to 5 squares as a move action.
Sustain Minor: The aura persists until the end of your next turn.
A weightless iron shield crafted from a dozen sword blades appears on your
arm. At your command, it unleashes shards of force that slice through your enemies.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain a +3 shield bonus to A
C and Reflex and can use the secondary power at will.
Daily Arcane, Force, Implement
Immediate Reaction Close blast 3
Requirement: The power Memory of Blades must be active in order to use this power.
Trigger: An enemy within 3 squares of you attacks you.
Target: Each creature in the blast, which must include the triggering enemy
Attack: Charisma vs. Reflex
Hit: 10 force damage, and you push the target up to 2 squares.
You bring forth fire in the shape of small, infernal imps from Malbolge, sixth of the Nine Hells. They hover close around you and hurl themselves upon an
y enemy that dares to approach, searing with their fiery touch and driving foes away.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Personal
Effect: You conjure flames in the shape of diabolic imps that appear at your feet. You gain 25 temporary hit points.
Any enemy that enters a square adjacent to you takes 2d10 fire damage and is pushed 3 squares. This effect applies once per enemy per round. It ends when you end your turn with no temporary hit points.
A thick cloud of smoke pours through the
area, choking your enemies and filling their minds with visions of terror and madness.
Daily Arcane, Fear, Implement, Poison, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier poison damage, and the target’s mind becomes poisoned with madness (save ends). While under this effect, the target cannot shift, and if it ends its turn adjacent to an enemy, it is dazed until the end of its next turn.
Miss: Half damage.
Effect: The blast creates a zone of lightly obscured squares that lasts until the end of the encounter. Whenever an enemy ends its turn in the zone, you can slide it 1 square as a free action.
Dark promises o
verwhelm your enemy’s sense of self. Those who were your foe’s friends are now threats.
Daily Arcane, Charm, Implement
Standard Action Ranged 10
Target: One bloodied enemy
Attack: Charisma vs. Will
Hit: The target is dominated (save ends). The target’s saving throw takes a –2 penalty for each unbloodied enemy (in other words, its allies) in the encounter, not counting minions. The target immediately makes a saving throw against being dominated if it is the target of an attack by you or your allies.
Dark Pact: All of the target’s basic attacks while dominated add your Intelligence modifier as a power bonus to attack rolls.
Miss: The target is dazed (save ends).
The area around your enemies darkens as chunks
of molten lead fall, searing them with agonizing heat even as the lead coating hardens.
Daily Arcane, Fire, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier fire damage, and the target is restrained (save ends). If the target takes 20 or more damage from a single source (including its own attacks), it can make an extra saving throw against this effect as a free action.
Miss: Half damage.
Effect: The blast creates a zone of difficult terrain that lasts until the end of the encounter.
Dense sh
adowstuff swirls across the battlefield, capturing your enemies in a mire of dark energy.
Daily Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier necrotic damage, and the target is slowed (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 tries to leave the zone must roll a d20. On a 10 or higher, it cannot leave the zone during its current turn and its movement ends. Any creature that ends its turn in the zone takes 10 necrotic damage.
A pulsing black star appears above your enemy, marking its doom.
Daily Arcane, Cold, Implement, Shadow
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier cold damage, and the target is dazed (save ends).
Miss: The power is not expended, and you gain a +2 power bonus to the next attack roll you make before the end of your next turn.
Your magic recall
s Kaestelaria’s enslavement by the dead god Amaan, imposing similar shackles upon your foe.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier damage, and the target is immobilized and gains vulnerable 10 to all damage (save ends both).
Miss: Half damage, and the target is immobilized (save ends).
Vestige Pact: You gain access to the vestige of Amaan.
Amaan Pact Boon: You can push or pull a creature cursed by you and within 10 squares of you a number of squares equal to your Intelligence modifier.
Eyes of the Vestige Augment: You push or pull your eyes of the vestige target a number of squares equal to your Intelligence modifier.
With the fury of an ancient volcano god, you bring a rain of fire down on your enemy.
Daily Arcane, Fire, Implement
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier fire damage, and the target takes ongoing 10 fire damage (save ends).
Miss: Half damage and ongoing 5 fire damage (save ends).
Vestige Pact: You gain access to the vestige of Kronata.
Kronata Pact Boon: As a free action, you deal fire damage equal to your Constitution modifier to one or two enemies affected by your Warlock’s Curse, and you push each enemy 1 square.
Eyes of the Vestige Augment: If your eyes of the vestige target moves closer to you before the end of your next turn, it takes 1d10 fire damage and falls prone at the end of its movement.
The Burned Emperors ruled a
region torn by strife. Once defeated, they became a shadowy entity, which you now call upon.
Daily Arcane, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage. You gain a bonus to the damage roll equal to your Intelligence modifier for each ally adjacent to the target.
Miss: Half damage.
Vestige Pact: You gain access to the vestige of the Burned Emperors.
Burned Emperor Pact Boon: You can teleport an ally within 5 squares of you 3 squares.
Eyes of the Vestige Augment: Each ally adjacent to your eyes of the vestige target can shift 1 square as a free action.
When you speak, the voice of
Andropinis, sorcerer-king of Balic, joins your own, giving weight and power to your commands.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 5
Target: One creature that can hear you in the burst
Attack: Charisma or Constitution vs. Will
Hit: The target is dominated (save ends).
Each Failed Saving Throw: The target takes psychic damage equal to your Charisma modifier or Constitution modifier, and one ally within 5 squares of you gains temporary hit points equal to your Charisma modifier or Constitution modifier.
Miss: 2d12 + Charisma modifier or Constitution modifier psychic damage.
You summon
a fragment of a dark star and hurl it at your foe, causing the creature’s flesh to slough away.
Daily Arcane, Healing, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d8 + Constitution modifier necrotic damage. The target takes ongoing 10 necrotic damage, and whenever the target would regain hit points, you regain the hit points instead (save ends both).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
You fire a ray of crackling black energy at your enemy. At its touch, h
e is instantly hurled headlong into the soul-draining depths of Acamar, a dark and distant star.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier necrotic damage, and the target disappears into a starry realm (save ends). Until this effect ends, the target cannot take actions, cannot be targeted, and takes 1d10 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
Miss: Half damage, and the target is dazed until the end of your next turn.