You become a vision of death as you infuse your body with shadow—your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets.
Daily
Arcane, Necromancy, Shadow
Minor Action Personal
Requirement: You must have at least one healing surge.
Effect: You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
* Darkvision
* Immunity to disease and poison
* Necrotic resistance equal to 10 + one-half your level
You seek the arcane power within yourself, grasping and rebuilding the shards of a spell still echoing in your mind.
Daily
Arcane
Minor Action Personal
Effect: You regain the use of one of your expended wizard utility powers of level 16 or lower.
The waters froth and tumble in response to your command, rising, falling, or parting to create a dry path.
Daily
Arcane
Standard Action Ranged 10
Requirement: You must use this power during a short or an extended rest.
Target: A lake or a stretch of river that has a diameter in miles of your Intelligence modifier or less.
Effect: Choose one of the following effects. The effect lasts until your next extended rest or until you dismiss it as a standard actio
n.
You reduce or increase the water’s depth by a number of feet up to your Intelligence modifi
er.
You create a dry path through the water. The path is up to 30 feet wide and extends from one shore to the other shore by the shortest distance, from your side of the water to the opposite side.
You take a step and reappear well away from your starting point.
Dai
ly Arcane, Teleportation
Move Action Personal
Effect: You teleport 20 squares. You do not need line of sight to your destination.
Your familiar expands in size rapidly, becoming a threat to your enemies.
Da
ily Arcane, Polymorph
Minor Action Ranged 10
Requirement: Your familiar must be in a square it could occupy as a Medium creature.
Target: Your familiar
Effect: Until the end of the encounter, your familiar becomes a Medium creature, gains a hit point total equal to your bloodied value, and can flank with you or your allies. While in this form, when any enemy adjacent to the familiar is hit by an attack, you may uses a free action to have the familiar knocks that enemy prone, push it 1 square, or shifts 1 square and slides that enemy into the square the familiar left.
With the fire at your fingertips, you trace an ancient design onto the ground at your feet, then channel your power through it to magnificent effect.
D
aily Arcane
Move Action Personal
Effect: Until the end of the encounter or until you leave your square, you gain the following benefits: When making an arcane fire attack, you gain a +2 power bonus to attack rolls and a power bonus to damage rolls equal to your Intelligence modifier. You also gain a bonus to Arcana checks equal to your Intelligence modifier.
A transparent bubble of force appears around you, preventing anything from getting in or out.
Daily Arcane, Conjuration, Force
Minor Action Personal
Effect: You create a globe of force around you that lasts until the end of your next turn. Whenever you move (including teleportation), the globe moves with you. You cannot gain line of effect to any target other than yourself, and no creature or effect can gain line of effect to you. The globe doesn’t block line of sight. It blocks objects and creatures attempting to pass through it.
The globe, although impenetrable, is not impervious to damage. Attacks against the globe automatically hit, and it has 100 hit points.
Sustain Standard: The globe persists.
As the spell takes effect, the target’s body screeches as its flesh darkens to polished black iron.
Daily Arcane, Polymorph
Minor Action Melee 1
Target: You or one ally
Effect: The target assumes the form of living iron. The form lasts until the target is affected by another polymorph effect, until you take a minor action to dismiss it, or until the end of the encounter. While in this form, the target gains vulnerable 20 lightning and is slowed. In addition, the target gains the following
benefits.
Resist 10 to a
ll damage.
Immunity to blindness, deafness, disease,
and poison.
No need to breathe, and thus canno
t suffocate.
+6 power bonus to melee damage rolls.
White motes of light fly from your fingertips and swirl about, lifting you and your allies off the ground and granting each of you the power of fl
ight.
Daily Arcane
Standard Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target gains a fly speed of 8 until the end of your next turn. When the fly speed ends, each target floats to the ground without taking falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
Your mastery of the arcane arts allows you to push your mind far beyond its limits, tapping into reserves of magic that allow your spells to e
ndure.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter or until you become unconscious, your arcane powers that can be sustained instead last until the end of the encounter.
You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your
allies.
Daily Arcane, Conjuration
Standard Action Melee touch
Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it’s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal.
A dozen illusory forms appear around you, creating a sprawling scene to deceive your
enemies.
Daily Arcane, Illusion
Minor Action Ranged 30
Effect: You create up to twelve Medium illusory creatures or objects, each of which appears in an unoccupied square within range. Each can make sounds and gestures but cannot voluntarily leave its space, and each of its defenses is 10. An illusory creature or object lasts until the end of the encounter, or until an attack hits it or a creature touches it.
As a move action, you can cause as many of the illusory creatures or objects as you wish to move up to 6 squares each. Each acts as an independent entity, saying whatever you wish and reacting as you choose to other creatures. However, you must have line of effect to an illusory creature or object to control it in this way. If you do not have line of effect, it does not move or respond.
With words as soft as falling grains of sand, your spell places the subject into a deep slumber, preserving it fr
om death.
Daily Arcane
Immediate Interrupt Ranged 20
Trigger: You or an ally within 20 squares of you dies.
Target: The triggering character
Effect: The target does not die. All harmful effects end on him or her, and the target’s hit points reset to 0. The target falls into a stasis that resembles sleep. In this state, the target does not age, although he or she can be killed, and the target is immune to hunger, thirst, poison, disease, and suffocation. This stasis lasts until the target is healed.
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to no
rmal time.
Daily Arcane
Minor Action Personal
Effect: You gain two extra standard actions, which you must use before the end of your turn. You can’t use these extra actions to make attacks.
You change into an insubstantial entity that flits from shadow
to shadow.
Daily Arcane, Nethermancy, Teleportation
Minor Action Personal
Effect: Until the end of your next turn, you are phasing, and you can use a move action to teleport up to 10 squares to a square adjacent to a creature that you can see.
Sustain Minor: The effect persists until the end of your next turn.
A transparent barrier of force springs up where
you command.
Daily Arcane, Conjuration, Force
Standard Action Area wall 12 within 20 squares
Effect: You conjure a solid, transparent wall of magical energy that lasts until the end of the encounter. The wall can be up to 6 squares high. The wall is blocking terrain. No creature, including a phasing creature, can enter a square of the wall.
Attacks against the wall automatically hit. The wall has 200 hit points, and attacking any square deals damage to the entire wall. If it is reduced to 0 hit points, the wall shatters, dealing 3d10 force damage to each creature adjacent to it.
Your body darkens and dissolves into shadowy substance, transforming you into l
iving shadow.
Daily Arcane, Nethermancy, Shadow
Minor Action Personal
Effect: Until the end of your next turn, you have a fly speed of 6 (hover) and are insubstantial and phasing.
Sustain Minor: The effect persists until the end of your next turn.
You create a thick, black cloud of acid droplets that burns everything
inside it.
Encounter Acid, Arcane, Evocation, Implement, Zone
Standard Action Area burst 4 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier acid damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. The zone is heavily obscured and blocks line of sight. Any creature that enters the zone or starts its turn there takes 10 acid damage (a creature can take this damage only once per turn).
Your enemies’ shadows writhe and dance, awakened by a dread compulsion to torment
your foes.
Encounter Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier necrotic damage. Until the end of your next turn, the first time the target moves without shifting on its turn, it takes necrotic damage equal to your Intelligence modifier, and you can slide it 1 square as a free action.
Effect: Each target grants combat advantage until the end of your next turn.
You launch a fusillade of arcane darts and send them speeding toward your enemies. No amount of armor or arcane defenses can protec
t your foes.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature, or two or three creatures that are adjacent to at least one other target.
Effect: Each target takes force damage equal to 5 + your Intelligence modifier + your implement’s enhancement bonus. If you have selected only two targets, increase the damage each target takes by 5. If you have selected only one target, instead increase the damage it takes by 10.
For a moment, the borders between the worlds blur. The massive claw of an enormous beast reaches through the planes to crush your foe and hurl it t
o the ground.
Encounter Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier damage, and you slide the target 5 squares and knock it prone.
Effect: You conjure an astral claw in 1 square of the target’s space after this attack is resolved. The claw lasts until the end of your next turn. If the target stands up while the astral claw is in its space, the target takes damage equal to your Constitution modifier.
Pieces of debris and discarded fragments fly together to form a lumbering construct that obeys
your commands.
Encounter Arcane, Conjuration, Implement
Standard Action Ranged 5
Effect: You conjure a construct in an unoccupied square in range that lasts until the end of your next turn. The construct occupies its square, and while you are adjacent to the construct, any enemy that ends its turn adjacent to it takes 15 damage. When the construct appears, it makes the following attack.
Target: One creature adjacent to the construct
Attack: Intelligence vs. AC
Hit: 4d10 + Intelligence modifier damage, and the construct pushes the target up to 5 squares.
From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one en
emy to another.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the secondary attack.
Secondary Target: One or two creatures within 5 squares of the primary target
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the tertiary attack.
Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Your magic twists your enemy’s loyalties, turning it into your eager vassal
and accomplice.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target up to 6 squares, and it is dazed and immobilized until the end of your next turn. Until the end of your next turn, whenever a creature enters a square adjacent to the target, you can use an opportunity action to force the target to make a melee basic attack against that creature as a free action.
Miss: You slide the target up to 6 squares, and it is immobilized until the end of your next turn.
You encase your foe in tightening necrotic energy, which washes over its allies when the enem
y struggles free.
Encounter Arcane, Implement, Necromancy, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is slowed and grants combat advantage until the end of the target’s next turn. At the end of the target’s next turn, any enemy within 2 squares of the target takes 10 necrotic damage and you push that enemy 2 squares from the target.
Active Familiar: At the end of the target’s next turn, you also push any enemy within 2 squares of your familiar 2 squares from your familiar.
Darkness swirls around your foes, assaulting their minds and clou
ding their vision.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.
You seize the energy of your foe’s failed attack and use it to launc
h a fiery rebuttal.
Encounter Arcane, Evocation, Fire, Implement
Immediate Reaction Ranged 20
Trigger: An enemy misses you with an attack
Target: The triggering enemy
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage. If the triggering attack was a fire attack, the target is also stunned until the end of your next turn.
A thin layer of ice coats your wand, unleashing frigid waves as unstoppab
le as winter itself.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 20
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Wand of Accuracy: Reroll any missed attack with this power.
Several glimmering, mischievous sprites seem to spring forth from nowhere, wreaking
havoc on nearby foes.
Encounter Arcane, Implement, Radiant, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier radiant damage, and the target is slowed until the end of its next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy of yours ends its turn adjacent to one or more creatures in the zone, choose one of the creatures in the zone to make a melee basic attack against that creature as a free action.
A blood-red sphere of arcane power emanates from your orb to surround your foes, sinking into them and
sapping their energy.
Encounter Arcane, Implement, Nethermancy
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage, and the target is either weakened or immobilized (your choice) until the end of your next turn.
Orb of Imposition: You can extend the duration of this power, even though it is not an at-will power. If you do so, each target is both weakened and immobilized until the end of your next turn.
You grip your staff as you shout a mystic phrase. The staff transforms into a crackling bolt of lightning that hurls y
ou away from an attack.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier lightning damage.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the enemy whose attack you interrupted also takes 10 lightning damage, and you teleport 5 squares as a free action.
You create a peal of thunder that rolls across the battlefield and slams into a foe, disorient
ing it for a short time.
Encounter Arcane, Evocation, Implement, Thunder
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
You sink psychic fangs into your foe so that when it suffers, you
and your allies benefit.
Encounter Arcane, Healing, Implement, Necromancy, Psychic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier psychic damage, and you regain hit points equal to half the damage dealt.
Effect: The next time the target takes damage from an attack before the end of your next turn, you or one ally within 5 squares of you gains 10 temporary hit points.
Under the pull of your steady gaze, your f
oe bows to your every command.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn. On the target’s turn, you can command it to take a full set of actions (standard, move, and minor).
Sustain Standard: You repeat the attack against the target. On a miss, the power ends.
Miss: You do not expend this power.
You toss a green globe toward your enemies. It explodes, showering them with acid and creating a boiling pool of caustic st
uff that moves at your command.
Daily Acid, Arcane, Evocation, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier acid damage.
Miss: Half damage.
Effect: The burst creates a zone of bubbling acid that lasts until the end of the encounter. Each creature that enters the zone or starts its turn there takes 10 acid damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 5 squares.
You can use the Bubbling Acid Attack power, using a square within the zone as the origin square.
You toss a green globe toward your enemies. It explodes, showering them with acid and creating a boiling pool of caustic
stuff that moves at your command.
Daily Acid, Arcane, Evocation, Implement, Zone
Opportunity Action Close burst 1
Requirement: The Bubbling Acid power must be active to use this power.
Trigger: A creature enters the zone or starts its turn there
Target: The triggering creature in the burst
Attack: Intelligence vs. Fortitude
Hit: The secondary target is blinded until the end of its current turn.
A spinning cloud of flaming ash surrounds your enemies, burnin
g them and blinding their allies.
Daily Arcane, Evocation, Fire, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Effect: The burst creates a zone of flaming ash that lasts until the end of your next turn. You can use the Cinder Storm Attack power, using a square within the zone as the origin square.
A spinning cloud of flaming ash surrounds your enemies, bur
ning them and blinding their allies.
Daily Arcane, Evocation, Fire, Implement, Zone
Opportunity Action Close burst 5
Requirement: The Cinder Storm power must be active to use this power.
Trigger: A creature fails its saving throw against this power’s ongoing damage
Target: The triggering creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage, and the secondary target is blinded until the end of its next turn.
You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold
it, the greater its power becomes.
Daily Arcane, Evocation
Minor Action Personal
Effect: You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed.
Sustain Minor: The orb persists until the end of your next turn.
Daily Arcane, Evocation, Fire, Implement
Standard Action Area burst 2 within 20 squares
Requirement: The power Delayed Blast Fireball must be active in order to use this power.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 5d8 + Intelligence modifier fire damage, plus 1d8 fire damage for each round you have sustained the orb (maximum 3d8).
Miss: Half damage.
You pierce reality’s veil to let loose the dark lands’ dread influence, spilling noisome shadow among your enemies and im
prisoning them in impenetrable night.
Daily Arcane, Implement, Necrotic, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 3 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain and is totally obscured. Any creature that ends its turn in the zone takes 15 necrotic and psychic damage. While the zone persists, you can use the secondary power at will.
Sustain Minor: The zone persists until the end of your nex
t turn.
Daily Arcane, Implement, Necrotic, Nethermancy, Psychic, Shadow
Opportunity Action Close burst 3 centered on the zone’s origin square
Requirement: The power Dooming Darkness must be active in order to use this power.
Trigger: An enemy leaves the zone on its turn.
Target: The triggering enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 10 necrotic and psychic damage, and the target is pulled up to 2 squares toward the zone’s origin square.
You call up a spinning vortex of elemental energy that draws your enemies inside. It then spits them ou
t where you direct, fallen and reeling.
Daily Acid, Arcane, Cold, Fire, Implement, Lightning, Teleportation, Thunder, Zone
Standard Action Area burst 4 within 20 squares
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that enters the origin square of the zone or starts its turn there takes 10 acid, cold, fire, lightning, and thunder damage (a creature can take this damage only once per turn). You must teleport the creature to a square within 20 squares of you that is outside the zone. The creature then falls prone, and it is dazed until the start of your next turn.
When the zone appears, make the following attack.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier acid, cold, fire, lightning, and thunder damage, and the target is pulled up to 2 squares toward the zone’s origin square.
Miss: Half damage.
You point
your finger and command your foe to die.
Daily Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 10d6 + Intelligence modifier necrotic damage. If this damage bloodies the target, it takes 20 extra necrotic damage.
Miss: Half damage.
Effect: If the power reduces the target to 20 hit points or fewer, the target drops to 0 hit points.
You trap an enemy in an extradimensional vault resembling a maze, which holds the foe until it can figure out how to escape. Where the foe vanished, a
faintly glowing sigil hovers in the air.
Daily Arcane, Enchantment, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d12 + Intelligence modifier psychic damage.
Effect: The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check.
With a howl of mindless anger, your foe succumbs to all its fury, fear, and pain—then
unleashes its rage against its own allies.
Daily Arcane, Charm, Enchantment, Fear
Standard Action Ranged 20
Target: One enemy
Effect: The target is affected by mind of rage (save ends). This effect also ends if you or any of your allies attacks or deals damage to the target. While the target is affected by mind of rage, at the start of its turn it charges a creature of your choice as a free action. The charge attack gains a +4 power bonus to the attack roll and the damage roll. In addition, when an ally of the target ends its turn adjacent to the target, the target makes a melee basic attack against that ally as a free action.
Aftereffect: The target is dazed until the end of its next turn.
The stark, pure light of the moon mingles with darkness and shifting shadow in suc
h concentration that it sears your enemies.
Daily Arcane, Evocation, Implement, Necrotic, Radiant, Zone
Standard Action Area burst 3 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier radiant and necrotic damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Allies in the zone have partial concealment. Enemies in the zone have vulnerable 10 radiant and vulnerable 10 necrotic, and they grant combat advantage.
You cover your enemies in a giant web made
from strands of black, life-draining energy.
Daily Arcane, Implement, Necromancy, Necrotic, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter. Any creature that starts its turn in the zone takes 4d6 necrotic damage, and is slowed (save ends).
Your orb swirls with a rainbow of colors that flash out
and cloak your foes in a scintillating globe.
Daily Arcane, Evocation, Fire, Implement, Poison
Standard Action Area burst 2 within 20 squares
Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): 3d6 + Intelligence modifier poison damage, and ongoing 10 poison damage (save ends).
Hit (Reflex): 3d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
Hit (Will): The target is dazed (save ends).
Special: You make one attack roll per target and compare that result against all three defenses. A target might be subject to any, all, or none of the consequences of a hit depending on how many of its defenses were hit. The target must roll a saving throw against each condition or instance of ongoing damage separately.
Orb of Imposition: If you impose a penalty to saving throws against this power, the penalty applies to all targets instead of just one.
You create an intricate illusion in your enemy’s mind, convincing it that friend
s are foes and leading it wherever you desire.
Daily Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is subjected to a phantom reality until the end of the encounter.
Miss: The target is subjected to a phantom reality until the end of its next turn.
Effect: While the target is subjected to the phantom reality, it must make a saving throw whenever it uses an attack power. If the saving throw fails, you can either force the target to attack one creature instead of another or change the location of the attack power’s area of effect, if any. Either change must be valid for the power, and you cannot force the target to attack itself. In addition, whenever the target ends a move, you can slide it up to 4 squares as a free action.
A dazzling spray of multicolored light sp
rings from your hands, enveloping your enemies.
Daily Arcane, Evocation, Fire, Implement, Poison
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make a single attack roll and use it against each defense.
Hit (Fortitude): The target is slowed and takes ongoing 15 poison damage (save ends both).
Hit (Reflex): 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save ends).
Hit (Will): The target is stunned (save ends).
A ferocious wind snatches your foes and wrenches them up into the air, carrying
them so high that they almost vanish from view.
Daily Arcane, Evocation, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: The target rises 40 feet off the ground, and it hovers there immobilized (save ends). If the target cannot rise the full distance (due to a ceiling or some other blocking terrain), it takes 1d10 damage for every 10 feet it is prevented from rising.
Each Failed Saving Throw: The target rises 20 more feet, and it takes 1d10 damage for every 10 feet it is prevented from rising.
Miss: The target falls prone, and it cannot stand up (save ends).
Elemental water bubbles up from the ground and freezes in
to monstrous shapes that obey your every command.
Daily Arcane, Cold, Conjuration, Implement
Minor Action Ranged 20
Effect: You conjure four Medium rime beasts in unoccupied squares within range. The rime beasts occupy their spaces and last until the end of your next turn. The rime beasts can be attacked. They share your defenses and have 20 hit points each. Any enemy that starts its turn in a square adjacent to a rime beast takes 10 cold damage and is slowed until the start of its next turn. In addition, while the rime beasts remain, you can take the following special actions.
Standard Action: Each rime beast makes the following attack. Melee 1 (one enemy); Intelligence vs. Fortitude; 2d6 + Intelligence modifier cold damage, and the target is restrained until the end of your next turn.
Move Action: You move each rime beast up to 4 squares.
Sustain Minor: The beasts persist until the end of your next turn.
Three horrid creatures, little more than living toot
hy mouths, appear around your foes to devour them.
Daily Arcane, Implement, Summoning
Minor Action Ranged 20
Effect: You summon up to three Medium abyssal maws, each appearing in an unoccupied square within range. Each maw has a speed of 6. You can give the maws the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d6 + Intelligence modifier damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw makes an opportunity attack against that enemy after the enemy’s attack is resolved.
Special: Whenever you use a standard action or a minor action to issue a command, all the summoned maws take that action. Only one maw within range of a target can make an opportunity attack against that target. You do not lose a healing surge until all the maws summoned by this power are reduced to 0 hit points or fewer.
Punishing winds blast outward as a churning cr
eature of stone and whipping air bursts into being.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large earthwind ravager in an unoccupied space within range. The ravager has fly 8 (hover). You can give the earthwind ravager the following special command.
Standard Action: Ranged 5; targets one creature; Intelligence vs. Fortitude; 3d8 + Intelligence modifier damage, and the target is immobilized until the end of the earthwind ravager’s next turn.
Intrinsic Nature: If you haven’t given the earthwind ravager any commands by the end of your turn, it shifts 1 square and attacks the creature it attacked last. If it can’t attack the creature it attacked last, it attacks the nearest creature within range. In addition, you take 10 damage and you are immobilized until the end of your next turn.
Symbiosis: While the summoned earthwind ravager is present, when you hit a target with a basic or at-will attack, you push the target 2 squares. Additionally, each enemy that starts its turn immobilized, restrained, or slowed by you takes 2d8 damage.
Bleeding gashes in the air appear as a many-armed
demon slashes its way into reality at your summons.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large marilith in an unoccupied space within range. The marilith has speed 8. You can give the marilith the following special command.
Standard Action: The marilith makes three of the following attacks: Melee 2; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier damage (3d10 + Intelligence modifier damage against bloodied creatures), and the marilith shifts 2 squares.
Intrinsic Nature: If you haven’t given the marilith any commands by the end of your turn, it attacks the nearest enemy within its reach, or the nearest creature within its reach if no enemies are within its reach. If no enemies are within its reach, it moves its speed toward the nearest enemy. In addition, you take15 damage (20 if you are bloodied).
Symbiosis: While the summoned marilith is present, you can shift 1 square whenever you hit with a basic or at-will attack. Additionally, when an adjacent enemy misses you with a melee attack, you can make a basic or at-will attack that includes that enemy as a target as an opportunity action. This attack does not provoke opportunity attacks.
A blast of crackling black fire erupts from your hand, c
harring your foes’ flesh and burning their souls.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier fire and necrotic damage.
Miss: Half damage.
At your gesture, flame and death erupt in a storm.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier fire and necrotic damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 10 fire and necrotic damage. A creature can take this damage only once per turn.
As your magic clouds your foe’s mind, it shrieks in fury and leaps from one of its allie
s to the next, hewing at them with a madman’s fury.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated until the end of your next turn. In addition, at the start of the target’s next turn, you can slide it its speed. Until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement’s enhancement bonus.
You magically compel your enemy to attack its ally.
Encounter Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One enemy
Attack: Intelligence vs. Will
Hit: 3d10 + Intelligence modifier psychic damage.
Effect: At the start of the target’s next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action.
You erect an invisible cage of unbreakable ba
rs of force around your foe, trapping it momentarily.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies.
Miss: Half damage, and the target is slowed until the end of your next turn.
Your enemies are assaulted by fr
ight and pain as billowing darkness erupts among them.
Encounter Arcane, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the burst’s origin square, the target is also stunned until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is totally obscured to your enemies.
You create a phantom world around your enemy and mimic reality so clos
ely that you manipulate the foe as if it were a puppet.
Encounter Arcane, Charm, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is dominated until the end of your next turn. While dominated, it gains a bonus to its attack rolls and damage rolls equal to your Charisma modifier.
You surround your foe with a field that dampens thought.
Encounter Arcane, Enchantment, Implement, Psychic, Zone
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and a burst 3 centered on the target becomes a zone of numbed thought until the end of your next turn. This zone moves with the target. Any enemy that ends its turn in the zone takes 10 psychic damage, and any enemy that enters or leaves the zone becomes dazed until the end of your next turn.
Active Familiar: When an enemy takes damage from the zone or becomes dazed by the zone, your familiar can shift 3 squares as a free action.
You create a replica of your orb
around your foes, trapping them in a crystalline prison.
Encounter Arcane, Evocation, Implement
Standard Action Area burst 3 within 20
Requirement: You must be wielding an orb.
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, the target is restrained, cannot teleport, and takes a –5 penalty to attack rolls against creatures outside the area of the burst.
You draw forth your enemy’s greates
t fears, wracking the foe with pain and holding it at bay.
Encounter Arcane, Fear, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d10 + Intelligence modifier psychic damage, and the target cannot willingly move closer to you until the end of your next turn.
Effect: The target takes a -4 penalty to attack rolls until the end of your next turn, or until it has moved at least 5 squares farther away from you than it was when you used this power.
Your spell rips apart planar boundaries, battering
your enemies and trapping them in a fold of buckled space.
Encounter Arcane, Evocation, Force, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier force damage.
Effect: The burst creates a zone that lasts until the end of your next turn. No creature can leave the zone by any means, including forced movement and teleportation.
You crook your hand in a mystical gesture, and your foes
shriek in agony as their souls are consumed by hidden flame.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier fire and necrotic damage, and the target is weakened until the end of your next turn.
You divert the river
of time, stealing a moment from your enemy for your own use.
Encounter Arcane, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is stunned until the end of your next turn. You gain an extra standard action, which you must use before the target recovers frm this stunned condition.
You become a vision of nightmare, cloaking yourself in the dread shadow that is
inexorably bound to you, wrapping it around you like a mantle.
Encounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn.
Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your 10 + your Wisdom modifier.
Special: All damage from this attack and its effect ignores 15 points of necrotic resistance.
As the light of your radiance repels your enemies, it also brings them to their knees before you, givi
ng your allies a chance to draw near and rejuvenate themselves.
Encounter Arcane, Charm, Enchantment, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier and knock the target prone.
Effect: You and each ally in the burst gain temporary hit points equal to your Wisdom modifier + one-half your level.
From your tome springs a writhing, formless creature covered with long spike
s that drinks your foes’ blood and transfers their vigor to you.
Encounter Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier damage.
Effect: You conjure a tomebound bloodbeast that occupies 1 square in range. It lasts until the end of your next turn.
Whenever a creature adjacent to the bloodbeast moves, that creature takes damage equal to your Constitution modifier, and you gain the same number of temporary hit points. These temporary hit points stack with each other and with temporary hit points from other sources.
Tome of Binding: If you increase the damage dealt by this power to a creature that moves, all allies within 5 squares of the bloodbeast also gain the temporary hit points.
The ground shudde
rs and pulls apart to form a deep chasm into which your enemies fall.
Daily Arcane, Evocation, Implement
Standard Action Area wall 8 within 20 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: The target is removed from play and takes ongoing 30 damage (save ends both).
Aftereffect: The target returns to play prone in a square adjacent to the wall.
Miss: The target takes 15 damage, and you push it up to 3 squares away from the wall.
Effect: The wall’s space on the ground becomes a chasm 80 feet deep. A creature can climb the chasm’s walls with a DC 31 Athletics check.
A whirling col
umn of wind rips across the landscape, hurling creatures into the air.
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and the target is immobilized and takes ongoing 15 damage (save ends both).
Aftereffect: You push the target up to 6 squares away from the burst’s origin, and the target falls prone.
Miss: You push the target up to 6 squares away from the burst’s origin, and the target falls prone.
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 damage and falls prone. You can take a move action to move the zone up to 8 squares, and any immobilized or prone creature in it slides with it, remaining in position in the zone.
Sustain Standard: The zone persists until the end of your next turn, and you can repeat the attack against each creature in the zone, although this attack has no effect on a miss.
An unwholesome bea
m of darkness impales your enemy and drains vital life from its spirit.
Daily Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude. If the target is bloodied, it grants combat advantage to you for this attack.
Hit: The target is stunned (save ends).
Aftereffect: The target is slowed and weakened and takes a -1 penalty to attack rolls, all defenses, skill checks, and ability checks (save ends all).
Each Failed Saving Throw: The penalty worsens by 1 (maximum -4 penalty).
Miss: 3d10 + Intelligence modifier necrotic damage.
Effect: You gain temporary hit points equal to your healing surge value.
Your enemy is suddenly transfixed by the bliss of a pleasant dr
eam, ignoring the tumult of battle as your allies close in for the kill.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is helpless and stunned (save ends both).
Aftereffect: 4d10 + Intelligence modifier psychic damage.
Miss: The target is dazed until the end of its next turn.
An arcane
wind blasts elemental cold at your foes and freezes them in their tracks.
Daily Arcane, Cold, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 7d6 + Intelligence modifier cold damage, and the target is petrified until the end of your next turn.
Aftereffect: The target is slowed and takes ongoing 10 cold damage (save ends both).
Miss: Half damage, and the target is restrained until the end of your next turn.
Effect: The blast creates a zone that lasts until the end of your next turn. Squares in the zone are difficult terrain. Any creature knocked prone in the zone takes 10 extra cold damage.
You mount a storm of bitterly cold
hailstones that pummels a wide swath of ground and covers the area in ice.
Daily Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 5 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter.
A fiery bea
d rapidly expands into a burning cloud that consumes everything it touches.
Daily Arcane, Fire, Implement, Zone
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage, and ongoing 20 fire damage (save ends).
Miss: Half damage.
Effect: The target’s space and each square adjacent to it become a zone that lasts until the end of your next turn. The zone is lightly obscured, and any creature that ends its turn in the zone takes ongoing 10 fire damage (save ends).
Sustain Minor: The zone’s size increases by 1, and the zone persists until the end of your next turn.
Your eyes dark
en, becoming black orbs as you command your enemies to stop in their tracks.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Close burst 20
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target is dazed and immobilized (save ends both).
Miss: Half damage, and the target is immobilized (save ends).
Fiery orbs rain down from above, shrieking loudly a
s they fall. They smash into your foes, obliterating them in a storm of fire.
Daily Arcane, Evocation, Fire, Implement
Standard Action Area burst 5 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 8d6 + Intelligence modifier fire damage.
Miss: Half damage.
Black dust
whirls up around your foes, sapping their strength and clouding their vision.
Daily Arcane, Implement, Necromancy, Necrotic, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 5d6 + Intelligence modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage.
Effect: The burst creates a zone of clinging black dust that blocks line of sight for all creatures damaged by this power until the end of your next turn.
Sustain Minor: The zone persists.
You gather shadowstuff in your hands and hurl it at a foe. As it trav
els, it ignites with cold blue flames that greedily devour anything they touch.
Daily Arcane, Cold, Implement, Necromancy, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier cold and necrotic damage, and the target takes ongoing 20 cold and necrotic damage (save ends). The target takes a -2 penalty to saving throws against this ongoing damage.
Miss: Half damage, and the target takes ongoing 15 cold and necrotic damage (save ends).
Effect: At the end of each of your turns, each enemy adjacent to at least one creature taking ongoing damage from this power takes ongoing 15 cold and necrotic damage (save ends).
You draw your han
ds apart to form a mystic rainbow, which grows into a wall of shimmering colors.
Daily Arcane, Conjuration, Evocation, Fire, Implement, Poison
Standard Action Area wall 10 within 10 squares
Effect: You conjure a wall of contiguous squares filled with many-colored light that lasts until the end of your next turn. The wall can be up to 5 squares high. Entering a square occupied by the wall costs 1 extra square of movement. The wall blocks line of sight.
You can use the Prismatic Wall Attack power, using a square within the zone as the origin square.
Sustain Minor: The wall persists.
Special: You make one attack roll per target and compare that result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must roll a saving throw against each condition or instance of ongoing damage separately.
You draw your
hands apart to form a mystic rainbow, which grows into a wall of shimmering colors.
Daily Arcane, Conjuration, Evocation, Fire, Implement, Poison
Opportunity Action Close burst 1
Requirement: The Prismatic Wall power must be active to use this power.
Trigger: A creature starts its turn inside the wall or adjacent to the wall or moves through it
Attack: Intelligence vs. Fortitude, Reflex, Will
Target: The triggering creature in the burst
Hit (Fortitude): 3d4 + Intelligence modifier poison damage, and you teleport the target 5 squares.
Hit (Reflex): 2d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
Hit (Will): The target is dazed (save ends).
The very air screams as if in pain and the ground cracks and blackens as reality
struggles against the emergence of the terrible fiend called forth by your magic.
Daily Arcane, Fire, Implement, Lightning, Summoning
Minor Action Ranged 10
Effect: You summon a Huge balor in an unoccupied space within range. The balor has a speed of 8, a fly speed of 12 (clumsy), resist 25 fire, and creatures that start their turns within 2 squares of the balor take 10 fire damage. You can give the balor the following special command.
Standard Action: Melee 5; targets one creature; Intelligence vs. Reflex; 4d10 + Intelligence modifier fire and lightning damage, and the balor slides the target 5 squares into an unoccupied space adjacent to the balor.
Intrinsic Nature: If you haven’t given the balor any commands by the end of your turn, it attacks the nearest creature within its reach. If there are no creatures within its reach it moves its speed toward the nearest enemy. Additionally, if you are within its reach, the balor makes its melee attack against you.
Symbiosis: While the summoned balor is present, each creature that hits you with melee attacks take 10 fire damage, and you deal 15 extra fire and lightning damage with basic, at-will, and encounter powers.
A peal of thunder sounds as a whirling storm
cloud explodes into being, a resplendent, pale-skinned humanoid visible within it.
Daily Arcane, Implement, Lightning, Summoning, Thunder
Minor Action Ranged 10
Effect: You summon a Large djinn in an unoccupied space within range. The djinn has speed 6, fly 8 (hover), and resist 15 thunder. You can give the djinn the following special command.
Standard Action: Close burst 2; targets creatures in the burst; Intelligence vs. Reflex; 3d10 + Intelligence modifier lightning and thunder damage. Effect: The djinn slides the target 3 squares.
Intrinsic Nature: If you haven’t given the djinn any commands by the end of your turn, it shifts its speed and makes its attack, trying to catch as many creatures in the burst as possible. In addition, you take 10 thunder damage, fall prone, and are restrained until the end of your next turn.
Symbiosis: While the summoned djinn stormcaller is present, gain fly speed 8 (hover), and you can teleport 3 squares either before or after you make a basic or at-will attack as a free action. Powers you use that push or pull targets instead slide them an equal number of squares.
You part the planar walls to call a sentient mass of living ro
ck from the Elemental Chaos. It emerges to crush your foes beneath its granite feet.
Daily Arcane, Implement, Summoning
Minor Action Ranged 20
Effect: You summon a Huge living mountain in a 3-squareby-3-square unoccupied space within range. The living mountain has a speed of 3. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the living mountain the following special commands.
Standard Action: Melee 3; targets one creature; Intelligence vs. Fortitude; 2d8 + Intelligence modifier damage, and the target is knocked prone.
Standard Action: Close burst 5; targets enemies only; Intelligence vs. Fortitude; 1d10 + Intelligence modifier damage, and the target is knocked prone.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Fortitude; 2d8 + Intelligence modifier damage.
At your command, your enemies fall upon each other with bloodcurdling cries.
Daily Arcane, Illusion, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dominated (save ends). If you or your allies attack the target, it gets a saving throw against this effect. If you do not compel the target to make any attack rolls during its turn, it automatically succeeds on its saving throw against this effect at the end of that turn. If you compel the target to make one or more attack rolls but it does not hit any targets, it automatically fails its next saving throw against this effect.
Miss: The target is dazed until the end of your next turn.