Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes.
At-Will
Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.
You reach out to touch your foe, and for an instant it transforms into a small, frightened beast that runs in a wild panic before returning to its true shape.
At-Will
Arcane, Implement, Psychic, Transmutation
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier psychic damage. You knock the target prone and can slide it 1 square. The target cannot make opportunity attacks until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage.
A strand of scintillating colors and gleaming lights clouds your enemies’ minds and forces them to move away.
At-Will
Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Will
Hit: Intelligence modifier psychic damage, and you push the target up to 3 squares.
Level 21: 3 + Intelligence modifier psychic damage.
At your whisper, the chill night wind answers, a forceful gust that heeds your will.
At-Will
Arcane, Cold, Evocation, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier.
Level 21: 2d6 + Intelligence modifier cold damage.
A lingering swarm of ice crystals chills foes to the bone.
At-Wil
l Arcane, Cold, Evocation, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier cold damage.
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level.
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.
At-Wi
ll Arcane, Evocation, Force, Implement, Zone
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Level 21: 2d6 + Intelligence modifier force damage.
Effect: The power’s area becomes a zone that lasts until the end of your next turn or until you end it as a minor action. Any creature that enters the zone or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). A creature can take this damage only once per turn.
You kindle a massive, sudden flame within your enemy. The fires burn your foe and spill out to singe any who stay near it.
At-W
ill Arcane, Evocation, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier fire damage, and any creature that ends its turn adjacent to the target before the end of the target’s next turn takes fire damage equal to your Intelligence modifier.
Level 21: 2d8 + Intelligence modifier fire damage.
By pointing at a projectile or a ranged weapon, you cause it to be wreathed in flame.
At-
Will Arcane, Evocation, Fire, Implement
Standard Action Close burst 1
Target: You and each ally in the burst
Effect: The next ranged weapon attack that each target makes before the end of your next turn deals 1d6 extra fire damage.
Level 21: 2d6 extra fire damage.
You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick.
At
-Will Arcane, Cold, Evocation, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square.
Level 21: 2d6 + Intelligence modifier cold damage.
A screaming wind gusts across the battlefield, buffeting creatures in its path.
A
t-Will Arcane, Evocation, Implement
Standard Action Area wall 6 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Fortitude
Hit: You slide the target up to 2 squares, and it is slowed until the end of your next turn.
Your piercing gaze and whispered word let you seize momentary control of your enemy’s mind.
At-Will Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target
.
At-Will Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
You bring forth a nightmare in your foe’s mind and project it out for its comrades to se
e.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier.
Level 21: 2d8 + Intelligence modifier damage.
A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling drake, or maybe a tro
ll.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can’t make opportunity attacks until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage.
You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined thr
eat.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square.
Level 21: 2d8 + Intelligence modifier psychic damage.
Your enemy shrieks in terror, desperately trying to avoid the cage of razor-sharp blades that it sees closing in aroun
d it.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage. If the target moves before the end of your next turn, it takes 5 psychic damage.
Level 21: 2d8 + Intelligence modifier psychic damage.
You fire a blisteringly cold ray of white frost at your foe, slowing its mov
ement.
At-Will Arcane, Cold, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 2d6 + Intelligence modifier cold damage.
Agitated bones break free from the ground to scrabble and claw at your
enemy.
At-Will Arcane, Implement, Necromancy, Shadow, Zone
Standard Action Ranged 10
Target: One nonflying creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage. The squares adjacent to the target become a zone that lasts until the end of your next turn. The ground of the zone is difficult terrain for your enemies.
Level 21: 2d8 + Intelligence modifier damage.
You hold up your hand, palm out, and release pale wisps to infect your foes with horri
d decay.
At-Will Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage. If the target is undead, it also gains vulnerable 5 to all damage until the start of your next turn.
Level 21: 2d8 + Intelligence modifier necrotic damage.
Effect: The target cannot regain hit points until the start of your next turn.
You blast an area, drawing resolve from your foes until they shrink back in abjec
t terror.
At-Will Arcane, Fear, Implement, Nethermancy, Psychic, Shadow
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target cannot make opportunity attacks against you until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage.
You create a vertical column of golden flames that burns a
ll within.
At-Will Arcane, Evocation, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Level 21: 2d6 + Intelligence modifier fire damage.
Your enemy's blood hardens, slowing its movement and causing excruci
ating pain.
At-Will Arcane, Implement, Transmutation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
A crackling column of lightning appears amid your enemies, lashing out at any who m
ove near it.
At-Will Arcane, Conjuration, Evocation, Implement, Lightning
Standard Action Ranged 10
Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar on its turn takes 1d6 + your Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.
You lash your foes with a wave of thun
derous power.
At-Will Arcane, Evocation, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares up to your Wisdom modifier.
Level 21: 2d6 + Intelligence modifier thunder damage.
Gray, smoky darts leap from your fingertips to strike at your foes where the
y are weakest.
At-Will Arcane, Implement, Nethermancy, Shadow
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.
A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your all
ies’ maneuvers.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 psychic damage.
You hurl a bolt of crackling energy, forming a line of lightning between y
ou and your foe.
At-Will Arcane, Evocation, Implement, Lightning
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier lightning damage.
Level 21: 2d10 + Intelligence modifier lightning damage.
Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can’t sustain this power.
A crystalline wasp with gossamer wings appears next to your foe and stings it, then buzzes about, waiting for another ope
ning to attack.
Encounter Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage.
Effect: You conjure an astral wasp that appears in 1 square within the target’s space. It lasts until the end of your next turn.
If the target moves out of the astral wasp’s square, it takes damage equal to your Constitution modifier. If the target ends its turn more than 2 squares away from the astral wasp, it takes damage equal to your Constitution modifier.
A gout of flame erupts from your hands and scorc
hes nearby foes.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Miss: Half damage.
You bend your foe’s mind, filling it with wrath even as you
twist its senses.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn.
Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.
You hit your foe with a bolt of frigid purple energy, reducing its ability to
act for a moment.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
You turn your enemy into a conduit to an ice storm from t
he Elemental Chaos.
Encounter Arcane, Cold, Evocation, Implement, Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.
Active Familiar: While your familiar is in the zone, it knocks prone any enemy that ends its turn in the zone.
You toss a blazing sphere of shadow-infused fire against your enemies. Where it detonates, it blac
kens flesh and soul.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage.
Effect: Each creature adjacent to the target takes fire damage equal to your Intelligence modifier.
Your shadow lengthens and grows, looming over your enemies and overco
ming them with dread.
Encounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d10 + 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 Wisdom modifier.
Special: All damage from this attack and its effect ignores 5 points of necrotic resistance.
Green and yellow lightning twines around your wand, then flashes toward your enemy and explodes
in a shower of sparks.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage, and you push the target 1 square.
Wand of Accuracy: The next time you use the Wand of Accuracy class feature before the end of the encounter, you also gain a bonus to that attack’s damage roll equal to your Intelligence modifier.
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nea
rby enemies to ribbons.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack.
Encounter Arcane, Evocation, Force, Implement
Free Action Area burst 1 centered on the primary target
Secondary Target: Each enemy in the burst other than the primary target
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Radiant moonlight streams from you in all directions, and those who behold y
ou are stricken with awe.
Encounter Arcane, Charm, Enchantment, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier.
Effect: You and each ally in the burst gain temporary hit points equal to your Wisdom modifier.
At your command, the shadows reach out, grab hold of your foes, and wr
eath the area in darkness.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.
You coat the ground with a treacherous patch of ice that fre
ezes and hampers your foes.
Encounter Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of your next turn or until you end it as a minor action. The ground of the zone is difficult terrain.
The image of treacherous terrain appears in the minds of your enemie
s, which become disoriented.
Encounter Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed and unable to charge until the end of your next turn.
Miss: The target is unable to charge until the end of your next turn.
You send a bolt of arcane energy at your foe, which deals damage and makes your foe's f
eet feel like blocks of lead.
Encounter Arcane, Implement, Transmutation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage.
Effect: The target is slowed and can't shift until the end of its next turn.
Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting t
hem as they attempt to escape.
Encounter Arcane, Evocation, Fire, Force, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage. An enemy can take this damage only once per turn.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.
You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy’s fle
sh, carrying away its strength.
Encounter Arcane, Implement, Necromancy, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Miss: Half damage.
You call forth floating spikes of metal and stone that
rapidly streak toward your foes.
Encounter Arcane, Evocation, Implement
Standard Action Ranged 5
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage, or 2d8 + Intelligence modifier damage if you target only one creature.
You tap your staff on the ground, and acid boils up to envel
op your target in a caustic haze.
Encounter Acid, Arcane, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier acid damage. Until the end of your next turn, creatures more than 5 squares away from the target have concealment against it.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the attacker also takes acid damage equal to your Intelligence modifier.
You weave draining shadow energy into an oppressive glo
om that dims your enemies’ senses.
Encounter Arcane, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage. If the target is in the origin square, the target is also dazed until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy in the zone attacks a creature, the creature has partial concealment against that enemy.
You call out an arcane word and fire an arrow of green, glowing liquid that bursts against your foe
and sends out a spray of sizzling acid.
Daily Acid, Arcane, Evocation, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage (save ends).
Effect: Make the sec
ondary attack.
Daily Acid, Arcane, Evocation, Implement
Free Action Area burst 1 centered on the primary target
Secondary Target: Each creature in the burst other than the primary target
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Howling winds straight from the Elemental Cha
os whip your foes around the battlefield.
Daily Arcane, Evocation, Implement, Thunder, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.
Miss: Half damage.
Effect: The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares.
Sustain Minor: The zone persists, and you can slide one creature within the zone 2 squares.
You chant the twisting words of the bewitching cha
rm, lulling your foes into a waking dream.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is instead dazed and immobilized (save ends both).
Miss: The target cannot make opportunity attacks until the end of your next turn.
Your voice tremulous with thunder, you invoke the charm of forbiddance on your enemy. With each further attack
it makes against you, it howls its torment.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Miss: Half damage.
Effect: The target takes psychic damage equal to 2 + your Wisdom modifier whenever it hits or misses you or one of your allies (save ends).
You conjure a rol
ling ball of fire and control where it goes.
Daily Arcane, Conjuration, Evocation, Fire, Implement
Standard Action Ranged 10
Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack.
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Sustain Minor: The sphere persists until the end of your next turn.
You weave a fiery pillar that spins like a top. With each revoluti
on, it douses your enemies with searing heat.
Daily Arcane, Evocation, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.
You launch an icy pellet from your hand that exp
lodes in a cloud of icy mist around your foes.
Daily Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage.
Miss: Half 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. Any creature that enters the zone or starts its turn there takes 5 cold damage (a creature can take this damage only once per turn).
Sustain Minor: The zone persists until the end of your next turn.
Slippery oil floods the ground under
your foes, sending them tumbling to the ground.
Daily Arcane, Evocation, Implement, Zone
Standard Action Area burst 2 within 10
Effect: The burst creates a zone of slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can use the Grease Attack power, using a square within the zone as the origin square.
Slippery oil floods the ground und
er your foes, sending them tumbling to the ground.
Daily Arcane, Implement, Zone
Free Action Close burst 1
Requirement: The Grease power must be active to use this power.
Trigger: A creature enters the zone
Target: The triggering creature in the burst
Attack: Intelligence vs. Reflex
Hit: You knock the target prone.
Miss: You slide the target 2 squares. This movement does not trigger this power’s attack.
Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious
to the true threat posed by you and your allies.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Your enemies shriek in terror as, at least in their mind
’s eye, a bottomless pit opens beneath their feet.
Daily Arcane, Illusion, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
A pale gray beam leaps fro
m your fingertip and drains strength from your foe.
Daily Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude. You have combat advantage against the target if it is bloodied.
Hit: 2d8 + Intelligence modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Elemental thunder crea
tures tumble through your foes and knock them about.
Daily Arcane, Conjuration, Evocation, Implement, Thunder
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier thunder damage, and you slide the primary target 3 squares.
Miss: Half damage, and you slide the primary target 1 square.
Effect: You conjure a thunderball in 1 square within each primary target’s space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack.
Opportunity Action: Melee 1
Trigger: A creature moves out of the thunderball’s square.
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Reflex
Hit: 5 thunder damage.
Sustain Minor: Each thunderball persists.
You exert your will against your foes, seekin
g to overwhelm them with a tide of magical weariness.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).
A billowing cloud of greenish fog surrounds your foe. When the fog dissipates, you
r enemy is gone, and an ugly toad stands in its place.
Daily Arcane, Implement, Polymorph, Transmutation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target turns into a Tiny toad (save ends).
Miss: The target turns into a Tiny toad until the end of its next turn.
Effect: As a toad, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends.
You weave a dire spell that tear
s at your enemies’ spirits and holds the undead at bay.
Daily Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends).
Miss: Half damage.
A nauseating stench and puff of brims
tone herald the arrival of a loathsome, drooling dretch.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dretch in an unoccupied space within range. The dretch has speed 5. If the dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage. You can give the dretch the following special command.
Standard Action: Melee 1; targets one or two creatures; Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Intrinsic Nature: If you haven’t given the dretch any commands by the end of your turn, it attacks or charges the nearest creature and makes its listed attack (above) in place of a melee basic attack. If it cannot attack or charge, it moves 5 squares toward the nearest creature. In addition, you take 1d6 damage each time you take a standard or move action before the end of your next turn.
Symbiosis: While the summoned dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack.
Loose objects skitter about as t
he air whips round, coalescing into a whirling elemental.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dust devil in an unoccupied space within range. The dust devil has speed 8. You can give the dust devil the following special command.
Standard Action: Close burst 1; targets each creature in the burst; Intelligence vs. Reflex; 1d10 + Intelligence modifier damage, and the dust devil slides the target 2 squares.
Intrinsic Nature: If you haven’t given the dust devil any commands by the end of your turn, it attacks an adjacent creature. If it can’t do that, it moves its speed toward the nearest creature. In addition, you fall prone.
Symbiosis: While the summoned dust devil is present, you gain a +2 power bonus to speed and a +4 power bonus to all defenses against opportunity attacks.
A soldier of flame strides through a planar veil. It li
fts a shimmering axe above its head as it moves to attack.
Daily Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage.
A single water droplet expands to overtake yo
ur enemies, trapping them inside an enormous watery sphere.
Daily Arcane, Implement, Transmutation, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: The target is immobilized and grants combat advantage (save ends both).
Miss: You must slide the target up to 3 squares to a square adjacent to the burst.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain, and it grants partial cover to creatures on opposite sides of it. You can use a move action to move the zone up to 3 squares. If you do so, any creatures immobilized by this power and in the zone slide up to 3 squares, staying inside the zone. When a creature enters the zone or starts its turn there, you can use an immediate reaction to make the attack against that creature.
Sustain Minor: The zone persists until the end of your next turn.
The moaning wind becomes a shrill whistle as you
turn it into a blade perfect for slashing through your foes.
Daily Arcane, Conjuration, Force, Implement, Transmutation
Standard Action Ranged 5
Effect: You conjure a blade of solid wind in an unoccupied square within range. The blade lasts until the end of your next turn. Enemies adjacent to the blade grant combat advantage. You can use a move action to move the blade to a square within range. When the blade appears, it makes the following attack, and while the blade persists, you can repeat the attack as a standard action.
Target: One creature adjacent to the blade
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage, and you can slide the target 1 square.
Sustain Minor: The blade persists until the end of your next turn.
You begin to fling force bolts with a flick of your wrist.
Daily Arcane, Force, Implement
Minor Action
Prerequisite: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
You call upon the knowledge of your ancestors, summoning the
collective arcane wisdom of millennia of eladrin history.
Encounter Arcane
Free Action Personal
Prerequisite: You must be trained in Arcana
Trigger: You make an Arcana check and dislike the result.
Effect: Reroll the Arcana check, keeping the better of the two results.
The instant before a blow con
nects, your spell interposes a spectral object in its path.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +2 power bonus to all defenses against the attack, and you gain temporary hit points equal to 2 + your Wisdom modifier.
Shadows deepen around you, your voice deepens to a rumble, and you appear to grow larger
as you confront those foolish enough to dispute your wishes.
Encounter Arcane, Fear
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you.
You fade from sight for a moment.
Daily Arcane, Illusion
Minor Action Personal
Effect: You become invisible until the end of this turn.
Your form blurs as you hastily withdraw from the battlefield.
Daily Arcane
Move Action Personal
Effect: You shift up to twice your speed.
You send your familiar in to keep your opponent off balance.
At-Will Arcane, Teleportation
Move Action
Effect: Teleport your familiar 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn.
You or a creature you choose falls gently, like a feather.
Daily Arcane
Free Action Ranged 10
Trigger: You fall, or a creature within 10 squares of you falls.
Target: The triggering creature
Effect: The target takes no damage from the fall, and consequently does not fall prone at the end of it.
Multicolored sparks, sizzles, an
d sparks erupt from the fire and provide a momentary distraction.
Encounter Arcane, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. Creatures in the zone have partial concealment.
Y
ou rise a few inches above the ground and glide over minor hindrances.
Daily Arcane
Minor Action Personal
Effect: You hover 6 inches above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. You also gain a bonus to Stealth checks equal to your Wisdom modifier. You can float over only a solid surface or a liquid surface directly beneath you. For example, you cannot use this power to cross a chasm or a pit; if you try to do so, you fall normally.
You weave magic into your words
, defusing a dangerous situation through the fine art of diplomacy.
Encounter Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of your next turn.
Three spectral
blades appear around you, floating in a ring that wards away your foes.
Daily Arcane, Force
Minor Action Personal
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once per turn.
Using a mi
x of herbal lore and witchcraft, you work a spell that binds a wound.
Encounter Arcane
Minor Action Melee 1
Prerequisite: You must have training in Heal.
Target: One creature
Effect: The target can make a saving throw and use his or her second wind if it is available.
Your magic infuses your words with the power of persuasion, clouding a c
reature’s mind and tricking it into thinking of you as its dearest friend.
Daily Arcane, Charm, Enchantment
Standard Action Ranged 10
Requirement: You must use this power outside a combat encounter.
Target: One creature
Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn’t remember that you used this power on it.
You or another creature you choose can suddenly leap great distances.
Encounter Arcane
Move Action Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
You crook your finger and snatch a soul
as it struggles free from its body. It screams as you draw forth its energy.
Daily Arcane, Necromancy, Shadow
Immediate Reaction Ranged 5
Trigger: A nonminion living creature dies within 5 squares of you.
Target: You or one ally
Effect: The target gains temporary hit points equal to his or her healing surge value.
Your magic
settles into a creature’s mind, causing it to forget what it just witnessed.
Daily Arcane
Minor Action Ranged 2
Target: One creature that is not involved in combat and that is lower level than you
Effect: The creature forgets everything that happened in the past 10 minutes and for the next 1 minute.
This trick of the Maiden of the Moon allows
you to take a form of pure moonlight and to evade your enemies with ease.
Encounter Arcane
Immediate Reaction Personal
Trigger: An enemy moves adjacent to you
Effect: You become insubstantial until the end of your next turn. Then you shift 2 squares to a square farther from the triggering enemy.
You create a small amount of stone and rubble that clogs up the area.
At-Will Arcane
Minor Action Ranged 5
Effect: One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action.
Special: You cannot have more squares than your Intelligence modifier under this effect at one time.
You ma
ke already treacherous terrain even more difficult for your enemies to traverse.
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 2 within 10 squares
Effect: Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.
A wave of your hand cal
ls forth a protective wind to disperse arrows and other missiles headed your way.
Daily Arcane, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of the encounter. While in the zone, you and your allies gain a +4 power bonus to all defenses against ranged weapon attacks.
You throw up your hand, and a shield of
arcane energy springs into existence, protecting you against imminent attacks.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
At your command, an ordinary object springs to life and moves where you bid.
Encounter Arcane
Move Action Ranged 10
Target: One Medium or smaller object that is not fastened in place or held by a creature
Effect: The target animates until the end of your next turn, and you slide it up to 5 squares. While the target is animated by this power, you can move it farther by sliding it up to 5 squares as a move action.
Sustain Move: The animation persists until the end of your next turn, and you slide the target up to 5 squares.
You make a complex illusion of a creature or an object to fool your enemies.
Encounter Arcane, Illusion
Minor Action Ranged 10
Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it.
An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion.
Shadows f
licker at your feet, swirl before you, and coalesce into the form of a black serpent.
Daily Arcane, Shadow, Summoning
Minor Action Ranged 10
Effect: You summon a shadow serpent in an unoccupied square within range. The creature is an ally to you and your allies.
The serpent lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don’t need line of effect to the serpent to command it. When you command the serpent, the two of you share knowledge but not senses.
When the serpent makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
The serpent lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
A silver arrow of force appears next to you.
You gesture toward a foe, sending the arrow on an unerring path toward that enemy.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 10
Target: One creature
Effect: The target takes force damage equal to 5 + your Intelligence modifier + the enhancement bonus of your implement.
A tangle of fey magic soothes and d
istracts your enemies, leaving them vulnerable as they chase after pleasant dreams.
Encounter Arcane, Charm, Enchantment
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Effect: Each target is slowed and can’t take opportunity actions or immediate actions until the end of your next turn.
Howling night winds spiral
around you, blotting out light, chilling your foes, and heeding your every command.
Encounter Arcane, Cold, Evocation, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier cold damage.
Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured to creatures other than you, and any creature but you that starts its turn in the zone is slowed until the end of its next turn.
Skeletal hands appear a
round your targets, ripping into them with icy claws and sapping their will to fight.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier cold damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
A thousand motes of fi
re momentarily linger in the air in front of you before streaking toward a single foe.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage.
Effect: You deal 5 fire damage to one target in the burst.
A brilliant blast of fla
shing colors springs from your outstretched fingers, knocking nearby enemies senseless.
Encounter Arcane, Evocation, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.
Bones tear from your enemies and spring up from the ground to form a jagged cordon.
Encounter Arcane, Implement, Necromancy, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack. A creature can take this damage only once per turn.
You hurl blinding shadows, then solidify them into warding shards of psychic energy.
Encounter Arcane, Implement, Nethermancy, Psychic, Shadow
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage.
Effect: Until the end of your next turn, you have partial concealment, and when an adjacent enemy hits you with an attack, that enemy takes 5 psychic damag
e.
With a subtle gesture, you wreathe nearby enemies in flames.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Reaching
into the Shadowfell, you cast a tangible, looming shadow that strikes fear into the living.
Encounter Arcane, Fear, Implement, Necrotic, Nethermancy
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier necrotic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Each target takes a -2 penalty to Will until the end of your next turn.
A swirling pattern of colors appears
before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.
Encounter Arcane, Illusion, Implement
Standard Action Ranged 10
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern’s square as the origin square.
A swirling pattern of colors app
ears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.
At-Will Arcane, Conjuration, Illusion, Implement
Opportunity Action Close burst 3
Requirement: The Hypnotic Pattern power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern’s square.
You fir
e two bolts of brilliant blue-white energy that freeze your enemies in place for a short time.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
You
envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them.
Encounter Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
You create an extradimensional pool of acid beneath your enemies’ feet.
Encounter Acid, Arcane, Evocation, Implement
Standard Action Area burst 2 within 10
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier acid damage.
Active Familiar: Any enemy hit by this attack must spend an extra square of movement to leave its square while within 3 squares of your familiar until the end of your next turn.
A miniature tornado roars forth to batter your enemy and lift it into the air.
Encounter Arcane, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage, and you slide the target 10 feet (2 squares) vertically. The target remains aloft until the start of its next turn; while aloft, it is dazed and immobilized, and it grants combat advantage to you and your allies. At the start of its next turn, it lands on its feet in the space it formerly occupied or in the nearest unoccupied space of its choice.
You conjure a cylinder of light that illuminates the battlefield, searing the eyes of your foes.
Encounter Arcane, Evocation, Implement, Radiant, Zone
Standard Action Area burst 1 within 10
Effect: The burst creates a zone of bright light until the end of your next turn. Creatures are blinded while within the zone. If a creature vulnerable to radiant damage starts its turn within the zone, it takes damage equal to double its vulnerability.
A sudden mass of insects limned with li
ghtning crawls over your foes. Energy arcs between your enemies as the swarm feasts on their flesh.
Encounter Arcane, Conjuration, Evocation, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier lightning damage, and you conjure a shock beetle in 1 square within the target’s space. Each beetle lasts until the end of your next turn. Each enemy that starts its turn in or adjacent to at least 1 square containing a shock beetle takes lightning damage equal to your Constitution modifier.
You hurl a crackling orb of light
ning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
You transform the ground beneath your enemies’ feet to hellish slime that eats away at flesh and bone.
Daily Acid, Arcane, Evocation, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier acid damage.
Miss: Half damage.
Effect: The burst creates a zone of caustic slime 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 5 acid damage (a creature can take this damage only once per turn). Whenever a creature falls prone within the zone, it takes 5 extra acid damage.
Sustain Minor: The zone persists.
You conjure a giant floating hand made of chiseled ice that clutches a foe and freezes it.
Daily Arcane, Cold, Conjuration, Evocation, Implement
Standard Action Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range. The hand lasts until the end of your next turn. When the hand appears, it immediately makes the following attack. While the hand persists and doesn’t have a creature grabbed, you can use a standard action to command it to make the attack again or a move action to move it up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. The hand uses your Fortitude or Reflex if the target attempts to escape. You can end the grab as a free action.
Sustain Minor: The hand persists until the end of your next turn, and a creature grabbed by the hand takes 1d8 + Intelligence modifier cold damage.
You wreathe yourself or an ally in protective fire, which punishes nearby foes.
Daily Arcane, Aura, Evocation, Fire
Standard Action Ranged 10
Target: You or one ally
Effect: You activate an aura 1 on the target that lasts until the end of the encounter or until the target dismisses it as a minor action. When any enemy enters the aura or ends its turn there, that enemy takes fire damage equal to your Intelligence modifier. An enemy can take this damage only once per turn.
In addition, until the aura ends, the target has partial concealment and resist 10 fire.
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Daily Arcane, Evocation, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier fire damage.
Miss: Half damage.
A billowing cloud of green fog surrounds your foe. When the fog dis
sipates, your enemy is gone, and a minuscule creature such as a frog, a newt, or a mouse stands in its place.
Daily Arcane, Implement, Polymorph, Transmutation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target turns into a Tiny beast of your choosing (save ends).
Miss: The target turns into a Tiny beast of your choosing until the end of its next turn.
Effect: As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.
You call forth a flash of
brilliant light that leaves golden dust on all nearby creatures. The dust sparkles with a supernatural luster.
Daily Arcane, Evocation, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.
Daily Arcane, Implement, Necromancy, Necrotic, Zone
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.
Miss: 1d10 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage. An enemy can take this damage only once per turn.
Hurling a
blade of ice against your foe causes the ice to explode into jagged shards that tear through anything they hit.
Daily Arcane, Cold, Evocation, Implement
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the primary
target is immobilized (save ends).
Miss: Half damage.
Effect: Make the secondary attack.
Daily Arcane, Cold, Evocation, Implement
No Action Area burst 2 centered on the primary target
Secondary Target: Each creature in the burst other than the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 5 cold damage, and the secondary target takes a -2 penalty to AC (save ends).
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).Wizard Attack 5
You warp your enem
y’s form, changing it into a monster covered with coarse fur or scales, the flames of savagery burning in its eyes.
Daily Arcane, Implement, Polymorph, Transmutation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and you partially transform the target’s mind and body into that of a savage monster (save ends). Until this transformation ends, the target must make an opportunity attack against any creature that willingly leaves a square adjacent to it, and if any creature ends its turn adjacent to the target, the target must use a free action to deal damage to that creature equal to 5 + your Intelligence modifier.
Miss: Half damage, and the target must make an opportunity attack against any creature that willingly leaves a square adjacent to it until the end of your next turn.
Mystical forces draw your foes together as they are struck by a blast of lightning.
Daily Arcane, Evocation, Implement, Lightning
Standard Action Area burst 3 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: You slide the target 2 squares.
Effect: Make a secondary attack.
Secondary Target: One enemy in the burst and each creature adjacent to that enemy
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier lightning damage.
Miss: Half damage.
You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.
Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists until the end of your next turn.
The air is filled with th
e sound of gnashing teeth as a voracious creature of the Elemental Chaos appears and chews into anything it can reach.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw 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; 1d8 + 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 can make an opportunity attack against that enemy after the enemy’s attack is resolved.
With a crack and a flash of blood-red light, a tiny winged devil appears, scorpionlike tail held ready.
Daily Arcane, Implement, Poison, Summoning
Minor Action Ranged 10
Effect: You summon a Small imp in an unoccupied space within range. The imp has speed 4, fly 6 (hover), and resist 5 fire. You can give the imp the following special command.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage, and ongoing 5 poison damage (save ends). The imp becomes invisible until the start of your next turn.
Intrinsic Nature: If you haven’t given the imp any commands by the end of your turn, it attacks an adjacent enemy that grants it combat advantage. If it can’t do that, it turns invisible and moves its speed to a square adjacent to an enemy. In addition, you grant combat advantage to all enemies until the end of your next turn.
Symbiosis: While the summoned imp is present, you deal 1d6 extra poison damage with attacks when your target grants you combat advantage.
Erupting into being with a blast of searing heat comes a magma beast, eager to incinerate your foes.
Daily Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium magma beast in an unoccupied space within range. The magma beast has speed 4 (8 while charging) and resist 5 fire. You can give the magma beast the following special command.
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).
Intrinsic Nature: If you haven’t given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn.
Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next
turn.
The shadows swirl and coalesce into a dark creature that awaits your command.
Daily Arcane, Shadow, Summoning
Minor Action Ranged 5
Prerequisite: You must have the Expert Mage benefit associated with necromancy or nethermancy.
Effect: You summon a creature associated with your necromancy or nethermancy Expert Mage benefit. The creature appears in an unoccupied space within range, and it is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature’s description. You must have line of effect to the creature to command it. When you command the creature, the two of you share knowledge but not senses.
When the creature makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you use a minor action to dismiss it or until you use this power again.
By digging deep into an enemy’s mind, you unleash crippling pain that causes it to lash out blindly.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
Aftereffect: The target makes a basic attack against a target of your choice as a free action.
Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.
As your enemy comes too clo
se, you slam the butt of your staff into the ground, sending a shockwave that knocks it off its feet and far away from you.
Daily Arcane, Evocation, Implement, Thunder
Immediate Interrupt Melee 2
Requirement: You must be wielding a staff.
Trigger: An enemy moves to within 2 squares of you.
Target: The triggering enemy
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier, and the target is deafened and dazed until the end of your next turn.
Miss: Half damage, and the target is deafened until the end of your next turn.
Effect: You push the target 5 squares.
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 5 within 10 squares
Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Minor Action Close burst 5 centered on the zone
Requirement: The Visions of Avarice power must be active to use this power.
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares towar
d the zone.
You create a giant web of thick magical strands that hangs in midair, trapping those within it.
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 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 ends its movement in the zone is
immobilized (save ends).
You conjure a creature of many hands and feet that aids your allies.
Daily Arcane, Conjuration
Minor Action Ranged 10
Effect: You conjure an able companion in an unoccupied square within range until the end of the encounter. When an ally starts its turn adjacent to the companion, that ally can stand or shift 1 square as a free action. You can move the companion 2 squares as a minor action or 6 squares as a move action.
A low stone wall rises from the ground, offering cover against attack or passage over an obstacle.
Daily Arcane, Conjuration
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of stone. The wall can be up to 1 square high, and at least 2 squares of it must rest on a solid surface. The wall lasts until the end of the encounter. The wall is blocking terrain. A creature can climb the wall with a DC 15 Athletics check.
Purple flame appears over your head, though only you and your companions can see it. By its guidance, you can find your way.
Encounter Arcane, Shadow, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of the encounter. You and your allies have darkvision while in the zone.
You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.
Daily Arcane, Teleportation
Move Action Personal
Eff
ect: You teleport up to 10 squares.
With a snap of your fingers, you suddenly look like someone else.
Daily Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
You send out a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Encounter Arcane, Implement
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. Will defense of the creator of the conjuration or the zone
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Encounter Arcane
Minor Action Ranged 10
Target: One creature
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack ro
lls against the target’s Will.
The instant you feel your enemy’s attack, you vanish in a puff of black smoke.
Daily Arcane, Zone
Immediate Reaction Personal
Trigger: You are damaged by an attack.
Effect: You are removed from play until the start of your next turn. The space you vacate becomes a zone that is heavily obscured and lasts until the end of the encounter. At the start of your next turn, you reappear in a sq
uare of your choice up to 5 squares from the zone.
You teleport yourself to where your familiar is.
Encounter Arcane, Teleportation
Move Action Personal
Effect: You teleport up to 20 squares to the square occupied by your familiar and your familiar enters passive mo
de.
You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you.
Daily Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No c
reature can take this damage more than once per turn.
You create a shimmering ladder to aid your ascent.
Encounter Arcane, Conjuration
Standard Action Ranged 10
Effect: You conjure a ladder of arcane force in an unoccupied square within range. The ladder can be up to 8 squares tall and lasts until the end of the encounter. The ladder stands firmly, does not need to be attached to anything, and cannot be moved unless you permit it. Climbing the ladder requires a DC 10 Athlet
ics check.
You voice thunders above the din of the battlefield, casting fear and doubt into your foes.
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks and i
ncrease the distance of any forced movement you cause by 2 squares.
A creature you choose vanishes from sight.
Daily Arcane, Illusion
Standard Action Ranged 5
Target: You or one creature
Effect: The target becomes invisible until the end of your next turn. If the target makes an attack, the invisibility ends.
Sustain Standard: If the target is within 5 s
quares of you, the invisibility persists until the end of your next turn.
You rise off the ground a short distance.
Daily Arcane
Move Action Personal
Effect: You move up to 4 squares vertically and hover there until the end of your next turn. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. When the levitation ends, you descend to the ground without taking falling damage.
Sustain Move: You move up to 3 squares up or down or 1 square horizontally, and you hover there until the end of your next turn. You cannot go higher than 4 squares above the gr
ound.
You witnessed this encounter in a dream, and you told your companions that it would come to pass.
Encounter Arcane
Immediate Reaction Close burst 5
Trigger: An enemy ends its turn within 5 squares of you.
Effect: You and each ally in the b
urst can shift 1 square as a free action.
You take a deep breath and picture the pages of your spellbook in your mind.
Daily Arcane
Minor Action Personal
Effect: You can replace an unexpended wizard utility or daily power with another power of the same level that is in your spellbook. You gain a +1 power bonus to attack rolls with that power until the end of your next turn.
You crumble enchanted herbs between your fingers and command your flagging companion to steel herself or himself for battle.
Daily Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: You remove one effect from the target
that a save can end.
You draw energy from the shadow staining your soul to help others navigate the darkness.
Daily Arcane, Shadow
Standard Action Close burst 1
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target has darkvision and necrotic resistance eq
ual to 5 + your Wisdom modifier.
You summon the ghostly image of a powerful mastiff that follows you protectively.
Daily Arcane, Illusion, Implement
Standard Action Ranged 10
Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger.
Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight.
A dwarf-sized humanoid creature of earth and iron ore appears near you. When you come under attack, it steps in to absorb the force of the blow.
Daily Arcane, Implement, Summoning
Minor Action Close burst 2
Effect: You summon a Small iron cohort in an unoccupied square within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command.
Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to
you, the iron cohort becomes the attack’s target instead.
You create a billowing wall of gray fog that obscures vision.
Daily Arcane, Conjuration
Standard Action Area wall 8 within 10
Effect: You conjure a wall of fog that lasts until the end of your next turn. The wall can be up to 4 squares high. The wall is heavily obscured and blocks line of sight.
Sustain Minor: The wall persists until the end of your
next turn.
Creating a duplicate of yourself from elemental water lets you cast spells from unexpected directions.
Encounter Arcane, Conjuration
Minor Action Ranged 10
Effect: You conjure a watery double of yourself in an unoccupied square within range. The double occupies its space, and it lasts until the end of your next turn. Until the conjuration ends, you can use your space or the double’s space as the origin for your wizard attack powers
.
You create semisolid wings around your ankles, which bear you up into the air for a single swift leap.
Encounter Arcane
Move Action Personal
Eff
ect: You fly up to 6 squares and land. This movement does not provoke opportunity attacks.
With a flash, you are gone.
Daily Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack.
Effect: You teleport up to 5 squares to a space that is not ad
jacent to an enemy.
You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement’s enhancement bonus.
Miss: You slide the target up to 3 squares.
A focused blast of thunder s
lams into your foe, and the energy of the blast is stored in your enemy’s body. When it next attacks, that energy is released in a concussive burst.
Encounter Arcane, Charm, Evocation, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier thunder damage. The first time the target makes an attack roll before the end of your next turn, it deals 5 thunder
damage to itself and to each enemy within 3 squares of it.
A mist of suspended acid droplets consumes your chosen foes.
Encounter Acid, Arcane, Evocation, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier acid damage, or 3d8 + Intelligence modifier acid damage if there is only one target.
Effect: The burst creates a zone of floating droplets of acid that lasts until the end of your next turn. Each creature that enters the zone or starts its turn in the zone takes acid damage equal to your Intelligence modifier. A creature can take this damage on
ly once per turn.
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of
your next turn.
You send a fiery red bead streaking toward your foes, then make it burst into a great ball of magical flame.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
After your fiery attack, you open a window into the Fire Sea and skip through it to a nearby location.
Encounter Arcane, Evocation, Fire, Implement, Teleportation
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage, and the target cannot see anything farther than 3 squares from it until the end of your next turn.
Effect: You teleport 5 squares.
You make a slashing motion against an enemy, causing darkness to bind it and filling the air around it with a charnel stench.
Encounter Arcane, Implement, Necromancy, Necrotic, Shadow, Zone
Standard Action Melee 1 or Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is immobilized until the end of your next turn. The attack creates a zone in a burst 2 centered on the target. The zone lasts for as long as the target is immobilized by this power. Any creature (except you) that ends its turn in the zone takes 5 necrotic damage, and it grants combat advantage while in the zone.
Miss: The power is not expended. If you use it during your next turn against the same
target, you gain a +2 bonus to the attack roll.
Brilliant strokes of blue-white lightning erupt from your outstretched hand.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage
.
Miss: Half damage.
You create a shadowy twin of your enemy, a murderous vestige that wreaks havoc on itself and its allies.
Encounter Arcane, Conjuration, Implement, Nethermancy, Psychic, Shadow
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage.
Effect: You conjure a murderous twin of the target in an unoccupied space adjacent to the target. The twin is the same size as the target. The twin remains until the end of your next turn and occupies its space. The target takes a -2 penalt
y to attack rolls while adjacent to its twin. You can use the secondary power against the target once before the twin vanishes.
Encounter Arcane, Implement, Nethermancy, Psychic, Shadow
Immediate Reaction Melee 1
Requirement: The power Murderous Twin must be active in order to use this power.
Trigger: The target leaves a square adjacent to the twin or makes an attack.
Effect: The twin vanishes and reappears in a square adjacent to the target and then makes the following attack against it.
Attack: Intelligence vs. Will
Hit: 5 + Intelligence modifier psychic damage, and the target
is dazed until the end of its next turn.
Spectral warriors swirl around your enemies, causing them to lash out in a blind panic.
Encounter Arcane, Fear, Illusion
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack,
that ally takes 5 extra damage.
You call forth a mischievous fey creature, aglow with fairy light and as meddlesome as a satyr.
Encounter Arcane, Conjuration, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier radiant damage. You slide the target up to 2 squares, and it makes a basic attack as a free action against a creature of your choice.
Effect: You conjure a puckish sprite in an unoccupied square adjacent to the target. The sprite lasts until the end of your next turn. Any enemy
of yours adjacent to the sprite takes a -4 penalty to attack rolls.
You repulse your enemies with an expending sphere of force.
Encounter Arcane, Evocation, Force, Implement
Standard Action Close burst 3
Active Familiar: You can center this burst on your familiar instead of on you.
Attack: Intelligence vs. Fortitude
Target: Each enemy in the burst
Hit: 2d4 + Intelligence modifier force damage, and you push the target to a space outside
the burst.
You seize your foe with unseen magical force and bash him against the ceiling and walls before hurling it to the ground.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you push the target up to 3 squares and knock it prone.
Miss: You
push the target up to 3 squares.
Your foe is rocked by thunderous noise, and an ominous rumble begins at your enemy’s slightest move.
Encounter Arcane, Evocation, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier thunder damage. If the target leaves the space it currently occupies before the start of your next turn, it takes an extra 1d10 + Intelligence m
odifier thunder damage.
Your foe is engulfed by an acidic, jellylike mass that continues to eat at it when that foe tries to attack.
Encounter Acid, Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Effect: You conjure an ooze that fills the target’s space. It lasts until the end of your next turn. If the target moves, the ooze moves with it while it remains within range.
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier acid damage. Until the end of your next turn, whenever the target makes an attack roll, it takes acid damage equal to your Constitution modifier.
Tome of Binding: When the target first makes an attack roll before the end of your next turn, the ooze explodes. The explosion deals acid damage equal to your Constitution modifier to all enemies within
2 squares of the target, and the effect ends.
You bend and fold the fabric of space, scattering your enemies across the battlefield.
Encounter Arcane, Evocation, Implement, Teleportation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage, and the target is teleported 3 squares and slowed until the end of your next
turn.
The ground seems to burst upward as a surge of centipedes, beetles, rats, and snakes work their way to the surface around your foe.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier poison damage.
Effect: Until the end of your next turn, any enemy that ends its turn ad
jacent to the target takes 5 poison damage.
You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate.
Encounter Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold 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 lightly obscured, and any creature that starts its turn in the zone takes cold damage equal to your Intelligence modifier. A creature can take this damage only
once per turn.
You drop a mass of writhing maggots onto your enemy. The horrors feast on its flesh, dissolving it with acidic drool.
Encounter Acid, Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Effect: You conjure a mass of worms in 1 square within the target’s space. They last until the end of your next turn.
Hit: 2d8 + Intelligence modifier acid damage. If the target ends i
ts turn within 2 squares of the worms, it takes 10 acid damage.
You flood a fallen foe’s animus with shadow, imbuing it with arcane strength.
Daily Arcane, Implement, Necromancy, Necrotic, Summoning
Minor Action Ranged 10
Target: One dead creature
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as one dead creature within the range of this power. The animated creature has reach equal to the target creature’s reach and speed 6. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the animated creature the following special commands.
Standard Action: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.
Opportunity Attack: Targets one e
nemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.
You wave your hand and snuff out the lives of your enemies.
Daily Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: The target takes necrotic damage equal to your level. It is also dazed, slowed, and weakened (save ends all).
Miss: Half
damage, and the target is slowed until the end of your next turn.
Great, billowing clouds of noxious smoke spread death and decay to your enemies.
Daily Arcane, Implement, Necromancy, Necrotic, Poison, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier necrotic and poison damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Squares in the zone are lightly obscured. Any creature that enters the zone or ends its turn there takes 5 necrotic and poison damage. A creature can take this damage only once per turn. You can move the zone up to 3 squares as a move action.
Sustain Minor: The zone moves 1
d4 squares in a random direction, and it persists until the end of your next turn.
A great fist rises from the ground to smash your enemies flat.
Daily Arcane, Conjuration
Minor Action Ranged 20
Effect: You conjure a Large earthen fist on the ground in an unoccupied space within range. The fist lasts until the end of your next turn. The fist occupies its space, and you and your allies can
flank with it. While the fist persists, you can use the secondary power at will.
Sustain Minor: The fist persists until the end of your next turn.
Daily Arcane, Implement
Standard Action Close blast 2 from the fist
Requirement: The power Earthen Grasp must be active in order to use this power.
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage,
and the target falls prone.
You create a vision of the reaper of souls before your foes’ eyes, and they freeze in terror of their impending death.
Daily Arcane, Fear, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The
target is slowed (save ends).
Your allies have the split second warning necessary to duck beneath the enormous, flaming scythe summoned by your magic.
Daily Arcane, Evocation, Fire, Implement
Standard Action Area burst 2 within 10 squares
Effect: Each ally in the area can fall prone as a free action.
Target: Each nonprone creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fi
re damage.
Miss: Half damage.
You turn your implement round and round, invoking the words to the charm that will rob your enemy of all tactical sense.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and you slide the target up to a number of squares equal to your Wisdom modifier. The target also takes ongoing 5 psychic damage (save ends).
Each Failed Saving Throw: You slide the target up to a number of squares equal to your Wisdom modifier.
Miss: Half damage, and you slid
e the target up to a number of squares equal to your Wisdom modifier.
You incite a mob of your enemies, turning them into a frenzy of raving madness.
Daily Arcane, Enchantment, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d12 + Intelligence modifier psychic damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. Each enemy that ends its turn in the zone takes psychic damage equal to 2 + your Intelligence modifier.
Sustai
n Minor: The zone persists until the end of your next turn.
A shower of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice.
Daily Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + 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 crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.
Daily Arcane, Evocation, Implement, Lightning, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the target is slowed and takes ongoing 5 poison damage (save ends both).
Miss: Half damage, and the
target is slowed (save ends).
Tiny balls of fire wink into existence around your head, awaiting your command to streak toward a foe and detonate.
Daily Arcane, Evocation, Fire
Standard Action Personal
Effect: Five fiery globes appear in the air around your head and hover there until they are expended or until the end of the encounter. While at least one globe remains,
you can use the secondary power once per round, and any adjacent enemy that hits you with an attack takes 3 fire damage for each globe remaining.
Daily Arcane, Evocation, Fire, Implement
Minor Action Ranged 20
Requirement: The power Melf's Minute Meteors must be active in order to use this power.
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). If the target is already taking ongoing
fire damage, that damage increases by 5. One globe is expended.
The terrain writhes and warps, reshaped into a sinister realm born from darkest nightmare.
Daily Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack.
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the ta
rget is already dazed, it takes 5 extra psychic damage.
The ghostly form of a snarling wolfhound appears before you and leaps into the fray.
Daily Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Effect: You conjure a Medium guardian hound that occupies 1 square within range, and the hound makes the following melee attack. Once per round as a minor action, you can have the hound repeat its attack. As a minor action, you can move the hound 6 squares. The hound lasts until the end of the encounter or until you dismiss it with a free action.
Target: One creature adjacent to the hound
Attack: Intelligence vs. Reflex
Hit: 3d4 + Intelligence modifier damage. The targe
t takes a -2 penalty to its next attack roll that targets you.
You invoke a sword of crackling golden force that slashes and stabs furiously at a foe.
Daily Arcane, Conjuration, Evocation, Force, Implement
Standard Action Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it lasts until the end of your next turn. You then make the following attack. As a move action, you can move the sword adjacent to another creature within range.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Sustain
Minor: The sword persists until the end of your next turn, and you make the attack again.
Your enemy wails as its greatest fears manifest within its mind.
Daily Arcane, Fear, Illusion
Minor Action Ranged 10
Target: One creature
Effect: The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can’t make opportunity attacks and you can use the secondary power against it
. Whenever the target is either hit by or takes damage from any effect other than the secondary power, it can make another saving throw to end the illusion.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Requirement: The power Phantasmal Killer must be active in order to use this power.
Attack: Intelligence vs. Will. The attack roll takes no penalty from concealment, if any.
Hit: 3d10 + Intelligence mod
ifier psychic damage.
Miss: Half damage.
With a mighty shriek, a four-winged creature of the Elemental Chaos appears above your foes and swoops in to attack.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium arrowhawk in an unoccupied square within range. The arrowhawk has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the arrowhawk the following special commands.
Standard Action: Shift 3 squares and attack; melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier damage, and the target is marked by the arrowhawk until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier damage, and
the target is marked by the arrowhawk until the end of your next turn.
You summon a burning, houndlike creature that bays with the voice of a raging inferno.
Daily Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium hell hound in an unoccupied space within range. The hell hound has speed 7 and resist 10 fire. Any creature that enters a square adjacent to it or starts its turn there takes 5 fire damage. You can give the hell hound the following special command.
Standard Action: Close blast 3; targets each creature in the blast; Intelligence vs. Reflex; 2d6 + Intelligence modifier fire damage.
Intrinsic Nature: If you haven’t given the hell hound any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many creatures as possible. If it can’t target any enemies, it moves its speed toward the nearest enemy. In addition, you take 5 fire damage.
Symbiosis: While the summoned hell hound is present, you deal 1d6 extra fire damage with close and area attack
s, and each creature that hits you with melee attacks takes 1d6 fire damage.
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Daily Arcane, Charm, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Standard Action: Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
Intrinsic Nature: If you haven’t given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
Symbiosis: While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.
Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy.
Daily Arcane, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of its next turn.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the
end of your next turn.
Your foes are beset by tormenting images that dart among them, daring them to attack and driving them to lash out with reckless abandon.
Daily Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target makes a melee basic attack roll against a creature of your choice, including itself.
Effect: The target takes 5 damage each tim
e it misses with a melee attack (save ends).
You open your tome to a page of secrets and flood your foe’s mind with them, causing its weak brain to overload.
Daily Arcane, Enchantment, Implement, Psychic
Standard Action Ranged 20
Requirement: You must be wielding a tome.
Attack: Intelligence vs. Reflex
Target: One creature
Hit: 4d6 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Miss: Choose another ranged daily spell of equal or lower level to this power from your spellbook. Immediately cast that spell. It must target your original target and it deals half damage.
Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness.
Daily Arcane, Fear, Illusion, Implement, Psychic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of illusory safety. A target that is forced to leave the zone takes 2d8 + Intelligence modifier psychic damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is affected by visions of ruin (save ends). While affected by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.
Miss: Until the end of your next turn, the target cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zon
e.
Special: A creature whose space is partly within the zone can move only into squares within the zone.
A blazing wall of flame erupts from the ground at your command.
Daily Arcane, Conjuration, Fire, Implement
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall of fire that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. Any creature that enters the wall or starts its turn there takes 3d6 + Intelligence modifier fire damage (a creature can take this damage only once per turn). The wall blocks line of sight. Each square of movement that includes one or more squares of the
wall costs 3 extra squares of movement.
Sustain Minor: The wall persists until the end of your next turn.
You open a dimensional rift connecting two nearby locations.
Daily Arcane
Minor Action Ranged 20
Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but f
or movement only.
Sustain Minor: The rift persists until the end of your next turn.
You cloak yourself with a shimmering aura, making your outline almost impossible to discern.
Daily Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to e
nemies 5 squares or more away from you.
You weave a circle of protective runes that guard your allies and can draw power from your familiar for greater strength.
Daily Arcane, Implement, Zone
Standard Action Area burst 1 within 20 squares
Effect: The burst becomes a zone of protection until the end of your next turn. You and allies gain resist to all damage equal to your Intelligence modifier while in the zone. Enemies must spend 2 extra squares of movement to enter the zone. You make an attack.
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Arcane Familiar: Add a +4 power bonus to the attack roll if your familiar is in the burst.
Hit: Push the target from the burst’s origin square to a space outside the zone. You cannot push the target when doing so causes the ta
rget to take damage or make a saving throw.
Sustain Minor: The effect persists.
You cause earth and stone to pull apart, creating a deep pit or a shortcut to a different location.
Daily Arcane
Minor Action Ranged 10
Effect: You create a hole on an unoccupied horizontal or vertical surface within range. The hole’s opening can be up to 2 squares on a side. The hole’s depth is up to a number of squares equal to twice your Intelligence modifier. Unless the DM rules otherwise, the hole does not destabilize the mater
ial around it. A creature can climb the hole’s walls with a DC 20 Athletics check.
As you shrug off an enemy’s attack, you capture that attack’s power for your own use.
Daily Arcane
Immediate Interrupt Personal
Trigger: You are damaged by an area attack or a close attack.
Effect: You take half damage from the triggering attack. Until the end of your next turn, you gain a +5 power bonus
to damage rolls with wizard attack powers that share at least one damage type with the triggering attack.
You assume the shape of a creature that resembles your familiar.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You assume a form identical to your familiar until the end of the encounter and, for the same duration, can change back or forth between this and your natural form as a minor action. In this form, you gain the movement modes, speed, and s
pecial senses of your familiar but cannot make attacks.
You reach into the Feywild, drawing forth a torrent of the plane’s inherent arcane energy to fuel your spells.
Daily Arcane
Free Action Personal
Trigger: You miss with an arcane attack
Effect: Reroll the missed attack roll and use the second result.
Special: If you are an
eladrin, you gain a +2 bonus to the reroll.
Assuming a watery form lets your target slither through the enemy ranks to get into position to make a attack or to escape.
Encounter Arcane
Move Action Close burst 5
Target: You or one ally in the burst
Effect: The target can use a free acti
on to shift up to a number of squares equal to your Intelligence modifier. The target can shift through enemy spaces.
A wall of gusting wind slows movement and deflects missiles.
Daily Arcane, Conjuration
Minor Action Area wall 8 within 10 squares
Effect: You conjure a wall of wind that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn in the wall or adjacent to it is pushed 1d4 squares away from it. Moving through a square of the wall costs 2 extra squares of movement. In addition, a creature has superior cover against any ranged weapon attack that passes through the wall.
Sustain Minor: The wall persists until the end of your next turn.
A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion.
Daily Arcane, Illusion, Implement
Standard Action Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Min
or: You can sustain this power until the end of the encounter.
You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage.
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal
to 5 + your Intelligence modifier.
You turn yourself into a small, harmless animal. This form is not terribly useful in a fight, but it might help you avoid one.
Daily Arcane, Polymorph
Standard Action Personal
Effect: You assume the form of a Tiny natural beast until the end of your next turn. While in this form, you cannot attack, but you have the senses of your chosen form and gain its movement modes. If your chosen form has the aquatic keyword, you also gain it while in this form. You can return to your normal form as a minor action. If you are flying when you return to your normal form, you descend to the ground without taking falling damage. Observers can tell that you’re a supernatural version of your animal form by making a successful Insight check against a DC equal to 15 + one-half your
level.
Sustain Minor: Your animal form persists until the end of your next turn.
Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.
Daily Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears, and the bonus granted by this power decreases by 2. When the bon
us reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
You vanish in a sudden flare of flame, only to rise from the ashes elsewhere.
Encounter Arcane
Free Action Personal
Trigger: You take fire damage
Effect: Reduce the triggering fire damage to 0 and remove yourself from play until the start of your next turn. When you return to play, you reappea
r in any space within 10 squares of the square you left and within line of sight to that square.
A sudden shield of arcane energy blocks an attack and pushes the enemy away.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by a melee attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee
attack against you while this effect lasts, you can push it 1 square after the attack resolves.
You make yourself or another creature in range resistant to a particular kind of damage.
Daily Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The target gains resistance to that damage type until the end of the encounter. The resistance equals your level + your Intelligenc
e modifier.
A hulking creature of rock appears before you. It strikes too slowly to possibly hit a living creature, but its mighty fists turn walls and doors into rubble.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium hammerfist crusher in an unoccupied square within range. The hammerfist crusher has a speed of 3. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the crusher the following special c
ommand.
Standard Action: Melee 1; targets one object; Intelligence vs. Reflex; 5d6 + Intelligence modifier damage.
Your eyes glow with arcane light, letting nothing escape your sight.
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain darkvision, and you can see invisible creatures and objects wthi
n 10 squares of you that are within your line of sight. You also gain a +5 power bonus to Insight checks and Perception checks.
You vault the distance between one shadow and another.
Encounter Arcane, Shadow, Teleportation
Minor Action Personal
Requirement: You must be in a square of dim light or darkness.
Effect: You teleport up to 10 squares to a square of dim light or darkness.
You don’t need to see the destination space to teleport, but if you can’t occupy that space, the teleportation is negated.
Darkness billows where you gesture, forming an opaque curtain.
Daily Arcane, Nethermancy, Shadow, Zone
Standard Action Area wall 8 within 10 squares
Effect: The wall creates a zone that lasts until the end of your next turn. The zone can be up to 4 squares high. The zone is heavily obscured, and squares adjacent to it are lightly obscured. The zone is difficult terrain, and creatures (except you) are blinded while they are entirely in the zone.
Sustain Minor: The zone persists until the e
nd of your next turn.
As you utter the command word, the vegetation at your feet writhes like snakes, twisting into a high wall of black thorns that snag those who try to pass through it.
Daily Arcane, Transmutation, Zone
Standard Action Area wall 3 within 10 squares
Effect: The wall creates a zone that lasts until the end of the encounter. The zone can be up to 4 squares high and must be on a solid surface. The zone can provide partial cover and blocks line of sight. The zone is difficult terrain, and when any enemy attempts to leave a square in the zone, the creature must succeed on a saving throw or be immobilized until the start of its next turn. Once per round as a minor action, you can expand or contract the zone by 2 squares in any direction.
Special: If the zone is created in an area of natural vegetation, the zone’s squares can be attacked, and it doesn’t vanish at the end of the encounter, instead remaining until destroyed. Each square of the zone has 25 hit points and vulnerable 10 fire and can be hit automatically by any attack, but it is immune to forc
ed movement, all conditions, and attacks that target Will.
You look at the world with the eyes of the Witch of Fates, then pull the strands that allow you to steal victory from defeat.
Daily Arcane
Free Action Personal
Trigger: You use an arcane attack power and miss with at least two of that power’s attack rolls
Effect: You reroll the attack rolls that missed their targets and use the new results.