You create a pair of arcane darts and send them speeding toward your enemy. No amount of armor or arcane defenses can protect it.
Encounter
Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature, or two creatures that are adjacent to each other
Effect: Each target takes force damage equal to 10 + your Intelligence modifier + your implement’s enhancement bonus.
Your retributive strike more than teaches the enemy not to harm you, it compels it.
Encounter
Arcane, Charm, Enchantment, Implement, Psychic
Immediate Reaction Ranged 10
Trigger: An enemy hits you or an ally
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target cannot attack the creature it targeted with the triggering attack until the end of your next turn.
Active Familiar: Until the end of your next turn, the target cannot attack your familiar and takes a -2 penalty to attack rolls against creatures adjacent to your familiar.
A blazing wind swirls through your foes, carrying with it the screams of the damned.
Encounter
Arcane, Fire, Implement, Necromancy, Necrotic, Shadow, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier fire and necrotic damage, and you can slide the target 1 square.
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire and necrotic damage. A creature can take this damage only once per turn.
A black mote appears in your enemies’ midst and explodes outward, projecting a wave of shadow to fog your foes’ senses.
Encounter
Arcane, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the origin square of the burst, the target is also blinded until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured to your enemies.
The ground creaks and moans, and a creature of rock and earth emerges to smash your foes.
Encounte
r Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage, and you slide the target 3 squares. You conjure a Medium earth brute in a square adjacent to the target after this movement. The earth brute occupies 1 square and lasts until the end of your next turn.
Whenever a creature starts its turn in or willingly enters a square adjacent to the earth brute, that creature takes 5 damage, and the earth brute pushes it 1 square.
A burst of force erupts around your enemies, knocking them off balance and impeding their movement.
Encount
er Arcane, Evocation, Force, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. Until the end of your next turn, the target is slowed and can’t teleport, and it provokes opportunity attacks when it shifts.
Wand of Accuracy: On a miss, you deal force damage to the target equal to your Intelligence modifier.
You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.
Encoun
ter Arcane, Cold, Evocation, Fire, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that starts its turn in the zone takes 5 cold and fire damage.
Your magic clouds your foe’s mind, leaving it too disoriented to move or attack effectively.
Encou
nter Arcane, Charm, Enchantment
Standard Action Ranged 5
Target: One creature
Effect: The target is restrained until the end of your next turn.
You produce a lifelike illusion of a warrior that attacks your enemies and aids your allies.
Enco
unter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Effect: You bring forth a Medium illusory warrior in an unoccupied square within range, and the warrior makes the following melee attack. Enemies cannot enter the illusory warrior’s space, but allies can, and the illusory warrior is considered an ally for the purpose of flanking. The illusory warrior lasts until the end of your next turn,
Target: One creature adjacent to the warrior
Attack: Intelligence vs. Reflex
Hit: 4d8 + Intelligence modifier damage.
You become a great shadow made manifest, a thing of nightmare that causes your enemies to cower before you.
Enc
ounter Arcane, Fear, Implement, Necrotic, Nethermancy, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 2d8 + 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 5 + your Wisdom modifier.
Special: All damage from this attack and its effect ignores the first 10 points of necrotic resistance.
The bright light of the full moon erupts from within you, leaving thousands of glittering motes of faint light lingering nearby.
En
counter Arcane, Charm, Enchantment, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + 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 + one-half your level.
You command your foes to remain still, holding them in place.
E
ncounter Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will. You gain a +4 power bonus to the attack roll if you target only one creature.
Hit: 2d6 + Intelligence modifier psychic 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.
Illusory barriers surround your foe, causing it phantom pain when it attacks you and your allies.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage. The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack’s intended targets. The target’s resistances and immunities do not apply against that attack.
Miss: The next time the target makes an attack before the end of its next turn, that attack automatically deals half damage to the target, in addition to whatever damage is dealt to the attack’s intended targets. The target’s resistances and immunities do not apply to this damage.
A shroud of roiling shadows coalesces around your orb. Your enemies see a globe of utter blackness flare out to engulf them.
Encounter Arcane, Illusion, Implement, Necrotic, Zone
Standard Action Area burst 1 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic damage.
Effect: The burst creates a zone of illusory darkness that lasts until the end of your next turn. All creatures are blinded while they are within the zone.
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 zone expands to a burst 3 and doesn’t affect you or your allies.
You lob a fist-sized orb of pulsating white light among your enemies, blasting them with rays of multicolored light
.
Encounter Arcane, Evocation, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Miss: Until the end of the target’s next turn, creatures have partial concealment against the target.
A thunderous pulse of concussive energy rolls from your hand, throwing your enemies bac
k.
Encounter Arcane, Evocation, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you push the target up to 4 squares.
Miss: You push the target up to 4 squares.
You unleash a deadly pulse of lightning that seeks out enemies wherever you direct
it.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Area wall 6 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier lightning damage.
Miss: Half damage.
A wave of fire streaks outward along the ground from your hand, rising up to consume what enemies you ch
ose.
Encounter Arcane, Fire, Implement
Standard Action Close blast 2
Primary Target: One creature in the blast
Primary Attack: Intelligence vs. Reflex. This attack ignores cover and superior cover.
Hit: 2d6 + Intelligence modifier fire damage.
Effect: Make a secondary attack using the primary target as the origin square.
Secondary Target: One creature in the blast not the primary target
Secondary Attack: Intelligence vs. Reflex. This attack ignores cover and superior cover.
Hit: 2d6 + Intelligence modifier fire damage.
Effect: Make a tertiary attack using the secondary target as the origin square.
Tertiary Target: One creature in the blast not the primary or secondary target
Tertiary Attack: Intelligence vs. Reflex. This attack ignores cover and superior cover.
Hit: 2d6 + Intelligence modifier fire damage.
A coruscating globe of lightning flashes forth and flies about, lashing out with tendrils of ele
ctricity.
Daily Arcane, Conjuration, Evocation, Implement, Lightning
Standard Action Ranged 10
Effect: You conjure a Medium ball of lightning that occupies 1 square within range, and the ball makes the following attack, which is a close burst 1. Each creature that starts its turn adjacent to the ball is slowed until the end of your next turn. Once per round, as a minor action, you can have the ball repeat its attack. As a move action, you can move the ball up to 10 squares. It can fly and hover. The ball lasts until the end of the encounter or until you dismiss it with a free action.
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier lightning damage.
Two hands of glowing golden force materialize, grab a couple of your foes, and slam them
together.
Daily Arcane, Conjuration, Evocation, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot-tall hands of force, each in a different unoccupied square within range. The hands occupy their squares, and they last until the end of your next turn.
When the hands appear, you make the following attack with each hand. While a hand persists, you can use a move action to move the hand to a square adjacent to a creature within range and command the hand to attack that creature. In addition, if each hand has a creature grabbed during your turn and the creatures are within 5 squares of each other, you can use a standard action to slam the hands together, pulling each of the creatures 2 squares to squares adjacent to each other, and those creatures each take 2d10 + Intelligence modifier force damage. Each hand then returns to its original square, pulling its grabbed creature with it.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. The hand uses your Fortitude or Reflex if the target attempts to escape.
Sustain Minor: The hands persist until the end of your next turn.
You emit a wave of supernatural cold that freezes your enemie
s in place.
Daily Arcane, Cold, Evocation, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
As a wisp of black smoke, you enter your enemy’s mind and control it with sinist
er whispers.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dominated (save ends). Until the domination ends, you are removed from play. You can end the domination at the start of your turn. When you return to play, you appear in an unoccupied space within 5 squares of the target.
Miss: Half damage, and you are removed from play until the start of your next turn. When you return to play, you appear in an unoccupied space within 5 squares of the target.
A freezing blast spirals out from your outst
retched hand.
Daily Arcane, Cold, Evocation, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier cold damage.
Effect: The target is immobilized and takes ongoing 5 cold damage (save ends both).
Special: If this power reduces an enemy to 0 hit points, that enemy is petrified instead of being killed. You can end the petrification as a minor action.
Crackling black energy leaps from your fingertip to leach life fr
om a creature.
Daily Arcane, Implement, Necrotic, Nethermancy, Shadow
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude. If the target is bloodied, you have combat advantage for this attack.
Hit: 3d8 + Intelligence modifier necrotic damage. In addition, the target is slowed, is weakened, and takes a -1 penalty to attack rolls, all defenses, skill checks, and ability checks (save ends all).
Each Failed Saving Throw: The penalty worsens by 1 (maximum -4 penalty).
Miss: Half damage, and the target is weakened until the end of your next turn.
Effect: You gain temporary hit points equal to your healing surge value.
You call forth a thick, ominous fog. As it descends upon your foes, sounds of gnashing fangs and snapping claws echo from it. Something lurks within. Some
thing horrible.
Daily Arcane, Fear, Implement, Nethermancy, Psychic, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The primary target is immobilized (save ends).
Miss: The primary target is slowed (save ends).
Effect: The burst creates a zone of thick fog that blocks line of sight until the end of your next turn. You can use the Evard's Dreadful Mist Attack power, using a square within the zone as the origin square.
Sustain Minor: The zone persists.
You call forth a thick, ominous fog. As it descends upon your foes, sounds of gnashing fangs and snapping claws echo from it. Something lurks within. S
omething horrible.
Daily Arcane, Fear, Implement, Nethermancy, Psychic, Zone
Opportunity Action Close burst 1
Requirement: The Evard's Dreadful Mist power must be active to use this power.
Trigger: An enemy enters the zone or starts its turn there
Target: The triggering enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier psychic damage.
Elemental fire flows out from a single point to form into a slithering serpent that coils about your enemies and crushes them in i
ts fiery embrace.
Daily Arcane, Evocation, Fire, Implement
Standard Action Area wall 8 within 10 squares
Target: Each creature in the wall
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target is restrained and takes ongoing 10 fire damage (save ends both).
Miss: Half damage, and ongoing 5 fire damage (save ends).
When you complete the spell, your foe resigns itself to the chill of death, leaving hole
s in its defenses.
Daily Arcane, Cold, Implement, Necromancy, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 4d10 + Intelligence modifier cold and necrotic damage.
Miss: Half damage.
Effect: The target gains vulnerable 5 to all damage (save ends).
The world appears to spin around your enemies, sending them careening
in all directions.
Daily Arcane, Illusion, Implement, Psychic, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage, and you slide the target up to 4 squares.
Miss: Half damage, and you slide the target up to 2 squares.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 5 psychic damage, and you can slide that enemy up to 4 squares as a free action.
You trap your enemy in a transparent, immobile globe of
impenetrable force.
Daily Arcane, Conjuration, Evocation, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex. If you target yourself or a willing ally, you automatically hit.
Hit: You conjure a sphere of force that encompasses the target’s space until the end of your next turn. While in the sphere, the target is immobilized and cannot attack anything outside its space. Creatures outside the sphere cannot attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere can be attacked. It has 100 hit points, and attacks against it hit automatically.
Sustain Minor: The sphere persists until the end of your next turn.
Miss: The target is immobilized (save ends).
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes i
n unpredictable ways.
Daily Arcane, Evocation, Fire, Implement, Poison
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude, Reflex, and Will. You make a single attack roll and use it against each defense.
Hit (Fortitude): Ongoing 10 poison damage (save ends).
Hit (Reflex): 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): The target is dazed (save ends).
Your arms become twin serpents of pure flame with which y
ou harry your enemies.
Daily Arcane, Fire, Implement, Polymorph, Transmutation
Standard Action Melee 2
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage, and you slide the target 1 square.
Effect: You transform your arms into fiery serpents until the end of your next turn. While this effect lasts, you can use the Serpents of Flame Attack power.
Sustain Minor: The effect persists until the end of your next turn.
Sustain Standard: The effect persists until the end of your next turn and you can repeat this power’s attacks.
Daily Arcane, Fire, Implement, Polymorph, Transmutation
Opportunity Action Melee 2
Requirement: The power Serpents of Flame must be active in order to use this power.
Trigger: An enemy leaves a square within 2 squares of you without shifting
Secondary Target: The triggering enemy
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage, and you can slide the target 1 square.
You blast your foes with the same arcane energy you use to pass between worlds, shunting them into the
Feywild and back again.
Daily Arcane, Implement, Psychic, Teleportation
Standard Action Close burst 2
Target: All enemies within the area of the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier psychic damage, and you teleport the target 5 squares. The destination must be on solid ground.
Miss: Half damage.
As you whisper a slow chant, your foes suddenly stumble and sink to the gro
und in a magical slumber.
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 dazed and slowed (save ends both).
First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
Miss: The target is slowed (save ends).
First Failed Saving Throw: The target instead falls unconscious (save ends).
You reach out and crush your foes’ animating spirits, manipulating the
ir limbs like a puppeteer.
Daily Arcane, Charm, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). If the target is undead, it takes no damage, and it is dominated instead of immobilized (save ends).
Miss: Half damage.
You clench your fists as you call on the earth to obey you. The ground buckles amid your foes, creat
ing a mass of jagged rocks.
Daily Arcane, Evocation, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of jagged stone that lasts until the end of your next turn. Each creature that moves into the zone or within it without shifting or crawling takes 2d6 damage and is knocked prone. A creature can take this damage only once per turn.
Sustain Minor: The zone persists.
A blast of wind rushes over the battlefield as a dozen gleaming chains soar from your outstretched hand and wrap themselves into a humanoid fo
rm that lashes your enemies.
Daily Arcane, Implement, Summoning
Minor Action Ranged 20
Effect: You summon a Large creature made of chains in an unoccupied 2-square-by-2-square space within range. The chainbearer has reach 2 and a speed of 6. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the chainbearer the following special commands.
Standard Action: Melee 2; targets one creature; Intelligence vs. Fortitude; 1d10 + Intelligence modifier damage, and you slide the target 2 squares.
Opportunity Attack: Melee 2; targets one creature; Intelligence vs. Fortitude; 1d10 + Intelligence modifier damage, and you slide the target 2 squares. The chainbearer has threatening reach, allowing it to make opportunity attacks against targets within its reach of 2 squares.
A relentless killer emerges from the Elemental Chaos to stalk your
foe and strangle it to death.
Daily Arcane, Summoning
Minor Action Ranged 5
Effect: You summon an invisible stalker in an unoccupied space within range. The creature is an ally to you and your allies.
The invisible stalker lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature’s description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
A hulking elemental of stone and living thunder answers your summons with a sound akin to crack
ing rock and rumbling thunder.
Daily Arcane, Implement, Summoning, Thunder
Minor Action Ranged 10
Effect: You summon a Medium stormstone fury in an unoccupied space within range. The stormstone fury has speed 6 and resist 10 thunder. You can give the stormstone fury the following special commands.
Standard Action: Area burst 2 within 10; targets each creature in the burst; Intelligence vs. Reflex; 1d12 + Intelligence modifier thunder damage. A target in the origin square of the burst takes 2d8 extra damage if hit.
Intrinsic Nature: If you haven’t given the stormstone fury any commands by the end of your turn, it makes its attack targeting as many creatures as possible. In addition, you take 5 thunder damage and fall prone.
Symbiosis: While the summoned stormstone fury is present, you deal 2d6 extra thunder damage with area attacks, and each creature in the origin square of your area attacks takes 2d6 thunder damage if you miss.
A foul smelling, feathered demon screeches into being, wicked talons flexing in
anticipation of tearing flesh.
Daily Arcane, Implement, Poison, Summoning
Minor Action Ranged 10
Effect: You summon a Large vrock in an unoccupied space within range. The vrock has speed 6 and fly 8. You can give the vrock the following special command.
Standard Action: The vrock moves its fly speed and makes the following attack at one point during the movement; melee 2; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier damage. The vrock does not provoke opportunity attacks for this movement from the target of its attack.
Intrinsic Nature: If you haven’t given the vrock any commands by the end of your turn, it makes its attack against the nearest creature. If it can’t reach any targets, it moves its speed toward the nearest creature. In addition, you take10 poison damage and you lose your minor action on your next turn.
Symbiosis: While the summoned vrock is present, you do not provoke opportunity attacks for moving through threatened squares, and you deal 2d6 extra poison damage with attacks that stun or daze targets.
Your enemies stagger and flail their arms as the world seem
s to spin furiously around them.
Daily 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 affected by vertigo (save ends). While affected by vertigo, the target can’t stand up from prone, and if it moves, the target must move at least 4 squares or it falls prone at the end of its movement.
Aftereffect: The target is affected by a lesser form of vertigo (save ends). While affected, the target can’t stand up from prone, and if it moves, the target must move at least 2 squares or it falls prone at the end of its movement.
Miss: Until the end of your next turn, the target can’t stand up from prone, and if it moves, the target must move at least 2 squares or it falls prone at the end of its movement.
Effect: Until the end of the encounter, the target provokes opportunity attacks when it shifts.
You release upon another the might of an unknown wizard who unleashed a spell that removed him, his name, and h
is enemies from the flow of time.
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier damage, and the target vanishes (save ends). While vanished, the target takes 5 damage at the start of its turn, occupies no space, can take no actions, has neither line of sight nor line of effect to anything, and nothing has line of sight or line of effect to it. When the target saves, it reappears in its original space or the nearest unoccupied space.
Miss: Half damage and you slow the target (save ends).
Vestige Pact: You gain access to the vestige of the Unknown Arcanist.
Unknown Arcanist Pact Boon: You teleport one creature affected by your Warlock’s Curse 3 squares as a free action.
Eyes of the Vestige Augment: Your eyes of the vestige target is slowed until the end of your next turn.
The orb of acid you hurl against your opponent burns your target severely and sp
lashes out to catch anyone nearby.
Daily Acid, Arcane, Evocation, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier acid damage, and the target grants combat advantage and takes ongoing 10 acid damage (save ends both).
Miss: Half damage, and the target grants combat advantage until the end of your next turn.
Effect: Each creature adjacent to the target grants combat advantage until the end of your next turn and takes acid damage equal to your Intelligence modifier.
A wall of glittering,
jagged ice appears at your command.
Daily Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a solid wall of ice in unoccupied squares. The wall can be up to 6 squares high, and it lasts for 1 hour or until it is destroyed.
Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
The squares of the wall can be attacked. Each square has your defenses, and each has 50 hit points as well as vulnerable 25 fire. Any creature that makes a melee attack against the wall takes 2d6 cold damage.
You alter your features until you be
come a stranger to all who know you.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance of any humanoid of your size category. You retain your game statistics in your new form. Your clothing and other equipment are unchanged. To impersonate a specific individual, you must have seen that individual.Your new form lasts until you use this power again or until you end it as a minor action.
Any creature can discern that your form is a disguise by making an Insight check opposed by your Bluff check. You gain a +5 power bonus to your check.
Tendrils of wispy energy surround your foe, assessing and stealing away some essential
aspect of its being for your own use.
Daily Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: Choose an enemy you can see. The target gains one of the following benefits until the end of the encounter.
Movement: If the enemy has a climb speed, a fly speed, or a swim speed, the target gains that movement mode and speed.
Resist: If the enemy has resistance or immunity to a damage type, the target gains resist 10 to the same damage type.
Senses: If the enemy has low-light vision, darkvision, blindsight, or tremorsense, the ally gains that sense.
If the enemy has more than one option in one of these categories, you learn all the choices and choose one when you use this power.
As your foes close in for the kill, you buy time for escape with a cu
nningly crafted duplicate of yourself.
Daily Arcane, Illusion, Teleportation
Minor Action Personal
Effect: You become invisible and teleport 6 squares. You leave behind an illusory image of yourself in the space you occupied. The illusion stands in place, takes no actions, and uses your defenses if it is attacked. It lasts until the end of the encounter or until it is touched or hit by an attack. Your invisibility lasts until the end of your next turn or until you make an attack roll.
A creature can recognize the illusion by making a successful Insight check (DC 15 + one-half your level + your Intelligence modifier).
Your body and equipment dissolve into a misty cloud. While in this
form, you can move through any opening.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You assume a cloudy form until the end of the encounter or you use a minor action to dismiss it. While in this form, you are insubstantial, you have a fly speed of 6 (hover), and you gain a +5 power bonus to Stealth checks. In addition, you cannot attack and you cannot use any of your equipment. You can move through small holes or narrow openings large enough to permit smoke or air.
You gather darkness and fling it at an ally in need. Once the shadows have done their job, t
hey leap again to hide another ally.
Encounter Arcane, Nethermancy, Shadow
Immediate Interrupt Ranged 10
Trigger: You or an ally within 10 squares of you is hit by a melee or a ranged attack.
Target: The character who was hit
Effect: The target gains partial concealment until the end of his or her next turn.
Aftereffect: One ally within 5 squares of the target gains partial concealment until the end of his or her next turn.
You and your ally
teleport into each other’s locations.
Encounter Arcane, Teleportation
Move Action Close burst 10
Target: You and one ally in the burst
Effect: Each target teleports, swapping positions.
You make yourself or an ally seem to be standing somew
here else, avoiding an enemy’s attack.
Encounter Arcane, Illusion
Immediate Interrupt Ranged 5
Trigger: A ranged or a melee attack hits you or an ally within 5 squares of you
Effect: The attacker must reroll the attack roll and use the new result.
You summon flashing wreaths of fire to buffer your allies from heat and cold, and woe to the careless ene
my who tries to pierce that protection.
Encounter Arcane, Fire
Minor Action Close burst 5
Target: You and one or two allies in the burst
Effect: The target gains resist 10 cold and resist 10 fire until the end of your next turn. Whenever a creature makes a melee attack against the target, the attacker takes 15 fire damage. No creature can take this damage more than once per turn.
You leap into th
e air and are borne aloft on wings of magic.
Daily Arcane
Standard Action Personal
Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.
Sustain Minor: The fly speed persists until the end of your next turn.
With a wave of your hand, you or another cr
eature nearby fades away, becoming invisible.
Daily Arcane, Illusion
Standard Action Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Minor: If the target is in range, the invisibility persists until the end of your next turn.
You partially transform your body into that of a swift horse, a monstrous spider,
a scaly lizard, or an even stranger creature.
Daily Arcane, Polymorph, Transmutation
Minor Action Personal
Effect: Until the end of the encounter, you transform your body from the waist down into the body of a creature with more than two legs, such as a horse, a lizard, or a giant spider. While in this form, you retain your equipment and gain +4 power bonus to speed. When you move willingly, you can choose one adjacent ally, and for each square you move you can pull that ally 1 square. Your size category also increases by one (from Medium to Large, for instance); however, your weapons do not grow, and when you use a close power, you must choose a single square in your space as its origin square. You can end this form as a minor action.
With a gesture, you enable you and your al
lies to take on a nearly impenetrable disguise.
Daily Arcane, Illusion
Minor Action Close burst 10
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target assumes the appearance of a humanoid creature of his or her size, even the appearance of a specific individual you have seen. You can choose a different disguise for each target. A creature can perceive a target’s true form by succeeding on an Insight check (DC 15 + one-half your level + your Intelligence modifier).
Standard Action: You can modify this illusion to cause any number of the targets to assume the appearance of a different humanoid creature.
You whisper an arcane phr
ase and transform your body into a mere phantom.
Daily Arcane, Polymorph
Minor Action Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.
You catch a bit of vitality from a
dying creature and twist it to your own purposes.
Daily Arcane, Healing, Necromancy, Shadow
Free Action Close burst 5
Trigger: You reduce a living enemy to 0 hit points with necrotic damage.
Target: You or one ally in the burst
Effect: The target regains hit points equal to your level and can make a saving throw against one effect that a save can end.
A silver light flashes and an unseen pulse ripples
through the air. Your foes aren’t going anywhere.
Daily Arcane, Zone
Standard Action Area burst 3 within 20 squares
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot teleport, use teleportation powers, or benefit from phasing. Further, within the zone, magic portals fail to function and creatures cannot access other planes or extradimensional spaces.
Sustain Minor: The zone persists.
Your surroundings shimmer and change. What was
once a squalid cave is now an opulent throne room.
Daily Arcane, Illusion
Minor Action Close burst 5
Effect: Until the end of the encounter, you mask the terrain around you, changing the appearance of all unattended objects and terrain features. The objects are still visible, but you disguise their true nature, making them look, smell, sound, and sometimes even feel like something else. For example, you could make a pool of lava look like a plush carpet, or make a pile of coins look and feel like mud. If an object is removed from the area, this effect ends for that object.
A creature can see through your deception by succeeding on an Insight check (DC 20 + one-half your level + your Intelligence modifier). A creature automatically sees through the illusion if it takes damage from a disguised object or disguised terrain (such as walking on an illusory carpet that is actually lava).
With an arcane word and a sprinkle of diamond dust, you imb
ue yourself or an ally with skin as hard as granite.
Daily Arcane, Transmutation
Standard Action Melee touch
Target: You or one ally
Effect: The target gains resist 10 to all damage until the end of the encounter.
A great bird of prey with gleaming white feathers appears from
a planar portal and whisks you or an ally to safety.
Daily Arcane, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium diamond falcon in an unoccupied square within range. The falcon has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the diamond falcon the following special command.
Move Action: The diamond falcon can carry you or one Medium or smaller ally that is adjacent to it when the falcon begins its move. The carried creature moves with the falcon and occupies its space; if the falcon provokes opportunity attacks, the attacker can target either the falcon or the carried creature. At the end of the falcon’s move, the carried creature can either remain in the falcon’s space (continuing to be carried) or land in a square adjacent to the falcon. A carried creature grants combat advantage and takes a –5 penalty to attack rolls.
With a cry to your mighty patron, you alter t
he course of fate, turning the tables on your enemies.
Daily Arcane, Aura
Minor Action Personal
Effect: You activate an aura 3 that lasts until you end it as a minor action or until you fall unconscious. Any ally who fails a skill check in the aura gains a +2 bonus the next time he or she makes the same kind of skill check, and any ally who fails a saving throw in the aura gains a +2 power bonus to his or her next saving throw. Any enemy in the aura that hits you or an ally in the aura grants combat advantage until the end of its next turn.
Arcane magic infuses your demands, forcing the creature th
at cowers before you to answer them without hesitation.
Daily Arcane
Minor Action Ranged 2
Target: One creature that is not involved in combat and that is lower level than you
Effect: You ask the creature one question, and it must answer truthfully.
Your foe shouts in triumph as it suddenly turns against its allies. Your magic twists its sight and
mind, causing it to see enemies where allies stand.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Slide the target a number of squares equal to its speed. It is immobilized until the end of your next turn. In addition, until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement’s enhancement bonus. Each time it hits with this attack, you can slide the target 2 squares.
Your shadow separates from you and flits across the ground to throttle your
enemy with spindly talons made of freezing darkness.
Encounter Arcane, Cold, Conjuration, Implement, Necrotic, Nethermancy
Standard Action Ranged 20
Target: One creature
Effect: You conjure your shadow in an unoccupied square adjacent to the target. The shadow lasts until the end of your next turn or until the target is not adjacent to it. The shadow then makes the following attack against the target.
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier cold and necrotic damage, and the target is immobilized until the end of your next turn.
Miss: Half damage, the target is slowed until the end of your next turn, and you cannot sustain the shadow.
Sustain Standard: The shadow persists until the end of your next turn or until the target is not adjacent to it, and the shadow repeats the attack against the target.
You cause several foes to burst into 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: 5d6 + Intelligence modifier fire damage.
Miss: Half damage.
You clench your fist, crushi
ng your enemies within a huge, invisible grip of force.
Encounter Arcane, Evocation, Force, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. Each square of movement that includes one or more squares of the zone costs 4 extra squares of movement.
Snapping blue arcs of lightning
erupt from the ground, leaping from one foe to another.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage, and you slide the target 1 square. If, after this movement, the target is within 2 squares of an enemy that has not yet been attacked by this use of this power, make the following secondary attack against that enemy using the primary target as the origin square of the burst.
Snapping blue arcs of lightn
ing erupt from the ground, leaping from one foe to another.
Encounter Arcane, Implement, Lightning
Free Action Area burst 2
Requirement: You have hit an enemy with the Dancing Bolts power this round.
Target: One enemy that has not yet been attacked by a Dancing Bolts attack and is within 2 squares of an enemy that has been hit by the Dancing Bolt power.
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage, and you slide the target 1 square. If, after this movement, the target is within 2 squares of an enemy that has not yet been attacked by this use of this power, make a Dancing Bolts tertiary attack against that enemy using the secondary target as the origin square of the burst.
You unleash shifting streams of fir
e that burn down your foes while leaving allies untouched.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier fire damage.
Miss: Half damage.
Silvery missiles spring from your fingertips and streak across the b
attlefield, striking your enemies with a staggering impact.
Encounter Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Targets: One, two, or three creatures
Attack: Intelligence vs. Reflex. You gain a +4 power bonus to the attack roll if you target only one creature.
Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.
Y
ou create a powerful storm of desert winds and red-hot sand.
Encounter Arcane, Evocation, Fire, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: The burst creates a zone of red-hot swirling sand that lasts until the end of your next turn. All creatures are blinded while they are within the zone, and the area is lightly obscured. Each creature that enters the zone takes 1d10 + your Intelligence modifier fire damage. A creature can take this damage only once per turn.
You speak a ringing
word of doleful power, enmeshing your foes in spectral bonds.
Encounter Arcane, Evocation, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. Until the end of your next turn, the target is slowed, and it provokes opportunity attacks when it shifts.
You gather shadow into a monstrous horror that obs
cures you and bites at the minds of any creature within reach.
Encounter Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage.
Effect: Until the end of your next turn, you are invisible, and any creature that ends its turn adjacent to you takes psychic damage equal to 5 + your Intelligence modifier.
You target an enemy wi
th a freezing ray that briefly traps him in an icy sarcophagus.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier cold damage. Until the end of your next turn, the target is stunned and outside line of effect for all attacks.
Miss: The target is slowed until the end of your next turn.
Your foes suddenly stop dead in their tracks, howling
in frustration as they lurch forward to attack their own allies.
Encounter Arcane, Charm, Enchantment
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.
Your will is as strong as the chilling wind that come
s at your call, grasping your enemies and tossing them like toys.
Encounter Arcane, Cold, Evocation, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and you push the target up to 5 squares and knock it prone.
Miss: Half damage, and you can push the target 1 square.
Your enemy is assailed by an imaginary monster
ripped from its nightmares, frightening it into a catatonic state.
Encounter Arcane, Fear, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is stunned until the end of your next turn. While the target is stunned by this power, you gain a +4 power bonus to damage rolls against it.
Miss: The target is dazed until the end of your next turn.
You conjure a massive boulder from the Elemental Chaos that
smashes through your enemies’ ranks, then shatters and dissipates.
Encounter Arcane, Conjuration, Evocation, Implement
Standard Action Ranged 20
Effect: You conjure a Medium boulder that appears in 1 square within range, and you move it 5 squares. At the end of this movement, the boulder disappears. While it moves, you can use the Shard of the Endless Avalanche Attack power.
Special: The boulder can attack any single creature only once, even if it enters that creature’s space multiple times.
You conjure a massive boulder from the Elemental Chaos t
hat smashes through your enemies’ ranks, then shatters and dissipates.
Encounter Arcane, Conjuration, Implement
Free Action Melee 1
Requirement: The Shard of the Endless Avalanche power must be active to use this power.
Trigger: The boulder enters a creature’s space
Target: The creature whose space was entered
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier damage, and you slide the target 2 squares.
A chiming sound pr
esages a ring of black, roiling flames that leaves death in its wake.
Encounter Arcane, Fire, Implement, Necromancy, Necrotic, Shadow
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier fire and necrotic damage. If the creature is undead, it takes no damage. It is instead dominated until the end of your next turn.
Effect: Each target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn.
You translate your enemy’s physical
form into a monstrous peal of thunder before it reincorporates nearby.
Encounter Arcane, Implement, Teleportation, Thunder, Transmutation
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage, and any creature within 2 squares of the target takes 10 thunder damage and falls prone. Then you teleport the target 5 squares.
Active Familiar: You can teleport the target up to 20 squares to a space within 3 squares of your familiar.
You release a blast of energy from your wand, and as that energy flows o
utward, it pulses briefly and brightly with a secondary surge of magic.
Encounter Arcane, Evocation, Implement
Standard Action Ranged 10
Requirement: You must be wielding a wand.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage, and you push the target 3 squares. If your wand has an unexpended magic item encounter power, you can use that power as a free action.
You throw out your hands and send a wave of caustic ac
id over your enemies. The acid continues to burn long after the wave passes.
Daily Acid, Arcane, Evocation, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Yellow-g
reen vapors emerge from the ground with a hiss, forming a thick, toxic cloud.
Daily Arcane, Evocation, Implement, Poison, Zone
Standard Action Area burst 5 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 10 + 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 3 squares.
Sustain Minor: The zone persists until the end of your next turn.
A brilliant line of ravening green energy bursts from your pointing finger. Wh
ere the emerald beam touches, flesh and bone disappear in a puff of gray dust.
Daily Arcane, Evocation, Implement
Standard Action Ranged 10
Target: One creature or object
Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power.
Hit: 4d10 + Intelligence modifier damage, and ongoing 10 damage (save ends).
Aftereffect: Ongoing 5 damage (save ends).
Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).
A maw of m
oaning grave dirt appears around your foe and slams shut with echoing finality.
Daily Arcane, Implement, Necromancy, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the target takes ongoing 10 necrotic damage and is stunned (save ends both). Other creatures cannot gain line of sight or line of effect to the target while it is stunned.
Miss: Half damage, and the target takes ongoing 10 necrotic damage (save ends).
With incantations of imprisonment, you trap your foe
in writhing black runes that seem almost alive, forcing it to obey your command.
Daily Arcane, Charm, Implement, Nethermancy, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is stunned (save ends).
Second Failed Saving Throw: The target is dominated (save ends).
Aftereffect: 2d6 + Intelligence modifier psychic damage, and the target is immobilized and dazed until the end of your next turn.
Miss: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Wriggling, ebon tentacles of ne
crotic energy erupt from the ground, grasping toward every creature within reach.
Daily Arcane, Implement, Necrotic, Nethermancy, Zone
Standard Action Area burst 3 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Whenever a creature enters the zone, you can use an opportunity action to make the attack against that creature.
Sustain Minor: The zone persists until the end of your next turn, and each creature within the zone takes 10 necrotic damage.
Few forces can match the awesome appetite of fire; you release it to feed.
Daily Arcane, Evocation, Fire, Implement, Zone
Standard Action Area burst 2 within 20
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target takes ongoing 10 fire damage (save ends).
Miss: Half damage and ongoing 5 fire damage (save ends).
Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. Creatures cannot make saving throws against ongoing fire damage while within the zone.
Sustain Minor: The zone persists until the end of your next turn.
Sustain Standard: The zone persists until the end of your next turn, and you make the following secondary attack.
Secondary Target: Each creature in zone
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage, and the target takes ongoing 5 fire damage (save ends).
With a word, you transform
your enemy’s body into a living doll made of glass, dry paper, or threadbare cloth.
Daily Arcane, Implement, Polymorph, Transmutation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage, and you transform the target’s physical form into glass, paper, cloth, or another fragile material (save ends). Until the transformation ends, the target is slowed and the target gains your choice of vulnerable 10 to all damage or vulnerable 15 fire.
Miss: Half damage, and the target gains vulnerable 5 to all damage (save ends).
Crimson droplets fly from the target as your spell pulls the moisture from its body. Flesh wi
thers, bones creak, and a dry whistle escapes from your opponent as its pain mounts.
Daily Arcane, Implement, Transmutation
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 9d4 + Intelligence modifier damage, and the target is slowed and weakened (save ends both). If the target has the aquatic or the water keyword, it takes 10 extra damage.
Miss: Half damage, and the target is slowed (save ends).
Stones, pebbles, and debris tumble awa
y from you in a tremendous flood of earth that sweeps through everything in its path.
Daily Arcane, Evocation, Implement, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier damage, and the target falls prone.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. The ground of the zone is difficult terrain. You can take a move action to push the zone and each creature in it up to 3 squares.
Sustain Minor: The zone persists until the end of your next turn, and each creature in the zone takes 5 damage.
When you utter the powerful command, your foes disappear in plume
s of smoke, to be replaced by frogs, mice, hermit crabs, or some other tiny creatures.
Daily Arcane, Implement, Polymorph, Transmutation
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: The target turns into a Tiny beast of your choice (save ends).
Aftereffect: The target takes 3d8 + your Intelligence modifier damage from the transformation.
Miss: The target turns into a Tiny beast of your choice 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.
A mas
sive barrage of arcane energy slams your foe to the ground and grinds it into the dirt.
Daily Arcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier force damage, and the target is knocked prone and affected by oppressive force (save ends). While affected by oppressive force, the target takes ongoing 10 force damage and can’t stand up from prone.
Miss: Half damage, and the target is knocked prone and affected by oppressive force (save ends). While affected by oppressive force, the target takes ongoing 5 force damage and can’t stand up from prone.
You invade your enemy’s mind to produce a bewildering array of illusions
: nightmares sprung to life, gaping rifts in the ground, and hissing, encircling snakes.
Daily Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target cannot use attack powers (save ends).
First Failed Saving Throw: The target is blinded (save ends).
Second Failed Saving Throw: The target is immobilized (save ends).
Miss: The target is blinded (save ends).
First Failed Saving Throw: The target is immobilized (save ends).
A spectral creature composed of numerous wispy black-feathe
red wings, all joined together at the pinions, attacks with gouts of shadowy noxious gas.
Daily Arcane, Implement, Necrotic, Poison, Summoning
Minor Action Ranged 20
Effect: You summon a Large angel wretch in an unoccupied space within range. The angel wretch has a fly speed of 8. It has a +4 bonus to AC and a +4 bonus to Fortitude. You can give the angel wretch the following special commands.
Standard Action: Close blast 3; targets each creature in the blast; Intelligence vs. Fortitude; the target takes ongoing 20 poison damage (save ends).
Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 2d8 + Intelligence modifier necrotic damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 2d8 + Intelligence modifier necrotic damage.
Your fingers claw open an inky portal and draw forth a
terror of solid darkness: a razor-toothed maw surrounded by dozens of whipping tentacles.
Daily Arcane, Implement, Summoning
Minor Action Ranged 20
Effect: You summon a Large black devourer in an unoccupied 2-square-by-2-square space within range. The black devourer has reach 2 and a speed of 5. It has a +4 bonus to AC and a +4 bonus to Will. You can give the black devourer the following special commands.
Standard Action: Melee 2; targets one creature; Intelligence vs. Reflex; 2d4 + Intelligence modifier damage, and the target is grabbed. The devourer gains a +4 bonus to attack rolls and damage rolls against a target it is already grabbing.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage, and the target is knocked prone.
An ancient incantation summons a benevolent, winged, snakelike couatl to your aid.
Daily Arcane, Implement, Lightning, Radiant, Summoning
Minor Action Ranged 10
Effect: You summon a Large couatl in an unoccupied space within range. The couatl has speed 6, fly 8 (hover), and is immune to being immobilized or restrained. You can give the couatl the following special command.
Standard Action: Ranged 20; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier lightning and radiant damage, or 3d10 + Intelligence modifier lightning and radiant damage against demons.
Intrinsic Nature: If you haven’t given the couatl any commands by the end of your turn, it shifts 1 square and attacks the nearest creature within range. In addition, you take 10 radiant damage and the couatl pushes you 2 squares.
Symbiosis: While the summoned couatl is present, if you take radiant damage from a creature other than the couatl you summoned, your attacks deal 2d6 extra radiant damage until the end of your next turn. Additionally, you make saving throws against immobilized and restrained conditions at the start of your turn as well as at the end of your turn.
You summon a durable elemental minion from a fiery region of the Elemental Chaos.
Daily Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large rockfire dreadnought in an unoccupied space within range. The rockfire dreadnought has speed 8, a +2 bonus to AC, and resist 10 fire. Any creature that enters a square adjacent to it or starts its turn there takes 10 fire damage. You can give the rockfire dreadnought the following special command.
Standard Action: Melee 2; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier fire damage.
Intrinsic Nature: If you haven’t given the rockfire dreadnought any commands by the end of your turn, it attacks the nearest enemy within its reach. If no enemies are within its reach, it attacks the nearest creature within reach of it. Otherwise it moves its speed toward the nearest enemy. In addition, you take 10 fire damage and take a -2 penalty to AC until the end of your next turn.
Symbiosis: While the summoned rockfire dreadnought is present, you gain a +2 power bonus to AC and each creature that hits you with a melee attack takes 5 fire damage.
Your foe st
ands dumbfounded as the world around it seems to swirl into a pleasant and mesmerizing scene.
Daily Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target is dazed until the end of its next turn.
With a shout, you tap deep
into your foes’ hearts and minds, forcing them to turn on each other with devastating results.
Daily Arcane, Charm, Enchantment, Fear, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage.