61
Powers Artificer Class Features Punishing Eye Artificer Attack 1 An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses. Daily Arcane, Conjuration, Implement, Psychic Standard Action Ranged 5 Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action. Level 1 Daily Spells Unbalancing Force Artificer Attack 1 You point your implement and blast a foe so that it reels from your ally’s attack. At-Will Arcane, Force, Implement Standard Action Target: One creature Ranged 5 Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier force damage. e next ally who hits the target before the end of your next turn also pushes the target 1 square. Increase damage to 2d8 + Intelligence modifier at 21st level. Level 1 At-Will Spells Healing Infusion: Shielding Elixir Artificer Feature You carefully prepare a formula that inoculates your target’s body against damage of a certain type. Encounter (Special) Arcane Minor Action Close Burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: e target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, lightning, necrotic, poison radiant, or thunder. e target can end the bonus as a free action to become immune to that damage type until the end of their next turn. Increase the resistance granted to 10 at 11th level and 15 at 21st level. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round. Ethereal Chill Artificer Attack 1 You align your spell with those you wove over your ally’s armor, causing them to radiate an unnatural cold. At-Will Arcane, Cold, Implement Standard Action Area Burst 1 Within 10 Squares Special: e burst must be centered on an ally. Target: One enemy in burst Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally on which you centered your burst takes cold damage equal to your Wisdom modifier. Increase damage to 2d8 + Intelligence modifier at 21st level. Level 1 Encounter Spells Drain Speed Artificer Attack 1 You bind the quickness of your enemy to the enchantments you placed on your ally, transferring speed from one to the other. Encounter Arcane, Implement, Necrotic Standard Action Target: One creature Attack: Intelligence vs. AC Ranged 10 Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. One ally within 5 squares of the target gains a +2 bonus to speed until the end of your next turn and 5 temporary hit points. Halo of orns Artificer Attack 1 You enchant your ammunition with poisoning magic, then transfer that enchantment onto one of your allies close to the target. Encounter Arcane, Poison, Weapon Standard Action Target: One creature Attack: Intelligence vs. AC Ranged Weapon Hit: 2[W] + Intelligence modifier poison damage. Until the end of your next turn, any creature that hits one ally within 5 squares of the target with a melee attack takes poison damage equal to your Wisdom modifier. Flameburst Armor Artificer Attack 1 You inscribe a fiery rune upon your ally’s armor or garments, then turn a fire spirit loose on the field of battle as you flare the rune periodically. Daily Arcane, Fire, Implement Minor Action Melee Touch Primary Target: You or one ally Effect: You infuse the target’s armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 fire. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you. Standard Action Close Burst 1 Special: e burst must be centered on the primary target. Secondary Target: Each enemy in burst Effect: e secondary target takes fire damage equal to 5 + your implement’s enhancement bonus and is marked by the primary target until the end of your next turn.

Dragon - Powers (Nov 2009)

Embed Size (px)

Citation preview

Page 1: Dragon - Powers (Nov 2009)

PowersArtificer

Class Features

Punishing Eye Artificer Attack 1An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses.

Daily • Arcane, Conjuration, Implement, PsychicStandard Action Ranged 5

Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.

Level 1 Daily Spells Unbalancing Force Artificer Attack 1You point your implement and blast a foe so that it reels from your ally’s attack.

At-Will • Arcane, Force, ImplementStandard ActionTarget: One creature

Ranged 5

Attack: Intelligence vs. Fortitude

Hit: 1d8 + Intelligence modifier force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square.

Increase damage to 2d8 + Intelligence modifier at 21st level.

Level 1 At-Will Spells

Healing Infusion: Shielding Elixir Artificer Feature

You carefully prepare a formula that inoculates your target’s body against damage of a certain type.

Encounter (Special) • ArcaneMinor Action Close Burst 5 (10 at 11th

level, 15 at 21st level)Target: You or one ally in burst

Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, lightning, necrotic, poison radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of their next turn.

Increase the resistance granted to 10 at 11th level and 15 at 21st level.

Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.

Ethereal Chill Artificer Attack 1You align your spell with those you wove over your ally’s armor, causing them to radiate an unnatural cold.

At-Will • Arcane, Cold, ImplementStandard Action Area Burst 1 Within 10

SquaresSpecial: The burst must be centered on an ally.Target: One enemy in burstAttack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally on which you centered your burst takes cold damage equal to your Wisdom modifier.

Increase damage to 2d8 + Intelligence modifier at 21st level.

Level 1 Encounter Spells

Drain Speed Artificer Attack 1You bind the quickness of your enemy to the enchantments you placed on your ally, transferring speed from one to the other.

Encounter • Arcane, Implement, NecroticStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Ranged 10

Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. One ally within 5 squares of the target gains a +2 bonus to speed until the end of your next turn and 5 temporary hit points.

Halo of Thorns Artificer Attack 1You enchant your ammunition with poisoning magic, then transfer that enchantment onto one of your allies close to the target.

Encounter • Arcane, Poison, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Ranged Weapon

Hit: 2[W] + Intelligence modifier poison damage. Until the end of your next turn, any creature that hits one ally within 5 squares of the target with a melee attack takes poison damage equal to your Wisdom modifier.

Flameburst Armor Artificer Attack 1You inscribe a fiery rune upon your ally’s armor or garments, then turn a fire spirit loose on the field of battle as you flare the rune periodically.

Daily • Arcane, Fire, ImplementMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 fire. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 1 Special: The burst must be centered on the primary target.

Secondary Target: Each enemy in burst

Effect: The secondary target takes fire damage equal to 5 + your implement’s enhancement bonus and is marked by the primary target until the end of your next turn.

Page 2: Dragon - Powers (Nov 2009)

War Proxy Artificer Attack 1You forge an arcane bond between your weapon and your ally, causing your attacks to spring forth from small portals that appear next to your ally.

Daily • Arcane, WeaponStandard Action Area Burst 3 Within 5

SquaresSpecial: The burst must be centered on an ally.Target: One creature in burstAttack: Intelligence vs. AC

Hit: 3[W] + Intelligence modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, if the ally on which you centered your burst is within 10 squares of you and you have line of effect to the ally, you can use that ally as the origin square for your ranged weapon attacks.

Arcane Anchor Artificer Utility 2You trigger latent enchantments placed on yourself or an ally to resist being pushed around the area.

Encounter • ArcaneImmediate Interrupt Ranged 10Trigger: You or an ally within range are affected by a push, pull, or slide effectTarget: The triggering creature

Effect: You negate the forced movement.

Level 2 Utility Spells

Level 3 Encounter Spells

Shocking Feedback Artificer Attack 3You quickly fire an enchanted shot at an attacking enemy, then cause the magic from the enchantment to leap onto your ally as a protective ward.

Encounter • Arcane, Lightning, WeaponImmediate Interrupt Ranged WeaponTrigger: An enemy hits and deals damage to one of your allies with an attackTarget: The triggering enemyAttack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier lightning damage, and the ally gains resist 5 to all damage until the end of your next turn.

Hypnotic Distraction Artificer Attack 3The runes carved on your armor and implement flow hypnotically, drawing the attention of one of your enemies.

Encounter • Arcane, Implement, PsychicStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: 2d10 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Wisdom modifier until the end of your next turn.

Level 5 Daily Spells

Warweaver’s Tether Artificer Attack 5You trigger the enchantments on your ally’s armor, opening up a connection between you and that ally that bends space with arcane power.

Daily • Arcane, Force, WeaponStandard Action Ranged WeaponSpecial: Choose one ally within 5 squares of you. That ally’s square is the point of origin for this attack.Target: One creatureAttack: Intelligence vs. AC

Hit: 3[W] + Intelligence modifier force damage, and you push the target a number of squares equal to 1 + your Wisdom modifier.

Miss: Half damage, and you push the target 2 squares.

Effect: Until the end of the encounter, you can use the following power once per round.

Minor Action Personal

Effect: You teleport into an unoccupied square adjacent to the ally you chose for this power if the ally is within 10 squares of you.

Thunderclap Armor Artificer Attack 5You conjure a minor thunder elemental, binding it to your ally’s armor while retaining control of its arcane power.

Daily • Arcane, Implement, ThunderMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with an elemental thunder spirit. Until the end of the encounter, the target gains resist 5 thunder, and any enemy that ends its turn adjacent to the target takes 5 thunder damage. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 2 Special: The burst must be centered on the primary target.

Secondary Target: One creature in burst

Secondary Attack: Intelligence vs. Reflex

Hit: 1d10 + Intelligence modifier thunder damage, and you push the secondary target 2 squares away from the primary target.

Energy Conversion Artificer Utility 6Your spell absorbs the energy of your enemy’s attacks, turning it into a protective ward for your ally.

Encounter • ArcaneImmediate Interrupt Ranged 10Trigger: An ally in range takes damage from an attackTarget: The triggering ally

Effect: The target gains resist to all damage equal to 5 + your Wisdom modifier against the triggering attack. After the attack is resolved, the ally gains temporary hit points equal to 5 + your Wisdom modifier.

Level 6 Utility Spells

Page 3: Dragon - Powers (Nov 2009)

Level 7 Encounter Spells

Debilitating Intercession Artificer Attack 7You fire a snap shot at an attacking enemy in retribution for an attack, then transfer the energy from your attack to create a weakening ward around your ally.

Encounter • Arcane, Necrotic, WeaponImmediate Reaction Ranged WeaponTrigger: An enemy hits and deals damage to one of your allies with an attackTarget: The triggering enemyAttack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier necrotic damage, and until the end of your next turn, any enemy adjacent to the ally suffers a -2 penalty to attack rolls.

Sphere of Reality Artificer Attack 7You hurl a glass orb that warps reality when it cracks open, blasting your enemy and opening a rift through which you can attack.

Encounter • Arcane, Implement, ThunderStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: 2d10 + Intelligence modifier thunder damage, and you can treat one square adjacent to the target as the point of origin for your attacks until the end of your next turn.

Level 9 Daily Spells

Healer’s Momentum Artificer Attack 9You draw upon the force of your enemy’s attacks, transforming them into a curative infusion on the fly.

Daily • Arcane, Healing, WeaponImmediate Reaction Ranged WeaponTrigger: An enemy hits and deals damage to an ally within 5 squares of you with an attackTarget: The triggering enemyAttack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier damage.

Miss: Half damage.

Effect: The ally hit by the triggering attack can spend a healing surge. Two other allies within squares of the target gain temporary hit points equal to their healing surge value.

Static Shell Artificer Attack 5You create an enchantment of arcane static that you lay on your ally’s armor.

Daily • Arcane, Implement, LightningMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with a static charge. The target gains resist 5 lightning until the end of the encounter. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 2 Special: The burst must be centered on the primary target.

Secondary Target: Each enemy in burst

Secondary Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier lightning damage, and you pull the secondary target 1 square to a space adjacent to the primary target.

Recuperative Enchantment Artificer Utility 10You trigger enchantments placed on your ally’s armor that temporarily infuses then with healing energy.

Encounter • Arcane, HealingFree Action Close Burst 10Trigger: An ally in range spends a healing surgeTarget: The triggering ally

Effect: The target heals additional hit points equal to its healing surge value.

Level 10 Utility Spells

Level 13 Encounter Spells

Bond of Transference Artificer Attack 13You create an arcane connection between enemy and ally, drawing effects from your ally to your enemy.

Encounter • Arcane, Force, ImplementStandard ActionTarget: One creature

Ranged 10

Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier force damage. If an ally within 5 squares of the target is suffering from any effects that a save can end, you end one such effect on that ally, and the target gains that same effect until the end of your next turn.

Wind of Swirling Flames Artificer Attack 13A burning wind flows behind your arrow as it streaks away from you, then swirls around your target, drawing your allies closer.

Encounter • Arcane, Fire, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Ranged Weapon

Hit: 3[W] + Intelligence modifier fire damage. Until the end of your next turn, one ally within 5 squares of the target can shift 1 square as a minor action, as long as that shift does not move the ally farther away from the target.

Level 15 Daily Spells

Ice Archon’s Armor Artificer Attack 15You bind a fragment of an ice archon’s power to your ally’s armor, transforming it into similar armor.

Daily • Arcane, Cold, ImplementMinor Action Melee TouchPrimary Target: You or one ally

Hit: You infuse the target’s armor with an elemental cold spirit. Until the end of the encounter, the target gains resist 10 cold, and any enemy that starts its turn adjacent to the target gains vulnerable 5 cold until the start of its next turn. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 3 Special: The burst must be centered on the primary target.

Secondary Target: One creature in burst

Secondary Attack: Intelligence vs. Fortitude

Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.

Page 4: Dragon - Powers (Nov 2009)

Spellmaster’s Pawn Artificer Attack 15You bond your own weapon to the enchantments you placed on your allies, causing your attacks to emanate from them.

Daily • Arcane, Force, WeaponStandard Action Area Burst 3 Within 10

SquaresSpecial: The burst must be centered on an ally.Requirement: You must be wielding a ranged weapon.Target: One creature in burstAttack: Intelligence vs. AC

Hit: 4[W] + Intelligence modifier force damage.

Miss: Half damage.

Effect: Until the end of the encounter, you can use the ally on which you centered your burst as the origin square for your arcane ranged attack powers.

Dimensional Mooring Artificer Utility 16You use the enchantments on your ally’s armor to moor them to your current plane, making them a part of the fabric of reality.

Encounter • ArcaneMinor Action Ranged 10Target: You or one ally in range

Effect: The target cannot be pushed, pulled, slid, knocked prone, or teleported against its will until the end of your next turn.

Level 16 Utility Spells

Level 17 Encounter Spells

Addling Pattern Artificer Attack 17You weave an enchantment over your allies’ armor that confuses foes, causing them to attack their friends.

Encounter • Arcane, Charm, Implement, PsychicStandard Action Close Blast 5Target: One or two enemies in blastAttack: Intelligence vs. Will

Hit: 2d8 + Intelligence modifier psychic damage, and if the target attacks you or an ally adjacent to you before the end of the next turn, it must also make a basic attack against a creature of your choice.

Arsenal Transference Artificer Attack 17You lend your arcane knowledge to an ally, briefly letting him or her make use of your enchantments.

Encounter • ArcaneImmediate Reaction Ranged 10Trigger: An ally within 10 squares of you is hit and damaged by an attackTarget: The triggering ally

Effect: You can use an at-will artificer attack power, using the target’s as the origin square for the attack. The attack deals extra damage equal to your Wisdom modifier.

Level 19 Daily Spells

Planestorm Anchor Artificer Attack 19You weave enchantments used by powerful planeswalkers over your ally, transforming them into a focal point for teleportation.

Daily • Arcane, Lightning, Thunder, WeaponStandard Action Ranged WeaponPrimary Target: One creaturePrimary Attack: Intelligence vs. AC

Hit: 3[W] + Intelligence modifier lightning and thunder damage, and the target is dazed (save ends).

Miss: Half damage, and the target is dazed until the end of your next turn.

Effect: Choose an ally within 5 squares of the primary target. Until the end of the encounter, you can use the following attack if the primary target is within 10 squares of you.

Standard Action Melee Touch Effect: You teleport into an unoccupied square adjacent to the primary target and make the following secondary attack.

Secondary Target: Each adjacent enemy

Secondary Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier lightning and thunder damage.

Radiant Forcefield Artificer Attack 19You bestow an enchantment of radiant enemy upon the armor of your ally, warding them against oncoming attackers.

Daily • Arcane, Implement, RadiantMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with radiant energy. The target gains resist 10 radiant until the end of the encounter. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 2 Special: The burst must be centered on the primary target.

Secondary Target: Each enemy in burst

Secondary Attack: Intelligence vs. Reflex

Effect: The target takes radiant damage equal to 10 + your implement’s enhancement bonus and grants combat advantage until the end of your next turn.

Opportunistic Enchantment Artificer Utility 22You quickly trigger the enchantments on your ally’s weapons, altering their attack.

Encounter • ArcaneOpportunity Action Ranged 10Trigger: An ally within range makes an opportunity attackTarget: The triggering ally

Effect: The target can make two attack rolls, keeping either result. If the ally’s opportunity attack hits, the attack deals your choice of cold, fire, force, lightning, or thunder damage instead of any damage type it normally deals.

Level 22 Utility Spells

Page 5: Dragon - Powers (Nov 2009)

Level 23 Encounter Spells

Mental Beacon Artificer Attack 23You transform something your enemy is carrying or wearing into a psychic beacon that calls out for your allies’ attacks.

Encounter • Arcane, Implement, PsychicStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: 3d8 + Intelligence modifier psychic damage, and each one of your allies making a ranged attack against the target before the end of your next turn can roll twice and use either result.

Rejuvenating Intercession Artificer Attack 23You flare the enchantments on your ally, damaging their attacker and transferring rejuvenating energy to them.

Encounter • Arcane, Healing, WeaponImmediate Reaction Ranged WeaponTrigger: An enemy hits and deals damage to one of your allies with an attackTarget: The triggering enemyAttack: Intelligence vs. AC

Hit: 2[W] + Intelligence modifier damage, and the ally hit by the triggering attack can spend a healing surge and gains an additional number of hit points equal to 5 + your Wisdom modifier.

Level 25 Daily Spells

Armor of Storms Artificer Attack 25You wreathe your ally in elemental lightning, transforming their armor into a battery of arcane energy.

Daily • Arcane, Implement, LightningMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with an elemental lightning spirit. The target gains resist 15 lightning until the end of the encounter. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 4 Special: The burst must be centered on the primary target.

Secondary Target: One creature in burst

Secondary Attack: Intelligence vs. Fortitude

Effect: 1d10 + Intelligence modifier lightning damage, and the target is dazed until the end of your next turn. Each enemy adjacent to the secondary target takes lightning damage equal to 5 + your implement’s enhancement bonus.

Brittle Frost Artificer Attack 25You freeze your enemy with a chilling cold, making it hard for it to attack effectively while transferring its lost potential to your allies.

Daily • Arcane, Cold, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: 4d8 + Intelligence modifier cold damage.

Miss: Half damage.

Effect: The target is weakened (save ends). As long as the target remains weakened, your allies within 5 squares of the target gain a +5 power bonus to attack rolls.

Level 27 Encounter Spells

Retribution Magnet Artificer Attack 27You weave enchantments of revenge and retribution on your weapon, firing off a quick shot to punish those who would hurt your allies.

Encounter • Arcane, Force, WeaponImmediate Reaction Ranged WeaponTrigger: An enemy hits and deals damage to one of your allies with an attackTarget: The triggering enemyAttack: Intelligence vs. AC

Hit: 3[W] + Intelligence modifier force damage, and the ally hit by the triggering attack gains a +4 power bonus to attack rolls against the target until the end of their next turn.

Vitality Siphon Artificer Attack 27You drain the life energy from your enemy, infusing your allies with its lost health.

Encounter • Arcane, Implement, NecroticStandard ActionTarget: One creature

Ranged 10

Attack: Intelligence vs. Fortitude

Hit: 3d8 + Intelligence modifier necrotic damage. Each time the target takes damage before the end of your next turn, one ally within 5 squares of the target gains temporary hit points equal to 10 + your Wisdom modifier.

Page 6: Dragon - Powers (Nov 2009)

Level 29 Daily Spells

Automorphic Armor Artificer Attack 29You transform your ally’s armor into a shifting field of arcane energy that protects them from a variety of attacks.

Daily • Arcane, ImplementMinor Action Melee TouchPrimary Target: You or one ally

Effect: You infuse the target’s armor with dynamic, variable energy. The target gains resist 20 to any one damage type of your choice until the end of the encounter. In addition, you can use the following attack once per round until the end of the encounter if the primary target is within 5 squares of you.

Standard Action Close Burst 2 Special: The burst must be centered on the primary target.

Secondary Target: Each enemy in burst

Secondary Attack: Intelligence vs. Reflex

Effect: 1d10 + Intelligence modifier damage of the type you selected for this power, and the secondary target can not attack the primary target until the end of your next turn.

Tactical Detonation Artificer Attack 29You fire a precision shot carrying an explosive enchantment which hurls enemies directly into the path of your attacking allies.

Daily • Arcane, Fire, Force, WeaponStandard Action Ranged WeaponPrimary Target: One creaturePrimary Attack: Intelligence vs. AC

Hit: 4[W] + Intelligence modifier fire and force damage.

Miss: Half damage.

Effect: Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Intelligence vs. Fortitude

Hit: 2d10 + Intelligence modifier fire and force damage, and you slide the target 4 squares. If a target ends its movement adjacent to one of your allies, that ally can make a melee basic attack against the target as a free action. Each target can be attacked by only one of your allies as a result of this power.

Page 7: Dragon - Powers (Nov 2009)

Assassin

Class Features

Assassin’s Shroud Assassin FeatureYou cause invisible shrouds to settle on your foe. At your command, the shrouds reveal the target’s weak points to your keen gaze.

At-Will • ShadowFree Action (Special) Close Burst 10Target: One enemy you can see in burst

Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you submit it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.

Increase damage to 1d6 + 3 per shroud at 11th level and 1d6 + 6 per shroud at 21st level.

Special: You can use this power only on your turn and only once per turn.

Shade Form Assassin FeatureYou transform yourself into a being of shadow, becoming more difficult to notice and to harm.

Encounter • ShadowMinor Action Personal

Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.

Sustain Minor: The form persists.

Shadow Step Assassin FeatureYou vanish into the shadow energy around one creature and then step out of it near another creature.

At-Will • Shadow, TeleportationMove Action PersonalRequirement: You must be adjacent to a creature.

Effect: You teleport 3 squares to a space adjacent to a different creature.

Increase teleportation to 4 squares at 11th level and 5 squares at 21st level.

Level 1 At-Will Hexes

Executioner’s Noose Assassin Attack 1You gather shadows into the form of a noose, cast it around your foe’s neck, and pull.

At-Will • Force, Implement, ShadowStandard ActionTarget: One creature

Ranged 5

Attack: Dexterity vs. Fortitude

Hit: 1d6 + Dexterity modifier force damage, you pull the target 2 squares, and the target is slowed until the end of your next turn.

Increase damage to 2d6 + Dexterity modifier at 21st level.

Inescapable Blade Assassin Attack 1You stop several feet away from your foe and slash with your weapon. Your weapon’s shadow closes the distance, and mundane obstacles do not slow it.

At-Will • Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon + 2 Reach

Attack: Dexterity vs. AC. The attack ignores cover and superior cover.

Hit: 1[W] damage.

Increase damage to 2[W] at 21st level.

Leaping Shade Assassin Attack 1As your weapon makes contact, the shrouds you have placed on your victim dig cruelly into its flesh.

At-Will • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 1[W] + Dexterity modifier damage. If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.

Increase damage to 2[W] + Dexterity modifier plus 2 extra damage for each of your shrouds on the target at 21st level.

Shadow Storm Assassin Attack 1Your tie to the Shadowfell calls on the living shadows around your foe, causing them to claw at it as you make your attack.

At-Will • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target.

Increase damage to 2[W] + Dexterity modifier plus 2 damage for each creature adjacent to the target at 21st level.

Level 1 Encounter Hexes

Gloom Thief Assassin Attack 1As you slash at your foe, you seize part of its shadow, which you use to hide yourself from your enemies’ eyes.

Encounter • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage, and until the end of your next turn, you are invisible while within 2 squares of the target.

Page 8: Dragon - Powers (Nov 2009)

Nightmare Shades Assassin Attack 1The darkness in the corner of your foe’s eyes shifts and moves, causing it to glance about in terror. In its panic, it forgets the true threat to its life.

Encounter • Fear, Implement, Psychic, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 5

Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn.

Night Stalker: You gain a power bonus to damage rolls against the target equal to your Charisma modifier until the end of your next turn.

Shadow Darts Assassin Attack 1You launch a volley of chilling darts of shadow energy at your foe.

Encounter • Cold, Implement, ShadowStandard ActionTarget: One creature

Ranged 5

Attack: Dexterity vs. Reflex. Make three attack rolls, and if any of them hit, resolve them as a single hit.

Hit: 1d8 cold damage if one attack roll hits, 2d8 cold damage if two hit, or 3d8 cold damage if three hit.

Smothering Shadow Assassin Attack 1You stab at your foe and channel shadow magic into its body, causing its own shadow to hinder it.

Encounter • Illusion, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.

Bleak Disciple: The target takes extra damage equal to your Constitution damage.

Level 1 Daily Hexes

Grave Spike Assassin Attack 1As you strike your foe, your weapon shoots hundreds of tiny shadow spikes into it, wracking it with pain.

Daily • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage, and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, it falls prone.

Miss: Half damage.

Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.

Strangling Shadow Assassin Attack 1Your attack distracts your foe with pain just long enough for you to weave a noose of shadows around its neck.

Daily • Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. Fortitude

Hit: 1[W] + Dexterity modifier damage, and the target takes ongoing 5 damage and is immobilized (save ends both).

Miss: Half damage, and the target is immobilized (save ends).

Effect: Until the target saves against the effects bestowed by this power, you can pull it 3 squares as a free action once during each of your turns.

Targeted for Death Assassin Attack 1A black dart streaks from your hand to strike the target, surrounding it in a warmth-stealing gloom.

Daily • Cold, Implement, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 5

Hit: 3d8 + Dexterity modifier cold damage.

Miss: Half damage.

Effect: Whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.

Terrifying Visage Assassin Attack 1Your face distorts into a horrid visage, which drives your foes before your but leaves one victim rooted in place.

Daily • Fear, Implement, Psychic, ShadowStandard Action Close Blast 5Primary Target: One creature in blast adjacent to youPrimary Attack: Dexterity vs. Will

Hit: 2d8 + Dexterity modifier psychic damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is immobilized until the end of your next turn.

Effect: Make a secondary attack.

Secondary Target: Each creature other than the primary target in blast

Secondary Attack: Dexterity vs. Will

Hit: You push the secondary target 4 squares.

Miss: You push the secondary target 2 squares.

Level 2 Utility Hexes

Cat’s Trickery Assassin Utility 2As your eyes begin to pierce the shadows, you plunge the room into darkness.

Encounter • ShadowMinor Action Personal

Effect: Until the end of your next turn, you gain darkvision and douse one light source no larger than a lantern within 10 squares of you.

Cloak of Shades Assassin Utility 2A shadowy haze swirls around you, hiding you from view.

Encounter • ShadowMinor Action Personal

Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures more than 5 squares away from you.

Page 9: Dragon - Powers (Nov 2009)

Lurking Shadow Assassin Utility 2You meld with the shadows, allowing you to spy on your enemies without fear of discovery.

Daily • ShadowStandard Action PersonalRequirement: You must be in dim light or darkness.

Effect: You become invisible and silent until the end of your next turn, until you move more than 2 squares on your turn, or until you enter a square of bright light. If a creature tries to enter your square before the effect ends, you can either shift 1 square as a free action or remain where you are, ending the effect.

Sustain Standard: The effect persists.

Shadowed Legion Assassin Utility 2Your shadow lengthens to veil your allies from your foes.

Daily • Shadow, StanceMinor Action Personal

Effect: Until the stance ends, allies within 5 squares of you can use your Stealth modifier for their Stealth checks.

Level 3 Encounter Hexes

Army of the Night Assassin Attack 3Your shadow magic spawns a phantom mob in your foes’ mind, and the mob spurs the foe to strike out at its allies in terror.

Encounter • Fear, Illusion, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Melee Weapon

Hit: 1[W] + Dexterity modifier damage, and until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target.

Night Stalker: The target gains a power bonus to attack rolls equal to your Charisma modifier on any attack granted by this power.

Cloaking Mist Assassin Attack 3You draw the stuff of shadows to your hands and cast it forth, creating cold, black mist that chokes your enemies and gives you a chance to vanish.

Encounter • Cold, Implement, ShadowStandard ActionTarget: Each creature in blast

Close Blast 3

Attack: Dexterity vs. Fortitude

Hit: 2d6 + Dexterity modifier cold damage.

Effect: Until the end of your turn, you can make a Stealth check to hide from any target even if you have only cover or concealment against them.

Inescapable Shadow Assassin Attack 3You step from your foe’s shadow, driving your blade into the foe before it can make a sound.

Encounter • Shadow, Teleportation, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerEffect: Before the attack, you teleport 5 squares to a square adjacent to the target.Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Nightshade’s Kiss Assassin Attack 3Your strike infects your foe’s mind, causing the foe to recoil from every attack.

Encounter • Fear, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Reflex

Melee Weapon

Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. You can slide the target 1 square as a free action whenever the target is hit before the end of your next turn.

Bleak Disciple: The number of squares you can slide the target increases by 1.

Level 5 Daily Hexes

Heart of Dust Assassin Attack 5Shadow venom courses through your target, causing it to shed a gray dust that chokes nearby enemies.

Daily • Poison, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage, and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage.

Miss: Half damage, and each enemy within 2 squares of the target takes 3 poison damage.

Shadow Soul Assassin Attack 5You tear away a piece of your foe’s shadow and tuck it into the hollow in your soul. You can sense your foe now and step from its shadow at will.

Daily • Shadow, Teleportation, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You gain a +5 power bonus to Perception checks against the target until the end of your next turn.

Sustain Minor: The effect persists, and if the target is not hidden from you, you teleport 20 squares to a square adjacent to it.

Page 10: Dragon - Powers (Nov 2009)

Treacherous Shades Assassin Attack 5You seize control of your enemies’ shadows, which rattle the enemies by turning on them.

Daily • Implement, Psychic, ShadowStandard ActionTarget: Each creature in blastAttack: Dexterity vs. Will

Close Blast 3

Hit: 2d6 + Dexterity modifier psychic damage, and the target grants combat advantage (save ends). Until the target saves against this effect, enemies adjacent to each target also grant combat advantage.

Miss: Half damage, and the target grants combat advantage until the end of your next turn.

Twilight Assassin Assassin Attack 5Your shadow leaps from you to attack your enemies, and the two of you fight as one.

Daily • Conjuration, Implement, ShadowStandard ActionTarget: One creature

Ranged 5

Effect: You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the target, and it attacks. The duplicate occupies its space, and it lasts until the end of the encounter. You can flank enemies with your duplicate, but your allies cannot. Whenever you use a move action, you can move the duplicate 5 squares.Attack: Dexterity vs. Reflex

Hit: 2d8 + Dexterity modifier damage.

Special: As a minor action, the duplicate repeats the attack against an adjacent creature. On a hit, the attack deals 3 damage, or 6 damage if the target is also the target of your assassin’s shroud power.

Level 6 Utility Hexes

Darting Shadow Assassin Utility 6You leap from one hiding spot to the next, remaining hidden from view thanks to your mastery of shadow magic.

At-Will • ShadowMove Action PersonalRequirement: You must be hidden.

Effect: You move your speed. At the end of the movement, you remain hidden from each enemy against which you have cover, superior cover, concealment, or total concealment.

Sheltering Dark Assassin Utility 6Shadows move to surround you and provide you with a spot from which to watch your enemies without fear of detection.

Encounter • Illusion, Shadow, ZoneMinor Action Close Burst 2

Effect: The burst creates a zone that lasts until the end of your next turn. You have concealment while you are in the zone, and when you leave the zone, you become invisible until the end of your turn.

Slayer’s Escape Assassin Utility 6After you are struck, you fold shadows around yourself and disappear.

Encounter • Shadow, TeleportationImmediate Reaction PersonalTrigger: You are hit by an attack

Effect: You teleport 5 squares and become invisible until the start of your next turn.

Slithering Shadow Assassin Utility 6You move like a shadow in a flickering light, slipping from one spot to another in the blink of an eye.

Daily • Shadow, StanceMinor Action Personal

Effect: Until the stance ends, you can shift 1 square as a minor action.

Level 7 Encounter Hexes

Captured Shadow Assassin Attack 7As you strike your foe, you steal its shadow, and you can use it to teleport your foe back to your side.

Encounter • Shadow, Teleportation, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage. Once before the end of your next turn, you can use a free action to teleport the target to a square adjacent to you that is not hindering terrain.

Echoing Threat Assassin Attack 7Your foe sees threats in every corner and betrayal in every eye, and if it cannot escape the press of the crowd, it goes mad.

Encounter • Implement, Psychic, Shadow, TeleportationStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 10

Hit: 1d10 + Dexterity modifier psychic damage. At the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.

Night Stalker: During your next turn, you can teleport a number of squares equal to your Charisma modifier as a minor action. You must end this teleportation closer to the target.

Shadow Link Assassin Attack 7Your attack forges a brief bond with your foe that allows you to shroud it with greater darkness each time you feel pain.

Encounter • Shadow, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerAttack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, you can use your assassin’s shroud power against the target whenever you are hit by an attack.

Bleak Disciple: You gain temporary hit points equal to your Constitution modifier.

Shadow Jack Assassin Attack 7You strike your foe and then merge with its shadow. Your enemies’ attacks pass through you and hit your foe instead.

Encounter • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee 1

Hit: 2[W] + Dexterity modifier damage, and you shift 1 square into the target’s space, remaining there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement does not provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead (unless the target is the attacker). At the start of your next turn, you slide 1 square to a square adjacent to the target.

Page 11: Dragon - Powers (Nov 2009)

Level 9 Daily Hexes

Black Garrote Assassin Attack 9A wisp of shadow stretches between your hands. You loop it around your foe’s throat and transform it into a material as hard as steel.

Daily • Implement, Reliable, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Reflex

Melee Touch

Hit: You grab the target. Until the grab ends, the target suffers a -5 penalty to all escape attempts and a -2 penalty to attack rolls against you. When the grab ends, the target takes 1d10 + Dexterity modifier damage.

Sustain Standard: You sustain the grab, and the target takes 2d10 + Dexterity modifier damage.

Sustain Minor: The power’s effect ends, and the grab be comes a normal grab.

Bound by Shadow Assassin Attack 9As your weapon pierces your foe, you send deadly shadow energy coursing into it, linking your fates. When you are harmed, so is your foe.

Daily • Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, the target takes 5 damage whenever an enemy deals damage to you.

Obscuring Shadow Assassin Attack 9You slash at your foe, calling up shadows that blot you from its vision.

Daily • Illusion, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Melee Weapon

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You are invisible to the target (save ends).

Wall of Shadows Assassin Attack 9You weave a skein of shadows that bites your enemies with a deadly chill.

Daily • Cold, Conjuration, Implement, Shadow, TeleportationStandard Action Area Wall 5 Within 10

Squares

Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall can be up to 2 squares high, and it blocks line of sight for creatures other than you. Any creature that enters the wall or starts its turn there takes 1d6 + Dexterity modifier cold damage. If you are in the wall or adjacent to it, you can use a move action to teleport to another square in the wall or adjacent to it.

Sustain Minor: The wall persists.

Level 10 Utility Hexes

Mist Walk Assassin Utility 10For a moment, you are like a ghost passing through creatures and objects.

Daily • ShadowMinor Action Personal

Effect: You shift 6 squares, gaining phasing during the shift.

Promise of Retribution Assassin Utility 10When a foe attacks you, shadows spirit you away, and you take a small part of the foe’s being with you.

Daily • Shadow, TeleportationImmediate Reaction PersonalTrigger: An enemy hits you with an attackTarget: The triggering enemy

Effect: You teleport 10 squares. Once before the end of the encounter, you can use a move action to teleport to a square adjacent to the target. When you do so, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls against the target until the end of your next turn.

Seeker of Shadow Assassin Utility 10As combat begins, you disappear into the shadows.

Daily • ShadowFree ActionTrigger: You roll initiative

Personal

Effect: You become invisible and silent until you hit an enemy or until the end of the encounter. After hitting an enemy, you remain invisible and silent until the end of your next turn. In addition, you gain a +4 power bonus to your first damage roll of the encounter.

Slayer’s Endurance Assassin Utility 10You draw the comforting shadows close, allowing them to carry away the pain of your wounds.

Encounter • ShadowMinor Action Personal

Effect: The first time an enemy takes damage from your assassin’s shroud power before the end of your next turn, you gain 5 temporary hit points for each shroud on that enemy.

Level 13 Encounter Hexes

Dark Step Ambush Assassin Attack 13You step through your foe’s shadow to deliver a deadly attack, then hide in the tatters of the foe’s soul.

Encounter • Illusion, Shadow, Teleportation, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerEffect: Before the attack, you teleport 5 squares to a square adjacent to the target.Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and you become invisible until the end of your next turn.

Page 12: Dragon - Powers (Nov 2009)

Flurry of Talons Assassin Attack 13You fly toward your foe in the shape of a dozen shadows, each winged and fanged. After savaging your foe, you return to your normal form.

Encounter • Implement, ShadowStandard Action Melee 1Effect: Before the attack, you fly your speed to a square adjacent to an enemy. This movement does not provoke opportunity attacks.Target: One creatureAttack: Dexterity vs. Reflex. Make three attack rolls, and if any of them hit, resolve them as a single hit.

Hit: 1d8 + Dexterity modifier damage if one attack roll hits, 2d8 + Dexterity modifier damage if two hit, or 3d8 + Dexterity modifier damage if three hit.

Slayer in the Dark Assassin Attack 13Darkness clouds the eyes of your enemy, and you manipulate its fears, causing it to slash in a panic when its allies approach.

Encounter • Fear, Implement, Psychic, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 5

Hit: 1d10 + Dexterity modifier psychic damage, and the target is blinded until the end of your next turn. Until this blindness ends, you can use an opportunity action to compel the target to make a melee basic attack against any enemy that enters a square adjacent to the target. The target makes the attack without the penalty to attack rolls equal to your Charisma modifier.

Night Stalker: The target makes the attack with a power bonus to attack rolls and damage rolls equal to your Charisma modifier.

Well of Shades Assassin Attack 13Freezing shadows stretch out from you and pull your enemies close before you vanish.

Encounter • Cold, Implement, Shadow, TeleportationStandard ActionTarget: Each enemy in burst

Close Burst 3

Attack: Dexterity vs. Fortitude

Hit: 2d6 + Dexterity modifier cold damage, and you pull the target 2 squares.

Bleak Disciple: The target is slowed until the until the end of your next turn.

Effect: You can either teleport 5 squares or become invisible until the end of your next turn.

Level 15 Daily Hexes

Bleak Gallows Assassin Attack 15Shadows coalesce into a black gallows, and a noose of force drops around your foe’s neck.

Daily • Conjuration, Force, Implement, Shadow, TeleportationStandard ActionTarget: One creatureAttack: Dexterity vs. Reflex

Ranged 5

Hit: 4d6 + Dexterity modifier force damage.

Miss: Half damage.

Effect: You conjure a gallows in an unoccupied square adjacent to the target. The gallows occupies its square and lasts until the end of the encounter. The gallows has 35 hit points and can be attacked. Until the gallows vanishes, you can use a free action to teleport the target to a square adjacent to the gallows at the end of each of its turns.

Death’s Doorstep Assassin Attack 15As your weapon strikes your foe, you open a channel from your tainted shadow into its soul, making it easier to shroud it and tear it to shreds.

Daily • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Reflex

Melee Weapon

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, whenever you attack the target and invoke your shrouds on it, you do not subtract a shroud if that attack misses.

Shade Venom Assassin Attack 15Your weapon becomes covered with a translucent gray poison. When you strike your foe, the poison gives life to your foe’s shadow, turning it into a malevolent beast.

Daily • Poison, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 2[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: The target is affected by your shade venom (save ends). Until this effect ends, you can use an opportunity action at the end of the target’s turn to compel it to make a melee basic attack against itself with combat advantage. The target can make a saving throw against this effect only on a turn during which it hit itself with this attack.

Page 13: Dragon - Powers (Nov 2009)

Sundered Shadow Assassin Attack 15You slice into your foe’s shadow and grasp it, preventing it from escaping your attacks.

Daily • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 3[W] + Dexterity modifier damage, and until the end of the encounter, you gain a +2 power bonus to attack rolls against the target, and you can make melee attacks against the target even when it is beyond your melee reach.

Miss: Half damage, and until the end of the encounter, you can make melee attacks against the target even when it is beyond your melee reach.

Level 16 Utility Hexes

Assassin’s Defense Assassin Utility 16Infused with your umbral magic, your foe’s shadow betrays it, giving away its attack a split second beforehand so that you can vanish.

Encounter • Illusion, ShadowImmediate Interrupt PersonalTrigger: The target of your assassin’s shroud power hits you

Effect: You gain a +2 power bonus to all defenses against the triggering attack. After the attack is resolved you become invisible until the end of your next turn.

Liquid Shadow Assassin Utility 16As your foe strikes, you become a creature of shadow and then pursue that enemy.

Encounter • Shadow, TeleportationImmediate Interrupt PersonalTrigger: An enemy hits you with an attack

Effect: You take half damage from the triggering attack. At the end of the triggering enemy’s current turn, you can use a free action to teleport to a square adjacent to it.

Shadow Meld Assassin Utility 16You vanish into your own shadow.

Daily • ShadowMove Action Personal

Effect: You shift 2 squares. Until the end of your next turn, enemies cannot attack you, and they neither have line of sight nor line of effect to you.

Thief of Names Assassin Utility 16You peer into the Shadowfell, drawing forth the shade of a crea-ture to craft its shadow into a disguise.

Daily • Illusion, ShadowMinor Action Personal

Effect: You become an illusory duplicate of a Medium or smaller humanoid that you have seen, although you still carry your own gear. This illusion lasts until your next extended rest or until you end it as a free action. You gain a +5 bonus to Bluff checks to convince others that you are the creature. If you take damage from a melee or ranged attack while you are adjacent to the creature, you take only half damage, and the creature takes the same amount of damage. You gain this benefit neither against the creature’s attacks nor against attacks that target both of you.

Level 17 Encounter Hexes

Mob of Shadows Assassin Attack 17You slice your foe’s shadow to pieces. Each piece forms a miniature copy of you and stands next to the foe, weapon poised.

Encounter • Shadow, Weapon, ZoneStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage. The attack creates a zone that fills the squares adjacent to the target and lasts until the end of your next turn. When any enemy enters the zone, you can use an opportunity action to slow that enemy until the end of your next turn and deal damage to it equal to your Dexterity modifier.

Bleak Disciple: Add your Constitution modifier to the damage dealt by the zone.

Shadow Fire Assassin Attack 17You stab at your foe three times, and each strike creates an inky blot on it that erupts into flickering, ebony flames.

Encounter • Fire, Illusion, Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. AC. Make three attack rolls, and if any of them hit, resolve them as a single hit.

Hit: 1[W] + Dexterity modifier fire damage if one attack roll hits, 2[W] + Dexterity modifier fire damage if two hit, or 3[W] + Dexterity modifier damage if three hit. In addition, you become invisible until the end of your next turn.

Shadowed Deception Assassin Attack 17In your foe’s eyes, you take on a form so terrifying that you cow it utterly.

Encounter • Fear, Implement, Psychic, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 5

Hit: 3d10 + Dexterity modifier psychic damage, and the target cannot attack you until the end of your next turn.

Night Stalker: The target also grants combat advantage until the end of your next turn.

Traitorous Shadow Assassin Attack 17You foe’s shadow writhes as it gains a malevolent will of its own. The moment the foe drops to the ground, the shadow strikes.

Encounter • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 3[W] + Dexterity modifier damage, and during the target’s next turn, it falls prone after it either moves with out shifting or making a ranged or area attack.

Page 14: Dragon - Powers (Nov 2009)

Consign to Shadow Assassin Attack 19Your attack taints your enemy with the essence of the Shadowfell and creates a bond which causes you both to fade away for a few moments.

Daily • Shadow, Teleportation, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Reflex

Melee Weapon

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You create a shadow bond that lasts until the end of your next turn or until the target drops to 0 hit points. Until the bond ends, both you and the target become insubstantial to every combatant except each other, the target’s allies don’t have line of effect to it, and you can use a move action to teleport to a square adjacent to the target.

Sustain Minor: The shadow bond persists.

Level 19 Daily Hexes

Executioner’s Blade Assassin Attack 19Having studied your foe, you are ready to deliver a killing blow. Your foe might dodge or parry your strike, but in the end, it cannot escape you.

Daily • Reliable, Shadow, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerAttack: Dexterity vs. AC

Hit: 5[W] + Dexterity modifier damage.

Effect: If you invoked your shrouds on the target as part of the attack, the shrouds deal maximum damage to the target.

Guild of Shadows Assassin Attack 19Three ebon duplicates of yourself appear, eager to aid you in slaying your foes.

Daily • Conjuration, Implement, ShadowMinor Action Close Burst 5

Effect: You conjure three shadowy duplicates of yourself in 3 unoccupied squares in burst. The duplicates occupy their spaces, and they last until the end of your next turn. You can flank enemies with the duplicates, but your allies cannot. Whenever you use a move action, you can also move each duplicate 5 squares. Any enemy that starts its turn adjacent to one or more of the duplicates takes 5 damage.

Sustain Minor: The duplicates persist, and each one makes the following melee attack against a different creature.

Target: One creature adjacent to the duplicate

Attack: Dexterity vs. Reflex

Hit: 5 + Dexterity modifier damage.

Phantom Assault Assassin Attack 19With each of your blows, shadows flit around your enemy, distracting it and allowing you to remain hidden from its sight.

Daily • Illusion, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Melee Weapon

Hit: 4[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You become invisible to the target until the end of your next turn. Until the end of the encounter, Whenever you become invisible to the until the end of your next turn whenever you hit it with a shadow attack.

Level 22 Utility Hexes

Assassin’s Eye Assassin Utility 22Shadows briefly guide your attacks, ensuring that no hindrance can stop your hexes from reaching your enemies.

Encounter • ShadowMinor Action Personal

Effect: Until the end of your next turn, you ignore the weakened condition, your target’s resistances, and penalties to your attack rolls and damage rolls.

Claim the Dead Assassin Utility 22As your foe’s soul passes to the Shadowfell, you drain a portion of its essence for your own use.

Encounter • Healing, ShadowFree Action PersonalTrigger: You reduce the target of your assassin’s shroud power to 0 hit points during your turn

Effect: You can spend a healing surge and regain 15 additional hit points. In addition, you gain an extra move action that you can use before the end of your next turn.

Fortress of Shadow Assassin Utility 22Darkness swirls around you, shielding you from your foes’ eyes.

Daily • Illusion, ShadowMinor Action Personal

Effect: You become substantial until the end of your next turn.

Sustain Minor: The effect persists.

Soul of Death Assassin Utility 22Having nearly touched death, you become an avatar of the killer’s art.

Daily • Healing, ShadowImmediate Interrupt PersonalTrigger: You drop to 0 hit points or fewer

Effect: You regain hit points as if you had spent a healing surge. In addition, you can use your assassin’s shroud power up to four times against an enemy you can see.

Level 23 Encounter Hexes

Cruel Shadows Assassin Attack 23Your attack bends and twists your enemy’s shadow, causing it to terrify that enemy.

Encounter • Fear, Psychic, Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Melee Weapon

Hit: 3[W] + Dexterity modifier psychic damage, and until the end of your next turn, you can slide the target 3 squares as a free action whenever a creature ends its turn adjacent to the target.

Night Stalker: The target also grants combat advantage until the end of your next turn.

Page 15: Dragon - Powers (Nov 2009)

Obsidian Spiders Assassin Attack 23With a gesture, you cause the shadows around your foes to transform into black spiders, which swarm and deliver dozens of poisonous bites.

Encounter • Implement, Poison, ShadowStandard Action

Target: Each creature in burst

Area Burst 1 Within 10 Squares

Attack: Dexterity vs. Fortitude. If the target is also the target of your assassin’s shroud power, you gain a +2 bonus to the attack roll.

Hit: 3d8 + Dexterity modifier poison damage.

Shadow Swap Assassin Attack 23As you strike at your foe, your shadows mingle.

Encounter • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 3[W] + Dexterity modifier damage, and the next time you are subject to an effect that a save can end before the end of your next turn, the target is also subjected to that effect.

Bleak Disciple: Whenever a target is subjected to an effect as a result of this power, it takes damage equal to your Constitution modifier.

Wraith’s Assault Assassin Attack 23You move through your enemies like a shadow, advancing on your chosen foe despite the defenses around it.

Encounter • Shadow, WeaponStandard Action Melee WeaponEffect: Before the attack, you fly your speed + 4, gaining phasing and becoming insubstantial during the movement.Target: One creatureAttack: Dexterity vs. AC.

Hit: 3[W] + Dexterity modifier damage.

Assassin’s Scalpel Assassin Attack 25You ready the perfect attack to slay your foe, confident that you can score the killing blow under the right circumstances.

Daily • Reliable, Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. AC. You can score a critical hit on a roll of 18-20. After making the attack roll, you can choose to turn the attack into a miss.

Hit: 6[W] + Dexterity modifier damage.

Level 25 Daily Hexes

Folded Shadow Assassin Attack 25As you lunge at your enemy, your blade slices deep into it, and your disappear into its shadow.

Daily • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee 1

Hit: 5[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You shift 1 square into the target’s space, remaining there until the end of your next turn. While there, you are insubstantial, you move with the target (this movement does not provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead (unless the target is the attacker). When the effect ends, you slide 1 square to a square adjacent to the target.

Sustain Minor: The effect persists.

Reaper’s Touch Assassin Attack 25With an innocuous tap, you place an echo of death energy into your foe’s body and soul.

Daily • Implement, Necrotic, ShadowStandard ActionTarget: One creature

Melee Touch

Attack: Dexterity vs. Fortitude

Hit: Ongoing 25 necrotic damage (save ends).

Aftereffect: Ongoing 15 necrotic damage (save ends).

Miss: Ongoing 15 necrotic damage (save ends).

Aftereffect: Ongoing 10 necrotic damage (save ends).

Effect: Whenever you hit the target with a shadow attack before the end of the encounter, it suffers a -5 penalty to saving throws against any effect bestowed by this power until the end of your next turn.

Wall of Death Assassin Attack 25You call forth a shadowy construct built from the shards of your previous victims. It howls in pain and lashes out with long tendrils as the souls trapped within seek to escape.

Daily • Conjuration, Implement, Necrotic, ShadowStandard Action Area Wall 5 Within 10

Squares

Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall can be up to 4 squares high, and it blocks line of sight for creatures other than you. Any enemy that starts its turn in the wall or adjacent to it takes 15 necrotic damage, plus 5 damage for each of your shrouds on that enemy. Whenever a creature drops to 0 hit points or fewer within 5 squares of the wall, you can increase the wall’s length by 2 squares.

Sustain Minor: The wall persists.

Page 16: Dragon - Powers (Nov 2009)

Level 27 Encounter Hexes

Ambush From Thin Air Assassin Attack 27You suddenly appear next to your foe and make a deadly attack.

Encounter • Shadow, Teleportation, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerEffect: Before the attack, you teleport 20 squares to a square adjacent to the target. This teleportation does not require line of sight.Attack: Dexterity vs. Reflex

Hit: 3[W] + Dexterity modifier damage.

Last Word Assassin Attack 27Having studied your enemy, you are now ready to end its life with a single strike.

Encounter • Shadow, WeaponStandard Action Melee WeaponTarget: The target of your assassin’s shroud powerAttack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Special: If you invoked your shrouds on the target as part of this attack, roll d12s instead of d6s for that damage.

Reaper in Black Assassin Attack 27In your foe’s eyes, you become an avatar of death. Your presence is enough to hold the foe rapt with fear, and your other enemies sense that creature’s impending doom.

Encounter • Fear, Implement, Psychic, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Ranged 5

Hit: 3d10 + Dexterity modifier psychic damage, and the target is immobilized until the end of your next turn. In addition, you slide each enemy within 5 squares of the target 1 square.

Night Stalker: You instead slide each enemy within 5 squares of the target 3 squares.

Shadows of Doom Assassin Attack 27Your foe’s shadow writhes as it gains a malevolent will of its own, striking the moment your foe lets its guard down.

Encounter • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 3[W] + Dexterity modifier damage, and until the end of your next turn, the target takes 3 damage whenever it takes an action other than a free action.

Bleak Disciple: The target instead takes damage equal to your Constitution modifier whenever it takes an action other than a free action.

Doom Foretold Assassin Attack 29As your weapon slices your foe, you lay bare the root of its doom. Your next strike is the last one you’ll need.

Daily • Shadow, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee Weapon

Hit: 7[W] + Dexterity modifier damage.

Miss: Half damage.

Effect: You can use your assassin’s shroud power against the target up to four times.

Level 29 Daily Hexes

Intent to Murder Assassin Attack 29You have studied your foe long enough. Now is the time to end its life.

Daily • Shadow, WeaponStandard Action Melee WeaponTarget: One enemy that has four of your shrouds on itAttack: Dexterity vs. Reflex

Hit: Damage equal to your bloodied value, or twice that if the target is helpless.

Miss: Damage equal to your healing surge value, or twice that if the target is helpless.

Shadow Puppet Assassin Attack 29You reach into your foe’s shadow and rip away part of its essence, which you use to manipulate the foe like a puppet.

Daily • Charm, Implement, Psychic, ShadowStandard ActionTarget: One creatureAttack: Dexterity vs. Will

Melee Touch

Hit: 4d8 + Dexterity modifier psychic damage, and the target is dominated (save ends). Until the target saves against this effect, whenever an enemy leaves a square adjacent to the target or makes a ranged attack while adjacent to it, you can use an opportunity action to compel the target to make a melee basic attack against that enemy.

Miss: Half damage, and the target is dominated until the end of your next turn.

Three Shadow Venoms Assassin Attack 29You draw the essence of shadow into your weapon and transform it into a deadly mixture of three poisons.

Daily • Poison, Shadow, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target is weakened (save ends) and takes ongoing 15 poison damage (save ends).

Miss: Half damage, and the target suffers a -5 penalty to damage rolls (save ends) and takes ongoing 5 poison damage (save ends).

Effect: The target is dazed (save ends).

Page 17: Dragon - Powers (Nov 2009)

Avenger

Level 1 At-Will Prayers

Living Death Strike Avenger Attack 5As you attack your chosen foe, you channel part of your own soul into your weapon.

Daily • Divine, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. AC

Melee Weapon

Hit: 2[W] + Wisdom modifier damage.

Miss: Half damage.

Effect: You can lose a healing surge to deal an additional 2[W] necrotic damage.

Level 6 Utility Prayers

Soul Seeker Avenger Utility 6You call forth a hungering spirit, allowing it to harvest the life force of your enemies.

Daily • Conjuration, Divine, HealingMinor Action Ranged 10

Effect: A soul-consuming spirit from the land of the dead appears in an unoccupied square within range. It remains until the end of your next turn. The soul seeker counts as an ally for flanking. Whenever you reduce an enemy that is adjacent to the soul seeker to 0 hit points, you regain a number of hit points equal to your Wisdom modifier. If you reduce the target of your oath of enmity to 0 hit points, you can use your oath of enmity power as a free action against a target adjacent to your soul seeker.

Sustain Minor: The soul seeker persists until the end of your next turn, and you can move it 5 squares, ignoring difficult terrain. The soul seeker vanishes at the end of your turn if it is out of your line of sight.

Level 7 Encounter Prayers

Light and Darkness Avenger Attack 7As you send a soul upon its final journey, divine energy strikes out from you and your foe in equal measure but opposite character.

Encounter • Divine, Necrotic, Radiant, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. AC

Melee Weapon

Hit: 1[W] + Wisdom modifier damage. If this attack reduces the target to 0 hit points, enemies adjacent to the target take 5 necrotic damage and enemies adjacent to you take 5 radiant damage.

Level 9 Daily Prayers

Fated Doom Avenger Attack 9Your strike hurls your foe into death’s embrace, and the Raven Queen rewards you with renewed vigor.

Daily • Divine, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. AC

Melee Weapon

Hit: 3[W] + Wisdom modifier damage.

Miss: Half damage.

Effect: If this attack reduces the target to 0 hit points, you regain a healing surge.

Level 5 Daily Prayers

Focused Fury Avenger Attack 1As you smite your chosen prey, you drive back another enemy.

At-Will • Divine, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. AC

Melee Weapon

Hit: 1[W] + Wisdom modifier damage. If the target is your oath of enmity target, you can push another enemy that is adjacent to you 2 squares.

Increase damage to 2[W] + Wisdom modifier at 21st level.

Level 1 Encounter Prayers

Rictus Grin Avenger Attack 1Your features twist in a deathly grimace, striking terror in those around you.

Encounter • Divine, Fear, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. AC

Melee Weapon

Hit: 2[W] + Wisdom modifier damage. Until the end of your next turn, any enemy adjacent to you takes a -2 penalty to attack rolls.

Rotting Wound Avenger Attack 5Putrescence weeps from the wound you bestow, rotting your enemy from the inside out.

Daily • Divine, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. Fortitude

Melee Weapon

Hit: 2[W] + Wisdom modifier necrotic damage.

Miss: Half damage.

Effect: Until the end of the encounter, if the target makes an attack on its turn, it takes a -2 penalty to saving throws at the end of that turn.

Level 10 Utility Prayers

Decaying Presence Avenger Utility 10Your presence decays your enemy’s defenses, allowing your prayers to strike without interference.

Daily • DivineMinor Action Personal

Effect: Choose one resistance to a damage type possessed by your oath of enmity target. Until you reduce that target to 0 hit points, any enemy adjacent to you does not benefit from any resistance to this damage type.

Page 18: Dragon - Powers (Nov 2009)

Level 17 Encounter Prayers

Chains of Letherna Avenger Attack 17You invoke your god’s power to bind your enemy in icy chains until you can visit the divine vengeance its presence demands.

Encounter • Cold, Divine, ImplementStandard ActionTarget: One creatureAttack: Wisdom vs. Reflex

Ranged 5

Hit: 1d10 + Wisdom modifier cold damage. Until the end of your next turn, the target is immobilized, and any enemy that ends its turn in a square adjacent to the target takes cold damage equal to your Wisdom modifier.

Level 19 Daily Prayers

Leprous Wound Avenger Attack 19Your dire strike causes your enemy to fall to pieces.

Daily • Divine, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Wisdom vs. Fortitude

Melee Weapon

Hit: 2[W] + Wisdom modifier necrotic damage, and the target is leprous (save ends). While leprous, whenever the target takes damage from an attack, it takes an extra 10 necrotic damage and is slowed until the end of your next turn.

Miss: Half damage, and the target takes an extra 10 necrotic damage the first time an attack hits it before the start of your next turn.

Level 22 Utility Prayers

Raven Wings Avenger Utility 22Death’s shroud falls upon you, but your god intercedes and spares you from the approaching doom.

Daily • Divine, Healing, TeleportationNo Action PersonalTrigger: An attack drops you to 0 hit points or fewer

Effect: You teleport 5 squares and can spend a healing surge.

Page 19: Dragon - Powers (Nov 2009)

Barbarian

Level 1 At-Will Evocations

Foe to Foe Barbarian Attack 1Each foe that you slay fills you with the rush of battle, and as the battle rages, you cut your way from one foe to the next.

At-Will • Primal, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage. If you have reduced at least one non-minion enemy to 0 hit points during this encounter, this attack deals 1d8 extra damage. While raging, you instead deal 1d10 extra damage.

Increase damage to 2[W] + Strength modifier at 21st level.

Level 6 Utility Evocations

Laugh it Off Barbarian Utility 6You laugh at your foe’s attack, making even its mightiest effort seem pointless against your boundless endurance.

Encounter • PrimalImmediate Interrupt PersonalTrigger: You are hit by an enemy’s attack

Effect: Reduce the triggering attack’s damage by an amount equal to your Constitution modifier. You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.

Clawfoot Berserker Rage Barbarian Attack 5You channel the behemoth’s fury to avenge injury to allies who fight alongside you.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the clawfoot berserker. Until the rage ends, when any ally within 5 squares of you becomes bloodied, you gain a +2 power bonus to attack rolls until the end of your next turn and can make a melee basic attack as an immediate reaction.

Level 5 Daily Evocations

Level 9 Daily Evocations

Always Falling Rage Barbarian Attack 1The fury of the waterfall and the relentless push of the waters propels you past any defenses.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and you knock the target prone.

Miss: Half damage.

Effect: You enter the rage of the always falling spirit. Until the rage ends, you can shift 2 squares as an immediate reaction whenever one of your allies hits an enemy adjacent to you.

Level 1 Daily Evocations

Bloodseeker’s Rage Barbarian Attack 1As you strike, flashes of spectral teeth and blood-red hide reveal the bloodseeker drake protector spirit that inspires your rage.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the bloodseeker. Until the rage ends, you can make an opportunity attack against any bloodied enemy adjacent to you that shifts.

Ambusher’s Rage Barbarian Attack 5The ambush drake’s throaty roar erupts from your throat as you fling yourself around your wounded enemy in a dizzying set-up for the death blow.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the ambusher. Until the rage ends, you can shift 2 squares of a minor action as long as you end the shift adjacent to a bloodied enemy.

Earthquake Dragon’s Rage Barbarian Attack 5The ground shakes, and the air splits. You can barely hear the voices of your friends asking you to call on a different primal spirit to drive your rage.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the earthquake dragon. Until the end of your next turn or until the rage ends (whichever is longer), you deal thunder damage equal to your strength modifier to each creature within 5 squares of you whenever an enemy hits you.

Carver’s Raging Glory Barbarian Attack 9Your axe rises in time with the ocean’s pounding waves. Your axe falls with power borrowed from each crashing death.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the carver’s glory. Until the rage ends, whenever you reduce any enemy to 0 hit points, your next attack deals 5 extra damage.

Page 20: Dragon - Powers (Nov 2009)

Frenzied Beast Rage Barbarian Attack 9You are so consumed with primal fury that you enter a self-destructive rampage.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the frenzied beast. Until the rage ends, once per round as a minor action you can take 5 damage to deal 5 + your Constitution modifier damage to an enemy adjacent to you. The damage you take cannot be reduced or negated.

Stoneroot Rage Barbarian Attack 9Power wells up from deep within the unassailable earth.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).

Miss: Half damage.

Effect: You enter the rage of the stoneroot. Until the rage ends, you gain resist 5 to all damage.

Level 15 Daily Evocations

Whisper Blades Rage Barbarian Attack 15A shifting aura of moons and stars outlines your form. As blood drips from your blade and from your enemy, you can hear the wicked laughter of the trickster spirit.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and you deal the same amount of damage to a different enemy within 5 squares.

Miss: Half damage.

Effect: You enter the rage of the whisper blades. Until the rage ends, once per round when you hit with a melee attack on your turn, you can choose to reduce the damage of that attack by 10 and deal 10 damage to another creature within 5 squares of you.

Level 19 Daily Evocations

Fortune’s Ravagers Rage Barbarian Attack 19Sometimes good luck leads directly to bad, and when your foe is lucky enough to make an extraordinarily effective attack, you’re right there to slam that luck back down its throat.

Daily • Primal, Rage, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 4[W] + Strength modifier damage.

Miss: Half damage.

Effect: You enter the rage of the fortune’s ravager. Until the rage ends, you can repeat the rage’s attack as an immediate interrupt against any adjacent enemy that rolls a critical hit with an attack.

Page 21: Dragon - Powers (Nov 2009)

Bard

Level 1 At-Will Spells

Level 16 Utility Spells

Level 19 Daily Spells

Level 29 Daily Spells

Funeral Dirge Bard Attack 15Death itself sings a wordless dirge and calls your foes to their doom.

Daily • Arcane, Fear, Implement, Necrotic, ZoneStandard ActionTarget: Each enemy in burstAttack: Charisma vs. Will

Close Burst 2

Hit: 2d8 + Charisma modifier necrotic damage.

Effect: The burst creates a zone of deep and haunting chanting that lasts until the end of the encounter. An enemy that starts it turn in the zone is weakened until the start of its next turn.

Funeral Dirge Bard Utility 16Your words conjure up fear of your allies, warning your enemies that the end is nigh.

Daily • Arcane, FearMinor ActionTarget: One ally in burst

Close Burst 5

Effect: Until the end of the encounter, whenever the ally reduces an enemy to 0 hit points, that ally can immediately mark all enemies within 2 squares of him or her. This mark lasts until the end of the ally’s next turn.

All Souls’ Ball Bard Attack 19A haunting tune fills the air, drawing the souls of the dying to dance among their killers.

Daily • Arcane, Implement, Necrotic, ZoneStandard ActionTarget: Each enemy in burstAttack: Charisma vs. Will

Area Burst 2 Within 10 Squares

Hit: 3d8 + Charisma modifier necrotic damage, and the target is immobilized until the end of your next turn.

Miss: Half damage.

Effect: The burst creates a zone that lasts until the end of the encounter. When an enemy within the zone drops to 0 hit points, allies adjacent to the enemy can spend a healing surge as a free action, and enemies adjacent to the slain enemy grant combat advantage until the end of their next turn.

Song of the Deadly Dancer Bard Attack 29Your song calls forth a dancing amalgam of shadow, blades, and death. It whirls into being and spins toward your foes, its night-marish gamboling keeping pace with your feverish beat.

Daily • Arcane, Implement, Necrotic, SummoningMinor Action Ranged 10

Effect: You summon a Medium deadly dancer in an unoccupied square within range. The dancer has speed 8. It has a +4 bonus to AC and a +4 bonus to Reflex. You can give the deadly dancer the following special commands.

• Standard Action: Close burst 1; targets each adjacent enemy; Charisma vs. Reflex; 2d10 + Charisma modifier necrotic damage, and the target is marked by the deadly dancer until the end of your next turn. After all attacks are resolved, the deadly dancer can shift 2 squares. • Opportunity Action: Targets one creature; Charisma vs. Reflex; 2d10 + Charisma modifier necrotic damage.

Level 15 Daily Spells

Cutting Words Bard Attack 1With the aid of your magic, your words become a weapon capable of luring a foe into a tactical blunder.

At-Will • Arcane, Implement, PsychicStandard ActionTarget: One creatureAttack: Charisma vs. Will

Ranged 10

Hit: 1d8 + Charisma modifier psychic damage, and you pull the target 2 squares.

Increase damage to 2d8 + Charisma modifier at 21st level.

Level 1 Daily Spells

Burdening Dirge Bard Attack 1Your dire lament is a heavy weight on your foe’s mind, binding that enemy when your allies cause it pain.

Daily • Arcane, Implement, PsychicStandard ActionTarget: One creatureAttack: Charisma vs. Will

Ranged 10

Hit: 2d8 + Charisma modifier necrotic damage.

Effect: Until the end of the encounter, when an ally attacks the target and hits, the target is slowed until the end of its next turn.

Page 22: Dragon - Powers (Nov 2009)

Cleric

Level 1 At-Will Prayers

Gaze of Defiance Cleric Attack 1With a fearless glare, you mark your foe as a target for allied attacks.

At-Will • Divine, Implement, PsychicStandard ActionTarget: One creatureAttack: Wisdom vs. Will

Ranged 5

Hit: 1d8 + Wisdom modifier psychic damage, and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3.

Increase damage to 2d8 + Wisdom modifier at 21st level.

Level 6 Utility Prayers

Invigorating Assault Cleric Attack 1You chant a prayer to bolster a nearby ally while you strike at your foe.

At-Will • Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage,

Increase damage to 2[W] + Wisdom modifier at 21st level.

Effect: One ally adjacent to you gains temporary hit points equal to your Wisdom modifier.

Level 1 Encounter Prayers

Vengeful Flare Cleric Attack 1Seeing your ally in pain, you vow vengeance as you rain holy fire upon your foe.

Encounter • Divine, Fire, Implement, RadiantStandard ActionTarget: One creatureAttack: Wisdom vs. Reflex

Ranged 5

Hit: 2d8 + Wisdom modifier fire damage, and the target takes a -2 penalty to all defenses until the end of your next turn. If you used healing word this turn, this attack deals extra damage equal to your Charisma modifier.

Level 2 Utility Prayers

Angelic Witnesses Cleric Utility 2Your prayers bring the attention of ghostly minor angels, who stand and silently observe you in battle.

Daily • Conjuration, DivineMinor Action Close Burst 10

Effect: You conjure a silent, ghostly angel in one square in burst. The angel lasts until the end of your next turn and occupies its square. When an ally adjacent to the angel spends a healing surge, he or she gains an additional 4 hit points. For each of your uses of healing word or Channel Divinity since the start of your last turn, you can conjure an additional angel in a square not adjacent to another angel.

Sustain Minor: The effect persists, and you can move each angel 3 squares.

Level 3 Encounter Prayers

Destined Duel Cleric Attack 3You mark an enemy with a holy sigil, causing your ally to rise up and defeat this foe.

Encounter • Divine, Implement, RadiantStandard ActionTarget: One creatureAttack: Wisdom vs. Reflex

Ranged 5

Hit: 1d10 + Wisdom modifier radiant damage, and any ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. If you use healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of your next turn.

Divine Juggernaut Cleric Attack 5Your body surges with the manifestation of divine wrath, and even simple prayers make your onslaught more forceful.

Daily • Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage.

Miss: Half damage.

Effect: Each time you use healing word or Channel Divinity before the end of the encounter, the target takes damage equal to your Charisma modifier and you and each ally adjacent to you gain temporary hit points equal to your Charisma modifier.

Level 5 Daily Prayers

Gift of Good Fortune Cleric Utility 6You beseech the divine forces that shape destiny and fate to smile on your ally.

Encounter • DivineMinor Action Ranged 10

Effect: The target makes a saving throw. If you used divine fortune this turn, the ally receives a bonus to the saving throw equal to the bonus granted by your divine fortune.

Curse of Misfortune Cleric Attack 1Fate intervenes and consigns the enemy to defeat as its attacks fail and its stratagems lead to ruin.

Daily • Divine, Implement, PsychicStandard ActionTarget: Each enemy in burst

Close Burst 3

Attack: Strength or Wisdom vs. Will

Hit: Whenever the target makes an attack roll, it rolls twice and uses the lower result (save ends).

Aftereffect: The target takes 10 psychic damage.

Miss: The target takes 10 psychic damage.

Level 1 Daily Prayers

Page 23: Dragon - Powers (Nov 2009)

Summon Black Reaper Cleric Attack 15You call upon the Raven Queen, drawing forth an embodiment of grim fate. This dark figure harrows foes but stays the hand of death when it would touch your friends.

Daily • Divine, Healing, Implement, Necrotic, SummoningMinor Action Ranged 10

Effect: You summon a Large black reaper in an unoccupied 2-by-2-square space within range. The black reaper has reach 2, speed 8, and fly 8 (hover). It has a +4 bonus to AC and a +4 bonus to Will. You can give the black reaper the following special commands.

• Standard Action: Reach 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier necrotic damage, and if the black reaper reduces its target to 0 hit points, the black reaper and one ally within 5 squares of it regain 2d6 hit points. • Opportunity Action: Reach 2; targets one creature; Wisdom vs. Reflex; 2d8 + Wisdom modifier necrotic damage, and if the black reaper reduces its target to 0 hit points, the black reaper and one ally within 5 squares of it regain 2d6 hit points.

Walk Among the Wounded Cleric Utility 6As you pass by your allies, your presence bolsters their spirits.

Encounter • DivineMove Action Personal

Effect: Move up to your speed. Each ally adjacent to you at any point during this move gains a +1 power bonus to AC until the end of your next turn. If you are bloodied, the bonus is instead +2.

Level 15 Daily Prayers

Level 7 Encounter Prayers

Forgemaster’s Flame Cleric Attack 7The astral fire you call down limns your foe, causing it to become sluggish and providing healing to an ally.

Encounter • Divine, Fire, Healing, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier fire damage. If you’ve used Channel Divinity this encounter, you mark the target until the end of your next turn, and an ally with 5 squares of you can spend a healing surge. If you haven’t, the target grants combat advantage and is slowed until the end of your next turn.

Level 10 Utility Prayers

Reverent Mettle Cleric Utility 10You blunt an attack against your comrade using only your devout will. Calling upon your deity allows you to perform this trick again.

Encounter • DivineImmediate Interrupt Close Burst 5Trigger: An ally within 5 squares of you takes damage from an attackTarget: The triggering ally in burst

Effect: Reduce the triggering attack’s damage by 5 + your Charisma modifier.

Special: When you use Channel Divinity, you regain the use of this power.

Level 13 Encounter Prayers

Chains of Blazing Light Cleric Attack 13Columns of intense, fiery light blast down and mark your foes with divine sigils, leaving them shaken.

Encounter • Divine, Implement, RadiantStandard Action Area Burst 2 Within 10

SquaresTarget: Up to four creatures in burstAttack: Wisdom vs. Reflex

Hit: The target is dazed until the end of your turn. If you’ve used Channel Divinity this encounter, the next hit against the target before the end of your next turn deals extra radiant damage equal to 5 + your Charisma modifier.

Sacred Armistice Cleric Attack 15Your prayer affects a short-term pact of peace and gives you the divine sanction to heal the wounds of battle.

Daily • Divine, Fear, ImplementStandard ActionTarget: Each creature in blastAttack: Wisdom vs. Will

Close Blast 5

Hit: The target cannot attack (save ends).

Effect: Until the end of the encounter, when you use healing word, the target of that power gains a +5 power bonus to all defenses until the end of your next turn.

Seized Destiny Cleric Utility 6You foster courage where fear reigns, and you provide strength where weakness rules.

Daily • DivineStandard Action Close Burst 5Target: You and each ally in burst

Effect: The target gains temporary hit points equal to 5 + your Wisdom modifier and gains a +2 power bonus to Will until the end of the encounter.

Union of Three Fates Cleric Attack 13Three inky tendrils emerge from your target, and those touched by the malignant appendages learn their fates, for good or ill.

Encounter • Cold, Divine, Healing, Implement, NecroticStandard ActionTarget: One creature

Ranged 10

Attack: Strength or Wisdom vs. Fortitude

Hit: 1d10 + Wisdom modifier cold and necrotic damage. Choose one, two, or three creatures within 5 squares of the target. One creature can spend a healing surge, another creature takes 1d10 cold damage, and one creature takes 1d10 necrotic damage.

Page 24: Dragon - Powers (Nov 2009)

Level 17 Encounter Prayers

Level 19 Daily Prayers

Level 22 Utility Prayers

Life-Stealing Light Cleric Attack 17A burst of light from your soul draws energy from your enemies. Each death brings greater glory.

Encounter • Divine, Healing, Implement, NecroticStandard ActionTarget: Each enemy in burstAttack: Wisdom vs. Will

Close Burst 3

Hit: 3d6 + Wisdom modifier necrotic damage, and if the target drops to 0 hit points before the end of your next turn, the creature that killed the target regains 1d6 hit points.

Necrotic Transference Cleric Attack 19You swathe your weapon in necromantic energy, draining the life from an enemy and transferring it to your ally.

Daily • Divine, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Strength vs. Will

Melee Weapon

Hit: 4[W] + Charisma modifier necrotic damage, and one ally within 10 squares of you regains a healing surge.

Miss: Half damage.

Sealing Death’s Door Cleric Utility 22With a distant boom audible to all, death’s door slams shut around an area you protect with your divine power.

Daily • Divine, ZoneStandard Action Area Burst 2 Within 10

Squares

Effect: The burst creates a zone against death that lasts until the end of your next turn. When you or an ally within the zone drops to 0 hit points or fewer, that creature does not begin dying, but can continue to act normally instead. No creature is required to make death saving throws while in the zone. When a creature exits the zone, it gains the condition its current hit points dictate at the end of its next turn.

Sustain Minor: The zone persists until the end of your next turn.

Tree of Creation Cleric Attack 15Motes of light burst from you, outlining a starry tree like some used to model the cosmos. The image fades, but the light of the cosmic tree lingers, harming your enemies and steeling the minds of your allies.

Daily • Divine, Implement, Radiant, ZoneStandard ActionTarget: Each enemy in burstAttack: Wisdom vs. Will

Close Burst 3

Hit: 3d10 + Wisdom modifier radiant damage.

Miss: Half damage.

Effect: The burst creates a zone that lasts until then end of your next turn. You and each ally within the zone gains a +2 power bonus to Will and resist 5 psychic. If an ally within the zone is under a dazed, dominated, or stunned condition that a save can end, the ally can make a saving throw against each of those conditions at the start of its turn, as well as at the end of its turn.

Sustain Minor: The zone persists, and each enemy in it takes 1d6 radiant damage. You must remain within the zone to sustain it, but you can move its center to your location when you sustain it.

Healing Circle Cleric Utility 16As you pass by your allies, your presence bolsters their spirits.

Daily • Divine, Healing, ZoneMinor Action Close Burst 5Target: You and each ally in burst

Effect: The target regains 15 hit points. The burst creates a zone of healing light that lasts until the end of the encounter. When you or any ally spends a healing surge while within the zone, he or she regains additional hit points equal to 5 + your Charisma modifier.

Level 16 Utility Prayers

Prayer Made Real Cleric Utility 22Each prayer you recite builds on the one before it, culminating in a great boon that makes you and your allies into a divine army.

Daily • DivineMinor Action Area Burst 2 Within 10

SquaresTarget: You and each ally in burst

Effect: The target gains a +2 power bonus to saving throws. If you used healing word this turn, the target also gains a +2 power bonus to all defenses. If you used Channel Divinity since the start of your last turn, the target also gains a +1 power bonus to attack rolls. The bonuses granted by this power last until the end of the encounter.

Breath of the Raven Queen Cleric Attack 19You release the Raven Queen’s breath to assail your enemies, binding them in black ice to leech strength from their bodies and their souls.

Daily • Cold, Divine, Implement, NecroticStandard ActionTarget: Each creature in blast

Close Blast 5

Attack: Strength or Wisdom vs. Fortitude

Hit: 3d6 + Wisdom modifier cold damage, and the target is immobilized (save ends).

First Failed Saving Throw: The target is restrained instead of immobilized (save ends)

Second Failed Saving Throw: The target also takes ongoing 10 necrotic damage (save ends).

Miss: 3d6 cold damage.

Death for Death Cleric Utility 22You pluck fate’s strings to alter the outcome of your ally’s attack.

Daily • DivineImmediate Interrupt Ranged 5Trigger: An ally misses with an attackTarget: The triggering ally

Effect: The ally loses 1 healing surge and rerolls the attack with a bonus equal to your Wisdom modifier. If the ally doesn’t have any healing surges left, it instead loses hit points equal to its surge value.

Page 25: Dragon - Powers (Nov 2009)

Level 25 Daily Prayers

Soulshock Field Cleric Attack 25A flash of bright light leaves the area rippling with tiny arcs of golden lightning that leap and crawl about.

Daily • Divine, Healing, Implement, Lightning, ZoneStandard Action Area Burst 2 Within 10

Squares

Effect: The burst creates a zone of sparking electricity until the end of your next turn. Enemies that enter the zone or start their turns there take 2d10 + Wisdom modifier lightning damage. If an enemy is reduced to 0 hit points while within the zone, you or an ally of your choice can spend a healing surge without taking an action to do so. When you or an ally takes lightning or thunder damage while within the zone, whoever took the damage can use an immediate interrupt to spend a healing surge.

Sustain Minor: The zone persists.

Page 26: Dragon - Powers (Nov 2009)

Druid

Level 1 At-Will Evocations

Grasping Tide Druid Attack 1A vortex of water appears amidst your foes, drawing them into its grasp.

At-Will • Implement, PrimalStandard Action Area Burst 1 Within 10

SquaresTarget: Each creature in burstAttack: Wisdom vs. Fortitude

Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn, if the target leaves the burst’s area of effect, you can use an opportunity action to make a secondary attack against it.

Secondary Attack: Wisdom vs. Reflex

Hit: You knock the target prone.

Increase damage to 2d6 + Wisdom modifier at 21st level.

Level 6 Utility Evocations

Leaf Wall Druid Utility 6Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your allies.

Daily • Conjuration, PrimalMinor Action Area Wall 5 Within 10

Squares

Effect: You conjure a wall of fluttering green and gold leaves that lasts until the end of the encounter. The wall can be up to 4 squares high. Any ally who is within the wall or being attacked through it has concealment. Any enemy that enters the wall’s space or starts its turn there grants combat advantage until the end of that enemy’s next turn.

Page 27: Dragon - Powers (Nov 2009)

Fighter

Level 1 At-Will Exploits

Knockdown Assault Fighter Attack 1You smash your weapon into your foe so hard that the enemy loses its footing.

At-Will • Martial, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Strength vs. Fortitude

Hit: Strength modifier damage, and you knock the target prone.

Special: When charging, you can use this power in place of a melee basic attack. Level 2 Utility Exploits

Close the Gap Fighter Utility 2As your foe falls, you quickly move on to challenge a new enemy.

Encounter • MartialImmediate Action PersonalTrigger: An adjacent enemy marked by you drops to 0 hit points

Effect: You move a number of squares equal to your Dexterity modifier. You can mark one enemy that is adjacent to you after this movement. The mark lasts until the end of your next turn.

Ruinous Attack Fighter Attack 1Your weapons move with incredible speed and open deep gashes in your opponent.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Primary Target: One creaturePrimary Attack: Strength vs. AC (main weapon)

Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).

Miss: Half damage.

Effect: You make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).

Miss: Half damage.

Level 1 Daily Exploits Wicked Strike Fighter Attack 1Your weapon might be cumbersome, but it packs quite a punch when it connects.

At-Will • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creature marked by youAttack: Strength -2 vs. AC

Hit: 1[W] + Strength modifier + Constitution modifier damage.

Increase damage to 2[W] + Strength modifier + twice Constitution modifier at 21st level.

Special: You can use this power in place of a melee basic attack.

Level 1 Encounter Exploits

Punishing Charge Fighter Attack 1As you charge into battle, your weapon opens a path to your chosen foe.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon. You must charge and use this power in place of a melee basic attack.Target: One creatureAttack: Strength vs. AC

Hit: 1[W] + Strength modifier + Constitution modifier damage.

Effect: Any enemy that makes an opportunity attack against you during your charge takes damage equal to your Constitution modifier.

Savage Advance Fighter Attack 1Your enemy falls back beneath your savage attack, but you pursue to finish the job.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureSpecial: Before the attack, you can slide the target one square and shift into the square the target vacated.Attack: Strength -2 vs. AC

Hit: 3[W] + Strength modifier + Constitution modifier damage.

Miss: Half damage.

Who’s Next? Fighter Utility 2When your foe crumples, you move forward to find your next opponent.

Encounter • MartialMove Action PersonalRequirement: You must have reduced a nonminion enemy to 0 hit points during this turn.

Effect: You shift up to your speed and gain a bonus to your next damage roll before the end of your next turn equal to the distance (in squares) you shifted.

Page 28: Dragon - Powers (Nov 2009)

Level 5 Daily Exploits

Level 6 Utility Exploits

Daring Shout Fighter Utility 6You challenge nearby enemies to attack you, bolstering your own stamina.

Encounter • MartialMinor Action Close Burst 1Target: Each enemy in burst you can see

Effect: The target is marked until the end of your next turn. You gain temporary hit points equal to your Constitution modifier + the number of targets in the burst.

Dancing Defense Fighter Attack 5Each time your blade connects you strike again—or feint, allowing you to dance away.

Daily • Martial, Stance, WeaponMinor Action Melee WeaponRequirement: You must be wielding two melee weapons.

Effect: Until the stance ends, once per round when you hit with an attack using your main weapon, you can make a melee basic attack with your off-hand weapon against a different target or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of your next turn.

Spinning Razor Strike Fighter Attack 5You move with such alacrity that your enemies can’t follow your movements: strike, step, strike, step, and finally one last strike to end your opponents’ threat.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Primary Target: One creaturePrimary Attack: Strength vs. AC (main weapon)

Hit: 1[W] + Strength modifier + Dexterity modifier damage.

Effect: You shift 1 square and make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength +1 vs. AC (off-hand weapon)

Hit: 1[W] + Dexterity modifier damage.

Effect: You shift 1 square and make a tertiary attack against a different target.

Tertiary Target: One creature other than the primary and secondary targets.

Tertiary Attack: Strength +1 vs. AC (main weapon or off-hand weapon)

Hit: 1[W] + Strength modifier damage.

Level 3 Encounter Exploits

Restoring Strike Fighter Attack 3Your weapon impacts with a satisfying crunch, filling you with new confidence.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureAttack: Strength -2 vs. AC

Hit: 1[W] + Strength modifier + Constitution modifier damage. Until the end of your next turn, you can use your second wind as a minor action.

Brutal Advance Fighter Attack 5After throwing the enemy back, you charge to deliver the killing blow.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureAttack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you push the target 3 squares.

Miss: No damage, and you push the target 3 squares.

Effect: After the attack, you can make a charge attack against the same target as a free action. If you hit with this attack, you deal extra damage equal to your Constitution modifier, and you knock the target prone.

Line in the Sand Fighter Utility 6You trace a line on the ground with your weapon, daring your enemies to cross it.

Encounter • MartialStandard Action Close Burst 1Requirement: You must be trained in Intimidate.

Effect: The burst creates a zone that lasts until the end of the encounter or until you leave it. Any enemy inside the zone grants combat advantage to you.

Level 7 Encounter Exploits

Inertia Strike Fighter Attack 7Your tremendous swing carries your weapon through one enemy and into anyone else in your reach.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureAttack: Strength -2 vs. AC

Hit: 2[W] + Strength modifier damage, and any enemy adjacent to you other than the target takes damage equal to your Constitution modifier.

Brazen Assault Fighter Attack 5Relying on your own resilience, you put yourself in danger, knowing that you can maneuver for a better attack.

Daily • Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Endurance.Target: One creatureAttack: Strength vs. AC

Hit: 3[W] + Strength modifier + Constitution modifier damage, and you push the target 2 squares.

Effect: Until the end of the encounter, you gain resist 5 to all damage but grant combat advantage to all attacks. You can end this effect as a free action on your turn.

Page 29: Dragon - Powers (Nov 2009)

Level 13 Encounter ExploitsLevel 9 Daily Exploits

Bloodspike Sweep Fighter Attack 9You whip your weapon around in an arc as deadly as the sweep of a bloodspike behemoth’s tail.

Daily • Martial, WeaponStandard Action Close Burst 1Target: Each creature in burst you can seeAttack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends). Weapon: If you’re wielding a flail, hammer, or mace, the target is also knocked prone.

Miss: Half damage, and no ongoing damage.

Salamander Lash Fighter Attack 13You use your weapon to expertly drive your foe into position for your attack.

Encounter • Martial, WeaponStandard ActionTarget: One creature

Melee Weapon

Effect: You slide the target 1 square into a square adjacent to you, and then make an attack against the target. You can not slide the target into hindering terrain. Weapon: If you’re wielding an axe, pick, or polearm, you can slide the target a number of squares equal to your Constitution modifier.Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Special: When you make a Combat Challenge attack, you can use this power instead of a melee basic attack.

Level 10 Utility Exploits

Phalanx Leader Fighter Utility 10You gather your allies behind your shield’s bulwark, and their presence gives you the upper hand.

Encounter • MartialMinor Action PersonalRequirement: You must be using a shield.

Effect: Until the end of your next turn, while any ally is adjacent to you, that ally gains a +2 shield bonus to AC and Reflex and you gain a +2 power bonus to melee attack rolls.

Punishing Storm Fighter Attack 9You strike twice at the foe, dance aside, and deliver a sudden strike with your secondary weapon to send the enemy sprawling.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Primary Target: One or two creaturesPrimary Attack: Strength vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage.

Miss: Half damage.

Effect: If you hit at least once, you can shift 1 square and make a secondary attack.

Secondary Target: One creature other than a primary target

Secondary Attack: Strength vs. Fortitude (off-hand weapon)

Hit: 1[W] damage, and you knock the target prone.

Murderous Assault Fighter Attack 9You slam your weapon into your foe and surge in one smooth motion to swing again at another foe.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureAttack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. If you have combat advantage against the target, you deal extra damage equal to your Strength modifier.

Effect: You can make a charge attack against a different target.

Mighty Surge Fighter Utility 10You dig deep to find the strength you need to overcome your foes.

Daily • Healing, MartialMinor Action Personal

Effect: You can spend a healing surge. When you spend this surge and any other surge until the end of the encounter, you also gain a +2 power bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn.

Leaping Assault Fighter Attack 13You spring through your foes to rip apart an enemy with a saving swing.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be trained in Athletics and wielding a two-handed weapon.Special: Before the attack, you can move up to your speed. This movement does not provoke opportunity attacks from any enemy marked by you.Target: One creatureAttack: Strength vs. AC

Hit: 2[W] + Strength modifier + Constitution modifier damage.

Page 30: Dragon - Powers (Nov 2009)

Level 15 Daily Exploits

Masterful Parry Fighter Attack 15You catch the enemy’s attack with your off-hand weapon and drive your main weapon into your enemy’s unprotected body.

Daily • Martial, Reliable, WeaponImmediate Interrupt Melee WeaponRequirement: You must be wielding two melee weapons.Trigger: An enemy marked by you would hit you with a melee attackTarget: The triggering enemyPrimary Attack: Strength +2 vs. AC (off-hand weapon)

Hit: You take half damage from the triggering attack and make a secondary attack against the same target.

Secondary Attack: Strength +2 vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends). You can shift 1 square.

Miss: Half damage, and the target is dazed until the end of your next turn. You can shift 1 square.

Adaptable Maneuver Fighter Attack 19A swift attack tests your enemy’s defenses and tells you whether you should drop into a defensive posture or strike again.

Daily • Martial, WeaponStandard ActionTarget: One creature

Close Burst 1

Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 3[W] + Strength modifier damage on the first hit. If both attacks hit, you can add 2[W] to the damage dealt or have the target take a -4 penalty to attack rolls (save ends).

Level 19 Daily Exploits

Hurricane Strike Fighter Attack 15You swing your blade around you, and the momentum carries you forward so you can do it again.

Daily • Martial, WeaponStandard Action Close Burst 1Requirement: You must be wielding a two-handed weapon.Primary Target: Each enemy in burst you can seePrimary Attack: Strength vs. AC

Hit: 1[W] + Strength modifier + Constitution modifier damage.

Effect: You can move up to 3 squares and make a secondary attack in close burst 1.

Secondary Target: All enemies in burst you can see

Secondary Attack: Strength vs. AC

Hit: Strength modifier + Constitution modifier damage.

Level 17 Encounter Exploits

Bitter Harvest Fighter Attack 17You smash through the pressing host to set your eyes and your weapon on your chosen foe.

Encounter • Martial, WeaponStandard Action Close Burst 1Requirement: You must be wielding a two-handed weapon.Primary Target: One creaturePrimary Attack: Strength vs. Fortitude

Hit: Constitution modifier damage, and you push the target 1 square.

Effect: You can shift 1 square and make a secondary attack.

Secondary Target: One enemy marked by you

Secondary Attack: Strength -2 vs. Fortitude

Hit: 2[W] + Strength modifier + Constitution modifier damage.

Warding Steel Fighter Utility 16You whip your weapon up to intercept your enemies’ attacks.

At-Will • MartialMinor Action PersonalRequirement: You must be wielding a two-handed weapon.

Effect: You gain a bonus to AC and Fortitude equal to your Constitution modifier until the start of your next turn.

Level 16 Utility Exploits

Toppling Finish Fighter Attack 19You smash through the pressing host to set your eyes and your weapon on your chosen foe.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creaturePrimary Attack: Strength vs. Fortitude

Hit: The target falls prone.

Effect: You make a secondary attack against the target.

Secondary Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage.

Miss: Half damage.

Special: If the target is granting you combat advantage, the secondary attack deals extra damage equal to 3 + your Constitution modifier.

Battle Furor Fighter Utility 22When you draw upon your reserves, your fury rises and adds terrible weight to your attacks.

Encounter • Martial, StanceMinor Action Personal

Effect: Until the stance ends, whenever you regain hit points, you gain any hit points in excess of your maximum value as temporary hit points. In addition, each time you regain hit points, you gain a bonus to your next damage roll equal to your Constitution modifier.

Level 22 Utility Exploits

Revel in Pain Fighter Attack 17You grin widely as you endure pain, using it to move toward your foe with the hope of exacting revenge.

Encounter • Martial, WeaponImmediate Reaction Melee WeaponPrerequisite: You must be trained in Endurance.Trigger: An enemy within 4 squares of you damages you with an attack.Effect: You move your speed to a space adjacent to the target.Target: The triggering enemyAttack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you gain temporary hit points equal to half the damage of the triggering attack.

Page 31: Dragon - Powers (Nov 2009)

Level 25 Daily Exploits

Storm’s Fury Strike Fighter Attack 25Your weapons pound into your foes to give you the room you need to face off with your true target.

Daily • Martial, WeaponStandard Action Close Burst 1Requirement: You must be wielding two melee weapons.Primary Target: Each enemy in burst you can seePrimary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and the target is pushed 2 squares.

Miss: No damage, and the target is pushed 1 square.

Effect: You shift a number of squares equal to your Dexterity modifier and make a secondary attack.

Secondary Target: One creature other than the primary target

Secondary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and ongoing 10 damage (save ends).

Miss: Half damage, and no ongoing damage.

Level 29 Daily Exploits

Enemy Undone Fighter Attack 29Your opponent falls back beneath your attack’s ferocity, but it can’t escape you: You step forward to finish the job you started.

Daily • Martial, Reliable, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), four attacks

Hit: 3[W] + Strength modifier damage on the first hit. On each additional hit, the target takes an additional 1[W] damage. If all four attacks hit, the target takes an additional 10 damage. You then push the target 1 square per hit and can shift 2 squares into a square the target occupied.

Special: If you score a critical hit with this power, you can’t score another critical hit with it on the same turn.

Level 23 Encounter Exploits

Slash and Kick Fighter Attack 23Your weapon tears through your foe, allowing you to follow up with a forceful kick to send the enemy sprawling.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creaturePrimary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you make a secondary attack against the target.

Secondary Attack: Strength vs. Fortitude

Special: If you are bloodied, you gain a +4 bonus to the attack roll.

Hit: You push the target a number of squares equal to your Constitution modifier and knock the target prone.

Time to Die Fighter Attack 25You’ve battled this enemy long enough. Putting all your strength behind the attack, you fling the foe away and then leap after it to bring the battle to a bloody close.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One creatureAttack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Constitution modifier.

Miss: Half damage, and you push the target 2 squares.

Effect: You can make a charge attack against the same target as a free action. If this attack hits, you push the target a number of squares equal to your Constitution modifier and knock the target prone.

Level 27 Encounter Exploits

Wild Offensive Fighter Attack 27Your weapon moves with astonishing speed, leaving those you strike reeling in pain.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a two-handed weapon.Target: One, two, or three creaturesAttack: Strength -2 vs. AC

Hit: 2[W] + Strength modifier + Constitution modifier damage, and the target grants combat advantage to you until the end of your next turn.

Image of Death Fighter Attack 29As your enemies fall beneath your blade, you become the image of death—a menacing presence sparking terror in all who behold you.

Daily • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength -2 vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier + twice your Constitution modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, you gain combat advantage against enemy marked by you.

Goad of Blood Fighter Attack 25You pull out all the stops on your attacks, the damage you inflict pushing you onward.

Daily • Martial, StanceMinor Action Personal

Effect: Until the stance ends, you can use an at-will or encounter melee attack power in place of any melee basic attack. Whenever such an attack hits, you gain temporary hit points equal to 10 + your Constitution modifier.

Page 32: Dragon - Powers (Nov 2009)

Invoker

Level 1 At-Will Prayers

Astral Wind Invoker Attack 1Divine wind screams from you to hurl your enemies back.

At-Will • Divine, ImplementStandard ActionTarget: Each creature in blastAttack: Wisdom vs. Fortitude

Close Blast 3

Hit: 1d6 + Wisdom modifier damage, and you push the target 1 square. If the target moves nearer to you on its next turn, it takes extra damage equal to your Constitution modifier.

Increase damage to 2d6 + Wisdom modifier at 21st level.

Death’s Denial Invoker Utility 2Your utterance prevents death from claiming new victims.

Encounter • Divine, Healing, ZoneStandard Action Close Burst 5

Effect: The burst creates a zone of divine power that lasts until the end of your next turn. Whenever a nonbloodied ally within the zone becomes bloodied or drops to 0 hit points or fewer, that creature can spend a healing surge.

Level 2 Utility Prayers

Level 7 Encounter Prayers

Death’s Dread Whisper Invoker Attack 7Your voice drops to a whisper and from your mouth issues your enemies’ undoing.

Encounter • Divine, ImplementStandard ActionTarget: Each creature in blastAttack: Wisdom vs. Fortitude

Close Blast 5

Hit: The target is dazed and takes a -2 penalty to attack rolls until the end of your next turn.

Level 15 Daily Prayers

Vile Plague Invoker Attack 15At your command, the ground releases ancient plagues once used to harvest new souls for the Lord of the Dead.

Daily • Divine, Implement, Necrotic, PoisonStandard Action Area Burst 1 Within 5

SquaresTarget: Each creature in burstAttack: Wisdom vs. Fortitude

Hit: The target suffers the vile plague (save ends). A target suffering from the vile plague is dazed, slowed, and takes ongoing 10 necrotic damage. In addition, all creatures adjacent to the target at the end of their turn take 5 necrotic damage.

Miss: The target takes 10 necrotic and poison damage, and it is slowed until the end of its next turn.

Level 16 Utility Prayers

Vengeful Dead Invoker Utility 16When your ally falls, you intone a dread word to bind its spirit to the flesh, causing the companion to rise again and fight on your behalf.

Daily • DivineMinor ActionTarget: One dead ally

Ranged 10

Effect: The target becomes an undead ally until the end of the encounter. The target regains hit points equal to its bloodied value and gains the undead keyword. It is slowed, immune to disease and poison, gains resist 10 necrotic and vulnerable 5 radiant, and its melee attacks deal extra damage equal to your Wisdom modifier. The target is otherwise unchanged and can act normally. At the end of the encounter, the ally dies, but can be brought back to life with the Raise Dead ritual or similar means.

Level 23 Encounter Prayers

Age’s Infirmity Invoker Attack 23Your command sees the enemy age rapidly, forcing time’s ravages to come crashing in if only for a moment.

Encounter • Divine, Implement, NecroticStandard Action Area Burst 1 Within 10

SquaresTarget: Each creature in burstAttack: Wisdom vs. Fortitude

Hit: 1d10 + Wisdom modifier necrotic damage, and the target is slowed and weakened until the end of your next turn.

Level 6 Utility Prayers

Symbol of Vengeance Invoker Utility 6A glyph of ancient meaning shimmers above your companion, allowing you to channel your divine might to strike those that intend it harm.

Daily • DivineMinor ActionTarget: One ally

Ranged 10

Effect: Until the end of the encounter, you can use your target to determine lines of sight and effect for your divine ranged or area at-will or encounter attacks from the target, as long as you can see the target.

Eye of Dawn Invoker Attack 15A light like the morning sun burns amid your foes, causing them to flinch away—and find themselves elsewhere.

Daily • Divine, Implement, Radiant, TeleportationStandard Action

Target: Each enemy in burstAttack: Wisdom vs. Fortitude

Area Burst 2 Within 10 Squares

Hit: 4d6 + Wisdom modifier radiant damage, and you teleport the target to any other space in or adjacent to the burst.

Miss: Half damage, and you teleport the target 1 square.

Effect: You teleport each ally in the burst to any other square in or adjacent to the burst.

Guidance of Heavenly Hands Invoker Utility 16

Even as you are yanked from your feet, divine power flows through you, guiding you gently to a safe destination.

Encounter • Divine, TeleportationImmediate Interrupt Close Burst 10Trigger: You or an ally within range are pushed, pulled, slid, or teleported by an attackTarget: The triggering creature

Effect: You negate the forced movement and teleport the target 5 squares.

Page 33: Dragon - Powers (Nov 2009)

Level 29 Daily Prayers

Harm Invoker Attack 29You speed your enemy to death’s door by draining its life and vitality with one cruel command.

Daily • Divine, Implement, NecroticStandard Action Melee TouchPrimary Target: One creaturePrimary Attack: Wisdom vs. Fortitude

Hit: 7d10 + Wisdom modifier necrotic damage. If this attack bloodies the target, it takes and extra 1d10 damage.

Effect: You make a secondary attack in a close burst 5. This attack gains the fear keyword.

Secondary Target: All enemy in burst that can see you

Secondary Attack: Wisdom vs. Will

Hit: The target chooses to either move its speed away from you or take a -2 penalty to attack rolls until the end of the encounter.

Level 25 Daily Prayers

Penance of Amoth Invoker Attack 25You blast your enemy with coruscating power, which sinks deep into its soul and waits to punish it for further evildoing.

Daily • Divine, Implement, RadiantStandard ActionTarget: One creatureAttack: Wisdom vs. Fortitude

Ranged 10

Hit: 3d8 + Wisdom modifier radiant damage, and the target is subject to Amoth’s penance (save ends). The first time a creature subject to Amoth’s penance makes a damage roll against one of your allies on its turn, it takes radiant damage equal to the damage roll.

Miss: Half damage, and the target is subject to Amoth’s penance until the end of your next turn.

Page 34: Dragon - Powers (Nov 2009)

Paladin

Level 1 At-Will Prayers

Challenging Strike Paladin Attack 1Your powerful attack challenges your foe to face you.

At-Will • Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn or until you move into a square not adjacent to the target.

Increase damage to 2[W] + Strength modifier at 21st level.

Special: If you are bloodied, this attack is Strength vs. the lower of the target’s AC or Will.

Level 6 Utility Prayers

Flare of Divine Vengeance Paladin Utility 6The energy of your divine challenge erupts with light that heals you as the enemy attacks and empowers your next strike against it.

Daily • Divine, HealingImmediate Interrupt PersonalTrigger: The target of your divine challenge hits you

Effect: You can spend a healing surge. You gain a +2 power bonus to attack rolls against the triggering enemy until the end of your next turn.

Forbidding Strike Paladin Attack 1The divine might of your attack extends your shield’s magical protection for your ally.

At-Will • Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Requirement: You must be using a shield.

Hit: 1[W] + Strength modifier damage, and an ally adjacent to you gains resist 2 to all damage until the end of your next turn.

Increase resistance to 5 at 11th level and 10 at 21st level.

Level 3 Encounter Prayers

Fortune-Spurned Smite Paladin Attack 3Your weapon burns with dark flames. What the flames touch becomes craven and fearful, which are traits despised by fortune.

Encounter • Divine, Fear, Necrotic, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Strength or Charisma vs. Fortitude

Hit: 2[W] + Strength or Charisma modifier necrotic damage. The next time the target takes damage before the start of your next turn, it moves up to its speed away from you.

Level 1 Encounter Prayers

Stolen Life Paladin Attack 1You slam your weapon home, channeling your enemy’s loss into healing.

Encounter • Divine, Healing, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier necrotic damage, and you or an ally within 5 squares of you regains hit points equal to your Charisma modifier.

Level 1 Daily Prayers

Frost of Letherna Paladin Attack 1Ice and frost swirl around you, expanding quickly. While within this whirling blizzard, your enemies cannot escape you.

Daily • Cold, Divine, Implement, ZoneStandard ActionTarget: Each enemy in burst

Close Burst 2

Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier cold damage.

Miss: Half damage.

Effect: The burst creates a zone of hindering frost that lasts until the end of your next turn. Whenever an enemy enters or starts its turn in the zone, it is slowed until the end of your next turn. If you have marked the target, it is instead immobilized until the end of your next turn.

Sustain Minor: The zone persists.

Winter’s Edge Paladin Attack 3Your weapon is like the biting winds of winter, freezing your opponents in their tracks.

Encounter • Cold, Divine, WeaponStandard ActionTarget: Each creature in burstAttack: Strength vs. AC

Close Burst 1

Hit: 1[W] + Strength modifier cold damage, and the target is slowed until the end of your next turn. If you have marked the target, it is instead immobilized until the end of your next turn.

Level 5 Daily Prayers

Shadow’s Apathy Paladin Attack 5With a solid strike, you sap your adversary’s will to act.

Daily • Divine, Necrotic, Reliable, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier necrotic damage, and the target is weakened and slowed (save ends both).

Winter’s Fated Stance Paladin Utility 6A murder of ghostly ravens hover around you, warding you against cold and death.

Daily • Divine, StanceMinor Action Personal

Effect: Until the stance ends, you gain cold and necrotic resistance equal to 5 + either your Wisdom or Charisma modifier. You can end this stance as a free action to gain a +2 bonus to any defense until the end of your next turn.

Level 7 Encounter Prayers

Ravenfrost Strike Paladin Attack 7Black frost covers your weapon, fixing your foe’s place and its attention on you.

Encounter • Cold, Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier cold damage, and the target is immobilized and subject to your divine sanction until the end of your next turn.

Page 35: Dragon - Powers (Nov 2009)

Level 15 Daily Prayers

Wayfinder’s Strike Paladin Attack 15Nothing can stand between your divine wrath and your foe.

Daily • Divine, WeaponStandard Action Melee WeaponRequirement: You must charge an enemy and use this power in place of a melee basic attack. You can charge a target marked by you even if other creatures occupy spaces that would block your charge movement. You slide such creatures 1 square before you charge. If you cannot force creatures out of the path of your charge, you cannot use this power on the marked target. Creatures taking opportunity attacks against you during your charge take 1[W] damage and slide 1 square.Target: One creatureAttack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Level 10 Utility Prayers

Vengeful Vigilance Paladin Utility 10Your awareness expands to allow you to protect your allies in an instant, punishing those who would weaken your allies’ resolve.

Daily • Divine, StanceMinor Action Personal

Effect: Until the stance ends, any time an enemy within 5 squares of you makes an attack that does not include you, you can use divine challenge on that enemy as a free action. If the triggering attack is against Will and you mark the attacker, it immediately takes the damage your divine challenge mark normally deals.

Level 9 Daily Prayers

Reaper’s Harvest Paladin Attack 9Your weapon parts your enemy’s defenses, letting you claim the bounty of its defeat.

Daily • Divine, Healing, Necrotic, Psychic, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Strength or Charisma vs. AC

Hit: 2[W] + Strength or Charisma modifier necrotic and psychic damage, and the target is subject to your divine sanction until the end of your next turn.

Miss: Half damage.

Effect: If this attack reduces the target to 0 hit points, you can spend a healing surge and regain hit points equal to twice your surge value.

Shadow Blades of Shared Doom Paladin Attack 9As your attack lands, shadowy blades spring from your foe to slice those nearby and draw ire upon you.

Daily • Divine, Necrotic, WeaponStandard Action Melee WeaponPrimary Target: One creaturePrimary Attack: Strength vs. AC

Hit: 2[W] + Strength modifier necrotic damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target

Secondary Attack: Strength vs. Will

Hit: 1[W] + Charisma modifier necrotic damage, and the target is subject to your divine sanction until the end of your next turn.

Miss: Half damage.

Effect: The target is subject to your divine sanction until the end of your next turn.

Winter’s Arrival Paladin Utility 10You step through deep shadow to chase your foe, bringing icy ground back with you.

Encounter • Divine, TeleportationMove Action Personal

Effect: You teleport a number of squares equal to 1 + your Charisma modifier to a space adjacent to an enemy you have marked. In addition, all squares adjacent to you become difficult terrain until the end of your next turn.

Deathguide’s Stance Paladin Utility 10Muttering devotions, you can channel the death that’s all around you into life.

Daily • Divine, Healing, StanceMinor Action Personal

Effect: Until the stance ends, you or an ally within 5 squares of you regains a number of hit points equal to 5 + your Charisma modifier whenever a nonminion enemy within 5 squares of you is reduced to 0 hit points.

Level 13 Encounter Prayers

Letherna’s Hounds Paladin Attack 13Shadowy hounds materialize and spring at your enemies, dragging them to your feet.

Encounter • Divine, Implement, NecroticStandard ActionTarget: Each enemy in burst

Close Burst 2

Attack: Charisma vs. Fortitude

Hit: 1d10 + Charisma modifier damage, and you knock the target prone. You pull the target 1 square to a space adjacent to you.

Darkness Unleashed Paladin Attack 15With a howl of defiance, you catch your breath and loose a sapping wave of darkness against your assailants.

Daily • Divine, Implement, NecroticFree Action Close Burst 1Trigger: You use your second windTarget: Each enemy in burstAttack: Charisma vs. Will

Hit: 2d10 + Charisma modifier necrotic damage.

Miss: Half damage.

Special: If you score a critical hit with any of the attacks granted by this power, you regain your use of second wind this encounter.

Page 36: Dragon - Powers (Nov 2009)

Level 17 Encounter Prayers

Frozen Shackles Paladin Attack 17Heat flees from your enemy, causing it to freeze in place.

Encounter • Cold, Divine, ImplementStandard ActionTarget: One creature

Ranged 10

Attack: Strength or Charisma vs. Fortitude

Hit: 2d8 + Strength or Charisma modifier cold damage, and the target is immobilized until it takes damage from an attack. If the target is marked by you, it also grants combat advantage to you and your allies until the end of your next turn.

Level 19 Daily Prayers

Visage of Sorrow Paladin Attack 19You call forth divine power from the Shadowfell to transform your aspect to one of bitter sorrow and grief.

Daily • Divine, Fear, Implement, PsychicStandard ActionTarget: Each enemy in burst

Close Burst 2

Attack: Strength or Charisma vs. Will

Hit: 3d8 + Strength or Charisma modifier psychic damage, and the target is subject to your divine sanction until the end of your next turn.

Effect: Melee and ranged attacks against you take a -2 penalty until the end of the encounter.

Level 23 Encounter Prayers

Grave Smite Paladin Attack 23Your smite sends your enemy to the grave.

Encounter • Divine, Necrotic, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Strength or Charisma vs. AC

Hit: 3[W] + Strength or Charisma modifier necrotic damage, and the target falls prone and cannot stand until the end of your next turn.

Special: When you gain this power, choose Strength or Charisma as the ability you use when making attack and damage rolls with this power.

Level 25 Daily Prayers

World in Winter Paladin Attack 25Cold blossoms around you, bringing ice and snow in from the Shadowfell.

Daily • Cold, Divine, Necrotic, Weapon, ZoneStandard ActionTarget: Each enemy in burst

Close Burst 1

Attack: Strength or Charisma vs. AC

Hit: 4[W] + Strength or Charisma modifier cold and necrotic damage.

Effect: The burst creates a zone of freezing cold and blowing snow that lasts until the end of the encounter. Squares within the zone are difficult terrain and lightly obscured, and the zone moves with you. Whenever an enemy ends its turn within the zone, it takes 10 cold and necrotic damage. If you hit at least one enemy with a divine attack power during your turn, you can increase the zone’s size by 1 at the end of your turn (to a maximum of a close burst 5).

Icy Clutches Paladin Attack 17You drive your foe to the ground, commanding it to stay down or suffer the consequences.

Encounter • Cold, Divine, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier cold damage, and you knock the target prone. The target is subject to your divine sanction until the end of your next turn, and if it stands up while still subject to this sanction, it takes damage as if it had made an attack that didn’t include you.

Deathguide’s Sanction Paladin Attack 19You strike and sanction your foe, and your allies can siphon its life force with each successful attack.

Daily • Divine, Healing, Radiant, Reliable, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 4[W] + Charisma modifier radiant damage, and the target is subject to your divine sanction (save ends). Until this divine sanction ends, your allies regain a number of hit points equal to 5 + your Charisma modifier the first time they hit the target on each of their turns.

Level 22 Utility Prayers

Fateful Cleansing Paladin Utility 22Your intimacy with mortality allows you to remove the doom of impending death from others.

Daily • Divine, HealingMinor ActionTarget: One creature

Melee Touch

Effect: You spend a healing surge without regaining hit points, and the target regains hit points as if it had spent two healing surge. In addition, it can make a saving throw against all effects a save can end.

Freezing Censure Paladin Attack 23With a single prayer, winter comes early, encasing your foe in a crust of time.

Encounter • Cold, Divine, ImplementStandard ActionTarget: One creatureAttack: Charisma vs. Will

Ranged 5

Hit: 2d8 + Charisma modifier cold damage, and the target is restrained until the end of your next turn.

Page 37: Dragon - Powers (Nov 2009)

Level 27 Encounter Prayers

Charge of the Dead Paladin Attack 27Shades of the honored dead join you in your onslaught.

Encounter • Divine, Implement, Necrotic, WeaponStandard Action Melee WeaponPrimary Target: One creaturePrimary Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you can make the following implement attack.

Free Action Close Burst 2

Secondary Target: The primary target and each enemy in burst

Secondary Attack: Charisma vs. Reflex

Hit: 1d8 + Charisma modifier necrotic damage.

Special: When charging, you can use this power in place of a melee basic attack.

Sorrowsworn Smite Paladin Attack 29With a weapon’s thrust, you bring sorrow, blindness, and death.

Daily • Divine, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 4[W] + Strength modifier necrotic damage, and the target is blinded and cannot regain hit points (save ends).

Miss: Half damage, and the target cannot regain hit points until the end of your next turn.

Level 29 Daily Prayers

Page 38: Dragon - Powers (Nov 2009)

Ranger

Level 1 At-Will Exploits

Hunter’s Teamwork Ranger Attack 1You use a nearby ally to gain advantage with your attack.

At-Will • Martial, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Ranged Weapon

Hit: 1[W] + Dexterity modifier damage.

Increase damage to 2[W] + Dexterity modifier at 21st level.

Special: If two or more allies are adjacent to the target, you gain combat advantage against the target with the attack.

Dire Bear Maul Ranger Attack 9You draw your foe into a deadly bear hug with both weapons.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, the target is grabbed. When you sustain the grab, the target takes 1[W] + Strength modifier damage from each weapon. You cannot otherwise attack with your weapons while you sustain the grab. If the target is your quarry, it takes a –2 penalty to escape attempts.

Miss: Half damage.

Level 9 Daily Exploits

Shield of Blades Ranger Attack 1You defend with one weapon while striking with the other.

At-Will • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.

Increase damage to 2[W] + Strength modifier at 21st level.

Level 1 Encounter Exploits

Plant to the Hilt Ranger Attack 1You embed both of your weapons in your foe and use them as grips to swing that foe around to a new position.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. If both attacks hit, the second slide increases to 3 squares.

Level 2 Utility Exploits

Bending Branch Ranger Utility 2You resist a foe’s attempt to move, and like a great tree swaying in a storm, you snap back, ready to attack.

Encounter • MartialImmediate Interrupt PersonalTrigger: You are pulled, pushed, or slid

Effect: You negate the forced movement. In addition, you gain a +2 bonus to your next melee attack roll before the end of your next turn.

Level 3 Encounter Exploits

Confusion of Blades Ranger Attack 3Your twin blades become a whirl of slapping, jabbing, and cutting surfaces.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage. The attack deals 1 extra damage for each enemy adjacent to you.

Level 6 Utility Exploits

Death Threat Ranger Utility 6You bring down your quarry and then fix your hunter eyes on another foe.

Encounter • MartialFree Action PersonalTrigger: You reduce your quarry to 0 hit points

Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the end of your next turn.

Level 7 Encounter Exploits

Lashing Leaves Ranger Attack 7Your dancing blades cut your foes deep, leaving wounds that are exacerbated by further attacks.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage. Until the end of your next turn, the target takes 2 extra damage whenever it is hit. If both attacks hit, the extra damage equals 1 + your Wisdom modifier.

Predatory Charge Ranger Attack 5You lunge toward your foe while your beast companion leaps on an enemy in your wake.

Daily • Beast, Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Athletics.Target: One creatureRequirement: You must charge the target and use this power in place of a melee basic attack.Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target 1 square and shift into the square it formerly occupied.

Effect: Your beast companion charges an enemy, knocking that enemy prone on a hit in addition to its normal damage. If that enemy has attacked you with an opportunity attack during your turn, your best companion gains a bonus to its attack and damage rolls equal to your Wisdom modifier.

Level 5 Daily Exploits

Page 39: Dragon - Powers (Nov 2009)

Level 16 Utility Exploits

Wolfjaw Blows Ranger Utility 16Unwary foes fall as you take advantage of their distraction to hook your weapons into their flesh.

Daily • Martial, StanceMinor Action Personal

Effect: Until the stance ends, when you make a melee attack against a target with combat advantage, the target is knocked prone if you hit.

Level 10 Utility Exploits

Blood of the Fallen Ranger Utility 10Your triumph is like a balm to you.

Daily • Healing, MartialFree Action PersonalTrigger: You reduce your quarry to 0 hit points

Effect: You regain hit points equal to your healing surge value + your Strength modifier.

Level 13 Encounter Exploits

Storm in the Trees Ranger Attack 13You move like a tempest among the pines, slashing at one foe and then leaping at another.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage. If both attacks hit, you can shift 2 squares and make a melee basic attack against a different creature.

Mirror of Steel Ranger Utility 16With your glittering play of blades, you deflect attacks.

Daily • Martial, StanceMinor Action Personal

Effect: Until the stance ends, you gain a +1 bonus to all defenses against melee attacks and ranged attacks while you are wielding two melee weapons.

Level 17 Encounter Exploits

Canopy of Blades Ranger Attack 17You whirl your blades ferociously, cutting your foe and warding off attacks.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creatureAttack: Strength vs. AC (main weapon and off-hand weapon), two attacks

Hit: 1[W] + Strength modifier damage.

Effect: You gain a +2 power bonus to all defenses until the end of your next turn. The bonus increases to 4 if either attack hits and to 6 if they both hit.

Level 22 Utility Exploits

Verdant Silence Ranger Utility 22You call on the peace and calm that lies at the heart of the forest, where the Masters of the Verdant Silence meditate.

Daily • MartialMinor Action Personal

Effect: You spend a healing surge but regain no hit points. You instead end each effect on you that a save can end.

Level 23 Encounter Exploits

Crashing Blades Ranger Attack 23You bring both of your weapons crashing down on your foe’s head so hard that it has difficulty focusing for a moment.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creaturePrimary Attack: Strength vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage.

Effect: Make a secondary attack against the target.

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 1[W] + Strength modifier damage. If the primary attack also hit, the target is dazed until the end of your next turn.

Strength of Earth Ranger Attack 13With a mighty heave, you leap into the air and wrap your arms around your foe, dragging it with you to the unyielding earth.

Encounter • Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Athletics.Effect: You jump up to 3 squares vertically and 5 squares horizontally. You can make the following attack at any point during the jump.Target: One creatureAttack: Strength vs. Reflex

Hit: 2[W] + Strength modifier damage, and you knock the target prone.

Page 40: Dragon - Powers (Nov 2009)

Level 27 Encounter Exploits

Seeking Roots Ranger Attack 27One of your blades finds your foe, then your other one does so. You cap the attacks by scissoring the foe with both weapons.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding two melee weapons.Target: One creaturePrimary Attack: Strength vs. AC (main weapon)

Hit: 2[W] + Strength modifier damage.

Effect: Make a secondary attack against the target.

Secondary Attack: Strength vs. AC (off-hand weapon)

Hit: 1[W] + Strength modifier damage. If the primary attack also hit, the target takes 5 + your Strength modifier extra damage.

Thunderfury Charge Ranger Attack 25You slip past your enemies, who are then overwhelmed by your beast companion.

Daily • Beast, Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Athletics.Primary Target: One creatureRequirement: You must begin with your beast companion adjacent to you. You must charge the target and use this power in place of a melee basic attack. Your movement during this charge does not provoke opportunity attacks.Primary Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you push the target 1 square and shift into the square it formerly occupied.

Effect: Your beast companion shifts its speed to a space adjacent to you and makes the following secondary attack during its movement.

Secondary Target: Each creature adjacent to your beast companion during its shift

Secondary Attack: Beast’s attack bonus vs. Reflex

Hit: 2[B] + beast’s Strength modifier damage, and the target is knocked prone.

Level 25 Daily Exploits

Page 41: Dragon - Powers (Nov 2009)

Rogue

Level 1 At-Will Exploits

Clever Strike Rogue Attack 1You can turn even a minor distraction into an opportunity for a deadly attack.

At-Will • Martial, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee or Ranged Weapon

Requirement: You must be wielding a light blade.Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.

Hit: 1[W] + Dexterity modifier damage.

Increase damage to 2[W] + Dexterity modifier at 21st level.

Level 6 Utility Exploits

Hidden Blade Rogue Utility 6You conceal a small weapon in your hand until it’s time to strike!

Encounter • MartialMinor Action PersonalPrerequisite: You must be trained in Thievery.

Effect: You gain combat advantage on the next attack roll you make with a weapon that has the off-hand property before the end of your turn.

Probing Strike Rogue Attack 1As you attack, you perceive a flaw in the enemy’s defenses.

At-Will • Martial, WeaponStandard ActionTarget: One creatureAttack: Dexterity vs. AC

Melee or Ranged Weapon

Hit: 1[W] + Dexterity modifier damage.

Increase damage to 2[W] + Dexterity modifier at 21st level.

Effect: You gain a +1 power bonus to your next attack roll against the target before the end of your next turn.

Duelist’s Flurry Rogue Attack 1You move your blade quickly, stinging your foe with a series of cuts and slashes. When combined, they form a deadly threat.

At-Will • Martial, WeaponStandard Action Melee or Ranged WeaponRequirement: You must be wielding a light blade.Target: One creatureAttack: Dexterity vs. AC

Hit: Dexterity modifier damage, and you slide the target 1 square. You then shift 1 square. You can deal Sneak Attack damage even if you do not have combat advantage with this attack.

Increase damage to 5 + Dexterity modifier at 21st level.

Level 1 Encounter Exploits

Opening Move Rogue Attack 1While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a light blade.Target: One creatureAttack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.

Artful Dodger: The bonus to your defenses equals 2 + your Charisma modifier.

Duelist’s Prowess Rogue Attack 1The way you stand appears to allow a foe an opening, but use your foe’s attack to draw it in for your own quick strike.

Daily • Martial, Stance, WeaponMinor Action Personal

Effect: Until the stance ends, you can use the following attack once per round.

Immediate Interrupt Melee Weapon Requirement: You must be wielding a light blade. Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage.

Level 1 Daily Exploits

Level 2 Utility Exploits

Agile Footwork Rogue Utility 2Though your foe wants to move in closely, you’d rather keep your distance, so you nimbly move away.

Encounter • MartialImmediate Reaction PersonalTrigger: An enemy ends its turn adjacent to you

Effect: You shift 3 squares.

Duelist’s Demand Rogue Attack 5You hem your foe in with a series of deadly strikes. It cannot move as long as your weapon is ready to strike.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a light blade.Target: One creatureAttack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is immobilized and grants you combat advantage. If the target does not end its turn adjacent to you, these effects end.

Miss: Half damage, and the target is immobilized and grants you combat advantage until the end of your next turn.

Level 5 Daily Exploits

Darting Strike Rogue Attack 3You move your weapon with blinding speed, striking a foe who didn’t realize it was open to an attack.

Encounter • Martial, WeaponOpportunity Action Melee WeaponPrerequisite: You must be trained in Acrobatics.Trigger: An enemy within 2 squares of you makes a ranged or area attack or moves without shifting or teleportingTarget: The triggering enemyEffect: You shift 2 squares to a space adjacent to the target and make the following attack with combat advantage.Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.

Level 3 Encounter Exploits

Page 42: Dragon - Powers (Nov 2009)

Level 7 Encounter Exploits

Slice Free Rogue Attack 7You pain your grasping enemy, allowing yourself an opening to tumble away.

Encounter • Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Acrobatics.Target: One creatureAttack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage. If you’re grabbed, you escape. You shift half your speed.

Level 10 Utility Exploits

Sneaky Roll Rogue Utility 10You take advantage of your foe’s success to somersault into a better position.

Encounter • MartialImmediate Reaction PersonalPrerequisite: You must be trained in Acrobatics.Trigger: You are hit by a melee attack

Effect: You shift half your speed. You may shift through squares occupied by enemies.

Swift Parry Rogue Utility 6You deflect your enemy’s attack, setting it off balance and leaving it vulnerable to your next attack.

Encounter • Martial, WeaponImmediate Interrupt Melee 1Requirement: You must be wielding a light blade.Trigger: You are hit by a melee attackTarget: The triggering enemy

Effect: You gain a bonus to your defenses equal to your Charisma modifier, and the target grants you combat advantage until the end of your next turn.

Lashing Blade Rogue Attack 7A foe near you feels the sting of your blade as you lash out, but the enemy has difficulty returning the favor.

Encounter • Martial, WeaponStandard Action Personal

Effect: You can make the following attack until the end of your next turn.

Opportunity Action Melee Weapon Requirement: You must be wielding a light blade. Trigger: An enemy starts its turn in or moves into a square adjacent to you Target: The triggering enemy Attack: Dexterity vs. Reflex

Hit: 1[W} + Dexterity modifier damage, and the target takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.

Artful Dodger: The penalty to attack rolls equals 2 + your Charisma modifier.

Level 13 Encounter Exploits

Vaulting Charge Rogue Attack 13You rush forward and leap into the air, skewering a foe that thought it was safe behind its allies.

Encounter • Martial, Weapon

Standard Action Melee WeaponRequirement: You must be wielding a light blade.Effect: You shift your speed, and can move through enemies’ spaces during this shift. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn. Artful Dodger: The bonus to your AC equals 2 + your Charisma modifier.Target: One creatureAttack: Dexterity vs. AC, or Dexterity vs. Reflex if the target has not yet acted in combat

Hit: 3[W} + Dexterity modifier damage.

Level 17 Encounter Exploits

Path of the Blade Rogue Attack 17You slash at your enemies, forcing them to part before you as you rush your intended enemy.

Encounter • Martial, Weapon

Standard Action Melee WeaponRequirement: You must be wielding a light blade.Effect: You shift a number of squares equal to 2 + your Charisma modifier. After this shift, make the following attack. Artful Dodger: The number of squares you shift equals 4 + your Charisma modifier.Target: One or two creatures adjacent to you during your shiftAttack: Dexterity vs. Will

Hit: 2[W] + Dexterity modifier damage, and you slide the creature 1 square.

Tumbling Strike Rogue Attack 17With great agility, you cross harsh terrain and weave through foes before making your enemy regret it ever confronted you in battle.

Encounter • Martial, Weapon

Minor Action Melee WeaponPrerequisite: You must be trained in Acrobatics.Effect: You shift your speed and make the following attack at any point during the shift. You ignore difficult terrain and can move through enemies’ square during the shift.Target: One creatureAttack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Page 43: Dragon - Powers (Nov 2009)

Level 23 Encounter Exploits

Shimmering Blade Rogue Attack 23You stand ready to counter each of your enemies’ moves, your blade a blur of steel as you strike again and again.

Encounter • Martial, Weapon

Standard Action Personal

Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn. You can make the following attack until the end of your next turn.

Artful Dodger: The bonus to your defenses equals 2 + your Charisma modifier.

Opportunity Action Melee Weapon Requirement: You must be wielding a light blade. Trigger: An enemy makes a melee attack against you, starts its turn adjacent to you, or ends its turn adjacent to you Target: The triggering enemy Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage.

Level 27 Encounter Exploits

First and Final Strike Rogue Attack 27As your enemy fumbles for its weapon, you stride forward to deliver a deadly attack.

Encounter • Martial, Weapon

Standard Action Melee WeaponRequirement: You must be wielding a light blade.Effect: You shift your speed, and can move through enemies’ spaces during this shift. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn. Artful Dodger: The bonus to your AC equals 2 + your Charisma modifier.Target: One creatureAttack: Dexterity vs. Reflex

Hit: 4[W] + Dexterity modifier damage, or 5[W] + Dexterity modifier damage if the target has not yet acted in combat.

Reaching Blade Rogue Attack 25Your skill allows you to take advantage of openings granted by foes even at a distance.

Daily • Martial, StanceMinor Action PersonalPrerequisite: You must be trained in Athletics.

Effect: Until the stance ends, whenever an ally within 3 squares of you makes a successful opportunity attack, you can shift your speed to a space adjacent to the target of that attack and use a rogue at-will melee attack power against that target as a free action.

Level 25 Daily Exploits

Page 44: Dragon - Powers (Nov 2009)

Shaman

Level 10 Utility Evocations

Level 16 Utility Evocations

Level 19 Daily Evocations

Level 22 Utility Evocations

Sacrificial Spirit Shaman Utility 10You temporarily sap your spirit companion of its strength, transferring its power to bolster the life force of an ally.

Daily • Primal, SpiritFree Action Personal

Effect: Each ally adjacent to your spirit companion regains a healing surge, and your spirit companion is immediately dismissed and cannot be called again until the start of your next turn.

Faces of the Fallen Shaman Utility 16Each of your enemies sees the faces of fallen friends flicker across the visage of your spirit companion.

Daily • Primal, SpiritMinor Action Personal

Effect: Until the end of the encounter, an enemy that starts its turn adjacent to your spirit companion is weakened until the start of its next turn.

Guardians of Howling Wrath Shaman Attack 19Your spirit transforms into a howling echo of death, assaults your enemies, consumes their life force, and channels it into primal power.

Daily • Primal, Necrotic, SpiritStandard ActionTarget: One creatureAttack: Wisdom vs. Will

Melee Spirit 1

Hit: 4d10 + Wisdom modifier necrotic damage.

Miss: Half damage.

Effect: Until the end of the encounter, when an enemy within 2 squares of your spirit companion drops to 0 hit points, you gain a +2 power bonus to attack rolls until the end of your next turn.

Life and Death Struggle Shaman Utility 22You anchor your allies’ souls to their bodies, keeping them from shuffling off the mortal coil for a short while..

Daily • Healing, Primal, ZoneStandard Action Area Bust 2 Within 10

Squares

Effect: Each ally within the burst can spend a healing surge. The burst creates a zone that lasts until the end of the encounter. While within the zone, you and your allies gain a +5 power bonus to death saving throws. Enemies within the zone cannot regain hit points.

Page 45: Dragon - Powers (Nov 2009)

Level 1 Daily SpellsSorcerer

Level 1 At-Will Spells

Arcing Fire Sorcerer Attack 1You lob a blast of fire past intervening foes that scorches them on the way to your target.

At-Will • Arcane, Fire, ImplementStandard ActionTarget: One creatureAttack: Charisma vs. Reflex

Ranged 10

Hit: 1d8 + Charisma modifier fire damage. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier.

Increase damage to 2d8 + Charisma modifier at 21st level.

Grounding Rebuke Sorcerer Attack 1You take the energy of your enemy’s attack and channel it back toward your foe, knocking it aside and binding it to the earth.

Daily • Arcane, ImplementImmediate Reaction Close Burst 10Trigger: An enemy in the area hits you with an attackTarget: The triggering creatureAttack: Charisma vs. Reflex

Hit: 1d10 + Charisma modifier damage, and the target is slid 2 squares and slowed (save ends).

Miss: Half damage, and the target is slid 1 square.

Effect: Reduce the damage you take from the triggering attack by an amount equal to your Charisma modifier.

Energy Strobe Sorcerer Attack 1As a beam of energy lances from your hand or eyes, part of it swirls around you as a temporary flickering shield.

At-Will • Arcane, Implement; VariesStandard ActionTarget: One creatureAttack: Charisma vs. Reflex

Ranged 10

Hit: 1d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.

1. Cold 2. Fire 3. Force 4. Lightning 5. Radiant 6. Thunder

Increase damage to 2d10 + Charisma modifier at 21st level.

Special: You can use this power as a ranged basic attack.

Level 3 Encounter Spells

Teleport Bash Wizard Attack 3A sharp blow from your staff or dagger sends your foe flickering through the gaps between worlds. When they emerge, they erupt in thunder.

Encounter • Arcane, Implement, Teleportation, ThunderStandard ActionTarget: One creature

Melee 1

Attack: Charisma vs. Fortitude

Hit: 1d8 + Charisma modifier thunder damage. Roll a d6; you must teleport the target that many squares. You deal 5 thunder damage to all creatures adjacent to the target after this teleport.

Chaos Sorcerer: You can choose to roll a d4, a d6, or a d8 to determine the distance of the teleport effect.

Level 7 Encounter Spells

One Blow, One Echo Sorcerer Attack 7A simple stab or smash is never simple when its echo can spiral through your magic and blossom in fire or thunder.

Encounter • Arcane, Implement; VariesStandard ActionTarget: One creatureAttack: Charisma vs. Reflex

Melee 1

Hit: 1d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. At the start of your next turn, deal 10 damage of that same type to one enemy within 3 squares of you.

1. Acid 2. Cold 3. Fire 4. Lightning 5. Poison 6. Thunder

Level 13 Encounter Spells

Thunder and Strike Sorcerer Attack 13Your surprise melee blow drives the enemy away in thunder, as a lightning strike blasts a distant foe.

Encounter • Arcane, Implement, Lightning, ThunderStandard Action Melee 1Primary Target: One creaturePrimary Attack: Charisma vs. Reflex

Hit: 2d8 + Charisma modifier thunder damage, and you push the target a number of squares equal to 1 + your Strength modifier.

Effect: You make a secondary ranged attack that does not provoke opportunity attacks.

Secondary Target: One creature other than the primary target within 10 squares of you

Secondary Attack: Charisma vs. Reflex

Hit: 2d8 + Charisma modifier lightning damage, and if the secondary is adjacent to the primary target, the secondary target is dazed until the end of your next turn.

Page 46: Dragon - Powers (Nov 2009)

Level 17 Encounter Spells

Rippling Strike Sorcerer Attack 17Your slash opens a psychic connection, and the spell seals the connection in pain.

Encounter • Arcane, Implement, PsychicStandard ActionTarget: One creatureAttack: Charisma vs. Will

Melee 1

Hit: 2d8 + Charisma modifier psychic damage, and you deal 10 psychic damage to one enemy within 5 squares of the target. If no other enemy is within 5 squares, this attack deals an extra 1d8 damage to the target instead.

Cosmic Sorcerer: If this attack reduces one or more enemies to 0 hit points, choose an enemy within 10 squares not damaged by the attack. You deal 10 psychic damage to that enemy.

Level 23 Encounter Spells

Shuffling Thunder Sorcerer Attack 23A blow from your staff unseals the walls between worlds. Thunderous magic announces your arrival and the arrival of the enemy you have teleported.

Encounter • Arcane, Implement, Teleportation, ThunderStandard ActionTarget: One creature

Melee 1

Attack: Charisma vs. Fortitude

Hit: 3d8 + Charisma modifier thunder damage. Roll a d6; you must teleport the target that many squares, and you can teleport yourself that many squares. You deal 10 thunder damage to every creature adjacent to you and every creature adjacent to the target after these teleports.

Cosmic Sorcerer: You can choose to roll a d4, a d6, or a d8 to determine the distance of the teleport effects.

Level 27 Encounter Spells

Sonorous Echo Sorcerer Attack 27What seems like a relatively weak slash of your dagger turns into a blossom of acid or lightning, erupting on a foe of your choice.

Encounter • Arcane, Implement; VariesStandard ActionTarget: One creatureAttack: Charisma vs. Reflex

Melee 1

Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. At the start of your next turn, deal 15 damage of that same type to each enemy within 3 squares of you.

1. Acid 2. Cold 3. Fire 4. Lightning 5. Poison 6. Thunder

Page 47: Dragon - Powers (Nov 2009)

Swordmage

Level 1 At-Will Spells

Frigid Blade Swordmage Attack 1Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath.

At-Will • Arcane, Cold, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.

Level 1 Daily Spells

Dimensional Thunder Swordmage Attack 1As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival.

Daily • Arcane, Teleportation, Thunder, WeaponStandard ActionTarget: One creature

Melee Weapon

Special: You can teleport a number of squares equal to your Constitution modifier before the attack.Attack: Intelligence vs. Fortitude

Hit: 2[W] + Intelligence modifier thunder damage.

Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends).

Level 2 Utility Spells

Elemental Aegis Swordmage Utility 2You raise an aegis in your ally’s defense, infusing the shield with elemental energy to help defend against certain attacks.

Encounter • ArcaneImmediate Interrupt Close Burst 10Trigger: An enemy you have marked attacks an allyTarget: One ally in burst

Effect: Choose a damage type: acid, cold, fire, lightning, or thunder. Your ally gains resistance to that damage type equal to 5 + your Constitution modifier until the end of your next turn.

Level 3 Encounter Spells

Incendiary Sword Swordmage Attack 3Your weapon ignites with flames as you launch it toward your enemies. Upon striking the ground, it explodes and consumes the area in flames.

Encounter • Arcane, Fire, ImplementStandard Action Area Burst 1 Within 5

SquaresRequirement: You must throw your melee weapon at the origin square.Target: Each creature in burstAttack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier fire damage, and the target takes 5 fire damage if it makes an attack that does not include you on its next turn.

Effect: Your weapon returns to your hand.

Level 5 Daily Spells

Shielding Fire Swordmage Attack 5A gout of flame springs from your sword, searing your enemy and threatening to consume it in deadlier flames.

Daily • Arcane, Fire, ImplementStandard ActionTarget: One creature in burst

Close Burst 10

Attack: Intelligence vs. Fortitude

Hit: 2d10 + Constitution modifier fire damage.

Effect: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one. Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents.

Level 7 Encounter Spells

Sleet Strike Swordmage Attack 7Your chill blade sends a rain of frozen rain cascading over your enemy, inhibiting its ability to move without slipping.

Encounter • Arcane, Cold, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier cold damage. The target and each enemy adjacent to the target fall prone after shifting until the end of your next turn.

Warding Flourish Swordmage Attack 1Fancy bladework creates a magical buffer between your foes and your friends.

Daily • Arcane, Force, WeaponStandard ActionTarget: One or two creaturesAttack: Intelligence vs. AC

Melee Weapon

Hit: 1[W] + Intelligence modifier force damage, and you slide the target 2 squares.

Effect: Until the end of your next turn, the target cannot enter a square adjacent to any of your allies. Until then, if an ally moves adjacent to the target and hits it with an attack, the ally can push the target 1 square.

Frostwind Blade Swordmage Attack 1You slice into your foe, and a freezing wind of the Elemental Chaos howls from the wound.

At-Will • Arcane, Cold, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 1[W] + Intelligence modifier cold damage. A different enemy marked by you within 3 squares of you takes cold damage equal to your Constitution modifier.

Increase damage to 2[W] + Intelligence modifier at 21st level.

Page 48: Dragon - Powers (Nov 2009)

Level 9 Daily Spells

Leaping Flames Swordmage Attack 9Your attack gives life to a tenacious flame that pursues and burns your enemies long after the initial foe shakes it off.

Daily • Arcane, Fire, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Ranged 20

Hit: 1d10 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends, see below).

Miss: Half damage, and no ongoing fire damage.

Effect: When a creature saves against ongoing damage from this power, place magical flames in a square adjacent to that creature. If a creature is in the same square as these flames, it suffers ongoing 5 fire damage (save ends), and the flames disappear. They can reappear if that creature saves against the ongoing damage, but they can only affect a creature once per encounter. The flames can move 1 square at the start of your turn, and they disappear at the end of the encounter.

Icy Sweep Swordmage Attack 9As your weapon sweeps toward your enemy’s feet, it creates an icy patch along the ground that sends your enemy slipping toward another nearby patch of ground.

Daily • Arcane, Cold, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 2[W] + Constitution modifier cold damage, and you slide the target into any square adjacent to you.

Miss: Half damage, and you do not slide the target.

Lightning Strider Swordmage Attack 9Your body becomes like a bolt of lightning as you shoot from enemy to enemy, launching attack after attack.

Daily • Arcane, Lightning, WeaponStandard Action Melee WeaponPrimary Target: One creatureSpecial: You can teleport 4 squares before the attack.Attack: Intelligence vs. AC

Hit: 1[W] + Strength modifier lightning damage.

Effect: You can teleport 3 squares, and then make a secondary attack.

Secondary Target: One creature other than the primary target. Secondary Attack: Intelligence vs. AC

Hit: 1[W] lightning damage.

Effect: You can teleport 2 squares, and then make a tertiary attack.

Tertiary Target: One creature other than the primary and secondary targets. Tertiary Attack: Intelligence vs. AC

Hit: 1[W] lightning damage.

Level 15 Daily Spells

Reaper’s Challenge Swordmage Attack 15You intercede for an ally, enshrouding your foe in a specter of death that can only be exorcised by facing you.

Daily • Arcane, Implement, NecroticImmediate Interrupt Close Burst 5Trigger: A creature in burst attacks an allyTarget: The triggering creatureAttack: Intelligence vs. Will

Hit: 2d6 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.

Effect: Until the end of the encounter, if the target makes an attack that does not include you as a target, the target is weakened until the end of your next turn.

Level 17 Encounter Spells

Necromantic Disruption Swordmage Attack 15

A burst of light from your soul ensures that each enemy’s death brings you greater opportunities to strike them down.

Encounter • Arcane, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 3[W] + Intelligence modifier damage. This damage is not reduced if the target is insubstantial.

Special: If this attack reduces your target to 0 hit points, you regain the use of this power.

Level 19 Daily Spells

Death’s Resurgence Swordmage Attack 19Death’s power turns your foe’s triumph into a victory of your own. Your pain explodes from you, and as others fall, you draw strength from their defeat.

Daily • Arcane, Healing, Implement, NecroticImmediate Interrupt Close Burst 2Trigger: You become bloodied or drop to 0 or fewer hit pointsTarget: Each enemy in burstAttack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier necrotic damage.

Miss: Half damage.

Effect: You can spend a healing surge. If you do, you regain 1d6 additional hit points for each enemy bloodied or reduced to 0 hit points by this attack.

Page 49: Dragon - Powers (Nov 2009)

Death Grip Swordmage Attack 25You assail your foe as a distraction while a crushing hand of shadows closes its grip around your enemy.

Daily • Arcane, Necrotic, WeaponStandard ActionTarget: One creatureAttack: Intelligence vs. AC

Melee Weapon

Hit: 2[W] + Intelligence modifier damage, and you gain combat advantage for your next attack against the target.

Effect: Make a secondary attack against the target.

Secondary Attack: Intelligence vs. Reflex

Hit: Ongoing 10 necrotic damage, and the target is restrained and cannot teleport (save ends all).

Miss: Ongoing 5 necrotic damage (save ends), and the target is restrained and cannot teleport until the end of your next turn.

Level 25 Daily Spells

Page 50: Dragon - Powers (Nov 2009)

Warden

Level 1 At-Will Evocations

Warden’s Lunge Warden Attack 1You lunge at your foe, making an attack it cannot ignore.

At-Will • Primal, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage.

Increase damage to 2[W] + Strength modifier at 21st level.

Effect: You mark the target until the end of your next turn.

Special: When you charge, you can use this power in place of a melee basic attack.

Level 3 Encounter Evocations

Storm Throw Warden Attack 3Calling lightning down from the clouds, you hurl your electrified weapon at your foe.

Encounter • Lightning, Primal, WeaponStandard Action Ranged 5Requirement: You must throw your weapon at the target.Target: One creatureAttack: Strength vs. Fortitude

Hit: 1[W] + Strength modifier damage + 1d8 lightning damage, and you gain resist 10 lightning until the end of your next turn.

Effect: Your weapon returns to your hand.

Level 7 Encounter Evocations

Limbs of the Tree Spider Warden Attack 7You stab your weapon arm straight up, and it sprouts long, sharp wooden protrusions that stab out at your enemies like spider legs.

Encounter • Primal, WeaponStandard Action Close Burst 3Target: Two creatures in burstAttack: Strength vs. AC

Hit: 1[W] + Strength modifier damage.

Level 10 Utility Evocations

Entangling Shield Warden Utility 10Your shield sprouts vines that grab at your enemy.

Daily • PrimalImmediate Interrupt PersonalRequirement: You must be wielding a shield.Trigger: You are hit with a melee attackTarget: The triggering creature

Effect: You gain a +4 bonus to the defense targeted by the triggering attack until the end of your next turn. If the triggering attack misses, the target is immobilized until the end of your next turn or until you move away from the creature, whichever comes first.

Level 13 Encounter Evocations

Stalactite Hook Warden Attack 13Your weapon arm transforms into a spike of rock that skewers your foe and pulls it closer.

Encounter • Primal, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee 2

Hit: 3[W] + Strength modifier damage, and you pull the target one square. The target is slowed until the end of your next turn.

Level 16 Utility Evocations

Vine Poultice Warden Utility 16You summon healing vines from the ground and pack the wound with them, creating an efficacious bandage.

Daily • Healing, PrimalMinor ActionTarget: You or one creature

Melee Touch

Effect: The target can spend a healing surge and make a saving throw against each effect it is suffering from that a save can end.

Level 17 Encounter Evocations

Reckless Ram Assault Warden Attack 17You grow massive ram’s horns and bound at your foe, sending both him and you flying.

Encounter • Primal, WeaponStandard Action Melee WeaponRequirement: You must charge and use this power in place of a basic melee attack.Target: One creatureAttack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you knock both you and the target prone.

Land Shark Charge Warden Attack 19You sink into the earth, tunnel under the ground, reemerge under your foe, and skewer it with your weapon.

Daily • Primal, WeaponStandard Action Melee WeaponRequirement: You must charge and use this power in place of a melee basic attack.Special: You receive a +2 bonus to the attack roll instead of the normal +1 bonus for a charge. You do not provoke opportunity attacks for movement made during this charge.Target: One creatureAttack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, you knock the target prone, and the target grants combat advantage (save ends).

Miss: Half damage, and you knock the target prone.

Effect: You gain a +2 power bonus to your AC and Fortitude until the end of your next turn.

Level 19 Daily Evocations

Page 51: Dragon - Powers (Nov 2009)

Level 22 Utility Evocations

Primal Cascade Warden Utility 22You transform into a cascade of rushing water, flowing over the earth to a nearby location where you reform.

Encounter • Polymorph, PrimalMove Action Personal

Effect: You shift your speed, ignoring difficult terrain and water.

Form of the Lightning Lord Warden Attack 29As you speed up, the world slows down around you. You become living lightning. You dart around the landscape, leaving your sting where you will.

Daily • Lightning, Polymorph, Primal, TeleportationMinor Action Personal

Effect: You assume the form of the lightning lord until the end of the encounter. While in this form, you can teleport up to your speed as a move action. Any enemy you have marked that is adjacent to you when you start this move takes lightning damage equal to your Strength modifier. Once during this encounter, you can make the following attack while you are in this form.

Standard Action Target: One enemy

Ranged 10

Attack: Strength +6 vs. Fortitude

Hit: 3d10 lightning damage, and you teleport the target 10 squares to a square adjacent to you. The target is slowed and dazed until the end of your next turn.

Miss: Half damage, and you teleport the target 10 squares to a square adjacent to you.

Level 29 Daily Evocations

Page 52: Dragon - Powers (Nov 2009)

Warlock

Level 1 At-Will Spells

Level 5 Daily Spells

Level 1 Daily Spells

Eldritch Strike Warlock Attack 1The dire power of your attack drives your enemy before you.

At-Will • Arcane, WeaponStandard ActionTarget: One creature

Melee Weapon

Attack: Charisma or Constitution vs. Fortitude

Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square.

Increase damage to 2[W] + Charisma or Constitution modifier at 21st level.

Special: This power counts as a melee basic attack. When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature.

Level 9 Daily Spells

Level 10 Utility Spells

Well of Death Warlock Attack 5You show your foes their doom, channeling dark power from your allies’ very souls.

Daily • Arcane, Implement, NecroticStandard ActionTarget: One creatureAttack: Charisma vs. Will

Ranged 10

Hit: 2d8 + Charisma modifier necrotic damage.

Miss: Half damage.

Effect: An ally within 5 squares of you can lose a healing surge to allow you to deal an additional 2d8 necrotic damage.

Consuming Ray Warlock Attack 9You barter with your pact holder for temporary power, consuming your own life force for a powerful attack.

Daily • Arcane, Implement, NecroticStandard ActionTarget: One creatureAttack: Charisma vs. Will

Ranged 10

Hit: 3d8 + Charisma modifier necrotic damage.

Miss: Half damage.

Effect: You can lose a healing surge to deal ongoing 5 necrotic damage (save ends).

Accursed Souls Warlock Utility 10The souls of those who fall while bearing your curse explode from their bodies to slay more of your foes.

Daily • Arcane, NecroticFree Action PersonalTrigger: An enemy you have cursed drops to 0 hit points

Effect: Until the end of the encounter, whenever an enemy you have cursed drops to 0 hit points, enemies adjacent to that target take 10 necrotic damage.

Ethereal Sidestep Warlock Utility 10You slip through a rift in reality and appear a few feet away.

At-Will • Arcane, TeleportationMove Action Personal

Effect: You teleport 1 square.

Star Shackles Warlock Attack 1Invisible force lifts your foes from the ground and squeezes the life from them.

Daily • Arcane, ImplementStandard ActionTarget: Each enemy in burst

Close Burst 2

Attack: Charisma vs. Fortitude

Hit: 1d6 + Charisma modifier damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex.

Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. After you sustain this power, you can use a minor action to use this power’s attack on one target the power doesn’t have grabbed within 2 squares of a target the power does have grabbed.

Ooze Incarnate Warlock Attack 9Your body and items turn to caustic jelly as you slide through a throng of foes.

Daily • Acid, Arcane, Implement, PolymorphStandard Action Melee TouchEffect: You shift your speed. You may shift through squares occupied by enemies. Until the end of your next turn, you can squeeze without penalties to your attack rolls or speed.Target: Each creature whose space you shift throughAttack: Constitution vs. Reflex

Hit: 3d8 + Constitution modifier acid damage, and you push the target 1 square.

Miss: You push the target 1 square.

Level 7 Encounter Spells

Lash of the Long Night Warlock Attack 7You lash out with a frigid wind to hold your foe at bay.

Encounter • Arcane, Cold, ImplementStandard ActionTarget: One creature

Ranged 10

Attack: Charisma vs. Fortitude

Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).

Fey Pact: The target is pushed a number of squares equal to 1 + your Intelligence modifier.

Page 53: Dragon - Powers (Nov 2009)

Level 15 Daily Spells

Level 19 Daily Spells

Hellfire Soul Warlock Attack 15Drawing upon your infernal ties, you set a foe’s soul afire.

Daily • Arcane, Fire, Implement, NecroticStandard ActionTarget: One creatureAttack: Constitution vs. Will

Ranged 10

Hit: 3d10 + Constitution modifier necrotic and fire damage.

Miss: Half damage.

Effect: If this attack would reduce the target to 0 hit points or fewer, you can instead reduce the target to 1 hit point and the target is dominated by you until the end of the encounter.

Dread Briars Warlock Attack 19Oily black vines bristling with thorns erupt around your foe and swiftly shroud it in life-draining tangles.

Daily • Arcane, Implement, NecroticStandard ActionTarget: One creature

Ranged 10

Attack: Charisma vs. Fortitude

Hit: 2d10 + Charisma modifier necrotic damage, and ongoing 10 necrotic damage and the target is immobilized (save ends both).

Miss: Half damage, and the target is slowed until the end of your next turn.

Fey Pact: This attack ignores necrotic resistance.

Page 54: Dragon - Powers (Nov 2009)

Warlord

Level 1 At-Will Exploits

Level 1 Encounter Exploits

Rousing Assault Warlord Attack 1Your bold attack lends strength to your words of inspiration.

At-Will • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage, and you add your Charisma modifier to the hit points restored with any warlord healing power you use before the end of your next turn.

Increase damage to 2[W] + Strength modifier at 21st level.

Diabolic Stratagem Warlord Attack 1A feint and attack marks a foe and seemingly leaves you defenseless, but it’s just a cunning move to allow you to make other attacks.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. Reflex

Melee Weapon

Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.

Effect: You grant the target of this attack combat advantage until the start of your next turn. The first attack the target makes against you before the start of your next turn provokes opportunity attacks from you and your allies.

Inevitable Wave Warlord Attack 1You and your allies charge a foe with the relentless power of the incoming tide.

At-Will • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage. Until the end of your next turn, any ally who charges the target deals extra damage equal to your Intelligence modifier.

Increase damage to 2[W] + Strength modifier at 21st level.

Special: When charging, you can use this power in place of a melee basic attack.

Coordinated Offensive Warlord Attack 1You draw the enemy’s attention long enough for one ally to move to safety and another to move into position.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Special: If you used inspiring word on this turn, you gain a +2 power bonus to the attack roll.

Hit: 1[W] + Strength modifier damage, and one ally adjacent to you or the target can shift 1 square as a free action.

Effect: You can slide one ally adjacent to you or the target 1 square to a square adjacent to no enemies.

Provocative Order Warlord Attack 1You prompt an ally to take the fight to the enemy.

Encounter • MartialStandard Action Close Burst 5Target: One ally who can see and hear you

Effect: The target makes a charge attack as a free action. If the attack hits, it deals an extra 1[W] damage.

Level 1 Daily Exploits

Lamb to the Slaughter Warlord Attack 1The enemy succumbs to your challenge and engages you—only to find more opponents than it expected.

Daily • Martial, Reliable, WeaponStandard ActionTarget: One creatureAttack: Strength vs. Will

Melee 5

Hit: You pull the target 5 squares, and up to three allies within 5 squares of you that can see and hear you can make a charge attack against the target as a free action.

Devastating Offensive Warlord Attack 3You knock the enemy aside and call forth a nearby ally for a combined assault.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 1[W] + Strength modifier damage. You slide the target 1 square and slide one ally adjacent to you up to 3 squares to the square the target vacated. The ally can then make a melee basic attack against the target as a free action.

Resourceful Presence: The ally gains a power bonus to its attack roll equal to one-half your Charisma modifier (minimum +1).

Tactical Presence: The ally gains a power bonus to its damage roll equal to your Intelligence modifier.

Level 3 Encounter Exploits

Road to Victory Warlord Attack 3Your sudden strike clears a path through the battlefield for your ally, and leaves open the option for more movement.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and an ally you can see can either shift 1 square or move 3 squares as a free action.

Effect: If you target an ally with inspiring word before the end of your next turn, that ally can either shift 1 square or move a number of squares equal to your Intelligence modifier as a free action.

Page 55: Dragon - Powers (Nov 2009)

Polearm Vault Warlord Utility 6You fly over the heads of friend or foe with a vault leveraged by your polearm.

Encounter • MartialMove Action PersonalRequirement: You must be wielding a polearm.

Effect: Move 4 squares, ignoring difficult and hindering terrain. You can use this power to move through an enemy’s space, but doing so provokes opportunity attacks when leaving a square adjacent to the enemy as normal.

Level 6 Utility Exploits

Level 7 Encounter Exploits

Wild Runner Strike Warlord Attack 7You lash out at your foe, and you exhort your friends to see the advantages in the terrain.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and the target treats all squares as difficult terrain until the end of your next turn. You and your allies ignore difficult terrain until the end of your next turn.

Resourceful Presence: Your allies ignore difficult terrain until the end of your next turn even if you miss.

Dragon’s Tenacity Warlord Utility 6You and your companions become as fierce and indomitable as dragons, striking harder the more you all are hurt.

Encounter • MartialMinor Action Close Burst 5Target: You and each bloodied ally in burst

Effect: Each target gains a +2 power bonus to attack rolls until the end of your next turn.

Special: If you are a dragonborn, the bonus to attack rolls is +3.

Bait the Hook Warlord Attack 5You give your champion the encouragement and strength needed to respond to the foe’s attacks.

Daily • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Effect: The target grants combat advantage to one of your allies within 5 squares of it and gains vulnerability to that ally’s attacks equal to your Charisma modifier (save ends both).

Level 5 Daily Exploits

Rousing Call Warlord Attack 5Fallen comrades cannot help but answer your call because your battle cry stirs the most melancholy hearts.

Daily • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 3[W] + Strength modifier damage.

Miss: Half damage.

Effect: As a free action, each unconscious or dying ally within 5 squares of you can make a saving throw and each prone ally within 5 squares of you can stand up.

Leader’s Intercession Warlord Utility 6Brash impulse places you in an attack’s path to spare an ally from harm.

Encounter • Healing, MartialImmediate Interrupt Melee TouchTrigger: An attack hits an adjacent allyTarget: The triggering ally

Effect: You and the target switch places. The attack hits you instead, and you or the target can spend a healing surge.

Stand Fast Warlord Utility 6You and your companions from an immovable wall to withstand the enemy tide.

Encounter • MartialMinor Action Close Burst 3Target: You and one ally in burst

Effect: The target cannot be knocked prone, pushed, pulled, or slid until the end of your next turn. If you target an ally with inspiring word before the end of your next turn, that ally can stand up as a free action.

Threatening Presence Warlord Attack 7You constantly move as though ready to attack, keeping your enemy’s nerves frazzled.

Encounter • Fear, Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Intimidate.Target: One creatureAttack: Strength vs. Will

Hit: 2[W] + Strength modifier damage, and the target cannot mark or gain combat advantage against your allies until the end of your next turn.

Effect: Any ally marked by the target is no longer marked.

Page 56: Dragon - Powers (Nov 2009)

Caging Glaive Warlord Attack 9You use the advantage of your reach to position your foe and then cage him with a myriad of minor swings.

Daily • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a reach weapon.Target: One creatureEffect: Before making the attack, slide your target to any space adjacent to you.Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and your target is slowed and grants combat advantage to all creatures until it starts its turn in a square outside your melee reach.

Miss: Half damage, and target is slowed and grants combat advantage to all creatures until the end of your next turn.

Level 9 Daily Exploits

Level 13 Encounter Exploits

Withering Courage Warlord Attack 7One strike from your weapon knocks the enemy off balance, and each strike from an ally pushes it farther over the edge.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and each ally who hits the target before the end of your next turn gives it a cumulative -1 penalty to its attack rolls (maximum -5) until the end of your next turn.

Bravura Presence: Any ally adjacent to you gains a power bonus to damage rolls against the target equal to your Charisma modifier until the end of your next turn.

Inspiring Presence: Any ally adjacent to you gains combat advantage against the target until the end of your next turn.

Awakened Wrath Warlord Attack 9Seeing your injuries, an ally explodes with unexpected violence.

Daily • MartialImmediate Reaction Close Burst 5Trigger: You are bloodied by an attackTarget: One ally that can see you

Effect: The target makes a melee basic attack against each enemy adjacent to him or her as a free action. The target can then shift 1 square for each enemy it hit, but it must end this movement closer to you.

Teachable Moment Warlord Attack 9Your successes show your allies where the enemy is weak, and your failures show them where it is too strong.

Daily • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage.

Miss: Half damage.

Effect: Whenever you hit with a melee attack before the end of the encounter, one ally that can see you gains a +3 power bonus to its next damage roll. Whenever you miss with a melee attack, one ally that can see you gains a +2 power bonus to its next attack roll.

Level 10 Utility Exploits

Draw Their Eyes Warlord Utility 10You fix the enemy in your eyes, devoting yourself to defeating the foe at any cost.

Encounter • MartialMove Action Personal

Effect: Move your speed. At the end of this movement, you grant combat advantage to and are marked by one enemy adjacent to you until the end of your next turn. While you are marked by this enemy, you gain a power bonus to damage rolls against the enemy equal to your Strength modifier.

Warlord’s Denial Warlord Utility 10With your stirring words, you prove that the enemy has no hold on you and your allies.

Daily • MartialMinor Action Close Burst 2Target: You and one ally in burst

Effect: The target makes a saving throw. Whenever you use inspiring word on an ally before the end of your next turn, that ally can make a saving throw.

Invitational Assault Warlord Attack 13Your attack invites a nearby ally to join your struggle, and those who answer are the better for it.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage, and you slide one ally within 5 squares of you up to six squares to a square adjacent to the target. The ally can then make a melee basic attack against the target as a free action.

Bravura Presence: The ally can choose to grant combat advantage to the target until the end of your next turn to deal extra damage equal to your Strength modifier with its basic attack.

Tactical Presence: The ally gains a bonus to its attack roll equal to your Intelligence modifier.

Fearsome Thrust Warlord Attack 13Your enemy recoils before you—and right into the blades of your waiting allies.

Encounter • Fear, Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Intimidate.Target: One creatureAttack: Strength vs. Will

Hit: 2[W] + Strength modifier damage, and you slide the target 3 squares to a space adjacent to one of your allies. The target grants combat advantage to that ally until the start of your next turn.

Page 57: Dragon - Powers (Nov 2009)

Malebranche’s Pull Warlord Attack 13The painful stab puts your foe off balance. The follow-up pull has it groveling in pain.

Encounter • Martial, WeaponStandard Action Melee WeaponRequirement: You must be wielding a reach weapon.Target: One creatureAttack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and slide the target 3 squares to a space adjacent to you. After the slide, the target is knocked prone.

Kyton’s Battledance Warlord Utility 16Inspired by the weaving tactics of chain devils, this stance has you weaving through the enemy forces with diabolical grace.

Daily • Martial, StanceMinor Action Personal

Effect: Once a turn, you can spend a minor action to shift 1 square.

Level 16 Utility Exploits

Level 19 Daily Exploits

Glasya’s Stride Warlord Attack 19As manipulative as the mistress of Malbolge, this exploit wreaks havoc among large groups of enemies.

Daily • Martial, WeaponStandard ActionEffect: Shift your speed.

Melee Weapon

Targets: A number of creatures within your melee reach at any point during your move, up to your Intelligence modifier (minimum 1)Attack: Strength vs. AC, one attack per target

Hit: 1[W] + Strength modifier damage, and slide the target 1 square.

Miss: Strength modifier damage, and slide the target 1 square.

Level 23 Encounter Exploits

Pit Fiend’s Fury Warlord Attack 23True power is the ability to prostrate the unwilling.

Encounter • Martial, WeaponStandard Action Close Burst 2Requirement: You must be wielding a polearm.Target: Each enemy in burstAttack: Strength vs. AC

Hit: 1[W] + Strength modifier damage and knock the target prone.

Asmodeus’s Gambit Warlord Attack 29Sometimes a minor sacrifice by a commander can yield swift and terrible action from the troops.

Daily • Martial, WeaponStandard Action Melee WeaponSpecial: Before the attack, you grant combat advantage to all your enemies until the start of your next turn.Target: One creatureAttack: Strength vs. AC

Hit: 4[W] + Strength modifier damage, and you mark the target. Opportunity attacks against the target gain a power bonus to damage rolls equal to your Intelligence modifier (save ends).

Effect: Until the end of your next turn, enemies making a melee attack against you provoke opportunity attacks from your allies.

Level 29 Daily Exploits Harrying Warhound Warlord Utility 22Foes within your reach dare not ignore you, prompting them to drop their guard and allowing you to aim your strikes.

Daily • Martial, StanceMove Action Personal

Effect: Until the stance ends, enemies within your reach grant combat advantage to your allies. You gain a +1 power bonus to melee attack rolls per ally adjacent to a target of your melee attacks, to a maximum of +4.

Level 22 Utility Exploits

Jarring Assault Warlord Attack 13Your fierce strike damages your foe’s ability to fight back.

Encounter • Martial, WeaponStandard ActionTarget: One creatureAttack: Strength vs. AC

Melee Weapon

Hit: 2[W] + Strength modifier damage.

Effect: The target takes a -2 penalty to attack rolls until the start of your next turn.

Inspiring Presence: If the target attacks one of your allies, the ally gains temporary hit points equal to your Charisma modifier before the attack hits or misses.

Resourceful Presence: The target’s penalty to attack rolls is equal to your Intelligence modifier.

Lingering Fear Warlord Attack 25So fearsome is your assault that your foe becomes timid about attacking your allies.

Daily • Fear, Martial, WeaponStandard Action Melee WeaponPrerequisite: You must be trained in Intimidate.Target: One enemyAttack: Strength vs. Will

Hit: 6[W] + Strength modifier damage, and until the end of the encounter, whenever the target hits or misses one of your allies, it grants combat advantage to that ally until the start of its next turn.

Miss: Half damage, and until the end of your next turn, whenever the target hits or misses one of your allies, it grants combat advantage to that ally until the start of its next turn.

Level 25 Daily Exploits

Page 58: Dragon - Powers (Nov 2009)

Wizard

Level 1 At-Will Spells

Chilling Cloud Wizard Attack 1A lingering swarm of ice crystals chills foes to the bone.

At-Will • Arcane, Cold, ImplementStandard ActionTarget: Each enemy in burst

Area Burst 1 Within 10 Squares

Attack: Intelligence vs. Fortitude

Hit: Intelligence modifier cold damage.

Increase damage to twice Intelligence modifier at 21st level.

Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls.

Wizard’s Fury Wizard Attack 1You begin to fling force bolts with a flick of your wrist.

Daily • Arcane, Force, ImplementMinor Action PersonalPrerequisite: You must know the magic missile at-will wizard power.

Effect: Until the end of the encounter, you can cast magic missile once per turn as a minor action.

Level 1 Daily Spells

Nightmare Eruption Wizard Attack 1You bring forth a nightmare in your foe’s mind and project it out for its comrades to see.

At-Will • Arcane, Illusion, Implement, PsychicStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: 1d8 + Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier.

Increase damage to 2d8 + Intelligence modifier at 21st level.

Level 3 Encounter Spells

Radiant Pillar Wizard Attack 3You conjure a cylinder of light that illuminates the battlefield, searing the eyes of your foes.

Encounter • Arcane, Implement, Radiant, ZoneStandard Action Area Burst 1 Within 10

Squares

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.

Winged Horde Wizard Attack 1A horde of flesh-devouring sprites appear in your foes’ minds. Your enemies swat at the menace, leaving them unable to react to your allies’ maneuvers.

At-Will • Arcane, Implement, PsychicStandard ActionTarget: Each enemy in burstAttack: Intelligence vs. Will

Area Burst 1 Within 10 Squares

Hit: 1d6 + Intelligence modifier psychic damage, and the target cannot take opportunity actions until the end of your next turn.

Increase damage to 2d6 + Intelligence modifier at 21st level.

Charm of Misplaced Wrath Wizard Attack 7You bend your foe’s mind, filling it with wrath as you twist and turn its senses.

Encounter • Arcane, Charm, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs, Will

Ranged 10

Effect: The target is dazed until the end of your next turn, and you slide it 3 squares. It then attacks a creature of your choice with a basic attack with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus.

Level 1 Encounter Spells

Level 2 Utility Spells

Glib Tongue Wizard Utility 2You weave magic into your words, defusing a dangerous situation through the fine art of diplomacy.

Encounter • ArcaneMinor 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.

Memory to Mist Wizard Utility 2Your magic settles into a creature’s mind, causing it to forget what it just witnessed.

Daily • ArcaneMinor Action Ranged 2Target: One creature not involved in combat of a lower level than you

Effect: The target forgets everything that happened in the past 10 minutes and for the next 1 minute.

Spectral Image Wizard Utility 2With a few mystical passes, you sketch the outline of an object or creature. The sketch takes on a semblance of reality.

Encounter • Arcane, IllusionMinor Action Ranged 10

Effect: You create the illusion of a Medium or smaller object or creature in an unoccupied square within range. It can make sounds and move within its square without leaving 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. An Insight or Perception check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine the illusion is a fake.

Arcane Bolt Wizard Attack 3A 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, Force, ImplementStandard ActionTarget: One creature

Ranged 10

Effect: The target takes force damage equal to 5 + your Intelligence modifier + your implement’s enhancement bonus.

Page 59: Dragon - Powers (Nov 2009)

Grasp of the Grave Wizard Attack 5Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes.

Daily • Arcane, Implement, Necrotic, ZoneStandard ActionTarget: Each enemy in burstAttack: Intelligence vs. Reflex

Area Burst 2 Within 20 Squares

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 or starts its turn in the zone takes 5 necrotic damage and is dazed until the end of your next turn.

Level 5 Daily Spells

Thunder Cage Wizard Attack 7Your foe is rocked by thunderous noise, and an ominous rumble begins at your enemy’s slightest move.

Encounter • Arcane, Implement, ThunderStandard ActionTarget: One creature

Ranged 10

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 modifier thunder damage.

Level 6 Utility Spells

Refocus Wizard Utility 6You take a deep breath and picture the pages of your spellbook in your mind.

Daily • ArcaneMinor Action Personal

Effect: You can replace an unused 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.

Thunderstaff Wizard Attack 5You slam the butt of your staff into the ground, causing a shock-wave that knocks your enemy off its feet and far away from you.

Daily • Arcane, Implement, ThunderImmediate Interrupt Melee 2Requirement: You must be wielding a staff.Trigger: An enemy moves within 2 squares of youTarget: The triggering enemyAttack: Intelligence vs. Fortitude

Hit: 2d6 + Intelligence modifier thunder damage, 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.

Able Companion Wizard Utility 6You conjure a creature of many hands and feed that aids your allies.

Daily • Arcane, ConjurationMinor Action Ranged 10

Effect: You conjure an able companion in an unoccupied square within range. 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. The companion lasts until the end of the encounter.

Glowering Wrath Wizard Utility 6Your voice thunders above the din of the battlefield, causing fear and doubt into your foes.

Encounter • ArcaneMinor Action Personal

Effect: You gain a +5 power bonus to Intimidate checks and increase the distance of any forced movement you cause by 2 squares until the end of your next turn.

Level 7 Encounter Spells

Charm of the Defender Wizard Attack 7You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies.

Encounter • Arcane, Charm, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: You slide the target 3 squares, and it is immobilized until the end of your next turn. In addition, the first time an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn, the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus.

Page 60: Dragon - Powers (Nov 2009)

Level 10 Utility Spells Level 15 Daily Spells

Repelling Shield Wizard Utility 10A sudden shield of arcane energy blocks an attack and pushes the enemy away.

Encounter • ArcaneImmediate Interrupt PersonalTrigger: You are hit by a melee attack

Effect: You gain a +4 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.

Animate Dead Wizard Attack 9You flood a fallen foe’s animus with shadow, imbuing it with arcane strength.

Daily • Arcane, Implement, Necrotic, SummoningMinor ActionTarget: One dead enemy

Ranged 10

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 the target, has a reach equal to the target’s reach, and has speed 6. It gains a +2 bonus to AC, a +2 bonus to Fortitude, and the undead keyword. You can give the animated creature the following special commands.

• Standard Action: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage. • Opportunity Attack: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage.

Soul Puppets Wizard Attack 15You reach out and crush the animating spirits of your foes, pulling upon their limbs like a puppeteer.

Daily • Arcane, Charm, Implement, NecroticStandard ActionTarget: Each enemy in burstAttack: Intelligence vs. Will

Area Burst 2 Within 20 Squares

Hit: 4d8 + Intelligence modifier necrotic damage and the target is immobilized (save ends). An undead target takes no damage and is dominated (save ends) instead of immobilized.

Miss: Half damage.

Level 9 Daily Spells

Spatial Lock Wizard Utility 16A silver light flashes and an unseen pulse ripples through the air. Your foes aren’t going anywhere.

Daily • Arcane, ZoneStandard 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.

Tome of Transposition Wizard Attack 9You open your tome to a page of secrets and flood your foe’s mind with them, causing its weak brain to overload.

Daily • Arcane, Implement, PsychicStandard Action Ranged 20Requirement: You must be wielding a tome.Target: One creatureAttack: Intelligence vs. Reflex

Hit: 4d6 + Intelligence modifier psychic damage, and the target is dazed (save ends).

Miss: Choose another ranged daily spell of equal or lower value to this power from your spellbook. Immediately cast that spell. It must target your original target, and it only deals half damage.

Level 16 Utility Spells

Dimension Switch Wizard Utility 16You and your ally teleport into each other’s locations.

Encounter • Arcane, TeleportationMove ActionTarget: One ally in burst

Close Burst 10

Effect: You switch places with the target.

Words of Deceit Wizard Utility 10Your words move in a spiral, deceiving your enemies. You weave a magical attack into them that remains in your grasp should your foes’ minds prove too strong to overcome.

Encounter • ArcaneMinor Action Personal

Effect: Until the end of your next turn, you gain a +5 power bonus to Bluff checks, and you retain the use of any single- target encounter charm spells that miss.

Level 13 Encounter Spells

Arcane Arrows Wizard Attack 13You 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, Force, ImplementStandard Action Ranged 10Target: One creature, or two creatures adjacent to each other

Effect: The target takes force damage equal to 10 + your Intelligence modifier + your implement’s enhancement bonus.

Page 61: Dragon - Powers (Nov 2009)

Entombing Earth Wizard Attack 19A maw of moaning grave dirt appears around your foe and slams shut with echoing finality.

Daily • Arcane, Implement, NecroticStandard ActionTarget: One creatureAttack: Intelligence vs. Reflex

Ranged 10

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).

Level 19 Daily Spells

Wand Coupling Wizard Attack 17You release a blast of energy from your wand, and as that energy flows outward, it pulses briefly and brightly with a secondary surge of magic.

Encounter • Arcane, ImplementStandard Action Ranged 10Requirement: You must be wielding a wand.Target: One creatureAttack: Intelligence vs. Fortitude

Effect: 3d6 + Intelligence modifier damage, and you push the target 3 squares. If you are wielding a magic wand implement with an unexpended encounter power, you can use that power as a free action.

Level 17 Encounter Spells

Summon Angel Wretch Wizard Attack 19A spectral creature composed of numerous wispy black-feathered wings, all joined together at the pinions, attacks with gouts of shadowy noxious gas.

Daily • Arcane, Implement, Necrotic, Poison, SummoningMinor 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 Fortitude. You can give the angel wretch the following special commands.

• Standard Action: Close blast 3; targets each creature in 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.

Level 22 Utility Spells

Dimensional Journey Wizard Utility 22You take a step and reappear well away from your starting point.

Daily • Arcane, TeleportationMove Action Personal

Effect: You teleport 20 squares. You do not need line of sight to your destination.

Orb of Doom Wizard Attack 27You create a replica of your orb around your foes, trapping them in a crystalline prison.

Encounter • Arcane, ImplementStandard Action Area Burst 3 Within 20

SquaresRequirement: You must be wielding an orb.Target: Each enemy in burstAttack: Intelligence vs. Will

Effect: The target is restrained, cannot teleport, and takes a -5 penalty to attack rolls against creatures outside the burst area until the end of your next turn.

Level 27 Encounter Spells

Words of Truth Wizard Utility 16Arcane magic infuses your demands, forcing the creature cower-ing before you to answer them without hesitation.

Daily • ArcaneMinor Action Ranged 2Target: One creature not involved in combat of a lower level than you

Effect: You ask the creature one question, and it must answer truthfully.

Charm of False Glory Wizard Attack 17Your foe shouts in triumph as it suddenly turns against it allies. Your magic twists its sight and mind, causing it to see enemies where allies stand.

Encounter • Arcane, Charm, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 10

Hit: You slide the target a number of squares equal to its speed, and it is immobilized until the end of your next turn. In addition, whenever an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn, the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus. Whenever this attack hits, you can slide the target 2 squares.

Level 23 Encounter Spells

Arcane Volley Wizard Attack 23You launch a fusillade of arcane darts and send them speeding toward your enemies. No amount of armor or arcane defenses can protect your foes.

Encounter • Arcane, Force, ImplementStandard Action Ranged 20Target: One creature, or up to three creatures adjacent to at least one other target

Effect: Each target takes force damage equal to 5 + your Intelligence modifier + your implement’s enhancement bonus. If you have selected only two targets, increase the damage each target takes by 5. If you have selected only one target, increase the damage it takes by 10.

Charm of Puppet Strings Wizard Attack 27As your magic clouds your foe’s mind, it shrieks in fury and leaps from one of its allies to the next, hewing at them with a madman’s fury.

Encounter • Arcane, Charm, ImplementStandard ActionTarget: One creatureAttack: Intelligence vs. Will

Ranged 20

Hit: The target is dominated until the end of your next turn, and you can slide it its speed at the beginning of its next turn as a free action. In addition, whenever an enemy starts its turn in or moves into a square adjacent to the target before the end of your next turn, the target must make a melee basic against that enemy as a free action with a bonus to its attack and damage rolls equal to your implement’s enhancement bonus.