[Design Exercise] I got 17 problems, but a Mark ain't One

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Enjoy designing powers? Got a few minutes to spare for a thought exercise? Check out this list of 17 defender marking abilities.
See any that don't work at all? Reply with a vote against them. Feel free to make suggestions and arguments in your favor.
3 votes and the power's out. I'll add a new power to the list using suggestions.

Spider’s Grasp A gooey resin escapes from you and coats your enemy, pulling it back into place when it doesn’t concentrate on dealing with you.
At-Will Minor   Close burst 2    One creature in the burst Pull the target up to 2 squares so that it is adjacent to you. The target is marked until the end of your next turn. While you have at least one creature marked, you can use the following action. Free Action Trigger: A creature you have marked makes an attack that doesn’t include you as a target. Target: The triggering creature Effect: The target takes damage equal to your Ability modifier and is pulled up to its speed in your direction."

Dirty Tricks
You unexpectedly strike out against an enemy that should have known better than to ignore you.
At-Will immediate interrupt (1/round)  Close burst 5    "Trigger: An enemy makes an attack that doesn't include you as a target. Target: the triggering enemy" The target is marked by you until the end of your next turn. If the target hits with its attack, it deals half damage and takes half damage.

Threatening Roar
With a mighty roar, you hold your enemies in awe.
At-Will Standard          Close blast 3    each enemy in the blast                       The target is marked and immobilized until the end of your next turn.        Sustain Minor: The target remains marked until the end of your next turn.

Lightning Tag
You lob an orb of electricity at your enemies that distracts them from all but you.
At-Will minor   Area burst 1 in 10        each enemy in the burst                       The target is marked until the end of your next turn.        

Warrior’s Mark Wherever you are, you are prepared to exact punishment on your enemies.
At-Will Free Action                  Trigger: You attack a creature              The creature is marked until the end of your next turn. While marked, if the creature shifts or makes an attack that doesn’t include you as a target, you can make a basic attack against it as an immediate interrupt.      

Fiery Brand
A mark sears into your enemy’s flesh that reminds it to focus on you instead.
At-Will Minor   melee 1            One creature                The target is marked until the end of your next turn. While marked, the target takes fire damage equal to 3 + your Ability modifier if it makes an attack that doesn't include you as a target or moves into a square adjacent to one of your allies. This effect can only trigger once per turn. 6+ at 11, 9+ at 21.      

Gale Force You hold a gust of wind at your fingertips as you wait for your enemy’s attention on you to waver.
At-Will Minor   Close blast 3    one creature in the blast                       The target is marked by you until the end of your next turn. If the target makes an attack that doesn't include you, it falls prone.          

Grasp of the Dead
You curse your enemy, slashing at it with skeletal hands that continue to haunt it until it comes after you.
At-Will Standard          Close burst 5    One creature in the burst          Ability vs. Ref or Will             Effect: The target is marked until the end of your next turn. If it makes an attack that doesn't include you as a target, repeat this attack as an immediate reaction. Hit: 5 + Ability modifier damage, 10+ at 11, 20+ at 21 and teleport to an unoccupied square within close burst 5."            Sustain Minor: The target remains marked until the end of your next turn.

Pollination
You mark your enemies with an almost imperceptible pollen through which you can continue to distract them.
At-Will Free Action      Close burst 1    Each enemy in the burst you can see               The target is marked until the end of your next turn.        Sustain Minor: The target remains marked until the end of your next turn.

Earth Shaker
The ground around you rumbles, making it difficult for your enemies to do more than focus on you.
At-Will Minor   Close burst 1    Each enemy in the burst                      The target is marked, cannot shift, and treats its square as difficult terrain until the end of your next turn.       

Icy Grip
You freeze the ground surrounding your enemy, forcing it to concentrate on you or risk slipping.
At-Will Minor   melee 1            One creature                The target is marked until the end of your next turn. While marked, the target rolls a saving throw after it moves away from you or makes an attack that doesn't include you as a target. On a failed save, the target falls prone.

Mark of Recovery
If your opponent doesn’t handle you first, you will only get tougher to defeat.
At-Will Minor   Close burst 2    One creature in the burst                      The target is marked until the end of your next turn. When a creature marked by you makes an attack that doesn’t include you as a target before the end of your next turn, you gain 5 temporary hit points. These temporary hit points stack. 10 temporary at 11, 20 at 21.          

Distracting Venom
You warn your enemy not to act against your allies and punish it with the speed of a viper.
At-Will Minor   melee 1 or ranged 5     One creature                The target is marked as long as you continue to attack it or use this ability each round. While marked, the target takes poison damage equal to 3 + your Ability modifier if it moves away from you or makes an attack that doesn't include you as a target. This effect can only trigger once per turn. 6+ at 11, 9+ at 21.   

Metaphysical Taunt
You reach through reality and pull your enemy through, turning its attention to you.
At-Will Standard          Ranged 10       One creature                Teleport the target to an unoccupied square adjacent to you. It is marked until the end of your next turn. While marked, if the target makes an attack that doesn’t include you as a target, it takes damage equal to 3 + your Ability modifier. 6+ at 11, 9+ at 21       Sustain Minor: The target remains marked until the end of your next turn.

Conjure Rock Slide
You momentarily put your allies in harm’s way to protect them better during the rest of the battle.
At-Will Standard          Area burst 1 in 5          Each creature in the burst.                   The target takes 5+ your Ability modifier damage and, if it's an enemy, is marked until the end of your next turn. 10+ at 11, 15+ at 21.         Sustain Minor: The target remains marked until the end of your next turn.

For Whom the Bell Tolls
You make a chime that spreads out from you to enemy and ally alike. If your enemies don’t want to suffer again, they’ll come after you next.
At-Will Standard          Close burst 2    Each creature in the burst.                   The target takes 5+ your Ability modifier damage and, if it's an enemy, is marked until the end of your next turn. 10+ at 11, 15+ at 21.           Sustain Minor: The target remains marked until the end of your next turn. If it makes an attack that doesn’t include you as a target, it takes the above damage again.

Water Shield
You form a barrier of water around your enemy that weakens its attacks at the expense of your energy.
At-Will Minor   Close burst 5                            The target is marked by you until the end of your next turn. If the target makes an attack that doesn't include you, the creature it attacks takes half damage and you take half damage.
Rude You can end a heroic diplomacy check with a well-timed belch.
A rogue with a bowl of slop can be a controller. WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells? DM: Awesome. Yes. When in doubt, take action.... that's generally the best course. Even Sun Tsu knew that, and he didn't have internets.