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4th Edition Powers Compendium
2 years ago  ::  May 13, 2008 - 7:25PM #1
Zinger2099
Posts: 404
Date Joined: 06/15/07
::Last Updated On - 05/28/2008::


This is a comprehensive list of all known Powers in 4th Edition. Enjoy.

How to read a Power: Click Here.

Powers by Class Level Show
You know two at-will powers from your class (or three if you're Human). The Powers by Class Level table summarizes the number and levels of powers you have in the other categories. These totals are not cumulative. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish.

[code]Class Level    Encounter Powers    Daily Powers    Utility Powers
1st         1             1         —
2nd         1             1         2
3rd         3, 1             1         2
4th         3, 1             1         2
5th         3, 1             5, 1         2
6th         3, 1             5, 1         6, 2
7th         7, 3, 1         5, 1         6, 2
8th         7, 3, 1         5, 1         6, 2
9th         7, 3, 1         9, 5, 1     6, 2
10th         7, 3, 1         9, 5, 1     10, 6, 2
11th         P, 7, 3, 1         9, 5, 1     10, 6, 2
12th         P, 7, 3, 1         9, 5, 1     P, 10, 6, 2
13th         P, 13, 7, 3         9, 5, 1     P, 10, 6, 2
14th         P, 13, 7, 3         9, 5, 1     P, 10, 6, 2
15th         P, 13, 7, 3         15, 9, 5     P, 10, 6, 2
16th         P, 13, 7, 3         15, 9, 5     P, 16, 10, 6, 2
17th         P, 17, 13, 7         15, 9, 5     P, 16, 10, 6, 2
18th         P, 17, 13, 7         15, 9, 5     P, 16, 10, 6, 2
19th         P, 17, 13, 7         19, 15, 9     P, 16, 10, 6, 2
20th         P, 17, 13, 7         P, 19, 15, 9     P, 16, 10, 6, 2
21st         P, 17, 13, 7         P, 19, 15, 9     P, 16, 10, 6, 2
22nd         P, 17, 13, 7         P, 19, 15, 9     P, 22, 16, 10, 6, 2
23rd         P, 23, 17, 13         P, 19, 15, 9     P, 22, 16, 10, 6, 2
24th         P, 23, 17, 13         P, 19, 15, 9     P, 22, 16, 10, 6, 2
25th         P, 23, 17, 13         P, 25, 19, 15     P, 22, 16, 10, 6, 2
26th         P, 23, 17, 13         P, 25, 19, 15     E, P, 22, 16, 10, 6, 2
27th         P, 27, 23, 17         P, 25, 19, 15     E, P, 22, 16, 10, 6, 2
28th         P, 27, 23, 17         P, 25, 19, 15     E, P, 22, 16, 10, 6, 2
29th         P, 27, 23, 17         P, 29, 25, 19     E, P, 22, 16, 10, 6, 2
30th         P, 27, 23, 17         P, 29, 25, 19     E, P, 22, 16, 10, 6, 2[/code]
P: Power from your paragon path.
E: Power from your epic destiny.
Level Gains Show

Haldrik wrote:

Zinger, in addition to the powers by level table, add a similar table with an alternate format, like the one that BouncyPherret has?

[code]Level    Gains

1    racial features, class features, 2 at-will powers, 1 encounter power, 1 daily power, 1 feat
2    1 utility power, 1 feat
3    1 encounter power
4    ability increase, 1 feat
5    1 daily power
6    1 utility power
7    1 encounter power
8    ability increase, 1 feat
9    1 daily power
10    1 utility power, 1 feat

11    ability increase, paragon feature, paragon action feature, paragon encounter power, 1 feat
12    paragon utility power, 1 feat
13    1 encounter power
14    ability increase, 1 feat
15    1 daily power
16    1 utility power, paragon feature
17    1 encounter power
18    ability increase, 1 feat
19    1 daily power
20    paragon daily power

21    ability increase, epic feature, 1 feat
22    1 utility power, 1 feat
23    1 encounter power
24    ability increase, epic feature, 1 feat
25    1 daily power
26    epic utility power
27    1 encounter power
28    ability increase, 1 feat
29    1 daily power
30    epic feature[/code]


Thanks for the suggestion Haldrik, and thanks BouncyFerret for assembling that list.

Cleric Prayers Show
Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required.
Cleric Class Features Show

Channel Divinity: You can use one of these special divine powers once per encounter.


Channel Divinity: Divine Fortune - Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or
saving throw before the end of your next turn.

Channel Divinity: Turn Undead - Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter ✦ Divine, Implement, Radiant
Standard Action - Close Burst 2
Target: Each Undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target
5 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word: Twice per encounter as a minor action, you can use the healing word power.


Healing Word - Cleric Feature
You whisper a brief prayer as divine light washes over your target,
helping to mend its wounds.

Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only
once per round.
Minor Action - Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 + Wisdom modifier hit points.

Level 1 At-Will Prayers Show
Lance of Faith - Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of
light linger around the target, guiding your ally’s attack.

At-Will ✦ Divine, Implement, Radiant
Standard Action - Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains
a +2 power bonus to his or her next attack roll against the target.

Priest’s Shield - Cleric Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will ✦ Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you and one adjacent ally gain a
+1 power bonus to AC until the end of your next turn.

Sacred Flame - Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance
while at the same time aiding an ally with its beneficent power.

At-Will ✦ Divine, Implement, Radiant
Standard Action - Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see
chooses either to gain 2 temporary hit points or to make a saving throw.
Level 1 Encounter Prayers Show
Cause Fear - Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror
grips your enemy, causing him to instantly recoil.

Encounter ✦ Divine, Fear, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves its speed + 2 squares away from you. The
fleeing target avoids unsafe squares and difficult terrain if
it can. This movement provokes opportunity attacks.

Healing Strike - Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy,
your deity bestows a minor blessing in the form of healing for you or one of your allies.

Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W]+ Strength modifier radiant damage and target is marked until the end of your next turn.
In addition, you or one ally within 5 squares of you can spend a healing surge.
Level 1 Daily Prayers Show
Beacon of Hope - Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
Daily ✦ Divine, Healing, Implement
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points,
and your healing powers restore +5 hit points until the end of the encounter.

Cascade of Light - Cleric Attack 1
A burst of divine radiance sears your foe.
Daily ✦ Divine, Implement, Radiant
Standard Action - Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier radiant damage, and the target gains
vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.
Level 2 Utility Prayers Show
Cure Light Wounds - Cleric Utility 2
You utter a simple prayer and gain the power to instantly heal wounds,
and your touch momentarily suffuses you or a wounded creature with a dim silver light.

Daily ✦ Divine, Healing
Standard Action - Melee touch
Target: You or one creature
Effect: Target regains hit points as if it had spent a healing surge.
Level 3 Encounter Prayers Show
Daunting Light - Cleric Attack 3
A burning column of light engulfs your foe. Its brilliance
burns and hinders your foe's defense for a short time.

Encounter ✦ Divine, Implement, Radiant
Standard Action - Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 +Wisdom modifier radiant damage.
Effect: One ally you can see gains combat advantage
against the target until the end of your next turn.
Level 29 Daily Prayers Show
Astral Storm - Cleric Attack 29
You unleash a terrible storm upon your enemies, raining ice, fire,
lightning, and thunder down upon them.

Daily ✦ Cold, Divine, Fire, Implement, Lightning, Thunder, Zone
Standard Action - Area burst 5 within 20 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder
damage. Resistance doesn’t reduce the damage unless
the target has resistance to all four damage types, and
only the weakest resistance applies. A target that has vulnerability
to any one of the four damage types is subject to
that vulnerability.
Miss: Half damage.
Effect: The burst creates a stormy zone until the end of your
next turn.
Sustain Minor: When you sustain this power, make a
Wisdom vs. Reflex attack against every enemy within the
zone, dealing 2d10 + Wisdom modifier lightning damage if
you hit and half damage if you miss.

Godstrike - Cleric Attack 29
Your weapon explodes with brilliant light as you swing it at your foe.
Daily ✦ Divine, Radiant, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier radiant damage.
Miss: Half damage.
Fighter Exploits Show
Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon.Level 1 At-Will Exploits Show
Cleave - Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage, and an enemy adjacent
to the target takes Strength modifier damage.

Reaping Strike - Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy's defenses.

At-Will ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage.
Miss: Strength modifier damage.

Tide of Iron - Fighter Attack 1
After each mighty swing, you bring your shield to bear and use it to push
your enemy back.

At-Will ✦ Martial, Weapon
Standard Action - Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square
if it is your size, smaller than you, or one size category larger. You can shift
into the space that the target occupied.
Level 1 Encounter Exploits Show
Passing Attack - Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a
second strike against a second foe.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square.
Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength +2 vs. AC
Hit: 1[W] + Strength modifier damage.

Spinning Sweep - Fighter Attack 1
You spin beneath your enemy's guard with a long, powerful cut,
and then sweep your leg through his an instant later to knock him
head over heels.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Level 1 Daily Exploits Show
Brute Strike - Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily ✦ Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Level 2 Utility Exploits Show
Unstoppable - Fighter Utility 2
You let your adrenaline surge carry you through the battle.
Daily ✦ Healing, Martial
Minor Action - Personal
Effect: You gain 2d6 + Constitution modifier temporary hit points.
Level 3 Encounter Exploits Show
Crushing Blow - Fighter Attack 3
You wind up and deliver a devastating blow with your weapon.
Daily ✦ Martial, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 8 damage.
Level 29 Daily Exploits Show
Force the Battle - Fighter Attack 29
With the slightest flick of your weapon and minimal movement,
you control the battle and turn your enemies’ thoughts from conquest
to survival.

Daily ✦ Martial, Stance, Weapon
Minor Action - Personal
Effect:
You deal an extra 1[W] damage with your at-will and
encounter fighter powers. If an enemy starts its turn adjacent
to you, you can use an at-will fighter power against
it as a free action at the start of its turn, as long as you are
able to make opportunity attacks.

No Mercy - Fighter Attack 29
Let nothing stand between a warrior and the object of his wrath.
Daily ✦ Martial, Reliable, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.

Storm of Destruction - Fighter Attack 29
You knock aside your enemies weapons, creating holes in their defenses
that enable you to strike deadly blows against 2 of them at once.

Daily ✦ Martial, Weapon
Standard Action - Melee
weapon
Targets: One or two creatures
Attack: Strength vs AC, one attack per target
Hit: 5[W] + Strength modifier damage.
Miss: Half damage.
Paladin Prayers Show
Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required.Paladin Class Features Show

Channel Divinity: You can use one of these special divine powers once per encounter.


Channel Divinity: Divine Mettle - Paladin Feature
Your unswerving faith in your deity empowers a nearby
creature to resist a debilitating affliction.

Encounter ✦ Divine
Minor Action - Close
burst 10
Target: One creature in burst
Effect: The target makes a saving throw and applies your Charisma modifier as a bonus.

Channel Divinity: Divine Strength - Paladin Feature
You petition your deity for the divine strength to lay low your enemies.
Encounter ✦ Divine
Minor Action - Personal

Effect: Apply your Strength modifier as extra damage on your next attack this turn.

Divine Challenge: You can use divine challenge as an At-Will power.


Divine Challenge - Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it
ignores your challenge.

At-Will ✦ Divine, Radiant
Minor Action - Close
burst 5
Target: One creature in burst
Effect: You mark the target. If the creature was already marked
your mark supersedes the other one. The target remains marked until
you use this power against another target, or if you fail to engage
the target (see below). A creature can be subject to only one mark
at a time. A new mark supersedes a mark that was already in place.
While a target is marked it takes a -2 penalty to attack rolls and
takes 6 radiant damage if it makes an attack that doesn’t include you as a
target. The target takes this damage only once per turn.
On your turn, you must engage the target you challenged or challenge a
different target. To engage the target, you must either attac it or end
your turn adjacent to it. If none of these events occur by the end of
your turn, the marked condition ends and you can't use Divine Challenge
on your next turn.
You can use Divine Challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t
rely on the intelligence or language ability of the target. It’s
a magical compulsion that affects the creature’s behavior,
regardless of the creature’s nature. You can’t place a divine
challenge on a creature that is already affected by your
divine challenge.

Lay on Hands: You can use lay on hands as an at-will power a number of times per day equal to your Charisma modifier.


Lay on Hands - Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) ✦ Divine, Healing
Special: You can use this power a number of times per day equal to
your Charisma modifier, but only once per round.
Minor Action - Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points.
Instead, the target regains hit points as if it had spent a
healing surge. You must have at least one healing surge
remaining to use this power.

Level 1 At-Will Prayers Show
Bolstering Strike - Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy is
rewarded with a divine gift of vigor.

At-Will ✦ Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Charisma modifier.

Holy Strike - Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will ✦ Divine, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. If you marked the target,
you gain your Charisma modifier as a bonus to the damage roll.

Valiant Strike - Paladin Attack 1
As you bring your weapon to bear, the odds against you add
strength to your attack.

At-Will ✦ Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength, +1 per enemy adjacent to you vs. AC
Hit: 1[W] + Strength modifier damage.
Level 1 Encounter Prayers Show
Radiant Smite - Paladin Attack 1
Your weapon glows with a pearly luminescence. Enemies shrink
from its pure light, especially creatures of supernatural evil such as
demons and devils.

Encounter ✦ Divine, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 5 radiant damage.

Shielding Smite - Paladin Attack 1
A translucent golden shield forms in front of a nearby ally as you attack
with your weapon.

Encounter ✦ Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Until the end of your next turn, one ally within 5 squares
of you gains your Wisdom modifier as a power bonus to AC.
Level 1 Daily Prayers Show
On Pain of Death - Paladin Attack 1
You invoke a prayer that wracks your foe with terrible pain and causes
further pain whenever he makes an attack.

Daily ✦ Divine, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3[W] + Charisma modifier damage. Once per round, the target
takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4
damage after making any attacks on its turn (save ends).

Paladin's Judgement - Paladin Attack 1
Your melee attack punishes your enemy and heals your ally.
Daily ✦ Divine, Healing, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares
of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Level 2 Utility Prayers Show
Martyr's Blessing - Paladin Utility 2
You step into an attack made against an adjacent ally.
Daily ✦ Divine
Immediate Interupt - Close burst 1
Trigger: An adjacent ally is hit by a melee or ranged attack
Effect: You are hit by the attack instead.
Level 3 Encounter Prayers Show
Staggering Smite - Paladin Attack 3
With a mighty swing, you knock your enemy back.
Encounter ✦ Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can push the target 1 square.
Level 13 Encounter Prayers Show
Renewing Smite - Paladin Attack 13
Encounter ✦ Healing, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage and an ally within 5 heals
10 + your Wisdom modifier damage.
Level 17 Encounter Prayers Show
Fortifying Smite - Paladin Attack 17
A symphony of otherworldly music resonates throughout your body,
fortifying it to withstand the tests to come.

Encounter ✦ Divine, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn,
you gain a power bonus to AC equal to your Wisdom modifier.

Hand of the Gods - Paladin Attack 17
You hold your holy symbol high above your head, and a brilliant flash
of divine light explodes from it. The radiance sears your foes and inspires
your closest allies.

Encounter ✦ Divine, Implement, Radiant
Minor Action - Close
burst 1
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier radiant damage, and the target
is marked until the end of your next turn.
Effect: Until the end of your next turn, allies in the burst gain
a power bonus to attack rolls equal to your Wisdom modifier.
Level 27 Encounter Prayers Show
Binding Smite - Paladin Attack 27
Encounter ✦ Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Wisdom modifier damage and and target cannot gain line of
effect to anyone but you until the end of your next turn.
Level 29 Daily Prayers Show
Even Hand of Justice - Paladin Attack 29
You pronounce a divine sentence upon your enemy and force him
to take the damage of his own attacks.

Daily ✦ Divine, Implement
Standard Action - Ranged
5
Target: One creature
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier damage. Whenever the
target makes an attack, its attack works as usual, but it
takes the full damage and effects of the attack as well
(save ends). Saving throws made to end the effect take a
-2 penalty.
Miss: 5d10 + Charisma modifier damage.
Special: Many creatures have immunity or resistance to
their own attacks. When taking damage from its own
attacks resulting from this power, the target does not gain
the benefit of any immunities or resistances.

Powerful Faith - Paladin Attack 29
You deal a hard blow to your enemy, and divine arcs of light
spring from the tip of your weapon and blind those who stand
against you.

Daily ✦ Divine, Weapon
Standard Action - Melee
weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage. Make a secondary
attack.
Miss: Half damage, and no secondary attack.
Secondary Target: Each enemy within 10 squares of you
Secondary Attack: Strength vs. Fortitude
Hit: The target is blinded until the end of your next turn.
Ranger Exploits Show
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Ranger Class Features Show
Hunter’s Quarry - Ranger Feature
At-Will ✦ Martial, Weapon
Minor Action - Melee or Ranged weapon
Target: Nearest single enemy
Effect: Designate the nearest enemy your quarry; once per
round do an additional +1d6 damage against your quarry
on a successful attack; remains active until quarry is
defeated, encounter ends, or you switch your quarry. You may only
have one quarry at any time.
Level 1 At-Will Exploits Show
Careful Attack - Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you
find it do you strike.

At-Will ✦ Martial, Weapon
Standard Action - Ranged weapon
Target: One creature
Attack: Dexterity +4 vs. AC
Hit: 1[W] damage.

Nimble Strike - Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make
your attack and then withdraw to a more advantageous position.

At-Will ✦ Martial, Weapon
Standard Action - Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] damage.
Level 1 Encounter Exploits Show
Fox’s Cunning - Ranger Attack 1
Using the momentum from your enemy’s blow to fall back or slip to one
side, you make a sudden retaliatory attack as he stumbles to regain his
composure.

Encounter ✦ Martial, Weapon
Immediate Reaction - Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Effect: You can shift 1 square, then make a basic attack against
the enemy.
Special: Gain a +2 power bonus to your basic attack roll.
Level 1 Daily Exploits Show
Split the Tree - Ranger Attack 1
You fire two arrows at once, which separate in mid-flight to strike two
different targets.

Daily ✦ Martial, Weapon
Standard Action - Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC.
Special: Make two attack rolls, take the better
result, and apply it to both targets.
Hit: 2[W]+ Dexterity modifier damage.
Level 29 Daily Exploits Show
Follow-up Blow - Ranger Attack 29
You follow every strike with a backhanded swipe that breaks
through your enemy’s defenses.

Daily ✦ Martial, Stance,Weapon
Minor Action - Personal
Requirement:
You must be wielding two melee weapons.
Effect: You can use your off-hand weapon to make a melee
basic attack with a –2 penalty against each enemy you hit
using a melee attack power.

Three-in-One Shot - Ranger Attack 29
If you can hit with the first arrow, the others will follow.
Daily ✦ Martial, Weapon
Standard Action - Ranged
weapon
Target: One creature
Attack: Dexterity vs. AC, three attacks. If the first attack hits,
you gain a +5 bonus to the second and third attack rolls.
If the first attack misses, roll the second and third attacks normally.
Hit: 2[W] + Dexterity modifier damage per attack.
Miss: Half damage per attack.

Weave a Web of Steel - Ranger Attack 29
Crossing your blades, you form a defense as solid as a mighty
shield, ready to riposte if your enemy isn’t lucky.

Daily ✦ Martial, Weapon
Immediate Interrupt - Melee
weapon
Trigger: An enemy hits you with a melee attack
Requirement: You must be wielding two melee weapons.
Target: The triggering enemy
Attack: Strength vs. AC, two attacks (main weapon and offhand weapon)
Hit: 3[W] + Strength modifier damage (main weapon) and
1[W] + Strength modifier damage (off-hand weapon).
If both attacks hit, the target’s attack misses.
Miss: Half damage with your main weapon, and no damage
with your off-hand weapon.
Rogue Exploits Show
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Level 1 At-Will Exploits Show
Deft Strike - Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦Martial, Weapon
Standard Action - Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Piercing Strike - Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Sly Flourish - Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his throat.
At-Will ✦ Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier and Charisma modifier damage.
Level 1 Encounter Exploits Show
Positioning Strike - Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and you slide the target
1 square.
Artful Dodger: You slide the target a number of squares
equal to your Charisma modifier instead.

Torturous Strike - Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy
howl in pain.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll
equal to your Strength modifier.
Level 1 Daily Exploits Show
Trick Strike - Rogue Attack 1
Through a series of feints and lures, you maneuver your foe
right where you want him.

Daily ✦ Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you slide
the target one square.
Effect: Until the end of the encounter, each time
you hit the target you can slide it one square.
Level 2 Utility Exploits Show
Tumble - Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action - Personal
Special: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Level 3 Encounter Exploits Show
Bait and Switch - Rogue Encounter 3
You strike and weave, causing your foe to lurch forward so that you
can duck around him and slip into his space.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the
target and can then shift up to a number of squares equal to one-half your speed.
Level 9 Daily Exploits Show
Crimson Edge - Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed,
and like a shark, you circle in for the kill.

Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing
damage equal to 5 + your Strength modifier and grants combat advantage
to you (save ends both).
Miss: Half damage, and no ongoing damage.
Level 29 Daily Exploits Show
Assassin’s Point - Rogue Attack 29
A sliced throat or a bolt through the heart—it’s all good.
Daily ✦ Martial, Weapon
Standard Action - Melee or Ranged
weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + Dexterity modifier damage.
Miss: Half damage.
Special: If you have combat advantage against the target,
double any extra damage from Sneak Attack or a critical hit.

Immobilizing Strike - Rogue Attack 29
With terrifying ease, you slash at your enemy’s exposed tendons
and leave him immobilized and whimpering in pain.

Daily ✦ Martial, Weapon
Standard Action - Melee or Ranged
weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and the target
is immobilized (save ends). If the target succeeds on
its saving throw, it is slowed (save ends). Saving throws
against these effects take a –5 penalty.
Miss: Half damage, and the target is slowed (save ends).
Saving throws against this effect take a –5 penalty.

Moving Target - Rogue Attack 29
An attack meant for you hits another creature instead.
Daily ✦ Martial
Immediate Interrupt - Melee or Ranged
weapon
Trigger: A creature makes a melee attack or a ranged attack
against you
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: The attacking creature
Attack: Charisma vs. Will
Hit: Instead of attacking you, the target attacks a creature
you choose within 2 squares of you. You must choose a
creature that the target can attack.
Miss: The target’s attack is made against you as normal, but
deals half damage if it hits.
Warlock Spells Show
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.Level 1 At-Will Spells Show
Eldritch Blast - Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage.
Special: This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Dire Radiance - Warlock (Star) Attack 1
You cause a shaft of brilliant, cold starlight to lance down from above,
bathing your foe in excruciating light. The nearer he moves toward you,
the brighter and more deadly the light becomes.

At-Will ✦ Arcane, Fear, Implement, Radiant
Standard Action - Ranged
10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target moves
nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.

Eye bite - Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you vanish from his
sight.

At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible
to the target until the start of your next turn.
Level 1 Encounter Spells Show
Witchfire - Warlock (Fey) Attack 1
From the mystic energy of the Feywild, you draw a brilliant white flame
and set it in your enemy’s mind and body. Rivulets of argent fire stream
up into the air from his eyes, mouth, and hands; agony disrupts his very
thoughts.

Encounter ✦ Arcane, Fire, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target takes
a penalty to attack rolls equal to your Charisma modifier until the
end of your next turn.
Level 1 Daily Spells Show
Curse of the Dark Dream - Warlock (Fey) Attack 1
You inflict a waking nightmare upon your enemy so that he can no
longer tell what is real and what exists only in his mind. Under its
influence he staggers about, trying to avoid falling from imaginary
heights or stepping on unreal serpents.

Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and you slide the
target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit
or miss (save ends).
Level 6 Utility Spells Show
Dark One’s Own Luck - Warlock (star) Utility 6
Refusing the result that fate has decreed for you, you invoke stars
of uncertainty and try to rewrite what has been written.

Daily ✦ Arcane
Free Action - Personal

Trigger: You make a roll you dislike
Effect: Reroll the attack roll, skill check, ability check, or saving
throw, using the higher of the two results.
Level 29 Daily Spells Show
Curse of the Dark Delirium - Warlock (Fey) Attack 29
You trap your enemy’s mind with bewildering fey power. He
sees what you want him to see, he hears what you want him to
hear. Like a sinister puppeteer, you can make him do anything
you wish.

Daily ✦ Arcane, Charm, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Will
Hit: On the target’s next turn, you dictate its standard,
move, and minor actions. The target cannot use immediate
actions. It can’t use powers other than a basic attack,
and it can’t take suicidal actions such as leaping off a cliff
or attacking itself.
Miss: If the target is adjacent to one of its allies at the start
of its next turn, it must begin its turn by using a standard
action to make a melee basic attack against that ally.
Sustain Standard: Repeat the attack against the target as
long as the target is within range. On a miss, you can’t
sustain this power.

Doom of Delban - Warlock (Star) Attack 29
A single slanting shaft of frigid starlight strikes your enemy
from above and clings to him. Under its unbearable touch, flesh
becomes white ice and steel shatters like glass, but you must pay
a price to keep Delban’s deadly light focused on your foes.

Daily ✦ Arcane, Cold, Fear, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 5d10 + Constitution modifier cold damage.
Miss: Half damage.
Sustain Standard: You can attack the same target or switch
to a new target within range. Make an attack (as above)
and increase the cold damage by 1d10 each time this
power hits. Each time you sustain this power, you take
2d10 damage.

Hurl through Hell - Warlock (Infernal) Attack 29
You open a short-lived planar rift to the depths of the
Nine Hells. It appears as a fiery crevice beneath your enemy’s
feet, into which he falls screaming, and disappears. A few
moments later, a flaming arch appears in the air over the spot
where he was standing and disgorges a broken, mewling piece
of charred meat.

Daily ✦ Arcane, Fear, Fire, Implement, Teleportation
Standard Action - Ranged
10
Target: One creature
Attack: Constitution vs. Will
Hit: 7d10 + Constitution modifier fire damage, and the
target disappears into the Nine Hells until the end of your
next turn. The target returns to the same square it left, or
the nearest unoccupied square, and is prone and stunned.
Sustain Minor: If you spend a minor action to sustain the
power, the target’s return is delayed until the end of your
next turn. You can sustain the power no more than three times.
Miss: Half damage, and the target does not disappear.
Wizard Spells and Warlord Exploits moved to second post to conserve space. Scroll down.

Discuss!

I put this up as a source of reference for anyone who's trying to find 4e Power because I was getting anoyed myself of having to look in multiple different preview rich locations to see them all (even the pre-player's handbook and the PHB Lite doesn't have them all). If you find any Powers not on this list please let me know (providing the source of your info so I can verify validity), and I will add it to the list.
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2 years ago  ::  May 13, 2008 - 7:33PM #2
Zinger2099
Posts: 404
Date Joined: 06/15/07
Wow, who knew there was a limit of 50,000, characters per post. o_0. I guess instead of using this second post for fan-made powers it will have to be used to catch any overflow that couldn't fit into the top post. Sorry guys. But if you would like to find some nice fan-made powers, Wizardmon has assembled a good list of them here.

Warlord Exploits Show
Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.Warlord Class Features Show

Inspiring Word: Twice per encounter as a minor action, you can use the inspiring word power.


Inspiring Word - Warlord Feature
You call out to a wounded ally and offer inspiring words of courage
and determination that helps that ally heal.

Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action - Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Level 1 At-Will Exploits Show
Commander's Strike - Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally's basic attack damage + your Intelligence modifier.

Furious Smash - Warlord Attack 1
At-Will ✦ Martial, Weapon
Incomplete...

Viper's Strike - Warlord Attack 1
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

Wolf Pack Tactics - Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial, Weapon
Standard Action - Melee
weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
Level 1 Encounter Exploits Show
Guarding Attack - Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant
your comrade-in-arms some protection against the villain’s attacks.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your
next turn, one ally adjacent to either you or the target gains
a +2 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your
Charisma modifier.

Leaf on the Wind - Warlord Attack 1
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You or an ally adjacent to the target swaps places with the target.

Warlord’s Favor - Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an
imminent attack from one of your closest allies.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5
squares of you gains a +2 power bonus to attack rolls
against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant
equals 1 + your Intelligence modifier.
Level 1 Daily Exploits Show
Bastion of Defense - Warlord Attack 1
Honorable warriors never fall!
Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5 squares
of you gain a +1 power bonus to all defenses until the end
of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points
equal to 5 + your Charisma modifier.

Lead the Attack - Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the
encounter, you and each ally within 5 squares of you gain a
power bonus to attack rolls against the target equal to 1 +
your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within 5
squares of you gain a +1 power bonus to attack rolls against
the target.

Pin the Foe - Warlord Attack 1
No matter where your foe turns, one of your allies is waiting for him.
Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, the target cannot shift if
at least two of your allies (or you and one ally) are adjacent to it.

White Raven Onslaught - Warlord Attack 1
You lead the way with a powerful attack, using your success to create an
opportunity for one of your allies. Each of your comrades in turn seizes
on your example and begins to display true teamwork.

Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you slide an adjacent ally
1 square. Until the end of the encounter, whenever you or
an ally within 10 squares of you makes a successful attack,
the attacker slides an adjacent ally 1 square.
Miss: Choose one ally within 10 squares. Until the end of the
encounter, the ally slides an adjacent ally 1 square after
making a successful attack.
Level 2 Utility Exploits Show
Aid the Injured - Warlord Utility 2
Your presence is both a comfort and an inspiration.
Encounter ✦ Healing, Martial
Standard Action - Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Level 3 Encounter Exploits Show
Steel Monsoon - Warlord Attack 3
You leap into the fray with a wild, whirling attack—but your movements
are carefully calculated to distract nearby enemies and give your allies a chance to move into position.

Encounter ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 5 squares.
Level 9 Daily Exploits Show
Iron Dragon Charge - Warlord Attack 9
Like a rampaging iron dragon, you hurl yourself at your adversary,
landing a terrific blow that inspires your allies to charge as well.

Daily ✦ Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Effect: Until the end of the encounter, as an immediate
reaction, an ally of your choice within 5 squares of you can
charge a target that you charge.
Level 29 Daily Exploits Show
Defy Death - Warlord Attack 29
You leap to your ally’s side and spare him from the jaws of death.
Daily ✦ Healing, Martial,Weapon
Immediate Interrupt - Melee
weapon
Trigger: A creature attacks your ally
Target: The attacking creature
Special: As part of this action, you can move twice your speed
to reach the target without provoking opportunity attacks.
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage, and the target’s attack misses.
Miss: Half damage, and the target’s attack deals half damage if it hits.
Effect: As an immediate reaction, the attacked ally can
spend a healing surge.

Stand Invincible - Warlord Attack 29
You throw everything you have at the enemy and become a beacon
of strength and perseverance for your allies.

Daily ✦ Martial, Weapon
Standard Action - Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage.
Effect: You and each ally within 5 squares of you gain a +4
power bonus to all defenses and resist 5 to all damage until
the end of your next turn.
Sustain Minor: The effect continues.
Wizard Spells Show
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.Wizard Class Features Show

Cantrips: You know a few minor spells that you can use as at-will powers.


Ghost Sound - Wizard Cantrip
With a wink, you create an illusory sound that emanates from
somewhere close by.

At-Will ✦ Arcane, Illusion
Standard Action - Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a
yelling or fighting creature to emanate from the target. You
can produce nonvocal sounds such as the ringing of a
sword blow, jingling armor, or scraping stone. If you
whisper, you can whisper quietly enough that only
creatures adjacent to the target can hear your words.

Light - Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of
your staff, upon some other object, or in a nearby space.

At-Will ✦ Arcane
Minor Action - Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills
the target’s square and all squares within 4 squares of it.
The light lasts for 5 minutes. Putting out the light is a free
action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.

Mage Hand - Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand lifts
the object into the air and moves it where you wish.

At-Will ✦ Arcane, Conjuration, Force
Minor Action - Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves, or
manipulates an adjacent object weighing 20 pounds or less
and carries it up to 5 squares. If you are holding the object
when you use this power, the hand can move the object
into a pack, a pouch, a sheath, or a similar container and
simultaneously move any one object carried or worn
anywhere on your body into your hand. As a move action,
you can move the hand up to 5 squares. As a free action,
you can cause the hand to drop an object it is holding, and
as a minor action, you can cause the hand to pick up or
manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Level 1 At-Will Spells Show
Magic Missile - Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action - Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Special: This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Ray of Frost - Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At Will ✦Arcane, Cold, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed
until the end of your next turn.

Scorching Burst - Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Level 1 Encounter Spells Show
Burning Hands - Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action - Close Blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.

Force Orb - Wizard Attack 1
You hurl an orb of magical force at an enemy. It bursts against the target
and throws off razor-sharp shards of force that cut nearby enemies to
ribbons.

Encounter ✦ Arcane, Force, Implement
Standard Action - Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.
Level 1 Daily Spells Show
Acid Arrow - Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and
bursts in a spray of sizzling acid.

Daily ✦ Acid, Arcane, Implement
Standard Action - Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary
target (save ends), and no secondary attack.

Sleep - Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a
tide of magical weariness.

Daily ✦ Arcane, Implement, Sleep
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first
saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
Level 2 Utility Spells Show
Expeditious Retreat - Wizard Utility 2
Your form blurs as you hastily withdraw from the battlefield.
Daily ✦ Arcane
Move Action - Personal
Effect: Shift up to twice your speed.
Level 3 Encounter Spells Show
Fire Shroud - Wizard Attack 3
With a subtle gesture, you wreathe nearby enemies in flames.
Encounter ✦ Arcane, Fire, Implement
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Level 6 Utility Spells Show
Dispel Magic - Wizard Utility 6
You unleash a ray of crackling arcane energy that destroys a magical
effect created by an opponent.

Daily ✦ Arcane
Standard Action - Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration
or zone
Hit: The conjuration or the zone is destroyed. All its effects end,
including those that normally last until a target saves.
Level 10 Utility Spells Show
Mirror Image - Wizard Utility 10
Three duplicate images of you appear, imitating your actions perfectly
and confusing your enemies.

Daily ✦ Arcane, Illusion
Minor Action - Personal
Effect: Three duplicate images of yourself appear in your space,
and you gain a +6 power bonus to AC. Each time an attack
mises you, one of your duplicate images disappears and
the bonus granted by theis power decreases by 2. When
the bonus reaches 0 all your images are gone and the
power ends. Otherwise, the effect lasts for 1 hour.

Resistance - Wizard Utility 10
You make yourself or another creatures in range resistant to a particular
kind of damage.

Daily ✦ Arcane
Minor Action - Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the
target gains resistance equal to your level + your
Intelligence modifier until the end of the encounter or for
5 minutes. Choose the damage type from the following
list: acid, cold, fire, force, lightning, necrotic, poison,
psychic, radiant, or thunder.
Level 13 Encounter Spells Show
Frostburn - Wizard Attack 13
You whisper a word of elemental power and hurl a flaming ball of ice.
Waves of fire and ice explode outward from the point of impact.

Encounter ✦ Arcane, Cold, Fire, Implement
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power’s area is difficult terrain until the end of your
next turn. Any creature that starts its turn in the area takes
5 cold and fire damage. You can dismiss the effect as a
minor action.

Mesmeric Hold - Wizard Attack 13
You immobilize your foes by commanding them to remain still.
Encounter ✦ Arcane, Charm, Implement, Psychic
Standard Action - Ranged 10
Targets: One, two or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you
gain a +4 power bonus to the attack roll.
Hit: 2d6 + Intelligence modifier psychic damage, and the target
is immobilized until the end of your next turn.

Prismatic Burst - Wizard Attack 13
You lob a fist-sized orb of pulsating white light some distance away,
blasting creatures in the area with rays of multicolored light.

Encounter ✦ Arcane, Implement, Radiant
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target
is blinded until the end of your next turn.

Thunderlance - Wizard Attack 13
A thunderous pulse of concussive energy rolls from your hand, bowling
over your enemies.

Encounter ✦ Arcane, Implement, Thunder
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Wisdom vs Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you
push the target 4 squares.
Level 15 Daily Spells Show
Bigby’s Grasping Hands - Wizard Attack 15
Two hands of glowing golden force materialize, grab a couple of your
foes, and slam them together.

Daily ✦ Arcane, Conjuration, Force, Implement
Standard Action - Ranged 10
Effect: You conjure two 5-foot tall hands of force, each one
occupying 1 square within range. Each hand attacks one
adjacent creature. A hand that is not grabbing a target can
be moved and made to attack a new target within range as
a move action. The hands last until the end of your next
turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand
grabs the target. If the target attempts to escape, the hand
uses your Fortitude or Reflex defense.
Special: If the hands have each grabbed an enemy, you can
slam the enemies into each other as a standard action,
dealing 2d10 + Intelligence modifier force damage to
each grabbed target. After the attack, each hand returns to
its original square with its grabbed target.
Sustain Minor: The hands persist.

Blast of Cold - Wizard Attack 15
You create a tremendous blast of supernatural cold, freezing your
enemies.

Daily ✦ Arcane, Cold, Implement
Standard Action - Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs Reflex
Hit: 6d6 + Intelligence modifier cold damage, and the target is
immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).

Otiluke’s Resilient Sphere - Wizard Attack 15
You trap your enemy in a transparent, immobile glove of impenetrable
force.

Daily ✦ Arcane, Conjuration, Force, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: You conjure a sphere of force that fills the target’s entire
space until the end of your turn. The target is immobilized
and an’t attack anything outside its own space. Creatures
outside the sphere can’t attack the target, and the sphere
blocks objects and creatures attempts to pass through it.
The sphere, though impenetrable, is not impervious to
damage. Attacks against the sphere automatically hit, and
it has 100 hit points.
Sustain Minor: If your attack roll was successful, you can
sustain the sphere.
Miss: The target is immobilized (save ends).
Special: Instead of attacking an enemy, you can put the sphere
around yourself or a willing ally within range without
making an attack roll.

Prismatic Beams - Wizard Attack 15
Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.

Daily ✦ Arcane, Fire, Implement, Poison
Standard Action - Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense,
the target takes 2d6 + Intelligence modifier poison
damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and
ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target
is dazed (save ends).
Special: You make only one attack per target, but compare that
attack result against all three defenses. A target might be
subject to any, all, or none of the effects depending on how
many of its defenses were hit. The target must make a
saving throw against each ongoing effect separately.

Wall of Ice - Wizard Attack 15
A wall of glittering, jagged ice appears at your command.
Daily ✦ Arcane, Cold, Conjuration, Implement
Standard Action - Area wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with
arcane ice. The wall can be up to 12 squares long and up
to 6 squares high. Any creature that starts its turn adjacent
to the wall takes 2d6 + Intelligence modifier cold damage.
The wall blocks line of sight and prevents movement. No
creature can enter a square containing the wall.
Special: As a standard action, a creature can attack on square of
the wall. Each square has 50 hit points. Any creature that
makes a melee attack against the wall takes 2d6 cold
damage. The wall has vulnerability 25 to fire. If the wall is
not destroyed, its melts away after 1 hour.
Level 16 Utility Spells Show
Displacement - Wizard Utility 16
The recipient of this spell appears to be standing slightly to the left or right
of his actual position, making it harder for enemies to hit him.

Encounter ✦ Arcane, Illusion
Immediate Interrupt - Ranged 5
Trigger: A ranged or melee attack hits you or one ally in range
Effect: The attacker must reroll the attack roll.

Fly - Wizard Utility 16
You leap into the air and don’t look back.
Daily ✦ Arcane
Standard Action - Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the
encounter or for 5 minutes. If you don’t sustain it, you float
to the ground without taking falling damage.

Greater Invisibility - Wizard Utility 16
With a wave of your hand, you or another creature nearby fades away
becoming invisible.

Daily ✦ Arcane, Illusion
Standard Action - Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn, if
the target attacks, the target becomes visible.
Sustain Minor: If the target is within range, you can sustain the
effect.
Level 19 Daily Spells Show
Acid Wave - Wizard Attack 19
A wave of acid dissolves all creatures that stand before you.
Daily ✦ Acid, Arcane, Implement
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Level 29 Daily Spells Show
Meteor Swarm - Wizard attack 29
Fiery orbs rain down from above, shrieking loudly as they fall.
They smash into your foes, obliterating them in a storm of fire
and scorching the ground.

Daily ✦ Arcane, Fire, Implement
Standard Action - Area
burst 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 8d6 + Intelligence modifier fire damage.
Miss: Half damage.
Paragon Path Powers Show
A list of powers provided by your Paragon Path.

Astral Weapon Prayers Show
Astral Whirlwind - Astral Weapon Attack 20
Your faith directs you into a whirling attack that strikes out at
every foe within reach, instilling them with fear and weakening their defenses.

Daily ✦ Divine, Fear, Weapon
Standard Action - Close
burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. In addition, the target takes a –2 penalty to all defenses (save ends).
Special: If this attack kills one or more evil or chaotic evil creatures,
roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.
Doomsayer Spells Show
Long Fall Into Darkness - Doomsayer (Star) Attack 20
Daily ✦ Arcane, Fear, Illusion, Implement, Psychic
Standard Action - Ranged
20
Target: One creature
Attack: Charisma vs. Will
Hit: 4d8 + Charisma modifier psychic damage, and the target is stunned until the
end of its next turn and is knocked proned.
Miss: Half damage, and the target is dazed until the end of its next turn.
Justicar Prayers Show
Just Radiance - Justiciar Attack 11
A burst of light, like purity and justice, explodes from your holy symbol,
sending searing pain through enemies you have challenged.

Encounter ✦ Divine, Implement, Radiant
Standard Action - Melee
weapon
Target: Each enemy marked by you in burst
Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier radiant damage, and until the
end of your next turn, the target cannot make an attack that
does not include you.

Strike Me Instead - Justiciar Utility 12
You call upon your innate sense of justice and honor, with a short prayer,
and redirect an attack so that you take the hit instead of those you would
proect.

Daily ✦ Divine
Immediate Interrupt - Personal
Trigger: An ally within 5 squares of you is attacked
Target: One creature
Effect: The attack misses all of your allies it targets, but
automatically hits you even if you weren’t a target of the
attack.

Challenge the Unjust - Justiciar Attack 20
Your enemies surround you, and the purity whin you calls out for justice.
You focus a powerful prayer through your holy symbol, sending forth a
radiant burst of punishing force that no enemy can ignore.

Daily ✦ Divine, Implement, Radiant
Standard Action - Close burst 10
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1[W] + Charisma modifier radiant damage, and the target is
marked until the end of your next turn.
Miss: Half damage, and the target is marked until the end of
your next turn.
Life Stealer Spells Show
Soul Scorch - Life Stealer (Infernal) Attack 11
Encounter ✦ Arcane, Fire, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Constitution vs. Will
Hit: 3d8 + Constitution modifier Fire and Necrotic damage.
Effect: If the target creature has the same origin as a life spark you possess,
you can expend that life spark to deal an extra 10 damage to the target.
Stormwarden Exploits Show
Clearing the Ground - Stormwarden Attack 11
You sweep your blades in mighty arcs around you, cutting foes that get
too close and thrusting them back.

Encounter ✦ Martial,Weapon
Standard Action - Close
burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target
1 square.

Throw Caution to the Wind - Stormwarden Utility 12
Aw, what the hell. You only live once.
Encounter ✦ Martial, Stance
Minor Action - Personal
Effect: You take a –2 penalty to all defenses and gain a +2
bonus to attack rolls.

Cold Steel Hurricane - Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind, flay
them alive.

Daily ✦ Martial, Weapon
Standard Action - Close burst 1
Requirement: You must be wielding two melee weapons.
Special: Before you attack, shift a number of squares equal to
your Wisdom modifier.
Target: Each enemy in burst you can see
Attack: Strength vs. AC (main weapon and off-hand weapon),
two attacks per target
Hit: 1[W] + Strength modifier damage per attack.
Effect: You regain your second wind if you have already used it
during this encounter.
Epic Destiny Powers Show
A list of powers provided by your Epic Destiny.

Archmage Spells Show
Shape Magic - Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you
have already used out of the invisible tide, instantly recalling it to memory.

Daily ✦ Arcane
Standard Action - Personal

Effect: You regain one arcane power you have already used.
Racial Powers Show
A list of powers provided by being a member of a certain race.

Dragonborn Show
Dragon Breath - Dragonborn Racial Power
Encounter ✦ Acid, Cold, Fire, Lightning or Poison
Minor Action - Close Blast 3
Target: All creatures in blast
Attack: Strength, Constitution or Dexterity vs. Reflex
Effect: [?1d8 or 2d6?] + Strength modifier, Constitution modifier
or Dexterity modifier of acid, cold, fire, lightning or poison damage.
[?Type of damage and ability modifier used chosen at
character creation?]
Eladrin Show
Fey Step - Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ✦ Teleportation
Move Action - Personal
Effect: Teleport up to 5 squares.
Elf Show
Elven Accuracy - Elven Racial Power
With an instant of focus, you take careful aim at your foe and strike with
the legendary accuracy of the elves.

Encounter ✦ Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's
lower.
Halfling Show
Second Chance - Halfling Racial Power
Luck and small size combine to work in your favor as you dodge your
enemy’s attack.

Encounter ✦ Immediate Interrupt Personal
Effect:
When an attack hits you, force an enemy to roll the
attack again. The enemy uses the second roll, even if it’s lower.
Tiefling Show
Infernal Wrath - Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your
foe.

Encounter ✦ Minor Action Personal
Effect:
You can channel your fury to gain a +1 power bonus to
your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.
Feat Powers Show
Various powers that are provided from feat selection. These feat powers may be available to all classes, some classes, or just a single class. The specifics on which class can aquire which feat powers is unkown at this time, though some can be reasonably assumed.

Divine Powers Show
Channel Divinity: Armor of Bahamut - Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt - Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.

Channel Divinity: Power of Amaunator - Feat Power
Your prayer to Amaunator creates a white-hot surge of radiance.
Encounter ✦ Divine, Radiant
Free Action - Personal
Trigger: You hit an enemy with a power with the radiant keyword.
Effect: Your power deals an extra 1d10 radiant damage to all
targets hit by the power used. If a power deals half damage
on a miss, you deal half of the extra damage as well.
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2 years ago  ::  May 13, 2008 - 7:42PM #3
Haldrik
Posts: 2,824
Date Joined: 01/02/04
Cool.
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2 years ago  ::  May 13, 2008 - 7:47PM #4
Zinger2099
Posts: 404
Date Joined: 06/15/07

Haldrik wrote:

Cool.


Thank you. ^_^

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2 years ago  ::  May 13, 2008 - 11:01PM #5
RavingDork
Posts: 6,043
Date Joined: 11/03/06
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Thanks a lot! :D
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2 years ago  ::  May 14, 2008 - 5:24AM #6
Zinger2099
Posts: 404
Date Joined: 06/15/07

RavingDork wrote:

Thanks a lot! :D


You're Welcome.

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2 years ago  ::  May 14, 2008 - 9:49AM #7
Archtyrant_Terevoth
Posts: 1,254
Date Joined: 06/25/01
Why does cure light wounds have an attack roll now? I really hope that's a typo.
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2 years ago  ::  May 14, 2008 - 10:00AM #8
Zinger2099
Posts: 404
Date Joined: 06/15/07

Archtyrant Terevoth wrote:

I really hope that's a typo.


It was. Thanks for pointing that out.

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2 years ago  ::  May 14, 2008 - 12:02PM #9
Nephlite
Posts: 1,726
Date Joined: 12/24/04
I like that you are compiling the data in a easy to read format. So are you really working on the rogue or is that just a place holder?

Where is the Warlord? We did see in one of the previews his 2 at wills I think.
"If you can't believe in yourself, believe in me who believes in you."

and

"Go beyond the impossible, and kick reason to the curb"
Kamina, from Gurren Lagann
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2 years ago  ::  May 14, 2008 - 12:13PM #10
Zinger2099
Posts: 404
Date Joined: 06/15/07

Nephlite wrote:

I like that you are compiling the data in a easy to read format. So are you really working on the rogue or is that just a place holder?

Where is the Warlord? We did see in one of the previews his 2 at wills I think.


Warlord and Warlock will be added in sequence as soon as I am finished the Rogue. After that I will put up racial powers, followed by some fan-made ones.

I'm glad people think this was a good idea.

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