You've gotten a lot more creative with the Epic Tier powers. I really like the concepts you developed for these.
Mirror Force- Addition and minor alteration of text, Effect line, "...from this attack,
while you
and your ally take none."
Rescue-
1- Keyword missing: Teleport
These other points are mostly suggestions that I think will help the power better convey what you want it to do (I think it's a little underpowered as it currently is):
2- Immediate Interrupt instead of Reaction (because of suggested trigger change below)
3- "Trigger: An enemy
hits an ally with an attack."
4- Might not be a bad idea to also let the ally use a Healing Surge with this power. (In which case, also add the Healing keyword too.)
Perfect Defense-
1- Fluff Text, typos: "raising" not "tasing" and remove the extra "o" from "your"
2- Suggested change to Trigger: "An enemy
's attack hits an ally"
I think that these alterations make Rescue and Perfect Defense very comparable and allow for the SS to decide between pulling a very hurt ally out of battle and giving him some healing, or a more temporary, but more complete protection setup for a single round, giving him a chance to refresh himself or others a chance to get to him for better protection.
Perfect Ward- See next post
Shock - I really like what you did with this one, very solid concept and mechanical implementation. Creative and interesting with the extra dmg on the save from effect. (PS- this is another Ranged power/Melee weapon one)
Blistering Attack- See next post
Twister- FUN! Based on the fluff, there should be no change to this. That being said, I think the power is better suited to Teleportation instead of Slide to 'rearrange the battlefield.' But I really do like it the way it is too.
One wording addition, Implement line under Attack line: "...you gain an
additional +2 bonus..."
Thundering Blow-
1- Consider "Thunder Clap" or "Thunder Stomp" instead. Each also gives a better visual.
2- Fluff text: copy/paste demon from Twister power

. Consider, "Slapping your arms together, you clear a path ahead of you with thundering force." or for Stomp name, "Stomping your foot to the ground..."
3- Line attack type/range convention. Again, consider making a Range 10 and rewording the target line. You also have some extraneous parentheses here.
4- Target line possible wording alteration based on Range 10 instead of Line 10: "All creatures in a direct line path up to maximum range."
Amnesia- I love the concept of this one!!
1- Fluff text alteration, correction (remove apostrophe) and suggestion, "Your quick attack
leaves your foe unable to
focus his thoughts to remember his training."
2- Range power/Melee weapon (reminder)
Stunning Blow- Range power/Melee weapon (reminder)
Fluff text suggestion, "Lightning crackles along your blade just before you unleash it's energy to strike and bewilder your foe."
Enervation-
This might be a little too strong considering the targeted enemies will already have a -2 to hit from being Marked by you. This effectively means that the target can't hit the broad side of a barn (-4 min, -6 max) until your next turn ends. Since it's only 1 round and only 1 creature, maybe it's not such a big deal, but I thought I'd mention it anyways. Consider though making this all enemies in blast and -2 atk penalty on hit, no penalty on miss, maybe even Close Blast 5 (though that might OP it). I think it will compare up better, both to other class powers of this level, and the other powers for SS at this level since you're currently missing an area attack at this level.
Oh, and you forgot an "s" in "disables" in your fluff text.
Inferno-
1- Up the dmg. Comparing to Wiz powers of the same level (particularly Elemental Maw), similar damage affects multiple creatures and either has extra conditions or creates an effect. I suggest 6d10 +Cha, and maybe a secondary attack on adjacent squares Cha v. Ref at 2d10 fire dmg (no added ability mod) and secondary miss as sliding the creature 1 square away from target square and knocking prone.
2- Another thought, from your fluff description ('dropping' on your foe), consider adding Force to the keywords and all dmg also.
3- Fluff suggestion, "You call forth a swirling vortex of flame from the heavens, slamming it down to crush and burn your foes." Maybe a renaming to "Pillar of Fire" too, since that also conjures up some nice imagery.
Splitting Ward- This power doesn't use your Warded Transfer feature, so consider the following descriptive changes:
1- Name: "Infectious Tracer"
2- Fluff: "Your arcane trace spreads like a disease among the Mark's allies."
3- Implement line, wording alteration, "...the targets hit by the redirected attack are considered marked as if by your Tracer feature." (end of your next turn is implied by the feature's text)
Lightning Burst-
Up the damage. Direct comparison to Wiz Black Fire of same level which does 6d6 + Int (vs. ref) fire and necrotic to all enemies in blast 5 area.
Consider: Area Blast 5 within 5 squares (suggestion), targets enemies only, does 4d8+Cha, and if wielding a rod, may use your Warded Transfer feature as a free action on the enemies marked by this attack on their next turn, and you take only 1/2 damage from those attacks instead of full damage (since Rod of Reflection only works on "a creature" once per encounter). This goes back to being a similar effect as the Rod-based Focus feature.
Sweeping Blade of Flame-
Any reason (aside from the name) you want this as fire dmg? I think you'd be better off just naming it Sweeping Blade and making it untyped dmg. Don't pigeon-hole your SS in case he runs up against resistant creatures. (Make notation about using a Melee Weapon to use this power, and that it returns to your hand afterwards.)
TK Blitz-
You have it listed as Daily instead of Encounter. (Make notation about using a Melee Weapon to use this power, and that it returns to your hand afterwards.)
Thunder Ward-
Freaking OUCH! Need to lower damage yields. Fighter stance at same level effectively allows for at-will power dmg at 3[W] against adjacent foes (if he's able to make an OA). You're about that maximum average (about 33 with Mordenkrad) to any target you attack, regardless of hitting it or not (not to mention at any range you can attack)! I know that it's almost a maxed out char, but DAYUM! 5+Cha should be fine, which adds about 13 dmg
per target to
every attack. And 15, MAYBE 20, should be sufficient for the Warded Transfer.
Also, change Ward
ing to Ward
ed and
yourself is one word (again

-copy/pasta!!)
Teleporting Weapon-
1-Implement/Weapon issue
2-Ranged power/Melee Weapon issue
3-Give bonus to atk value of at least +2 or change to Cha instead of Dex, or make Reliable (and remove Miss dmg). Fighter power No Mercy is directly comparable even if it is against AC (AC and Fort are likely to be close on AC heavy creatures). It does the same dmg though without the effect, but is also Reliable if he misses. Alternately No Mercy is comparable because of Miss dmg, but hits 2 targets for a total of 10[W]. Personally, I think Dex+2 is the easiest for what I'm betting you want here, but since he's using his Arcane powers to teleport the darn thing into his foe, I think a Cha atk makes the most sense.
Lightning Storm-
Sustain Minor wording change to allow ability to repeat attack, like previously commented on for other powers.
Doppleganger Atk:
1- Weapon/Implement issue
2- Ranged Power/Melee Weapon issue. I'd also increase the Range to 10 (you currently have it as 4?).
3- I can't see a reason to take this power as a result of the restrictions placed upon it and how much better Thunder Ward and Teleporting Weapon (in particular) are. I can kind of understand why you have the restrictions, but I just think it devalues it too much. That being said, you can consolidate most of that into, "Any critical hit you would make with this power is considered a normal hit instead." It would also allow for extra dmg bonuses from Paragon paths or feats, while still limiting the extra damage from crits. I think it might make it just valuable enough to consider if you limit the restrictions to that statement also. Just my .02.