Nifft
Penguin Herder
Encounter-long attack bonuses are too powerful. Give a damage bonus instead.1) A peculiar interaction of arcane magics causes a slight glow in the air. All arcane powers gain a +2 attack bonus for the duration of the encounter.
This is only a good idea if your group complains about too little grind.3) Mists rise from the ground, granting everyone a +2 concealment bonus to all defenses.
In spite of what I said about attack bonuses, this is great.(10) The sun is low in the horizon, attacks made to a square west of your current square are at a -2. Attacks made to square east of your current square is at a +2.
Awesome.15) The Sound or Sight of two large monsters suddenly mating just beyond the battlefield causes everyone to pause for several moments in awkward silence. Anyone undergoing a (Save Ends) effect gets a free saving throw.
How about:25) Weird space time geometry, certain squares are short cuts through space and time. Attacks through them gain reach +1, this extends the reach of any threatened squares through them to adjacent squares.
Moving through or into these squares costs zero.
Any area affects adjacent to these squares also include these squares.
Any area affects that would normally include these squares also includes all adjacent squares.
These squares do not count against range when the ranged attack is through or into them.
erg... this one needs to be tried out and debugged.
25) Weird space time geometry. Certain squares are Warp squares. Each Warp square has a mate somewhere on the map. If you are in a Warp square, you can move to the square's mate as though they were adjacent. Additionally, if you are in a Warp square, you can make attacks as though you were in the square's mate. However, if you begin or end your turn in a Warp square, you grant combat advantage to all foes until the beginning of your next turn.
Cheers, -- N