At Will Powers
Aegis of Assault
Minor, Close Burst 6
Mark 2 foes, if foe attacks anyone else immediate reaction teleport 10sq + basic attack
Luring Strike
Standard, Melee Weapon
1 creature, +23 vs Reflex
Hit: 1d10+6 shift 1sq, slide target into that space Effect: Before or after attack shift 1 sq
Sword Burst
Standard, Implement, Force
Close Burst 1, +19 vs Reflex
Target: Each enemy in burst
Hit: 1d6+13 force
Encounter Powers
3. Dimensional Vortex
Immediate Interrupt, Ranged 10, Teleportation
Trigger: Foe hits ally in melee
1 creature, +19 vs Will
Hit: Teleport foe 5sq adjacent to any creature, it then makes its attack against that target
7. Spike of Agony
Standard, Melee Weapon, Force
1 creature, +23 vs AC
Hit: 2d10+13 force, if target moves before end of its next turn it takes 6 force dam
Special: Use instead of basic attack for Aegis of Assault
11. 4 Corners Attack
Standard, Melee Weapon
1 creature, +23 vs AC
Hit: 1d10+19, secondary attack same target
Secondary Att: +22 vs Fort or Refl or Will
Hit (Fort): 1d10+6, knocked prone
Hit (Refl): 1d10+6, slowed till end your next turn
Hit (Will): 1d10+6, dazed till end your next turn
13. Binding Light
Standard, Melee Weapon. Radiant
1 creature, +23 vs AC
Hit: 1d10+13 radiant, immobilise foes adjacent to you except target till end your next turn
Special: Use instead of basic attack for Aegis of Assault
Daily Powers
5. Deep Freeze
Standard, Melee Weapon, Cold
1 creature, +23 vs Fort
Hit: 2d10+13 cold
Effect: Till end encounter any enemy takes 1d10 cold damage when they move or start turn adjacent to target
9. Arcane Deflection
Standard, Stance, Melee Weapon
1 creature, +23 vs AC
Hit: 2d10+15
Effect: Till stance ends, make immediate interrupt when any enemy hits ally adjacent to you, +23 vs triggering attack roll, if you hit the triggering enemy misses its attack
15. Hunters Pursuit
Standard, Melee Weapon
1 creature, +23 vs AC
Hit: 3d10+13, immobilise till end your next turn
Effect: Till end encounter when you hit the target it is immobilised till end your next turn
Utility Powers
2. Host Of Shields
Daily, Stance, Minor
Effect: Till stance ends +2 power bonus AC and Reflex
6. Armathors Step
Encounter, Teleport, Move
Effect: Teleport 5sq, if end adjacent to foe +2 next attack
10. Impenetrable Warding
Daily, Stance, Minor
Effect: Your warding provides its bonus to all defences, not just AC
16. Bolstering Warding
Daily, Stance, Minor
Effect: At end of each turn before making saving throws remove 1 effect a save can end