At-Will

Alarm (standard duration)

Effect: 

The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents.

Arcane Mark (standard duration)

Effect: 

The cantrip creates a magical sigil on an object or person. These sigils are usually plain to see, though a deliberately invisible mark can be made. It takes a difficult perception or magic check to notice.

Assassin's Gambit

Melee attack
At-Will
Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and if you drop a non-mook target to 0 hp, you can take another standard action this turn.
Miss: 
Damage equal to your level.
Epic Feat: 

Once a turn, you can get the extra standard action when this attack drops a mook target.

Bash

Effect: 

1 Resolve
Counter-attack (you may use this when an enemy misses you with a melee attack)
You may make an immediate melee basic attack in retaliation; it deals no damage, but on a success the enemy is shoved back and forced to pop free, no longer engaging you. If you are wielding a shield, gain +1 on the attack roll.

Adventurer Feat: 

When you use Bash, you do not need to target the enemy who triggered the counter-attack.

Champion Feat: 

You deal half-damage on a hit, rather than no damage.

Epic Feat: 

Once per day, your Bash also stuns the enemy for 1 round on a hit.

Battle Chant

Ranged spell
At-Will
Special: 

When you use battle chant, you can choose any battle cry effect you know as if you were making a basic melee attack, with the battle chant attack roll taking the place of the basic melee attack roll.

Target: 
One nearby enemy
Attack: 
Charisma + Level vs. MD
Hit: 
1d4 + Charisma thunder damage
3rd Level Spell: 
2d4 damage
5th Level Spell: 
4d4 damage
7th Level Spell: 
6d4 damage
9th Level Spell: 
10d4 damage
Adventurer Feat: 

Your battle chant damage dice are now d6s instead of d4s.

Champion Feat: 

Once per day, you can expend one of your recoveries to reroll a battle chant attack roll.

Epic Feat: 

One battle per day, your battle chant damage dice become d10s.

Bleeding Strike

Melee attack
At-Will
Target: 
One enemy who is not taking ongoing damage.
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage, and if your natural attack roll was even, the target takes ongoing damage equal to 1d4 times your level.
Miss: 
Damage equal to your level.
Adventurer Feat: 

The ongoing damage against large or huge targets increases to 1d6 times your level.

Champion Feat: 

A natural even miss also deals ongoing damage equal to your level.

Epic Feat: 

You can now use bleeding strike against enemies taking ongoing damage.

Breath of the Green

Close-quarters spell
Daily
Target: 
1d4 nearby enemies in a group; breath weapon
Attack: 
Charisma + Level vs. PD
Hit: 
15 + Charisma ongoing poison damage.
Miss: 
5 ongoing poison damage.
5th Level Spell: 
25 + Charisma ongoing poison damage; 10 ongoing on a miss.
7th Level Spell: 
35 + Charisma ongoing poison damage; 15 ongoing on a miss.
9th Level Spell: 
50 + Charisma ongoing poison damage; 25 ongoing on a miss.
Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the green that turn if you wish.

Burning Hands

Close-quarters spell
At-Will
Target: 
Up to two nearby enemies in a group
Attack: 
Charisma + Level vs. PD
Hit: 
1d6 + Charisma fire damage.
3rd Level Spell: 
1d8 damage.
5th Level Spell: 
2d8 damage.
7th Level Spell: 
3d8 damage.
9th Level Spell: 
5d8 damage.
Adventurer Feat: 

When you miss with burning hands, you deal fire damage to the target equal to each damage die that rolled its maximum possible result.

Champion Feat: 

When you roll a natural 18+ with a burning hands attack roll, you can choose another nearby target for the spell. The new target doesn't have to be part of the original group.

Epic Feat: 

You can now target each enemy engaged with you with your burning hands spell in addition to any other targets.

Chaos Bolt

Ranged spell
At-Will
Special: 

The first time you use chaos bolt each battle, determine a random energy type. The spell deals that type of damage each time you use it that battle.

Target: 
Either a single nearby enemy or a single far away enemy with a -2 attack penalty.
Attack: 
Charisma + Level vs. PD
Hit: 
1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain a chaotic benefit as if you had gathered power.
Miss: 
Damage equal to your level.
3rd Level Spell: 
3d8 damage.
5th Level Spell: 
5d8 damage.
7th Level Spell: 
7d8 damage.
9th Level Spell: 
9d8 damage.
Adventurer Feat: 

You don't take the –2 penalty for attacking a far away enemy with the spell.

Champion Feat: 

If you are a champion-tier sorcerer, roll any chaotic benefit gained with this spell on the epic chaotic benefits table. If you are an epic-tier sorcerer, choose the epic chaotic benefit you want instead of rolling.

Chaos Pulse

Ranged spell
At-Will
Target: 
One random nearby enemy
Attack: 
Charisma + Level vs. PD
Hit: 
3d10 + Charisma random energy damage.
Even Miss: 
Half damage.
Odd Miss: 
Damage equal to your level.
5th Level Spell: 
5d10 damage.
7th Level Spell: 
7d10 damage.
9th Level Spell: 
9d10 damage.

Combat Boon

Close-quarters spell
At-Will
Effect: 

Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll a save against a save ends effect.

5th Level Spell: 
The save gains a +1 bonus.
7th Level Spell: 
If the attack hits, you and your nearby conscious allies can roll a total of two saves (one per character).
9th Level Spell: 
The save bonus increases to +2.
Adventurer Feat: 

If you score a critical hit with the combat boon attack, the subsequent save automatically succeeds.

Champion Feat: 

One nearby conscious ally can roll a save even if your attack misses.

Crescendo

Close-quarters spell
At-Will
Special: 

You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.

Target: 
One or more enemies engaged with you (but see below)
Attack: 
Intelligence + Level vs. PD
Hit: 
4d6 thunder damage, and the target pops free from you.
Miss: 
Damage equal to your level.
5th Level Spell: 
4d12 damage.
7th Level Spell: 
7d10 damage.
9th Level Spell: 
10d12 damage.

Deadly Thrust

Melee attack
At-Will
Target: 
One staggered non-mook enemy
Attack: 
Dexterity + Strength + Level vs. AC
Hit: 
WEAPON + Dexterity damage.
Miss: 
Damage equal to your level.
Adventurer Feat: 

Add your Strength modifier to the miss damage.

Champion Feat: 

You can now target mooks with deadly thrust.

Epic Feat: 

If you don't add your Sneak Attack damage to the attack, you also deal damage equal to five times your Strength modifier to your deadly thrust target when you hit.

Death's Twin

Momentum power
At-Will
Action: 
Standard action on your turn; you must spend your momentum
Effect: 

You can make two basic attacks at any point during your turn, each against a different target. You only regain momentum if your second attack hits.

Epic Feat: 

If your attack against your first death's twin target is a natural 18+, you can make your second basic attack against that same target.

Deflection

Momentum Power
At-Will (once per round)
Action: 
Interrupt action; you must spend your momentum
Trigger: 
A melee attack misses you.
Effect: 

The attack hits a different enemy you are engaged with instead, but deals only half damage.

Adventurer Feat: 

The power also triggers on a ranged attack against AC.

Champion Feat: 

The deflected attack now deals full damage instead of half damage.

Epic Feat: 

Using deflection no longer spends your momentum.

Double Melee Attack

Effect: 

When fighting with two one-handed melee weapons, your default option is to make a double melee attack.

Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action.

If you decide you don't want to try for a double melee attack while fighting with two one-handed weapons, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.

Adventurer Feat: 

Your second attack gains a +2 attack bonus if it is against a different target.

Champion Feat: 

Once per battle, use Double Melee Attack after an odd attack roll.

Epic Feat: 

Each turn, you can pop free of one enemy before one attack roll that is part of a Double Melee Attack. You can also use your move action in between your two attacks if you wish.

Double Ranged Attack

Effect: 

When you attack with a ranged weapon that does not need to be reloaded, your default option is to make a double ranged attack.

Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action.

If you decide you don't want to try for a double ranged attack when firing your bow or other ranged weapon, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.

Adventurer Feat: 

Your second attack gains a +2 attack bonus if it is against a different target.

Champion Feat: 

Once per battle, you can use Double Ranged Attack after an odd attack roll.

Epic Feat: 

Each turn, you can pop free of one enemy before one attack roll that is part of a Double Ranged Attack. You can also use your move action in between your two attacks if you wish.

Echoing Thunder

Ranged spell
At-Will
Target: 
One nearby enemy
Attack: 
Charisma + Level vs. PD
Hit: 
3d6 + Charisma thunder damage, and the first enemy that hits you with a melee attack before the start of your next turn takes 2d6 thunder damage. (An empowered spell does not double this aftershock damage.)
Miss: 
Damage equal to your level.
5th Level Spell: 
5d6 damage; 2d6 aftershock damage.
7th Level Spell: 
7d6 damage; 3d6 aftershock damage.
9th Level Spell: 
9d6 damage; 4d6 aftershock damage.
Champion Feat: 

The spell's aftershock damage is now also doubled when echoing thunder is empowered.

Evasive Strike

Melee attack
At-Will
Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage, and you can pop free from the target.
Miss: 
Damage equal to your level.
Adventurer Feat: 

If you drop the target with your evasive strike attack, you can pop free from all enemies instead.

Champion Feat: 

If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to AC and PD against the next attack that targets you this battle (no joy if it's an attack vs. MD).

Epic Feat: 

Ok. Thanks to your slippery mind, the champion feat benefit also provides a +2 bonus to MD.

Flying Blade

Ranged attack
At-Will
Special: 

You must use a small bladed weapon with this attack.

Target: 
One nearby creature
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.
Miss: 
Damage equal to your level.
Adventurer Feat: 

If you score a critical hit with flying blade, the target is also dazed (–4 attack) until the end of your next turn.

Champion Feat: 

As long as one of your allies is engaged with the target, your flying blade attack rolls no longer need to be even to add your Sneak Attack damage.

Epic Feat: 

You can use flying blade with any ranged weapon.

Ghost Sound

Effect: 

This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake.

Harmless Misdirection

Momentum power
At-Will (once per round)
Action: 
Interrupt action; requires momentum
Trigger: 
You miss with a melee attack while an ally is engaged with the target.
Effect: 

You can pop free from the target, and the target can't attack you during its next turn as long as your ally remains engaged with it.

Javelin of Faith

Ranged spell
At-Will
Target: 
One nearby enemy
Attack: 
Wisdom + Level vs. PD
Hit: 
1d6 + Wisdom holy damage
Miss: 
Damage equal to your level
3rd Level Spell: 
3d6 damage
5th Level Spell: 
6d6 damage
7th Level Spell: 
6d10 damage
9th Level Spell: 
8d10 damage
Adventurer Feat: 

The spell also deals +1d6 damage against an undamaged target. At 5th level that increases to +2d6 damage; at 8th level it increases to +4d6 damage.

Champion Feat: 

You can now target a far away enemy with the spell at a –2 attack penalty.

Epic Feat: 

If your natural attack roll is an 18+, make the attack a second time against a different target as a free action.

Knock

Effect: 

This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment's DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.

Light (standard duration)

Effect: 

This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn't bright enough to dazzle.

Mage Hand

Effect: 

This cantrip creates a small telekinetic effect that lasts a round at most. At best it's about half as strong as the wizard's own strongest hand. At worst it's half as strong as the wizard when they're weak from a bad fever.

Magic Missile

Ranged spell
At-Will
Target: 
One nearby or far away enemy.
Attack: 
Automatic hit
Effect: 

2d4 force damage.

3rd Level Spell: 
2d8 damage.
5th Level Spell: 
4d6 damage.
7th Level Spell: 
6d6 damage.
9th Level Spell: 
10d6 damage.
Adventurer Feat: 

You can choose two targets; roll half the damage dice for one missile and half the damage dice for the other, then assign one set of damage dice to each of the two targets.

Champion Feat: 

Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)

Epic Feat: 

The 7th and 9th level versions of the spell now use d8s as damage dice.

Melee attack

At-Will
Target: 
One enemy
Attack: 
Strength + Level vs. AC
Hit: 
WEAPON + Strength damage
Miss: 
Damage equal to your level

Melee attack (dex)

At-Will
Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage
Miss: 
Damage equal to your level

Melee attack (no miss dmg.)

At-Will
Target: 
One enemy
Attack: 
Strength + Level vs. AC
Hit: 
WEAPON + Strength damage
Miss: 

Melee attack (str/dex)

Target: 
One enemy
Attack: 
Strength OR Dexterity + Level vs. AC
Hit: 
WEAPON + Strength OR Dexterity damage
Miss: 
Damage equal to your level

Mending

Effect: 

This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM's discretion could only be possible if the wizard has taken the Cantrip Mastery talent.

Nobody's Fool (for long)

Melee attack
At-Will
Special: 

This attack can only be used in place of a basic attack when you are confused and are therefore forced to attack one of your allies.

Target: 
One of your usual allies
Attack: 
Dexterity + Level vs. AC
Effect: 

Natural even hit or miss: Your attack against your ally misses, and deals no damage. The confusion effect you are suffering from ends and you finish your turn normally.

Natural odd hit: Half of WEAPON + Dexterity damage.

Miss: No effect.

Epic Feat: 

When you roll a natural even hit or miss with the attack, you also gain another standard action this turn.

Prestidigitation

Effect: 

This cantrip produces magic tricks and small illusions. One casting usually gives you a minute of fun. The magic has nowhere near as much real world force as mage hand.

Ranged Attack

At-Will
Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage
Miss: 

Ranged Attack (miss dmg.)

Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage
Miss: 
Damage equal to your level

Ray of Frost

Ranged spell
At-Will
Target: 
One nearby enemy
Attack: 
Intelligence + Level vs. PD
Hit: 
3d6 cold damage
Miss: 
Damage equal to your level.
3rd Level Spell: 
4d8 damage.
5th Level Spell: 
6d8 damage.
7th Level Spell: 
7d10 damage.
9th Level Spell: 
10d12 damage.
Adventurer Feat: 

When your ray of frost attack roll is a natural even hit, if the target is staggered after taking the damage, it is also dazed until the end of your next turn.

Champion Feat: 

The target of the spell can also be far away.

Epic Feat: 

When you cast the spell you can change the damage type to lightning or negative energy.

Resistance is Delicious

Melee attack
Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
Weapon + Dexterity damage, and ignore any resistance the target has to your attack.
Miss: 
Damage equal to your level.
Epic Feat: 

The next ally who attacks the target also ignores its resistance.

Roll With It

Momentum Power
At-Will (once per round)
Action: 
Interrupt action; requires momentum
Trigger: 
A melee attack that targets AC hits you.
Effect: 

You take half damage from that attack.

Adventurer Feat: 

The power also triggers on an attack against PD.

Champion Feat: 

The power also triggers on a ranged attack.

Epic Feat: 

Once per day, you can use roll with it to take damage equal to the attacker's level instead of half damage.

Scorching Ray

Ranged spell
At-Will
Target: 
One nearby enemy
Attack: 
Charisma + Level vs. PD
Hit: 
1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
Miss: 
Damage equal to your level.
3rd Level Spell: 
3d6 damage; 2d4 ongoing.
5th Level Spell: 
4d6 damage; 2d6 ongoing.
7th Level Spell: 
6d6 damage; 3d6 ongoing.
9th Level Spell: 
10d6 damage; 5d6 ongoing.
Adventurer Feat: 

You can now use the spell against a far away target, but with a –2 attack penalty.

Champion Feat: 

Each time you cast the spell, you can have the attack deal random energy damage instead of fire damage. Replace the fire entry on the random energy table with your choice of negative energy or acid.

Epic Feat: 

You don't take the –2 penalty for attacking a far away enemy with the spell.

Shadow Walk

At-Will
Action: 
Move action
Attack: 
Charisma + Level vs. MD
Hit: 
Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn.
Miss: 
No effect. You can't attempt to shadow walk again until your next turn, but you still have your standard action this turn.
Effect: 

As a move action before you have used your standard action this turn, if you are not engaged, you can make the following 'attack' against all nearby enemies, targeting the enemy among them with the highest Mental Defense.

Adventurer Feat: 

On a miss, you can still use your move action normally (but still can't shadow walk this turn).

Champion Feat: 

Twice per day, you can reroll the rogue attack that follows your successful use of shadow walk.

Epic Feat: 

Twice per day, you can reappear from your shadow walk in a nearby location you wouldn't have been able to reach unimpeded physically, for instance, on the other side of a portcullis or door, or high up a wall.

Shocking Grasp

Close-quarters spell
At-Will
Target: 
One creature engaged with you
Attack: 
Intelligence + Level vs. PD
Hit: 
1d4 lightning damage, and the target pops free from you.
Miss: 
You take damage equal to the target's level from botched feedback.
3rd Level Spell: 
1d6 damage.
5th Level Spell: 
2d6 damage.
7th Level Spell: 
3d6 damage.
9th Level Spell: 
4d6 damage.
Adventurer Feat: 

The spell now requires only a quick action to cast (once per round).

Champion Feat: 

Once per battle, when you hit the target of the spell, you can also daze it until the end of your next turn.

Epic Feat: 

The damage dice of the spell increase to d8s.

Slick Feint

Melee attack
At-Will
Special: 

First Target: One enemy engaged with you

Attack: Charisma + Level vs. MD

Hit: The target is dazed until the end of your next turn, and you can make an improved attack against a second target.

Miss (First Target): Your attack action is over; the feint was a screw-up.

Second Target: A different enemy from the first target that is engaged with you

Attack: Dexterity + Level +2 vs. AC

Hit: WEAPON + Dexterity damage.

Miss (Second Target): Damage equal to your level.

Spark

Effect: 

This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn't work against living beings or against things that couldn't easily be set on fire with a few seconds of steady application of a candle. The target of the spark has to be nearby and in sight.

Sure Cut

Melee attack
At-Will
Special: 

You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.

Target: 
One enemy
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage.
Miss: 
Deal your Sneak Attack damage + damage equal to your level.
Champion Feat: 

Missing with sure cut no longer counts as a use of Sneak Attack for the round.

Swift Dodge

Momentum power
At-Will (once per round)
Action: 
Interrupt action; requires momentum
Trigger: 
You are hit by an attack against AC.
Effect: 

The attacker must reroll the attack.

Champion Feat: 

The power also triggers on an attack against PD.

Epic Feat: 

The attack reroll takes a –2 penalty.

Swift Riposte

Momentum power
At-Will (once per round)
Special: 

You can't gain momentum from hitting with swift riposte.

Action: 
Interrupt action; you must spend your momentum
Trigger: 
An enemy targets you with a melee attack.
Effect: 

You can make a basic attack against your attacker. If your natural attack roll equals or beats your attacker's roll, resolve your basic attack against that enemy first. If your attack roll is lower, your attack has no effect, regardless of whether it hits or misses.

Champion Feat: 

If your swift riposte attack is a critical hit, the enemy's attack misses.

Epic Feat: 

You gain a +2 attack bonus with swift riposte attacks.

Thief's Strike

Melee attack
At-Will
Special: 

This is a bonus 3rd-level power for rogues with the Thievery talent. Other rogues can choose it if they like.

Target: 
One enemy
Attack: 
Dextery + Level vs. PD
Hit: 
Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. (If you roll 16+, the target doesn't realize you pickpocketed them.)
Miss: 

True Targeting

Momentum power
At-Will
Action: 
Interrupt action OR free action on your turn; you must spend your momentum
Trigger: 
An invisible or otherwise hidden enemy attacks you, or you try to attack an invisible or hidden enemy.
Effect: 

The attacker's invisibility isn't going to work on you. It might work against your allies, but you see through it and can tell where the creature is well enough to target it normally or be aware of its imminent attack.

Epic Feat: 

If the enemy's attack misses, you regain momentum.

Tumbling Strike

Melee attack
At-Will
Attack: 
Dexterity + Level vs. AC
Hit: 
WEAPON + Dexterity damage.
Miss: 
Damage equal to your level.
Effect: 

Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).

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