| #1ZetesofosNov 04, 2009 17:17:40 | So, it's about a year and a half, and we've seen some significant changes in the power of powers. In my own groups, in a few others, I like to keep things open, and with this little project tried to upgrade some at will powers to make them more attractive to prospective players.
For now, here's the list
Cleric: At-Will: Priest's Shield: You and one ally gain a +2 power bonus to AC until the end of your next turn
Fighter At-Will: Cleave: 21st level: A different enemy adjacent to you takes twice your strength modifier damage.
Paladin At-Will: Challenging Strike: The target is subject to your divine sanction until the end of your next turn.
Ranger At-Will: Careful Attack: Strength +3 (melee) or Dexterity +3 (melee) vs. AC
Sorcerer: At-Will: Acid Orb: 1d10 + Charisma modifier damage and the target takes a penalty to it's next damage roll equal to your charisma modifier
Burning Spray: Dragon Magic - The damage type of this attack is the same as the one you selected for your dragon soul.
Warden At-Will: Earth Shield Strike: gain a +2 power bonus to AC until the end of your next turn.
Warlock At-Will: Can select Eldritch Strike instead of Eldritch Blast.
Eldritch Blast: Hit: 1d10 + Charisma or Constitution modifier damage, and you may place your warlocks curse on the target. If the target is already curse by you, you may add your intelligence modifier to the damage roll
Dire Radiance: Attack: Constitution or Charisma vs. Fortitude Hit: 1d6 + Constitution or Charisma damage.
Spiteful Glamor: 1d8 + Charisma modifier damage or 1d12 + Charisma modifier damage if no creature is closer to the target than you are.
Warlord At-Will: Brash Assault: 1[W] + Strength + Charisma modifier damage
Furious Smash: 21st Level - Deal twice your strength modifier damage to the target.
Wizard At-Will: Magic Missile: Intelligence +2 vs. Reflex
Ray of Frost: The target is slowed and cannot run or charge until the end of your next turn
Scorching Burst: Hit: 1d6 + Int Modifier damage and a cloud of smoke appears in the origin square and lasts until the end of your next turn. Any creature completely in the smoke has concealment.
Storm Pillar: The pillar occupies 1 square and creates a zone in a close burst one until the end of your next turn. Any enemy who enters the zone takes 1d6 + your Intelligence modifier damage.
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