Wis based powers +3 = 3(Wis) + 0(1/2 level) + 0(totem)
At will powers:
Call of the Beast (charm, implement, primal, psyhic)
Area burst 1 within 10 squares; each creature in burst; Wis vs Will
can't gain combat advantage until the end of your next turn; target takes 8(5+Wis mod) psychic damage on it's next turn if it doesn't attack your ally closest to it
Grasping Tide (implement, primal)
Area burst 1 within 10 squares; each creature in burst; Wis vs Fortitude
1d6+3 damage, until end of your next turn, if target leaves the area of effect, get an secondary opportunity attack (Wis vs Reflex, target is prone)
Flame Seed (fire, implement, primal, zone)
Ranged 10; one creature; Wis vs Reflex
1d6 fire damage, adjacent squares become a fiery zone until the end of your next turn that deals wisdom mod(3) fire damage to any enemy that enters it
Wild Shape
Savage Rend (beast form, implement, primal)
Melee touch; one creature; Wis vs Reflex
1d8+3 damage, slide target 1 square; melee base attack
Encounter powers:
Defender of the Wild
Mark of Thunder
Wall of Smoke (implement, poison, primal)
Wall 5 within 10 squares; each creature in the wall; Wis vs Fortitude
1d10+3 poison damage, slide the target one square; wall lasts until the end of your next turn; area is lightly obscured; any who pass through take 2(Con) damage
Daily powers:
Earth Roots (implement, primal, zone)
Area burst 1 within 10 squares; each creature in burst
hit: 2d8+3 damage
effect: zone of writhing roots that last until the end of your next turn; any enemy that starts in the zone is slowed until the end of its next turn
sustain minor: zone persists, and you can slide an enemy within 2 squares 2 square into the zone