At will cantrips:
Ghost Sound Arcane, Illusion, Standard Action, Ranged 10
Light Arcane, Minor Action, Ranged 5 (one object or unoccupied square)
Mage Hand Arcane, Conjuration, Minor Action, Ranged 5
Prestigigation Arcane, Standard Action, Ranged 2
At-wills
Magic Missile
At-Will Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: 1d20+10 vs. Reflex
Hit: 2d4+6 modifier force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Chilling Cloud
At-Will Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: 1d20+10 v Fortitude
Hit: 4 cold damage
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level.
Encounters
Magic Weapon
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: 1d20+12 vs. AC
Hit: 1d4+5 modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn.
Grasping Shadows
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: 1d20+10 vs. Will
Hit: 1d8+6 psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn
Hypnotic Patten
Encounter Arcane, Illusion, Implement
Standard Action Ranged 10
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern’s square as the origin square.
Hypnotic Pattern Attack
At-Will Arcane, Conjuration, Illusion, Implement
Opportunity Action Close burst 3
Requirement: The Hypnotic Pattern power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in burst
Attack: 1d20+10 vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern’s square.
Enemies Abound
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: 1d20+10 vs. Will
Hit: 2d8+6 modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
Daily
Horrid Whispers
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: 1d20+10 vs. Will
Hit: 1d6+6 psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Phantasmal Assailant
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: 1d20+10 vs. Will
Hit: 2d10+6 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
SPELLBOOK:
Grease
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 10
Effect: The burst creates a zone of slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can use the Grease Attack power, using a square within the zone as the origin square.
Glitterdust
Daily Arcane, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: 1d20+10 Reflex
Hit: 1d10+6 radiant damage, and the target is blinded until the end of your next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Equipment powers
Cloak of Distortion +2
Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item’s enhancement bonus.
Frost Dagger +1
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage
Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.
Repulsion Armour +2
Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
Feyleaf Sandals
Power (Daily • Teleportation): When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage, and land on your feet.
Viper Belt
Property: Gain resist 5 poison.
Power (Encounter): No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Orb of Sanguinary Repercussions +2
Power (Daily): Minor Action. Deal 1d6 + 4 (Intelligence modifier) damage to each bloodied creature within 5 squares of you
Grey bag of tricks
Power (Daily • Conjuration): Standard Action. Use this bag to conjure a Tiny minion (see below for statistics). Roll a d8 to determine which beast is produced and modify its statistics accordingly:
1: Bat; this creature also has a fly speed of 6.
2: Rat; this creature also has darkvision.
3: Cat; this creature also knocks the target prone on a hit.
4: Weasel; this creature does not provoke opportunity attacks for moving.
5: Snake; this creature also deals 2 poison damage on a hit.
6: Badger; this creature gains a +1 bonus to attack rolls.
7: Spider; this creature also has a climb speed of 6.
8: Scorpion; this creature deals ongoing 1 poison damage (save ends) on a hit.
First published in Adventurer's Vault.
Conjured Critter (Gray Bag)
Tiny natural animate
Initiative as conjurer Senses Perception +8; low-light vision
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 17, Reflex 18, Will 16
Speed 6
Bite (Standard, at-will)
+11 vs Armor Class; 4 damage.
Alignment Unaligned Languages --
Str 6 (+2) Dex 12 (+5) Wis 9 (+3)
Con 11 (+4) Int 2 (0) Cha 6 (+2)
Description: When you use a bag of tricks to conjure a creature, it appears in an unoccupied space within 5 squares of you; the space must be large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains until the end of the encounter or for 5 minutes. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature is a minion. It has no healing surges and cannot be healed, and it cannot gain temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears.
If an object is placed in the bag of tricks, the bag ceases to function until the object is removed. A bag of tricks used for simple storage holds up to 3 pounds.