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=Mark Powers= Descent to the Underworld You tear your foe away from the world and send it on a journey to Dolurrh, where it wanders for a time in the realm of ghosts and shadow. Daily Shadow, Implement, Psychic, Teleportation Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage. Effect: The target is banished to Dolurrh (save ends). While banished, it is removed from play. When the effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space of its choice. Needle Tears a Hole You enhance your weapon attack with the substance of your mark, causing it to deal wounds that suppurate and refuse to close. Daily Shadow, Necrotic, Reliable, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. AC Hit: 3[W] damage, and ongoing 5 necrotic damage (save ends). The first time the target takes the ongoing necrotic damage, it takes a -4 penalty to its next saving throw against the ongoing damage. The target is also slowed until the start of its next turn. Dark Conduit Clouds of animate darkness roil around your foes both close and far, your power drawing you from one cloud to the other in the blink of an eye. Daily Arcane, Implement, Necrotic, Shadow, Teleportation Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Primary ability vs. Fortitude Hit: 2d6 + primary ability modifier necrotic damage, and the target is blinded (save ends). Miss: Half damage. Effect: Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst. Summon Wraith You draw a lesser wraith forth from Dolurrh. Daily Arcane, Implement, Cold, Summoning Minor Action Ranged 10 Effect: You summon a Small wraith in an unoccupied space within range. The wraith has speed 4, fly 6 (hover), and resist 5 necrotic. You can give the wraith the following special command. Standard Action: Melee 1; targets one creature; Primary ability vs. Reflex; 1d8 + Primary ability modifier damage, and ongoing 5 cold damage (save ends). The wraith becomes invisible until the start of your next turn. Intrinsic Nature: If you haven’t given the wraith any commands by the end of your turn, it attacks an adjacent enemy that grants it combat advantage. If it can’t do that, it turns invisible and moves its speed to a square adjacent to an enemy. In addition, you grant combat advantage to all enemies until the end of your next turn. Symbiosis: While the summoned wraith is present, you deal 1d6 extra cold damage with attacks when your target grants you combat advantage. Halo of Transience A ring of pale grey light surrounds you and your allies, blurring the distinction between the living and the dead. Daily Shadow, Weapon, Zone Standard Action Melee weapon Target: One creature Attack: Primary Ability vs. AC Hit: 2[W] + Primary ability modifier damage. Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, your allies gain a power bonus to damage rolls equal to your secondary ability modifier, and their melee attacks ignore the insubstantial quality. Sustain Minor: The zone persists. Servitude in Death A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate. Daily Implement, Necrotic, Shadow Standard Action Ranged 5 Target: One enemy Attack: Primary ability vs. Will Hit: 2d8 + primary ability modifier necrotic damage. Miss: Half damage. Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.
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