| Power |
Type |
To Hit |
Damage |
Action |
Keywords |
| Mace |
basic |
+8 vs AC |
1d8+1 |
Standard |
Weapon |
|
Basic melee attack.
|
| Astral Seal |
ranged 5 |
+16 vs Ref |
- |
standard |
Divine, Implement, Healing |
|
Hit: until end of your next turn, target takes a -2 penalty to defense. Next ally who hits it regains 2base+2cha+2feat+6wis=12 hp.
|
| Sacred Flame |
ranged 5 |
+14 vs Ref |
1d6+9 radiant |
standard |
Divine, Implement, Radiant |
|
Hit: One ally you can see chooses to either gain 7 temp hp (Char mod + 1/2 lvl) or to make a save.
|
| Divine Glow |
close |
+14 vs Ref |
1d8+9 radiant |
standard |
Divine, Implement, Radiant |
|
Close blast 3. Effect: Allies in blast gain +2 power bonus to hit till end of your next turn.
|
| Command |
ranged |
+14 vs Will |
- |
standard |
Divine, Implement, Charm |
|
Ranged 10. Hit: Target is dazed until end of my next turn, also knock it prone or slide it 4 squares.
|
| Searing Light |
ranged |
+14 vs Ref |
2d6+9 radiant |
standard |
Divine, Implement, Radiant |
|
Ranged 10. On a hit the target is blinded until the end of my next turn.
|
| Healing Word |
close |
- |
- |
minor |
Divine, Healing |
|
Close burst 5. Effect: You or one ally can spend a healing surge and regain an additional 2d6+6 hit points. Twice per encounter.
|
| Channel: Divine Fortune |
personal |
- |
- |
free |
Divine |
|
Effect: You gain +1 bonus to next attack roll or save before end of your next turn.
|
| Channel: Turn Undead |
close |
+14 vs Will |
2d10+9 radiant |
standard |
Divine, Implement, Radiant |
|
Close burst 2. Hit: push the targets 5 (3+Cha) squares, and they're immobile until end of your next turn. Miss: Half damage.
|
| Channel: Divine Rage |
close |
+14 vs Will |
- |
minor |
Divine, Implement |
|
Close burst 1, enemies only. Hit: Push 1 square, targets take -2 to attack rolls until end of my next turn. Miss: Push 1 square.
|
| Blade Barrier |
wall 5 |
- |
see below |
standard |
Divine, Conjuration, Implement |
|
Wall is difficult terrain. Creatures entering or
starting in wall take 3d6+6 damage plus 5 ongoing damage (save ends).
|
| Beacon of Hope |
close |
+14 vs Will |
Weakened |
standard |
Divine, Healing, Implement |
|
Close burst 3. Hit: Targets are weakened till end of
their next turn. Effect: You and all allies in burst regain
13 hp (+1d6 from symbol of life!, minor action)
and your healing powers restore +5 hp till end of encounter.
|
| Consecrated Ground |
close |
- |
see below |
standard |
Divine, Healing, Radiant, Zone |
|
Close burst 1. Move action to move it 3. Enemies that start within take 1d6+3 radiant damage. You and allies that start within heal 9 hit points. Sustain minor.
|
| Cure Serious Wounds |
touch |
- |
- |
standard |
Divine, Healing |
|
You or one creature. The target regains hp as if they had spent 2 healing surges + 6 (Healer's Lore) hp.
|
| Mass Cure Light Wounds |
close |
- |
- |
standard |
Divine, Healing |
|
Close Burst 5, you and each ally. The target regains hp as if they had spent 1 healing surge + 8 (Cha+Healer's Lore) hp.
|
| Angelic Witnesses |
close |
- |
- |
minor |
Divine, Conjuration |
|
Close Burst 10. Sustain minor (and it moves angels 3 squares). Conjure 1 ghost + 1 per channel power or healing word cast since last turn. Adjacent ally who uses a healing surge gets +4 hp.
|