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Spellsoul BladeLevel 14+ Uncommon
When you cause this weapon to appear in your hand, you also imbue it with whatever sort of energy your soul desires.

Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade or light blade

Enhancement Bonus: Attack rolls and damage rolls

Critical: +1d8 damage per plus

Property
When this weapon is created, the DM chooses three of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, thunder.

Utility Power Encounter (Minor Action)
Effect: Choose one damage type from the three selected when this weapon was created. All untyped damage dealt by weapon attacks using this weapon changes to the chosen type. This effect lasts until the end of your next rest, whether short or extended. While this effect lasts and you are holding the weapon, you have resist 10 to the chosen damage type.

Level 24 or 29: Resist 15.

Utility Power At-Will (Minor Action)
Effect: You store this weapon in a secure extradimensional space. You can use a free action to recall the weapon to your hand.



Published in Dragon Magazine 414.
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Resurgent Wilder
"I will stand! I will fight! If every bone in my body breaks and the sandstorm strips my flesh, still I will stand and fight!"

Prerequisite: Wilder theme

Practitioners of the Way form connections between their minds and bodies that allow them to go beyond their physical limits. Wilders with strong inborn talents have the strongest connection, and hurting such an individual causes his or her psionic power to flare even brighter. Some wilders have returned after being exiled to the desert, walking tall when they should be nothing but piles of picked-clean bones. Others have become notorious for their battle prowess, taking on wave after wave of enemies and dispatching each more viciously than the last.
As your foes attack, your mind surges and you feel your muscles and senses burn with new strength. With every cut and bruise you suffer, more power rushes over you, making your mind more dangerous and protecting or healing your damaged body.


RESURGENT WILDER PATH FEATURES
Reinvigorating Surge (11th level): Whenever you score a critical hit, you can spend a healing surge.
Volatile Action (11th level): When you spend an action point to make an extra attack, until the end of your next turn attacks against targets of that extra attack can score a critical hit on a roll of 19–20.
Volatile Surges (16th level): Your at-will psionic attack powers can score a critical hit on a roll of 18–20.


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Resurgent Wilder Attack 11Resurgent Repulsion
After suffering your opponents¡Ç attacks, you strike back, frying one with a psychic assault that prevents it from concentrating.

Encounter Implement, Psionic, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Primary ability vs. Will

Hit: 3d8 + ability modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls against you until the end of your next turn. If this attack is a critical hit, the target is also dazed (save ends).





Resurgent Wilder Utility 12Critical Insight
You foresee your enemy¡Çs doom.

Daily Psionic
Minor Action Close burst 5

Target: One enemy in the burst

Effect: Until the end of your next turn, when you or any ally hits the target with an attack, you can choose to end this effect and make that attack a critical hit.





Resurgent Wilder Attack 20Shards of Strength
Your psionic power overcomes all restraints, flooding out and manifesting shards of psionic force that surround your body.

Daily Force, Implement, Psionic
Standard Action Close burst 1

Target: Each enemy in the burst

Attack: Primary ability vs. Reflex

Hit: 3d8 + ability modifier force damage. The target takes ongoing 5 damage, and attacks against the target can score a critical hit on a roll of 18-20 (save ends both).

Miss: Half damage.




Published in Dark Sun Campaign Setting, page(s) 76.
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Wilder
"I have no idea why my mind holds such power. Some claim that everyone on Athas has a psionic capacity, but must first unlock the secrets of the Way."

Throughout the world, from city-states to slave tribes to nomadic clans in the wastes, people spontaneously develop psionic abilities. Without formal training, these wilders manifest blunt, simple disciplines. Though well-trained savants scoff at the crudeness of the wilders¡Ç techniques, they are well aware of how powerful an unleashed mind brimming with psionic energy can be. Some wilders create bursts of fire or magical force, making their thoughts incarnate. Others batter through their enemies¡Ç mental defenses and cause grievous psionic anguish. A wilder isn¡Çt limited solely to outward manifestations of power, though. Many first learn how to alter their own bodies to make them far tougher, quicker, or stronger than normal. Wilders are most potent when they harness ¡Èpsychic surges,¡É brief flashes of psionic energy that ripple through their minds and temporarily heighten their psionic abilities.
In the city-states, people see wilders as dangerous and unreliable. All too often an untrained wilder uses his or her ability against unsuspecting neighbors, or loses control of a power barely held in check—with disastrous consequences. In many cities, templars scour the children of nobles and commoners alike for signs of psionic power, and see to it that these discoveries are carefully trained to control their gifts and guard against disaster. Outside the cities, it¡Çs a different story. The psychic surges that wilders manifest are simply another advantage in the fight for survival in the savage lands outside the sorcererkings¡Ç domains. Each tribe treasures any wilders that appear within its ranks. As long as they help out, they¡Çre treated well.
Wilder Feature Psychic Surge
You unleash a psychic shock wave at your enemy, hoping to harness its energy on your next attack.

Encounter Implement, Psionic, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Primary ability vs. Reflex

Hit: 1d8 + ability modifier psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18–20.
Level 11: 2d8 + ability modifier psychic damage.
Level 21: 3d8 + ability modifier psychic damage.





Wilder Utility 2Wilder's Armor
You instinctually reinforce your skin with psionic plates as strong as chitin.

Encounter Psionic
Minor Action Personal

Effect: You gain a +2 power bonus to all defenses until the end of your next turn. If you score a critical hit before the end of your next turn, you also gain temporary hit points equal to 5 + your primary ability modifier.






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Wilder Attack 3Wildfire Bolt
Your mind unleashes a tearing rift of fire that sears your enemy and scatters a cloud of embers into the air.

Encounter Fire, Implement, Psionic, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Primary ability vs. Reflex

Hit: 2d6 + ability modifier psychic damage. If you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 5 fire damage (save ends).

Level 13:

Hit: 3d6 + ability modifier psychic damage. If you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 10 fire damage (save ends).

Level 23:

Hit: 4d6 + ability modifier psychic damage. If you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 15 fire damage (save ends).





Wilder Attack 5Psionic Shelter
A shield of force erupts from your thoughts, protecting you and slamming into your foes.

Daily Force, Implement, Psionic, Psychic
Immediate Reaction Close burst 2

Trigger: An enemy in the burst damages you with an attack.

Target: Each creature in the burst

Attack: Primary ability vs. Will

Hit: 2d8 + ability modifier force damage, and you push the target 2 squares.

Miss: Half damage.

Effect: You gain a +2 power bonus to all defenses until the end of your next turn. Each time you score a critical hit while under the effect of this power, you extend the duration of the power bonus to all defenses until the end of your next turn and increase the power bonus by 1, and each enemy within 5 squares of you takes 5 psychic damage.

Level 15:

Hit: 3d8 + ability modifier force damage, and you push the target 3 squares.

Level 25:

Hit: 5d8 + ability modifier force damage, and you push the target 4 squares.





Wilder Utility 6Wild Repulsion
Physical shields manifest around your body, dampening attacks.

Daily Psionic, Stance
Minor Action Personal

Effect: You assume the wild repulsion stance. Until the stance ends, you gain resist 5 to all damage. Once per turn, when you score a critical hit with an attack, you increase the resistance by 1, to a maximum of 10.





Wilder Attack 7Mind Clash
You fully unleash the power of your mind, crushing your enemy¡Çs will with your reckless, savage onslaught.

Encounter Implement, Psionic, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Primary ability vs. Will

Hit: 2d8 + ability modifier psychic damage. If you score a critical hit with this power, the target takes 10 extra psychic damage and is dazed until the end of your next turn.

Level 17:

Hit: 3d8 + ability modifier psychic damage. If you score a critical hit with this power, the target takes 15 extra psychic damage and is dazed until the end of your next turn.

Level 27:

Hit: 4d8 + ability modifier psychic damage. If you score a critical hit with this power, the target takes 20 extra psychic damage and is dazed until the end of your next turn.





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Wilder Attack 9Chaotic Thoughts
You assault your enemy¡Çs mind with confusing thoughts, and it harms its own psyche as it tries to break free from your control.

Daily Implement, Psionic, Psychic
Standard Action Ranged 10

Target: One creature

Attack: Primary ability vs. Will

Hit: 1d8 + ability modifier psychic damage.

Effect: The target takes ongoing 5 psychic damage (save ends). Each time the target fails a saving throw against the ongoing damage, it takes damage equal to the result of the saving throw. If you score a critical hit with any attack while the target is still affected by this power, the target is dazed until the end of your next turn.

Level 19:

Hit: 3d8 + ability modifier psychic damage.

Effect: As above, but ongoing 10 psychic damage (save ends).

Level 29:

Hit: 4d8 + ability modifier psychic damage.

Effect: As above, but ongoing 15 psychic damage (save ends).





Wilder Utility 10Psychic Feedback
A mental shield emanates psychic feedback against those who attack you.

Daily Psionic, Psychic, Stance
Minor Action Personal

Effect: You assume the stance of psychic defense. Until the stance ends, when you¡Çre damaged by an attack, the attacker takes 5 psychic damage. When you score a critical hit with an attack, you can end the stance as a free action to deal 10 extra psychic damage on that attack.




Published in Dark Sun Campaign Setting, page(s) 74.
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Crimson Wick Ki Focus Level 4+ Uncommon
This braided wick burns brightly when placed within an oil
lamp and ignited, yet is unconsumed by the flame. It inspires
you to use your own inner resources to best effect.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement: Ki focus
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Utility Power ✦ Encounter (Minor Action)
Effect: You lose a healing surge, and you gain a power
bonus to damage rolls using this ki focus until the end of
your next turn. The bonus equals twice the implement¡Çs
enhancement bonus


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Dark Hunger Ki Focus Level 3+ Uncommon
Runes are carved into the surface of this dire wolf fang. As
you study its intricate markings, you can feel the savage
beast begin to stir within you.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement: Ki focus
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Property
When you trigger your blood drinker power with an attack
made with this ki focus, you roll d12s instead of d10s for that
power¡Çs damage.


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Wild Focus Battlemind Feature

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Using a surge of telekinetic power, you yank an enemy toward
you,forcing it to fight
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Encounter + Psionic
Free Action Close burst 10
Trigger: An enemy starts its first turn during an encounter.
Target The triggering enemy in burst
Effect You pull the target a number of squares equal to
your Charisma modifier and mark it until the end of your
next turn.

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Wrenching Claw Battlemind Attack 3
At-Will + Augmentable, Force, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1 [W] + constitution modifier force damage, and you
slide the target 1 square to a square adjacent to you.
Augment 1
Special: Your reach increases by 1 for this attack.
Augment 2
Special: Your reach increases by a number of squares
equal to your Charisma modifier for this attack.
Hit: 2[W] + Constitution modifier force damage, and you
slide the target 3 squares to a square adjacent to you.

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Forceful Reversal Battlemind Attack 7
At-Will + Augmentable, Force, Psionic, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy hits you.
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1 [W] + Constitution modifier force damage, and you
push the target 1 square.
Effect: You don¡Çt get your normal standard action on
your turn.
Augment 1
Hit 1 [W] + Constitution modifier force damage. You
push the target 1 square and then shift 1 square to
the square the target vacated. In addition, you gain
combat advantage against the target until the end
of your next turn.
Effect: You get your normal standard action on your turn.
Augment 2
Hit: 2[WJ + Constitution modifier force damage. You push
the target a number of squares equal to your Charisma
modifier and knock it prone. The target cannot stand up
until the start of its next turn.
Effect: You get your normal standard action on your turn.

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Epic Destiny: Raven Knight

Prerequisite: 21st level, must worship the RavenQueen
Raven Knight Features

Sorrowborn (21st level): You gain a +2 bonus to Constitution, a +2 bonus to Dexterity, and a +2 bonus to speed.
if your origin is not already shadow, your origin
changes to shadow, and henceforth you are considered a shadow creature for the purpose of effects that relate to creature origin.
You also gain darkvision if you do not already have darkvision.

Bleak Visage (21st level): Any enemy adjacent to¡¡you takes a –2 penalty to attack rolls against you.

Shadow rush (24th level): Whenever youcharge or run, you gain insubstantial and phasing until the end of your next turn.

on Sorrow¡Çs Wings (30th level): When you spend an action point to take an extra action, you can teleport 10 squares before taking the action

dark scythe raven Knight Utility 26
You call a dire weapon and grip its cold wood, feeling its merciless energy flowing through your hands.
daily ✦ divine, necrotic
minor action Personal
effect: You transform a single weapon or implement in your
hand into a dark scythe. It remains a dark scythe until the
end of the encounter. Your weapon or implement retains
all its traits, properties, and powers, and gains the following
properties and powers.
Property: the dark scythe deals 2d10 extra necrotic damage.
Property: When you reduce a nonminion enemy to 0 hit
points using the dark scythe, you regain hit points as if you
had spent a healing surge.
Power (Encounter): Free Action. Trigger: You hit an enemy
with an attack using the dark scythe. Effect: that enemy is
weakened (save ends).

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