Conductor
All of matter has a place and a purpose, and through my will they shall be shaped and changed.
CLASS TRAITS:
Role: Leader and Defender
Power Source: Elemental
Key Abilities: Intelligence, Dexterity, Strength

Armour Proficiencies: Cloth, Leather
Weapon Proficiencies: Improvised melee, Improvised ranged, Military melee, Simple melee, Simple ranged
Implements: Daggers, Rods, Totems, Wands
Bonuses to Defense: , +1 Reflex:, +1 Will:

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 7
Healing Surges per Day: 10 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Dungeoneering, Endurance, Intimidate, Religion, Stealth, Stealth, Streetwise

Class Features: Natural Reaction, Student Focus, Follow the Conductor, Brace then Manauver, Conductor Disciple, Spellbook
For all the powers of magic, nothing is greater than the world around you. Where other mages might boast the power to unleash things from the realms beyond your own, you boast a different kind of power: to turn the very world around you into a weapon. You teach yourself how to manipulate space and the elements around you so you can break down reality into building blocks and reconstruct them how you see fit.
The powers you wield are very different to other Elemental Magic. You do not create and destroy with your power; you can only manipulate what is around you at the time. Where a mage might create fire from nothing but magic and will, you make it by adding to the heat of the world around you.
Many see you as an ordinary mage, but you know you are more than that. You’re a scientist first and foremost and you yearn to learn as much as you can about the world around you so that your power can change it.
Class features

NATURAL REACTION
You are able to adapt your style and fight with anything, gaining a +5 bonus to attack rolls with Improvised Weapons.

STUDENT FOCUS
You must chose one of three Foci.
    Creation Focus: Your studies have taught you that creation is more important that all else. All you need to do is make what you need from what you have around you. You gain a +2 bonus to all defences until the end of you next turn after using a Conductor power. You also gain the Surge of Creation power.
    Destruction Focus: For you, unmaking is more important than making. If you can unmake your enemies before they deal you or an ally any harm then all the better. You gain a +2 bonus to damage rolls against bloodied targets and the Furious Reach power.
    Living Focus: You follow a rare path, learning part of Conductor magic that has not been fully exsplored. You study the human body and learn its funtions with the aim to use your power to heal more effectively. You gain a +5 bonus to heal checks when attempting to stabilise a dying comrade and the Mending Warp power.

FOLLOW THE CONDUCTOR
You grant all adjacent allies a +1 bonus to defences when you use Total Defence. If you spend an action point to perform Total Defence, all adjacent allies may shift their speed as a free action.

BRACE THEN MANAUVER
When you perform Total Defence, you gain a +2 bonus to speed until the end of your next turn.

CONDUCTOR DISCIPLE
You must choose between the Disciple of Steel or the Disciple of World.
    Discipline of Steel: You use your power in battle to bring aid to allies and penalty to enemies. You gain a +2 bonus to Athletics Checks and +1 to your fortitude defence.
    Disciple of World: Your powers are focused on helping allies away from the fight. You gain a +2 bonus to Acrobatics and +2 speed.

SPELLBOOK
This feature functions the same as the Wizard Spellbook feature.

Conductor Powers
Furious Reach
Conductor Feature
Your attack dealt a great deal of damage, but you thirst for more.
Encounter * Elemental
Immediate Reaction                 Personal
Trigger: Your attack bloodies a foe.
Effect: You make a basic melee or ranged attack against the target.
Surge of Creation
Conductor Feature
You take the, normally wasted, excess energy from an attack and use it to Empower your next strike.
Encounter * Elemental
Immediate Reaction                 Personal
Trigger: You use an encounter or a daily attack power.
Effect: You gain a +5 bonus to your next attack roll before the end of your next turn.
Mending Warp
Conductor Feature
A rushed burst of power holds the wounds closed a second longer, postponing death yet again.
Encounter * Elemental, Healing
Minor Action                 Area burst 1 within 10 squares
Target: You and each ally in burst
Effect: Targets gain a number of hit points equal to your intelligence modifier + half your level.
Level 1 At-Will Powers
Concussive Heat
Conductor Attack 1
You add to the heat around you, multiplying it until the air ignites with flames.
At-Will * Elemental, Fire, Implement
Standard Action                 Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage. Increase fire damage to 2d6 + Intelligence modifier at 21st level
Strengthening Charge
Conductor Attack 1
You attack and, as you swing your weapon, you empower the armour of an ally.
At-Will * Elemental, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Effect: One ally within 5 sqaures of the target gains +2 AC until the end of your next turn.
Hailing Pellets
Conductor Attack 1
You send magically strengthened pellets of your surroundings at your foe, whether it be earth, air, sand or stone.
At-Will * Elemental, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier damage. Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This attack counts as a ranged basic attack.
Shocking Aim
Conductor Attack 1
Static power flares around your shot, passing into the foe it hits.
At-Will * Elemental, Lightning, Implement
Standard Action                 Ranged weapon
Target: One creature
Attack: Dexterity + 2 vs. Reflex
Hit: 1[W] + Dexterity modifier lightning damage
Special: Must be using a ranged weapon.
Level 1 Encounter Powers
Shield of the Surroundings
Conductor Attack 1
You make a shield of anything around you and beat back an enemy with it before using it in defence.
Encounter * Elemental, Implement
Standard Action                 Ranged sight 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage
Creation Focus: The bonus to AC increases by 2.
Effect: You gain a +2 bonus to AC. The bonus increases to +4 at 11th level and +6 at 21st level.
Precise Weakness
Conductor Attack 1
You attack at a weak point, but use your power to make the foe even weaker.
Encounter * Elemental, Fear, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is weakened until the end of your next turn.
Sound of Sirens
Conductor Attack 1
You make a sound with your weapon and empower it until it begins to damage your enemy.
Encounter * Elemental, Thunder, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier thunder damage and the target is knocked prone and defeaned (save ends both).
Contructed Rebound
Conductor Attack 1
You unmake the projectile that was about to hit you and reassmble it, much stronger, and send it back at a foe.
Encounter * Elemental, Implement
Immediate Interrupt                 Ranged sight
Trigger: You are hit by a ranged weapon attack.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage and you push the target a number of squares equal to your Intelligence modifier.
Level 1 Daily Powers
Rending Claws
Conductor Attack 1
The air swirls around your weapon, making it twice as deadly when you next strike.
Daily * Elemental, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 3[W] + Strength modifier damage
Divide and Strike
Conductor Attack 1
You make your weapon split into three and attack, then reform it as one.
Daily * Elemental, Weapon
Standard Action                 Melee weapon
Target: One, Two or Three creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and you push the target one square.
Moisture Deconstruction
Conductor Attack 1
You cause the moisure in and around your enemies to erode at their skin.
Daily * Elemental, Cold, Implement
Standard Action                 Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier cold damage
Grueling Toxin
Conductor Attack 1
The body as enough to create the world's greatest poisons.
Daily * Elemental, Poison, Implement
Standard Action                 Ranged sight 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier poison damage and target is slowed (save ends)
Living Focus: The target is knocked prone and cannot make a saving throw until the end of your next turn.
Level 2 Utility Powers
Reconstruction
Conductor Utility 2
You work your powers over an object and restore it.
At-Will * Elemental
Minor Action                 Melee touch
Target:
Effect: You restore a broken object. The object must not be completely destroyed but may be in severe disrepair. The Object may not be larger than one sqaure foot per level.
Form Weaponry
Conductor Utility 2
You take something around you, and make a weapon from it.
At-Will * Elemental
Minor Action                 Personal
Effect: You create a weapon of any type you are proficient with. You can use this weapon as any other, using your intelligence modifier in place of Strength for any basic attack and damage rolls. The weapon lasts until you chose to unmake it, at which point it becomes whatever it was before you used this power. You can have only one weapon created by this spell at a time. The weapon has an enhancement bonus dependant on your level:
Level   2   +1    Level 7   +2       Level 12   +3
Level 17   +4    Level 22   +5    Level 27   +6
Prepared Step
Conductor Utility 2
You surround yourself with parts of the suroundings, creating a shield that allows you to leap past enemies unscatheed.
Encounter * Elemental
Move Action                 Personal
Effect: You shift your speed. All enemies adjacent to your end position are pushed 1 square.
Raise Barricade
Conductor Utility 2
At your bidding, the ground becomes a solid barrier that your foes struggle to pass.
Daily * Elemental, Zone
Standard Action                 Area wall 5 within 10 squares
Effect: You raise a barricade that is two sqaures high. The barricade blocks movement and line of sight. The barricade shares your defences and each sqaure section of the wall has 10 + your intelligence modifier + half your level hit points. The wall lasts until the end of your next turn.
Sustain Minor: The wall persists.
Level 3 Encounter Powers
Natural Errosion
Conductor Attack 3
You unleash an acid from natural chemicals in the air.
Encounter * Elemental, Acid, Implement
Standard Action                 Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier acid damage
Fragment Blast
Conductor Attack 3
You fire a bolt thick with a solid coating and cause the projectile to burst into a shower of sharp points.
Encounter * Elemental, Weapon
Standard Action                 Ranged weapon
Target: One creature and each creature within 2 sqaures of the target.
Attack: Dexterity + 2 vs. Reflex
Hit: 1[W] + Dexterity modifier damage
Goring Strike
Conductor Attack 3
Your weapon twists and becomes sharper than ever.
Encounter * Elemental, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target takes ongoing damage 5 (save ends)
Focused Projectile
Conductor Attack 3
You make three projectiles and fire them with perfect aim.
Encounter * Elemental, Force, Implement
Standard Action                 Ranged 15
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage
Secondary Target: One Creature
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage
Tertiary Target:
Tertiary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier one creature damage
Special: You cannot target a creature twice with one use of this power.
Level 5 Daily Powers
Pillars of Earth
Conductor Attack 5
You forge a set of stone pillars that spray shards of dust and rock into the eyes of your enemies.
Daily * Elemental, Force, Implement
Standard Action                 Ranged sight 10
Target: Four non-adjacent sqaures within range.
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier force damage
Effect: You conjure four pillars that occupy the target sqaures and are up to three sqaures high. The pillars block movement and line of sight. As a minor action, you can cause one of the pillars to make the following attack in a Close Burst 1, destroying that pillar.Other wise the pillars last until the end of the ecounter or for 5 minutes.
Impact Weapon
Conductor Attack 5
You can strike a foe with a melee weapon from ten paces.
Daily * Elemental, Weapon
Standard Action                 Melee weapon 10
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you push the target creature a number of squares equal to your intelligence modifier.
Burst Elevation
Conductor Attack 5
Stamping your foot, you cause a section of the ground to rise and fall rapidly, disorienting those standing upon it.
Daily * Elemental, Implement
Standard Action                 Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage and the target is knocked prone.
Mighty Pack Tactic
Conductor Attack 5
You cause your own and allies weapons to become sharper and tougher than ever.
Daily * Elemental, Thunder, Weapon
Standard Action                 Personal
Hit: 3[W] + Strength modifier thunder damage and the target is knocked prone.
Effect: All allies within 5 sqaures of you deals thunder damage and knocks the target prone with their next melee basic attack before the end of your next turn.
Level 6 Utility Powers
Break Hold
Conductor Utility 6
Firmly grounded in reality, nothing real nor imaginary can contain you.
Encounter * Elemental
Minor Action                 Personal
Effect: You can make an escape attempt or a saving throw again immobility, restraint or slow effects. You gain a +5 bonus to saving throws against charm affects until the end of your next turn.
Warp the Folds
Conductor Utility 6
Weaving the world around you, you seem to pass through some things while remaining solid to others.
Daily * Elemental
Minor Action                 Personal
Effect: You can phasing and a +2 bonus to speed until the end of your next turn.
Aided Propulsion
Conductor Utility 6
You use the world around you to help pass through it.
Daily * Elemental
Move Action                 Personal
Effect: You shift your speed and gain a +5 bonus to athletics checks when jumping until the end of your next turn.
Robust Protection
Conductor Utility 6
You lend allies protection from whatever they need.
Daily * Elemental
Minor Action                 Close burst 5
Target: You and each ally in burst
Effect: Each target selects one defence and they receive a +5 bonus to this defence until the end of their next turn.
Level 7 Encounter Powers
Earthly Trappings
Conductor Attack 7
There is always something you can use for bondage.
Encounter * Elemental, Weapon
Standard Action                 Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage and target is immobilsed (save ends).
Miss: Target is immobilised (save ends).
Gauntlets of the World
Conductor Attack 7
Around your hands, hard material forms, making your next strike very deadly.
Encounter * Elemental, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and target is dazed (save ends)
Aura of Mist
Conductor Attack 7
You surround yourself with near solid fragments of mist, made from the moisture in the air.
Encounter * Elemental, Cold, Zone, Implement
Standard Action                 Close burst 3
Target: You and each creature in burst
Effect: The burst becomes a zone of near solid mist that remains centred on you. An enemy entering or starting their turn inside the aura takes 5 + your intelligence modifier cold damage. The aura lasts until the end of your next turn.
Sustain Move: You shift one sqaure and the aura persists.
Grounded Battering Ram
Conductor Attack 7
As you swing a weapon, you gather up substance from the ground and slam it into your foe before letting it settle once moe.
Encounter * Elemental, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, you push the target a number of sqaures equal to your strength modifier and knock them prone.
Level 9 Daily Powers
Surrounding Storm
Conductor Attack 9
You gather up everything in sight and set it spinnng in a storm.
Daily * Elemental, Force, Zone, Implement
Standard Action                 Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier force damage.
Effect: You create a storm of objects until the end of your next turn. Any creature entering or starting their turn in the zone take 10 force damage. All creatures in the burst and knocked prone.
Sustain Standard: The zone persists.
Growing Protection
Conductor Attack 9
You raise a wall and hurl away any who near it.
Daily * Elemental, Force, Zone, Implement
Standard Action                 Area wall 10 within 15 squares
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier force damage
Effect: You create a wall up to three sqaures high that blocks movement and line of sight. The wall shares your defences and has 10 + half your level hit points per segment.
Special: You make the attack against each creature in and adjacent to the wall.
Material Giant
Conductor Attack 9
Covering yourself in an armour of the world around you, you take the shape of a Material Giant.
Daily * Elemental, Polymorph
Minor Action                 Melee weapon
Requirement: The attack is a standard action and is not included in the minor action to activate this power.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and the target is pushed 2 + half your level squares.
Effect: You assume the shape of a Material Gian until the end of the Encounter. While in this form, you gain a +4 bonus to AC and fortitude. All enemies adajcent to you are slowed and weakened. Once during this encounter, you may use the attack provided.
Level 10 Utility Powers
Manipulate the Field
Conductor Utility 10
You move the ground in such a way that your allies are in the most advantageous position.
Encounter * Elemental
Move Action                 Close burst 5
Target: You and each ally in burst
Effect: You slide each target a number of squares equal to their speeds. They also gain a +2 bonus to attack rolls when attacking an enemy they are flanking.
Know the Earth
Conductor Utility 10
Nothing can move without you knowing.
Daily * Elemental
Minor Action                 Personal
Effect: You gain tremmorsense 10 until the end of the encounter.
Knit the Flesh
Conductor Utility 10
Your power reaches into another's body and binds together their flesh, preventing bleeding.
Daily * Elemental
Standard Action                 Close blast 4
Target: Each ally in blast
Effect: Each target can spend a healing surge and regains additional hit points equal to your Strength modifier.
Living Focus: You also benefit from the effects of this power. Each target can make a saving throw against one effect which a saving throw can end.
Winds of Retaliation
Conductor Utility 10
You return fire twice as fast, the air accomadating you.
Daily * Elemental, Weapon
Immediate Reaction                 Ranged weapon
Trigger: A creature in range targets you with a single ranged attack,
Target: The triggering creature,
Effect: You make two ranged basic attacks, with your current weapon, against the target.
Level 13 Encounter Powers
Spear of Direction
Conductor Attack 13
The water snaps up and flies forwards, smashing into your enemy and knocking them to the ground.
Encounter * Elemental, Implement
Standard Action                 Ranged sight 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 6d12 + Intelligence modifier damage and you knock the target prone.
Lens Strike
Conductor Attack 13
You bend light with your will and turn a bad situation to a promising one.
Encounter * Elemental, Radiant, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 5d12 + Intelligence modifier radiant damage
Discipline of Steel: The target takes ongoing radiant damage 5 (save ends)
Effect: You gain concealment until the end of your next turn.
Discipline of World: You instead gain invisibility until the end of your next turn or until you next attack.
Conducted Fist
Conductor Attack 13
You mould your armour, or the air if you have to, and make a weapon around your fist.
Encounter * Elemental, Weapon
Standard Action                 Melee
Requirement: You must have a free hand.
Target: One creature
Attack: Strength vs. AC
Hit: 4d6 + Strength modifier damage and target is knocked prone.
Effect: You create a gauntlet that lasts until the end of the encounter. You are proficient with the weapon that deals damage equal to 1d4 c half your level. As a standard action, you can make the following attack. Making this attack ends the power.The weapon lasts until the end of your next turn.
Sustain Minor: The weapon persists.
Malformed Attack
Conductor Attack 13
You step out of the way of an attack and make your own strike before your enemy could hope to hit you.
Encounter * Elemental, Weapon
Immediate Interrupt                 Melee weapon
Trigger: You are targeted by a melee attack.
Target: The attacking creature.
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage
Destruction Focus: The target takes ongoing poison damage 10 (save ends)
Miss: Half damage.
Level 15 Daily Powers
Unruly Earth
Conductor Attack 15
At your command, the earth shifts and warps.
Daily * Elemental, Force, Zone, Implement
Standard Action                 Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 5d12 + Intelligence modifier force damage and you slide the target a number of squares equal to your intelligence modifier.
Effect: The area becomes difficult terrain until the end of your next turn.
Sustain Minor: The area remains difficult terrain.
Crushing Force
Conductor Attack 15
You constrict your enemies with whatever lies near them.
Daily * Divine, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 5d12 + Intelligence modifier damage and the target is immobilised (save ends)
Secondary Target: One Creature.
Secondary Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier damage and taget is immobilised (save ends).
Defensive Reckoning
Conductor Attack 15
Throwing up your hands, you make the air around you change and mould to become the perfect shield.
Daily * Elemental, Thunder, Zone, Implement
Standard Action                 Close burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier damage and you push the target 2 squares.
Effect: The burst becomes a zone of swift air currents. All creatures inside the zone gain a +2 bonus to defences against ranged attacks. The zone lasts until the end of your next turn.
Sustain Minor: The zone persists.
Acidic Spray
Conductor Attack 15
A fine spray of acid covers you enemies.
Daily * Elemental, Acid, Implement
Standard Action                 Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 4d10 + Intelligence modifier acid damage and targets take ongoing acid damage 10 (save ends)
Miss: Half damage.
Level 16 Utility Powers
Grounded Seal
Conductor Utility 16
You hold your enemies to the earth.
At-Will * Elemental
Immediate Reaction                 Ranged 10
Trigger: You use a power that knocks an enemy prone.
Requirement: You can only use this power once per round.
Target: One enemy knocked prone by the Conductor Power used.
Effect: The target remains prone and cannot stand up (save ends)
Bountiful Boundary
Conductor Utility 16
You forge a wall before you, making sure that no enemy can pass.
Encounter * Elemental
Minor Action                 Area wall 10 within 10 squares
Effect: You make a wall before you from your surroundings that lasts until the end of your next turn. The wall is a solid obstacle and blocks line of sight. It can be up to 3 squares high.
Creation Focus: An ally standing next to the wall gains regeneration 5.
Last Defence
Conductor Utility 16
As an attack comes close to an ally, you intervene with your powers.
Daily * Elemental
Immediate Interrupt                 Ranged 15
Trigger: An ally within range is targeted by an attack by and enemy within range.
Target: The triggering creature.
Effect: The attack is negated and you slide your ally a number of squares equal to your intelligence modifier.
Destruction Focus: The triggering enemy is knocked prone.
Tissue Reconstruction
Conductor Utility 16
You revitalise the flesh of your allies.
Daily * Elemental, Healing
Minor Action                 Close burst 5
Target: You and each ally in burst
Effect: Each ally in range can spend a healing surge and gains regeneration 20 until the end of your next turn.
Level 17 Encounter Powers
Momentum Strike
Conductor Attack 17
Harnessing the energy of the world around you, you charge forth and strike an enemy that once was to far to reach.
Encounter * Elemental, Force, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier force damage and you push the target a number of squares equal to your intelligence modifier.
Special: You shift your speed before making this attack.
Deepfreeze Barrier
Conductor Attack 17
Your body is covered in frozen moisture and nearby foes recoil from the cold.
Encounter * Elemental, Cold, Implement
Standard Action                 Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier cold damage
Creation Focus: Enemies are also immobilised (save ends)
Effect: You gain +5 to AC and one other defence of your choice until the end of your next turn.
Bone-Rending Bludgeon
Conductor Attack 17
Your weapon snaps bones and crushes tissue.
Encounter * Elemental, Fear, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage and the target is weakened and slowed (save ends both)
Living Focus: The target is knocked prone (save ends).
Miss: Half damage and the target is slowed (save ends).
Living Focus: The target is weakened (save ends)
Smelter's Strike
Conductor Attack 17
Your strike is as hot as the forge from which your weapon came, and unleashes and blast of heat upon your enemies.
Encounter * Elemental, Fire, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier fire damage and each enemy within 2 squares of your target takes ongoing fire damage 10 (save ends).
Destruction Focus: Each enemy within 5 squares of the target takes ongoing fire damage 10 (save ends).
Miss: Half damage.
Level 19 Daily Powers
Static Throw
Conductor Attack 19
Your weapon hits your foe and they cease to move.
Daily * Elemental, Weapon
Standard Action                 Ranged weapon
Requirement: Must be weilding a thrown weapon.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 5[W] + Dexterity modifier damage and target is slowed (save ends).
Effect: First Failed Save: target is immobilised (save ends). Second Failed Save: Target is petrified.
Tummult Bash
Conductor Attack 19
You slam into the ground with your weapon and every creature near you falls to the ground in agony.
Daily * Elemental, Thunder, Weapon
Standard Action                 Close burst 5
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier thunder damage and the target is knocked prone.
Warp Flesh
Conductor Attack 19
You defile another's body by warping it temporarily with your powers.
Daily * Elemental, Reliable, Implement
Standard Action                 Melee touch
Target: One creature
Attack: Intelligence vs. Will
Hit: 6d12 + Intelligence modifier damage and target is weakened (save ends)
Living Focus: The target is slowed and dazed (save ends both).
Miss: You push the target one square.
Frozen Area
Conductor Attack 19
You force all moisture to freeze, holding everything still.
Daily * Elemental, Cold, Implement
Standard Action                 Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 5d12 + Intelligence modifier cold damage and target is immobilised (save ends)
Miss: Target is immobilised (save ends).
Level 22 Utility Powers
Uncoil Reality
Conductor Utility 22
Reality unfolds before you and you slip between the cracks.
Encounter * Elemental
Minor Action                 Personal
Effect: You gain phasing and a +2 bonus to speed until the end of your next turn.
Sustain Minor: The effect persists.
Preserve the Living
Conductor Utility 22
You and your allies need not fear death, for you can overcome it.
Daily * Elemental, Healing
Minor Action                 Close burst 20
Target: You and each ally in burst
Effect: All targets can spend a healing surge and regain additional hit points equal to half your level. Each ally can make a saving throw against an effect a saving throw can end.
Living Focus: The additional hit points gained increases to your level + your intelligence modifier.
Weapon Meditation
Conductor Utility 22
Your mind becomes hollow to all but the movement of weapons. You're focused and learn faster than normal.
Daily * Elemental, Stance
Minor Action                 Personal
Effect: You gain a +2 bonus to all attack rolls and two defences of your choice. When you shift you can shift an extra sqaure. Your speed increases by half your intelligence modifier. When you are hit by a melee attack you can gain a +2 bonus to the defence that attack hit until the end of your next turn.
Spacial Anomaly
Conductor Utility 22
You can change space as you chose, reorganising your enemies and allies as you choose.
Daily * Elemental, Teleportation
Immediate Reaction                 Close burst 10
Trigger: You hit with a melee attack.
Target: Each creature in burst
Effect: You teleport each creature to a space in the burst no more than 5 squares from their original position.
Level 23 Encounter Powers
Twisting Weaponry
Conductor Attack 23
As an enemy strikes, you twist their weapon away from them with a mental command and attack them as they falter.
Encounter * Elemental, Fear, Weapon
Immediate Interrupt                 Melee weapon
Trigger: You are targeted by a melee attack.
Target: the triggering creature.
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage
Cataclysm Flourish
Conductor Attack 23
You twist your blade and swing it, empowering your attack with your energy.
Encounter * Elemental, Force, Weapon
Standard Action                 Close burst 1
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier force damage.
Effect: One ally adjacent to one of the targets can make a melee basic attack as a free action.
Static Explosion
Conductor Attack 23
Rubbing your hands together, you increase the static and heat in the air around you to a painful degree.
Encounter * Elemental, Lightning, Implement
Standard Action                 Ranged sight 15
Target: Three creatures
Attack: Intelligence vs. Fortitude, three attacks
Hit: 6d12 + Intelligence modifier lightning damage and you knock the target prone.
Creation Focus: You slide the targets 5 sqaures.
Level 25 Daily Powers
Blighted Manipulation
Conductor Attack 25
Your magic extends forwards, rotting the flesh it touches.
Daily * Elemental, Necrotic, Implement
Standard Action                 Close blast 3
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 4d10 + Intelligence modifier necotic damage
Living Focus: Target takes ongoing Poison Damage 20 (save ends).
Miss: Half Damage.
Living Focus: Target takes ongoing Poison Damage 20 (save ends).
Screaming Weapon
Conductor Attack 25
You intensify the sound your blade makes at it swings through the air.
Daily * Elemental, Thunder, Weapon
Standard Action                 Melee weapon
Target:
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier thunder damage and you push the target a number of sqaures equal to your wisdom modifier.
Miss: Half Damage and you push the target 1 sqaure.
Storm of Shards
Conductor Attack 25
You cause fragments of your environment to rise and spin in a maelstrom of chaos.
Daily * Elemental, Force, Zone, Implement
Standard Action                 Close burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d12 + Intelligence modifier force damage
Miss: Half Damage
Effect: The burst creates a zone of spinning fragments that lasts until the end of your next turn. A creature starting its turn in or entering the zone takes force damage equal to your Intelligence Modifier and is knocked prone.
Sustain Minor: The zone persists.
Pelting Cascade
Conductor Attack 25
You create two walls of rock and press them into a foe, intent on crushing the life from them.
Daily * Elemental, Force, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 6d12 + Intelligence modifier force damage and the target is dazed and immobilised (save ends).
Miss: Half Damage and the target is knocked prone.
Level 27 Encounter Powers
Swinging Heat
Conductor Attack 27
You create heat on the tip of your blade and unleash it as you swing.
Encounter * Elemental, Fire, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier fire damage and target takes ongoing fire damage 10 (save ends).
Miss: Half Damage and target takes ongoing fire damage 5 (save ends).
Cataclysm Smite
Conductor Attack 27
You slash and the release a spark of lightning from your blade.
Encounter * Elemental, Lightning, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier lightning damage.
Miss: Half Damage.
Effect: Make a secondary attack against one other creature with the range of the attack being Melee Weapon 3.
Secondary Target: One Creature
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier lightning damage.
Icy Wrath
Conductor Attack 27
You draw all heat from your enemies, holding them still.
Encounter * Elemental, Cold, Implement
Standard Action                 Close blast 4
Target: Each creature in blast
Attack: Intelligence vs. AC
Hit: 3d10 + Intelligence modifier cold damage.
Effect: An ally who hits a target before the end of your next turn deals additional cold damage equal to your Strength Modifier.
Air Blades
Conductor Attack 27
You slice through your foes with the very air around you.
Encounter * Elemental, Thunder, Implement
Standard Action                 Close burst 10
Target: A number of enemies equal to your Intelligence Modifier
Attack: Intelligence vs. Reflex
Hit: 4d10 + Intelligence modifier thunder damage
Level 29 Daily Powers
Hurricane Blade
Conductor Attack 29
You slash against a foe and unleash all of your power.
Daily * Elemental, Force, Weapon
Standard Action                 Close burst 1
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage and the target takes ongoing force damage 20 (save ends).
Miss: Half Damage and target takes ongoing force damage 15 (save ends).
Solidify Flesh
Conductor Attack 29
You reach into another's body and force their skin to harden to stone.
Daily * Elemental, Force, Polymorph, Implement
Standard Action                 Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 5d12 + Intelligence modifier force damage and target is slowed (save ends). First Failed Save: Target is Petrified (save ends).
Miss: Half Damage and target is Slowed (save ends).
Bury in the Earth
Conductor Attack 29
You push your foes into the ground.
Daily * Arcane, Implement
Standard Action                 Personal
Hit: 4d10 + Intelligence modifier damage.
Miss: Half Damage.
Effect: You force the target underground (save ends). During this time the target is held in a square beneath the earth and is unable to move or take an acton other than a saving throw. When a target succeeds on a save, they reappear in the space, they were originally in, prone.
Metallic Smite
Conductor Attack 29
You swing your blade and unleash all the wrath of metal and sound.
Daily * Elemental, Thunder, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage and each creature adjacent to you is pushed a number of squares equal to your Strength Modifier and takes 3d10 Thunder Damage.
Miss: Half Damage and each creature adjacent to you is pushed 1 square and knocked prone.