4e Vecna Spells
These are from the D&D Compendium so for all I'm concerned they're 100% official WotC product. Or they're from those miniatures sets, lol WotC is turning D&D into a CCG, etc.
Magic Weapon Artificer Attack 1
You enhance the accuracy of your weapon, and those of your allies.
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence +1 vs. AC
Hit: 1[W] + Intelligence modifier damage. Allies adjacent to you gain a +1 power bonus to attack rolls and damage rolls until the end of your next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Foe to Foe Barbarian Attack 1
Each foe that you slay fills you with the rush of battle, and as the battle rages, you cut your way from one foe to the next.
At-Will Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you have reduced at least one non-minion enemy to 0 hit points during this encounter, this attack deals 1d8 extra damage. While raging, you instead deal 1d10 extra damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Cutting Words Bard Attack 1
With the aid of your magic, your words become a weapon capable of luring a foe into a tactical blunder.
At-Will Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you pull the target 2 squares.
Increase damage to 2d8 + Charisma modifier at 21st level.
Gaze of Defiance Cleric Attack 1
With a fearless glare, you mark your foe as a target for allied attacks.
At-Will Divine, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage, and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Grasping Tide Druid Attack 1
A vortex of water appears amidst your foes, drawing them into its grasp.
At-Will Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn, if the target leaves the burst's area of effect, you can use an opportunity action to make a secondary attack against it.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Secondary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
Knockdown Assault Fighter Attack 1
You smash your weapon into your foe so hard that the enemy loses its footing.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: Strength modifier damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
Challenging Strike Paladin Attack 1
Your powerful attack challenges your foe to face you.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn or until you move into a square not adjacent to the target.
Increase damage to 2[W] + Strength modifier at 21st level.
Hunter's Teamwork Ranger Attack 1
You use a nearby ally to gain advantage with your attack.
At-Will Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Special: If two or more allies are adjacent to the target, you gain combat advantage against the target with the attack.
Probing Strike Rogue Attack 1
As you attack, you perceive a flaw in the enemy's defenses.
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Effect: You gain a +1 power bonus to your next attack roll against the target before the end of your next turn.
Eldritch Strike Warlock Attack 1
The dire power of your attack drives your enemy before you.
At-Will Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma or Constitution vs. AC
Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target one square.
Increase damage to 2[W] + Charisma or Constitution modifier at 21st level.
Special: When you take this power, you determine whether you use Charisma or Constitution for the power's attack roll and damage roll. This choice remains throughout the character's life.
This power counts as a melee basic attack.
Rousing Assault Warlord Attack 1
Your bold attack lends strength to your words of inspiration.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you add your Charisma modifier to the hit points restored with any warlord healing power you use before the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.
Chilling Cloud Wizard Attack 1
A lingering swarm of ice crystals chills foes to the bone.
At-Will Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier 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.
Laugh it Off Barbarian Utility 6
You laugh at your foe's attack, making even its mightiest effort seem pointless against your boundless endurance.
Encounter Primal
Immediate Interrupt Personal
Trigger: You are hit by an enemy's attack.
Effect: Reduce the triggering attack's damage by an amount equal to your Constitution modifier. You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.
Walk Among the Wounded Cleric Utility 6
As you pass by your allies, your presence bolsters their spirits.
Encounter Divine
Move Action
Range: Personal
Effect: Move up to your speed. Each ally adjacent to you at any point during this move gains a +1 power bonus to AC until the end of your next turn. If you are bloodied, this bonus is instead +2.
Daring Shot Fighter Utility 6
You challenge nearby enemies to attack you, bolstering your own stamina.
Encounter Martial
Minor Action Close burst 1
Target: Each enemy in burst you can see.
Effect: The target is marked until the end of your next turn. You gain temporary hit points equal to your Constitution modifier + the number of targets in the burst.
Hidden Blade Rogue Utility 6
You conceal a small weapon in your hand until it's time to strike!
Encounter Martial
Minor Action Personal
Prerequisite: You must be trained in Thievery.
Effect: You gain combat advantage on the next attack roll you make with a weapon that has the off-hand property before the end of your turn.
Vecna's Wrathful Eye Wizard Attack 7
This terrible spell is taught only to initiates of Vecna's lesser secrets. It causes the caster's left eye to disappear for a moment, leaving only a socket. His right eye glows with a fearsome, crimson radiance that strikes terror into all who behold it. Those who look upon the caster must avert their gaze, making attacks difficult, as the eye's baleful glare stabs into their minds.
Encounter Fear, Implement
Standard Action Close burst 10
Targets: Enemies in area
Attack: Intelligence vs. Will
Hit: 1d8 + Int psychic damage and push 3.
Effect: Until the end of your next turn, melee and ranged attacks against you suffer a -2 penalty. If an attack misses, the attacker suffers 1d8 psychic damage.
Vecna's Subjugating Claw Wizard Attack 9
This cruel spell spawns a black copy of Vecna's severed hand. This limb forces its way into the target's body, allowing the caster to manipulate the target's actions via the claw. Only those with the stomach to slash their own flesh and remove the claw can escape this spell's cruel domination.
Daily Charm, Implement, Psychic
Standard Action Ranged 20
Targets: One creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Int damage, and target comes under your partial control. As a minor action, you can slide the target a distance equal to the target's speed. In addition, the target suffers -2 on all attacks against you and your allies.
Miss: Half damage, and you gain a lesser version of the control effect. As a minor action, you can slide the target 2 squares. The target also suffers -1 on attacks against you and your allies.
Special: This spell's effects end only when the target removes the claw from his body. He can do so by making a basic attack against himself. The attack must hit and deal damage, though the creature can choose to automatically hit itself.
Ethereal Sidestep Warlock Utility 10
You slip through a rift in reality and appear a few feet away.
At-Will Arcane, Teleportation
Move Action Personal
Effect: You teleport 1 square.
Repelling Shield Wizard Utility 10
A sudden shield of arcane energy blocks an attack and pushes the enemy away.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by a melee attack</br>
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves.