Shielding Orb - Must use be using an orb as an implement.
Using the perfect sphere as your guide you can protect yourself or your allies.
Encounter
Immediate Interrupt - Burst 5
Trigger: You or an ally are hit by an attack.
Effect: The attack only does half damage.
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Extending Scythe - Must be wielding a scythe.
By gripping the scythe carefully you can extend your reach further.
Encounter
Effect: Once per encounter, as a free action, you can extend the reach of at-will melee power by 1.
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Block and Counter - Must be using a shield.
Practiced with using a shield you can perfectly time a counter attack.
Encounter
Immediate Reaction - Melee
Trigger: An enemy misses you with a melee attack vs AC.
Effect: You can attempt a melee basic attack as a free action against the enemy that missed you. You cannot replace this basic attack with another power even if that power says it can be used as a basic attack.
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Versatile Scepter - Must be using a rod as an implement.
The rod is hardy by nature and can be used as a weapon in a pinch.
Encounter
Effect: One per encounter, as a free action, you can use an arcane ranged attack power as a melee power. The power still takes up whatever action it does as normal.
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Totem Spirit - Must be using a totem as an implement.
The spirits hear your pleas and lend you their defense in your time of need.
Encounter
Immediate Interrupt
Trigger: An attack meets your defense.
Effect: Increase that defense by 1 until the start of your next turn. The triggering attack now misses.
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Skullcrack - Must be wielding a morningstar.
The head of your morning cracks into the head of your foe.
Encounter
Trigger: You hit an enemy with an at-will melee power.
Effect: The enemy is dazed until the start of your next turn.