Limit: powers with the limit keyword last until the end of the encounter, or for five minutes. You can have multiple limit powers active at the same time. Limit powers can only be used when a character has reached their limit, and expended a use of his or her second winds to activate them.
Limit Scaling
Limit powers scale up in effect at Heroic, Paragon and Epic levels. Each limit break will list an effect as normal for the heroic level, as well as paragon and epic levels.
Divine Limit Breaks
Divine limit breaks summon the power of the gods themselves, creating a temporary unity of the mortal and the divine. This energy is often harnessed to bombard foes or heal allies with radiant power, but can be used to reverse the flow of time or summon the power of a god’s avatar to this plane.
Called to Serve
Your god calls you to service, requesting you to vanquish this foe. As radiant power fills your limbs, you answer the call.
Encounter Divine*Limit
Minor Action
Effect: Once per turn as a free action, you may expend a healing surge to regain the use of your channel divinity power for the encounter.
Heroic Effect: Whenever you use your channel divinity power, each enemy within 3 squares of you takes 5 radiant damage.
Paragon Effect: Whenever you use your channel divinity power, each enemy within 3 squares of you takes 10 radiant damage.
Epic Effect: Whenever you use your channel divinity power, each enemy within 5 squares of you takes 15 radiant damage.
Final Prayer
At your behest, your god wipes from the world the recent actions of a comrade or a foe.
Encounter Divine*Limit
Immediate Interrupt
Trigger: Any enemy or ally performs actions during his turn that you dislike.
Effect: Until the end of the encounter, you grant combat advantage to all enemies.
Heroic Effect: Rewind the ally or enemy’s turn and replay the turn, playing out actions as normal. Any attack roll an ally makes gets a +2 bonus, while an enemy gets a -2 to any attack roll.
Paragon Effect: Rewind the ally or enemy’s turn and replay the turn, playing out actions as normal. Before the target acts, you may use their move action for the target. This move action that you take is considered forced movement. Any attack roll an ally makes gets a +2 bonus, while an enemy gets a -2 to any attack roll.
Epic Effect: Rewind the ally or enemy’s turn and replay the turn, playing out actions as normal. Before the target acts, you may use their move action for the target. This move action that you take is considered forced movement. Any attack roll an ally makes gets a +4 bonus, while an enemy gets a -4 to any attack roll.
Infinite Sanctuary
The area near you becomes a zone where all allies may find shelter, and no enemy can find peace.
Encounter Divine*Limit
Minor Action
Effect: All allies within 3 squares of you gain a +1 bonus to AC and a +2 bonus to saving throws.
Heroic Effect: All allies within 3 squares of you regain 1 healing surge at the beginning of your turn. Enemies within 3 squares of you grant combat advantage to your allies.
Paragon Effect: All allies within 3 squares of you regain 2 healing surges at the beginning of your turn. Enemies within 3 squares of you grant combat advantage to your allies.
Epic Effect: All allies within 5 squares of you regain 2 healing surges at the beginning of your turn. Enemies within 3 squares of you grant combat advantage to your allies.
Desperate Avatar
Summoning the power of your god, you briefly become an avatar of its wrath.
Encounter Divine*Limit
Minor Action
Effect: At the beginning of your turn you must expend a healing surge or the power ends. You gain a +2 avatar bonus to your AC, gain immunity to radiant or necrotic damage (choose when selecting this power. The choice lasts for the life of your character), and gain temporary hit points equal to your bloodied value.
Heroic Effect: You gain an additional use of your channel divinity power. Once per turn as a free action, you may push one adjacent enemy 1 square.
Paragon Effect: You gain an additional use of your channel divinity power. Once per turn as a free action, you may push one adjacent enemy a number squares equal to your Wisdom or Charisma modifier.
Epic Effect: You gain an additional use of your channel divinity power. Once per turn as a free action, you may slide one adjacent enemy a number squares equal to your Wisdom or Charisma modifier. This movement can provoke opportunity attacks.
What, no Breath of the Earth? Or Final Heaven? What kind of limit breaks are these? LOL But seriously, good stuff. I really enjoy the idea of busting out multiple channel divinities
I like the limit breaks much better than the stock 4e action points and second wind. The limit break has a much more last-ditch awesome feel.
I really like the idea of the limit breaks, and these seem like very fun powers. I was about to comment on how Called to Serve could be an overpowering minion-clearer, but then again, when you reach your limit, there shouldn’t be many minions around anyway.
Final Prayer is just plain cool.
Called to Serve can be comboed with the Channel Divinity Feat Solar Enemy from Divine Power to make you a font of Divine Bombardment versus all enemies within a Close Burst 2 (Solar Enemy’s Range). The question for this combo is timing. Does Called to Serve activate before the Channel Divinity power resolves, or after it resolves? The former interpretation means that the enemies take Radiant damage before getting Radiant Vulnerability, and would make sense thematically, but the latter interpretation may be argued by people wanting to get the most out of the combo.
Perhaps you could edit the power to clarify the timing of the power (i.e. add “After your channel divinity power resolves” to the effect lines)
I wouldn’t mind a Divine Limit Break called Great Gospel ^^