Storm Power You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier (+2). The bonus equals your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level.
Storm Soul You gain resist 5 thunder and resist 5 lightning. This resistance increases to 10 at 11th level and 15 at 21st level. While this resistance is active, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest.
Storm's Embrace When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack’s other effects.
Reactive Stealth If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
Trickster's Cunning You have a +5 bonus to saving throws against illusions.
Enduring Mountain Whenever you spend a healing surge, you regain 2 additional hit points. You regain 1 more additional hit point for each ally within 10 squares of you who has this feat, to a maximum of 5 additional hit points.
Child of Fate You were born with a birthmark associated with a member of the Gloaming Court: a moon, a heart, or even the stylized loom shape of the Witch of Fate. Whatever form the mark takes, you were called at birth as a traveler on the Gloaming Path, whether you like it or not. Associated Skills: Nature, Insight
Lightning Strike Ranged 10. Staff Implement: +5 vs Reflex, 1d8+7 damage and an enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dex mod (+2). You can apply your Storm Power bonus to either enemy.
Storm Walk Ranged 10. Staff Implement: +5 vs Fortitude, 1d8+7 thunder damage. You shift 1 before or after the attack
Whirlwind Burst 1 within 10. Each creature in burst but you can choose not to target creature in origin square of burst. Staff Implement: +5 vs Fortitude, 1d10+7 damage and target is knocked prone.
Fade Away Become invisible until end of your next or until you attack as immediate reaction when you take damage
Ghost Sound Ranged 10. Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Noble Presence Move Action. Close burst 3 Target: One or two allies in the burst. Effect: Each target can shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn.
Howling Tempest Burst 1 within 10. Each creature in burst but you can choose not to target creature in origin square of burst. +5 vs Fortitude, 2d6+7 thunder damage, target is deafened (save ends) and you slide target Dex Mod (+2) squares. Effect: Burst creates zone of deafening wind until end of your next and each creature that starts its turn in the zone takes Cha mod (+5) thunder damage. Sustain zone as minor action and move zone 3 as a move action.