Continuing with my standalone magic item collection, here are the magic implements.
As usual, any feedback will be greatly appreciated.
Magic Implement - Level 1+ Common Implement
Lvl 1 (+1); Lvl 6 (+2); Lvl 11 (+3); Lvl 16 (+4); Lvl 21 (+5); Lvl 26 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Reaching Implement - Level 2+ Common Implement
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Property: Ranged and area implement attacks made with this implement gain a +2 bonus to range.
Implement of Fear - Level 2+ Common Implement
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Property: When you hit with an implement melee or close attack using this implement, the target can't flank until the start of your next turn.
Healing Implement - Level 3+ Common Implement
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: You or an ally within 5 squares can spend a healing surge.
Property: When you hit with an implement attack with this implement, you or an ally within 5 squares gain a power bonus to healing surge value equal to the implement's enhancement bonus until the end of your next turn.
Overwhelming Implement - Level 4+ Common Implement
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d4 damage per plus, and the target is pushed one square per plus.
Property: You gain a +1 untyped bonus to the distance you push, pull or slide creatures with implement attacks using this implement.
Implement of Friendly Fire - Level 3+ Common Implement
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Property Implement attacks made with this implement gain a -2 penalty to attack rolls against an ally. Damage dealt to allies with attacks using this implement takes a penalty equal to twice the implement's enhancement bonus.
Attuned Implement - Level 4+ Common Implement
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Enhancement: Attack rolls and damage rolls.
Special: Choose one of the following damage types when the implement is created: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
Critical: +1d4 damage per plus, or +1d10 damage per plus with attacks of the chosen type.
Property You gain a +1 untyped bonus to damage rolls with implement attacks of the chosen type using this implement.
Level 14: +2 bonus.
Level 24: +3 bonus.
Implement of Imposition- Level 2+ Uncommon Implement
Lvl 2 (+1); Lvl 7 (+2); Lvl 12 (+3); Lvl 17 (+4); Lvl 22 (+5); Lvl 27 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Property: When an implement attack made with this implement inflicts an effect that a save can end, the target takes a -2 penalty to the first saving throw made against it.
Power (Daily). Free action. Trigger: An enemy saves against an effect caused with this implement. Effect: The triggering enemy rerolls the saving throw.
Implement of Ruin- Level 3+ Uncommon Implement
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 damage per plus.
Power (Encounter): Minor action. Effect: The next implement attack you make with this implement this turn deals an extra 1d6 damage.
Level 13: 2d6 damage.
Level 23: 3d6 damage.
Storing Implement - Level 3+ Uncommon Implement
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Special: When the implement is created, choose one level 1 encounter implement attack power that can be used as a standard action, from a class that is proficient with this implement.
Power (Daily). Standard action. You use the chosen power.
Level 13: Encounter attack power of level 7 or less.
Level 23: Encounter attack power of level 17 or less.
Implement of the Initiate - Level 4+ Uncommon Implement
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 damage per plus.
Special: When the implement is created, choose one level 1 at-will implement attack power that can be used as a standard action, from a class that is proficient with this implement.
Power (Encounter). Standard action. You use the chosen power unaugmented.
Implement of Explosions - Level 5+ Uncommon Implement
Lvl 5 (+1); Lvl 10 (+2); Lvl 15 (+3); Lvl 20 (+4); Lvl 25 (+5); Lvl 30 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 damage per plus to the target and all enemies adjacent to it.
Power (Encounter) Minor action. The next time you use a burst or blast implement attack power with this implement this turn, if it is an at-will or encounter power, increase the size of the burst or blast by 1.
Prismatic Implement - Level 3+ Rare Implement
Lvl 3 (+1); Lvl 8 (+2); Lvl 13 (+3); Lvl 18 (+4); Lvl 23 (+5); Lvl 28 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: Choose any damage type. The target takes +1d12 damage per plus of that type, and you charge the implement with that type until the end of the encounter.
(Damage types are Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder)
Property Once per round, when an implement attack made with this implement damages an enemy, you can choose one damage type dealt by the attack. After the attack, you charge the implement with that type until the end of the encounter.
Property: You gain a bonus to damage rolls of implement attacks made with this implement equal to the number of damage types charged in the implement.
Level 23: The bonus is equal to twice the number of charged types.
Property: You gain resist 2 to all damage types charged in this implement.
Level 13: resist 4.
Level 23: resist 6.
Implement of Transferred Fate - Level 4+ Rare Implement
Lvl 4 (+1); Lvl 9 (+2); Lvl 14 (+3); Lvl 19 (+4); Lvl 24 (+5); Lvl 29 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: The target takes 5 ongoing damage per plus (save ends).
Property: When you hit an enemy with an implement attack with this implement, until the end of your next turn the enemy takes a -2 penalty to saving throws, and an ally you can see takes a +2 power bonus to saving throws from effects caused by that enemy.
Power (Encounter) Free action. Trigger: You hit an enemy with an implement attack using this implement. Effect: Choose one effect on you that a save can end. You can make a saving throw against it. If you succeed, the enemy is afflicted by that effect.
Implement of Deadly Accuracy- Level 5+ Rare Implement
Lvl 5 (+1); Lvl 10 (+2); Lvl 15 (+3); Lvl 20 (+4); Lvl 25 (+5); Lvl 30 (+6)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 damage per plus.
Property: When you hit with a melee or ranged implement attack with a single target using this implement, for every 5 points in which your attack roll exceeds the targeted defense, you deal an extra d4 damage.
Level 13: extra d8 damage.
Level 23: extra d12 damage.
Power (Daily) Minor Action. You gain a +5 power bonus to your next attack roll with this implement.
Read More......