Hall of Stone Campaign:
Aid (at least one)
Insistent Strike. Opportunity attack. +5 attack, 1d10 damage, +5 vs. Fort to stop moving creature. [dont know if I ever saw this one in action, ]
Distracting Dance. men get 2 on attacks.
Brilliant Defense. Charged. +2 AC to party 1 round. This one used to be a huge bonus at close range, which made everyone huddle. Now it affects everyone for less.
Attack (at least one)
Flail. Melee. 2 rounds. 1d8 melee attacks at +1 for d10.
Unseen Acwut of Inevitable Pain: 2 rounds. auto hit sight range for 3d6 damage
Force Push. Ranged Spell. 2 rounds. autohit for 2d8 damage, +5 vs. Fort to push 5 feet. [This one seemed weak, but if you push someone into an obstacle, they get -2 next turn. Try that.]
Defense (no more than one constant defense)
Arcane Resilience. +3 hp, DR 1, +10 will saves, +3 fortitude and reflex
Barrier that Turns Aside Blades. Charged. DR 6.
Battle-Hardened. +6 hit points at 1st level (+2 each higher level); DR 2
Dodge: +5 soft AC
Amulet of Renewed Hope: Charged. +5 soft AC, +5 saves.
Cower. -2 attack, +10 soft AC
Utility (any number)
Dash. +15 feet