Difference between revisions of "Test Page 12"

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(Created page with "<div id="Battering Winds"> {|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" ! style="backg...")
 
 
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data - lightning Static Override
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ice - poison Chillblains
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psychic - sonic Mindscream
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shadow - holy Dark Sun
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necrotic - radiation Writhing Doom
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radiant - earth Brilliant Gleam
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arcane - water Tass Infusion
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acid - entropy Caustic Decay
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cosmic - fire Astral Fire
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wind - magnetic Parallax Storm
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<div id="Battering Winds">
 
<div id="Battering Winds">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"

Latest revision as of 10:05, 14 December 2017

data - lightning	Static Override
ice - poison		Chillblains
psychic - sonic		Mindscream
shadow - holy 		Dark Sun
necrotic - radiation	Writhing Doom
radiant - earth 	Brilliant Gleam
arcane - water		Tass Infusion
acid - entropy		Caustic Decay
cosmic - fire 		Astral Fire
wind - magnetic		Parallax Storm
BATTERING WINDS [Energy]
Your mastery over the wind gives you greater power to move creatures.
Prerequisites: At least one ability that deals wind damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [wind] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [wind] descriptor, until the end of your next turn, forced movement effects against that creature can move the creature up to two additional squares.

 

BITTER COLD [Energy]
Your command over the powers of ice are stronger than most.
Prerequisites: At least one ability that deals ice damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [ice] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [ice] descriptor suffer a -2 feat penalty to Reflex until the end of your next turn.

 

BLINDING GLOW [Energy]
The light you produce is brighter than most.
Prerequisites: At least one ability that deals radiant damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [radiant] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [holy] descriptor suffer a -2 feat penalty to physical attack rolls until the end of your next turn.

 

CACOPHONOUS UPROAR [Energy]
Your ability to control sound leaves your opponents momentarily dazed and unable to concentrate properly.
Prerequisites: At least one ability that deals sonic damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [sonic] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [holy] descriptor suffer a -2 feat penalty to force attack rolls until the end of your next turn.

 

CAUSTIC BURN [Energy]
The acid you produce is even more potent than normal.
Prerequisites: At least one ability that deals acid damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [acid] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [acid] descriptor suffer a -2 feat penalty to Fortitude until the end of your next turn.

 

DEGENERATING SEED [Energy]
Your ability to inflict entropy results in more entropy to follow.
Prerequisites: At least one ability that deals entropy damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [entropy] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [entropy] descriptor reduce their armor by 1 power (this is considered a feat penalty) until the end of your next turn.

 

EARTHEN GRASP [Energy]
Your powers over the earth slow a creature's movements.
Prerequisites: At least one ability that deals earth damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [earth] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [earth] descriptor cannot shift until the end of your next turn.

 

INSIDIOUS BONE [Energy]
Your power over death lingers on those with whom you touch it.
Prerequisites: At least one ability that deals necrotic damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [necrotic] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [entropy] descriptor reduce their armor by 1 power (this is considered a feat penalty) until the end of your next turn.

 

LIGHTNING ARC [Energy]
You have a greater control over lightning.
Prerequisites: At least one ability that deals lightning damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [lightning] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [lightning] descriptor, you can deal potency 2 lightning damage to another creature within 30 feet of that creature that was not originally targeted or otherwise affected by the ability.

 

MAGICAL OVERCHARGE [Energy]
Your arcane powers wend their way into your opponent's defenses.
Prerequisites: At least one ability that deals arcane damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [arcane] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [arcane] descriptor reduce their resists by 1 power (this is considered a feat penalty) until the end of your next turn.

 

POLARIZING FIELD [Energy]
Your control over magnetism reduces your enemy's ability to force their targets aside.
Prerequisites: At least one ability that deals magnetic damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [magnetic] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [magnetic] descriptor, until the end of your next turn, if that creature forces movement, reduce the forced movement by up to two squares.

 

RADICAL FREEDOM [Energy]
Your understanding of radiation causes those you strike with it to suffer longer.
Prerequisites: At least one ability that deals radiation damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [radiation] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [radiation] descriptor, until the end of your next turn, any healing the target gains is halved (treat this as a feat penalty).

 

TEMPORAL STUTTER [Energy]
Your ability to unleash the wrath of the cosmos is better than most.
Prerequisites: At least one ability that deals cosmic damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [cosmic] damage. This effect does not allow you to break the damage cap.
When you hit a creature with an ability with the [cosmic] descriptor, reduce that creature's Initiative by 2.

 

TURBULENT THOUGHTS [Energy]
Your mental assaults leave your targets reeling.
Prerequisites: At least one ability that deals psychic damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [psychic] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [psychic] descriptor suffer a -2 feat penalty to Determination until the end of your next turn.

 

UMBRAL TAINT [Energy]
Your ability to manipulate shadow restricts the vision of those you touch.
Prerequisites: At least one ability that deals shadow damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [shadow] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [shadow] descriptor treat all creatures beyond 20 feet as having concealment until the end of your next turn.

 

VENOMOUS BACKLASH [Energy]
Your poison abilities are insidious.
Prerequisites: At least one ability that deals poison damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [poison] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [poison] descriptor take potency 2 poison damage whenever they make an opportunity attack until the end of your next turn.

 

WITNESSED TRUTH [Energy]
Your command over holy power leaves your enemies shaken.
Prerequisites: At least one ability that deals holy damage.
Benefit: You gain a +1 feat bonus to the damage potency of any effect you produce that deals [holy] damage. This effect does not allow you to break the damage cap.
Creatures you hit with an ability with the [holy] descriptor suffer a -2 feat penalty to Will until the end of your next turn.