Test Page 12
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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]
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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. |