Ideas for feats or powers

Post/Author/DateTimePost
#1

stunspore

Oct 11, 2008 14:39:07
Perhaps like Star Wars where people can pick Light or Dark side powers, wizards can pick abilities for any alignment.

Magic of Darkness - level 11th

Darkness forms a cloud over the the target and yourself, forming a damaging aura around the former and protecting the latter.

Encounter - Arcane, Alignment
Standard Action Range 20 squares and personal
Target: A single enemy
Attack: Intelligence vs. Will
Target is dealt 2d6 necrotic damage. Until next turn, you have darkness in your square with concealment, and target has darkness in his square. Target also has aura 1. Any enemies within the aura until next turn takes 1d6 necrotic damage.
Miss : You have darkness in your square, concealment and can see through the darkness. This effect at the end of your turn.
#2

stunspore

Oct 11, 2008 14:50:34
Also, you can see from the darkness you made in your square. Do comment!
#3

stunspore

Oct 11, 2008 15:09:17
Heroic tier:

Reserves of Strength: Special : Use once per encounter
Expend a healing surge. You deal extra 1d6 damage on your next attack. At 11th level and above you deal extra damage 1d6 + int modifier. At 20th level and above, you instead deal 2d6 + int modifier.

Perhaps better as a utility power ?
#4

stunspore

Oct 11, 2008 16:58:20
Magic of Hunger and Pain
WOHS Level 20 Attack

Daily - Arcane, Implement, Necromantic, Psychic
Standard Action - Area burst 3 within 20 squares
Target - Each enemy in burst
Attack - Int vs. Fort
Hit : Deals 5d6 of Necromantic and Psychic damage. Until end of turn, target expends twice the amount of healing surges that would be used, if the target can't, no healing surge is expended and no effect occurs. Each time target expends a healing surge, you gain 5 temporary hit points.
Miss : Deals 1/2 damage, and target loses a healing surge and has ongoing 5 psychic damage.