Novice Power Matrix - Public
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OriginNameNoviceActionRangeTargetAttackHitEffect
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AndroidMachine GripAt-WillStandardM1One creatureInt + lvl vs. Ref1d10 + Int mod + 2x lvl physical damage, and the target is immobilized until the start of your next turn. If you move to a square that isn't adjacent to the target, the immobilization ends.
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CockroachEau de RoachAt-WillStandardM1One creatureCon + lvl vs. Fort2d8 + Con mod + 2x lvl acid damage, and you push the target 1 square
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DoppelgangerDouble TroubleAt-WillStandardCreate duplicate of yourself in an unoccupied square within 5 squares of you. The duplicate acts in the initiative order directly after you and can take all the actions that you can take (including unspent powers from your second Origin, however if an Origin power is used by the doppelganger, it is also considered used by you), except that it can't use doppelganger powers, Alpha Mutations or Omega Tech. It's statistics are the same as yours, except that it has only 1 hit point. Your duplicate disappears when it drops to 0 hit points or at the end of your next turn.
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Notes: Added clarification that the doppelganger duplicate CAN use any of your other Origin powers that are not currently expended for your character. If the duplicate uses an Origin power that is an Encounter power, that power is also expended for your character.
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ElectrokineticElectric BoogalooAt-WillStandardM1One creatureWis + lvl vs. Fort1d10 + Wis mod + 2x lvl electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
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EmpathVitality TransferEncounterStandardR3One creatureChr + lvl vs. FortTarget is weakened until the end of your next turn. In addition, you or one ally within 5 squares of you gains temp hp equal to your Con mod.
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EmpathVitality TransferAt-WillStandardR3One creatureChr + lvl vs. FortTarget is dazed until the end of your next turn. In addition, you or one ally within 5 squares of you gains temp hp equal to your Con mod.
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Notes: Weakened too powerful for an At-Will, changed to dazed. Compare to Temporal Origin which grants dazed as At-Will and Mythic which grants 5 temp hp as At-Will
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FelinoidSlashing ClawsAt-WillStandardM1One creatureDex + lvl vs. RefMake attack 2 times. Hit (one attack): 1d6 + Dex mod + 2x lvl physical damage. Hit (both attacks):
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GiantBrickbatEncounterStandardCB1Each enemy in burstStr + lvl + weap acc vs. AC1[W] + Str mod physical damage, you knock the target prone
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GiantBrickbatAt-WillStandardCB1Each creature in burstStr + lvl + weap acc vs. AC1[W] + Str mod physical damage, you knock the target prone
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Notes: Compare to Seismic which affects each creature in burst as At-Will
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Gravity ControllerGravitational PulseAt-WillStandardR10One creatureCon + lvl vs. Fort1d10 + Con mod + 2x lvl physical damage, and the target is slowed until the end of your next turn.
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HawkoidTerrifying ShriekEncounterStandardCB2Each creature in burstWis + lvl vs. Will1d6 + Wis mod + lvl psychic damage, slide target 1 square
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HawkoidTerrifying ShriekAt-WillStandardCB1Each creature in burstWis + lvl vs. Will1d6 + Wis mod + lvl psychic damage, slide target 1 square
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HawkoidWing BuffetAt-WillStandardCblast 3Each creature in blastWis + lvl vs. Will1d6 + Wis mod + lvl physical damage, slide target 1 square
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Notes: Reduce burst size to CB1. Compare to other CB1 At-Wills that affect creatures in burst. Also created additional alternative for Hawkoids that resemble more of a Hawkman, making the shriek less attractive, and also filling in a dearth of Close Blast powers.
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HypercognitiveUncanny StrikeEncounterStandardM or ROne creatureWis + lvl + weap acc vs. AC1[W] + Wis mod + lvl physical damage, and target grants combat advantage until the end of your next turn
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HypercognitiveUncanny StrikeAt-WillStandardM or ROne creatureWis + lvl + weap acc vs. AC1[W] + Wis mod + lvl physical damage, and target grants combat advantage until the end of your next turn
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Notes: Compare to Nightmare At-Will which also grants combat advantage in addition to -2 attack rolls
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Mind BreakerPsychic AssaultAt-WillStandardR20One creatureChr + lvl vs. Will1d10 + Chr mod + 2x lvl psychic damage
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Mind CoercerMental PushAt-WillStandardR10One creatureChr + lvl vs. WillChr mod psychic damage, and the target makes a basic attack as a free action against a creature of your choice.
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PlantLashing CreepersEncounterStandardCB2Each enemy in burstCon + lvl vs. Ref1d6 + Con mod + lvl physical damage, and the target is slowed until the end of your next turn
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PlantLashing CreepersAt-WillStandardCB1Each enemy in burstCon + lvl vs. Ref1d6 + Con mod + lvl physical damage, and the target is slowed until the end of your next turn
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Notes: Reduce burst size to CB1. Compare to Fungoid At-Will which also affects each enemy in burst.
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PyrokineticFiery FlareAt-WillStandardR5One creatureWis + lvl vs. Ref2d8 + Wis mod + 2x lvl fire damage
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RadioactiveRadiation EyesAt-WillStandardR5One creatureCon + lvl vs. Fort1d10 + Con mod + 2x lvl radiation damage, and the target takes a -2 penalty to all defenses until the end of your next turn
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Rat SwarmSwarm!EncounterStandardM1One creatureDex + lvl vs. Ref1d8 + Dex mod + 2x lvl physical damage, and the target is immobilized until the end of your next turn
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Rat SwarmSwarm!At-WillStandardM1One creatureDex + lvl vs. Ref1d8 + Dex mod + lvl physical damage, and the target is immobilized until the end of your next turn
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Notes: Reduce 2x lvl damage bonus to 1x lvl damage bonus. Compare to Arachnoid At-Will which also immobilizes until the end of your next turn.
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SeismicSeismic StompAt-WillStandardCB1Each creature in burstStr + lvl vs. Fort1d6 + Str mod + lvl sonic damage, and you knock target prone
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SpeedsterQuick AttackEncounterStandardM or ROne creatureDex + lvl + weap acc vs. AC1[W] + Dex mod + lvl physical damage, and you shift 2 squaresYou can shift 2 squares before the attack.
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SpeedsterQuick AttackAt-WillStandardM or ROne creatureDex + lvl + weap acc vs. AC1[W] + Dex mod + lvl physical damage, and you shift 1 squareYou can shift 2 squares before the attack.
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Notes: Reduced secondary shift to 1 square, this makes the power more offensive and a little less defensive.
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TelekineticTelekinetic WaveAt-WillStandardCblast 5Each creature in blastInt + lvl vs. Fort1d6 + Int mod + lvl force damage, and you push the target 3 squares
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TelekineticTelekinetic WaveAt-WillStandardCblast 3Each creature in blastInt + lvl vs. Fort1d6 + Int mod + lvl force damage, and you push the target 3 squares
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Notes: Close Blast 5 is over powered for an At-Will. Reducing to Close Blast 3.
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YetiBig ClawsEncounterMinorM1One creatureStr + lvl + 2 vs. AC1d10 + Str mod + 2x lvl physical damage, and the target is slowed until the end of your next turn
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YetiBig ClawsAt-WillStandardM1One creatureStr + lvl + 2 vs. AC1d10 + Str mod + 2x lvl physical damage, and the target is slowed until the end of your next turn
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Notes: Minor w/ no restrictions seemed broken, and not in line with the 'theme' of "Big Claws", ie. heavy hitter. Set to At-Will as a Standard action. Power level seems adequate compared to other At-Wills
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Human, EnginerredBold AttackAt-WillStandardM or ROne creaturelvl + 4 + weap acc vs. AC1[W] + lvl physical damage, and you choose an ally within 5 squares of you. That ally makes a basic attack as a free action
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AIBlue Screen of DeathAt-WillStandardCblast 3Each creature in blastInt + lvl vs. Will1d10 + Int mod + lvl psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn
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AlienAlien EngineeringAt-WillStandardM1You or one allyThe target's next weapon attack before the end of the encounter gains a +2 bonus to the attack roll and deals 5 + your Int mod + lvl extra radioactive damage
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AlienAlien EngineeringAt-WillStandardM or ROne creatureInt + lvl + weap acc vs. AC1[W] + lvl physical damage, and 5 + 1/2 lvl extra radioactive damage, and you gain a +1 power bonus to your next attack roll against the target before the end of your next turn
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Notes: Alternative At-Will for those that do not wish to share their Alien Engineering gift with the masses. Cuts the benefit in half and the benefit can't be applied to an ally's equipment, but you can use this power to attack every round.
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ArachnoidToxic WebsAt-WillStandardB1 in 10Each creature in burstDex + lvl vs. Ref1d8 + Dex mod + lvl poison damage, and the target is immobilized until the end of your next turn
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CryokineticIcy GraspAt-WillStandardM touchOne creatureChr + lvl vs. Fort1d6 + Chr mod + 2x lvl cold damage, and the target is slowed until the end of your next turn. If the target is already slowed, it takes 1d6 extra cold damage
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EctoplasmicEctoplasmic PlungeAt-WillStandardM touchOne creatureWis + lvl vs. Ref2d8 + Wis mod + 2x lvl psychic damage. You shift 2 squares to any unoccupied square adjacent of the target
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EntropicDisrupting TouchAt-WillStandardM touchOne creatureChr + lvl vs. Fort2d8 + Chr mod + 2x lvl necrotic damage, and your attacks deal 5 extra necrotic damage to the target until the end of your next turn
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ExplodingControlled DemolitionAt-WillStandardCB2Each creature in burstCon + lvl vs. Ref1d6 + Con mod + lvl fire and sonci damage, and you push the target 1 square. If you're bloodied, this attack deals 1d6 extra damage
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ExplodingControlled DemolitionAt-WillStandardCB1Each creature in burstCon + lvl vs. Ref1d6 + Con mod + lvl fire and sonci damage, and you push the target 1 square. If you're bloodied, this attack deals 1d6 extra damage
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ExplodingHere, Catch!At-WillStandardAB1 in 10Each creature in burstCon + lvl vs. Ref1d6 + Con mod + lvl fire and sonci damage, and you push the target 1 square. If you're bloodied, this attack deals 1d6 extra damage
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Notes: Close Blast 2 is over powered in comparison to other At-Wills. Reduced to CB1. Added a third option currently being used by an Exploding / Regenerator character who rips off a finger or an ear and throws it at a group of enemies.
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FungoidToxic SporesAt-WillStandardCB1Each enemy in burstCon + lvl vs. Fort1d6 + Con mod + lvl poison damage, and the target grants combat advantage until the end of your next turn
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GelatinousParalytic GooAt-WillStandardM1One creatureStr + lvl vs. Fort1d8 + Str + 2x lvl acid damage, and the target is slowed until the start of your next turn
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MagneticLodestone LureAt-WillMinorM5One creatureDex + lvl vs. Fort1d8 + Dex mod + 2x lvl electricity damage, and you pull the target 3 squares
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MagneticLodestone LureAt-WillStandardM5One creatureDex + lvl vs. Fort1d8 + Dex mod + 2x lvl electricity damage, and you pull the target 3 squares
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Notes: At-Will minor with no restrictions is definitely broken. Changed to Standard action. Power level seems adequate compared to other At-Wills
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MythicMythic StrikeAt-WillStandardM or ROne creatureChr + lvl + weap acc vs. AC1[W] + Chr mod + lvl physical damage, and one ally within 5 squares of you gains either a +2 bonus to saving throws until the start of your next turn, or 5 temporary hit points
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NightmareFear ManifestedAt-WillStandardR10One creatureInt + lvl vs. Will1d8 + Int mod + 2x lvl psychic damage, and until the end of your next turn, the target grants combat advantage and takes a -2 penalty to attack rolls
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PlaguebearerInfected TouchAt-WillStandardM1One creatureCon + lvl vs. Fort1d10 + Con mod + 2x lvl necrotic damage, and until the end of your next turn, the target is slowed and can't take immediate actions or opportunity actions. (If the target is taking ongoing damage, you gain a +2 bonus to the attack roll)
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PlasticStretchy ArmsAt-WillStandardM3One creatureDex + lvl + weap acc vs. AC1[W] + Dex mod + lvl physical damage, and you pull the target 2 squares
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PrescientThwarted DefenseAt-WillStandardM[W]One creatureWis + lvl + weap acc vs. AC1[W] + Wis mod + lvl physical damage, and the target can't shift until the end of your next turn
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ReanimatedNasty BiteAt-WillStandardM1One creatureStr + lvl vs. Fort2d6 + Str mod + 2x lvl physical damage. If you score a critical hit you also regain 5 + your lvl hit points
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ShapeshifterShapeshifter's FeintAt-WillStandardM[W]One creatureChr + lvl vs. Ref1[W] + Chr mod + lvl physical damage. If you change your form to resemble the target, you gain a +2 power bonus to all defenses until the end of your next turn while the target is within 2 squares of you. You assume the form of any Medium humanoid until you change form again. New form retains your stats, gear, armor and weapons. You can choose not to make the attack.
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ShapeshifterShapeshifter's FeintAt-WillStandardM[W]One creatureChr + lvl + weap acc vs. Ref1[W] + Chr mod + lvl physical damage. If you change your form to resemble the target, you gain a +2 power bonus to all defenses until the end of your next turn while the target is within 2 squares of you. You assume the form of any Medium humanoid until you change form again. New form retains your stats, gear, armor and weapons. You can choose not to make the attack.
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Notes: Melee weapon power should have weap acc reflected in the Attack roll
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SimianApe RageAt-WillStandardM or ROne creatureStr + lvl + weap acc vs. AC1[W] + 1d6 + Str mod + lvl physical damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn
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TemporalTemporal FugueAt-WillStandardM or ROne creatureWis + lvl + weap acc vs. Ref1[W] + Wis mod + lvl physical damage, and you teleport the target 4 squares, and the target is dazed until the end of your next turn
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WheeledMaximum OverdriveAt-WillStandardM[W]One creatureCon + lvl + weap acc vs. AC1[W] + Con mod + lvl physical damage, and the target takes a -2 penalty to attack rolls against your allies until the end of your next turn. Before the attack, you shift 2 squares
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Antimater BlasterAntimatter BlastAt-WillStandardR5One creatureWis + lvl vs. AC2d6 + Wis mod + 2x lvl physical damage, and the target takes a -2 penalty to all defenses until the end of your next turn
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DemonBlackfire 'PortAt-WillMinor (1/round)M2One creatureDex + lvl vs. Fort1d10 fire damage.You teleport 3 squares
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DemonBlackfire 'PortAt-WillMinor (1/round)M2One creatureDex + lvl vs. Fort1d10 fire damage.You teleport 1d3 squares
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Notes: At-Will minor w/ restriction of 1/round. No scaling damage. Other powers provide additional damage (lvl, 2x lvl) baked into the At-Will, so this Minor doesn't push character damage over the line. Added a bit of randomness to the teleport effect so it isn't perfectly "reliable" for positioning
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OctopoidLong Arms of the SeaAt-WillStandardM3One or Two creaturesInt + lvl vs. AC1d6 + Int mod + lvl physical damage, and the target is immobilized until the end of your next turn
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PhotonicGlowing BladesAt-WillStandardR10One creatureInt + lvl vs. Ref1d10 + Int mod + 2x lvl force damage, and you push the target 2 squares. Then, choose one ally within 3 squares of the target, the ally gains +2 power bonus to all defenses until the start of your next turn
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ReanimatorGraveyard SummonsAt-WillStandardCB5, M1One creatureWis + lvl vs. Ref1d10 + Wis mod + 2x lvl necrotic damage. A Medium animated corpse appears in an unoccupied square within the burst. The animated corpse is treated as an ally, stands as a free action, and acts in the initiative order directly after you. It has the same speed and defenses as you, it uses your abilities for attack rolls and checks, and it has 1 hit point. The corpse disappears when it drops to 0 hit points or at the end of your next turn. The corpse can make the listed attack as a standard action, or it can make basic attacks using a weapon.
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RegeneratorRevitalizing StrikeAt-WillStandardM or ROne creatureCon vs. AC1[W] + Con mod + 2x lvl physical damage. In addition, if you are bloodied, you regain 2 hit points
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RegeneratorRevitalizing StrikeAt-WillStandardM or ROne creatureCon + lvl + weap acc vs. AC1[W] + Con mod + 2x lvl physical damage. In addition, if you are bloodied, you regain 2 hit points
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Notes: Attack roll all kinds of nerfed, no scaling and no weap acc bonuses. Fixed.
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SaurianTyrannosaur ChargeAt-WillStandardM[W]One creatureStr + lvl vs. AC1[W] + Str mod + lvl physical damage. If you moved at least 2 squares during this action, you also push the target 1 square.You can move 6 squares before making the attack
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SaurianTyrannosaur ChargeAt-WillStandardM[W]One creatureStr + lvl + weap acc vs. AC1[W] + Str mod + lvl physical damage. If you moved at least 2 squares during this action, you also push the target 1 square.You can move 6 squares before making the attack
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Notes: Attack roll provided no weap acc bonus. Fixed.
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VampiricEyes of the VampireAt-WillStandardB1 in 10Each enemy in burstChr + lvl vs. Will1d8 + Chr mod + lvl psychic damage, and the target is slowed and takes a -1 penalty to Will until the end of your next turn. If you bloody a creature or reduce a creature to 0 hit points with this power, you gain temporary hit points equal to 2 + 1/2 lvl
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Color Key:Encounter PowersOver PoweredErrataSuggested Alternative Power
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Alternate Option mostly based on flavor
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Range Key:
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MMelee
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RRanged
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CBClose Burst
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CblastClose Blast
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BArea Burst
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Created by Venture73 aka Russ Brucks
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