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Maemo/MeeGo vs. Android vs. iOS vs. Symbian vs. Wi

Weird tales

Maemo/Meego:
Sorcerer Attack 13
You call upon the moon and gain a fraction of its strength. Using it, you reach out and clutch your foe in a cold cage.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is restrained until the end of your next turn.
Cosmic Magic: If you use this power while you are in the phase of the moon, the attack deals extra damage equal to your Strength modifier.

Android:
Sorcerer Attack 1
A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through.
At-Will Arcane, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier radiant damage.
Level 21: 2d4 + Charisma modifier radiant damage.
Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier.

iOS:
Sorcerer Attack 1
A ray of cold moonlight shines down from above, momentarily disorienting your opponent.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target cannot shift until the end of its next turn.
Cosmic Magic: The target takes a –1 penalty on attack rolls until the end of its next turn.

Windows Phone 7:
Sorcerer Attack 1
You access the variety of cycles within the cosmos, randomly pulling out a fundamental force to blast your enemy’s mind.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Roll a d6 to determine the attack’s addtional benefit.
1–2: The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
3–4: The target is slowed (save ends).
5–6: The target is dazed (save ends).
Cosmic Magic: You choose the attack’s additional benefit instead of rolling.
Miss: Half damage.

Palm:
Sorcerer Attack 13
The stars send shafts of light down upon your foe, blasting its mind and leaving it confounded.
Encounter Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. Until the end of your next turn, the target cannot take immediate actions or opportunity actions.
Cosmic Magic: If you use this power while you are in the phase of the stars, the target is dazed until the end of your next turn.

Symbian:
Sorcerer Attack 23
With the force of the solar tide, you blast your foe with a gout of energy that requires both endurance and quickness to withstand.
Encounter Arcane, Implement, Psychic, Radiant
Standard Action Ranged 20
Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier radiant damage.
Cosmic Magic: If you hit with both attacks, you can change your phase in the cosmic cycle to the phase of the sun or the phase of the stars.
Let the OS War Begin!!!!!


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