All damage done by the aura will drain one point of energy per %0.2f points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add %0.2f physical damage to its hits.
When deactivated, if you have at least %d energy, a massive spike of kinetic energy is released as a range %d beam, smashing targets for up to %d physical damage and sending them flying.
#{bold}#Activating the aura takes no turn but de-activating it does.#{normal}#
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.]]):
All damage done by the aura will drain one point of energy per %0.2f points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add %0.2f fire damage to its hits.
When deactivated, if you have at least %d energy, a massive spike of thermal energy is released as a conical blast (radius %d) of superheated air. Anybody caught in it will suffer up to %d fire damage over several turns.
#{bold}#Activating the aura takes no turn but de-activating it does.#{normal}#
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.]]):
All damage done by the aura will drain one point of energy per %0.2f points of damage dealt.
If you have a conventional weapon in your psionically wielded slot, this will add %0.2f lightning damage to its hits.
When deactivated, if you have at least %d energy, a massive spike of electrical energy jumps between up to %d nearby targets, doing up to %d lightning damage to each with a 50%% chance of dazing them.
#{bold}#Activating the aura takes no turn but de-activating it does.#{normal}#
To turn off an aura without spiking it, deactivate it and target yourself.]]):