Also, I need to know how to handle weird-o powers like "Prismatic Beams" (page 165). In that power, you roll one attack vs each creature in a blast, but, instead of comparing it to just one defense (like normal), you compare it to all three. It has hit effects for all 3 defenses, and it's an all, some, or none kind of thing. So do I just fill that out like secondary and tertiary attacks, like so:
<power>
<name>Prismatic Beams</name>
<level>15</level>
<source>Wizard</source>
<flavor>Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.</flavor>
<type>Daily</type>
<keywords>Arcane, Fire, Implement, Poison</keywords>
<action>Standard</action>
<attackTypeAndRange>'Close burst 5'</attackTypeAndRange>
<target>Each enemy in burst</target>
<attack>'Intelligence'</attack>
<attackModifier></attackModifier>
<defense>Fort</defense>
<hit>If the attack hits the target's Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).</hit>
<hitDamage>'2d6'</hitDamage>
<hitDamageModifier>root.int.currentMod</hitDamageModifier>
<secondaryTarget>Same Creature</secondaryTarget>
<secondaryAttack>'Intelligence'</secondaryAttack>
<secondaryAttackModifier>root.int.currentMod</secondaryAttackModifier>
<secondaryDefense>Ref</secondaryDefense>
<secondaryHit>If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).</secondaryHit>
<secondaryHitDamage>'2d6'</secondaryHitDamage>
<secondaryHitDamageModifier>root.int.currentMod</secondaryHitDamageModifier>
<tertiaryTarget>Same Creature</tertiaryTarget>
<tertiaryAttack>'Intelligence'</tertiaryAttack>
<tertiaryAttackModifier>root.int.currentMod</tertiaryAttackModifier>
<tertiaryDefense>Ref</secondaryDefense>
<tertiaryHit>If the attack hits the target's Will defense, the target is dazed (save ends).</tertiaryHit>
<special>You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.</special>
</power>
Or do I use the second and third descriptors, but leave off the attack like so:
<power>
<name>Prismatic Beams</name>
<level>15</level>
<source>Wizard</source>
<flavor>Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.</flavor>
<type>Daily</type>
<keywords>Arcane, Fire, Implement, Poison</keywords>
<action>Standard</action>
<attackTypeAndRange>'Close burst 5'</attackTypeAndRange>
<target>Each enemy in burst</target>
<attack>'Intelligence'</attack>
<attackModifier></attackModifier>
<defense>Fort</defense>
<hit>If the attack hits the target's Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).</hit>
<hitDamage>'2d6'</hitDamage>
<hitDamageModifier>root.int.currentMod</hitDamageModifier>
<secondaryDefense>Ref</secondaryDefense>
<secondaryHit>If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).</secondaryHit>
<secondaryHitDamage>'2d6'</secondaryHitDamage>
<secondaryHitDamageModifier>root.int.currentMod</secondaryHitDamageModifier>
<tertiaryDefense>Ref</secondaryDefense>
<tertiaryHit>If the attack hits the target's Will defense, the target is dazed (save ends).</tertiaryHit>
<special>You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.</special>
</power>
or do I just do one attack and dump everything weird in the "notes" field?