Name: Light Control [Darkness Control]
Primary/Secondary or Pool: Primary for Controllers [Dominators]
Archetypes: Controllers [Dominators]

[Light Control, if reversed, is Dark Control. Both would have similar effects. Light Control would do Energy, and occasionally Fire, damage. Dark Control would do Negative Energy, and occasionally Cold, damage. Both would give the same -Acc side-effect.]

1) Prison of Light - as the Illusion effect Blind, but with a different graphic (a beam of light streaks from the users outstretched hand, and crisscrossing beams of light appear briefly around the target), with foes staggering as if Disoriented for the duration (representing them being trapped in an illusory worldscape for the duration).

[Or shrouded in darkness, with the darkness clinging to them like Dark Armor, and the power's name changed to Oubliette.]

2) Strobe - creates a pulsing cone of light that induces epileptic fits in all who are exposed to it, causing minor DoT damage and disorientation for the duration.

[Or paralyzed with night terrors by the dark version, with howling 'Gloom' skulls of darkness circling around the victim or the screaming faces of a Blind recipient surrounding them. Power name, Glimpse of Night.]

3) Laser - moderate damage Energy/Fire-based attack on a single target that Disorients ('blinds') and has a powerful -Acc component capable of flooring accuracy on minions.

[Negative Energy/Cold based-for Darkness Control, called Blackray.]

4) Pulsar - a strobing explosion of colored light inflicts a modest damage Energy-based attack on an area that leaves targets debuffed in Accuracy and Defense.

[Negative Energy for Dark Controllers, with a pulsing sphere of dark energy appearing in the center of the area and exuding crawling black Death Aura-like mists, called Dark Energy.]

5) Blinding Flash - creates a dazzling flash of light centered on the user affecting 360 degrees around him, with the same effect as Fear and a strong -Acc debuff.

[Same effect, but targets are blinded by shrouds of darkness, called, appropriately, Shroud of Night.]

6) Pillar of Light - creates a field of light from the caster that causes all foes nearby to suffer greatly reduced accuracy, as they are near-blinded. This power must be maintained and costs Endurance while in effect. Foes penalties are greater when trying to attack the user of this power, and those nearest him suffer minor DoT (Energy) damage.

[Large field of chilling darkness with same effects, called Dark Tower.]

7) Flare - creates a distracting flash of light that Taunts all mobs near its impact point (created via ground target, as with Teleport Foe) to that site, and causing them to ignore any other potential opponent within aggro range for a few seconds while the Flare pulses it's Taunts.

[Creates a Shadow Twin doppleganger that attracts aggro]

8) Sunburn - moderate Fire-based DoT damage in an area, all foes have reduced Accuracy as they cannot see their targets clearly.

[Graveyard Mists do Cold damage and obscure vision]

9) Incandescence - the target mob radiates a blinding aura that debuffs Accuracy and takes moderate Energy/Fire DoT damage for a time.

[Target mob radiates a chilling aura that penalizes allies and damages him, called Chill of the Void.]