Like I said, those do not work like the power attack templates; they don't multiply the regular attacks' cooldown/attack power/etc. They are dedicated action components defined specifically for each weapon.
Harvest Time (Scythe): 1 second buildup, energy cost 40, attack power 23, critical chance +10%, critical multiplier 10, cooldown 3.5
Bite (Venomfang Pick): 1 second buildup, energy cost 30, attack power 10, pure poison damage, no stat bonus to damage, accuracy +50, causes poison status, cooldown 4.5, sucks
Leech (Backbiter): 1 second buildup, energy cost 25, attack power 20, accuracy +20, cooldown 4.5
Leech (Boneblade): 1 second buildup, energy cost 25, attack power 35, accuracy +20, cooldown 4.5
- Both Leech attacks, upon hitting a monster, heal the champion for 70% (Backbiter) or 50% (Boneblade) of the damage done if the monster is not a construct, elemental, or undead. If the monster is undead, the champion is damaged for 70% (both weapons) of the damage done ("
Backlash"). If the monster is a construct or elemental, nothing happens. The monster is always damaged normally.
Power Throw (Throwing Axe): 1 second buildup, energy cost 30, attack power 36, armour pierce 10, cooldown 5
- If you have throwing master, the offhand weapon is thrown normally (it doesn't benefit from the power throw).
Sleep Dart (Blowpipe): 1 second buildup, energy cost 25, attack power 5, cooldown 6, fires sleep dart
- If a sleep dart hits a monster it will set the value of its "sleep" condition to 20 (seconds), regardless of its current value.
- Sleeping monsters do not act, but damaging them will remove the condition.
Repeat Fire (Repeater): 1 second buildup, energy cost 30, attack power 17, 6 attacks at 0.15 second intervals, jam chance 15%, cooldown 6
Reload (Dragonbreath Revolver): 1 second buildup, energy cost 0, sets loaded ammo count to 6 (consuming as many pellets as necessary)
Big Shot (Hand Cannon): 1 second buildup, energy cost 50, attack power 120, backfire chance 15%, cooldown 6
- Upon attacking, if the party is not moving, they will be knocked backwards 1 square.
This can be used to move in mid-air on levels with multiple elevations, and even cross gaps (but not pits).
- If this knockback causes them to hit a wall, or anything else prevents them from moving, the back two party members will take 1d5 damage each.
Volley of Stars (shuriken): 1 second buildup, energy cost 30, attack power 14 (that's not a typo, it really is 1 higher than the regular attack power), 3 attacks at default repeat interval (0.2 seconds?), spread of 0.4 (whatever that means)
Spit (Serpent Staff): 1 second buildup, energy cost 15, cooldown 4, casts Open Serpent Door at power level 1
- Bonus fun fact: The Serpent Staff's regular melee attack has a 20% chance to poison monsters it hits. Nobody knows this.
Meteor Storm (Meteor Hammer): 1 second buildup, energy cost 50, charges 9, cooldown 10, casts Meteor Storm at power level 5
Fireball (Fireblade): 1 second buildup, energy cost 25, charges 9, cooldown 5, casts Fireball at power level 4
Lightning Bolt (Lightning Blade): 1 second buildup, energy cost 25, charges 9, cooldown 5, casts Lightning Bolt at power level 4
Lightning Bolt (Stormseed Orb): 1 second buildup, energy cost 25, charges 9, cooldown 0, casts Lightning Bolt at power level 1
Shock Arrow (Lightning Bow): 1 second buildup, energy cost 30, attack power 30, pure shock damage, cooldown 4.5
Shock (Lightning Rod): 1 second buildup, energy cost 25, charges 9, cooldown 5, casts Shock at power level 3
Poison Bolt (Venom Edge): 1 second buildup, energy cost 25, charges 9, cooldown 5, casts Poison Bolt at power level 3
Poison Bolt (Shaman Staff): 1 second buildup, energy cost 25, cooldown 5, casts Poison Bolt at power level 3
Dispel (Acolyte Staff): 1 second buildup, energy cost 40, cooldown 0, casts Dispel at power level 3
Cloud of Nightmares (Wand of Fear): 1 second buildup, energy cost 30, cooldown 5, casts Cause Fear at default power
Heal (Crystal Shield): 2 second buildup, energy cost 50, charges 9, cooldown 0, casts Heal at default power
Fire Shield (Meteor Shield): 2 second buildup, energy cost 30, charges 9, cooldown 0, casts Fire Shield at default power
Light (Orb of Radiance): 1 second buildup, energy cost 25, cooldown 0, casts Light at default power
Invisibility (Silver Scepter of Isochronos): 1 second buildup, energy cost 40, cooldown 0, casts Invisibility at default power
Force Field (Jeweled Scepter of Ruling): 1 second buildup, energy cost 35, charges 5, cooldown 0, casts Force Field at power level 9
Disintegrate (Wizard's Virge): 1 second buildup, energy cost 80, cooldown 0, casts Disintegrate at default power
Again, ignore the item's regular attack when thinking of these. Harvest Time does not have +15% critical chance total, it has +10% critical chance. Bite has no armour piercing. And so on.
I don't know of any ability called Lightning Ball.