In my head canon, the vet temp powers are built out as pool powers. This is like a rough sketch, trying to have fun with the potential of the vet power so just dreaming a bit here.
Ghost Slaying Axe
Swing (existing attack w/ HP steal)
Rune of Night (tap the mystic properties of the axe to imbue your next few attacks with dark energy, debilitating your foes
(self +acc, foe -to-hit)
Cursed Blade (by channeling specific runic energy through the blade, you can possess your foe)
(moderate damage, foe chance to-confuse) [the idea is that as long as you are attacking a single foe, there is a chance that single foe will be confused, but sustaining the confuse takes multiple hits]
Scythe (with a burst of power, the blade leaves your grasp and attacks a few foes at range before returning to your hand)
(ranged cone attack, self +HP steal, foe -to-hit)
Spectre (this attack does does moderate damage and debilitates your foe. Synergy; if you have trained Scythe and Rune of Night, this attack has a chance to extract the spirit of your foe on defeat. The spirit will follow you for a short time, granting you some protection while debilitating your foe)
(mod dam, foe -res, special (summon spectre: self +def, +dam, foe +fear, -recov)
Sands of Mu
Dark Flurry (existing attack)
Tendrils (the sands of mu follow your will, attacking a foe at range. The sands will linger after the brunt of the attack, debilitating foes near your target)
(mod neg/lethal DoT, foe -to-hit, foes -def)
Plume (the power of the sands will extract endurance from the foes around you and granted you a stack of absorb. When depleted, this causes a small burst of energy)
(pbaoe minor dam, self +absorb(# of foes in melee range), +special(pbaoe moderate neg/fire dam on absorb @ 0)
Zephyr (by channeling the sands around you, you can glade swiftly over terrain, while at rest the swirling sands provide you some protection form incoming attacks)
(self +glide(travel power reskin?), if speed = 0, +def(all)
Dunerush (protect yourself and your allies by sending a focused force of the Sands towards oncoming enemies, knocking them back and weakening their offensive strength)
(ranged cone, foe +kb/kd, -rech - recov)
Nemesis Staff
Staff Bolt (existing attack power)
Power Swing (with a might swing of the staff you slam a foe with full force, knocking them into the air)
(single target foe dam, +ku/kd)
Wind-Up Blast (the gears of the staff spin at incredible velocity, releasing a concentrated boll of energy that explodes on contact with your foe, stunning nearby foes)
(ranged attack mod energy/smash dam, foes +stun)
Wind-Up Crash (after the gears reach peak velocity with concentrated energy, slamming the staff into the ground breaks the momentum and releases protective energy around you)
(self +res, team -immob -slow, +mezres)
Power Swing (with a might swing of the staff you slam a foe with full force, knocking them into the air)
(single target foe dam, +ku/kd)
Extraction Beam (the strange energy of the nemesis staff can be used to weaken a targeted foe)
(ranged foe -res, -recov, - speed)
Blackwand Staff
Lesser Hex (existing attack)
Spellbash (this attack strikes a foe with arcane force, sending them flying. Repeated attacks can stun most foes)
(melee single target mod smash/psi dam, foe +kb/kd, +stun)
Blackflame Sigil (using the blackwand's formidable powers, you cast a sigil on the ground that erupts in blackflame, damaging your foes and causing them to tremble in fear)
(targeted aoe mod toxic dam, mod fire DoT, foes +terrorized)
Transumtation (the power of the blackwand wraps an ally in a protective aura which converts some damage against them into endurance for you. The first attack grants you a small +rech boost)
(ally +def, +rez, +speed, self +end(from attack dam), +special(first strike on ally after cast that lands -1.5sec to all powers under recharge)
Greater Hex (this power engulfs a foe in magical energy, causing them damage over time while ensnaring them, with a chance to bring them under your power)
(single target range attack, mod dark/toxic DoT, foe +confuse, -speed)