Create Elemental Entity: Water Wave

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Create Elemental Entity: Water Wave (Major) by Stone Gargoyle

1. Elemental Entity: The character can generate an artificial water wave/spout that is self-aware. It will follow the commands of the character generally,but may do as it sees fit. The water represents thousands of gallons of water.

Range: The body of water is created within a range of a maximum distance of 300 feet from the character, plus 30 feet per level of experience, and cannot move any further than that from the character. The area around the water entity will be slick if it is traveling on dry land, so the area around the water entity will be slick. All those within ten feet of the water entity, or in an area where the water entity has traveled within the last ten minutes, must make balance checks to avoid losing balance and all in the area of effect are reduced to half their regular movement speed (if walking).
Duration: Concentration, up to 10 minutes per level of experience. The water will disappear if the character loses concentration or is knocked unconscious.
Attacks: Uses 2 melee attacks/actions to create and one attack/action per melee round to maintain. The water entity will itself have five attacks which it may use to attack opponents, but if the character orders the water entity to attack, it uses up the character's attacks equal to those for the type of attack.
Movement Speed: The water entity will move at a speed equal to the character's ME attribute number.
Damage: Varied based on type of attack (see below).
Weight Limits: The water can carry a weight in pounds equal to the character's ME attribute number X10.

2. :Water Slam: The body of water can slam an opponent for 4d6 damage if the opponent is within ten feet of the water entity. This type of attack uses two melee attacks/actions. A water slam has the potential to push an opponent away 2d4 feet, knocking them down, or pushing them under the water, in which case an opponent would have to attempt to get out of the water before drowning. If knocked out by the attacks and pulled under, there is a good chance the opponent will drown (depending on how lethal the attacks are in your game).

3. Water Bolts: The water can attack by firing a stream of water at an opponent. The impact is about twice as hard as a normal punch.

Range: 30 feet plus 10 feet per level
Damage: 2d4 +1 per level
Duration: Instant
Attacks: Counts as 1 melee attack/action.
Bonus: +1 to strike

4. Surfing: The character gets the Surfing skill automatically with this power, which he can use at other times even when not in conjunction with this power. The character can ride the water entity by making a successful surfing skill check. A successful surfing skill roll will allow the character balance on a board in the water to ride it.

Bonuses:
Sense of Balance: 50%, +3% per level
+2 to roll with punch, fall or impact
+30% base swimming ability or adds +5% to the swimming skill
+1 PS
+1 PP
+1 PE
+2d4 SDC