Heatwave

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Heatwave [Major] by Iczer

'Is it hot in here or is it just me?'

The character can produce waves of debilitating heat.

1) Heat waves: His most potent ability, this allows the character to simply crank up local ambient temperature. an area 30 feet across (+10 feet per level) becomes like an oven. the scorching heat causes dizziness and dehydration, as the character simply bombards the area with baking heat. Every living thing in the area takes 2D4 damage every melee round. after one melee round, every living target must make a saving throws (14+ PE bonuses apply) or become fatigued from the heat and dehydration. the saving throw worsens by 1 every second round after that. It is difficult to see inside the heat haze. Anyone with real eyes (IE not protected) will find themselves at -2 to all combat manoevres. even those firing into the done from outside will find that targets are blurry and also suffer a -2 to strike.
The dome of heat requires one action per melee round to maintain but other actions are unaffected, though Spd is halved. The dome follows the character.

2) Bolts of heat: The character can launch scorching heat bolts, inflicting 2D6 damage +1d6 per level out to 60 feet (+20 feet per level) with a +2 to strike. If the character is maintaining his heatwaves, the damage is scaled up by 1D6. If the target is within the heat wave dome the damage is scaled up by an additional 1d6 again. Each heat blast requires one action.

3) Immunity to fire and heat: In addition, he is resistant to fatigue, and is adapted to great heat. He is resistant to blindness from light or heatwaves, and can sustain himself on minimal water even in the driest climates. The character also takes half damage from plasma and lasers.

4) Scorch: The character can start fires within his heat dome by expending an action. Any readily available, and flammable object ignites in a few quick seconds (is the equivalent to a lighter. He can ignite the air in his dome as well. This inflicts 6D6 damage from heat and flames, and knocks back everyone in the vicinity (refer to knockback attack and compare the damage to the target). This cancels the dome and takes 2 actions to perform. the dome cannot be restarted for 1d4 melee rounds.

5) Other bonuses: +25 SDC