Oxygen Deprivation
Oxygen deprivation [Major] by Iczer
'What's a matter Vile evildoer? Having problems catching your breath?'
The character can destroy oxygen, in part or in whole depending on the application he wishes to use.
As an assault on the environment, the character can reduce the oxygen in an area 5 feet (+2 feet per level) across, up to 30 feet away (+10 feet per level) by 100%. This effect lasts only a moment (surrounding air will circulate soon enough...unless it's a sealed room). People in the area will find themselves experiencing momentary discomfort (make a saving throw 12+, PE bonuses apply or lose one action and initiative). Fire in the area will be snuffed out without oxygen to burn, though may reignite if not applied again.
The character can vary the effect by expanding the radius. Every 5 extra feet of radius reduces the oxygen destruction by 10%. A first level character could reduce the oxygen in a 10 foot area by 90%, or a 30 foot radius by 50%. Each 10% less oxygen deprivation directly affects fires (fire reduced by 50% for example) or adds a +1 to the relevant saving throw.
Targeting an individual is little more deadly.
Reducing a target's oxygen intake, requires the character to select a target with 80 feet and within line of sight. The character;s speech becomes difficult and his throat becomes dry, and he must make a saving throw vs Fatigue (14+ PE bonuses apply) or become fatigued. A fatigued character suffers -2 to initiative, -2 to spd, -1 attack per melee round and -10% to skill usage. A fatigued target can perform strenuous activity for one melee round per PE point before passing out, but can last five times as long if sitting still and trying to recover. Each use of this power takes one action to perform, and another one to maintain each round.
Destroying the oxygen in a target's lungs and bloodstream is more difficult. The target, as described above makes a saving throw (14+ PE bonuses apply). Failure means he takes 4D6 HP damage. Oxygen in his bloodstream is destroyed automatically causing the target to suffer from oxygen deprivation. He loses an attack from the shock and loses initiative. Furthermore, if the target's next action is not spent trying to recover, he loses another 2D6 HP. If the target saves, the oxygen in his lungs is destroyed, causing a little pain and causing him to gasp for breath (loses initiative and one attack).
This nastier, deadly form of attack counts as 3 melee actions and can be performed only once per round.
Other abilities: The character can use this power to attempt to parry wind or air attacks. He expends an action and rolls a parry (he has +4 for this) if successful, a single wind based power or attack is momentarily halted.
If this power is used on a target transformed into air (or mist or gas, but not smoke or ash) then the target takes 2D4x10 damage, and if possible, must make a saving throw (16+) or transform back into his normal form.