Power Blossom

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Power blossom [Major] by Iczer

'bada bing badda BOOM!'

The character has the ability to create an arcing bolt of energy (type chosen upon character creation) that swerves and curves in large sweeping arcs before bouncing back to the character, essentially creating an area of destruction.

1) Area of effect: The power blossom fills an area some 20 feet in radius, centered on the character, plus 5 feet per level. Every target in the area will become subject to this power. The character can reduce this area down to as little as 10 feet in radius.

2) Bonus to hit: Special. No strike roll is necessary per se, but each target must dodge (14 or better) to avoid being struck. Objects with an AR of 13 or less will take full damage. The difficulty to dodge rises by 1 at levels 3,5,7,9,11,13 and 15.

3) Damage: 4d6 to every available target, +2 per level. In addition being struck by this power causes one of the following effects (chosen upon character creation):

  • Damaging: Inflicts an extra 2d6 damage
  • Stunning: Targets must make a saving throw (16+) or lose one action and initiative. electrical items may short out.
  • Force: Each struck target must save vs balance or be knocked over and 1d6 feet in a random direction. Unattended objects under 100 lbs will be sent 3d4 feet.
  • Combustive: Targets have a 30% chance of being set alight by this power (75% if already combustible).
  • Blinding/deafening: Character struck by this power must make a saving throw (16+) or be dazzled by the attack (blind or deaf for the rest of the melee round)
  • Penetrating: The attack ignores 3 points of AR on targets within the area.

4) Actions: It takes 2 actions to use this power (though see below)

5) Sustained storm: By concentrating and using up all his melee actions, the character can create a super storm effect. The power takes effect as normal, but continues for the entire round (and as long as he concentrates) 3 times per round this power will attack everyone in range, plus anyone touching the character while he concentrates on it will be automatically struck themselves.

6) Mini storm At 4th level, the character can create a kind of mini power blossom, and send it outwards. a mini storm resembles a little hurricane of power, 3 feet wide and 4 high. After creation, the character may send it outwards at a target. It can move up to 50 feet in an attempt to collide with a target, and inflicts 3d6 damage +1 per level of experience. Targets need to dodge (cannot parry but may attempt to block if able) scoring a 12 or better (+1 at levels 6,8,10,12 and 14) targets. The mini storm can just be left in one place if desired. The mini storm lasts until the end of the melee round, and then loses 1d6 damage every melee round afterwards.

7) Other bonuses: The character is resistant to energy (half damage) and immune to damage of a source that matches the energy type produced by the power blossom.