Spectral Swords
Spectral swords [Major] by Iczer from an idea by 89er
The character can create hard light wedges of energy for use as impromptu melee or ranged weapons, or to erect dangerous barriers.
1) Form Blade: by expending an action, the character can create a blade of hard light in a shape suitable for use as a melee weapon. The blade is light and fast, granting +2 to initiative, and +1 to strike and parry. A standard melee blade has an SDC equal to the Character’s ME attribute, Plus 5 per level and has an AR of 5. The standard melee blade inflicts 4D6 damage. If dropped, the blade shatters
2) Form throwing blade: In a single action, the character can create a smaller wedge of hard light and throw it. The blade has a range equal to the character’s ME x10 in feet and inflicts 2D6 with a +3 to strike.
3) Cascade of blades: The character can, by expending 3 actions, create hundreds of razor sharp blades of force, hurling them in a single direction. The cascade has a range of the character’s ME x10 in feet but affects an area roughly 5 feet across, and can affect multiple opponents ( targets within the line of fire or within 5 feet of the target must make a dodge roll, 14+ or be peppered by stray shot, taking half damage) The character enjoys a +5 to strike with this attack, and inflicts 2D4 damage per level, with a damage bonus equal to his PP score.
4) Bladed aura: The character can expend 2 actions to surround himself with a variety of sharpened blade edges that swirl around his body. Anyone within 8 feet of the character (typical melee range) takes 1D4 damage per level from the flying blades unless they spend an action dodging them each round (Dodge roll at the beginning of each melee round 14+ to avoid taking damage). The character can exclude friendly targets. Maintaining this bladed halo requires one action per round to be spent, else it falls apart.
5) Blade wall: The character can erect a short lived barrier of moving blades either as a wall ME feet in length (and 10 high)or a dome 1/3rd the character’s ME across (round up). The wall or dome lasts one melee round per level and takes 3 actions to erect. Anyone passing through the wall takes 4D6 damage. Anyone not barreling through the wall must make a saving throw Vs pain (14+) or take half damage, but pull back instead of passing.