Elemental Focus, Improved
Requirements
Ability Prerequisite: Elemental Focus, Willpower 90, 5th Rank
Fatigue Point Cost: See Below
Merit Point Cost: 2000
Action Type: Varies
Through the use of this ability you are able to better focus into a specific element and gain unique abilities associated with the element of your choice. You can only gain the abilities of one focus: Air, Earth, Fire and Water.
Air Focus Abilities
Air Blast: By expending 5 Fatigue Points per use you can unleash a jet of compressed air shot from your hands, feet or mouth. This has a range of 15'. Those that are targeted are allowed an Agility check at a TS of 6. Those that fail are flung backwards 5' per Willpower check success to a maximum of 100' (this does not have an affect on Huge or greater sized). They are knocked prone for 2 turns. This is considered a Move Action to use.
Air Pull: By spending 10 Fatigue Points you are able to create a vortex of suction that allows you to bring people or objects towards you. Targets are granted a Strength check at a TS of 5 to withstand this pull. You can bring one object towards you, but you can only pull items that weigh no more than 100' pounds per 10 additional Fatigue points used in this way. This has a range of 100' plus 5' per Willpower Modifier (max of 100).
Air Swipe: With the swipe of your hand and spending 5 Fatigue Points you are able to create a crescent-shaped wave of air that is able to deflect projectiles aimed at you or another target within 20'. With a Willpower check at a TS of 6 you can redirect the projectiles back at the attacker. This is a Simple Action to use. If used to redirect projectile missile weapons back at an attacker the total number of successes obtained in the original attack are reduced by half.
Shockwave: With shockwave you can create a burst of concussive air force that can disorient and deal stunning damage to an area and all those in the area. As a Move Action and spending 10 Fatigue Points you can cause all targets within the 180 degree arc in front of you up to 15' to take 5 points of Fatigue Damage per Willpower check. Additionally, all those in this area of effect will Stunned and Deafened for 4 turns. Targets are granted an opposed Stamina check to negate or reduce these effects per success. Creatures that are immune to non-lethal damage cannot be Stunned or Deafened by this ability.
Earth Focus Abilities
Earth Wall: As a Move Action and spending 15 Fatigue, you are able to cause a 10' high x 10' wide x 3' thick section of earth to rise from the ground directly in front of you. This Earth Wall cannot be moved and will disintegrate in 1 turn per 2 Willpower Modifier. It has a 360 Damage Points and a durability of 15.
Dust-Stepping: As a Move Action and spending 10 Fatigue per turn you are able to create thin foot print steps of dust in the air above and in the direction you want, including upwards or downwards in a stepping fashion. These dust steps disappear behind you in unnoticeable clouds of dust.
Earth Tunneling: Similar to the concept of some creatures Burrow Ability as a Move Action and spending 15 fatigue you are able to open tunnels your height in diameter as you dig through stone, dirt and almost any other sort of earth except metal as easily as walking. Or you may simple swim through ground. If you create a tunnel and are within 3' of your current size of the surface you cause a mound of dirt to rise showing your passage.
Rock Shackles: As a Simple Action and spending 10 Fatigue you are to create a pair of earthen-rock shackles to erupt from the ground in an attempt to immobilize a target within 15' radius. The target is granted a Strength or Agility check at a TS of 6 to avoid or break free from this attempt. If a target fails this they are considered immobilized, unable to move normally, for 1 turn per your Willpower Modifier. Each turn that a target is immobilized by this ability they gain a Strength Check at a TS of 6 to break out of the shackles.
Fire Focus Abilities
Blocking Fire: Three times per day by expending 5 Fatigue per use you are able to Block or Parry incoming melee attacks or any spells that require a Physical Defense with your fire element energy by creating arcs of fire.
Blue Fire: All your fire based spells are no longer yellow-red but now an intense blue this increases your base damage with fire based spells by +2 Base Damage. Additionally, these fires intensify the Burn Condition dealing +5 health damage per turn and all Healing skill checks are now increased to TS of 2 per 10 Health lost in this way.
Circle of Fire: Unlike the powerful spell Walls of Fire and Stone, that creates powerful walls of fire and stone, you are able to create a circle of purple-green fire with a 5' radius. The fire is not intense enough to deal real damage but rather causes those that come near you they must make a Stamina check TS of 4 or suffer a loss of 10 Fatigue Points each turn. Additionally, the flames help obscure you granting you a 50% Concealment each turn that you have this circle up. This requires you spend 10 Fatigue points per turn to maintain this circle.
Flame Propulsion: You are able to conjure huge yellow-red flames that gather around your legs to propel yourself over the ground or through the air. This requires you to spend 5 Fatigue per turn to maintain. You fly at a double normal speed during its use.
Water Focus Abilities
Healing: Unlike healing from Divine Powers or through the use of the Healing Skill, you are able to heal the injuries of others by improving and accelerating their own natural healing. By expending 10 Fatigue per use you are able to encase a sick or injured individual in glowing white-blue water for 1 hour. During this time you triple their normal healing rate during this hour. Additionally, if they are poisoned or diseased (natural or magical) they gain a new Stamina or Willpower check to negate or cure themselves of this affliction but with a +3 success bonus.
Icy Breath: As a Simple Action you are able to take a deep breath and then release a icy mist of breath that has 5' reach directly in front you. Those that are targeted are granted a Stamina check at a TS of 4. Those that fail have their movement reduced by half for 2 turns. This requires 5 Fatigue per use.
Mist-Stepping: As a Move Action and spending 10 Fatigue per turn you are able to create thin foot print steps of mist in the air above and in the direction you want, including upwards or downwards in a stepping fashion. These miststeps disappear behind you in unnoticeable clouds of water drops.
Water Glide: By means of this ability and by spending 5 Fatigue per turn you create a slickness of water on the bottom of your feet that allow you to glide on the ground easily gaining +10 per Movement and when used on the surface of the water you glide 5 time your normal speed.