Elemental Abilities – Water

Be Like Water – You gain Evasion, as the Scout class talent from the Survivor talent tree.  This counts as the Evasion talent for the purposes of prerequisites.

Frozen Ground – As a standard action, you can cause the ground to become slick beneath a target.  Make a Magery check vs a target within 12 squares of you and within your line of sight.  The target must make oppose your Magery check with an Acrobatics check.  If they fail to beat your Magery check, they fall prone.  If they beat or equal your Magery check, this ability has no effect.

Ice Barrage – Once per 5 rounds, you may unleash a flurry of ice bolts.  This functions as Ice Bolts, but you may attack all enemies within the maximum range of the ice bolt (12 squares), subject to all normal range penalties.  You must have Ice Bolts before you can select this.

Ice Blade As a move action, you can shape a non-powered simple melee weapon appropriate for your size out of ice.  This weapon does damage identical to a manufactured version of it, and lasts until you release it from your grasp.

Ice Bolts – At will, you may condense moisture in the air around you into a bolt of ice and hurl it at your enemy.  The bolt deals 2d6 points of damage that is treated as both piercing and cold, and is treated as a simple thrown weapon (use the thrown weapon ranges, and you add half your level to the damage as normal for a weapon).

Mist Cloud – As a standard action, you can create a cloud of mist which blocks normal visible-light vision.  This cloud can fill 8 squares per character level.  The cloud does not block vision which relies on infrared sensitivity, though the temperature of the water can impair these senses.  The cloud does not impair vision which relies on ultraviolet sensitivity.  The cloud lasts for 1 minute per character level, or until you dismiss the effect as a move action on your turn.  Strong winds can dissipate the cloud.  You can activate this ability at will, but you can only have one instance of it active at a time.

One With The Waves You gain a swim speed of 6 squares, and can breathe water as if it was air.

Water Blast – As a standard action, make a Magery check against a target within 12 squares of you.  If you beat the target’s Fortitude defense, you can push the target 1 square away from you.  You can move the target an additional square for every 5 points you beat their Fortitude check by.  You can use this ability once every 5 rounds.

Water Whip You may, as a move action that does not provoke an attack of opportunity (provided you have at least 1 liter of water available), create a thick tendril of water that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The whip does 1d4+Wisdom modifier damage on a successful hit regardless of a target’s armor, has a 2-square reach, is a small weapon, and threatens its area. You add half your level to the damage done by the whip, as normal for a weapon. The whip has 0 hardness, HP equal to twice your character level, and has recovers a number of HP per round equal to your level. It lasts until it is destroyed or you dismiss the effect (a free action on your turn). Additionally, you may apply precision-based damage (such as Sneak Attack) to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats.  You can increase damage done by the whip by one step (1d4->1d6->1d8->2d6->2d8->2d10->2d12), increasing the by making a Magery check vs DC = 11 + 5 with additional +5 per step.  The whip can also be extended an additional 5 feet by increasing the Magery DC by +10.

Whirlpool – As a standard action, you can cause a mass of water to begin swirling around to impair movement within it.  Targets swimming within a 10×10 square area suffer a -2 square penalty to their swim speed and a -10 penalty to Swim checks.  This lasts as long as you maintain this effect, which requires a standard action each turn.

Epic Space Adventures Abound!