Steamancy

Elementalism - Aquamancy Ability The ability to control and manipulate High Heat Steam.

Water - Elementalism

XP Cost: 1   Prerequisites: Vapormancy, Heatmancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Superheated Steam.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters up to 4 Cubic Meters of Superheated Steam within Range. Steam Clouds obscure vision and impose a -5 penalty and add a Fate Die to All Perception and Investigation Skill Rolls and Attack Rolls while within their Area and Attacks made vs Creatures in or on the other side of Steam Clouds are made with a Fate Die added. Creatures that Start their turn in or move through an Area of Superheated Steam are dealt 3d6 Burn Damage.

Superheat: Expend an Action to Convert up to 4 Meters of Water, Mist, Fog or Cloud into a 2 Meter Source of Superheated Steam.

Steam Blast: Make a Ranged Spell Attack Roll vs a Target within Range while within Range of a Source of Superheated Steam.

If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Burn Damage.

Steam Bomb: Expend an Action to target a 1 Meter Blast Area within Range of a Source of Superheated Steam.

All creatures within the Area must roll a Dexterity or Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 3d8 Burn Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows a Manipulated Steam Cloud to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the Area of this Ability by 2 Meters.

Or Increase the Blast Area of this Ability’s Mist Bomb option by 1 Meter.