Efess
Must be Skilled in the use of Lightning & water Elements
Class Restriction - must be in possession of a Esper guild class
(Esper, Esper Guardian, Esper Defender) and an empty power Slot.
Level - 8
Control Points: 32
Difficulty - Difficult
Use time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target - 30 ft. radius centered on the target.
Duration: Instant
Saving throw: reflex - half for damage, Fortitude negates secondary effect.
Efess calls down a massive bolt of cyan colored lightning onto the target
creature exploding in a 30 ft. radius centered on the target. Efess deals
1d6 Storm damage per level (maximum 20d6).
A character paralyzed by efess is frozen in place and unable to move or act.
A paralyzed character has effective Dexterity and Strength scores of 0 and is
helpless, but can take purely mental actions. A winged creature flying in the
air at the time that it becomes paralyzed cannot flap its wings and falls.
A paralyzed swimmer can’t swim and may drown.
A creature can move through a space occupied by a paralyzed creature—ally or not.
Each square occupied by a paralyzed creature, however, counts as 2 squares.
Flaeli
Must be Skilled in the use of Wind & Fire Elements
Class Restriction - must be in possession of a Esper guild class
(Esper, Esper Guardian, Esper Defender) and an empty power Slot.
Level - 5
Control Points: 20
Difficulty - Difficult
Use time: Half Action
Range: long (400 ft. + 40 ft./level)
Target - One Creature
Duration: Instant
Saving throw: None
Flaeli Creates Four homing missiles similar to Magic missile technique,
the similarity ends there however, Flaeli deals 4d6+4 Scorch damage (+1d6/level to a maximum of 12d6 at 12th level). The four missiles
strikes unerringly, even if the target is in melee combat, so long as it
has less than total cover or total concealment. Specific parts of a
creature can't be singled out.
The fire missiles sets fire to combustibles and damages objects in
the area. It can melt metals with low melting points, such as lead,
gold, copper, silver, and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the fire missiles may continue
beyond the barrier if the area permits; otherwise it stops at the barrier
just as any other spell effect does