Area Effect Powers

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Superpowers and Abilities

Animal Control; 14; Large Area
The superhero has the ability to control animals within his range; to make them perform any task that could be reasonably expected of an animal of that type. The effect moves with the superhero.

Create Darkness; 14; Small Area
Creates a globe of absolute darkness in a small area around the superhero. The effect moves with the superhero.

Create Light; 14; Small Area
Creates a globe of light entirely filling a small area around the superhero. The effect moves with the superhero.

Element Control Air; 24; Small Area
The superhero can control the element of air, causing great winds to move at his desire. With these winds, he can cause a single object up to 200 pounds to be lifted and moved at a slow flying speed, or create a strong wind capable of blowing over all targets (one die roll of 4, 5, or 6) in a small area around himself. If knocked over, the target will take light damage. This power can also be used to propel sail-driven vehicles up to slow ground speed. The superhero is immune to all wind type attacks, such as magewinds. The effect moves with the superhero.

Element Control Earth; 24; Small Area
The superhero can control rock, stone, and sand, making it take shapes or forms as desired. He may also cause the ground itself to quake, and churn furiously. The quake lasts 2 turns, each turn causing anyone within the area of effect to have a -4 penalty to any action (caster excepted).

Element Control Fire; 24; Small Area
The superhero has complete control over the element of fire, allowing him to control the size and intensity of any fire within a small area around himself. Any damage caused by the fire can be increased or decreased by up to 2 levels of damage (from light up to critical, or deadly down to serious). In addition, the superhero can create fireballs (a blast of seething flame which engulfs everything within reach with very deadly damage). The superhero cannot be harmed by flame in any form.

Element Control Water; 24; Small Area
The superhero can control water in all its various forms, causing it to form shapes, move it in desired directions, etc. He can also create a powerful tidal wave effect using any amount of water over 1,000 gallons (a small pond or lake), to slam targets within a small area’s range. This attack causes deadly damage. The superhero can breathe water indefinitely.

Entangling Attack; 21; Small Area
The superhero can extend a web of restraining or entangling force within a small area to immobilize a single opponent. The entangling attack can be defined as nets, webs, energy bindings, sticky substances, etc. Escaping the entanglement is a very hard athletics task (a hard escape artist task). The attack can be “split” to entangle multiple attackers as long as they are within 6 feet of each other. The entangling attack may also be used to create a barrier between the superhero and a specified target. The barrier has 3 wounds and covers up to a small area around the superhero.

Gravity Control; 60; Small Area
The superhero can control the strength of the local gravitic field around himself, making it stronger or weaker at will. He can increase it to the point where superheros with cosmic strength can stand within it, causing all others with super deadly damage each turn. He can also negate the field in such a way that zero-g movement skills will be required for all actions. He can fly at fast flyer speeds, or reverse gravity in such a way as to hurl objects out of his field at a speed equivalent to a levitation spell for 1 turn.

Illusion; 21; Small Area
The superhero can create a single illusion (filling a small area around himself), which appears to be real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. Detecting the illusion is a very hard task.

Machine Control; 24; Small Area
The superhero has the ability to mentally control machines within his range; turn them off or on by mental command, and to give them tasks and instructions mentally. The machine cannot be commanded to perform functions that it would not normally be capable of.

Magnetic Control; 48; Small Area
The superhero is able to control the effects of magnetism in ferrous metal objects (steel, iron, and alloys of these) within his range. He can join metal objects together with incredible force (extremely hard task to pull them apart), or cause them to fly apart with extreme violence (causing deadly damage to anyone caught in the area of effect). He can walk vertically up any metal surface, or use his power to pull himself through the air towards a metal surface at fast flying speeds. He can also deflect any metal object thrown at him, or stops the blows of any metal weapon used against him.

Plant Control; 24; Small Area
The superhero can control the growth and movements of plants. He can increase the growing power of any plants within a small area for up to 3 turns. Each turn, the size of the plant increases by one level: six foot square of grass expands to 12 square feet of brush, then brush to trees (24 square feet), and trees to giant redwoods (48 square feet). He can also command plants to entangle people, obstruct paths, or (if plant is man-eating), attack them.

Telekinesis; 5 points per 10 pounds; Small Area
The superhero can move objects in any direction, using only his will. For every 5 points spent, he may lift an 10 additional pounds. He must be able to see the object with the unaided eye, and can only move it at a slow ground speeds.

Weather Control; 28; Large Area
The superhero is able to control the weather immediately around himself (large area). He may create rain, snowstorms, hailstones, or unseasonable warmth, but with incredible power and fury (each turn of weather attacks causes deadly damage and a -2 penalty (all skills) to all targets within the area of effect (except the superhero).

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Superpowers and Abilities

Area Effect Powers

Dream Park Belwin