Annihilation Field

Annihilation Field
Spin a fiery effect around you to watch your enemies burn

Effect: Spin a blackened biotic fire around the character to burn nearby enemies. When active, the field can be recast to blast a short-range area. Doing so triggers another biotic point cost and biotic cooldown. This power cannot be detonated. This will not target allies.

Requirements: Biotics: 7, Knowledge (Physics): 2, Knowledge (Biology): 2. Each rank increases skill requirements by +2.

Activation: 1 action

Target: Self

Duration: 7 turns maximum or until dismissed

Notes: Since you require one hand to maintain this power you cannot use any action that requires 2 hands and can only wield SMGs and Pistols or a melee weapon.

Biotic Cooldown: 2 turns

Biotic Point Cost: 2 to activate

Rank 1

 * Enemies within 10 feet of caster: for each action they take within the 10 feet radius, they take 1d4+1 damage.
 * After initial cooldown, field can be recast and deals 3d6 damage to all enemies within 15 feet (no save). Doing so costs 1 action, triggers another biotic cooldown of the power, and costs biotic points

Rank 2

 * Biotic cooldown reduced to 1 turn

Rank 3

 * Enemies within 10 feet now take 2d4+2
 * Triggering the blast now deals 4d6 damage
 * Biotic Point cost increased by 1

Rank 4
Choose one of the following effects to add to the effects of Annihilation Field:

Damage  Impact Radius 
 * Increases damage to enemies within 10 feet by 1d4+1 (this does not affect the blast damage)
 * Increase blast radius by 5 feet.

Rank 5
Choose one of the following effects to add to the effects of Annihilation Field:

Damage Taken
 * Enemies damage by the field have their DR reduced by 1 until the end of your next turn

 Movement Speed 
 * Increase activation cost by 1 Biotic Point
 * Movement speed increased by 5 feet while power is active
 * Increase activation cost by 1 Biotic Point

Rank 6
Choose one of the following effects to add to the effects of Annihilation Field:

 Improved Damage   Drain 
 * Increases damage to enemies within 10 feet by 1d4+1 (this does not affect the blast damage)
 * Increase activation cost by 1 Biotic Point
 * Duration increased to 15 turns
 * Each point of damage dealt by the field (not the blast) regenerates Shield HP for the caster. If at maximum, the regeneration is discarded. Shield HP is now considered a Barrier Shield, meaning it counts as both a barrier and a shield for the purposes of determining whether certain powers or abilities deal extra damage against it
 * Increase activation cost by 1 Biotic Point