The adventurer can function normally underwater, in space, within the cone of a volcano etc. Fails in 1d4 round in really super-intense conditions.
Reduces elemental damage by 4 (6 with a raise) (for example bolts etc.).
+1 Power Point for each additional recipient
Sends a burst of energy to a single target with 2d6 damage (3d6 with a raise).
For +2 Power Points, the damage can be increased to 3d6 / 4d6 with a raise.
No range penalties but arcane skill roll is affected by Cover, Illumination and all other usual penalties.