Spirit of the Aurora

I imagine Frenzy Swipes stacks up to 6 times? Or should it just go unlimited? If the latter, some of these will not work as I am assuming the former.

### 1st-level powers

#### One bread-and-butter at-will attack

*Ukumari's godly strength allows her to manipulate gravity in such a way that it magnifies the downwards force upon an enemy greatly, crushing them with back-breaking force*
Close-quarters spell
At-Will
Target: One nearby enemy
Attack: Strength + Level vs. PD
Hit: 1d10 + Strength damage, and if the natural attack roll is even, the target also takes 1d8 ongoing gravity damage.
Miss: Damage equal to your level.
3rd level spell 3d10 damage 2d6 ongoing.
5th level spell 4d10 damage 2d8 ongoing.
7th level spell 6d10 damage 3d8 ongoing.
9th level spell 10d10 damage 5d8 ongoing.

#### One situational standard action at-will attack

Some sort of primal roar that 'debuffs' enemies in a manner that reflects fear. Can do damage via 'being scared to death'.

#### Two standard action recharge 6+ attacks

*Ukumari channels the great benthic strength of the Verdan leviathans, and promptly slams her foot into the ground - greatly disorienting her foes.*
Close-quarters spell
Recharge: 6+ after battle
*Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.*
Target: One or more enemies engaged with you
Attack: Strength + Level vs. PD
Hit: 4d6 water damage, and the target loses 1xF to their Attack rolls for F turns. (F = Ukumari's Frenzy stacks)
Miss: Damage equal to your level.
5th level spell 4d12 damage, and the target loses 2xF to their Attack rolls for 1+F turns.
7th level spell 7d10 damage.
9th level spell 10d12 damage, and the target loses 3xF to their Attack rolls for 2+F turns.

Eyes of the Ursine Spirit. Some sort of attack with an attack hit chance buff. Basically a spell that allows a 'reliable' method of building up frenzy early on, with a twist of some sort oriented towards the 'water' element.

#### Two standard action recharge 16+ attacks

*Using the effects of distorting perceived light, Ukumari is able to trick the opponents eyes into believing she is somewhere she is not - creating an evasive method of protection as her Frenzy grows and grows.*
Close-quarters spell
Recharge: 16+ after battle
Target: You or one nearby ally
Effect: For the rest of the battle (or for five minutes), attacks against the target miss 0%+[Fx5%] (where F = current Frenzy stacks) (maximum 30% evasion)
3rd level spell The spell now affects two targets.
5th level spell Miss 10%+[Fx5%] of the time. (maximum 40% evasion)
7th level spell Miss 15%+[Fx5%] of the time, and you can now target up to 1+1d2 creatures (maximum 45% evasion)
9th level spell Miss 20%+[Fx5%] of the time, and you can now target up to three creatures at a range with the spell. (maximum 50% evasion)

Second one can be some sort of power reflecting 'rapid hits'. Possibly two standard actions with a penalty for both. Scaling would have the penalty all but dissapear at a point. Sort of like a personal haste spell I imagine. Perhaps an ability that lasts until the end of the turn. Whenever you make an attack, and it hits, gain a second attack with -8+F (F = Frenzy swipe count). So its unlikely to hit early on, but once Frenzy is built up, its fairly potent at only -2 per the extra attack. This part was modeled after the Fighter's "Second Shot" maneuver.