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Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
Air: You can hover, gaining advantage on Agility Rolls.
When an adversary within Melee range deals damage to you, they take @Damage[type:magical|value:1d10].
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@Template[type:emanation|range:vc]
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