Arda Dnd Magic System Special abilities list

Special abilities

  Trauma is not gained by use of special abilities or crystal. A feat point or remembering and learning can be used to get a special ability. Sometimes if allowed or you want this effect, you may use a 1d20+Focus rank with 10 or above as success.

Otherwise the choices of success is sometimes: If diceless, this is using d20 as 10+skill rank or mod and get a 15 or above, if your not doing this online then either use a penny toss with a call or drawing straws, and then getting the longest or shortest straw. So if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.

  Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy. You may choose one, in place of a feat, that you can gain and do unlimited amount of times with a crystal.

  The special abilities are so far:
 Myy: The Myy special ability allows you to use magic and in verbal spoken form. Consider yourself a fighter mage with it.

  Forcecraft: This special ability allows you to use forcecraft, described in the Forcecraft section, in any way that you desire. Consider yourself a fighter mage with it in your special abilities list.

  Faith Ability: The ability to channel faith energy into making effect. When you channel magic by faith, you strengthen its effect by your belief. With this Ability, you may call yourself a Priest. Faith is described in the Faith section.

  Kao: This special ability allows you to use the chaos around you for whatever purpose, and making manifestations with it. Consider yourself a fighter sorceror with it in your special abilities list.

  This includes chaos wish, where game ability: chaos wish is think as you need a result and you get a result. As a cross between the end and of result. So you can expect anything adhoc, as chaos rules by a rolled d4 where a point is this game point:
1 is a success and you get what you want,
2 is the end result you imagined or described,
3 is the need of the game master or ruler that is done,
4 is the point is not done.

  The gm or game master has the final say of course, if required he or she will step in. Directed by will with activity, this is an ideal will magic yet if considered its wish magic. Where you think an you might get what you wish. Just don't think the electri city nearby is a source for it or you can cause a blackout. You can have multiple sources for this ability. There will be a slight brownout at first if you use electricity. You can still get interesting points, as the rest of the game is a point and results. So yes it is wish magic if you want to use this ability, governed by chaos mathematics that derive a point that overrides the result. If the result is done, as though an idea is set by feel and done by thinking. Unless you don't want it then, think to not need it and it was not ever done.

  Weaving: This special ability allows you to use Weaving, described in the Weaving section, in any way that you desire. Consider yourself a fighter weaver with it in your special abilities list.

 Were special ability; This special ability that on use can add 1 Trauma if you don't pass the Trauma test, thus if allowed by the DM/GM, this ability creates in you a were shape from energy as a werewolf or were animal of your choice that comes forth and serves as you. Increase your strength by 5, Constitution by 4 and intelligence by 6, add Were to your special ability list. You change into a wolf-headed or animal-headed humanoid on a full moon and back again after the full moon passes. As a part of the Were ability, your able to shift by willing your aura energy, yourself or others, to appear anywhere you intend yourself or others to be. As you are a Were, you can summon items, effects like making the combatant cease to exist and the elements like earth, air, water, fire and void to exist and do what you want where the elemental effect is 2d10+focus ranks in amount.

 The duration of non instant effects like a fire or freezing effect to be 1d6 rounds in melee, or unlimited outside of melee/combat until you don't desire it. You can make with meta ability whomever you think to effect, think anything you want. Your damage and healing amount receives a +2d10 bonus that is instant on the full moon. Otherwise, your able to "Were" alter your body shape or reshape yourself to appear like any actual form for as long as you want and instantly heal to your full hp.

 An instant were assault or dodge is possible by you thinking to strike or dodge and bending time so its really quick. As you do this, use a +5 to your speed and +3 bonus to dexterity rolls, and that is temporarily there as you strike or dodge. You are psychic. You as a Were are able to sense things out, and know what will happen by the power of your subconscious. You can also know what is there or the properties of something, as you think to know. You also regenerate quite fast, as a Were you have 2d10+concentration skill ranks in restored health on focus to heal.

 Eye shift; The eye developes with the rinnegan or multi-ringed eye with focus, that causes you to shift to a new area or time and there is no negative response like illness or Trauma.

 god of idea; This is use of idea in a point and then your soul creates the effect. The effect is akin to the energy of the area being used up and it can temporarily get colder. This is with numerical effect of half-level round down die 10 + half focus ranks in idea done to some target or area. Duration done mathmatically with 1d6 times in melee and unlimited outside of battle until decided to end the point in effect by feel. This effects in a moment, think of what you want and you can get what you desire.

 timejump; This is where you think of the time and the place and you focus your energy and your aura shifts you there or back. Think of the place and the time is there to experience by the spirit, then your spirit shares its knowledge of the moment by visions if you intend exploration and that is sometimes with an encounter if you need one.

 sensing; The senses you have are psychic and you think to use them, though you use your own pinneal gland third eye to create with the feel what is desired and think of what you want. When you use this ability, you can sense out what you think about to know and realize, that includes knowing a universe in itself and sensing the time you think to have knowledge of by feel. Think about the object and you know where it as you sense is there by the point that is done. This can bring more answers than one suspects by the spirit knowing what is there as or before it is formed, so if you think to know about the idea you sense what is what.

 gargantuan strength; The strength where you are with the strength of a 20 foot person in your form. This is with a +11 strength bonus that's gotten by thinking and feeling the strength comes into the body from the creator, and you make what you do seem easier as you also have endurance of +40 stamina, that's if you use stamina. If you drink something, then your rejuvenated by restoration of 30% health.

 creator's strength; This special ability creates a +15 additional strength bonus, think as the creator gives you strength. So your able to be use 3 times in a day, that's unlimited uses with crystal.

 creator's blessing; The creator makes what you ask by feel, so what you intent you get if necessary an in effect that makes you feel good. This is a manifest done by feel and created by idea in expression. Think and your able to use this 3 times in a day with (half level round down)d10+(focus rank) effect and 1d6 duration in round of melee or minutes outside of battle.. Also in effect, the creator blesses you with restored health of 1d6+focus rank in % per round in melee and 20% per each minute outside of battle if allowed for by what is done.

 creator's curse; This is a special ability of the mind to place an effect and what you get is a concept that is done. Then, where the caster gets 30% damage reduction from absorbing energy from the target focused upon. So that means you reduce the damage done to you by 30%. See if the target fights it, namely tries to resist the effect, they receive by feel 1d10+focus rank in % damage per round in melee that ceases within 1d6 rounds or each minute outside of combat that ceases within 1d10 minutes. This is able to be used 4 times in a day outside of battle and 1 time per battle.

 shapeshifting; This skill is a special ability where you shift the body shape into any other shape, except bug form without the weight adjustment. This is able to be done any time and takes 1 second and can alter the body weight to become temporarily lower, that means your about 10 lbs lesser and the height can raise or lower to make the form seem real or fit the form. Bug form is not possible with this idea.

 psychoportation; This is where they psych themselves out and teleport by feel to where they want to appear at and shift to where they want to be. This can be used 4 times a day, unless you have a crystal and then it's unlimited in scope.

 psych out; This is the point they psych you out and cause you to be in an emotional state, otherwise you think its there or feel it's a point and you cause your mind to create the effect you thought. So you can't think to attack them for 1d6 round or minutes out of battle. See if they psych themselves out, they can create anything due to manifest. That is with a -4 to the effect focus check for the effect to be cast. This is the point that they (if they succeed) will cause 1d6 rounds in melee or minutes out of attack of effect. The effect itself is (half-level round down)d6+focus rank attack or heal effect.

 Agelessness: The body stops aging and you create with the aura what you want or need, so this means you act as though you no longer are the age that you are at the moment. By thinking of the age, you appear that age and agelessness truly sets in by feel.

 Drunken focus: This is where you are able to do amazing things without failure by not being able to focus, this is done by your being able to focus as your drunk or that's a +4 to your focus ability. This is using a focus check an your able to do things with a 10 or above as success. That means you can be drunk and fight without worry, this allows you to create with alcohol and still get attacks done. That's if you want to fight, so I think this is an idea to use as a special ability and still will by fighting. Your attack roll for the drunken fist attack is with a +4, also you can hit with a 1d10 + focus rank or half level as a bonus for damage. This is in effect if you use this ability and are drunk.

 Unnatural thinness: This is where you are gaining muscle and losing extra body mass and idea is this in thinness you are able to eat or drink anything if the right body type, this is done without gaining weight if your inclined to do things in this idea, this idea is where your body is converted to thin and able to eat anything. So jerky and portions are unable to effect your shape and body. This means the fat is reduced of the body, yet some appearance remains as though you weren't too thin and ugly. This is the last stage of muscle toning. So gain +5 strength. This is added to the strength stat, so think about the idea and you know what to do with certainty, so use a +4 to the reflex roll and use it as a bonus to the reflex roll.

 Instant recognition: This special ability creates in you a recognization of things by what the spirit knows and observed as it was created, that's by what the spirit has you realize by feel. So if you think about things then you'd know what is there and what property it has by feel. This is a known effect to you and you know what things are by what you do with the idea of what is there. This is done by a focus skill check with a 10 or above result as success. Then if you know about it, you can say what the idea is by feel. If it's not there as a property, then it's not there. So accept what you know and work with what you have.

 Ogre strength: This is where you gain a permanent +7 to your strength stat.

 Natures strength: This is when you get the ability to draw in the natural naturic energy, thats around your character and you gain a permanent +11 to your strength stat.

 Dragons strength: This is where you gain the ability of the dragon, as in the strength aspects. By working with active meditation stance and working out, you can then gain the strength that is akin to being dragon-like. So much are you like them, in strength, that you gain +15 strength to your strength stat.

  Night sight: To see in the dark, even if its pitch black. Cannot be blinded when light comes up. The limit to the night sight is 20 feet.

  Cooking: Create the beneficial food that even tastes great! It seems that your cooking causes healing as well. Roll 2d6 to see how much HP is brought back to your character.

  Soul absorber: The soul forms an energy shell in the aura that surrounds the body and absorbs the idea energy or source as energy, then you can choose the source as energy or absorb energy to use as a point or moment, that is used instead as extra mp/stp that is equal to what damage or effect is done. You can form whatever effect you need to form, if you have enough energy abd this is an idea you have to create with by feel. This can take excess body weight and tiredness as a source of energy, and you can use the energy of the source to create what you think to create as a point. So basically, you didn't get hurt and any damage is negated by use of this feat.

  Energy nova: As thought, this is with an idea to create a clean system. This is where you create with energy or the elements and make use of idea to create with idea, this is done by will to cleanse the system of all toxins and blood clots, or if water or fire energy is used then you clean the body of dirt and debris including scent. All effects and attack damage is now d10 unless greater is done.

  Take or not take: the idea of all damage is not taken if you choose to allow the energy to dissipate harmlessly, then the spirit uses the soul to do this action with a shake of the body. See this is a point you no longer get effected, and all damage from effects dissipate harmlessly including toxins. So go on and do this if you need the effect.

 Infrared vision: Your sight is able to pierce the dark, within the infrared scale, and the sight adjusts to light times as well. The range of infrared vision, is 30 feet.

    Antimagic: An antimagic field spell or effect cancels magic altogether with suppression that lasts only a certain time. Use this die roll to determine if the attempt is a success, this is with a 1d20+focus skill rank and rolling a 1 is failure, so that is where rolling 10 is success or rolling a 20 is instant success.

  This field effect lasts 1d6 rounds in melee or instantly and 1d8 otherwise outside melee. Thinking of using an effect of psionics by use of focus is getting amplified effect by gravity waves, that effect as you can get a + focus ability rank to effect roll and *3 to the total done or effect length. The trauma you get is nulled by using this special ability. There you go, that is a way to do antimagic effects. This antimagic is antimatter, that has the following idea.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work like psionics that are an extraordinary power of the mind).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell's center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage's disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

 Blindsight: Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.

 Blind sight II: This feature uses the sensed moments of the other eyes to see by feel or usage of the senses. These eyes include the third eye (forehead), fourth eyes (hands) and the fifth eyes (the back of the feet). That is useful in case you were going blind, but if you want to look through the normal two eyes and you can see normally.

 Then you can see through all of them, this is done by thinking you do. That is known as omnipotent vision mode. This you can do anytime per the day or night. If you want the special mode of vision, then you might have to roll a die or something to check if the idea suceeds. Otherwise you might not be allowed, that is sometimes allowable by the DM/GM to have this special mode of sight.

 This allows you to know things as though omniscient. Otherwise any of the eyes will do what you want, this is done as you think of the need. Including absorbing and shaping the energy and creating what you think with the absorbed energy.
 Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

  Charm and Compulsion: Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
  Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn't normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature's apparent allies is automatically freed of the spell or effect.

  Compulsion is a different matter altogether. A compulsion overrides the subject's free will in some way or simply changes the way the subject's mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he won't volunteer information or tactics that his master doesn't ask for.

 Cold Immunity: A character or creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature or character. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

 Death Attacks: In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 hit points.
• The spell death ward protects a character against these attacks.

  Energy control: You are able to control how you may feel. As to the point of feeling different if others try to sense you. Basically, you feel different to sensory input. This can make the body or someone else fooled into thinking you are someone else.

 Evasion and Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. You can have evasion and improved evasion as a special ability, but certain other creatures have these abilities, too.

  If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

  As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

  As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

  You cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

  Improved evasion is like evasion, and can be gotten after Evasion is there, as a special ability, except that even on a failed saving throw the character takes only half damage.

  Element form: This special ability has three form possibilities made by elemental interactions, that uses the effect of the character level. The elemental form is possible at level 1 or greater, the greater elemental form is possible at level 8 or greater, and the ancient elemental form is possible at level 15 or greater. They are listed below.

  Elemental form; You can create a form for your idea by thinking, this is used of the elements in use and done by a energy form. So that's created by imagining a shape of energy using the element you need by feel. So instead of an elemental, you create a point by thinking you do and things work out by feel. This is a possible effect that's done by the creator. He or she does what you need, the point is made. So this means that you can work, the effect is done by a point of 1d20+half level with an additional effect die roll of elemental tier rank as a number+d12+level.

  Let's say the character is level 12 with use of the time element and that's tier 5. This means 5d12+12 effectively used as damage, healing or length of effect in seconds in combat and minutes outside of combat. So the elemental form is the elements, that means you have focus with the effect of +5 to the attack or effect roll. This means you create by feel and work with others by idea. You can cancel out this effect by naming it. This works for you if you think it can work or does what you want.

  Greater elemental form; This is using an idea to use the point to form a created elemental effect, that's greater by x3 the elemental form itself using elements, then you create with energy consciousness by a +7 to the attack or effect roll. The greater part is where you create with the elements, then create by using the creator to make a greater elemental. This form of energy is what is there with an idea to use, the idea is done by feel. So if you think to create, you know things by what is done. There may be reactions, so think it subsides and the aura energy creates waves of peace or peachyness. This is given by feel, if you think to remove programming from the energy you make the idea seem useful. This is using a known effect for an old point. If you think to use things from the point, then you create with idea and the past point ceases to exist. This is a useful idea if you consider the idea is non useful. So think and you know what to do. This form allows that anything can be an element, if thought to be one.

  Ancient elemental form; This is a point you create an elemental effect in the form of an energy form, that is using you as a point and the form does the deed by an added +9 to the attack or effect roll. Their is a good point to this form, the point the creator does is create the effect. This is cancellable by an "if" in use. This is where you think the if point and that is an iffy idea that is where the creator stops producing the form by feel. This has a point of the elemental effect, that's x5 the normal element effect. This is an effect of the mind and the creator uses your mind to empower what the form does. So work and expect anything, if you think to work with the form by idea or expression. This is a known effect, that once used is what creates for you. That is a point in the past, then that creates the present and the idea is what creates with the future in mind. Keep in mind, this form is ancient. So work with what you get, and what you have is what you can use. Loki uses this form, so I think this idea will work by feel. If you hit by feel, then you can use the energy of the hit. So, think, imagine and you can create the effect you desire.

 Fast Healing: A creature or character with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature's turns, it heals a certain number of hit points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.

  A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of hit points regained when a creature polymorphs.

 Fire Immunity: A creature or character with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Death immunity: This grants immunity to death attacks, that is a point of idea that happens to no longer effects you if you think the effect doesn't effect you. That is how death and decay energy works by this ability.

 Magic immunity: This special ability is what allows you to not get effected by magic attacks, this is where your immune to others attempts at magic except for your own self-done effects. So think and you can get what you want with idea of the point of food or drink or healing, this can be with the use to heal and otherwise the use of healing magic might work with the resistance roll. Otherwise you can use regeneration or regeneration like special abilities to heal by without a scar.

 Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

 Monstrous regeneration: This allows you to become able to regenerate more than 100% HP.  You also gain a permanent 6% to your HP when you get the Special ability and every level after getting the Special ability. The rate of regeneration be 3d10+Cn Bonus per round of 10 seconds in battle and outside of battle its 3d10+Cn Bonus per minute. Monstrous regeneration requires regeneration.

 Polymorph: Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. This ability allows such as to polymorph others, or your character. Polymorphed creatures retain their own minds but have new physical forms. The polymorph spell defines the general polymorph effect. Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.

  Psionics: Your character can use at will any psionics effect that you can think up. This is anything in psionics that is using psychokinesis. The types of psychokinesis include Microkinesis, Macrokinesis and Other psychokinesis. This is not a spell-like ability, this is an extroadinary ability of the mind that uses focus. So antimagic users can rest assured, that psionics still works in antimagic by which is antimatter.

• Microkinesis
  Microkinesis is a deft movement to cause in small things a change of position or change of something to be something else. Metal bending and causing a genetically changed body condition is an example. Use Microkinesis to cause small changes and create big results.

• Macrokinesis
  Macrokinesis is the movement and change of things that are large scaled. This includes:
   Elemental manipulation is when you can summon the elemental energy at will to do as you need as though gated there by feel. This uses the Forcecraft system. If you have a crystal on you, then you can use it to add +3 per every 2 levels to the damage total. The damage total of the Elements are
   Teleportation is where you can shift yourself almost anywhere else, including other dimensions.
   Passing through solid walls and objects is where you can pass through the solid barrier after phasing into the mind plane and coming back again.

• Other psychokinesis
  Other psychokinesis effects are the doing of anything else. This includes:
   Telepathy is where you can read minds and know what the other will do before they do it.
   Spirit travel (OBE), where you leave the body for a bit of travel with the spirit.
   General Healing is where you remove the energy of the wound or send energy into the wounded area. Causing it to heal. Making the removed energy placed into some object. This means 3d10 HP restored. When you have a crystal, then the potential for healing is 4d10 HP by focusing the effect with it.
   Clairovoyance is where you know what is. Wherever it is, you may spy out and see events and locations.

  When your character attempts the psionic action, it will happen for as long as you use the focus ability, again as to the GM's decision. Attempt an act of psionics by Saying what you want to attempt. Your Will is then tested. A DC for psychokinesis is set from the chaos in the area. Again, decided by the GM. Your Will + D10 is compared to the DC or you may opt for 1d20+focus rank with 10 or above, and if the total is equal or greater, then you get the psionic action done. Unless there's Psionic combat.

  With Psionics, your character is aware of the mental world and how they are aware of other psychic beings/people/creatures. They are depicted in the mental world as an Avatar and reflect your Will. The avatar is what your body is represented as, in an energy being form.

  Whatever happens in the mental world can change the real world, if the thought is made to make it manifest in the real world. Thoughts direct the mental world. Your Avatar is just one of those things that can alter the mind world. The action it does, makes certain things presented in the mental world possible to be manifested in the real world. So when you manipulate by Will, you use the Avatar as a key to formulate actions. The Will programs the energy to act the way you want.

  All near Avatars can go effect on the defensive to protect its own mental turf, from an approaching psychics' Will. If anyone is hostile or aggressive, then psionic combat happens between the strongest Avatar Will of the mental world nearby and the Avatar/s who triggered the Psionic war, otherwise nothing significant occurs. This makes a mental resolution, as the Will is tested of the combatants.

  The mental resolution doesn't take any time. This happens separate from the melee. Psionic combat is done by the Strongest Avatar effort of Will and energy manipulation being used against the Avatar or Avatars who were hostile. Decided one by one and by the Will added to a d10.

  Whomever's Will is greater, dazes the other psychic for 1d6 rounds. Unless the other psychic gives into the winners' Will. Doing the bidding of the winner for 1d6 minutes. A Will save where the Will is added to a d10 against a DC of the winners Will can be made to cancel out the control of the other. 6 rounds is 1 minute out of melee and each round is 10 seconds.

  By this way, virtually anything is possible with psionics. So, the Sky is the limit. As you think you can, you do. You enable psionic ability with this special ability.

  Regeneration: Creatures and characters with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.

  Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn't convert to nonlethal damage and so doesn't go away. This means you are aware of things people do, so your popularity of how you look is down and that means charm or charisma is with a -1 penalty.

  Creatures and characters with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

  Regeneration does not restore health points lost from starvation, thirst, or suffocation. Attack forms that don't deal hit point damage ignore regeneration. An attack that can cause instant death only threatens the creature or character with death if it is delivered by weapons that deal it lethal damage.

  The regeneration rate for both creatures and characters, is 2d10+Cn bonus.

 Gaseous Form: Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Characters can gain this ability, in the form of a special ability. Creatures and characters in gaseous form can't run but can fly. A gaseous creature or character can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can't, however, pass through solid matter. Gaseous creatures and characters can't attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

  Creatures and characters in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
  Gaseous creatures and characters do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures and characters can't enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can't disperse or damage a creature in gaseous form.
  Discerning a creature or character in gaseous form from natural mist requires a DC 15 Spot check. Creatures and characters in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

 Etherealness: Phase spiders and certain other creatures can exist, on the Ethereal Plane and so can characters, with this ability. While on the Ethereal Plane, a creature or character is called ethereal. Unlike incorporeal creatures, ethereal creatures and characters are not present on the Material Plane unless they will themselves to be there in a solid energy form. They can become solid energy for as long as they want and unbecome solid energy at will.

  Ethereal creatures and characters are invisible till they want to be seen, inaudible till focused and want to be heard, insubstantial towards water by mirrored reflection, work by feelings when they focus their feel and are scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. An ethereal creature or character can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound.

  (An ethereal creature and character can't see through a material wall, for instance.) An ethereal creature or character inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct and ghostly. They are what they feel like appearing as their feelings focused can create their presence to be known or give them an appearance of a ghostly emanation.

 An ethereal creature and character can't affect the Material Plane, not even magically, unless they make themselves into solid energy. An ethereal creature and character, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.

  Even if a creature on the Material Plane can see an ethereal creature or character, the ethereal creature or character is on another plane. Only force effects can affect the ethereal creatures and characters. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature or character, and a magical element blast can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

  Ethereal creatures and characters can move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don't block them (though they can't see while their eyes are within solid material).

  Ghosts have a power called manifestation through feeling their area and focusing their minds, that allows them to appear on the Material Plane as incorporeal creatures. Still as I think about it, they are on the Ethereal Plane and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage. This means they are aware of what they do in their surroundings, they are seen as a eery visage and they are more aware of other people by their own sense of time.