This is the post moderate age using the Ultra modern DnD, that you didn't expect by what you have to work with by feel. This is where you have the abilities as updated 11/27/2023.
The magic system is with spell ability based off spell-like abilities. These abilities are not meant to be done irl its meant to be played. So in game, that means it uses Stamina points and doesn't always occur, unless you went and rolled 1d20+focus rank and got 10 or above or you have a 10 and above focus rank. The choices of success for going diceless is using d20 as 10+focus rank or mod and get a 15 or above then you got success. Especially if the other makes a will save. Each ability is possible to learn and remember, so they are listed as special skills and used with intuitive intuition.
You can have any idea in ability that is spell like. This is done by what you experience and treated like special abilities, that's without effect length. Be sure to look at the Learning ability level, so you know what you can use at what ability you learn by rememberance. It's important to note that all classes can teleport at will. This happens naturally using the teleport skill as a special ability that you gain at first level with or without remembering it. That is up to the GM/DM whether its allowed without remembering it, and that is added to the character sheet.
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 for success. So for effect lengths see charts. Think to see when they are gained, look at the Character description. When the character gains a level and they spend skill points for focus skill they raise a special skill by these points, alotted by skill point calculation in the charts section. This is where they are the skill points listed as a chart attribute.
There is nonlethal damage for STP (stamina point value) users as well.
If the stp is used up and goes nonlethal damage (<0), then opposite elements
used will weaken the person thus per point nonlethal damage, there is 1d4
additional ideal damages that aren't always as if your hit. Soul batteries
are collected energy that can be used for creating an energy source made
from the area energy, outside yourself for any purpose and by anyone with
magical ability. That is a use by the word use that creates for what is
there, by what energy conscious is there by thought.
However if you want to add a cool idea, that is realistic or not always possible
as chaos is possible with the chaos die roll. Now that is useful or decided upon area use,
or not as 1 for actual done, 2 for something as 3 for water or elemental
changes that aren't specified in the area or 4 for not happened.
The statement of spells you cast are done to make spell usage known
and they are based off of action verbs and nouns your character can do. The action
verbs are northern based words actually used freely with nouns to direct by what
you think but is a must so used in the sentence such as thought in make, seem control,
do or alter, see or destroy, so protect and create or perceive. Spell words are
focus words that create as you focus energy to create by will thought with the
creator. If spellsongs are brought about by the action play word then they are
as in "I play the hym ritual song".
Otherwise alternate idea is the art action words that are if subvert,
use or feel control, see to alter, feel to destroy, feel to heal and think to
protect so seeing thought in use is not always where this is done. So if you
will to thought create you can use or create with the energy to change things
on or with an instance. As always, the noun descriptions are what you decide
to use in fixing an idea, think or avoid fixing an idea to not be in the area
so your with the use and creating what you wish to use with wisdom to create
or see use in action.
They that experience the point of an ability, then can make it a listed ability.
This means they can add Angellic magic (cha), if they use the recall by remembering
if what they experienced is useful. Then if they recall what the person did or
how it felt with a Arcana check, then they can recreate it as a point. They can
add Angellic magic (cha) or whatever ability they recall as an added ability
with no skill ranks required. This looks like a Angellic magic (Cha) listed on
your character sheet in Extra Ability. Roll a Focus skill check of 1d20+focus
skill rank with 10 or above results to see success. Otherwise roll a 1d100+luck
and get a 51 or above result for success. So think, basically you may use these
abilities below as examples and gain their abilities by the attempt to learn them.
This skill is "Focus ability" on the character sheet and stat block
(the area where class skills and abilities are listed by feel). Focus
is the ability that allows for you to focus on a thought and creating
what you need. This is done with a 1d20+focus rank die roll and counts
as success with a 10 or above rolled. Otherwise this is increased
energy for more potential spells.
You may increase your stp by 10/level in which you use a
standard action. 2 attacks taken up would have a Focus rank to succeeding
and +(however many here) to the mana you get. Your full round taken up
with idea by focus could have 20 mana regen. For stamina you can go above
100 s to gain 15 s and Focus rank. Focus for 5 min; for stp and s, 1st level
regains 20, 2nd level 40, 3rd level 60. 4th level 80, 5th level 100, 6th
level 120, 7th level 140, 8th level 160, 9th level 180, 10th level 200 and
+10x etc.
Focusing in this allows for greater damage focus by casting it
then waiting a round to effect release. As though in what you do as
damages if normal and then that use is the focus ability to effect greater
damage. Doing so allows for increased damage effect by spell or weapon.
Using this damage focus takes an extra attack. So to use, take 1 attack
action for the weapon or 1 whole round for the spell. Then use is easier,
this is another point for the focus with accumulated two attacks taken
up.
Each skill point in focus ability adds 1d6 hp to the focused spell
or weapon damage like 2d6 hp healing via 2 focuser rank. It also increases
your mana restored by +1 like 1d10+2 for 2 focusing skill ranks. Per
skill point it adds +1 to the stamina recovered like 1d10+2 stp for
2 focusing skill ranks. This uses a concentration skill check to be
made for success via d20 and takes no no mana or stp points where
this is a specialty lightning by thought with ions made with elements
and personal allowance.
This is where you think to create a change of the planet and the planet energy consciousness changes the surface to create what changes you would want. This takes moments or years to do. So wait for the results and don't expect much to change as you find the changes happening. This is a known effect as you know by the planet consciousness what changes are happening..
Get the crystal or object and say "a-d" (Aid-Dee) or "makrawees" (mak-ray-weh-ee-s) at the crystal to create an energy trap source with a lit candle near. This soul battery can hold 100 stp with your charge or others. It can sustain the energy for spells and pass the rest to the body for addition to your original count.
All classes can teleport at will in an instant using a free action. This happens naturally using the energy as a source, as though you create yourself where you intend to be. Think to shift, as you focus on an energy source you think is a source of energy or focus on the aura. Then imagine yourself there where you intend to be or touch an item for its energy. Then the spirit uses the soul to shift you there by that energy source or object energy as a source. If you use an object to teleport, then you used a port key. The portkey can be anything. In reality always remember, that the things that exist you in this life or elsewhere are your thoughts. Your thoughts are reflected in reality and now become your reality. Your consciousness is everything you make up your world.
So if too dangerous, you know it by danger sense and can always shift back by feel. So think your spirit shows you what is there. Then if you will the result, you can know by feel what is there via vision and what happens if you actually get there. The point is done when you think to realize what is there and you feel what it's like there. This can even shift you or let you know what is what to other planets. So think of the area and your there by feel. That's if you want to teleport. This is where there is phasing, the point that phasing occurs in teleportation is where you think about something and you do it in use of an idea with the blink of the eye by feel.
If you want to remember it, then you can always remember in flashbacks or dreaming. In dreaming you can fall asleep and you dream of the moment that you experienced by what you do in idea. If you don't dream much, think about it or focus on your need to remember then you will see a flashback sometimes and remember for a short period of time. If you feel its a bad experience, then your mind might block it out if necessary or you can't bear the thought by idea. If you can bear the thought, then you won't block the recall of the memory. This matters because your aware of the moment an you might shift and want to remember where you were and you avoid going back there.
Quantum warrior ability for this game is not meant to be done irl, its meant to be played. What it is, its using the idea with quantum energy in use and this is focusing your energy to use the quantum particles, that allows your subconscious to combine cell energy and particle energy to create with knowing that you want and need. Then that's ensured by the creator or your God in success if you have a God. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the photon energy, the single quantum particle of light that responds to your thought energy that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 7 actual abilities: Think and create by feel (cha), Quantum energy effect (cha), Quantum jumping (cha), Gemstone changes (cha), Synchronicity (cha), Quantum energy shift (Cha) and Spooky action (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Think and create by feel; This is where you think of a symbol and by tracing it in the air, you make what you think and need in the targets or near the targets that you want effected. This causes it to instantly manifest energy effects where you want it, that's by dark energy creating it where its needed. Damages/healing is where you take or give 1/8 the health for levels 1-9, 1/6 the health for levels 10-19 and 1/4 the health for levels 20-29. For levels 30+, you can take or give 1/2 the health. It can last for 1d6 rounds in battle, or until you decide its not needed. That's outside of battle.
Learning ability level: 1.
Quantum energy effect; This is where you think of using the energy consciousness. That's as you need dark energy to do what you intend. This works as you state the effect out loud. This causes it to instantly manifest elemental effects where you want it. Damages/healing is where you take or give 1/6 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/3 the health for levels 20-29. For levels 30+, you can take or give 1/2 the health. It can last for 1d6 rounds in battle, or until you decide its not needed. That's outside of battle.
This can include focused elemental effects that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 3.
Quantum jumping; This is using water to jump dimensionally. Once you perform it, frequency of that specific energies around you changes to matches your morphic resonance. Manifestation is the use of your will (divine spark) that changes spirits around you and events to matches your intent. Quantum jumping is using different elemental forces of the universe to change your vibration. So by quantum jumping you are essentially changing your frequency as if the past had changed too. You are essentially going to timelines where the past is different and occurred differently. That's essentially, brute forcing your way through uncertain events into actualization.
Think of it like the mandela effect, but using it to your advantage. Actually you are quantum jumping right now every single moment, but its natural flow quantum jumping rather than deviation of it. Think of different deviations in the tiniest of scales parallel, but sentient fragmentations. A fractal of self similarity in timelines. The soul is the collective "you" that exist in all these fractal timelines. Dimension jumping is different than quantum jumping, theyre completely separate paradigms.
Dimension jumping is going into higher levels of existences (stage 1 to stage 5), astral plane, mental plane, buddhic planes and others. Its merely the act of astral projection, or partial projection using consciousness or energetic bodies. Quantum jumping is the use of your spirit to forcefully change the spirit script of the entire universe's vibrations, like waves in the sea. Quantum jumping is more forceful. Its all personal experiences that would be tough to revisit.. and its pretty much hard to describe emotions back then, it helped me grow too.
On using it, everything became different, its similar to when you do a kabbalistic cross. The vibrations of the universe changed, the energies changes. It can become easier though to control things in the astral, it brings you closer to a higher plane of existence too. You would know what its like when you try it. Its all the tiny things together that make it differently, and it gradually unfolds over a series of events. Unstoppable events that is there. Roll a 1d100+luck or charisma mod and get a 51 or above to detail if its changeable.
Water is not the only way to quantum jump, you can use fire, air, earth and void, but it is definitely the fastest way to do it. I'm not sure if its the most effective way, but it would help to make the water more resonance. I'd definitely want water to come from a fountain in a temple. Then, use that type of sacred water to change its fractals. Which then force it to resonate in a familiar frequency, that once you drink it, would allow you to quantum jump as its connected to the paradigm of quantum jumping. You can make the water connect to other paradigms, its all based on intentions and collective unconscious, the generator of morphic resonance of things. Paradigms are rules that you make or connect with such that your divine spark work at its capacity. It is like the language of the universe.
The tricky idea about this, is that theres also a universal paradigm that doesn't change based on someone's belief systems, something set for ever (instance of that constellations and planetary influences). So regardless of whether you quantum jump to a completely different coordinates in the mass consciousness of possibilities (or matrix grid ) of geomantic formulation of the universe itself. There are influences and factors, like planetary influences that their influence can not be bijected, and hence forced to be under their paradigm or resonance. They dont have to "miss their turning", as theyre cyclical. much like an atom moves in cycles, from the micro to the macro to the cosmic.
Learning ability level: 5.
Gemstone changes; This is using a gemstone to change reality into what you wanted. One such is hold a clear quartz or clear gem and think to it what you want.. Like time traveling and it will cause it for you. The Gemstone can make nasty people behave. Through past manipulation and you know it. This is like I held the Gemstone on my neck.. then thought to it what I needed..as the merchant was commenting nasty like and suddenly he was nice. It caused a change in perception. Its like this to change the past. You can feel it change. You may perceive a different conversation about being better for the customer like a vision. That comes upon you. That's about it. It was like you were his manager in his head and explained it as if the vision had occurred. The Gemstone can feel warm though as it works. This can be used to alter attacks so they don't seem to happen. However, you can't use this ability to atck others.
Learning ability level: 7.
Synchronicity; This is where you think of a time and place to do things with, so you create with its energy. this uses the event of others and their ability, that you are psychically aware of. Think and you create by its energy in use. so think of the time and place, then need to use what you think is there to create with and make what you wanted only by harmonics and vibrations. So you wanted to create a fireball and you knew that the person created it that you psychically watch. think you have what you need and that you use their ability to do it. then its created by the idea you think and needed, this is done as a point that's expression where you want things.
The damage/healing possible are instant energy effects that emulate elements in use. That can linger for 1d6 rounds in battle or until not needed outside of battle. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Quantum energy shift; This is imagining a singularity gate, that exists by the power of the creator and de-exists as you don't need it. That opens up near the target's back and it allows you to junct forth your weapon or effect to strike the target in the back..allowing a x3 backstab damage if unsensed as this gate is silent.
Learning ability level: 9.
Spooky action; This works at a distance. It is a phrase people used to describe quantum entanglement because it can theoretically be used to send messages faster than the speed of light. Making it possible to spook the targets and pause them and they don't do anything for 1d8 rounds in battle or until 10 minutes pass by outside of battle.
Ghost hunter ability for this game is not meant to be done irl, its meant to be played. What it is, its using the idea with protons and the supernatural. This is focusing your energy to control ghosts and beings with the spirit. Then that's ensured by the creator or your God in success if you have a God. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the photon energy, the single quantum particle of light that responds to your thought energy that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 7 actual abilities: Paranormal effect (cha), Smudging (cha), Ghost sight (cha), Negative sense (cha), Resistance to the dead (cha), Charm undead (Cha) and Spirit trap (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Paranormal effect; This is where you create effects by supernatural means. This uses the spirit commanded by the soul, thinking to create with effects that manifest by your will, that you want as a need to effect the target/s. As you use this, you increase your strength by +3. This can deal energy damage that is instant, that can last for 1d6 rounds in battle, or until you decide its not needed..that's outside of battle. Damages/healing is where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 1.
Smudging; This is the ability to smudge an area to repel ghosts. Think energy forms a black mark in the area you think to form it and you smudged. Then the smudge causes ghosts not to be nearby. This lasts for 1 day.
Learning ability level: 3.
Ghost sight; If the ghosts are invisible to people, then the ability to see ghosts is there by supernatural sight. This allows you to see invisible people, writings and beings by the power of the 3rd eye..this lasts for 1d6 rounds in battle or until not needed outside of battle.
Learning ability level: 5.
Negative sense; This is the ability to sense the negative energies undead and ghosts give off. This lasts for 1d6 rounds in battle or until not needed outside of battle.
Learning ability level: 7.
Resistance to the dead; You take less damage from undead or negative energies. If this ability was used, then the point is done as the aura shifts you to a safe place by the power of the third eye. The damages dealt, they are reduced by 1/2 as the 1/2 the damages goto the energy you have. This lasts for 1d8 rounds in battle, or until you no longer need it outside of battle.
Learning ability level: 8.
Charm undead; You can charm undead creatures or beings to trick them to fight for you. This is done by offering some of your energy, then making a request that the spirit or being does. This lasts for 1d8 rounds in battle or until not wanted outside of battle.
Learning ability level: 9.
Spirit trap; This is the ability to trap spirits and beings into an item by the power of the soul, that allows you to use the spirit as a power source and you create a special item. That your soul directs to create what you wanted in a form of manifest. This can be a ghost trap or gemstone or other item. Once this is done, its set until you decide to free the ghost or being.
Superhuman ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the body cells and the spirit. This is focusing your energy to make with the body and think to create with the spirit. The energy is guided into doing things. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy, the area energy that responds to your thought energy that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 10 actual abilities: Physical ability (cha), Psychic manifest ability (cha), Hunting (cha), Super ability (cha), Absorption (cha), Height (Cha), Animal husbandry (cha), Body change (cha), Time ability (cha) and Bioelectricity (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Physical ability; This is where you are stronger with more physical things done, then as you recieve energy no matter how its programmed you have energy to do things. As you use this to do things and focus, you create with a +5 to your result rolls. This effects for 1d6 rounds in battle and otherwise until you no longer need it.
Learning ability level: 1.
Psychic manifest ability; The person effected by this will be able to do things that are psychokinetic in nature. This includes shifting, respawning and creating what you want with the elements or your soul. That can in another way emulate and create illusion of things. Your soul can go anywhere, however its your spirit that is not actually able to shift or apparate places. It seems tied to the body yet the body can shift at will through psychoportation. So, the body can psychoport itself to anywhere and any time, this is done by will and needing to be there. Thats through the psychic ability, where you can read time and know what is there or what occurred. Thats as moments and this can be dynamically read, thats as though through the soul you know the time and space.
Once you shift or apport, you can erase your existence there and become yourself somewhere else. This uses phasing through objects and walls as you think to be there. This ability is instant in effect manifestation, that can linger for 1d6 rounds in battle and until not needed outside of battle. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
This can include focused elemental effects that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 3.
Hunting; This is where you can hunt things or people with reason, and manage to make the kill no matter what. This lasts until you no longer need it.
Learning ability level: 3.
Super ability; This is where you focus and create by what you think will occur. The thought is what the soul creates by whatever you want to create it with as a source. This includes flying, being bulletproof, and creating by manifest whatever you want or need to occur. This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Absorption; This is where you absorb energy and create whatever you desire, that is physical in nature no matter what. You aren't effected by the energy programming as the planet cleanses it for you to reuse. This lasts 1d8 rounds in battle or until it is no longer needed outside of battle.
Learning ability level: 5.
Height; You can heighten yourself by focusing on the height and think of ways to keep the height. This is a giant transformation, where the muscles increase and the height increases as well 3 inches. As you are under this effect, then you gain +3 to your strength. This lasts for 1d8 rounds in battle or until is is no longer focused upon being created outside of battle.
Learning ability level: 7.
Animal husbandry; This is where the animals respect you and they don't react badly to your presence by focus. This lasts until you no longer focus on it being created per round or every 10 minutes.
Learning ability level: 7.
Body change; This is where you are able to adapt your body, and become super for as long as you focus uponst doing it. Add +5 to strength based rolls as long as you make the focus and concentration rolls. Basically your super even though you look human. As this is done, you have better control over your muscles allowing you to lift very heavy things. This lasts until you no longer need it.
Learning ability level: 9.
Time ability; You notice time as a moment, that you control by focus. This is where you slow time down, speed time up or leave it being normal. This lasts for 1d8 rounds in battle or until you no longer need it outside of battle.
Learning ability level: 9.
Bioelectricity; This is some electric attacks by controlling the sodium and potassium in the body. This releases energy in the form of lightning and electricity, that targets those you want targeted. This is instant energy effect. That can be sent out to deal the damages that are possible within 30 feet of yourself. They are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 19 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d12+6. In amount, that's a max of 222% health that's removed. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Supernatural ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the body cells and the spirit. This is focusing your energy to make with the spirit and think to create with the body. The energy is guided into doing things. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy, the area energy that responds to your thought energy that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 10 actual abilities: The exchange (cha), The overshield (cha), Supernatural energy trick (cha), The trick (cha), The idea (cha), Think and life create (Cha), Think and focus (cha), Candle rite (cha), Energy eating (Cha) and Shapeshifting spiritually (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
The exchange; The exchange deal is the thing, where you give a little energy and in exchange you make a request to get a result with the spirits. You can cause ghosts or beings to do what you wanted with this idea. The duration or how long it lasts is 1d6 rounds in battle, or until its no longer needed outside of battle. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 1.
The overshield; this is used in masterchief and is done by thinking about shielding, that protects you as you think it does. The shielding is enacted by thinking "shield me from harm and recharge yourself if depleted.." as you touch the armor or clothes you wear. Then the subconscious creates it by feel. This protects you from all damages occurring to you for 1d6 rounds in battle or otherwise until you don't need it outside of battle.
Learning ability level: 3.
Supernatural energy trick; This is where you create with the spirit using your God or the creator. Fake moments can occur with this, where you perceive something from the future and think it happened now. The soul guides the spirit into doing things, that you want. Think and you know what to do. As your use of the spirit progresses, you gain in strength and dexterity, enough to make it worth the while. Add +5 to all strength and dexterity based rolls as this is in effect. Also, you can deal energy effects that you intend to do them. This is done by level and per each 2 focus ranks round down. That's like you have 19 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d8+6. In amount, that's a max of 150% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 3.
The trick; Think about knowing it and you do as it suddenly becomes clear, thats done by the power of the subconscious mind.
Learning ability level: 5.
The idea; The idea to do is control, where you think of the auratic feel of the target. Then, need the target to do something, that's as you think of the idea to do and their aura picks up the thought to cause it to be done by the spirit. This lasts 1d8 rounds in battle, also if out of battle its lasting until you don't need it.
Learning ability level: 5.
Think and life create; This is where you think about things and need the idea as a result, then the subconscious creates it as a point in idea. Also, you can deal elemental effects that you intend to do them. This is done by level and per each 2 focus ranks round down. That's like you have 19 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
This can include focused elemental effects that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 7.
Think and focus; This is where you think about the area and need something to happen, then the area responds energy wise using the heat of the area to create what you need. This is more powerful an effect that creates energy and elemental effects. Look at think and life create for the elements themselves. This is done by level and per each 2 focus ranks round down. That's like you have 19 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d12+6. In amount, that's a max of 222% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Candle rite; This will summon whatever you want, thinking to manifest where you need it to manifest. That is creating what you want by the flame of a candle. So light a candle and look at the flame, thats as you state what you want to happen. Blow it out after your done. Its easy to do. There is a 65% chance of it working by feel. So roll a 1d100+will and get a 35 or above result. Since fire is energy. This can deal or heal with energy effects. This is done by level and per each 2 focus ranks round down. That's like you have 20 focus ranks and 6 charisma mod, then for a level 20 character, it would be 40d8+6. In amount, that's a max of 326% health that's removed or given. The amounts are:
2d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
3d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
4d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
5d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Energy eating; Think you know the desire or soul, that you sense or think of the disease and illnesses as a source, and then imagine yourself "eating" it as though eating a piece of food in another dimension. What you eat disappears by feel. This removes what you don't like and makes you feel full, including weapons, that can even remove spirits as when you eat something it disappears..this takes 1 action to do.
Learning ability level: 11.
Shapeshifting spiritually; This is focusing your spirit and body into a different shape. Its the ability to shapeshift into animals or other people like a skinwalker that's guided by the soul. You have all your stats except for the original shape and weight. This lasts until you no longer focus on being it. If you fail your concentration check after 1 round in battle or stop concentrating, you revert back.
Dimensional keeper ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the dimension energy and the spirit. This is focusing your energy to make with the spirit and think to create with the dimensional conscious. The energy is guided into doing things. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy, the area energy that responds to your thought energy that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 9 actual abilities: Magnetic pulser (cha), Accurate attack (cha), Creating effect (cha), Knowledge (cha), Mental duel (cha), Attractor effect (Cha), Trouble repulser (cha), Time manipulation (cha) and Omnidimensional (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Magnetic pulser; This shield uses the magnetics in the air sent from the aura, and pulses back metallic objects and bullets. That's as though it repulsed it from you. Whatever damages that were going to be done. They are are done to the attacker instead of you. This shield lasts for 1d6 rounds in battle or until you don't need it outside of battle.
Learning ability level: 1.
Accurate attack; This attack uses energy awareness, that you direct by thoughts to make your hits accurate and improve damage. The energy consciousness creates, what you intend and you get is an accurate hit. This is where you add +6 to your to hit rolls. This is energy damage. Add half level (round down)+d10+focus ranks as energy damage to your damages.
Learning ability level: 3.
Creating effect; This is where you walk around to charge yourself up and think of the effect to cast forth, this effects the target/s or what you want to happen and the dimensional energy does it. This effect lasts 1d6 rounds in battle and until no longer needed outside of battle. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 3.
Knowledge; You know things and what to do by the power of the spirit knowing and soul realization. You can always identify objects and know if they have a special property, or what their special properties are by touch or holding the item.
Learning ability level: 5.
Mental duel; This is the ability to initiate a mental duel, where both sides roll with intelligence and the person who rolls the lowest takes psi damage. This is energy that imflicts itself upon the loser. Its amount is this: half focus ranks (round down)+(levels 1-9: d8, levels 10-19: d10, levels 20-29: d12, levels 30+:d20)+charisma mod. That means if your character gets into and wins a mental duel. Then he has at level 16, 17 focus ranks, and 6 charisma mod. This allows for 8d10+6 or 8*10+6=86% max.
Learning ability level: 5
Attractor effect; This is where you use magnetic pull directed by will and thought, that can pull things that come into a higher realm. This will draw towards yourself, what you intend to attract to yourself. Its instant and you find the idea by feel or observation.
Learning ability level: 7.
Trouble repulser; This is an advanced or progressed magnetic pulser and the magnetic strike. This includes blows and other things, this is effect where your aura magnetically repulses the attracted trouble from you, that you would get that goes to someone else that you choose to target. That includes weight you would have gained, if it weren't for the magnetic trouble repulser. The damages possible with this is done by level and per each 2 focus ranks round down. That's like you have 20 focus ranks and 6 charisma mod, then for a level 20 character, it would be 30d8+6. In amount, that's a max of 246% health that's removed. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Time manipulation; This is when you create with time and that's done by thinking of the idea, thinking to create it by needing it and the subconscious creating it. You could summon anything that you want and find it nearby, this can be in any time and space and as quickly as you want it done from any distance. This damage or healing is energy-based and instant, thats unless it lasts for 1d8 rounds in battle or per every 10 minutes outside of battle. The damage and healing amounts are done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 11.
Omnidimensional; This is when you think of the effect and the dimension you need to do it, this creates the result where you intend it. The dimensional consciousness creates the result, thats when its perceiving your thoughts and it creates what you need. This is any dimension that your aware of by thinking about the dimension itself. That is what you know and can deal with, if you need to deal with it.
This damage or healing is energy-based and instant, thats unless it lasts for 1d8 rounds in battle or per every 10 minutes outside of battle. The damage and healing amounts are done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d12+6. In amount, that's a max of 222% health that's removed or given. The amounts are:
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Neutrino mage ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the neutrino energy and the spirit to make magic. This is focusing your energy to make with the spirit and think to create with the energy conscious. The energy is guided into doing things. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy uses the neutrinos, these are the ghost particles in the area as energy that responds to your thoughts that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 12 actual abilities: Thinking chance (cha), Neutrinos (cha), Elemental neutrinos (cha), Cellular energy (cha), Overexcited neutrinos (cha), Electrified neutrinos (Cha), Neutrino disruruption (cha), Heart attack (cha), Neutrino wave (cha), Neutrino star (cha), Neutrino bolt (cha) and Time travel (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Thinking chance; Think its possible as you focus your mind on your goal. Then you create the result in effect as your spirit makes it happen. This can create anything that you want to create in the area. So the effects are energy and instant, lets say this can even effect ghosts. where you have to kill them by use of excessive damage to them or remove all their associated things to them that they draw power from. Otherwise, you can offer them some energy and make a request to cause them to do it in idea, like cause them with a request to go away and they will do it.
These are effects, that are lasting 1d6 rounds in battle, or until you no longer need them to effect. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 1.
Neutrinos; This is where you can direct the body, thats in sight by your soul directing neutrinos to create your thought on to the target in idea. This can effect anybody that you want effected..no matter where the body is as you need to effect them. As, there is millions of neutrinos that go through your body and create results of what you think. The neutrino loses its extra charge when it passes through a target and mass. This is where you can point out the path and they will go there. There is no distance limit to these neutrinos, so you can cast an effect from where you are and it will reach the target wherever it is that you think of effecting with them. This lasts for 1d6 rounds or 36 seconds in battle and until you no longer need it outside of battle.
The damages and healing possible with this is energy based and is done by level and per each 2 focus ranks round down. That's like you have 12 focus ranks and 5 charisma mod, then for a level 10 character, it would be 12d6+5. In amount, that's a max of 77% health that's removed or given. The amounts are:
1d6+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d6+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d6+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d6+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 3.
Elemental neutrinos; Think the elemental energy combines with the neutrinos, and cast it forth with need to send it forth to the targets. This causes elemental effects on said targets, no matter where they are in life. The effects are with the elements like earth, air/wind, water or fire. The damages and healing possible with this is done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d8+5. In amount, that's a max of 117% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 5.
Cellular energy; This is where your cells's energy is sent forth in waves from the aura. They combine with the neutrinos and thought to effect a result that's used to create a manifest. If you don't want the manifest, then the energy stops making it exist. The damage and healing is energy-based or electrical based. Its effects are based off of imagining things. The damages and healing possible with this is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 20 character, it would be 27d10+6. In amount, that's a max of 276% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Overexcited neutrinos; This is where you think in idea to infuse neutrinos with sun or moon light, and your with overexcited neutrinos as the sun energy is always there in some form or another. Thats when you send it forth to effect light damage upon the targets as you cause them to do what you want. Thats if you intended that to effect in this way. If you didn't, then nothing seems to happen. The damages possible with this is done by level and per each 2 focus ranks round down. That's like you have 20 focus ranks and 6 charisma mod, then for a level 20 character, it would be 30d10+6. In amount, that's a max of 306% health that's removed. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Electrified neutrinos; This is where you think bioenergy exists as a force in the area. That you direct to create with an electrical damage or healing upon the targets via a wave of energy. The damages and healing possible with this is done by level and per each 2 focus ranks round down. That's like you have 15 focus ranks and 6 charisma mod, then for a level 16 character, it would be 14d12+6. In amount, that's a max of 174% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Neutrino disruption; This is where you think cellular energy, sun energy and light energy infuse the neutrinos in the area. That go forth as you think of the targets to effect and you create disruptions in the communications and machines in the area act erratically. Also, you cause the living target to be effected by pausing in mid stride or movement to stop. This lasts for 1d8 rounds in battle, or until not needed outside of battle.
Learning ability level: 9.
Heart attack; This is sending by thinking excited neutrinos, that go through the heart until the targets have a heart attack and the targets die on the spot. Roll a 1d100+luck and get a 51 or more result for success.
Learning ability level: 9.
Neutrino wave; This includes the neutrino particle wave. Where you focus the water moisture in the air is combined with neutrinos that goes toward the target your soul directs it to go near. This forms a wave attack, that can engulf your target in moisture and make your thinking happen. This can also cool you down by feel and cause choking. That pauses the targets for 1d8 rounds in battle, or until otherwise needed if outside of battle. This does no damage.
Learning ability level: 10.
Neutrino star; You can make a tiny star that is only big enough to light a room at first, but gets bigger the higher you are in focus ranks and can eventually engulf enemies. Think it exists and the neutrinos create it where you intend it to be. If you think of the size of the star, it gets bigger the more focus ranks. 1-5 ranks make a small star. 6-10 ranks make a medium sized star. 11-15 ranks make a large star. 16-20 ranks make an enveloping star that envelopes the target/s and turns the target/s into dust. A small star does no damage except: half-level (round down)+d8+focus ranks in amount. A medium sized star does: half-level (round down)+d10+focus ranks in amount. A large star can deal: half-level (round down)+d12+focus ranks in amount. The enveloping star causes all health to be removed and the targets turn to dust.
Learning ability level: 10.
Neutrino bolt; A bolt of spiralling neutrinos is what passes through enemies damaging them all. The damage possible is energy itself: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 27d8+6. In amount, that's a max of 222% health that's removed. The amounts are:
2d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
3d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
4d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
5d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 11.
Time travel; You can potentially have the ability to manipulate time and space using their knowledge of subatomic physics. This includes abilities like time travel or even self or group teleportation. This is because neutrinos can travel at high speeds which is a crucial component of relativity theory which is the foundation of time and space manipulation.
Neutrino warrior ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the neutrino energy, the soul copy and the spirit for an act of warfare or study. This is focusing your energy to make with the spirit and think to create with the energy conscious with the soul copy. The energy is guided into doing things. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy uses the neutrinos, these are the ghost particles in the area as energy that responds to your thoughts that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 9 actual abilities: Energy manipulation (cha), Quantum mechanics (cha), Gravity manipulation (cha), Dark matter manipulation (Cha), Strong nuclear force control (cha), Magnetic fields (Cha), Force fields (cha), Time manipulation (cha) and Destruction (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Energy manipulation; Neutrinos are a key component of the Sun's energy production, which means that you can potentially use their energy to manipulate energy of all types. This could potentially include abilities like creating fire, ice, or lightning, or even manipulating the energy of other creatures or inanimate objects. You can summon to the area through gating whatever element you like to effect the targets.
These are effects, that are lasting 1d6 rounds in battle, or until you no longer need them to effect. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 3.
Quantum mechanics; Neutrinos are a key component of quantum mechanics, which is the foundation of all modern physics. This means that you can potentially use their energy to manipulate quantum mechanics, which could potentially include abilities like time travel, multiverse travel, or even manipulating reality itself. You can create whatever you think to create, thats as you need the neutrinos to make it up. This means you can shoot neutrinos from your hands.
The damages/healing done by this are instant, unless they linger as they are energy effects. This is done by the subconscious mind, thats as you suggest to yourself what you need. The damages or healing in amount are this: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d8+6. In amount, that's a max of 150% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 3.
Gravity manipulation; Neutrinos have a very small but non-zero mass and are a key component of the Sun's energy production, which means that you can potentially use their energy to manipulate gravity. This could potentially include abilities like antigravity, creating artificial black holes and singularities, or even manipulating the gravity of entire planets or stars. With this, you can cause the objects or your target/s to raise themselves up in the air however much you wanted. The time lasts is 1d6 rounds in battle or until you no longer need it to effect.
Learning ability level: 3.
Dark matter manipulation; Neutrinos are a key component of dark matter, which is a mysterious form of matter that is thought to make up the majority of the universe. This means that you can potentially use their energy to manipulate dark matter, which could include abilities like creating dark matter, manipulating the behavior of dark matter, or even manipulating the properties of dark matter itself.
You can create even better results that exist in the area, these results are creative as they are told and the subconscious creates the energy effect like a force bolt or force wave as you force away the target from area. The effect is instant, yet the damages or healing possible are: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Strong nuclear force control; Neutrinos are the smallest subatomic particles known to exist, which means that a neutrino warrior could potentially use their energy to control the strong nuclear force. This could potentially include abilities like creating new atomic nuclei or even manipulating the behavior of entire atoms on a subatomic level. You can create with the idea to make nuclear energy dissipate harmlessly, or direct the nuclear energy back at its source. This lasts until it is done.
Learning ability level: 5.
Magnetic fields; Neutrinos are subatomic particles that have a magnetic moment, which means that you can potentially use their energy to manipulate magnetic fields. This could potentially include abilities like creating magnetic fields, manipulating the behavior of existing magnetic fields, or even using magnetic fields to create new types of energy. You can repulse or draw towards you, the target/s through magnetic force manipulation. Also, you can create electromagnetic fields, that aliens and ghosts can't go through. This effect is instant, and lasts until you no longer need it.
Learning ability level: 7.
Force fields; Neutrinos are a key component of the Weak Force, which is responsible for the decay of radioactive atoms and the behavior of subatomic particles. This means that you can potentially use their energy to create and manipulate force fields, which could potentially include abilities like creating force fields that can block physical and energy attacks, manipulate the behavior of existing force fields, or even using force fields to create new types of energy. This effect lasts 1d8 rounds in battle, or until you no longer need it outside of battle.
Learning ability level: 7.
Time manipulation; Neutrinos are a key component of time dilation theory, which is a key component of relativity theory. This means that you can potentially use their energy to manipulate time, which could potentially include abilities like slowing down time, accelerating time, or even creating time loops. If your slowing down time for your target/s, they do 1 action per 1d6 rounds. If your speeding up time, then the targets effected are sped up and do 1d6 actions per round. If creating a time loop on the target/s they don't sense what you are doing, they instead experience the same thing over and over again till the time loop ends. This lasts 1d8 rounds in battle or until you think to not need it.
Learning ability level: 9.
Destruction; You can manipulate matter at a subatomic level to create or destroy objects or structures. You could shatter the target or item. If you succed with a roll of 10 or above, on a 1d20+focus ranks roll then you did.
Financier ability for this game is not meant to be done irl, its meant to be played in a scenario. What it is, its using the idea with the money energy, the soul copy and the spirit for an act of magic. Magic in this case is using a source to create results. This is focusing your energy to make with the spirit and think to create with the energy conscious with the soul copy. The energy is guided into doing things yet always returns to you, cleansed by the soul. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the copy directs the moment. That energy you gate in or back out to the void.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where energy is programmed by thought, that's made to do things by the energy consciousness and soul copy. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy uses the neutrinos, these are the ghost particles in the area as energy that responds to your thoughts that you think to the area directed by programming things from the aura. That goes forth to create a result. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the photons charging the aura waves. That's done through the law of attraction, and that draws it to the area and you get to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void by itself, that's to the aura by the spirit gating it into your aura, and send it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, with the energy source. Closing the gate in use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning as a source. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 10 actual abilities: Money energy effect (cha), Transmutation (cha), Money attack (cha), Creative source approach (Cha), Enhanced money magic (cha), Coin illusion (Cha), Magic bribe (cha), Voidalism (cha), Money health (Cha) and Blinding light (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Money energy effect; The energy of money is used for effects, think of the idea and these effects are made by the moneny conscious. This is with the energy of the money, thats used by subconscious mind. These are energy effects, and energy is fire based. This means you could use funds as a means for everything. That are lasting 1d6 rounds in battle, or until you no longer need them to effect. Its damages or healing are where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 3.
Transmutation; This is the ability to turn cheap metals into gold. Including weapons and armor as long as they are made of metal. But gold weapons and armor might not be good at combat, but are worth a lot if you can find a way to carry it to town. This lasts until you no longer need it.
Learning ability level: 3.
Money attack; This is an energy attack, that you focus energy through the money and the money causes an effect through reaction. This scales with how much money you're willing to sacrifice. This lasts for 1d8 rounds in battle or until you no longer need it outside of battle. That is where its damage amplified done per attack:
1-500 silver = x2 damage
1-500 gold = x3 damage
501-1000 gold = x4 damage
1001-3000 gold = x5 damage
anything over 3000 = x6 damage
The attack damages are instantly done: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d6+6. In amount, that's a max of 114% health that's removed. Say you gave 1000 gold to amplify it..that would be x4, making it 456% done. The amounts are:
1d6+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d6+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d6+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d6+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Creative source approach; This is where you think to make the effect, that is making what you desire as a manifest. This uses a source that you intend to use, thats done by thinking something is a source. Your subconscious uses it, as you think to use it. This is with an idea you need and thinking its manifested. What you use as a source disappears.
The damages/healing possible with this are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d8+6. In amount, that's a max of 150% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Enhanced money magic; Think to create with energy from your your cells, and use money as a source to create results in idea. The damages/healing possible with this are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Coin illusion; The ability to throw illusory coins that look like normal gold coins, but disappear when something touches it. This distracts the target/s for 1d8 rounds in battle, or until the coins disappear.
Learning ability level: 9.
Magic bribe; The ability to magically bribe an enemy by consuming money in food and drink form like chocolate coins, thinking to have the foe fight for you even if they normally wouldn't.
Learning ability level: 9.
Voidalism; This is where you think to create with energy, that has been from a voided out source and channelled to your aura. This uses the excess energy of void to create with an idea you need to happen. That is an instant effect. This can be elemental damage or healing.
The damages/healing possible with this are: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d12+6. In amount, that's a max of 222% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock" or "Firing", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 11.
Money health; The ability to eat money by spending it sometime to regain health. This effects you when you need it to happen. As you think, this effects you by restoring 1/4 your health, then you think of something you buy and you restored your health for that you buy.
Learning ability level: 11.
Blinding light; This is the ability to drop some money on the ground, and have it shine really brightly temporarily blinding foes. They are out of the battle, that lasts for 1d8 rounds in battle or 1d10 minutes outside of battle.
Politician ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for an act of magic. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directs the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the heat energy uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 11 actual abilities: Finding things (cha), Will word II (cha), Enchanting speech (cha), Neural mind control (Cha), Illusionary magics (cha), Mental divination (Cha), Selective focus (Cha), Aura manifest (cha), Enchantment effect (cha), Magical protection (cha), Enchanting weapons (Cha) and Veto (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Finding things; This ability is where you find things out by or out of feel. Thats what you intend to find. Roll a 1d100+luck and get a 51 or above for success.
Learning ability level: 1.
Word will II; This is where you combine heat energy with cast forth thought energy, stating what you want or desire to create by manifest. This is thinking to create by feel with the power of your God or the creator, making the result you need by use of that energy. This is lasting 1d6 rounds in battle, or until you no longer need it to effect. Its damages or healing are energy based where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 3.
Enchanting Speech; The ability to charm people and persuade them with your words. You have different types of speeches that do different things. Like one speech to buff allies attack speed and another to make enemies take more damage. So name the effect of the speech and whom the targets are. Added speed can be +10', more damage is add focus or concentration ranks to the damage amount. This is lasting 1d6 rounds in battle, or until you no longer need it to effect.
Learning ability level: 3.
Neural Mind Control; The ability in use is an idea is used to control the minds of others, and manipulate their beliefs and opinions by what is said. This is lasting 1d8 rounds in battle, or until you no longer need it to effect.
Learning ability level: 5.
Illusionary Magics; The ability to create illusions and misdirect people with your magic. Including the illusion of them getting things as they help you. This does no damage. This is lasting 1d8 rounds in battle, or until you no longer need it to effect.
Learning ability level: 5.
Mental Divination; The ability to tap into the knowledge of the universe and gain insight into the future. You aren't surprised by the surprise attack. This is lasting until you no longer need it to effect.
Learning ability level: 7.
Selective focus; This effect can be done anytime and directs the energy to block out the effect or effects you don't like, this cancels out those effect or effects and leaves free energy that you can make use of by feel. You may use the energy of the blocked out effect to create what you want. Like keeping this shield up. That is where you get an effect you can create in manifest. This lasts 1d8 rounds in battle, and then until otherwise needed outside of battle.
Learning ability level: 7.
Aura manifest; Think and feel that the aura is empowered by the soul, that makes what you desire. Thats done by the effect of creativity. This is with brain waves as you think of the end result. Doing things that make allowance. Request and you get what you want by intending it. This lasts 1d8 rounds in battle, or until not needed outside of battle.
The damages/healing possible with this are energy and elemental based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 9.
Enchantment effect; The ability to enchant objects or beings, to grant them new properties or influence their behavior. The effect of a weapon could be to send a beam of energy to attack your target. This lasts for 1d8 rounds in battle, or until you no longer want it. Any damages or healing by this effect are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 20 focus ranks and 7 charisma mod, then for a level 20 character, it would be 30d12+7. In amount, that's a max of 367% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Magical Protection; The ability to protect yourself from harm, such as fire or magical attacks. This lasts 1d8 rounds in battle, and until you otherwise need it outside of battle.
Learning ability level: 11.
Enchanting Weapons; The ability to enchant weapons, such as swords, guns, bullets or arrows. This is with magical properties, such as elemental damage or additional effects. Like a flying weapon that moves on its own to strike the target. Whatever the case, this means the damages done are triple the damages done by the weapon.
Learning ability level: 11.
Veto; This is an ability called veto, that cancels a target's action. No damage is done to you.
Farmer ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for an act of magic. That's made by the creator and the use of land. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directing the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears reabsorbed back into you as energy and realized idea. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented the creator consciousness, that's from the area by the heat energy and uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves. This uses gateways to get you where you want to go. This gate is with the effect of the soul, that creates it to be where you intend to be.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 10 actual abilities: Production manifest (Cha), Discussion (Cha), Deal (Cha), Sun focus (Cha), The fast seed grow (Cha), Farming (Cha), Botany ability (Cha), Water (Cha), Animal husbandry (Cha) and Harvest pumpkin (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Production manifest; This ability uses produce or theory creates the effect of a manifest with what you think. That the soul creates as a point is discussed or is thought upon. A point is a expressed idea as it happens to exist somewhere. The healing or damage possibility is lasting 1d6 rounds in battle, or until not needed outside of battle. Its damages or healing are energy based on level where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 1.
Discussion; This ability creates more possibilities. Whatever you think you need is created from the dimension or possibility, that's making what you think into existence here. As you have this in effect, add +5 to charisma and persuasion rolls.
Learning ability level: 1.
Deal; The deal is the thing, think about what you need and exchange, what you may to create a better deal by feel. As you think to use this, you get +5 to your charisma checks.
Learning ability level: 3.
Sun focus; This ability is primarily used on the crops. That is where you focus sun energy, thinking to cause by warmth the growth of the plants even on a cloudy day. Otherwise, it can be used to attack the target with radiance damages. This means you focus sun energy through a gateway, that creates what you want as long as its there. The shadows, the dark places and the area with sun focus are possible to be effected.
This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d8+6. In amount, that's a max of 136% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
The fast seed grow; This effect causes the seeds you get to use in the ground to grow quickly. That is within 1 action. However, if tree seeds are the subject of this spell as you think to use it..then you could create a small tree. That tree continues through the next hour, that's going into the form of a mature tree. Whatever seeds you spread to the ground, you can cause to fast grow till you no longer need this effect. This can even be razor sharp vines. Also possible is strangling vines. Each turn the vines are touching you, damages are done.
This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use from the plants. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Farming; They can farm minerals for weapons. That and they can farm with seeds to get a good crop, that's by infused energy with the seeds. The weapons they farm minerals for are +3 weapons. This is also evolution, that uses plants and seeds.
Learning ability level: 7.
Botany ability; This is where you use organics, that are bananas, mushrooms and excetra. Such as: a banana seed mutate pockets of pure potassium which would react with the water in the banana to make a banana that explodes when thrown from an alkali reaction. Also, glowing mushrooms that act like lightbulbs.
There is the impossible to farm Ambrosia that kind of just shows up and leaves randomly. There is even an entire Arthurian story about two guys who go to a magic forest to find a lucky clover. The good knight works hard to boost the odds of it showing up, and the bad knight just mindlessly looks around and slowly convinces himself he won't find it.
This lasts for 1d8 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Water; THe character can cause water to exist, this is wherever they desire from moisture in the air. Otherwise when possible, they can cause existing water to be charged, think and that is by the focus with thoughts on the water itself. This water carries with it the ability increase of +5 to any roll, including damage rolls. However, this is what lasts for 1 hour so think to use it carefully. This does healing as its a purified form.
This lasts for until its no longer needed outside of battle. The healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Animal husbandry; This ability is where you create better results with the animals you have. Add a +5 to your Animal husbandry rolls.
Learning ability level: 9.
Harvest pumpkin; At level 20. You can plant a haunted giant pumpkin that summons ghosts to haunt and distract the enemies doing massive damage. This lasts for until its no longer needed outside of battle. The damages possible are instant energy effects that emulate elements in use. Any hit draws energy to the pumpkin adding health to it. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d12+6. In amount, that's a max of 198% health that's given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Wild mage ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the chaos energy of the moment you focus, need and think, the soul copy and the spirit for an act of magic. That's made by the creator and the use of land. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directing the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears reabsorbed back into you as energy and realized idea. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented by the center of your consciousness. This is creator consciousness, that's where you direct the effect from the area. That's by the heat energy and uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, thinking of the targets and that draws it to the area. You get it to the target you want effected in this way. This is where you spread your programmed energy by aura energy waves. This uses gateways to get you where you want to go. This gate is with the effect of the soul, that creates it to be where you intend to be.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is also the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Charisma. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 8 actual abilities: Wild magic (Cha), Wild magic surge (Cha), Tides of chaos (Cha), Bend luck (Cha), Chaos infusion (Cha), Controlled chaos (Cha), Spell bombardment (Cha) and Chaos gate (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
One thing to note..raw chaos use is what you use for this most times, that's for the abilities that use the Wild magic surge. This can make you insane, if you fail a sanity check after every 3 ability uses. So use it carefully, no matter how many results you get. A sanity check is a rolled 1d20+charisma mod or will, and getting a rolled 10 or above for result as success. You can always reroll the sanity check, if you must till your sane again. If all the element types get combined, it turns into chaos energy. This is a point of expression in action.
Learning ability level: 1.
Wild magic; This is where you create a magic effect, that makes what you wish into existence. That is using iron or iron particles and controlling the chaos energy with it, so you make a controlled result. This is lasting 1d6 rounds in battle, or until you no longer need it to effect. Its damages or healing are energy based where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
Learning ability level: 1.
Wild Magic Surge: You can cast spells differently from other arcane spellcasters. You have a chance to trigger a Wild Magic Surge, which causes a random magical effect to occur. That is done by suppressing the chaos energy and adding to it in a philter device, this is an object you focus chaos into and think realease to surge it. That is where it surges the area with creating an effect. These effects can range from beneficial to chaotic and unpredictable. The chart is.. here that you roll a 1d100 to get a result from choosing to use the chart. Otherwise, you can make up an effect. Don't mind the level and damage mentions on the chart. The Wild magic surge uses raw chaos.
This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d8+6. In amount, that's a max of 136% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 3.
Tides of Chaos: The Tides of Chaos ability allows you to manipulate the forces of chaos. By using this ability, they can gain advantage on an attack roll, ability check, or saving throw. After using Tides of Chaos, you must roll on the Wild Magic Surge table to determine the outcome.
Learning ability level: 3.
Bend Luck: You have the ability to manipulate fate and luck. With Bend Luck, you can add or subtract a d4 from another creature's attack roll, ability check, or saving throw. This ability allows them to influence the outcome in your favor. Also you get +5 to your luck rolls.
Learning ability level: 5.
Chaos infusion; This is the effect of infusing your weapon with wild energy of the faery, so if you focus the energy along your weapon. You can strike with it, then you cause an additional amount of damage. This damage is half level + d6-12(levels 1-9 is d6, levels 10-19 is d8, levels 20-29 is d10 and levels 30- is d12) + charisma mod. So a level 20 character, with 6 charisma mod. They would deal an extra 10d10+6, that means at the least its 16% and at the most its 106% that's extra damage. This lasts as long as you focus the effect into existence. So roll a concentration check each round to see if it is working. On a failed check, this effect ends.
Learning ability level: 7.
Controlled Chaos: As you gain more experience, you learn to control your wild magic to a certain greater extent. Controlled Chaos allows them to choose the outcome of their Wild Magic Surge either making up the outcome or choosing from the Wild magic surge chart..that's where you choose 1-4 outcomes with this ability use by a rolled 1d4. You get all the outcomes that you rolled for by feel if you need them, simultaneously. This outcome you state to the DM/GM. This ability gives them more control over the unpredictable nature of their magic.
This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d10+6. In amount, that's a max of 166% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Spell Bombardment: At higher levels, you become even more proficient in casting spells. Spell Bombardment allows you to roll an additional d20 when they cast a spell and choose which of the two rolls to use for determining the spell's effects. Also, you get to choose 1-6 outcomes. That's with the roll of a 1d6 to get how many outcomes to choose. You can make up the outcome or pick from the Wild magic surge chart and you get all the outcomes that you rolled for by feel if you need them, simultaneously. This ability increases their chances of success and enhances their spellcasting abilities.
This lasts for 1d6 rounds in battle, or until its no longer needed outside of battle. The damage/healing possible are instant energy effects that emulate elements in use. This is done by level and per each 2 focus ranks round down. That's like you have 17 focus ranks and 6 charisma mod, then for a level 17 character, it would be 16d12+6. In amount, then that's a max of 198% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 9.
Chaos gate; The chaos gate is thinking an imagined oval gateway forms in the area of the target. Then, you create what you wish by focusing iron particled chaos energy, that goes into the area that does what you think to program it with in effect. The soul opens or closes the gates as you need to do this.
Q ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for an act of magic by the creator. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directs the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented the creator consciousness, thats by the heat energy uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Wisdom. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 11 actual abilities: Omnipotent manifest (Wis), Wormholes (Wis), Infinite wishes (Wis), Spacial effect (Wis), Adjunct (Wis), Reality alteration (Wis), Clones (Wis), Heavy lifting (Wis), Idea system (Wis), Combat system (Wis) and Nothing (Wis). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Omnipotent manifest; This ability is done wherever you want and it uses the subconscious to make a manifest anywhere or anyway you want. This includes whimsical attacks and other things like that. However, nothing is real in the subconscious, unless you wish or need it created in the area.
This is lasting 1d6 rounds in battle, or until you no longer need it to effect. Its damages or healing are energy based where you take or give 1/8 the health for levels 1-9, 1/4 the health for levels 10-19 and 1/2 the health for levels 20-29. For levels 30+, you can take or give all the health unless the target/s make a savings throw. This means you halve the damages with a 10 or above result from them rolling a 1d20.
This can include focused elemental effects, that you gate in with energy by the soul. That's forming what you want and unforming the gate afterwards, where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Learning ability level: 1.
Wormholes; This is the ability to create wormholes. That allow instant shifting, and going places across the universe. Think and you create with the energy of the wormhole, thinking to shift things or shift yourself and others to other places in time. That includes enemies you shift to other area, this is sending them away from attacking you..you can form a wormhole in the target/s bodies, turning them into dust.
Learning ability level: 3.
Infinite wishes; This is the infinite wish. Think of what you need and want as a need and you create with the creator guided by the soul copy, thinking to make the idea exist as a form of manifest. That includes attacks of interest and idea you intend to exist. They can last forever, until you no longer need them.
The damages/healing possible with this are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d8+6. In amount, that's a max of 150% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Spacial effect; This is the ability to manifest spacial things. This can create whatever you want in space, thats done by the power of the creator where you intend it to be. The damages/healing possible with this are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d10+6. In amount, that's a max of 186% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Adjunct; This is the ability to be at any point in space or time. Where you think you are, your subconscious places you by feel. With this, you can even breath space by your aura breaking down the space dust to make pure oxygen in your aura bubble, thinking to create what you wish into existence.
Learning ability level: 7.
Reality Alteration; You can basically change anything about your surroundings, whether it be altering the laws of physics, time, space, or anything else. This effect is instant and done by the subconscious mind.
Learning ability level: 7.
Clones; This is the ability to make infinite copies. Think to create with the soul copy and you focus on the area, thinking to cause the soul copy to appear as you need it to appear as a point in time. You can make up to as many clones that you need (Not too many, mainly 8 or less). They have your stats and 100% health. It lasts 1d8 rounds in battle or until you no longer need it outside of battle.
Learning ability level: 9.
Heavy lifting; You can lift a rock or things heavier, than you can normally lift by focus and the spirit. This lasts for 1d8 rounds in battle or until you no longer need it outside of battle. You can lift 100 lbs more than normal.
Learning ability level: 9.
Idea system; This is an ideal space of Q, that you can use to generate things and idea..so you always get some idea of what to do. This is instant and you know what you need to know. This is where you exchange items in Q space, then you cause the idea associated with it to be known. The idea comes to you as a vision or thought you realize by feel.
Learning ability level: 11.
Combat system; This is a system for combat between two Q classes or other beings. The subconscious can seem to present a vision, that you use to fight with the other Q and other beings. Whoever wins doesn't matter. Each blow is to a phantom you, that has 50% health and your other stats.
Each blow is by a Will roll or 1d20 with a 10 or above result. When the combat is over, the vision disappears. This is in a moment of no time, where you think to create the effect in void space. This lasts until you no longer need it and it leaves the targets unwilling to fight. Think and you know what you can do.
Learning ability level: 11.
Nothing; This is where you create from nothing energy, and make a result exist by the power of the creator. Thats if you intend to create from nothingness or darkmatter. This lasts for 1d8 rounds in battle and otherwise out of battle for until you no longer need it.
The damages/healing possible with this are energy based effects: This is done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 6 charisma mod, then for a level 18 character, it would be 18d12+6. In amount, that's a max of 222% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Summoner ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for summoning with an act of magic by the creator. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy and summons by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directs the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented the creator consciousness, thats by the heat energy uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura wave of energy. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Wisdom. This energy effect can be anything allowable by the GM or DM with Stamina points (MP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 10 actual abilities: Spell casting (Cha), Ethocraft (Cha), Ethercraft (Cha), Telepathy (Cha), Summoning (Cha), Demonology (Cha), Angelogy (Cha), Protection (Cha), Survival skills (Cha) and Transformation (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Spell casting; This is done by summoning energy from the creator, that will emulate any effect or element that you want. That's so that they can support the team without relying on summoned creatures. They would be able to create any effect that you would want. Including what adds up up to any elemental effect. You could summon poison fire to surround you and be in your aura to kill the bed bugs and other bugs as you think the af-brain part of you makes the effect unconsciously. The only price is drinking or eating things to give your body energy to create it. An example of spells you may use is the Optional spells list.
This includes elemental effects..the effects can be with the elements like earth, air/wind, water, fire, lava, ice, acid, poison, plasma, lightning (for medieval play) or electricity (for modern play) and void. Any lava or plasma effects is doubled as it melts things. Any ice effects are bursting ice effect. Any element formed from the inside of the targets, that will burst the body with instant death. So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d8+5. In amount, that's a max of 117% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 1.
Ethocraft; This is where you summon the spirit to create what you want, that's thinking of what you need to create. The spirit uses influnce and sheer emotion to summon real changes that effect the real world in whatever way you desire. The spirit is immune to damages except for energy effects. It has your stats with 100% health. The damage done or health recovered is depending on level where levels 1-9 have 1/8 the health as damage or healing, levels 10-19 have 1/4 the health taken or given, levels 20-29 have 1/2 the targets health taken or given and levels 30+ have all the health taken or given unless they make their savings throw using will. Then, its half their health.
Learning ability level: 3.
Ethercraft; This is where you focus upon the drink your energy and drink it for energy that builds up over time. You may use this energy to create with whatever you want by feel. If the drink is alcohol then you double your energy and effect is x2, that's temporarily done. If its non alcoholic, then you create with life by doing idea and regaining all your energy used up in created spells..as you deal normal x1 effects.
Learning ability level: 3.
Telepathy; This is using communication skills, thinking to establish a link to creatures, Angels and Demons and make them work with you. Add +5 to all charisma and charm checks.
Learning ability level: 5.
Summoning; This ability allows you to summon anything or any creature, that you can think of to get a result by feel. You summon 1d6 of the idea and it has 100% health with your stats otherwise. It stays until dismissed. The effects it can do can be with the elements like earth, air/wind, water, fire, lava, ice, acid, poison, plasma, lightning (for medieval play) or electricity (for modern play) and void. Any lava or plasma effects is doubled as it melts things.
Any ice effects are bursting ice effect. Any element formed from the inside of the targets, that will burst the body with instant death. So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d10+5. In amount, that's a max of 145% health that's removed or given.
The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Demonology; This is where the summoner understands hell and its beings. The summoner calls upon hell to do his idea, this includes demons and hellish effects that create what the summoner wants. You summon 1d6 effects or demons by will. It has 100% health and your stats otherwise. If dismissed, the Demon will leave.
So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d12+5. In amount, that's a max of 173% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Angelogy; This is where the summoner understands heaven and its beings. Said summoner uses heaven to get what is desired. The summoner can call 1d6 angels to aid in the situation. The angel has your stats and 100% health. If dismissed, the Angel will leave.So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d12+5. In amount, that's a max of 173% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 7.
Protection; This is where the summoner calls upon heaven or hell to protect said summoner and the area of interest. This summons 1 being of either heaven (a mjala) or hell (A bjala) to protect the summoner and said summoner's area. The being has 100% health and your stats. It stays until defeated or no longer needed to be there and keeps damages from effecting you, your party and the area..
Learning ability level: 9.
Survival skills; This is useful where they can get out of tight spots when creatures are not available by teleporting away to a safe distance and heal yourself. Add +5 to all survival check rolls.
Learning ability level: 9.
Transformation; This ability allows you to summon a copy of the soul, that's of the target being or creature, then upon request or stating "I like that" you become like them to the degree that you want. All the while keeping your health and stats. The only thing that changes is the shape. You keep the shape until either hit, wanting to be your own shape or disrupted in focusing.
Judge ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for making with an act of magic by the creator. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy and summons by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directs the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented the creator consciousness, thats by the heat energy uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura wave of energy. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Wisdom. This energy effect can be anything allowable by the GM or DM with Stamina points (STP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 11 actual abilities: Thoughts (Cha), Gavel strike (Cha), Scales of Justice (Cha), Verdict of condemnation (Cha), Aura of authority (Cha), Divine Decree (Cha), Scales of retribution (Cha), Justiciar's shield (Cha), Guilty Conscious (Cha), Lawful Intervention (Cha) and Balance of power (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Thoughts; This is where the judge focuses his/her thoughts to create an effect. This includes elemental effects..the effects can be with the elements like earth, air/wind, water, fire, lava, ice, acid, poison, plasma, lightning (for medieval play) or electricity (for modern play) and void. Any lava or plasma effects is doubled as it melts things. Any ice effects are bursting ice effect. Any element formed from the inside of the targets, that will burst the body with instant death. So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d8+5. In amount, that's a max of 117% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 1.
Gavel Strike; The Judge uses a weapon (like a hammer) to deliver a judgmental strike. On a hit, the target must succeed on a Wisdom saving throw or be Stunned until the end of their next turn, representing a commanding verdict that shakes their resolve.
Learning ability level: 3.
Scales of Justice; The Judge can measure the fairness of an encounter. They can use an action to determine the relative strength of enemies versus their own party. The DM gives an estimate if the battle is likely to be evenly matched or skewed, helping the party strategize more effectively.
Learning ability level: 3.
Verdict of Condemnation; The Judge targets a single creature and delivers a "verdict." The creature must make a Charisma saving throw. On a failure, they take necrotic or radiant damage (Judge’s choice), and they gain vulnerability to that damage type until the end of the Judge's next turn. The damage done is depending on level where levels 1-9 have 1/8 the health as damage, levels 10-19 have 1/4 the health taken, levels 20-29 have 1/2 the targets health taken and levels 30+ have all the health taken unless they make their savings throw using will. Then, its half their health.
Learning ability level: 5.
Aura of Authority; The Judge exudes an aura of law. Allies within 10 feet gain an advantage on saving throws against being charmed or frightened. Additionally, enemies must make a Wisdom save or have disadvantage on attacks against allies within this aura, as they are unnerved by the Judge's commanding presence.
Learning ability level: 5.
Divine Decree; The Judge delivers a Divine Decree that affects a group of creatures within a 30-foot radius. They must make a Wisdom saving throw or be compelled to obey a simple, lawful command for 1 minute (e.g., "Lay down your weapons!" or "Stand down!").
Learning ability level: 7.
Scales of Retribution; This is a reaction. When the Judge or an ally within 30 feet takes damage from an attack, the Judge can use their reaction to rebuke the attacker. The Judge makes an attack roll, and on a hit, they deal damage equal to half the damage taken by the ally. This reflects the concept of "an eye for an eye."
Learning ability level: 7.
Justiciar’s Shield; Judge can designate an ally within 30 feet, granting them temporary hit points equal to the Judge's level + Charisma modifier. This shield represents the Judge's role in protecting the innocent.
Learning ability level: 9.
Guilty Conscience; The Judge can target an enemy who has recently harmed an innocent (determined by the DM). The target must make a Wisdom saving throw. On a failure, they are overcome with guilt and take psychic damage, becoming Frightened until the end of their next turn. So the damages possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d10+5. In amount, that's a max of 145% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 11.
Lawful Intervention; This is an Action, done once per long rest. The Judge can call upon an otherworldly entity aligned with Law (such as a celestial or lawful outsider) to intervene in a dire situation. The entity assists the Judge for 1 minute, following lawful commands and helping to restore balance. They are with your stats and 100% health. They can deal the damages and healing possible with this. That's done by level and per each 2 focus ranks round down. That's like you have 18 focus ranks and 5 charisma mod, then for a level 14 character, it would be 18d12+5. In amount, that's a max of 221% health that's removed or given. The amounts are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 11.
Balance of Power; The Judge channels divine energy to redistribute hit points among allies. The Judge can take hit points from one willing ally and give them to another. The total transferred hit points cannot exceed the Judge's level times 2.
Mystic class ability for this game is not meant to be done irl, its meant to be played in a game scenario. What it is, its using the idea with the energy of the voice, the soul copy and the spirit for focusing and creating with an act of magic by the creator. Magic in this case is using a source to create results by creating a moment. This is focusing your energy to make with the spirit, and think to create with the energy conscious and the soul copy. The energy is guided into doing things yet always will return to you, cleansed by the soul. The soul is guiding the energy and summons by your thought, that's making the moment as you need the result. That's done by the soul duplicating itself and the soul copy directs the moment. That energy you gate in or back out to the void as an energy source.
This is then where you think of the point of expression, and that's when the soul copy disappears. Thinking to create where you intend it to create effects as a result. Its when that's an expressed idea where the energy is programmed by thought, that's made up to do things. That allows you to think its done. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s] with [named effect/s]".
You see the area energy consciousness represented the creator consciousness, thats by the heat energy uses the aura as a point of expression is done, these are the area energy responses that responds to your thoughts. That you think to the area, thats directed by programming things from the aura wave of energy. This goes forth to create a result as a wave of energy in effect. That's used by the energy consciousness of air or smart air, then your making by manifest from the idea vibration within the charged by thought aura waves. That's done through the law of attraction, and that draws it to the area and you get it to the target you want effected. This is where you spread your programmed energy by aura energy waves.
You can gate in extra energy from the void itself, that's to the aura by the spirit gating it into your aura, and sending it back to the void after use. If to some area and it's using spacetime placements. That creates your result as the soul directs the effect, this is with the subconscious mind allowing it. This is for DnD where you think and/or state the intent and you create by focus, thats with the energy source. Closing the gate in its use is done by the spirit or soul, after you don't need it. Whenever you do an effect, you create and make use of the third eye by will.
The area source is the heat energy in the area, which can be allowed to be replenished then its by waiting 1 round or 6 seconds, otherwise its what idea you think is done of the idea as the source, that makes the result like having a ball of lightning generated. Which on use as a source it causes it to cease. These are abilities that are based on activity with Wisdom. This energy effect can be anything allowable by the GM or DM with Stamina points (MP). The focused and concentrated effort in effect is possible by focus. That is done by either a free action or taking a round.
If your using the intensity special ability or multitasking special ability. This allows for multiple actions per round, that's with less time used per each action. If you intend to cancel it, then its cancelled out by your actions. This is putting sink water on fire, earth smothering or cloth other fire and similar. This effect is where you can counter, what you think or create to exist. Of course you can always void out the idea that's there. Think and you know what to do.
That is what allows you then to get what you want, so your able to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check per round. Then, on a failed concentration check, you stop the effect. There is a save versus magic of a 1d20+will with a 10 or above for success. That halves the damage amount or negates the effect entirely. This is with a 15 or above for no dice in amount. The class is what has 15 actual abilities: Thinking (Cha), Think confusion (Cha), Elementalism (Cha), Elemental beam (Cha), Mind thrust (Cha), Psionic shield (Cha), Telepathic link (Cha), Thought reading (Cha), Mystical vision (Cha), Advanced elementalism (Cha), Mental Fortress (Cha), Astral projection (Cha), Psychic rejeuvenation (Cha), Mind over matter (Cha) and Psychic pulse (Cha). Charisma is the core stat behind these abilities, that's not always used but its optional.
Learning ability level: 1.
Thinking; Think and you create what you need or want. This takes 1 action. The damage or healing done is depending on level where levels 1-9 have 1/8 the health as damage or healing, levels 10-19 have 1/6 the health taken or given, levels 20-29 have 1/4 the targets health taken or given and levels 30+ have 1/2 the health taken or given.
Learning ability level: 1.
Think confusion; The effect of this causes by thinking of confusion to make the targets confused. So they are distracted by thoughts for 1d6 rounds. They do not attack for that amount of time.
Learning ability level: 3.
Elementalism; This is where you may form from gated in energy the element you need near or on the target. Lava does double the damage and ice shatters near the targets. This includes elemental effects..the effects can be with the elements like earth, air/wind, water, fire, lava, ice, acid, poison, plasma, lightning (for medieval play) or electricity (for modern play) and void. Any lava or plasma effects is doubled as it melts things. Any ice effects are bursting ice effect. Any element formed from the inside of the targets, that will burst the body with instant death. So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d8+5. In amount, that's a max of 117% health that's removed or given. The amounts are:
1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d8+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Elemental beam; This is where you focus energy into a very concentrated beam of energy with your third eye to strike with elemental effect that you want to strike them with in a pathway. This includes elemental effects..the effects can be with the elements like earth, air/wind, water, fire, lava, ice, acid, poison, plasma, lightning (for medieval play) or electricity (for modern play) and void. Any lava or plasma effects is doubled as it melts things.
Any ice effects are bursting ice effect. Any element formed from the inside of the targets, that will burst the body with instant death. So the damages and healing possible are with this done by level and per each 2 focus ranks round down. That's like you have 14 focus ranks and 5 charisma mod, then for a level 13 character, it would be 14d10+5. In amount, that's a max of 145% health that's removed or given. The amounts are:
1d10+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d10+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d10+Charisma mod with every 2 focus ranks for the health of levels 30+.
Learning ability level: 5.
Mind Thrust; The Mystic targets creatures within 60 feet, sending a searing psychic bolt directly into their mind. The creatures must make an Intelligence saving throw or take psychic damage and have disadvantage on its next attack roll. The damage done is depending on level where levels 1-9 have 1/8 the health as damage, levels 10-19 have 1/4 the health taken, levels 20-29 have 1/2 the targets health taken and levels 30+ have all the health taken unless they make their savings throw using will. Then, its half their health.
Learning ability level: 7.
Psionic Shield; This is a reaction. When the Mystic is attacked, they can use their reaction to project a psychic shield, adding their Intelligence modifier to their AC for that attack.
Learning ability level: 7.
Telepathic Link; The Mystic can create a telepathic bond between themselves and another willing creature within 60 feet for up to an hour. This allows for silent communication, regardless of language barriers.
Learning ability level: 9.
Thought Reading; The Mystic can probe the thoughts of any creature or target within 30 feet. The target must make a Wisdom saving throw; on a failure, the Mystic can read surface thoughts. As a bonus action, they can delve deeper, but the target gets another saving throw to resist.
Learning ability level: 9.
Mystical Vision; The Mystic can see into the ethereal plane and other unseen realms for 1 minute and share the vision as a visual that the targets can see as a vision. During this time, they can also detect invisible creatures or magical effects.
Learning ability level: 11.
Advanced Elementalism; This is where you focus your mind and combine it with the energy in the area. That includes heat, object energy and similar. Think to create any element with x2 the Elementalism effect damage/healing.
Learning ability level: 11.
Mental Fortress; The Mystic is resistant to psychic damage, and they have advantage on saving throws against charm and fear effects. Their mind is shielded from unwanted intrusions.
Learning ability level: 13.
Astral Projection; The Mystic can separate their consciousness from their body for up to 10 minutes, entering an astral form at any time. While in this state, they can move through objects and explore unseen areas, though their body remains immobile and vulnerable.
Learning ability level: 13.
Psychic Rejuvenation; The Mystic can use psionic energy to heal themselves or an ally within 30 feet. The target regains health percent equal to 1d8 * the Mystic’s level. This can be used a number of times equal to the Mystic's proficiency bonus per long rest.
Learning ability level: 15.
Mind Over Matter; The Mystic can use their psychic abilities to manipulate physical objects. They can cast Mage Hand, but with an increased weight limit of up to 100 pounds. This ability does not require verbal or somatic components.
Learning ability level: 15.
Psychic Pulse; The Mystic releases a burst of psychic energy in a 20-foot radius. All creatures in the area must make an Intelligence saving throw or be stunned until the end of 1d6 turns, as their minds are overwhelmed by the psychic force.