Live and Modern Ars DnD 5.5

The reason for this companion to Ars dnd is a thought to have it as a separate world that can be modern. This is a different view of Ars dnd by having you play it normally with dice or act it out with or without costumes, however you don't have to act it out. You make the characters by modelling yourself or making up the stats, choose the moral or alignment of the character as you desire for this is a person you might portray. Yet this helps a small bit to put a little of you into it to make more realistic and lively the action. When you read this and see it for what it is, you might want to play it as its more interactive and with a lot less dice rolls compared to dnd.

Menu
The World
The World Map
The source of power
Magic point system
Stamina system gauge
Buffer shield HP System
Power level system
Magical focus ability
Live action Roleplaying system (Revised 3/23/2022)
Social Aspects
Alternative punishment
Attack/damage and effect system (Revised 3/16/2022)
Rank of Class
Food for thought
Remembering Spells and learning extra ability
Prayer
Worshipping or using demons and angels
Breakage
Class descriptions (Revised 1/22/2023)
Magic system skills (Revised 1/22/2023)
Experience
Skills and Feats with Feats list
Character creation
Godmode
Equipment List
Table of charts
Term glossary
Alignments
Special abilities
Optional Basic LARP Combat Rules
The World

 This world is based off the old world before the middle when faeries ruled the world as freeborn men, workers or slaves with enjoyment with the dark elves, yet living amongst the elves and sea-elves. The world was known as a united traders world and Amerindia or in the old name "Ambigascar" was its name as it owned the trade, even then the idea of the world was unpeaceful and not truly incited to war for the truce and pacts of which held it together called "t-elect-teeves" meant as the free world trade pact and it was counted as peaceful.

 This was truly the world of before the Atlanteans fall from the earth. with rare beasts and strange humans with other forms attached to them. Freedom calls to where an Amerindia would be for they would fight to the end if they had to and then they banded together as they could. This formed the United Trade Commision of Amerindia that existed underground and allowed business to rule itself for its own sake and when some asked the business, there was always an answer. However compared to todays united worlds, they were corrupt to the point of absolution and any would kill for gold had they to get some.

 The people are apart of a free trade alliance who traded for drugs, slaves and other things like high tech stuff without any illegality or disruption. yet the worst was the willingness to torture and negotiate for that was all except for the crystalline equipment and modernlike machines that would do as they thought at it or spoke what they wanted. This culture was backward and varied as to unknown degrees and very suited to adventure and information to the willing except for weak people who got killed if they upset them.

 The advanced old ages are hard to forget as it allowed open swords and armor, yet was advanced with problems of kingdoms and early democracies. Where this world is advanced the middle ages were similiar yet unadvanced in technology, and is what dnd, medievil wargame, along with some other adventure games were coming from as they were copying some personal and world attitudes at that time. But on the other hand some would say a game is a game and this world is a good choice to "steal" from along with others ae middle earth and middle ages. These people were beyond corruption, itself.

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 The source of power

  The source of all power is raw force that surrounds everyone. Its created by the sun then radiated by the planet core at night creating a constant wild energy field. All this energy fluctuates like gravity due to the sun if storming is represented by a roll with a die 4 or with a 1 is your effect, then with a die 2 is your own ideal yet different, by a die 3 some other effect, otherwise die 4 is some effect that is not on the physical. This is energy derived by focus to the crystals and is shaped by purpose like runes, weaving, command words that work by your mind thinking to create that the crystal, using your energy is sometimes tails is a mystical fox for ideal that are used to create. This is what you wish in the planet create by changing with the area energy fluctuation or area feel, that means etc or things that were supposed to are going to occur.

  This energy is undepletable as the sun will send it radioactivity by use that replenishes the planet core with its sunlight. This makes the raw earth energy a wild constant by possible spell failure. At any given time there could be a fizzle because wild energy is in a state of flux, causes are storming with the sunlight that is higher energy that messes with energy or devices. This power is called energy and is represented by percent, that feeds the body energy in which is pooled by the body as stamina (life force). Magic users tap into this mana for direct use and others use the bodily filtered stamina from mana.

  Some think that takes a small bit more to achieve effects, its because its channeled through the body. The only exception are the gods that grant magic for those who champion their cause, think and this is divine magic counted as stamina created by the creator that uses you. The creator is the being or beating that creates distraction that goes on to create what you consider. Only those who are worthy can channel this raw force to make their needed effect happen. Sometimes these people are "god touched" and act like zealots only when a "religious experience" that happens. This is the main point of the magic system, that exists here the trauma that is tragedy from personal experiences. Only think then you create by your own ideal that you can describe.

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MP Gauge (magic points)

  This is sometimes used as the idea is a point for game accuracy. You have a starting reserve of 25 mp. Magic points are a reserve of energy you can use for spells. Casters may 'focus' to increase their reserve by 10/skill rank with each round used. This is permenant mp till used up, unless over 100 mp, thus it falls at 10 per round (each 6 sec) unless its used that round. Once a caster has 100 mp, the rate of increase by focus slows significantly. You must focus for a full five minutes to gain any benefit. This means you can cast a spell right off as in a spell worth 20 mp thus you would have 5 mp left. For spells below 0 mp take 1 point of nonlethal damage per 5 mp of spell. If the spell fails then it turns to real damage.

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Stamina (S) gauge

  This is sometimes used for daily activity to create complexity and game accuracy. This is when stamina effects anyway, this is just a game though so you can play this anyway you want. This stamina can be used where you do actions. You start at 100 stamina (100 S) then each action will consume a bit of your stamina. Also, the amount of time it takes for the body to adapt is measured in time by moments.

  Every round of actions in melee is a 1d6 stp reduction. Each hour of activity outside of melee or battle is a 1d10 stp reduction. Fatigue is 50 stp or less. Each 20 stp starting at 50 stp will be a -1 constitution and dexterity temporary mod. The recovery of stp is what negates the temporary stat reduction. Get the stp above 50 and you recovered from fatigue as you remove the stat reductions.

  The regen rate for stamina is 1d10 S per round that is recovered and after 0 S its nonlethal damage. This stamina is permenantly gained till used up unless its over 100 S where it drops by 10 S per round till 100 S unless its used that round. Some spells and maybe actions could recover stamina like drinking or eating for 10 S, and stamina increase spell effecta for 20 S. Yes, this means you can gain stamina back to continue fighting after hanging back to eat or drink something. You can go above 100 S via focus, by a standard action, to gain 15 S. For actions below 0 S take 1 point of nonlethal damage per 5 S. This nonlethal damage is the same as the mp system.

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Buffer shield HP (Health points) gauge

  This is used for health instead of hitpoints. Characters at the beginning of the game start out with 100% hp unless noted otherwise, add the Con Mod times level to make fhp. If you are at fhp you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as you see fit. Hp only acts as a buffer for the damage you take. You can still get a limb taken off at fhp, though it'd be very very hard to do so. When you reach 0% hp you do not die, after one hit though you are knocked out. Healing spells are 20% hp recovery. Sleep is 30% hp per hour recovered. Natural Regeneration rate is 5% hp recovered per round of 6 seconds in battle. But, every minute out of combat.

  The hp cannot go above 100%, but it can go below 0%. Unless, you want to gain temporary HP by Eating, Drinking or Healing spells. In which, it goes back to 100% HP after you rest. If you want permenant extra HP, then get the monstrous regeneration special ability, which is a special case.

  How are you hit, though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired, due to lost hp, and you may get bloodied, as well, at the moment, of half hp, unless you recieve a cut, then its somewhat instant. Shock value, is when you go into shock and may become prone, which is decided, by  hp %/5. This makes, for a more realistic combat scene. When a character suffers their Shock Value in damage, done by various means, there is a chance they can become stunned. When they suffer accumulated damages that drop their HP to -2%, the character dies.

  If you want to use the Con mod as a bonus, then you may add it to your % starting at level 1 or the level your at. This is where you have a +3 constitution bonus at level 1, that's applied as +3 to your 100% health. This is per level until you raise the Con stat for fhp. So with 103% as your level 1 health percent, 2 more levels raised at +3 Con mod is +6 to your 103% making 109% and so on at level 3, that makes for a stat change allowing +4 Con mod at level 5. So this means your allowing the character to have +7 for 2 more levels. Applied, this makes 116% for level 5, and that's how this will work if the DM/GM allows this point.

  Instead, if you add the con mod as a bonus at the level your at then, you can possibly choose from level 1 to your current level for addition that makes fhp. So say its level 10 with a +7 con mod, that's 7*10=70 added health percent. See that makes for a 170% health percent. That seems fair, if your the right person for it. So feel free to use this if you want more health percent. After all if your the DM/GM or your DM/GM allows for this, then you can create a more fit character.

  The profession skill can be gotten and this is written as profession (Wis) in your skills list with some choice of healer, nurse or doctor written somewhere as your profession, then you can negate the need for a healers kit. This means, if you use the profession of healer, then you don't need a healers kit to heal by feel. This is because you use the healing skill as though a special ability.

  Then you make the result of (half-level and round down)d(skill rank selection, look at chart below)+charisma mod in health restored. That means 10d12+7 damage reduced for healing the percent of health, this is with a level 20 character, 15 focus skill rank and 7 cha mod. For a level 10 character with healer profession, 12 focus skill rank, and 5 cha mod, you would have 5d10+5 health percent restored.

Skill rank selection

Die; Focus rank/s
d6; 1-6
d10; 7-12
d12; 13-18
d20; 19-24
d30; 25 and above

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Power Level System

  The power level system is optional and uses the PL gauge that details how effective your spells  and effects will be. The effects are only efficient because our bodies are capable of handling the energy necessary and this allows us to pull off the effect. As our bodies become even less adept at handling the raw or filtered energy, each action. The more you attempt something, makes the effects even less powerful unless you focus, restore or allow yourself to regenerate the power level you have. This makes the game even more realistic and adds a challenge to it.

  This PL(Power Level) gauge starts at 100% and each action effect uses up 5% per every minute of effect casting per every effect. You are actually using energy up per effect and the more you use by even more actions, makes the gauge lower itself even more till it goes to 0% efficiency. At 100% PL, the effect is fullly there in how much it does. At 0% PL, there is no effect at all.

  It effects mathematically by this manner, the PL%(converted to decimal) x Amount done or calculated = New Amount of effect. So at 70% PL and 30 points damage, there's a .7x30=21 points damage dealt. Round up on the decimal results.

  As it effects, focusing can increase that power level till its upto 200%. Focusing decreases in the amount of increase of PL % by every second in combat and every minute out of combat that you focus, increasing it by 5%. Then there is the fact that Focusing while causing or casting the effect also decreases the amount of PL % used up per action and by reducing the amount of PL% used, it does so by making 1% used up instead of 5%.

  Resting or healing, can restore the Power Level, as well as food and drink. As in, each hour rested is 25% PL restored. Each point of the percent healed is a point to restored power levels. So, 20 HP healed up is 20% PL restored. Eating food or drinking something is 10% PL restored. With this, is a natural 1% per minute outside battle or 6% per round in battle regeneration rate. Unless you focus, you can't go over 100%.

  This gauge is an optional efficiency measure, that the GM can decide to use.

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Magical focus ability

  With the magic you have naturally comes magic focus. If you think about the effect you want, then the soul creates the idea with the spirit gathering energy as a form of manifest. The subconscious directs the soul. What you need is done and creates itself by what you intend. You can create any element or any effect, such as making something shrink. If you make an element, you create with the elemental plane energy being gated in to an area and manifest the elements that are void, poison, acid, earth, air, fire, water, ice, and the poison, acid, void and fire can create longer lasting effects. The duration is the lasting period of time where in acid, the damage lingers and eats away the surface or with fire things catch on fire or with poison you cause a lingering decay. The void can with singularity or miniature black holes, suck the life out of a target over time. If sucked of life, they drop dead. Of course, this is all possible by a willing DM/GM. So ask for this ability and you could get the effect with an added "Magic Focus" w/o quotes to your special ability list.

  The void is nothingness, that holds energy and that energy is gated here to create what you think. This energy is infinite and comes from singularities, if you focus the energy around you to create a singularity and gate in its energy. The fact that they exist is amazing, they can gate in any energy of a source area. This means you can create with the consciousness of energy and make what results that you want as a need. This also means what you focus on creating, is what you project forth to make or manifest as a thought is there. The soul is the source of the body that makes energy possible to work with, its your thought and if you don't intend to create anything. Then as you think, nothing is created by feel of what you intend.

  This is the point of idea, you point out what you want and it manifests.. what you think to effect will be effected, each effect is a point you state and the idea you know by feel or observation. The effect is with an indrawn breath and an exhaled energy to create by the law of attraction. If you don't need it, it stops manifesting so think of the idea and you know what to do. This includes heat, or subtle fire in the air that is creating what heats up you need. What you void out with a sigularity or energy sucking, is the excess heat or energy in the breath. That remains until you find it is gone.

  The energy in the breath and what you rub together creates the idea you think to make, that breath which is exhaled will share itself with the area and your thought is programming to the air combined with rubbed energy. That goes to the target as an effect you intend and it effects the target. This heat energy loses itself to the void sucking it, so as you think the idea your consciousness shares itself with the air and makes the effect. As time goes on, the heat energy dissipates and this cools down the area. The effect is where you cast a result, where the result is an effect made by the law of attraction, then it dissipates away harmlessly as the effect disappears.

  Sigils are another part of magical focus. Since sigils are a part of this, they are empowered lines that your mind empowers to create a result. They can create any result. The sigils you make create its effect by making fat converted to energy, That is done by the power of the mind and the energy converted by thought doing what you intend. In order to make sure that sigils are created, you think of your need and intent by focusing on the thought as you draw or trace the line drawn out.

  This is done in the air to make it effect what you need, thinking is done using the consciousness of energy by charging the heat in the air to make what you want. Positive thinking and reinforcement will create the result faster. This is basically done by saying "it works" or "it worked" and this causes the subconscious to make the result needed by feel. This serves as a boost so the energy will do what you intend if you think it will. If thought exists, then anything can exist by the power of the creator.

  Then there is blocking. You may block those effects, people or creatures you sense will do things. The point you think is the point you focus into existence. See then you create by feel, because of the creator you sense things out and know what is what and you know what is there or possible. If you intend time to create it, you do. Time to do this is a free action and you can prevent any spell or elemental formation with this effect. Think the blockages are gone to remove it. If you say or think "non block" then the block is gone. If you say or think, "nonblock that persists" then its gone forever. You can block any results with this effect.

  The focus check or 1d20 with focus ranks or 1d20+focus ranks and getting a 10 or above is success. If using diceless, then if you have 15 or above total is automatic success. The duration period is 1d6+charisma mod in rounds will do things, until you don't want the effect or they die. The damage/healing amount is 1d10+focus rank per each 2 levels round down. So say you cast forth a healing manifest or creation effect, that makes a 10d10+15 for 115% healed with 20 levels and 15 focus ranks. Also you wanted to poison someone, that is with level 10 and 10 focus ranks a 5d10+10 or 60% poison effect. That lingers 5 rounds by a rolled 5 on a 1d6 with 60% health taken down per round max for a level 10 character.

  This means you killed them unless they are resistant to poison or they have an antidote.. then they get 1/2 damage per round. There is no resistance to void attacks until you cancel out the effect for no damage dealt. This is done by thinking the singularity closes up and ceases to exist. In fact, any durable effect is cancellable by using water on fire, causing the poison to be sucked out, acid attacks to be nulled by water and etc, so on with the idea and what you get with results is what you will. You can identify anything and know what it is that occurs with it or what you have, by the energy consciousness telling you what is what or nothing is thought and nothing or void is energy that has no thoughts.

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LARP System 

  This DnD (Dungeons and Dragons) in real life is made up of modular moments. This is Live Action Role play (LARP) where modules are events. People can live with them as its related to the live dnd system. This can be Medieval Age or Modern age in scenario or mode. They describe the scenarios and events for live dnd that make up game play.

  Game play is the action of the scenario moment by moment. NPCs are other players who interact with the player to help make up the story.  You can get experience points for successful actions. This is like 500 xp or whatever the GM decides is appropriate and if you want monsters, then their Hit points are in % (HP). They are exactly as described and no more than that.

  A job module is descriptive of the place a person works in. A house module is a home where the action occurs. An outside module is where the outside is when the action takes place. Like a book. A book describes alot of storyline events. The storyline makes up the actions in totality, as in a event lineup.

  Actions are measured in moments achievement. 1 min outside of melee, and 6 seconds per round in melee. Each module is refereed by a GM or Game Master. They are the bosses, authority figures or older family members in the play of life.  You can sit down and play the game using dice or to play you act out the fights and yell out damage as you hit the opponent. The GM describes the Scene as it progresses. Prop material required (latex or plastic swords, armor, etc..), if you want to play the scene out by acting it out.

  Stats are like 5e dnd, yet you can choose to use the live action point assignings or assign the stats by use of 100 points and spreading them through the stats, this is done as 1 point assigned is 1 point gained.

The stats are:
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma

  When you apply this to a handmade character. Calculate the Ability score mods unless you want to use a chart. The ability score mod is calculated by thinking to determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). There is a core stat raise every 3 levels. Pick one stat to raise andyou add 1 point to it. Every change to the core stat you must recalculate the mod.

  The live action point assignments are below, yet remember to place the stat mod beside the score:

  To measure the str stat depends on the bench press (bp) or how much one can lift. Use this chart:
Str stat=Bp in lbs lifted;
1=1-10., 2=11-20, 3=21-30, 4=31-40, 5=41-50, 6=51-60, 7=61-70, 8=71-80, 9=81-90, 10=91-110, 11=111-130, 12=131-150, 13=151-170, 14=171-190, 15=191-210, 16=211-230, 17=231-250, 18=251-270, 19=271-290, 20=291-320, 21=321-360 and 22+=29x

  Measure the Dex stat by how quick you evade a persons grasp.
Use this chart:
Within second/s=Dex stat;
22=1, 21=2, 20=3, 19=4, 19=5, 18=6, 17=7, 16=8, 15=7, 14=8, 13=9, 12=10, 11=11, 10=12, 9=13, 8=14, 7=15, 6=16, 5=17, 4=18, 3=19, 2 =20, 1=21, less than 1=22 and instant=23

  Con stat is measured by how long you can run without getting tired (out of breath). The longer you can, the more Con you have. If your time for running falls between the listed numbers, then use the lesser number.
Seconds/s = Con
4=1, 8=2, 12=3, 16=4, 20=5, 24=6, 28=7, 32=8, 36=9, 40=10, 44=11, 48=12, 52=13, 56=14, 60=15, 64=16, 68=17, 72=18, 76=19, 80=20, 84=21, 88=22, 92=23, 96=24, 100=25, >100=26

  To determine the Int stat do an average intelligence test.
Use this chart:
Int stat=Intelligence score;
1=1-10, 2 =11-20, 3=21-30, 4=31-40, 5=41=50, 6=51-60, 7=61-70, 8=71-80, 9=81-90, 10=91-100, 11=101-110, 12=111-120, 13=121-130, 14=131-140, 15=141-150, 16=151-160, 17=161-170, 18=171-180, 19=181-190, 20=191-200, 21=201-210 and so on.

  Do an intelligence test for Wis stat. It depends on how many you get right.
Use this chart:
Answers right=Wis stat;
1=1, 2=2, 3=3, 4=4, 5=5, 6=6, 7=7, 8=8, 9=9, 10=10, 11=11, 12=12, 13=13, 14=14, 15=15, 16=16, 17=17, 18=18, 19=19, 20=20, 21=21 and >21=22

  Cha stat is from how quick you can talk with clarity, using a tongue twister or a single statement or paragraph.
Use this chart:
In second/s=Cha stat;
22=1, 21=2, 20=3, 19=4, 18=5, 17=6, 16=7, 15=8, 14=9, 13=10, 12=11, 11=12, 10=13, 9=14, 8=15, 7=16, 6=17, 5=18, 4=19, 3=20, 2 =21, 1=22 and below 1=23.

Alignment is decided upon by the player that uses live dnd. This depends on how your building the character. This stat will prove the character as it will be acted out..

  Age and weight is decided by the player who creates the character. This stat will show how the body, and mind react to situations. The age effects are associated with the race. You can pick any race you desire but these rules apply:
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

  Dice rolls are the action itself and thus diceless, unless you are aware and just want to roll dice. Dice ratings like 1d8 are the amount. As in the 1 is a multiplier times 8 base amount for a longsword. The str stat bonus and other bonus are added on, like a 1d8+5 for a 5 str mod. This is 1*4+5=9 damage done by longsword.
The dice base amount are: dice base = amount;
d4 = 2 , d6 = 3, d8 = 4, d10 = 5, d12 = 6, d20 = 10, d30 = 15, d100 = 50.
Healing, hitpoints and spell amounts use the same base amounts.

  See this option for gameplay is where you don't use dice. For the idea you think, this is what is done. The choices of success is using d20 as 10+skill rank or mod and get a 15 or above, then you got success, 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 if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.

  A fortitude check with +4 is a fail, otherwise a +5 fortitude is success. However for attack rolls, This is using the d20 as 10, the modifier is either base attack bonus or strength and/or dex mod added to weapon proficiency. This total is compared to the Armor class of the opponent, and if greater then this is a hit. So say you had a +3 weapons accuracy proficiency and +6 strength mod, that 9+10 must equal or be greater than the opponent AC of 15. This means 3+6+10=19 compared to 15 making the opponent hit. This is how the Diceless system can work, that's unless the GM/DM has something else in mind. However this may be appealing, it's up to the GM/DM to see if they can implement the idea. If not, then there is always rolling a die.

  Draw straws cut at different lengths to decide initiative, the straws are at different lengths. The person who gets initiative gets one action/atk first. Attacks in real life are done by spell or physical assault, made up of melee or ranged actions. Melee actions are physical based assault consistant to swords, fists, feet or other melee. Ranged actions are long ranged assault including bows, guns and spells. Each melee and ranged action are in rounds. Each hit does the damage that is role acted out in a acted out combat using melee, ranged and spells. A spell is stated out, acting the stance and gesture necessary.

 AC = Armor class which means how difficult a person is to hit in rating, Body evasiveness and barriers between you and target consist of this. Spells are just done and they succeed or not, according to saving throws.
 BAB is Base attack Bonus or what the bonus is for the attacker to hit. This consists of the skill and movement of the attacker. This is formed by adding together: the dexterity mod, the strength mod and the weapon proficiency value. This is added to a die 20 roll or 10 for a no-dice system. Then compared to the AC of the opponent, if over the AC its a hit.
 Saving throws include Will Saves. They are if you survive the moment and is equivalent to tolerance amount and stat bonus => DC (Task Difficulty). Stat bonus is ability amount. To make your saving throw you use tolerance and the ability amount to overcome task difficulty. Immunity is very high tolerance.
 A Skill Check is the action itself, drawing of cut to length straws or using a coin flip. This is to decide the success of the check. This is described fully in the glossary.

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Social Aspects

 The idea that is a point of robust activity, that is where this is thought of in magic in an area decides if its acceptable. If its unacceptable and you cast a spell near someone, then you get negative reactions. This includes the persons subconscious. It can interfere with your spells. The groups that are in the area can cause collective energy effects. This is by what they think and what their collective subconscious makes happen. Call this a magic stigma effect.

 There are two types of groups: Open-minded groups and Close-minded groups. The members of the groups can be anywhere and in organizations. Not everyone is alike in Organizations. These Organizations can be a Church, Areas where you can get a job, Stores, Government and other Non-Profit Organizations.

 The Open-minded group allows for magic and may tweak it to their necessities. They won't block it, unless it hurts people who are innocents. The Close-minded group makes for the best benefit. Who's an innocent? And can disagree with magic being used around them. They will actively go against the magic user no matter who it is, when provoked. Unless they see reason not to. Then, they can make it a humility to attempt its use. And try to teach you their ways. This is to 'convert' you to their standards so they have something to use against you. But, only when they see fit and try to hurt you.

 If you want to avoid anti-magic personality, either don't do obvious magic near them. If you do and they don't like it, make them believe what you did was something else entirely. When you do this, you can cause them to forget what they don't want to see. Basically, state something thats a fact or action and that's not magical idea that occurred right after you do the act of magic. Or, send am effect that causes the person to be clouded and 'forget' what you did of magic. The rule here, is to forget and forgive.

 Otherwise, if you intentionally don't do harm with your magic and they won't gripe about it. Make yourself useful and they won't gripe on your presence. However, the more radical way to go about avoiding the issue is to cloud their mind and cause them to think about personal problems. They won't be able to think about what happens near them of magic. In some cases, most people would go into hiding and hide their idea and not make a presence of themselves. To wait out a period of time that allows people to think about other things. This causes them to forget about the act and not stigma your magic because of your actions. Its up to the GM to tell when there's a magic hating group or person in the area.

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Alternative punishment

  This is asked for or allowed by the GM/DM, where you recycle the target by the power of the creator or your God, that you know did bad and it can be any target. This isn't realized by the body yet it is realized by the soul. That allows the body to be controlled or created by your thinking and statement of "I recycle [name target..]." So you don't feel them change, and yet you cause them to become an animal form or lesser formation. This lasts until they earn the right in the eyes of God or yourself, living out the moment and thinking to be a human or whatever shape they want.

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Attack/Damage and effects system

   Spells just happen, except for those requiring the skill check. Any spell is a free action. Thus, normal spells, damage spells, and healing spells are using a free action, that can use a dice roll or focus skill check if you need to do the spell and innate ability check. For casting spells wearing armor there is no spell failure.

  The spells use a focused effect. This is where you focus and need the idea that you feel is needed. Then the effect is something that creates by feel what you needed. This is done to a target by thinking and stating what you will or suggest to the subconscious, feel what you want as you need your soul to create the effect and that is making what you need. This creates the effect of what you will as your soul makes what you need. So if you focused a psiball to exist and will it into creating a result, this is what you end up doing sometimes. Also you could will money to come to you in the amount that you need.

  This includes elemental effects, actions and uses of 1 round of 6 seconds inside melee to create your desire and 1 second outside of battle to sustain this effect or it only takes about 1.8 seconds to create the effect outside of battle. This is the subconscious that counts as a dm/gm and this creates what you want or need as you will it into existence..if you don't need it, then it doesn't happen. If you are in need you get an effect easily. This makes the drug user dangerous, as they need their addiction then they state what they need and they can get it unless countered or their not countered and get away with what they wanted. Think of your need and you get what you want.

  However if another did this to your willed effect, its called a counterwill. That can create what the other person desires or stop your effect. This is magic in a nutshell. In which you create by a moment, and that moment could last forever as you apply tricks to make the counter to the counterwill. Like make them think your someone else, then suggest your own thoughts that you feel are what is needed. So enjoy what you do, as you do it you create with the point. That is the idea you express and otherwise need, that creates magic by the power of the word or need you have. If you act it out, then you can create secretly what you desire by doing what you want in private. Think about it and you know what to do. Effects are in the magic system section such as damage modification, healing modification and round effect length.

  Effects are stopped any time through various methods. Each action outside combat is 1 min for spell effect and mp/stp amount. Use of free actions are to instantly manifest an effect. Those who have the spell skills in the character classes will be able to use the ability listed as described in the spell skills listing. Of course, the spell or stp effect is what uses up stamina, or a stamina point. This allows fatigue. So the rule is 1d6 stp per round of actions in battle, and 1d6 stp per hour outside of battle if cast as though an effect.

  Action counter: This is the counter to someone's actions as you state or do things. This means you nullify the effect of their action with no damage taken. So there is the possible action counter, this is the counter to someone's actions or something as you state "I counter the action of [name action here]" or do things that counter the action.

  This uses a 1d20+luck bonus with a 10 result that makes success. The action counter can leave the attacker fazed for 1d10 rounds on a rolled 1d4 where the rolled die is 2 or less. This means they are out of combat for so many rounds.

   Use a successful Will check to make the damage reduction off an effect. Use Will and half your level as resistance and have it subtracted from the energy damage. For example, you have a damage of 20 hp from fire. You make the Will check, using the coin flip. Then, you subtract your Will and half your level of 21 from the damage total. Making no damage from fire.

   Getting beaten up, is when a character becomes ‘bloodied’ at half health points, a status effect which we’ll see to add to the Status attribute. Players can activate a “healing surge” to restore one-quarter of their health points 9 + Cn Mod times per day, as a kind of “brief rest to regain stamina”. Other effects possible are a “second wind” ability, that allows you to restore 2d10 hitpoints, useable once per encounter.

   Shock value, is HP / 5. Makes for a more realistic combat scene. When a character suffers their Shock Value in damage, there is a chance they can become stunned. On a roll of a d6. Where 1-3 is shock happens and 4-6 is where no shock happens. If in shock, they are unmoving. Then there is 1d6 of rounds missed for the shock to subsist.

  The attack is where you think to assault and roll a die 20 + BAB to hit the AC with a value above the AC from the combined roll. So say you had a +12 BAB (base attack bonus), you rolled a 5 and added that to the 12 BAB and it was over their natural armor of 12 AC. Otherwise you can flip a coin and if you get what you called, you get an attack done. You managed to hit and this was a part of a round. Seeing that it was stamina used up, you would roll 1d6 for stp or 3 stp for no-dice rules and that is a 4 result for the dice roll. So you end using up 4 stp for stamina. Next you roll damages.

  Damage amount and Effect amount is measured in dice and is sometimes element dependent. This is known as an effect, if its attack damage then you use the amount specified for the weapon. Each effect amount is a % of the amount of personal exposure that has intensity according to the element or ability amount. The elemental consciousness, that is what does your intention. So if you intended to heal with it, your thought makes it heal as a form of mind over matter. Each time, the element is felt and experienced for at least 1 round or less.

  Such as fire in the area, that is with burns that effect per amount that seems to be for a round. This is where you intensify fire and the effect is felt as a burn. Water is soothing, yet can be forced to drown a victim by mental command, the idea is similar for other elements. So for water the effect is not being able to breath for a round. This is a reaction to the feel of an element and each physical point of damage or healing is a % on the Health Gauge, that's for the amount specified by magical ability.

  Lets say you get a water effect done as attack. This is the water element used by the will word ability, that means you create a 1d6+wis mod per each 2 focus ranks in effect. So the focus skill is set at 13 ranks and the wis mod is 5, that allows your damage effect to be 6d6+5 or 28% water damage to the foe's feel. If the foe had only 52% health that is what puts it in shock. This effect only took up 1d6 stamina in points. Otherwise that is a rolled 2 stp for this action. If you need to know the ability effect amount, think to create an ability or look at the magic skills section or class descriptions.

  Shielding is where the element in use or type of energy absorbs the wounding or element cast forth as a source, then you think to "shield". If you need to overwhelm the shield, then do over the amount shielded for by feel. This is marked in short term as +10/- where 10 damage reduced is used as energy per hit for any weapon or spell. -10/- is 10 added to the damage per any idea or hit. +10/silver is 10 damage reduced except for silver weapons. +10/(+1-+5) for 10 damage reduced per anything except +1 - +5 magical weapons.
  +1 is lighter material and responds to the persons will.
  +2 is light material and very responsive to the persons will, as if it was intelligent. This is break resistant.
  +3 is light material able to perform things on focus for the owner, yet glows a little. This is nonbreakable material.
  +4 is light material and has a high intelligence. This material is felt when used for miles surround. This is nondestroyable material.
  +5 is very light non flexible material, that is easily used with high intellect. Its presence can be felt when it wants. This is undestroyable material and does what it wants. Don't try to control it. Work with it and appeal it its senses or it controls you.

  Physical damage using a double sword damage like 2d8+4 as 12 damage and as your at 80% PL, its 10 damage. For a double sword this would cut a large wound in the victim. Spell damage like word will damage for 4d6+4, with a 4 word will skill rank, and +4 wis mod. Its 4*3+4=16 fire damage, when at 30% PL its 5 fire damage. In effect, it slightly burns the victim.

  When at 200% PL however, that 16 fire damage is now 32 fire damage, having moderate-serious fire damage that dazes the target for 1 round and puts 3rd degree burns all over the body. 1 round is 6 seconds.

  Such as on the move archery with or without moving targets. You can use bows and arrows, crossbows, guns and other weapons that you toss to hit and that takes up 1d6 stamina for the round. I know it's 1d6 to hit a moving target with damage in percent. Added is bonuses such as dex bonus or luck bonus. If you want to use it, roll a 4 or higher to hit and get a 6 for a critical hit.

   Damage amount is accumulative like 2 damage yet its in regeneration that will remove damage.
1-10 is slight and minor as in a cut that must be healed within 3 days or the victim dies unless its regenerated.
11-20 is slight-medium or minor-moderate for a 2nd degree burn or deep cut which must be healed within 1 days or the victim dies.
21-30 is medium or moderate wounds in the target for a very deep cut (you can see the organ) or a 3rd degree burn that must be healed within 12 hours or the target may be infected and die unless its regenerated.
31-40 is medium-high or moderate-serious and dazes for 1 round with a deep wound or 4th degree burns that must be healed or regenerated within 6 hours or victim dies.
41-50 is high or serious and out for 1 round with a deep bruise or cut that shows bone and must be healed in 3 hours or the victim dies.
51-60 is high-extreme or serious-extreme and knocks out targets for 3 rounds with internal wounding (deep bleeding) and must be healed within 30 minutes or victim dies.
61-70 is extreme knock out for 6 rounds, with light internal wounding that must be treated in 15 minutes or the victim dies without chance of resurrection.
71-80 is extreme-deadly and puts the victim in system shock for 9 rounds. This is with heavy internal bleeding and it can leave a victim in a coma or hospital for 9 months unless treated in 1 minute or the victim dies without possibility for raising except later may come back as a revenant.
81+ is deadly and kills victim with no raising possible.

  A critical hit will knock the victim unconscious for 6 rounds with internal bleeding. If no treatment for internal bleeding, then the victim may die in 2 min for light internal bleeding and 30 sec for heavy internal bleeding. Head wounds are critical hits that daze the person. Any critical hits will daze them unless their in a rage. They are not effected. For dazing, the person or monster loses 1d6 rounds till the next time.

  Critical strikes are lesser critical hits. They do different things per area struck at. A groin hit will daze the person with knocking them out. A throat strike at the adams apple is instant death. Neck strikes at the left neck side are an instant knock out. Heart strike is instant death. Hands, knees or feet strikes are crippling blows. Nose strikes will kill the person instantly. Any critical hit with critical strikes are instant death, as you just happened upon the right nerve. A critical hit with critical strikes are a perfect hit to the critical strike area.

  Healing amount like 20 hp restored is acummulative unless too much for the body, and they that are effected die off, as;
1-10 is slight or minor and cures or removes cuts and bruises.
11-20 is slight-medium or minor-moderate and heals bruises faster and deep cuts.
21-30 is medium and moderate as it heals deep bruising or open and deep cuts with stat drain recovery of 1d6 points.
31-40 is medium-high or moderate-serious and heals deep bruising or internal bleeding and stat recovery of 1d10 points.
41-50 is high and serious for system shock recovery and healing very deep wounds.
51-60 is high-extreme or serious-extreme and wakes the person up in 1 round caused by slow regeneration.
61-70 is extreme and causes fast regeneration.
71-80 is extreme-deadly for heavy internal bleeding recovery in 1 round with very fast regeneration.
81+ resurrects or raises victim with high regenerative ability rate.

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Rank of Class

  Rank of class, is where each rank is a Tier rank thats added to your class name, of the class itself. Each rank after the first, is gained after 4 levels are achieved. With each rank after first, there's a special ability. Each special ability is kept as you get them.

  The First rank is the class itself and is a null rank as the character starts with it.

  The Second rank, called achiever, to achieve more easily the actions you desire, to be done. As, there's 1 extra coin flip 'roll' possible if you fail a coin flip for a dice roll.

  The third rank, called the effector, makes the effect somewhat more easier to achieve. With 1 extra roll possible if you fail a coin flip. Added also is a special ability, called effector ability, that is to make effects by a will of intent. There's a 20% chance of failure. Made by a coin flip 'roll' or ideal use of dice.

  The fourth rank, called the dominator, with 2 extra rolls possible if you fail a coin flip for a dice roll. Comes with the special ability called Dominator ability, which allows the character to dominate the moment and nearly anyone in the area. The ability makes for the idea that you will to overcome the encounter and disperse the effect that is near you, even as you take control of someone. Their's a 30% chance of failure with this, decided by a coin flip or ideal use of dice.

  The fifth rank, called benefactor, is 2 extra rolls possible if you fail a coin flip for a dice roll. Comes with a special ability of the benefactor ability, where you get the benefit of the doubt each time. Things tend to go your way.

  The sixth rank, called specialist, is the focusing in and on detail, to cause any result beyond the normal. This includes 3 extra rolls possible if you fail a coin flip for a dice roll or ideal use of dice. There is a special ability called the specialist ability, in which is to make effect from thought in any action a successful one. There is no chance of failure. As you see, you learn the ins and outs and make an effect to be easier.

  The seventh rank, called discipliner, focuses in on idea and makes idea manifestation seem easier. With 3 extra rolls possible if you fail a coin flip for a dice roll or feel free to use dice, the discipliner special ability allows for the character to discipline the person or thing into doing what the character wants them to do. There's the 20% chance of failure. Decided on a coinflip or ideal use of focus rank check and getting a 10 or above.

  The eigth rank, called enforcer, focuses in on enforcing a moment or rule that comes up. There's 4 extra rolls possible if you fail a coin flip for a dice roll or use dice. The special ability of this rank, be the enforcement ability, where you use the enticement of an effect to cause a law to be followed, as though it were a self-rule of the moment.

  The ninth rank, called focuser, focuses in on special idea and achievent is done from the idea. There's 4 extra rolls possible if you fail a coin flip for a dice roll or use dice, where the special ability is to have a temporary specialty of choice, in the doing of the idea.

  The tenth rank, called disciplinist, be to focus in on great details and be able to get even better results. There's 5 extra rolls possible if you fail a coin flip for a dice roll or use dice. The dicipline special ability, is to be able to make the effect desired and by describing the idea or detail.

  The eleventh rank, called worker, focuses of an effect on making work and desire come true. There's 5 extra rolls possible if you fail a coin flip for a dice roll or use dice. The working special ability, focuses in of an affect to create work and know-how for a success. There's a 10% chance of failure. Decided by a coin flip.

  The twelfth rank, called Disciplist, focuses in specialties and creates from example, the desired idea and effect. The Disciplist follows a person in example an makes the idea occur easier. The bonus of this is a specialty thats gained, and thats of the person's choice. There's 6 extra rolls possible if you fail a coin flip for a dice roll or used dice. The special ability is called the Disciplist special ability. Where the personal character, can reinforce an idea in the target and cause the reaction they desire. It happens when the player states the desired reaction and there be the reaction. There is no failure to this ability, Just 1/3 lessened effect, due to resistance.

  The thirteenth rank, called dedicated, allows you to play out the role of dedication to the cause of your choice with a chance of hate at you, as its with some blame by mistakes. There's a 6 extra rolls possible if you fail a coin flip for a dice roll or used dice and there's a specialist choice available with this rank, as a bonus for gaining it. The special ability, for this, is called dedicated ability, where you can mimic any one effort or effect done, with success. The chance of failure is decided on a flip of the coin or use dice.

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Food for thought

  For more realism, there's a possible food necessity, decided to be used however the GM wants. Food necessity, where the character must eat or die in 24 hours and be weakened by 1 point non-lethal damage every hour after 12 hours not eating or drinking. This can be rested off after eating or drinking something. There is 1 hour that passes by for every 2 points removed of non-lethal damage.

  Then there's other being form, where the character becomes other than the form that is solidly physically formed. If in other being form, then food isn't necessary as energy is the food. In fact, 1 bite of food or 1 ounce fluid is actually 100 hours energy and improved activity. Otherwise, they are unlimited in actions and usually somewhat high in energy. Other being form is possible by etherealness and gaseous form special abilities or the Energy form feat.

  The non-lethal damage can make the character lose 2 points of constitution and strength each point. Think about the idea and eat or drink and each point is temporary, that is used energy and removed is a point per bite of food or sip of drink.

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Remembering Spells and learning extra ability

  There is spell learning and creating by extra innate ability, that is done with the ability effect or have idea to declare what you will learn. This is done as to announce a spell or special innate ability and then roll to remember the spell or ability, that is done by what is used for an arcana skill check to remember how to do the effect, then optionally you may roll a wisdom check to remember it. Be sure to write it into your character sheet.

  This is done as if you wanted to learn an outside spell called entice or Summon Golem guardian, that you mention in a spells ability: Entice (Int) Rank 1 or Summon golem guardian (int) rank 1. Otherwise you wanted to learn an innate ability or special ability, this by use if you wanted to learn an innate ability then you called Create, you remembered the use of the ability and wrote it down. This is written as a ability listed under the heading of "extra ability skills" list. This is done as Create (Cha) Rank 1.

  If you learned a special ability or innate ability, then it's from the special ability list without a feat point or Magic System skill list, this is without level necessity chosen from ability not in your class features. This is where you list that special ability or Spell-like Ability, that is listed in the special ability list and you don't need to mention a rank. Optionally you can put what the special ability does, after the name of the special ability. There is a limit to how many spells and ability groups you can learn. Approximately 10+int or wis mod (whichever is higher).

  The more you can use this spell ability excepting for Special and Spell-like ability, that's mainly by doing it as though a 1d20+1 and casting it forth or making a use of it, the more the ranks rise with its use. This is like with the create spell, you create release of something. You would roll a 1d20+2 with 10 or above for a successful creation effect. So with the create ability, you use it with a focus check of 1d20+focus ranks and get a 10 or above for success.

  I think with spell learning and ability use; Its uncastable or unusable until you recall it and ability require no skill ranks, so for spell recall it's +1 on successful recall + 2 on first cast or use + 3 on second cast or use and so forth, otherwise this is a +3 for a 20 or above that's rolled on the Arcana check. So if you use it, then it raises despite the skill points. This is true as the magic skills and learned skills are separate from the class skills. So its an option to use a skill point, then you of the ability can raise the magic skill or innate ability rank.

  The damage or idea it does, excepting for Special or Spell-like ability, is the point of rolling a d20 with the ranks as an addition. Then getting an ideal 10 or above for success. That deals out 1d10+charisma mod per each two focus ranks for damage/healing or 1d6+focus rank in duration, this is done as though rounds in melee or unlimited time outside of battle, unless elemental then its minutes.

  See this is an effect for the ability you create. If you created an elemental effect, then the idea is instant or for sleep then the idea is in rounds or unlimited time until your soul wakes you up. So you create an item, that item could last until the time is up for it, where for items there is no actual time. This is a known effect done by the character in idea, unless you use a special ability as an extra ability.

  These skill ranks if any assigned for spell skills and ability skills, excepting for Special and Spell-like ability, they are possible to raise using points from the skill points described here in skills and feats and extra points are applied by gm/dm otherwise. That means the DM/GM adds to the rank of the spell or innate learned ability whenever he or she wants, otherwise you can apply your own skill points.

  The effect is decided upon by the gm/dm, so think about what you want and you can get a result. You can create almost any innate ability, however you sometimes have to have a spell come from a spellbook. This is depending on a DM/GM so feel free to ask him or her if its allowed, otherwise the GM/DM might say it never happened.

  Here is a list by school of spells you can use. You now know the procedure for sifting your memories for old spells you learned, somtimes from this list. If you want to learn harder spells you need to practice extensively in a certain school. Unless you want to walk the path of wizardry and dabble a little in everything...Or solicit a wizard for a spellbook. If you can even hope to encounter one...With a high enough Charisma you might even hire him to tutor you for the day.

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Praying

  If you pray to a God, that can be chosen from here for gods that are aspects of the creator and can do things or here with Gods that you can use, any god can be chosen, yet if you choose a god you meet the god somewhere in your mind. If he or she chooses you, you can get requests or spells from him or her. You do not have to dedicate yourself by focusing some energy to them and they use, that energy they use to create what you need or that in use is what you intend. This is done as you think the request for effects.

  Under the creator, the Gods are divine beings that are lesser lords and can create what you intend created. Whatever lord you think to use or work with, they are aspects of the creator and you can create things with them that uses the creator as a source. That's like turning the tide or warding away some bad moment, so you add 1 point to devotion per request and that is piety. See you call upon the chosen God, then you focus your energy to create by conditions or effect. This is where your thinking about what you want, and the God will create the point. If you give up the God/dess ability or benefit that the God/dess granted to you, then you no longer have to be there and devoted to the God/dess of choice and you can choose another if you so need to have one.

  So with multiple gods, you can have them yet you won't get them jealous. This is the idea you think to serve many gods a request. When you do that you can do a rite, then create the point by the god you requested things from by feel. This means those Gods of same alighnment or neutral and some other alignment won't get jealous reactions from the Gods you serve. You see, the Gods that are neutral to each other is not minding each other, so there is no jealousy. This is done if your GM/DM allows for the Gods to be used. So if you think of a point, then you can use the point and the Game master sometimes will allow it. The Gods ability from the God/s you choose are listed under the heading Divinations, and on the Character Sheet you list your God/s beside the "Deity:" on the list. You can always use the creator as the God you chose. He or She will do any request.

  These conditions or idea are events that come up are by idea, think about your response and you create the point that you think about as a moment, that exists a vision and your soul is what talks to the God or Lord that serves under Ao, the primary God. He might bring up three set paths, or She might come up with something to do. This is a point in idea. That means once you decide to make a deal, then your dedicated and you can create the point more easily. That you think about as insight or realization. Then you realize the God's name and your not unlike a follower of Him or Her.

  Any effect that's damage or healing is done with them by each 2 devotion points, each 2 focus skill ranks or each 2 levels, that is used as a 1d10+charisma mod in points. Duration is either instant or using the points as for an amount of time the idea effects. This is seconds in rounds of 6 seconds in melee or otherwise minutes and hours out of combat. That means you got a 42 second effect, then 42 divided by 6 is 7 rounds. This is where you round down the decimal point. That's unless you don't want the effect, then the effect ends. Otherwise you have a timeless effect, then you can make a conditioned effect that effects when you need the idea to happen. These effects can happen after a successful focus skill check with a 10 or above or drawing a short or long straw, if no deal is made for the effect.

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Using demons and angels

  Worshipping and using demons or angels by thinking or stating a request to them is a point they are empowered, they gain their health percent they started with back and that uses the focus skill to make the success or fail of the moment. Note, any angel that's "killed" on the battle front will return the heavens. Any demon that's "killed" will return to the abyssal realm. Demons are beings and spirits that are freed from the body and enraged or acted upon by feel. That is done to get what you need, this is where devotion is only attention. So do what you want without worry over jealousies, that some Gods may have by feel. Any forgivance is what will drive the demons away that feed on your emotions. They do this to get energy, that is done as well as an use your thoughts to work with the feel.

  See this means you are aware and if you invoke one you will always get what you need, that means you get things as a want. These beings aren't devoted to actually, the beings are creating what you need as a want and don't really care about worship or devotion except for empowering themselves. They are aware beings otherwise, so I think I know what will happen or occur. If they are called up, the demon name is the spirit name and the person too otherwise the species name.

  So this is where if you think of the moment, then the moment may occur if you need the idea. This is similar to using the subconscious, then creating is the idea being expressed. Then you are in idea by what you experience. However you can send energy by thinking the request to their spirit, then you can free yourself by what you do. This is an idea in response from one that knows by the on feel. So think about this before you call upon a demon by feel, really this is enough to make me think about the idea.

  This is the case of the idea you can get from the demon, then if you focus and remain calm you get a positive result. So think to work and you are devoted for a time, until you decide to devote some time to other beings or deities. I am in idea of this fact as I work with the being. That means I will create with a concept and pointing out things, this is basically what I need or want. If you think your sane, then your sane by influence, which would make demons a drug in use. This is a demonstration of the ability of the mind and use of metaphysics to create what you want.

  The demon will do what you want or need by feel. So this is a point I think things into existence, that is following the rules of the plane. Some demons serve their own purpose, though the idea is done if not by the demon or spirit then by the subconscious. This uses the unconscious mind to direct by your feel, and the subconscious does what you think you need. So that means if the spirit is freed from the body then the body dies and creates a release of the spirit of now ghost. Enrage the spirit and you create a demon, that will do things if you use the right subconscious suggestions. So if you think and feel calm the spirit will calm down and no longer be a demon. This is a noted effect.

  Otherwise the demon could cause you to be insane, so think to be rid of the demon and you are safe by feel. The Demon will usually go without a trace left behind. The chaos roll is what you need to determine if you are insane, this is a will check using a d20+will mod and getting a result. This is the end roll of the action, that is where your sane if rolling above 9 and insane if you roll a 9 or below. Otherwise Pick a long or short straw that are cut, that's to determine if your sane.

  That means you can create the point, then you check by straws or roll a d20 and possibly if your insane and nearby anyone you could go off on them or if not then you go off on yourself. This is done if you or the GM/DM rolls a d4 and get 2 or below. Otherwise draw a short straw for going off, middle length or long straw for not doing anything. Then the point is made by your actions or others actions.

  This is where you think calmly and are sane again after the fact. So think and you are normal by feel and think you are aware by what you do. Think calm and you are calm, the idea is this where you create what you are by what you do. This is a list of demons for the use in DnD. Think and you know what to do.

  Angels and Valkyrie are those devoted servants to yourself that create by the feel and use the God as a source of energy, they are listed here and here. That's where you use them for the needs that are known or felt, so then created is the point and what you think will happen without insanity. Angels can be used for multiple things and Valkyrie are mostly battle Angels. So to use the angel, think of the angel name and you think of the idea and need and make a statement, otherwise for Valkyrie you think and state, "I call upon a Valkyrie." Give them a name, if you want to personalize them. Then thinking or stating what you need for the Valkyrie to do, whatever you call to create effects then you can make with what is there, or create by the idea you have and the angel is what does the deed you need, this is sometimes unseen.

  This use of these beings is done by thinking of the name and if you need them there, you summon it there from their dimension then they do what you need in the area. When they die here or leave to go back, they return to their dimension. If you summon a demon, offer an object as a thing to possess, then if they won't possess you your free from craziness. So a balrog named bill, that is going to do things for you will create what you need as a want that is done by the being. This is an effect of the point, you create by focus then and using imagination or feel. That works as you think of the need now with what you need by feel. There is a being swap, too. That you can do by feel.

  The being is usually an angel that does what you want, this is a valkerie or demon in sight or thought about that can be swapped in place and you get to be in the being's place, that is done when the character uses the spirit energy and turns into energy, then is where this is suggested as though an ability used by your character to shift to the area through the spirit energy. The being disappears and you form where the being was formed. The being reforms or materializes when you shift back, that's if you need it there. This is done if he or she can, that is a GM allows for this effect, otherwise this not possible to do. The idea however if allowable, that is using an effect done if there is enough requests. This is with 2 or more requests to the beings, where the character can do that, btw.

  This is done with a 1d8+cha mod per each 2 focus ranks or each time you make a request as a point of creation for the day. Each new day has a reset of request points to 0. So a person that made 5 requests or had 10 focus ranks and +7 charisma mod, they will get 5d8+7 effects or if diceless then 5*4+7=27 points. Duration is 1d6 or diceless it's 1*3=3 rounds. This is set as length in duration with rounds in melee or until the requester decides to end the moment, that is with possible minutes and possibly hours outside of battle. This of course uses a 1d20+focus rank with 10 or above as success or diceless, this is draw straws and get the shortest or longest for success. The health percent of the demon or angel is 100%+your con mod times the level. The rest of their stats are your stats. The limit for requests to a demon or angel is int mod or charm mod + half level.

  So remember, you pray to a God for piety, think a request to a demon or angel and otherwise do things by the point of what you make use of the subconscious. That is done to create by feel. The subconscious is the activity of the brain or mind focused in creating an effect of ability or magic, that creates what effect there is by use of something or stating some idea with a point to create an effect your intent. The math rule behind this is (half focus ranks)d10 (according to level 20)+charisma mod worth of effect or 7d10+10 effect damage or healing for a level 20 character. The dice base or d10 is for a level 20 character. The dice base changes according to this idea, d6 for levels 1-8, d8 for levels 9-16, d10 for levels 17-24, d12 for levels 24-32 and up. Duration if any, this is 1d6+charisma mod worth of rounds in melee, otherwise that is unlimited time outside of battle until you decide to end the effect by feel or thinking. This is making use of energy and imagining the end of the moment. Once ended, then it's as though it didn't exist here to effect by idea.

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Breakage

  Breakage is when you use an item and it breaks. This is a rule your DM/GM can improvise or make effective. Think of the effect, then make use of the item. After each use there is a 2% reduction to the 100% life of the item. There is a 50/50 chance that the item will break after 10 uses or the life of the item goes down to 40%, that's through wear and tear and when the life of the item reaches 10% the item is destroyed and doesn't work otherwise or cannot be used. Represented by a luck roll of 1d20+luck and getting a success of 10 or above. Each success makes it 10 more times of use for the item, and etc..

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Class description

  The medieval classes in this system are Belmage, Sorcere, chaot, Warrior Kinetic, Batlmage, Runic Master, Warlock Druid, Weaver, Wave Master, Anti-paladin, Rogue wiz, Psychic Monk, Hell cleric, Kinetic Assassin, Mage Assassin, Actor bard, Mana Knight, Jedi Knight, Shaman, Voodoo Witchdoctor, Elementalist, Tengu, Samurai, Witch, Eldritch, Were, Angellic, Sun runner, Sentinel, Necromancer, Shadow practitioner, Light creator, Dimensionalist, Divine, Chi warrior, Elemental warrior, Chi master, Master Healer, Templar, Solamnic knight, Focuser, Hunter, Hell weaver and Hellgazer. However you want, you can mix medieval classes with modern classes.

  The Modern classes are for those who want to play Live and Modern Ars DnD in Modern Age mode. They are: Creator, Anti-Mage, Criminal, Law Enforcer, Priest, Psi Kinetic, Scientist, Seer, Psychic, Prophet, Healer, Techno Mage, Worker, Soldier, Terrorist, Psionic, Master, Mage, Ninja Warrior, Wiccan, Stalker, Specialist, Occultist, Solamnic Artist, Mechanic, Psi master, Holy, Mage knight, Illusionist, Channeler, Hacker, Cultist, Divinator, Sage, Auror, Psychic investigator, Gun slinger, Psychic magus, Warrior Cop, Magician, Orderly, Starseed, Nagual, Dweomer master, Decepter, Muse, Ninja mage technician, Chemist, Geneticist, Psychic doctor, Zelda royalty and Physical blood mage.

  Again, you may mix the Medieval and Modern classes as you want. The class Abilities with an (Ex) are here. Apply them as though they are an special ability. All classes can teleport at will. Some magic abilities are listed here, this is in the Magic system descriptions. Any Feat gaining can be exchanged with Special Abilities. These classes can be used as though the PHB classes of:

Medieval Classes

Runic master class can be counted as wizards.
Celestial mage, Sorcere, Chaot, Weaver, Dreamwalker, Wave master, Elementalist, Eldritch, Angellic, Sun runner, Shadow practitioner, Light creator, Divine, Chi warrior, Chi master, Focuser and Hellgazer classes replace sorcerers or sorcerors.
Warrior kinetic, Were, Sentinel and Hunter class can be counted as fighters.
Batlmage can be counted as the barbarian class.
Warlock druid and Shaman class can be counted as druids.
Anti-paladins can be counted as Paladin.
Rogue wiz can be counted as the Rogue class.
Psychic monks and Sorcere monks can be counted as monks.
Hell clerics can be counted as clerics.
Actor bards can be counted as bards.
Mana knights, Jedi knights, Dragon knights, Dread Knights, Shadow Knights, Chaos Knights, Templar and Solamnic knight can be counted as rangers.

Belmage can be counted as an Archmage prestige class.
Kinetic assassin can be counted as an assassins prestige class.
Mage Assassin can be counted as assassin class.
Kinetic sorcere are a Sorcerer Prestige class.
Voodoo Witchdoctors are a Prestige cleric.
Tengu are a Ninja class.
Samurai are a warrior or fighter class.
Witch and Dimensionalist are a wizard class.
Necromancer and Master healer are a sorceror class.
Elemental warrior are a warrior class.
Hell weaver are a mage class.

Modern Classes

Creators can be counted as Modern Magic workers
Anti-Mage and Psi Kinetic can be counted as a Modern Psionicist
Criminal can be counted as a Modern Rogue
Law Enforcer and Gun slinger can then be counted as a Modern Warrior
Priest can be counted as a Modern Cleric
Scientist can be a Modern wizard
Seer can be counted as a Modern Sorceror
Psychic can be counted as a Modern sorceror psionicist
Prophet can be counted as a Modern sorceror
Healer can be counted as a Modern sorceror
Technomancer can be counted as a Modern Sorcerer
Worker can be counted as a Modern Fighter
Bum are a modern day beggar or thief
Stalker are a modern Ranger
Occultist are a modern wizard
Mechanic are a modern wizard
Holy are a modern mage soldier
Mage knight are a modern mage soldier
Illusionist are a modern mage
Channeler are a modern sorceror
Hacker can be counted as a Modern thief
Cultist can be counted as a Modern sorceror
Auror can be counted as Modern mage cop
Psychic investigator can be counted as Modern psi cop
Psychic magus can be counted as modern day Mage
Magician can be counted as modern day Mage
Orderly can be counted as modern day Nurse Practicioner
Starseed can be counted as modern day mage
Dweomer master can be counted as celtic mage
Decepter can be counted as German mage
Muse can be counted as mage
Ninja mage technician can be counted as Modern ninja
Geneticist can be counted as Modern mage
Psychic doctor can be counted as Modern healer
Zelda royalty can be counted as Modern mage
Physical blood mage can be counted as Modern mage
Con Artist can be a Modern mage

Soldier are a Modern Prestige Fighter class
Terrorist are a Modern Prestige Rogue
Psionic are a Modern Psionicist
Master are a Modern Wizard
Mage are a Modern Sorceror
Solamnic artist are a Modern Sorceror
Ninja warrior are a Modern Ninja
Wiccan are a modern wizard or sorceror
Specialist are a elite worker
Psi master are a elite Psionicist
Divinator are elite Divine
Sage are elite Ninja
Warrior Cop are elite Warriors
Nagual are elite mages
Chemist are elite modern mages

  These classes are allowed by dm or gm to go epic level as is wished. Since this is using a nonlethal energy type magic, below 0 mp or 0 stp it takes from health for spells, if spell failure for resistances. The reason for the different spell classes is these are specialist classes except for the mage who is a generalist. Most skills are listed in the Magic system. The skills in class features are w/(core stat). The (core stat) are str, int and etc, as in (int).

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Medieval Class Specifications

Celestial mage (celestmage)
For celetial abilities look in Magic system.

Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Celestial Ability (Cha).
2nd level gains 2 bonus feats.
3rd level gains spell recognition (Wis).
4th level gains 2 bonus feats.
5th level gains Elemental ability (Wis).

A familiar is gained any level for free or discount. 2 Bonus feats every 2 levels starting 6th level, and every three levels higher than 20th.

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Belmage (belmag) or Epic Archmage
Saves: Will good
Weapon & Armor Proficiencies: 1 exotic, all martial, simple weapons and ambidexterity makes them good with 2 -bladed swords and all other weapons except dire mace, battleaxe and greatsword but no armor or shields.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Arcana (Int), Perception (Wis) and focus (Wis).

Class features: +1 mod to initiative per 2 levels.
1st level gets Will word (Wis) and limited Wish (Wis) allowing for small effects to normal effects.
2nd level gains 2 Feats.
3rd level gains spell recognition (Wis).
4th level gains 2 Feats.
5th level gains unlimited Wish ability (Wis).

A familiar is gained any level for free or discount. Any level there is a bonus language only once.

Bonus Feats: A belmage gains 2 bonus feats every 2 levels starting 6th level, and every 3 levels after 10th. At each such opportunity, he/she can choose any feat that the mage meets the prerequisites for.

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Sorcere (sorc)
Sorcere abilities are in the magic systems.

Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Will word (Wis).
2nd level gains 2 Feats.
3rd level gains spell recognition (Wis).
4th level gains 2 Feats.
5th level gains Elemental ability (Wis).

A familiar is gained any level for free or discount. Every 2 levels starting level 6 there are 2 bonus feats. 3 Bonus feats every three level higher than 20th.

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Chaot (chaot)
Chaot abilities are in the magic systems and all EX ability are here.

Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) and focus (Wis).

Class features: +3 to all saves.
1st level gains Chaos effect (Cha).
2nd level gains 2 Feats.
3rd level gains Spell subversion (Cha).
4th level 2 bonus feats and One pointed focus (Ex).
5th level Switching frequency (Cha).
6th level Chaos confusion (Cha) and 2 Feats.
8th level gets Chaos shield (Cha) and 2 bonus feats.
10th level gets 2 bonus feats, Tonal shield (Cha) and Light portal (Cha).

A familiar is gained any level. 2 feats are given per every 2 levels starting at level 12. 3 Bonus feats every three level higher than 20th.

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Warrior kinetic (warkin)
Warrior kinetic abilities are in the magic systems.

Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and Martial weapons can be used with light armor and all shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Swim (Str), Diplomacy (Cha), Escape Artist (Dex), Stealth (Dex), Profession (Wis), Perception (Wis) and Focus (Wis).

Class features: +1 AC bonus per level.
1st level gains Kinetic speed-up (Cha) and Human defense field (Cha).
2nd level gains 2 Feats.
4th level gain 2 Feats, Kinetic attack (Cha) and Kinetic funnel (Cha).
6th level gains 2 Feats.
7th level gains Kinetic runic (Wis) and Kinetic Antemetal (Cha).
8th level gains 2 Feats.
10th level gains 2 Feats, Kinetic manipulation (Cha) and Kinetic Flying (Int).
12th level gains 2 Feats.
14th level gains 2 Feats.
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains 2 Feats.

Bonus Feats: At 1st level, a warrior kinetic gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. These bonus feats must be drawn from the fighter bonus feats. The epic warrior kinetic gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

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Batlmage or sorcerer/barbarion (batmag)
Batlmage abilities not in the magic systems are here.

Saves: Will good
Weapon & Armor Proficiencies: 1 Exotic and Martial weapons can be used with 2 -weapon fighting and medium armor but no shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis) and focus (Wis).

Class features: +2 AC bonus. +1d10 hp any spell effect. +2 rounds to any noninstant spells. +1 to all skills. +2 AC bonus. 2 Bonus feats every 2 levels, starting at level 2. After 20th, there's 3 Bonus Feats every 3 levels.

1st level gains spell recognition skill (Wis), Will word (Wis) skill, Fast movement, Controlled Rage 1/day.
2nd level gains Uncanny dodge and 2 Feats.
3rd level Trap sense +1.
4th level gains Controlled Rage 2 /day and 2 Feats.
5th level gains Chaos effect (Cha), Improved uncanny dodge.
6th level gains Trap sense +2 and 2 Feats.
7th level gains gains unlimited Wish ability (Wis), Damage reduction 1/-.
8th level gained Controlled Rage 3/day and 2 Feats.
9th level Trap sense +3.
10th level gains Damage reduction 2 /- and 2 Feats.
11th level gains Greater rage.
12th level gains Controlled Rage 4/day, 2 Feats, trap sense +4.
13th level gains Damage reduction 3/-.
14th level gains Indomitable will and 2 Feats.
15th level gains Damage reduction 4/-, Controlled Rage 5/day.
16th level gains Damage reduction 4/-, Controlled Rage 5/day and 2 Feats.
17th level gains Damage reduction 4/-, Controlled Rage 5/day.
18th level gains Trap sense +6 and 2 Feats.
19th level gains Damage reduction 5/-.
20th level gains Mighty rage, Controlled Rage 6/day and 2 Feats.

Familiar gained any level for free or with discount. Controlled rage +1 use/4 level above 20th level. Every 3 level after 18 a Trap Sense +1 bonus. Every 3 level above 19 gains Damage Reduction +1. 2 bonus feats every 3 and 4 level higher than 20th. A batlmage who becomes lawful is unable to gain abilities but retains what abilities he has.

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Runic Master (runmas)
For the Runic master abilities they are in the Magic system.

Saves: Will good
Weapon & Armor Proficiencies: simple, and staff only but no armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Arcana (Int), Perception (Wis) and focus (Wis).

Class features:
1st level gains Runic ability (Wis) skill. +2 bonus to runic skill.
2nd level gains 2 Feats.
3rd level gains Elemental Ability (Wis).
4th level gains Time Ability (Wis) and 2 bonus feats.

A familiar is gained any level for free or discount. Any level there is a bonus language. A 2d4 runestaff they start with as in this example of this Runestaff.gif.
Bonus Feats: 2 Feats are given starting with level 6 with 2 more every 2 levels after, so after every 3 levels from 20th. At each such opportunity, he/she can choose any feat that the mage meets prerequisites.

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Warlock druid (warlk drd)
For warlock druid abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.All light, medium but no metal armor. Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Arcana (Int), Survival (Wis), Athletics (Str) and Focus (Wis).

Class features:

1st level gains confusion (cha) skill and an animal companion for a familiar.
2nd level gains woodland stride and 2 Feats.
3rd level gains trackless step.
4th level gains Resist nature's lure and 2 Feats.
5th level gains subversion (cha) and wild shape 1 per day.
6th level gains wild shape 2 per day and 2 Feats.
7th level gains Chaos effects (Cha) and wild shape 3 per day,
8th level gains wild shape large and 2 Feats.
9th level gains venum immunity.
10th level gains Wild shape 4 per day and 2 Feats.
11th level gains wild shape tiny and Possession (cha).
12th level gains wild shape plant and 2 Feats.
13th level gains a thousand faces ability.
14th level gains wild shape 5 per day and 2 Feats.
15th level gains timeless body and wild shape huge.
16th level gains wild shape 1 elemental: Wild shape; at-will 6 per day and elemental; 2 per day. And 2 Feats
18th level gains 2 Feats.
20th level gains wild shape elemental 3 per day, huge elemental and 2 Feats.

Animal companion every 3 level higher than 20th gains +2 health percent, +1 strength and dexterity, and an additional trick. After 18th Wild Shape +1/day every 4 level. Elemental wild shape does not improve. Every 3 levels after 20th, there's 2 bonus Feats.

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Weaver (wev)
For weaver abilities look in Magic system.

Saves: Will good
Weapon & Armor Proficiencies: All martial weapons no exotic with ambidexterity and light armor but not shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) and Focus (Wis).

Class features:
1st level gains weaving with +2 to effects or rolls (Cha).
2nd level gains 2 bonus feats.
3rd level gains Elemental ability (Wis)
4th level gains 2 bonus feats.
5th level gains Creation.
6th level gains 2 bonus feats.
7th level gains Spell recognition.

A familiar is gained any level for free or discount. 2 Bonus feats every 2 levels, this is starting at level 8. 3 Bonus feats every three level higher than 20th.

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Sun runner (Sun_runner)
For sun runner skills in
magic system go here.
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons no exotic with ambidexterity and light armor but not shield. This is accurate weapon and light armor proficiencies.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Survival (Wis) and Focus (Wis).

Class features:
Any level gains +2 to effect or rolls. They can also learn spells that are innately done.
1st level gains Sun weaving (Cha)
2nd level gains 2 Bonus feats.
3rd level gains Elemental ability (Wis).
4th level gains 2 Bonus feats.
5th level gains Creation.
6th level gains 2 Bonus feats.
7th level gains spell recognition (Wis).
8th level gains 2 Bonus feats.
9th level gains Khepser (Cha).


A familiar is gained any level for free or discount. At any time the weaver can enter into a group they choose by feel, however they are Aes Sedai or Asha'man after the point of tests or acceptance. There's 2 Bonus feats every 2 levels starting with level 10, and every three levels higher than 20th.

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Shadow practitioner (Shadow_pract)
For shadow practitioner skills in
magic system go here and if any non magical system skills look here.
Requirements: To qualify to become a shadow practitioner, a character must fulfill all the following criteria.
Alignment: Any neutral, evil or unaligned.
Skills: Disguise 3 ranks, Stealth 4 ranks, Focus 3 ranks.
Stats: Int 16 or higher
Saves: Reflex and Will good
Weapon & Armor Proficiencies: 1 Exotic weapon, Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Shadow practitioners are proficient with any armor but not with shields. This is accurate weapon and light, medium or heavy armor proficiencies.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Acrobatics (Dex), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Insight (Wis), Tumble (Dex), Use Magic Device (Cha), Arcana (Int), History (Int), Religion (Int), Poisoning (Int) and Focus (Wis).

Class features:
Class features: Any level +3 reflex roll, +2 will, +1 save against poison and disease every 2 levels. They can also learn spells that are innately done.
1st level gains Shadow elementalism (cha).
2rd level gains Create poison (Ex) and 2 Bonus feats.
3th level gains Resistance (Ex), Summon shadows (cha).
4th level gains 2 Bonus feats.
5th level Shadow form (cha).
6th level gains 2 Bonus feats.
7th level Shadow angel (cha).
8th level gains 2 Bonus feats.
9th level gains Poison aura (feat). 10th level gains 2 Bonus feats.
12th and higher levels, so every 3 levels after 11th, starting with 12th level there is 2 bonus feats and stat raise.
15th level gains transformation (Ex).

A familiar is gained any level for free or discount.

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Light creator (light_crea)
For light creator skills in
magic system go here and if any non magical system skills look here.
Requirements: To qualify to become a light creator, a character must fulfill all the following criteria.
Alignment: Any neutral, good or unaligned.
Stats: Int 16 or higher
Saves: Reflex and Will good
Weapon & Armor Proficiencies: Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Light creators are proficient with any armor but not with shields. This means accurate profficiency and light armor, medium armor or heavy armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Acrobatics (Dex), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Insight (Wis), Tumble (Dex), Use Magic Device (Cha), Arcana (Int), History (Int), Religion (Int), Healing (Wis) and Focus (Wis).

Class features:
Class features: Any level +3 reflex roll, +2 will. They can also learn spells that are innately done.
1st level gains Light elementalism (cha) and turning (cha).
2rd level gains Cure poison (Ex) and 2 Bonus feats.
3th level gains Resistance (Ex), Summon beings (cha).
4th level gains 2 Bonus feats.
5th level Light form (cha) and luck (Ex).
6th level gains 2 Bonus feats.
7th level Light angel (cha).
8th level gains 2 Bonus feats.
9th level gains Light aura (cha). 10th level gains 2 Bonus feats.
11th and higher levels, so every 3 levels after 11th, starting with 12th level there is 2 bonus feats and stat raise. Also, there is 5% of additional health percent per every 2 levels after level 12.
15th level gains light avatar (Ex).

A familiar is gained any level for free or discount.

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Anti-paladin: (apal)
For anti-paladin magic system unlisted skills go here.
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Religion (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Bluff (Cha), Arcana (Int), Perception (Wis) and Focus (Wis).

Class features: +3 to all saves. Any level, the character has a Secret language.
1st level gains Chaos effects (Cha), Aura of control, Detect threat, Smite foe 1/day.
2nd level gains Saving grace, Lay on hands and 2 Feats.
3rd level gains Aura of courage, Immunity and Spell subversion (Cha).
4th level gains Turn being and 2 Feats.
5th level gains Smite foe 2 /day, Special mount and Kao confusion (Cha).
6th level gains Remove disease 1/week and 2 Feats.
7th level gains Devine ability (Cha).
8th level gains 2 Feats.
9th level gains Remove disease 2/week.
10th level gains Smite foe 3/day and 2 Feats.
12th level gains 2 Feats.
14th level gains 2 Feats.
15th level gains Remove disease 4/week, Smite foe 4/day.
16th level gains 2 Feats.
18th level gains Remove disease 5/week and 2 Feats.
20th level gains Smite foe 5/day, Ascension and 2 Feats.

Smite foe 1/day every 5 level higher than 20th. Remove disease +1/week every 3 level higher than 18th. 3 Bonus feats every 3 levels higher than 20th. They follow the Code of conduct.

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Rogue wiz or wizard/rogue (rogwiz)
For rogue abilities not in magic system go here.
Saves: Reflex and Will good
Weapon & Armor Proficiencies: simple and finesse, and shortsword, dagger and staff, hand crossbow, rapier, shortbow, and short sword. but light armor and no shields.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Arcana (Int), Appraise (Int), Acrobatics (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), Streetwise (Cha), Use Magic Device (Cha), Use Rope (Dex) and Focus (Wis).

Class features:
Gains at level 1 Will word (Wis) and Sneak attack +1d6, trapfinding.
2nd level gains Evasion and 2 Feats.
3rd level gains Sneak attack +2d6 and trap sense +1.
4th level gains Uncanny dodge and 2 Feats.
5th level gains Sneak attack +3d6.
6th level Trap sense +2 and 2 Feats.
7th level gains Sneak attack +4d6.
8th level gains Improved uncanny dodge and 2 Feats.
9th level gains Sneak attack +5d6, trap sense +3.
10th level gains 2 Feats or Special abilities.
11th level gains Sneak attack +6d6.
12th level gains Trap sense +4 and 2 Feats.
13th level gains Sneak attack +7d6, special ability.
14th level gains 2 Feats.
15th level Sneak attack +8d6, trap sense +5.
16th level gains 2 Feats or Special abilities.
17th level gains Sneak attack +9d6.
18th level gains Trap sense +6 and 2 Feats.
19th level gains Sneak attack +10d6, special ability.
20th level gains 2 Feats.

Any level a familiar can be gotten for free or discount. Any level a bonus language is possible.
Bonus Feats: From level 20 there's 2 feats every 3rd and 4th level. At each such opportunity, he/she can choose any feat that the Rogue Wiz meets prerequisites for.

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Psychic monk or psychic warrior/monk (psimnk)
Psychic monk ability not in magic system are here.
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: 1 Exotic weapon and all simple and martial weapons like club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. All armor (light and medium) and shields.When wearing armor, using a shield, or carrying a medium or heavy load, a psychic monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Stealth (Dex), Athletics (Str), Arcana (Int), Religion (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Tumble (Dex), Autohypnosis (Wis), Concentration (Con), Stabilize Self (Str), Tumble (Dex), Use Psionic Device (Cha) and Focus (Wis).

Class features: +1 AC bonus per level. Psicrystal is gained any level.
1st level gains Kinetic speed-up (Cha), flurry of blows, unarmed strike, and 2 psionic combat modes.
2nd level gains and evasion and 2 bonus Feats.
3rd level gains Still mind and Psionic combat mode.
4th level gains 2 Feats and Kinetic attack (Cha), Ki strike (magic) and slow fall 20 ft.
5th level gains Purity of body.
6th level gains slow fall 30 ft, 2 Feats and Weapon Specialization.
7th level gains Kinetic funnel (Cha), Wholeness of body and Psionic combat mode.
8th level gains Slow fall 40 ft and 2 Feats.
9th level gains Improved evasion and Psionic combat mode.
10th level gains 2 Feats, Kinetic manipulation (Cha), Ki strike (lawful), slow fall 50 ft and Psionic combat mode.
11th level gains Diamond body, greater flurry.
12th level gains Abundant step, slow fall 60 ft, 2 Feats and Psionic combat mode.
13th level gains Diamond soul and Psionic combat mode.
14th level gains Slow fall 70 ft and 2 Feats.
15th level gains Quivering palm.
16th level gains Ki strike (adamantine), slow fall 80 ft and 2 Feats.
17th level gains Timeless body, tongue of the sun and moon.
18th level gains Slow fall 90 ft and 2 Feats.
19th level gains Empty body.
20th level gains Perfect self, 2 Feats and slow fall any distance.

Bonus to Armor Class when unarmored increases by +1 every five level higher than 20th. Unarmed strike damage does not increase after 16th level. Speed when wearing no armor increases by 10 feet every three level higher than 18th. After 20th level Ki strike ability does not increase. After 20th gains 3 bonus feats every 3 level higher

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Sorcere Monk (sorcmonk)
Psychic monk ability not in magic system are here.
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Arcana (Int), Profession (Wis), Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Stealth (Dex), Arcana (Int), Religion (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Tumble (Dex), Autohypnosis (Wis), Stabilize Self (Str) and Focus (Wis).

Class features: +1 AC per level.
1st level gains Will word (Wis), they gain a special ability of Source make, Bonus feat, flurry of blows, and unarmed strike.
2nd level gains, Bonus feat and evasion.
3rd level gains spell recognition (Wis), Aura Assault(Ex) and Still mind.
4th level gains Ki strike (magic), 2 Bonus feats and slow fall 20 ft.
5th level gains Purity of body and 2 Bonus feats.
6th level gains Wish ability (Wis), 2 Bonus feats, slow fall 30 ft and Weapon Specialization.
7th level gains Wholeness of body.
8th level gains Slow fall 40 ft and 2 Bonus feats.
9th level gains Improved evasion.
10th level gains Ki strike (lawful), and slow fall 50 ft.
11th level gains Diamond body, greater flurry and 2 Bonus feats.
12th level gains Abundant step, and slow fall 60 ft.
13th level gains Diamond soul and 2 Bonus feats.
14th level gains Slow fall 70 ft and 2 Bonus feats.
15th level gains Quivering palm, Bonus feat and 2 Bonus feats.
17th level gains Timeless body, tongue of the sun and moon.
18th level gains Slow fall 90 ft and 2 Bonus feats.
19th level gains Empty body and 2 Bonus feats.
20th level gains Perfect self, slow fall any distance and 2 Bonus feats.
21st level gains Body shape.

A familiar is gained any level for free or discount.
Bonus to Armor Class when unarmored increases by +1 every five level higher than 20th.
Unarmed strike damage does not increase after 16th level. Speed when wearing no armor increases by 10 feet every three level higher than 18th.
After 20th level Ki strike ability does not increasel.
3 Bonus feats every three levels higher than 20th.

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Hell cleric: (helclr)
For cleric magic system unlisted skills go here.
Alignment: Any neutral alignment
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: All simple weapons, ambidextrous, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. This is the Deity Domain list.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Knowledge (the planes) (Int), Profession (Wis), Perception (Wis) and Focus (Wis).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Nature (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Stealth (Dex) to the list. Their deity is whomever they want to serve at the time.

Class features: +3 to all saves. Character creation gets a bonus language. Any time the Domain ability (Cha) can be used.
1st level gains Chaos effects (Cha) and Turn or rebuke undead.
2nd level gains Aura (Ex) and 2 Bonus feats.
3rd level gains Spell subversion (Cha), 2 Bonus feats and silent death.
4th level gains Spontaneous Casting and 2 Bonus feats.
5th level gains Kao confusion (Cha) and Enslavement.
6th level gains 2 Bonus feats.
7th level gains Possession (cha).
8th level gains 2 Bonus feats.
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains shapechange and 2 Bonus feats.

Hell clerics can become Ex-Hell clerics.
2 Bonus feats every 3 levels higher than 20th.

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Kinetic sorcere (kinsorc) (prestige class)
Kinetic sorcere ability not listed in magic system are listed here.
Requirements: To qualify to become a kinetic sorcere, a character must fulfill all the following criteria.
Alignment: Any alignment
Skills: Disguise 4 ranks, Arcana 4 ranks, Concentration 5 ranks, Craft 4 ranks
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Disguise (Cha), Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) and focus (Wis) .

Class features:
1st level gains Kinetic spell(EX).
2nd level gains Kinetic runic (Wis) and 2 Feats.
4th level gains Kinetic speed-up (Cha) and 2 Feats.
6th level gains 2 Feats, Kinetic attack (Cha) and Kinetic Flying (Int).
8th level gains 2 Feats, and Human defense field (Cha).
10th level gains 2 Feats and Kinetic manipulation (Cha).
12th level gains 2 Feats and Kinetic Antemetal (Cha).

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Any level a familiar can be gotten for free or discount.

There's 2 Bonus feats every 2 levels after 12th.

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Kinetic assassin (kinass) (prestige class)
Kinetic assassin ability not listed in magic system are listed here.
Requirements: To qualify to become a kinetic assassin, a character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks, Stealth 8 ranks, Arcana 4 ranks.
Special: The character must kill someone for no other reason than to join the Kinetic assassins.
Saves: Reflex and Will good
Weapon & Armor Proficiencies: 1 Exotic weapon, Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Kinetic assassins are proficient with light armor but not with shields.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Acrobatics (Dex), Bluff (Cha), Athletics (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Perception (Wis),  Sense Motive (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Arcana (Int), History (Int), Religion (Int), Streetwise (Cha) and Focus (Wis).

Class features: At 1st level +3 reflex roll, +3 will, +1 save against poison every 2 levels.
1st level gains Sneak attack +1d6, death attack, poison use, Kinetic runic, dark vision and Shapeshift (cha).
2rd level gains create substance, 2 Feats and uncanny dodge.
3th level gains disable touch, 2 Feats, Kinetic manipulation (Cha), Sneak attack +2d6.
4th level gains death needle and 2 Feats.
5th level vapor touch, Improved uncanny dodge, Sneak attack +3d6 and Kinetic funnel (Cha).
6th level gains Create item and 2 Feats.
7th level shadow shift, Sneak attack +4d6.
8th level gains hide in plain sight, Shadow manip (cha) and 2 Feats
9th level gains Sneak attack +5d6, Kinetic choke.
10th level gains 2 Feats and heart stop.

There's 3 Bonus feats every 2 levels after level 10.

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Mage assassin (magass)
Mage assassin ability not listed in
magic system are listed here.

Requirements: To qualify to become a mage assassin, a character must fulfill all the following criteria.
Alignment: Any neutral or evil.
Skills: Disguise 5 ranks, Stealth 8 ranks, Focus 5 ranks.
Special: The character must join for no other reason than to join the Mage assassins.
Saves: Reflex and Will good
Weapon & Armor Proficiencies: 1 Exotic weapon, Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Kinetic assassins are proficient with light armor but not with shields.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Thievery (Dex), Disguise (Cha), Acrobatics (Dex), Forgery (Int), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Stealth (Dex), Insight (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Arcana (Int), History (Int), Religion (Int) and Focus (Wis).

Class features: Any level +3 reflex roll, +3 will, +1 save against poison every 2 level.
1st level gains Sneak attack +1d6+focus rank, death attack, create substance, runic ability (Wis), psionics (special ability), dark vision (special ability) and Shapeshift (Ex).
2rd level gains poison use, uncanny dodge and 2 Bonus feats.
3th level gains disable touch, Chaos ability (cha), Martial arts (feat), Sneak attack +2d6+focus rank.
4th level gains 2 Bonus feats, Cord shift (Ex), Information gathering (Ex) and death needle.
5th level vapor touch, Improved uncanny dodge, Sneak attack +3d6+focus rank and Death and decay effect (Ex)
6th level gains 2 Bonus feats, Flight (Ex) and Create item (Ex).
7th level shadow shift, Sneak attack +4d6+focus rank.
8th level gains 2 Bonus feats, hide in plain sight and Shadow manip (cha).
9th level gains Sneak attack +5d6+Focus rank.
10th level gains heart stop, Poison aura (feat), Save bonus against poison and 2 Bonus feats.
11th level gains Channelling (Ex), Casting gem (Ex), The annulment (Ex) and Sneak attack +6d6+Focus rank.
12th level gains 2 bonus feats. +5% health percent, Mental crippling and The act technique (Ex).

14th and higher levels, so every 3 levels after 12th, starting with 15th level there is 2 bonus feats and stat raise. Also, there is 5% of additional health percent per every 2 levels after 10th.

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Actor Bard (actbrd)
The Actor bards skills not shown in magic system are here.
Alignment: Any nonlawful.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: all simple weapons, and the longsword, rapier, sap, short sword, shortbow, and whip. Light armor and shields (except tower shields).
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: The bard's class skills (and the key ability for each skill) are Appraise (Int), Acrobatics (Dex), Bluff (Cha), Athletics (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Stealth (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Arcana (Int), Tumble (Dex), Use Magic Device (Cha) and Focus (wis).

Class features:
1st level gains Song ability, bardic music, bardic knowledge, fascinate and inspire courage +1.
2nd level gains 2 Feats and Potion making (Ex).
3rd level gains Inspire competence.
4th level gains 2 Feats.
6th level gains Suggestion, mimic act, acting (Ex) and 2 Feats.
8th level gains Inspire courage +2 and 2 Feats..
9th level gains Inspire greatness.
10th level gains song skill and 2 Feats.
12th level gains 2 Feats.
14th level gains Inspire courage +3 and 2 Feats.
16th level gains 2 Feats.
18th level gains Mass suggestion and 2 Feats.
20th level gains Planar shift, inspire courage +4 and 2 Feats.

3 Bonus feats every 3 level higher than 20th. Inspire courage ability increases +1 every 6 level higher than 20th. Bards can be ex-bards.

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Mana knight (mnaknt)
The Mana Knight skills not shown in magic system are here.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with light armor and shields except tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Athletics (Str), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis),  Profession (Wis), Ride (Dex), Survival (Wis), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Telekinetics.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance and Spell recognition (Wis).
4th level gains Animal companion, 2 Bonus feats and Devine ability (Cha).
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 2 Bonus feats and Kinetic Flying (Int).
7th level gains Woodland stride and Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (Int).
10th level gains 3rd favored enemy and 2 Bonus feats.
11th level Combat style mastery, 2 Bonus feats and Kinetic Antemetal (Cha).
13th level gains Camouflage, 2 Bonus feats and Kinetic funnel (Cha).
15th level gains 4th favored enemy and 2 Bonus feats.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and bonus feat/+3 level. The Mana Knight will abade the Honor code. 3 Bonus feats every 3 levels after 20th.

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Dreamwalker (drmwlk)
The Dreamwalker skills are shown in magic system.

Saves: Will good
Weapon & Armor Proficiencies: All simple weapons with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Arcana (Int), Streetwise (Cha), Perception (Wis) and Focus (Wis).

Class features: +3 to all saves. +1 to cha stat.
1st level gains Dream Ability (Ex).

A familiar is gained any level. 2 Bonus feats every 2 levels, starting with level 2. 3 Bonus feats every three levels higher than 20th.

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Jedi knight (jedi)
The Jedi knight skills not shown in magic system are here.

Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with light armor and shields except tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Acrobatics (Dex), Concentration (Con), Technology handling (Wis), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex),   Survival (Wis), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int), Perception (Wis) and Focus (wis).

Class features:
1st level gains Track, wild empathy and Jedi ability (Cha).
2nd level gains Combat style. 3rd level gains Endurance, 2 Bonus feats and spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains Create item (int).
6th level gains Improved combat style and 2 Bonus feats.
7th level gains Woodland stride and Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Shapechange (cha).
10th level gains 2 Bonus feats.
11th Combat style mastery.
12th level gains 2 Bonus feats.
13th level gains Camouflage.
14th level gains 2 Bonus feats.
16th levels gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.
+20th level gains 3 bonus feats per every 3 levels.

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Wave Master (WavMst)
The Wave Master skills not shown in magic system are here
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic with ambidexterity, including light armor and shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Perception (Wis), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis) and Focus (Wis).

Class features: +3 to all saves.
1st level gains Chaos effect (Cha).
3rd level gains spell recognition (Wis), Spell subversion (Cha) and Special ability Cause wave probability.
5th level gains the Elemental ability (Wis).
6th level gains Chaos confusion (Cha).
On level 7, the special ability of Aura of 'I trigger it'.
On level 8, the special ability is gained: Chaos Wave Result.
On level 10, the special ability is gained of: Elemental mastery. 

A familiar is gained any level for free or discount. 2 Bonus feats on level 2 and every 2 levels higher.

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Dragon knight (draco knit)
The Dragon knight skills not shown in magic system are here.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Perception (Wis), Survival (Wis), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy special ability: Awareness ability and Telekinetics.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance, special ability: Raging and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, Manipulation of will (Ex), 2 Bonus feats and Kinetic Flying (Int) and .
7th level gains Woodland stride and Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (Int).
10th level gains 3rd favored enemy, 2 Bonus feats and the 'ability of dragons' (Ex).
11th Combat style mastery, 2 Bonus feats and Kinetic Antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic funnel (Cha).
14th level gains 2 Bonus feats.
15th level gains 4th favored enemy, an ability feat and one extra ability feat every 2 levels after.
16th level gains 2 Bonus feats.
17th level gains Hide in plain sight.
18th level gains 2 Bonus feats.
20th level gains 5th favored enemy, 2 Bonus feats and Polymorph self to dragon form (Ex).
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels.

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Dread knight (dred knit)
The Dread knight skills not shown in magic system are here.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str), Acrobatics (Dex), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Telekinetics. 2nd level gains Combat style and special ability: Dread aura.
2nd level gains 2 Bonus feats.
3rd level gains Endurance, and spell recognition (Wis). 4th level gains Animal companion.
4th level gains 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 'In aptitude' (Ex), 2 Bonus feats and Kinetic Flying (Int).
7th level gains Woodland stride and Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (Int).
10th level gains 3rd favored enemy. Also, they gain 2 extra feats.
11th Combat style mastery and Kinetic Antemetal (Cha).
12th level they gain 1d6 languages and 2 Bonus feats.
13th level gains Camouflage, 2 Bonus feats and Kinetic funnel (Cha).
15th level 4th favored enemy, 2 Bonus feats and Magna force (Ex).
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels after 20th.

The dread knight will abide, by the Dread Knights oath.

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Shadow knight (draco kni)
The Dragon knight skills not shown in magic system are here.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Acrobatics (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Streetwise (Cha), Use Rope (Dex), Psicraft (Int), Knowledge (psionics) (Int) and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Shadow manipulation.
2nd level gains Combat style and 2 Bonus feats.
3rd level gains Endurance, special ability: 'Shadow Aura' and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains 2nd favored enemy and Kinetic speed-up (Cha).
6th level gains Improved combat style, 2 Bonus feats and Kinetic Flying (Int).
7th level gains Woodland stride and Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (Int).
10th level gains 3rd favored enemy and 2 Bonus feats.
11th level gains Combat style mastery and Kinetic Antemetal (Cha).
12th level gains 2 Bonus feats.
13th level gains Camouflage and Kinetic funnel (Cha).
15th level gains 4th favored enemy and 2 Bonus feats.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats every 3 levels after 20th.

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Chaos knight(kaoknit)
The Chaos knight skills not shown in magic system are here.
Saves: Fortitude and Will good
Weapon and Armor Proficiency: All simple and martial weapons, and with heavy armor and shields, plus tower shields.
Skill Points at 1st level: (6+Int modifier) x4.
Skill Points at Each Additional level: 6+Int modifier.

Class Skills: Athletics (Str), Acrobatics (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Arcana (Int), Dungeoneering (Int), Knowledge (geography) (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Perception (Wis), Survival (Wis), Use Rope (Dex)  and Focus (wis).

Class features:
1st level gains 1st favored enemy, Track, wild empathy and Chaos effect (Cha).
2nd level gains Combat style, 2 Bonus feats and Chaos fear (Ex).
3rd level gains Endurance, Spell subversion (Cha) and Spell recognition (Wis).
4th level gains Animal companion and 2 Bonus feats.
5th level gains 2nd favored enemy and Kao confusion (Cha).
6th level gains Improved combat style, 2 Bonus feats and Kinetic Flying (Int).
7th level gains Weapon Power (Cha).
8th level gains Swift tracker and 2 Bonus feats.
9th level gains Evasion and Summon (Int).
10th level gains 3rd favored enemy and 2 Bonus feats.
11th level gains Combat style mastery, 2 Bonus feats and Kinetic Antemetal (Cha).
13th level gains Camouflage, 2 Bonus feats and Kinetic funnel (Cha).
15th level gains 4th favored enemy, 2 Bonus feats and 2 Bonus feats.
17th level gains Hide in plain sight and 2 Bonus feats.
20th level gains 5th favored enemy and 2 Bonus feats.
+20th level gains +1 favored enemy/+5 level, bonuses against 1 favored enemies category +2/+5 level and 3 bonus feats 3 levels every 2 levels.

Chaos knights follow the Chaos Crede.

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Templar (Templar)
For Templar abilities not in Magic system go here.

Alignment: Any alignment
Saves: Fortitude and Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all including tower that can be of use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Survival (Wis) and Concentration (Con).

Class features:
1st level gains Improved weapon manifest (Ex), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Nothingness (Cha) and Improved focus (Ex)
4th level gains 2 Bonus feats.
5th level gains LOA change (Cha) and Strength enhancement (Ex).
6th level gains 2 Bonus feats and Dexterity enhancement (Ex).
7th level gains writing magic (Cha).
8th level gains 2 Bonus feats and Weapon specialization (Ex).
9th level gains Time ability (cha).
10th level gains 2 Bonus feats and Weapon focus (Ex).
11th level gains Self-creation (Cha)
12th level gains 2 Bonus Feats and Dark focus (Cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Dedication (Ex).

 Bonus Feats: At 1st level, a Templar gets the feat that any 1st-level character gets. The epic Templar gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 An Templar can be any alignment and that they use MP. Any level there is a bonus language.

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Solamnic Knight (Solamn_knight)
For the Solamnic knight's abilities not in Magic system go here.

Description: The solamnic knight is a knight that uses their god to get whatever they would want, so they are God knights. They follow the oath and the measure. The oath is the sworn oath to their god that they would remain faithful to his or her duties as he or she serves others in duty. The measure is the point they do things and work with a code of rights.
Alignment: Any Neutral or Good alignment
Saves: Fortitude and Will good
Weapon & Armor Proficiencies: All weapons can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all including tower that can be of use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Focus (Wis), Survival (Wis) and Concentration (Con).

Class features:
Any level: They gain and can use Traveling (Cha).
1st level gains Solamnic manifest (Cha), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Solamnic force (Ex) and Weapon specialty (Ex)
4th level gains 2 Bonus feats.
5th level gains Water Absorption (Cha).
6th level gains 2 Bonus feats and Lunar (Ex).
7th level gains Energy absorption (Cha).
8th level gains 2 Bonus feats.
9th level gains Instances (cha) and Force bubbles (Cha).
10th level gains 2 Bonus feats.
11th level gains God weapons (Cha)
12th level gains 2 Bonus Feats and Holy being (Cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Raise in advance (Ex).

 Bonus Feats: At 1st level, a Solamnic knight gets the feat that any 1st-level character gets. The epic Solamnic knight gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Solamnic knight can be any alignment and that they use STP. Any level there is a bonus language.

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Focuser (Focuser)
For the Focuser, the magic ability is listed
here, the unlisted Ex skills that are not in the Magic system, go here.
Saves: Will good
Weapon & Armor Proficiencies: All weapons except exotic with weapon specialist feat at +2. Has ambidexterity, and if over 15 Str then heavy armor or large shield with Heavy armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Focus magic (Cha).
2nd level gains 2 Bonus feats.
3rd level gains Spell recognition (Wis) and Dust of peaceful rest (Cha).
4th level gains 2 Bonus feats and Herbology (Ex).
5th level gains Magic food or drink (Cha).
6th level gains 2 Bonus feats and Premonition (Ex).
7th level gains Ice magic (Cha) and Remote listening (Cha).
8th level gains 2 Bonus feats.
9th level gains Creature summoning (Cha) and Genetics (Cha).
10th level gains 2 Bonus feats.
11th level gains Thought magic (cha)
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Grand focuser (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

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Hunter (Hunter)
For the Hunter, the magic ability is listed
here, the unlisted Ex skills that are not in the Magic system, go here.
Saves: Will good
Weapon & Armor Proficiencies: All weapons including exotic with weapon specialist feat at +2. Has ambidexterity, and if over 15 Str then heavy armor or large shield with Heavy armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis), Weapons (Dex) and Focus (Wis).

  Class features:
1st level gains Elemental creation (Cha).
2nd level gains 2 Bonus feats and Weapon specialty (Ex).
3rd level gains Spell recognition (Wis).
4th level gains 2 Bonus feats.
5th level gains Staking (Cha).
6th level gains 2 Bonus feats and Machinery (Ex).
7th level gains Immunities (Cha).
8th level gains 2 Bonus feats.
9th level gains Magick (Cha) and Magick resistance (Cha).
10th level gains 2 Bonus feats.
11th level gains Faith effects (cha)
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Head hunter (Ex) and 2 Bonus feats.

  There is 3 Bonus feats every three levels higher than 20th.

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Shaman (Shamn)
For shaman abilities not in Magic system go here.
Saves: Will good
Weapon & Armor Proficiencies: All weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium but no metal armor. Shields are all but tower that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Arcana, Nature (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Athletics (Str) and Focus (Wis).

Class features:
1st level gains Mysticism (Wis) and an animal companion for a familiar at any time adding regeneration as a special ability.
2nd level gains Spirit guide(EX), Medium (SP) and 2 Feats.
3rd level gains trackless step and Spirit walk (Wis).
4th level gains Resist nature's lure and 2 Feats.
5th level gains wild shape 1 per day.
6th level gains wild shape 2 per day and 2 Feats.
7th level gains Wild shape 3 per day and etherial form (wis).
8th level gains wild shape large and 2 Feats.
9th level gains venum immunity and Guiding will(EX).
10th level gains Wild shape 4 per day and 2 Feats.
11th level gains wild shape tiny and Spirit Possession (wis).
12th level gains wild shape plant and 2 Feats.
14th level gains wild shape 5 per day, Manifestation and 2 Feats.
15th level gains timeless body and wild shape huge.
16th level gains wild shape 1 elemental and 2 Feats.
17th level gains Divine intervention.
18th level gains 2 Feats.
19th level gains Wild shape 6 per day and elemental 2 per day.
20th level gains wild shape elemental 3 per day, 2 Feats and huge elemental.

Animal companion every 3 level higher than 20th gains +2 health percent, +1 strength and dexterity, and an additional trick. After 18th Wild Shape +1/day every 4 level. Elemental wild shape does not improve.

Bonus feat: 2 Feats every 3 levels after 20th.

Any level they follow the Spirit Crede for which can hamper their spiritual ability.

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Voodoo witchdoctor (Vudu Wch) (Prestige cleric)
For Voodoo magic system unlisted skills go here.
Alignment: Any neutral alignment
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: All simple weapons, ambidextrous, with all types of armor (light, medium, and heavy), and no physical. He receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Skill points at 1st: (5+Int Mod)x5
Skill points per level: 5+Int Mod

Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Perception (Wis), Knowledge (the planes) (Int), Profession (Wis) and Focus (Wis).

Class features: +3 to all saves. Character creation begets a bonus language and with any level they can get a familiar.
1st level gains Mysticism (Wis) and Spiritual Turn or rebuke.
2nd level gains Supernatural ability (Ex), Spirit guide(EX) and 2 Bonus feats.
3rd level gains silent death and shapechange. 4th level gains Spontaneous Casting.
4th level gains 2 Bonus feats.
5th level gains Enslavement, 2 Bonus feats and limited wish.
6th level gains High ritual(EX) and 2 Bonus feats.
7th level gains Spirit Possession (cha) (cha).
8th level gains Guiding spirit and 2 Bonus feats.
9th level gains Gestalt healing(EX).
10th level gains unlimited wish ability and 2 Bonus feats.
11th level gains Divine self (Ex)
+10th 2 Bonus feats every 2 level higher than 10th
20th 3 Bonus feats and every 3 levels after there's 3 Bonus feats when going epic.

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Elementalist (Elemnt)
For the Elementalist unlisted skills in the Magic system, go here.
Saves: Will good
Weapon & Armor Proficiencies: All martial weapons except exotic. Has ambidexterity, and if over 15 Str then heavy armor or large shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Elemental ability (Wis).
3rd level gains spell recognition (Wis) and Chaos effects (Cha).
5th level gains Fastcast (Ex) and Spell subversions (Cha).
7th level gains Kao confusion (Cha) and Kinetic speed-up (Cha).
9th level gains Fast regeneration (Ex), Human defense field (Cha) and Weapon Power (Cha).
12th level gains Kinetic Flying (Int) and Kinetic Antemetal (Cha).
14th level gains Purify element (Ex).
16th level gains Absorb energy (Ex).
20th level gains Greater elemental formshift (Ex).

  A familiar is gained any level for free or discount. 2 Bonus feats every 2 levels strting with 2nd. 2 Bonus feats every 3 levels higher than 20th.

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Chi warrior (kiwarrior)
For the chi warrior, their magic skills are in the
Magic system, go here for the unlisted Ex skills.
Saves: Will good
Weapon & Armor Proficiencies: All weapons except exotic with weapon specialist feat at +2 weapon proficiency. Has ambidexterity, and if over 15 Str then heavy armor or large shield with Heavy armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Psionics special ability.
2nd level gains 2 Bonus feats.
3rd level gains spell recognition (Wis) and Chi manipulation (Cha).
4th level gains 2 Bonus feats.
5th level gains Illusion (Cha).
6th level gains 2 Bonus feats.
7th level gains Manifest (Cha) and Lucky strike (Ex).
8th level gains 2 Bonus feats and Danger sense (Ex).
9th level gains Ascension (Ex) and Healing blow (Cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Ascended mastery (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

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Chi master (Chi master)
For the chi master, the magic ability is listed in the
Magic system, go here for the unlisted Ex skills.
Saves: Will good
Weapon & Armor Proficiencies: All weapons except exotic with weapon specialist feat at +2. Has ambidexterity, and if over 15 Str then heavy armor or large shield with Heavy armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Chi Elemency.
2nd level gains 2 Bonus feats.
3rd level gains Spell recognition (Wis) and Chi shield (Cha).
4th level gains 2 Bonus feats and Chi boost (Ex).
5th level gains Lucky chance (Ex).
6th level gains 2 Bonus feats.
7th level gains Manifestation (Cha) and Danger sense (Ex).
8th level gains 2 Bonus feats.
9th level gains Transcendancy (Ex).
10th level gains 2 Bonus feats.
11th level gains Transfiguration (cha)
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Transcendant master (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

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Tengu (Tengu_Ninja)
For the Tengu's magical skills look for Ninjutsu in the
Magic system and for (Ex) skills look for Ninjutsu here.
Saves: Will good
Weapon & Armor Proficiencies: Heavy Armor Proficiency. All martial weapons including exotic. Has ambidexterity and if over 15 Str, then if heavy armor or large shield.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Acrobatics (Dex), Perception (Wis) and Focus (Wis).

  Class features:
1st level gains Elemental ability (Wis) and Ninja ability (Int).
2nd level gains 2 Bonus feats.
3rd level gains spell recognition (Wis) and Chaos effects (Cha).
4th level gains 2 Bonus feats.
5th level gains Fastcast (Ex) and Spell subversions (Cha).
6th level gains 2 Bonus feats.
7th level gains Kao confusion (Cha) and Kinetic speed-up (Cha).
8th level gains 2 Bonus feats.
9th level gains Fast regeneration (Ex), Human defense field (Cha) and Weapon Power (Cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats, Kinetic Flying (Int) and Kinetic Antemetal (Cha).
14th level gains Purify element (Ex) and 2 Bonus feats.
16th level gains Absorb energy (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Greater elemental formshift (Ex) and 2 Bonus feats.

  A familiar is gained any level for free or discount. 3 Bonus feats every three levels higher than 20th.

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Samurai (Samurai)
For the Samurai's magical skills look for Focus in the
Magic system and for (Ex) skills look for Samurai here.
Saves: Will good
Weapon & Armor Proficiencies: Heavy Armor Proficiency. All martial and normal weapons including exotic with a Accurate weapon Proficiency. Has ambidexterity and if over 15 Str, then if heavy armor or large shield is possible.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Streetwise (Wis), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Survival (Int), Acrobatics (Dex), Perception (Wis), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: There is a natural armor bonus of +2 to the AC per each level. Also, if the samurai is a wandering warrior without a clan, then they are Ronin. So if they are with a clan they are with job offers and Samurai in idea.
Level 1 gains Natural adaptation (Ex), Focus ability (Wis) and Will word skill (Ex).
Level 2 gains 2 bonus feats.
Level 3 gains Martial arts (Ex) and Herbology and medicine (Ex).
Level 4 gains 2 bonus feats.
Level 5 gains Combat skill (Ex) and Combat trance (Ex).
Level 6 gains 2 bonus feats.
Level 7 gains Charm (Ex) and Natural understanding (Ex).
Level 8 gains 2 Bonus feats.
Level 9 gains Survival (Ex) and Maneuvering (Ex).
Level 10 gains Fame (Ex), Abundance (Ex) and 2 bonus feats.
Level 11 gains Energy body as a feat if not there already and greater energy body as a feat.

  A A familiar is gained any level for free or discount. Every 2 levels starting with level 12 and every 2 levels above until level 20 is with 2 bonus feats. Every 3 levels starting with and after level 20 is with 2 bonus feats.

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Witch (Witch)
For the Witch's magical skills look for Focus in the Magic system and for (Ex) skills look for Witch here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light armor or no shield. This is Weapon Accuracy proficiency of +3 and light armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Survival (Wis), Streetwise (Wis), History (Int), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: They follow the superstition (Ex) unless they choose to act normal. They can also learn spells that are innately done.
1st level gains Charm magic (Cha) and Focus ability (Wis).
2nd level gains 2 bonus feats.
3rd level gains spell recognition (Wis) and Supernatural ability (Cha).
4th level 2 bonus feats.
5th level gains Hex magic (Cha) and Potions (Ex).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex).
8th level gains 2 bonus feats and Spontaneous combustion (Ex).
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
14th level gains Divine self (Ex) and 2 bonus feats.

  A familiar is gained any level for free or discount. They follow the moment using their superstition (Ex). 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

Necromancer (Necromancer)
For the Necromancer's magical ability look here.
Saves: Will good
Weapon & Armor Proficiencies: Any weapon you can get with ambidexterity and accurate weapons proficiency, armor; any light or medium armor. This is Weapon Accuracy proficiency of +3 and medium armor proficiency of +2.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Knowledge:Any (Int), Streetwise (Wis), History (Int), High Bartering (Wis), Healing (Wis) and Focus (Wis).

  Class features:
Any level: They can tune into the area so they know and gain a +3 with wandering soul or spirit to any rolled or no dice check. They can also learn spells that are innately done.
1st level gains Source ability (Cha) and Distemporal shift (Cha).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Positive Boost (Cha).
4th level 2 bonus feats and Animation (cha).
5th level gains Death Aura (Cha).
6th level gains 2 bonus feats.
7th level gains Consoling (Cha) and Console.
8th level gains 2 bonus feats.
9th level gains Discorporeal shell (Cha) and Necro healing (Cha).
10th level gains 2 bonus feats.
11th level gains Half-life (Cha).
12th level gains 2 bonus feats.
20th level gains Necro enhancement (Cha) and Necro point (Cha).

  A familiar is gained any level for free or discount by feel. 2 Bonus feats every two levels starting at level 13 and every three level higher than 20th starting at level 20.

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Elemental Warrior (Element Warrior)
For the Elemental warrior's magical skills look for Elemental warrior in the
Magic system and for (Ex) skills look for Elemental warrior skills here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but heavy armor or no shield. This is Weapon Accuracy proficiency of +3 and heavy armor proficiency.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis) , Streetwise (Wis), History (Int), High bartering (Wis) and Focus (Wis).

  Class features:
Any level: The elemental warrior can create with spells using the innate ability feat or learning a spell.
1st level gains Energy manifest (Cha) and Focus ability (Wis).
2nd level gains 2 bonus feats.
4th level 2 bonus feats.
5th level gains Elemental ability focus (Ex).
6th level gains 2 bonus feats.
8th level gains 2 bonus feats.
10th level gains Weather magic (cha) and 2 bonus feats.
20th level gains The ultimate form (Ex) and 2 bonus feats.

  A familiar is gained any level for free or discount. 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

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Eldritch (Eldritch)
For the Eldritch's magical skills look for Focus in the Magic system and for (Ex) skills look for Eldritch here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light or medium armor and no shield. This is Weapon Accuracy proficiency of +3 and medium armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Survival (Wis), Streetwise (Wis), History (Int), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex). They can also learn spells that are innately done.
1st level gains Chaos effect (Cha).
2nd level 2 bonus feats and Eldritch magic (Cha).
3rd level gains spell recognition (Wis).
4th level 2 bonus feats.
5th level gains Spell subversion (Cha).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex) and Chaos confusion (Cha).
8th level gains 2 bonus feats and Hex magic (Cha).
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
12th level gains 2 bonus feats.
13th level gains Elder being (Ex).

  A familiar is gained any level for free or discount. 2 Bonus feats every two levels starting at level 14 and every three level higher than 20th.

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Were (Were)
For the Were's magical skills look for Focus in the Magic system and for (Ex) skills look for Were here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light or medium armor and no shield. This is Weapon Accuracy proficiency of +3 and medium armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Survival (Wis), Streetwise (Wis), History (Int), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: They can turn into an animal of choice and back again, and that is a large form. At any time, the were can turn vampiric nature and alter reality to what they need. They can also learn spells that are innately done.
1st level gains Were elemental effect (Cha) and Prescience (Ex).
2nd level 2 bonus feats, Heat seeking (Ex), Animal boost (sp), Animal control (sp) and Were boost (sp).
3rd level gains spell recognition (Wis), Animal shaper (Cha) and Animal call (Cha).
4th level 2 bonus feats and Were ability (cha).
5th level gains Spell subversion (Cha).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex) and Chaos confusion (Cha).
8th level gains 2 bonus feats and Hex magic (Cha).
9th level gains Luck (Ex) and Alter form (cha).
10th level gains Abundance (Ex) and 2 bonus feats.
12th level gains 2 bonus feats.
13th level gains Were altering (Ex).

  A familiar is gained any level for free or discount. They follow the moment using their prescience (Ex). 2 Bonus feats every two levels starting at level 14 and every three level higher than 20th.

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Angellic (Angellica)
For the Angellic's magical skills look for Focus in the Magic system and for (Ex) skills look for Angellic here.
Saves: Will good
Weapon & Armor Proficiencies: All normal weapons except exotic with ambidexterity but light or medium armor and heavy shield. This is Weapon Accuracy proficiency of +3. medium armor proficiency and heavy shield proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Streetwise (Wis), History (Int), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels if good or deva if neutral nature and otherwise demons if evil. They can also learn spells that are innately done.
1st level gains Angellic magic (Cha)..
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Messaging (Wis).
4th level 2 bonus feats.
5th level gains God magic (Ex).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex) and Shifting (cha).
8th level gains 2 bonus feats.
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
12th level gains 2 bonus feats.
13th level gains Angel form (Ex).

  A familiar is gained any level for free or discount. 2 Bonus feats every two levels starting at level 14 and every three level higher than 20th.

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Sentinel (Sentinel)
For the Sentinel's magical skills look here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light or medium armor and no shield. This is Weapon Accuracy proficiency of +3 and medium armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Streetwise (Wis), History (Int), High Bartering (Wis) and Focus (Wis).

  Class features:
Any level: They can tune into the area so they know and gain a +3 to any rolled or no dice check. They can also learn spells that are innately done.
1st level gains Digestive magic (Cha) and Extreme senses (Cha).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Emotional creation (Cha).
4th level 2 bonus feats and creation by idea or feel (cha).
5th level gains Transformation (Cha).
6th level gains 2 bonus feats.
7th level gains Power of words (Cha).

  A familiar is gained any level for free or discount. 2 Bonus feats every two levels starting at level 8 and every three level higher than 20th.

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Dimensionalist (Dimensionalist)
For the Dimensionalist's magical skills, that uses mp so look here and look for Dimensionalist (Ex) skills in the gloss here..
Saves: Will good
Weapon & Armor Proficiencies: Any weapon you can get with ambidexterity and accurate weapons proficiency, armor; any light or medium armor. This is Weapon Accuracy proficiency of +3 and medium armor proficiency of +2.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Knowledge:Any (Int), Streetwise (Wis), History (Int), High Bartering (Wis), Healing (Wis) and Focus (Wis).

  Class features:
Any level: +1 initiative per each 2 levels. They can learn spells that are innately done.
1st level gains Thinking spell (Wis) and Mental Boost (Ex).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Reality hacking (Wis).
4th level 2 bonus feats.
5th level gains Dimensional Shift (Wis).
6th level gains 2 bonus feats.
7th level gains Pass the idea (Wis).
8th level gains 2 bonus feats.
9th level gains Dimensional timing (Wis) and Dimensional created effects (Wis).
10th level gains 2 bonus feats.
11th level gains Timeshift (Wis).
12th level gains 2 bonus feats.
20th level gains Dimensionalism (Ex).

  A familiar is gained any level for free or discount by feel. 2 Bonus feats every two levels starting at level 13 and every three level higher than 20th starting at level 21.

Divine (Divine)
For Divine skills in
magic system go here and if any non magical system skills look here that uses mana.
Requirements: To qualify to become a Divine, a character must fulfill all the following criteria.
Pick a God or feel free to use the creator.
Stats: Int 15 or higher, Cha 15 or higher
Saves: Reflex and Will good
Weapon & Armor Proficiencies: Ambidexterity and crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), short sword and longsword. Divine are proficient with any armor but not with shields. This means accurate profficiency and light armor, medium armor or heavy armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Stealth (Dex), Intimidate (Cha), Athletics (Str), Perception (Wis), Insight (Wis), Tumble (Dex), Use Magic Device (Cha), Arcana (Int), History (Int), Healing (Wis), Concentration (Wis) and Focus (Wis).

Class features:
Class features: Any level +2 will. They can also learn spells that are innately done.
1st level gains Psionics (special ability).
2rd level gains Divine Wizardry (cha) and 2 Bonus feats.
3rd level gains Divine glow (Ex).
4th and higher levels, so every 2 levels starting with 4th there is 2 bonus feats and after 11th level there is with each 3 levels for 2 bonus feats. Also, there is 5% of additional health percent per every 2 levels after level 12.
15th level gains Divinity (Ex).

A familiar is gained any level for free or discount by feel.

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Master Healer (Master Healer)
For the Master Healer's magic system skills look here and for (Ex) skills look for Healer skills here.
The healer serves a god or the creator for his ability so he must either list a God or the creator as his God.
Necessary skill for the class, healing 6 ranks or higher
Saves: Will good
Weapon & Armor Proficiencies: Any weapon you can get with accurate weapons proficiency, Armor; any light or medium armor. This is Weapon Accuracy proficiency of +3 and medium armor proficiency of +2.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Knowledge: Any (Int), Streetwise (Wis), History (Int), High Bartering (Wis), Healing (Wis) and Focus (Wis).

  Class features:
Any level: They can use God will (Cha) to create effects. They can also learn spells that are innately done.
1st level gains Phasing (Cha) and Potion making (Cha).
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Elemental defense (Cha).
4th level 2 bonus feats.
5th level gains Healing (Cha).
6th level gains 2 bonus feats.
7th level gains Improved healing (Cha).
8th level gains 2 bonus feats.
9th level gains Auratic healing (Cha) and Shield effect (Cha).
10th level gains 2 bonus feats.
11th level gains Faith healing (Cha) and Illness and poison resistance (Cha).
12th level gains 2 bonus feats.
13th level gains Immunity (Ex) and Elemental immunity (Ex).
14th level gains 2 bonus feats.
20th level gains Avatar (Ex) and 2 bonus feats.

  A familiar is gained any level for free or discount by feel. 2 Bonus feats every two levels starting at level 14 and every three level higher than 20th.

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Hell weaver (Hell-weave)
For Hell weaver abilities not listed in Magic system go here.

Description: This is a class of weaver that weaves fate, heaven and the hell itself by feel and ideal expression learned from an advanced ancient race.
Alignment: Any evil alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Hell weaving (Cha), Heavenly weaving (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Gating (Ex) and Natures luck (Ex).
3rd level gains Send (Cha).
4th level gains 2 Bonus feats, Neutralization (Ex) and Sense (Ex).
5th level gains Hellstorm (cha) and Hellish heat wave (Cha).
6th level gains 2 Bonus feats, Do (Ex) and Undo (Ex).
7th level gains Aura flare (cha).
8th level gains 2 Bonus feats and Voices (Ex).
9th level gains Hell touch (cha) and Hell vent (Cha).
10th level gains 2 Bonus feats and Wish (Ex).
11th level gains Aura of inimical will (cha) and Fate weave (Cha).
12th level gains 2 Bonus Feats and Psyche logic (Ex).
13th level gains Particle wind (Cha) and Inimical wind (Cha). 14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Demonoid (Ex).

 Bonus Feats: At 1st level, a Hell weaver gets the feat that any 1st-level character gets. The epic Hell weaver gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Hell weaver can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Hell gazer (hellgaze)
For Hellgazer abilities not listed in Magic system go here.

Description; This is a physical energy user class that uses primarily hell, that is similar to the sorceror.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: The creator or any God as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, knives or swords and if you want to list them all, natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: all (Wis), Focus (Wis), Survival (Wis), Healing (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Hell evokation (Cha), Heavenly conjouring (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Imagination (Ex).
3rd level gains The creator (Cha).
4th level gains 2 Bonus feats and Luck (Ex).
5th level gains The envisionment (Cha).
6th level gains 2 Bonus feats, The force (Sp).
7th level gains Shaping (Cha) and Energy (Cha).
8th level gains 2 Bonus feats and Spirit wave (Ex).
9th level gains Focus point (Cha).
10th level gains 2 Bonus feats and Entropy (Sp).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Being (Ex).

 Bonus Feats: At 1st level, a Hellgazer gets the feat that any 1st-level character gets. The epic Hellgazer gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Hellgazer can be any alignment and that they use STP and sometimes their God for results. Any level there is a bonus language they may choose.

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Modern Class Specifications

Creator (creator)
For creator class skills not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial and light. All weapons with ambidexterity but not armor or shield.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Healing (Wis), Driving (Dex), Modern things (Int), Arcana (Int), Profession (Wis), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Creation (Ex) and two things created per hour.
2nd level gains Spell recognition (Ex) and 2 Bonus feats.
3rd level gains Psychic ability (Ex), Still mind and allowable is 3 creations per hour.
4th level gains 2 Bonus feats.
6th level gains Appear it (Ex), allowable 4 creations per hour and 2 Bonus feats.
8th level gains allowable 5 creations per hour and 2 Bonus feats.
10th level gains Time formation (Ex), allowable 6 creations per hour and 2 Bonus feats.
11th level gains Unlimited combat mode (Ex).
12th level gains 2 Bonus feats.
13th level gains allowable 7 creations per hour.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains allowable 8 creations per every 30 minutes 2 Bonus feats.
20th level gains 3 Bonus feats.

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Anti-mage (anti-mag or psychic)
For Anti-mage class skills not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial, modern and normal weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Healing (Wis), Driving (Dex), Modern things (Int) and Focus (Wis).

Class features: Psicrystal is gained any level.
1st level gains Chaos effects (Cha) and two psionic combat modes.
2nd level gains Spell subversions (Cha) and 2 Bonus feats.
3rd level gains Psychic ability (Ex), Still mind and Psionic combat mode.
4th level gains Kao Conversions (Cha) and 2 Bonus feats.
6th level gains Psionic combat mode and 2 Bonus feats.
8th level gains Psionic combat mode and 2 Bonus feats.
10th level gains Psionic combat mode and 2 Bonus feats.
11th level gains Psionic combat mode.
12th level gains 2 Bonus feats.
13th level gains Psionic combat mode.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 3 Bonus feats.

20th level gains 3 bonus feats and every 3 levels higher there's 3 Bonus Feats.

The Anti-mage can join the Army, if they so desire after 10th level.

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Criminal (crimnal)
For Criminal abilities not in Magic system go here.

Requirements: Any Evil alignment or Unaligned alignment
Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium but no metal armor. Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Thievery (Dex), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Healing (Wis), Driving (Dex), Modern things (Int), Focus (Wis) and Concentration (Con)

Class features:
1st level gains Chaos effects (Cha) and Focus ability (Wis).
2nd level gains 2 Bonus feats.
3rd level gains Spell subversions (Cha).
4th level gains Estinance (Ex) and 2 Bonus feats.
6th level gains Kao confusion (Cha) and 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky moment (Ex).
10th level gains 2 Bonus feats.
11th level gains Perfection (EX).
12th level gains an additional 2 Bonus feats.
13th level gains Elemental ability (Wis) and Nervous aura (Ex).
14th level gains 2 Bonus feats.
15th level gains Anti-reasoning (Ex).
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains Mastermind (Ex) and 2 Bonus feats.

  Bonus Feats: At 1st level, a criminal gets the feat that any 1st-level character gets. The epic criminal gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A criminal must always be chaotic, unless circumstances make their activity otherwise. If the situation doesn't dictate the circumstance to make them not chaotic, then they are Ex-cons. They are without the Ability they get from (Ex). Any level there is a bonus language.

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Law Enforcer (LawEnfocer)
For Law Enforcer abilities not in Magic system go here.

Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: Any normal weapon and Martial weapons including guns can be used with light armor and all shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class Skills: Endurance (Con), Profession (Wis), Technician (Int), Investigation (Int), Diplomacy (Cha), Insight (Wis), Streetwise (Cha), Acrobatics (Dex), Athletics (Str), Arcana (Int), Healing (Wis), Driving (Dex), Modern things (Int), Local (Int), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Focus ability (Wis) and Kinetic Speedup (Cha).
2nd level gains a Bonus Feat.
3rd level gains Human defense field (Cha) and Kinetic attack (Cha).
4th level gains Bullhorn (Ex) and 2 Bonus feats.
5th level gains Kinetic Flying (Int) and Kinetic manipulation (Cha).
6th level gains 2 Bonus feats.
7th level gains Energy funnel (Cha).
8th level gains 2 Bonus feats.
9th level gains Aura of arresting (Ex).
10th level gains 2 Bonus feats.
11th level gains Kinetic Antemetal (Cha) and Weapon Power (Cha).
12th levels gains 2 Bonus feats.
14th level gains Reasoning (Ex) and 2 Bonus feats.
16th level gains 2 Bonus feats.
17th level gains Pursuit (Ex).
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.
21st level gains Consulting (Ex).

Bonus Feats: At 1st level, a Law Enforcer gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The epic Law Enforcer gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

The Law Enforcer follows the Law code (Ex). Any level there is a bonus language.

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Priest: (priest)
For the priest magic system unlisted skills, go here.
Alignment: Any neutral alignment
Saves: Fortitude, Will, and Reflex good
Weapon & Armor Proficiencies: All simple weapons, ambidextrous, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A Priest receives the appropriate Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. This is the Deity Domain list.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Arcana (Int), History (Int), Religion (Int), Knowledge (the planes) (Int), Local (Int), Profession (Wis), Driving (Dex), Modern things (Int), Perception (Wis) and Focus (Wis).

Class features:

1st level gains Attoning (Ex), Turn and Rebuke (Ex) and a Holy Symbol (Ex).
2nd level gains Devine ability (Cha) and 2 Feats.
3rd level gains Aura of Holiness (Ex).
4th level gains Intuitive action (Ex) and 2 Feats.
5th level gains Laying of hands (Ex) and Exorcism (cha).
6th level gains 2 Feats and Demonology (Ex).
7th level gains Holy Making (Ex).
8th level gains 2 Feats.
10th level gains Visions (Ex) and 2 Feats.
12th level gains 2 Feats.
13th level gains Revealing (Ex).
14th level gains 2 Feats.
16th level gains 2 Feats and Summoning (Ex).
18th level gains 2 Feats.
20th level gain Piety (Ex) and a Bonus of 2 Feats.

Bonus Feats: 2 Feats are gained after every 3 levels after level 20.
A Priest can Worship any God that he so desires to, at a Moments notice. He can wear anything he so desires to reflect his mood and what he considers himself.

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Psi Kinetic (Syknetic)
For Psychokinetic class skills (the 'Ex' Abilities) not in magic skills section, goto here.

Saves: Will good
Weapon & Armor Proficiencies: All martial, modern and normal weapons except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Arcana (Int), Perception (Wis), Driving (Dex), Modern things (Int), Profession (Wis), Local (Int), Healing (Wis), Technician (Int) and Focus (Wis).

Class features: Psicrystal is gained any level.
1st level gains Will word (Wis) and two psionic combat modes.
2nd level gains Psionic Powers, spell recognition (Wis) and 2 Bonus feats.
3rd level gains Psychic ability (Ex) and Psionic combat mode.
4th level gains Dream manip (Wis) and 2 Bonus feats.
6th level gains Psionic combat mode, 2 Bonus feats and Astral Shift.
8th level gains Psionic combat mode, 2 Bonus feats and Astral manifested thing or creature.
10th level gains Psionic combat mode and 2 Bonus feats.
11th level gains Psionic combat mode and Energy body feat.
12th level gains 2 Bonus feats.
13th level gains Psionic combat mode.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 3 Bonus feats.

Every 3 levels higher there's 3 Bonus Feats.

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Scientist (scient)
For Scientist abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any simple, modern and exotic but no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Profession (Wis), Bluff (Cha), Arcana (Int), Technician (Ex), Driving (Dex), Modern things (Int), Healing (Wis), Perception (Wis) and focus (Wis).

Class features:
1st level gains Will word (Wis).
2nd level gains Wisdom (Ex) and 2 Feats.
3rd level gains Lore (Ex).
4th level gains 2 Feats.
5th level gains Analysis (Ex).
6th level gains 2 Feats.
7th level gains Spelunken (Ex).
8th level gains 2 Feats.
10th level gains Collection (Ex) and 2 Feats.
12th level gains Experimentation (Ex) and 2 Feats.
14th level gains 2 Feats.
15th level gains Serendipty (Ex).
16th level gains 2 Feats.
18th level gains 2 Feats.
20th level gains Notoriety (Ex) and 2 Feats.

Any level there is a bonus language.

Bonus Feats: Every 3 levels after 20th there's 2 bonus feats. At each such opportunity, he/she can choose any feat that the Scientist meets prerequisites for.

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Seer (seer)
For Seer abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: simple, and staff or gun only but no armor or shield.
Skill points at 1st: (4+Int Mod)x4
Skill points per level: 4+Int Mod

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int), Perception (Wis), Local (Int), Decipher Script (Int), Streetwise (Cha), Diplomacy (Cha), Bluff (Cha), Insight (Wis), History (Int), Healing (Wis), Driving (Dex), Modern things (Int), Technician (Int) and Focus (Wis).

Class features:
1st level gains Runic ability (Wis) skill. +2 to runic skill and Focus ability (Wis).
3rd level gains Mysticism (Wis), Psychic Readings (Ex) and 2 Bonus feats.
5th level gains 2 Bonus feats.
6th level gains Elemental ability (Wis).
7th level gains 2 Bonus feats.
9th level gains Spirit walk, Inadvertent action (Ex) and 2 Bonus feats.
11th level gains 2 Bonus feats.
12th level gains Energy form Feat and Sight (Ex).
13th level gains 2 Bonus feats.
15th level gains Spirit Possession (cha) and 2 Bonus feats.
17th level gains 2 Bonus feats.
19th level gains 2 Bonus feats.
20th level gains Consulting (Ex).

A familiar is gained any level for free or discount. Any level there is a bonus language. A 2d4 runestaff they start with as in this example with this Runestaff.gif.

Bonus Feats: Every 2 levels from level 1, there's 2 bonus feats every 3 levels from level 20. At each such opportunity, he/she can choose any feat that they meet prerequisites.

They follow the Seers oath (Ex).

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Psychic (Psychic)
For psychic abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: any weapon you can get with ambidexterity and accurate weapons proficiency, any light armor with light armor proficiency.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int), Perception (Wis), Local (Int), Decipher Script (Int), Streetwise (Cha), Diplomacy (Cha), Bluff (Cha), Insight (Wis), History (Int), Technician (Int), Healing (Wis), Driving (Dex), Modern things (Int), Use artifact (Wis) and Focus (Wis).

Class features:
1st level gains Vision (Ex), Elemental ability (Ex) and Focus ability (Wis).
3rd level gains Psychic Readings (Ex) and 2 Bonus feats.
5th level gains 2 Bonus feats.
6th level gains Psionic crystals (Ex).
7th level gains 2 Bonus feats.
9th level gains Psychic boost (Ex) and 2 Bonus feats.
20th level gains Ancient Seer Ability (Ex).

A familiar is gained any level for free or discount. Any level there is a bonus language.

Bonus Feats: Every 2 levels from level 9th, there's 2 bonus feats every 3 levels from level 20. At each such opportunity, he/she can choose any feat that they meet prerequisites.

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Prophet (Prophet)
For Prophet abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: any weapon you can get with ambidexterity and accurate weapons proficiency, any light armor with light armor proficiency.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int), Perception (Wis), Local (Int), Decipher Script (Int), Streetwise (Cha), Diplomacy (Cha), Bluff (Cha), Insight (Wis), History (Int), Healing (Wis), Driving (Dex), Modern things (Int), Technician (Int) and Focus (Wis).

Class features:
1st level gains Prophecy (Ex), Elemental ability (Ex) and Focus ability (Wis).
3rd level gains Channeling (Ex) and 2 Bonus feats.
5th level gains The focus (Ex) and 2 Bonus feats.
7th level gains Dream abiity (Ex) and 2 Bonus feats.
15th level gains Divine sight (Ex).

A familiar is gained any level for free or discount. Any level there is a bonus language.

Bonus Feats: Every 2 levels starting from level 9th, there's 2 bonus feats and 2 bonus feats every 3 levels starting from level 20. At each such opportunity, he/she can choose any feat that they meet prerequisites.

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Healer (Healer)
For Healer abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: any weapon you can get with ambidexterity and accurate weapons proficiency, any light armor with light armor proficiency.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Profession (Wis), Arcana (Int), Perception (Wis), Local (Int), Decipher Script (Int), Streetwise (Cha), Diplomacy (Cha), Bluff (Cha), Insight (Wis), History (Int), Technician (Int), Driving (Dex), Modern things (Int), Healing (Wis) and Focus (Wis).

Class features:
1st level gains Healing (Ex), Elemental ability (Ex) and Focus ability (Wis).
3rd level gains Psychology (Ex) and 2 Bonus feats.
5th level gains Herbology n potions (Ex) and 2 Bonus feats.
7th level gains Instant healing (Ex) and 2 Bonus feats.
9th level gains Circle of instant healing (Ex) and 2 Bonus feats.
17th level gains Bioengineering (Ex) and 2 Bonus feats.

A familiar is gained any level for free or discount. Any level there is a bonus language.

Bonus Feats: Every 2 levels starting from level 11th, there's 2 bonus feats and there's 2 bonus feats every 3 levels starting from level 20. At each such opportunity, he/she can choose any feat that they meet prerequisites.

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Technomancer(tekmage)
For a Technomancer ability, this is used in Magic system. Saves: Will good
Weapon & Armor Proficiencies: All martial weapons and modern, except exotic with ambidexterity but not armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Profession (Wis), Technician (Int), Healing (Wis), Driving (Dex), Modern things (Int), Arcana (Int), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Will word (Wis).
2nd level gains 2 Bonus feats.
3rd level gains Technomagic (Cha).
4th level gains 2 Bonus feats.
5th level gains spell recognition (Wis).
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Wish ability (Wis).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus feats.

A familiar is gained any level for free or discount. 3 Bonus feats every three level higher than 20th.

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Worker (woka)
For a Worker abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any, but no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Driving (Dex), Modern things (Int), Perception (Wis), Healing (Wis), Endurance (Con), Technician (Int), Insight (Wis) and Focus (Wis).

Class features:
1st level gains Will word (Wis) and Focus ability (Wis).
2nd level gains Reasoning (Ex) and 2 Bonus feats.
4th level gains Elemental ability (Wis) and 2 Bonus feats.
6th level gains 2 Bonus feats.
7th level gains Create item (int) and Antikine (Ex).
8th level gains 2 Bonus feats and Activism (Int).
10th level gains Wish (Wis) and 2 Bonus feats.
12th level gains Aura of persuasion (Ex) and 2 Bonus feats.
14th level gains Summon (Int) and 2 Bonus feats.
16th level gains Friendliness (Ex) and 2 Bonus feats.
18th level gains Luck of the draw (Ex) and 2 Bonus feats.
20th level gains Management (Ex) and 2 Bonus feats.
22nd level gains 3 Bonus feats.
24th level gains Greater affect (Ex) and 3 Bonus feats.

 Bonus Feats: At 1st level, a worker gets another feat with the feat that any 1st-level character gets. The epic worker gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.
 A familiar is gained any level for free or discount. Any level there is a bonus language.

 The Worker can join any field or the Army as Clerics and Workmen.

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Bum (Bum)
For Bums abilities not in Magic system go here.

Saves: Will good
Weapon & Armor Proficiencies: Any or no armor or shield.
Skill points at 1st: (5+Int Mod)x4
Skill points per level: 5+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Healing (Wis), Endurance (Con), Technician (Int), Healing (Wis), Driving (Dex), Modern things (Int), Insight (Wis) and Focus (Wis).

Class features:
1st level gains Will word (Wis) and Focus ability (Wis).
2nd level gains Reasoning (Ex) and 2 Bonus feats.
4th level gains Elemental ability (Wis) and 2 Bonus feats.
6th level gains 2 Bonus feats.
7th level gains Craft item (Int) and Begging or asking (Ex).
8th level gains 2 Bonus feats.
10th level gains Wish (Wis) and 2 Bonus feats.
12th level gains Aura of persuasion (Ex) and 2 Bonus feats.
14th level gains Summon (Int) and 2 Bonus feats.
16th level gains Friends (Ex) and 2 Bonus feats.
18th level gains Luck of the draw (Ex) and 2 Bonus feats.
20th level gains Management (Ex) and 2 Bonus feats.
22nd level gains 3 Bonus feats.
24th level gains Greater affect (Ex) and 3 Bonus feats.

 Bonus Feats: At 1st level, a bum gets another feat with the feat that any 1st-level character gets. The epic bum gains 3 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.
 A familiar is gained any level for free or discount. Any level there is a bonus language.

 The bum can join any field or the Army as Clerics and Workmen.

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Stalker (Stalker)
For the Stalker's magical skills look for Focus and Will Word in the
Magic system and for (Ex) skills look for Stalker here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but medium armor and no shield. This is Weapon Accuracy proficiency of +3 and medium armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Diplomacy (Cha), Heal (Wis), Nature (Int), Survival (Int), Acrobatics (Dex), Perception (Wis), High Bartering (Wis), Driving (Dex), Modern things (Int), Medicine (Wis) and Focus (Wis).

  Class features:
Any level: There is a natural armor bonus of +1 to the AC per each level and create with spells using the innate ability feat or learning a spell.
Level 1 gains Natural adaptation (Ex), Will word (Wis) and Focus ability (Wis).
2nd level gains 2 bonus feats.
Level 3 gains Stalking skill (Ex) and Herbology and medicine (Ex).
Level 4 gains 2 bonus feats.
Level 5 gains Combat skill (Ex) and Combat trance (Ex).
Level 6 gains 2 bonus feats.
Level 7 gains Awareness (Ex) and Intent (Ex).
Level 8 gains 2 Bonus feats.
Level 9 gains Survival (Ex) and Maneuvering (Ex).
Level 10 gains 2 bonus feats.
Level 11 gains Energy body as a feat if not there already and greater energy body as a feat as well.

  A familiar is gained any level for free or discount. Every 2 levels starting with level 12 and every 2 levels above until level 20 is with 2 bonus feats. Every 3 levels starting with an after level 20 is with 2 bonus feats.

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Occultist (Occultist)
For Occultist abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Driving (Dex), Modern things (Int), Healing (Wis), Stealth (Dex), Bluff (Cha), Focus (Wis), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Spirit manifest (Cha), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Element Fundalism (Cha)
4th level gains 2 Bonus feats.
5th level gains Chaos (Cha).
6th level gains 2 Bonus feats.
7th level gains Future effectives (Cha).
8th level gains 2 Bonus feats.
9th level gains P-shifts (cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Enlightened mastery (Ex).

 Bonus Feats: At 1st level, an Occultist gets the feat that any 1st-level character gets. The epic Occultist gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 An Occultist can be any alignment and that they use MP. Any level there is a bonus language.

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Mechanic (Mechanic)
For Mechanic abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Trigger (Cha), Technicality (Ex) and Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Technique (Ex) and Timing (Cha)
4th level gains 2 Bonus feats.
5th level gains Psychic (Ex) and Related (Ex).
6th level gains 2 Bonus feats.
7th level gains Spotting (Ex) and Psyche moment (Cha).
8th level gains 2 Bonus feats.
9th level gains Change (Ex), Animator (Cha) and Dimensional time shift (Cha).
10th level gains 2 Bonus feats.
11th level gains Mechanics (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Manifestor (Ex).

 Bonus Feats: At 1st level, a Mechanic gets the feat that any 1st-level character gets. The epic Mechanic gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Mechanic can be any alignment and that they use STP. Any level there is a bonus language.

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Holy (Holy)
For Holy abilities not in Magic system go here.

Decription: The Holy class comprises itself of holy soldiers and things of their God or creator. They are from a grim future, that there is only them and mutants that roam the planet. If you wanted to create with them, you may do so easily.
Alignment: Any alignment
Deity: Any God or the creator
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Alter focus (Cha), Devine channeling (Ex) and Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Praying (cha) and Alter form (Cha)
4th level gains 2 Bonus feats.
5th level gains Khepser (Ex) and Light channeling (Cha).
6th level gains 2 Bonus feats.
7th level gains Soul creation (Cha).
8th level gains 2 Bonus feats.
9th level gains Gating (Cha).
10th level gains 2 Bonus feats.
11th level gains Chaos effect (Cha) and Implosion (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Devine ability (Ex).

 Bonus Feats: At 1st level, a Holy gets the feat that any 1st-level character gets. The epic Holy gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Holy can be any alignment and that they use MP. Any level there is a bonus language.

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Mage knight (Mage knight)
For Mage knight abilities not in Magic system go here.

Decription: This is the idea based off of link in zelda breath of the wild. If you ever wanted to play a link like character, use this class.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: all (Wis), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can instant travel to anywhere or any point you want.
1st level gains Marksmanship (Ex), Elemental focus (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Mipha's Grace (cha) and Revali's Gale (Cha)
4th level gains 2 Bonus feats.
5th level gains Flurry Rush (Ex) (Ex) and Stealth (Ex).
6th level gains 2 Bonus feats and Magnetic rebound (cha).
7th level gains Weapon Mastery (Ex) and Remote bomb (Cha).
8th level gains 2 Bonus feats.
9th level gains Recognition (Ex) and Cryonis (Cha).
10th level gains 2 Bonus feats, Daruk's Protection (Cha) and Urbosa's Fury (Cha).
11th level gains Energy weapons (Cha) and Stasis (cha).
12th level gains 2 Bonus Feats and Elemental control (Cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Grand knight (Ex).

 Bonus Feats: At 1st level, a Mage knight gets the feat that any 1st-level character gets. The epic mage knight gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A mage knight can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Illusionist (Illusionist)
For Illusionist abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: magic (Wis), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want and use the vision ability.
1st level gains Illusionous effect (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Poison mist (cha).
3rd level gains Elementalism effect (cha).
4th level gains 2 Bonus feats.
5th level gains the What ability (cha).
6th level gains 2 Bonus feats.
7th level gains True sight (Cha).
8th level gains 2 Bonus feats.
9th level gains Spells (Cha).
10th level gains 2 Bonus feats.
11th level gains Faith effect (cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Grand Illusionist (Ex).

 Bonus Feats: At 1st level, an Illusionist gets the feat that any 1st-level character gets. The epic Illusionist gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 An Illusionist can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Channeler (Channeler)
For Channeler abilities not in Magic system go here.

Description: This is a modern day weaver of energy and sorceror that focuses the energy of the moment and gates the energy in to make use of it.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: all (Wis), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want and use the vision ability.
1st level gains Energy channeling (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Poison mist (cha).
3rd level gains Sun channeling (cha) and moonwave channeling (cha).
4th level gains 2 Bonus feats.
5th level gains Spirit channeling (cha) and Being channel (cha).
6th level gains 2 Bonus feats.
7th level gains Electricity channeling (Cha).
8th level gains 2 Bonus feats.
9th level gains Elemental channeling (Cha) and Dream channel (Cha).
10th level gains 2 Bonus feats.
11th level gains Soul channeling (cha).
12th level gains 2 Bonus Feats.
13th level gains Death channeling (cha)
14th level gains 2 Bonus feats.
15th level gains Voidal channeling (cha)
16th level gains 2 Bonus feats.
17th level gains Dimensional channeling (cha).
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Ultimate channelor (Ex).

 Bonus Feats: At 1st level, a Channeler gets the feat that any 1st-level character gets. The epic Channeler gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Channeler can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Channeler (Channeler)
For Hacker abilities not in Magic system go here.

Description: This magical modern class is very easily getting results via hacking or computer use.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: Computers (Wis), Knowledge: Networking (Wis), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want.
1st level gains Quick manifest (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Security specialist (Ex).
3rd level gains Dimensional shift (cha) and Hacking (cha).
4th level gains 2 Bonus feats.
5th level gains Life hacking (cha).
6th level gains 2 Bonus feats and Knowing (Ex).
7th level gains Making (Cha).
8th level gains 2 Bonus feats, Skill boost (Ex) and Lucky (Ex).
9th level gains Death focus (Cha) and Life focus (Cha).
10th level gains 2 Bonus feats, Programming (Ex) and Tracing (Ex).
11th level gains Chaos hacking (cha).
12th level gains 2 Bonus Feats and Virus (Ex).
13th level gains Chaos curse (cha) and Chaos blessing (Cha)
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Enhanced ability (Ex).

 Bonus Feats: At 1st level, a Channeler gets the feat that any 1st-level character gets. The epic Channeler gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Channeler can be any alignment and that they use STP. Any level there is a bonus language and companion they may choose.

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Cultist (Cultist)
For Cultist abilities not in Magic system go here.

Description: This magical modern class is very easily getting results via rites and magic.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: All (Wis), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want, instantly.
1st level gains Mind manipulation (wis), Mind link (wis) and Focus ability (Wis).
2nd level gains a Bonus feat and Cult appeal (Ex).
3rd level gains Physical magic (Wis) and Identification (Ex).
4th level gains 2 Bonus feats.
5th level gains Instantaneous magic (wis).
6th level gains 2 Bonus feats.
7th level gains Pay raise (wis) and Charm (wis).
8th level gains 2 Bonus feats and The god (Ex).
9th level gains Curse (wis).
10th level gains 2 Bonus feats, Organization (Ex).
11th level gains Fate casting (wis).
12th level gains 2 Bonus Feats and Virus (Ex).
13th level gains Cancellation (wis) and General summoning (wis)
14th level gains 2 Bonus feats.
15th level gains Super ability (wis). 16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Avatar self (Ex).

 Bonus Feats: At 1st level, a Cultist gets the feat that any 1st-level character gets. The epic Cultist gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Cultist can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Auror (Auror)
For Auror abilities not in Magic system go here.

Description: This class is where you act out the auror or mage cop of the harry potter land. If you ever wanted to play it then this is it.

Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Driving (Dex), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly. At any level, you can get the Timejump special ability.
1st level gains Auratic focus (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, what they do (Ex) and Recognition (Ex).
3rd level gains Aura reading (Cha) and Aura magic (Cha).
4th level gains 2 Bonus feats, Psychic awareness (Ex) and Danger sense (Ex).
5th level gains Magnetic pulse (Cha) and Auratic shift (Cha).
6th level gains 2 Bonus feats and Auratic sense (Ex).
7th level gains Elemental projection (cha) and Magic focus (cha).
8th level gains 2 Bonus feats and aura feel (Ex).
9th level gains Energy hacking (cha) and Empowered aura (Cha).
10th level gains 2 Bonus feats.
11th level gains 6th dimensional aura (cha) and Dimensional aura shifting (cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Elevation (Ex).

 Bonus Feats: At 1st level, a Auror gets the feat that any 1st-level character gets. The epic Auror gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. An Auror can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Psychic investigator (Psyche investigate)
For Psychic investigator abilities not in Magic system go here.

Description: This a modern day psychic cop based from the idea of psi cops.

Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Modern things (Int), Healing (Wis), Driving (Dex) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly. Any time add the Psionics, Sensing and Timejump special ability.
1st level gains True illusion (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Investigative ease (Ex) and Additional languages (Ex).
3rd level gains Interesting (Cha) and Supernatural (Cha).
4th level gains 2 Bonus feats, Aura effect (Ex) and Psychic (Ex).
5th level gains Psychic terrorism (Cha) and Psyche fix (Cha).
6th level gains 2 Bonus feats and Psychic boost (Ex).
7th level gains Psyche dream (cha).
8th level gains 2 Bonus feats, Spirit medium (Ex) and Danger sense (Ex).
9th level gains Dimensional manipulation (Cha).
10th level gains 2 Bonus feats.
11th level gains Designer viruses (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Culmination (Ex).

 Bonus Feats: At 1st level, a Psychic investigator gets the feat that any 1st-level character gets. The epic Psychic investigator gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Psychic investigator can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Gun slinger (Gun-sling)
For Gun slinger abilities not in Magic system go here.

Description: This a modern day Gun slinger that can effortlessly use any gun.

Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Gun fighting (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Driving (Dex), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly. Any level add to the character sheet Psychic ability as a skill.
1st level gains Honing (cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Identity (Ex).
4th level gains 2 Bonus feats and Raise (Ex).
5th level gains Psychic Energy manifest (Cha).
6th level gains 2 Bonus feats and Cuffs (Ex).
7th level gains Point magic (cha).
8th level gains 2 Bonus feats and Translation (Ex).
9th level gains Time magic (Cha).
10th level gains 2 Bonus feats and Attractive aura (Ex).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Creative focus (Ex).

 Bonus Feats: At 1st level, a Gun slinger gets the feat that any 1st-level character gets. The epic Gun slinger gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Gun slinger can be any alignment and that they use STP. Any level there is a bonus language and companion they may choose.

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Psychic magus (Psyche magus)
For Psychic magus abilities not in Magic system go here.

Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Gun fighting (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Driving (Dex), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly. Any level add to the character sheet Psychic ability as a skill.
1st level gains Aether magic (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Psychic (Ex), 2 Psionic powers (Ex) and Tech (Ex).
3rd level gains Bubble effect (Cha) and Hellfire (Cha).
4th level gains 2 Bonus feats, 2 Psionic powers (Ex), Luck (Ex), Crysalis (Ex) and Car of effect (Ex).
5th level gains Astral send (cha), Hell send (Cha) and Hell vision (Cha).
6th level gains 2 Bonus feats, 2 Psionic powers (Ex) and Reshaping (Ex).
7th level gains Energy form (cha) and Pause effect (cha).
8th level gains 2 Bonus feats and 2 Psionic powers (Ex).
9th level gains Needles (Cha).
10th level gains 2 Bonus feats and 2 Psionic powers (Ex).
11th level gains Mindblast (cha).
12th level gains 2 Bonus Feats.
13th level gains Self-shift (cha) and Curse (cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Devotion (Ex).

 Bonus Feats: At 1st level, a Psychic magus gets the feat that any 1st-level character gets. The epic Psychic magus gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Psychic magus can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Magician (Magician)
For Magician abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: Any weapon including guns can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Driving (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Aetnus creation (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Notorious (Ex).
3rd level gains Chi blade (Cha).
4th level gains 2 Bonus feats, Luck (Ex).
5th level gains Wand magic (cha), Stage magic (cha) and Moon magic (cha).
6th level gains 2 Bonus feats, Improvements (Ex).
7th level gains Dark arts defense (cha) and Chaos magic of Oberon (cha).
8th level gains 2 Bonus feats.
9th level gains Indonesian magic (cha).
10th level gains 2 Bonus feats.
11th level gains Chaotic petals (cha).
12th level gains 2 Bonus Feats.
13th level gains Death charge (cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Change of physique (Ex).

 Bonus Feats: At 1st level, a Magician gets the feat that any 1st-level character gets. The epic Magician gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Magician can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Orderly (Orderly)
For Orderly abilities not in Magic system go here.

Description: This is a nurse or medical practicioner that can work in an Insane Asylum and that works with the ill on a daily basis..
Requirements: Have some God you follow or use The creator as your God.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: Any weapon including guns and swords can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Driving (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Spirit effect (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Soothing calm (Ex) and Medication skill (Ex).
3rd level gains Psyche out (Cha) and Auratic manifest (Cha).
4th level gains 2 Bonus feats, Curative aura (Ex).
5th level gains Matrix glitch (cha) and Matrix heal (cha).
6th level gains 2 Bonus feats, Exorcism (Ex).
7th level gains Counceling (cha).
8th level gains 2 Bonus feats and Writing ability (Ex).
9th level gains Chaotic Effect (cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Stabilized change (Ex).

 Bonus Feats: At 1st level, an Orderly gets the feat that any 1st-level character gets. The epic Orderly gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  An Ordely can be any alignment and that they use STP. Any level there is a bonus language they may choose.

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Starseed (Starseed)
For Starseed abilities not in Magic system go here.

Description: This is an ancient advanced class that can work in the field with their technology that guides the way for the benefit of the doubt..
Requirements: Have some God you follow or use The creator as your God.
Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including guns and swords can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Driving (Dex), Knowledge: All (Wis), Focus (Wis), Disguise (Cha), Survival (Wis), Healing (Wis), Modern things (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Intensify (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Luck (Ex).
3rd level gains Focusing spell (Cha) and Energy trace (Cha).
4th level gains 2 Bonus feats, Perfect recall (Ex).
5th level gains Trance (cha).
6th level gains 2 Bonus feats, Disguise (Ex).
7th level gains Prevention (cha).
8th level gains 2 Bonus feats and Source connection (Ex).
9th level gains Star Force (cha).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus Feats.
13th level gains Creators point (cha)
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Thought form (Ex).

 Bonus Feats: At 1st level, a Starseed gets the feat that any 1st-level character gets. The epic Starseed gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Starseed can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Dweomer master (Dweomer-m)
For Dweomer master abilities not listed in Magic system go here.

Description: This is a class of mage that combines energies together by feel to create some results.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any God or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Acrobatics (Dex), Climbing (Dex), Knowledge: Alchemy (Wis), Alchemy (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Dweomercraft (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Corruption (Ex).
3rd level gains Shifting (Cha).
4th level gains 2 Bonus feats, Focus (Ex) and Luck (Ex).
5th level gains Ageless (cha).
6th level gains 2 Bonus feats and Spells (Ex).
7th level gains Fractal storm (cha).
8th level gains 2 Bonus feats and Alchemy (Ex).
9th level gains Object creation (cha) and Reversal (cha).
10th level gains 2 Bonus feats and Rite (Ex).
11th level gains Timeshifting (cha).
12th level gains 2 Bonus Feats, Time manipulation (Ex) and Time reversal (Ex).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Khepser (Ex).

 Bonus Feats: At 1st level, a Dweomer master gets the feat that any 1st-level character gets. The epic Dweomer master gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Dweomer master can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Decepter (Decepter)
For Decepter abilities not listed in Magic system go here.

Description; This is a German based class that decepters or deceives the moment to get things or idea that flows to them.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any God or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Spying (Int), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Magnetic blood (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Intrigue (Ex).
3rd level gains Element special (Cha).
4th level gains 2 Bonus feats, Luck (Ex).
5th level gains Aura of focusing (cha).
6th level gains 2 Bonus feats and Reversion (Ex).
7th level gains The effective action (cha).
8th level gains 2 Bonus feats and Creature message (Ex).
9th level gains The aura of effective action (cha) and Invisible typing (cha).
10th level gains 2 Bonus feats and Demon eating (Ex).
11th level gains Phase in (cha) and Phase out (cha).
12th level gains 2 Bonus Feats, Time travel (Ex) and Time transformation (Ex).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Engel (Ex).

 Bonus Feats: At 1st level, a Decepter gets the feat that any 1st-level character gets. The epic Decepter gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Decepter can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Muse (Muse)
For Muse abilities not listed in Magic system go here.

Description; This is an eternal class that records the moment to get things or idea known, that's in time by knowledge that flows to them.
Requirement: Any deity or The creator as your God that you serve.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any God or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Elemental creation (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Writing (Ex).
3rd level gains History ability (Cha).
4th level gains 2 Bonus feats, Ageless (Ex).
5th level gains Sounds (cha).
6th level gains 2 Bonus feats, Pause (Ex) and Luck (Ex).
7th level gains The gas effect (cha).
8th level gains 2 Bonus feats and Epitath (Ex).
9th level gains Gesture (cha).
10th level gains 2 Bonus feats and Demon eating (Ex).
11th level gains Spoken result (cha).
12th level gains 2 Bonus Feats.
13th level gains Primordial (cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Enhanced figure (Ex).

 Bonus Feats: At 1st level, a Muse gets the feat that any 1st-level character gets. The epic Muse gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Muse can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Ninja mage technician (ninjamagtech)
For Ninja mage technician abilities not listed in Magic system go here.

Description; This is an technician class that attempts to get things or idea known, that's known in time by knowledge that flows to them.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any God or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns, ninja stars or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Weapon charge (Cha), Focused creativity (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Special weapon (Ex).
3rd level gains Sustained genjutsu (Cha).
4th level gains 2 Bonus feats, Time (Ex).
5th level gains Make n create (cha).
6th level gains 2 Bonus feats, Luck (Ex) and Ninjaing (Ex).
7th level gains Jinx (cha) and Genjutsu averted (Cha).
8th level gains 2 Bonus feats, Disguise (Ex), Focused attack (Ex), Sensing (Ex) and Exchange (Ex).
9th level gains Acting (cha), Sign fx (cha) and Healing focus (Cha).
10th level gains 2 Bonus feats, Assassination (Ex), Memory trick (Ex), Deciphering (Ex) and Reward (Ex).
12th level gains 2 Bonus Feats, Reform (Ex) and Long range (Ex).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Energy form (Ex).

 Bonus Feats: At 1st level, a Ninja mage technician gets the feat that any 1st-level character gets. The epic Ninja mage technician gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Ninja mage Technician can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Geneticist (geneticist)
For Geneticist abilities not listed in Magic system go here.

Description; This is a magical gene editor that is similar to the mage yet modern.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any deity or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns, knives or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: Genetics (Wis), Genetics (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Rite (Cha), Psychic surgery (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Genetics (Sp) and Potion making (Ex).
3rd level gains Thought change (Cha) and Mutation (Cha).
4th level gains 2 Bonus feats, Knowing (Ex) and Memory improvement (Ex).
5th level gains Envisioning (cha) and Psyching out (Cha).
6th level gains 2 Bonus feats and Karma strike (Sp) and Luck (Ex).
7th level gains Psychic link attack (Cha).
8th level gains 2 Bonus feats, Genetic change (Sp).
9th level gains Invokation (Cha).
10th level gains 2 Bonus feats and True genetics (Ex).
11th level gains Gene hack (Cha).
12th level gains 2 Bonus Feats.
13th level gains Self-revival (Cha). 14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Body adaption (Ex).

 Bonus Feats: At 1st level, a Geneticist gets the feat that any 1st-level character gets. The epic Geneticist gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A Geneticist can be any alignment and that they use MP and sometimes their God for results. Any level there is a bonus language they may choose.

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Psychic doctor (psyche-doc)
For Psychic doctor abilities not listed in Magic system go here.

Description; This is a psychic doctor, that is similar to the healer yet modern.
Requirement: You must have some sorta doctor name listed as your profession and some deity listed on your character sheet.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any deity or The creator as your deity
Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns, knives or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Medicine (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Psionic combat modes (Ex), Psychic defense (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Medicine (Ex) and Practice (Ex).
3rd level gains Psychic elementalism (Cha) and Protection stone circles (Cha).
4th level gains 2 Bonus feats, Sure hands (Ex), Last ditch effort (Ex) and Psychic hands (Ex).
5th level gains Psychically done surgery (cha) and Threads (Cha).
6th level gains 2 Bonus feats and Green bubble (Sp).
7th level gains Thought focus (Cha) and Instant condition (Cha).
8th level gains 2 Bonus feats and Herbalism (Ex).
9th level gains Psyche boost (Cha).
10th level gains 2 Bonus feats, Accupuncture (Ex) and Psychic bomb (Sp).
11th level gains Psychic creationism (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Psychic energy being (Ex).

 Bonus Feats: At 1st level, a Psychic doctor gets the feat that any 1st-level character gets. The epic Psychic doctor gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A Psychic doctor can be any alignment and that they use STP and sometimes their God for results. Any level there is a bonus language they may choose.

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Zelda royalty (Zelda-royal)
For Zelda royalty abilities not listed in Magic system go here.

Description; This is a royalty class built off the princess, that is similar to the mage.
Requirements: 16+ Intelligence, 16+ Constitution.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any deity or The creator as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns, knives or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Animal handling (Wis), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int), Decisions (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Elemental manifestation (Int) and Focus ability (Wis).
2nd level gains a Bonus feat, Decision (Ex).
3rd level gains Flight (Int).
4th level gains 2 Bonus feats and The effect (Sp).
5th level gains Encasement (Int).
6th level gains 2 Bonus feats and Impervious (Sp).
7th level gains Energy creation (Int).
8th level gains 2 Bonus feats and The point (Ex).
9th level gains Created items (Int) and Tears (Int).
10th level gains 2 Bonus feats.
11th level gains Influencing trick (Int).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Reform (Ex).

 Bonus Feats: At 1st level, a Zelda royalty gets the feat that any 1st-level character gets. The epic Zelda royalty gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Zelda royalty can be any alignment and that they use MP and sometimes their God for results. Any level there is a bonus language they may choose.

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Physical blood mage (phys-blood)
For Physical blood mage abilities not listed in Magic system go here.

Description; This is physical energy user class, that is similar to the mage.
Requirements: 16+ Intelligence, 16+ charisma, 16+ Constitution.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: The blood god as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, guns, knives or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: magic (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Blood casting (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Luck (Ex), Psychic (Ex) and Blood being (Sp).
3rd level gains Blood boost (Cha) and Projection (Cha).
4th level gains 2 Bonus feats and Blood deity (Sp).
5th level gains Blood rite (Cha).
6th level gains 2 Bonus feats, Hemomancy (Ex), Blood drugs (Ex) and Accuracy (Ex).
7th level gains Blood cure (Cha).
8th level gains 2 Bonus feats and Spells (Ex).
9th level gains Power projection (Cha).
10th level gains 2 Bonus feats and Blood drive (Ex).
11th level gains Blood curse (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Blood transformation (Ex).

 Bonus Feats: At 1st level, a Physical blood mage gets the feat that any 1st-level character gets. The epic Physical blood mage gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Physical blood mage can be any alignment and that they use STP and sometimes their God for results. Any level there is a bonus language they may choose.

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Con Artist (con_art)
For Con Artist abilities not listed in Magic system go here.

Description; The con artist is where your a very interesting magic class. That you can try to con people with so you get results.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: The creator or any God as your deity Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, knives, guns or swords and if you want to list them all, natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are medium or less that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Connive (Cha), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Driving (Dex), Modern things (Wis) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Manifest dance (Cha), Hypnosis (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Money (Ex).
3rd level gains Good Feeling (Cha).
4th level gains 2 Bonus feats, True making (sp) and Luck (Ex).
5th level gains Convince (Cha).
6th level gains 2 Bonus feats, Instant refresh (Sp) and Bluff boost (Ex).
7th level gains Creator point (Cha).
8th level gains 2 Bonus feats and Believability (Ex).
9th level gains Cooldown (Cha) and Heatup (Cha).
10th level gains 2 Bonus feats, Transference (Sp) and Give in (Sp).
11th level gains Distraction (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Enhanced form (Ex).

 Bonus Feats: At 1st level, a Con Artist gets the feat that any 1st-level character gets. The epic Con Artist gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Con Artist can be any alignment and that they use MP for results. Any level there is a bonus language they may choose.

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Soldier (Soldir)
For Soldier abilities not in Magic system go here.

Requirements: To qualify to become a Soldier, a character must fulfill all the following criteria.
Alignment: Any alignment
Skills: Arcana 4 ranks, Concentration 5 ranks, Craft 4 ranks, Technician 6 ranks
Saves: Fortitude and Reflex good
Weapon & Armor Proficiencies: Any normal or modern weapon and Martial weapons including guns can be used with light armor and all shields.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class Skills: Endurance (Con), Profession (Wis), Technician (Int), Diplomacy (Cha), Insight (Wis), Streetwise (Cha), Acrobatics (Dex), Athletics (Str), Arcana (Int), Local (Int), Healing (Wis), Driving (Dex), Modern things (Int), Perception (Wis) and Focus (Wis).

Class features:
1st level gains Focus ability (Wis) and Kinetic Speedup (Cha).
2nd level gains 2 Bonus feats.
3rd level gains Human defense field (Cha) and Kinetic attack (Cha).
4th level gains Dedication (Ex) and 2 Bonus feats.
5th level gains Kinetic Flying (Int) and Kinetic manipulation (Cha).
6th level gains 2 Bonus feats.
7th level gains Energy funnel (Cha).
8th gains 2 Bonus feats.
9th level gains Aura of belief (Ex).
10th level gains Long Range Viewing (Ex) and 2 Bonus feats.
11th level gains Kinetic Antemetal (Cha) and Weapon Power (Cha).
12th level gains 2 Bonus feats.
14th level gains Reasoning (Ex) and 2 Bonus feats.
16th level gains 2 Bonus feats.
17th level gains Ensuing (Ex).
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats

Bonus Feats: At 1st level, a soldier gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The epic soldier gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

The soldier follows the Soldier oath (Ex). Any level there is a bonus language. At any time, they can join the Military (Ex).

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Terrorist (terrist)
For Terrorist abilities not in Magic system go here.

Requirements: To qualify to become a Terrorist, a character must fulfill all the following criteria.
Alignment: Any chaotic or Evil alignment
Skills: Disguise 4 ranks, Bluff 5 ranks, Concentration 5 ranks, Technician 5 ranks
Saves: Will good
Weapon & Armor Proficiencies: All Martial weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium but no metal armor. Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Thievery (Dex), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Perception (Wis) and Concentration (Con).

Class features: 1st level gains Chaos effects (Cha), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Spell subversions (Cha).
4th level gains Abundance (Ex) and 2 Bonus feats.
6th level gains Kao confusion (Cha) and 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky benefit (Ex).
10th level gains 2 Bonus feats.
12th level gains Elemental ability (Wis), Terror aura (Ex) and 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains Anti-reasoning (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats.
22th level gains Imfamy (Ex).

 Bonus Feats: At 1st level, a Terrorist gets the feat that any 1st-level character gets. The epic Terrorist gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A terrorist must always be chaotic, unless circumstances make their activity otherwise. They serve the Terrorist oath (Ex). Any level there is a bonus language.

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Psionic (Psionic)
For Psionic abilities not in Magic system go here.

Alignment: Any chaotic or other alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium and metal armor. Shields are all but tower that can be use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Psychokinesis (Ex), Focus ability (Wis).
2nd level gains a Bonus feat.
4th level gains Abundance (Ex) and 2 Bonus feats.
6th level gains 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky benefit (Ex).
10th level gains 2 Bonus feats.
12th level gains Elemental ability (Wis) and 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains Reasoning (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats.
22th level gains Fame (Ex).

 Bonus Feats: At 1st level, a Psionic gets the feat that any 1st-level character gets. The epic Psionic gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Psionic can be chaotic or any other alignment. Any level there is a bonus language.

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Master (Master)
For Master abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear and gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium and heavy metal armor (if strength is greater than 16). Shields are all but tower that can be use.
Skill points at 1st: (8+Int Mod)x4
Skill points per level: 8+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), History (Int), Survival (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Perception (Wis) and Concentration (Con).

Class features: 1st level gains Any ability (Ex), Focus ability (Wis).
2nd level gains a Bonus feat.
4th level gains Abundance (Ex) and 2 Bonus feats.
6th level gains Time Ability (Wis) and 2 Bonus feats.
8th level gains 2 Bonus feats.
9th level gains Lucky benefit (Ex).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains Reasoning (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats.
22th level gains Mastery (Ex).

 Bonus Feats: At 1st level, a Master gets the feat that any 1st-level character gets. The epic Master gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Master can be any alignment. Any level there is a bonus language.

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Mage (Mage)
For Mage abilities not in Magic system go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All exotic weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Magic (Ex), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Mage dream (Ex)
4th level gains Abundance (Ex) and 2 Bonus feats.
5th level gains Time Ability (Wis).
6th level gains 2 Bonus feats.
7th level gains Runes (Ex).
8th level gains 2 Bonus feats.
9th level gains Lucky benefit (Ex).
10th level gains 2 Bonus feats.
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains Reasoning (Ex) and 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats.
22th level gains Mastery and fame (Ex).

 Bonus Feats: At 1st level, a Mage gets the feat that any 1st-level character gets. The epic Mage gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Mage can be any alignment that uses MP. Any level there is a bonus language.

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/a>

Solamnic Artist (Solamnic_Artist)
For the Solamnic Artist's abilities not in
Magic system go here.

Description: Your basic solamnic artist is in a practitioner of the arts that is using a point and that is magic used to create what they would desire. They have no oath and they have no measure. Except to use what they can within their means to get what they want done and they create with the soul.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all except tower that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features:
Any level: They gain and can use Third eye manifest (Cha).
1st level gains Solamnic manifestation (Cha), Focus ability (Wis).
2nd level gains a Bonus feat.
3rd level gains Effect creation (Ex) and Solamnic force (Ex)
4th level gains 2 Bonus feats.
5th level gains Energy weapons (Cha).
6th level gains 2 Bonus feats and Lunar (Ex).
7th level gains Moment in time (Cha) and Dimensional Travel (Ex).
8th level gains 2 Bonus feats.
9th level gains Radiance bubbles (cha) and Third eye blast (Cha).
10th level gains 2 Bonus feats.
11th level gains Unlimited recharge (Cha).
12th level gains 2 Bonus Feats.
13th level gains Recovery (cha) and Energy being (cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Neomodernism (Ex).

 Bonus Feats: At 1st level, a Solamnic Artist gets the feat that any 1st-level character gets. The epic Solamnic Artist gains 2 bonus feats every 2 levels higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Solamnic Artist can be any alignment and that they use STP. Any level there is a bonus language.

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Ninja Warrior (Ninja_Warrior)
For Ninja warrior abilities that are not in Magic system, go here.

Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All exotic and melee weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are all but tower that can be use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Focus (Wis), Driving (Dex), Healing (Wis), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Martial arts, Focus ability (Wis) and Creation (in glossary not in magic systems).
2nd level gains a Bonus feat.
3rd level gains Think to do.
4th level gains Aura effect and 2 Bonus feats.
6th level gains 2 Bonus feats.
7th level gains Think and do and Mental library.
8th level gains 2 Bonus feats.
9th level gains Aura Projection and Mystical ability.
10th level gains 2 Bonus feats.
11th level gains Things in action.
12th level gains 2 Bonus Feats.
13th level gains Mystical illusion.
14th level gains 2 Bonus feats.
15th level gains Yei yeah ye.
16th level gains Mana manipulation and 2 Bonus feats.
18th level gains Mana form and 2 Bonus feats.

 Bonus Feats: At 1st level, a Ninja warrior gets an additional feat with that of any 1st-level character gets. The epic Ninja warrior gains 2 bonus feats every 2 levels starting at and higher than 20th (22nd, 24th, 26th, and so on). They must still meet all prerequisites for a bonus feat, this is including ability score increases every 2 levels starting with 20th and every 2 levels above 20th.

 Any level the ninja warrior can join a clan for a side (listed on character sheet) and there is a bonus language.

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Wiccan (Wiccan)
For the Wiccan's magical skills look for Focus in the
Magic system and for (Ex) skills look for Wiccan here.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light armor or no shield. This is Weapon Accuracy proficiency of +3 and light armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Streetwise (Wis), History (Int), Driving (Dex), Healing (Wis), Modern things (Int), High bartering (Wis) and Focus (Wis).

  Class features:
Any level: The wiccan can get a Book of shadows and create with spells using the innate ability feat or learning a spell.
1st level gains Charm magic (Cha) and Focus ability (Wis).
2nd level gains 2 bonus feats.
3rd level gains spell recognition (Wis) and God magic (Cha).
4th level 2 bonus feats.
5th level gains Hex magic (Cha) and Potions (Ex).
6th level gains 2 bonus feats.
7th level gains Natural science understanding (Ex).
8th level gains 2 bonus feats and Spontaneous combustion (Ex).
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
15th level gains Divinity (Ex).

  A familiar is gained any level for free or discount. They follow the Wiccan crede (Ex). 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

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Specialist (Specialist)
For the Specialist's magical skills look for Specialist in the
Magic system and for (Ex) skills look for Specialist here.
Special: If your character has level 7 or above and 7 focus ranks or above, they can qualify for this class.
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light armor or no shield. This is Weapon Accuracy proficiency of +3 and light armor proficiency.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

  Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Streetwise (Wis), History (Int), Driving (Dex), Healing (Wis), Modern things (Int), Healing (Wis), High bartering (Wis) and Focus (Wis).

  Class features:
Any level: The specialist can create with spells using the innate ability feat or learning a spell.
1st level gains Advanced elementalism (Cha) and Focus ability (Wis).
2nd level gains 2 bonus feats.
3rd level gains spell recognition (Wis) and Shatter (Cha).
4th level 2 bonus feats.
5th level gains Focus (Ex).
6th level gains 2 bonus feats.
8th level gains 2 bonus feats.
10th level gains Specialism (Ex) and 2 bonus feats.
20th level gains 2 bonus feats and Social reform (Ex).

  A familiar is gained any level for free or discount. 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

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Psi master (Psi master)
For Psi master abilities not in Magic system go here. For psionic powers go here.

Description: This is a prestige Psionicist class..
Requirements: 16 or more int, 15 or more Cha
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: All weapons including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none that they can use except small.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: all (Wis), Focus (Wis), Healing (Wis), Driving (Dex), Modern things (Int), Survival (Wis) and Concentration (Con).

Class features: 1st level gains Psi moment (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Psionic power.
3rd level gains Psychic agreement and disagreement (Cha)
4th level gains 2 Bonus feats and Psionic power.
5th level gains Psionic boost (Ex).
6th level gains 2 Bonus feats and Psionic power.
7th level gains Device use (Cha) and Constructs (Cha).
8th level gains 2 Bonus feats and Psionic power.
9th level gains Enhanced Construct (Ex), Psi blink (Cha), Scanning (Cha).
10th level gains 2 Bonus feats and Psionic power.
11th level gains Programming (Cha).
12th level gains 2 Bonus Feats and Psionic power.
13th level gains Psi mastery (Cha).
14th level gains 2 Bonus feats and Psionic power.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 3 Bonus Feats and Deity Enhancement (Ex).

 Bonus Feats: At 1st level, a Psi master gets the feat that any 1st-level character gets. The epic Psi master gains every 3 levels higher 3 Bonus Feats such as 20th (23rd, 26th, and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A Psi master can be any alignment and that they use STP. Any level there is a bonus language.

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Divinator (Divinator)
For Divinator abilities not in Magic system go here.

Description: This is a divine prestige class that can create with the power of divine beings.
Requirement: Some God or the Creator as your God
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: All (Wis), Focus (Wis), Driving (Dex), Modern things (Int), Healing (Wis), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want, instantly.
1st level gains Divine will (cha) and Focus ability (Wis).
2nd level gains a Bonus feat and Recognition (Ex).
3rd level gains Divine ability (Cha), Divine Vision (Cha) and Then ability (cha).
4th level gains 2 Bonus feats and Calming aura (Ex).
5th level gains Ultimate dominion (Cha).
6th level gains 2 Bonus feats and Illusion (Ex).
7th level gains Thought ability (cha).
8th level gains 2 Bonus feats, Blessing (Ex) and Curse (Ex).
9th level gains Divine wrath (cha) and Calming cast (cha).
10th level gains 2 Bonus feats, Soothing focus (Ex).
11th level gains Chaos creation (cha).
12th level gains 2 Bonus Feats and Zealotism (Ex).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Holy form (Ex).

 Bonus Feats: At 1st level, a Divinator gets the feat that any 1st-level character gets. The epic Divinator gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Divinator can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Sage (Sage)
For Sage abilities not in Magic system go here.

Description: You can create anything out of the naruto world by feel with this class.
Requirements: you must be with charisma of 16+ and intelligence of 16+ to get this class.
Alignment: Any alignment
Saves: Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used with ambidexterity and all natural attacks (claw, bite, and so forth) of any form they assume. All light, medium armor (if strength is greater than 16 then heavy armor). Shields are none but small that can be of use.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Knowledge: All (Wis), Focus (Wis), Driving (Dex), Modern things (Int), Healing (Wis), Survival (Wis) and Concentration (Con).

Class features: Any level: At any level you can teleport to anywhere or any point you want, instantly.
1st level gains Sharingan (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Eye shift special ability and Recognition (Ex).
3rd level gains Hand sign (Cha).
4th level gains 2 Bonus feats and Illusion (Ex).
5th level gains Spirit magic (Cha).
6th level gains 2 Bonus feats.
7th level gains Elemental projection (cha) and Magic focus (cha).
8th level gains 2 Bonus feats, The six pathes (Ex) and Reasoning aura (Ex).
9th level gains Mangyeko (cha).
10th level gains 2 Bonus feats, Wisdom (Ex) and Spirit cleansing (Ex).
11th level gains Internal magic (cha) and Magnetism (cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and The restructuring (Ex).

 Bonus Feats: At 1st level, a Sage gets the feat that any 1st-level character gets. The epic Sage gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

 A familiar is gained any level for free or discount. A Sage can be any alignment and that they use MP. Any level there is a bonus language and companion they may choose.

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Warrior Cop (warr-cop)
For Warrior cop abilities not in Magic system go here.

Requirements: 15 Dex or better, 16 Int or better, Have Cop or Security as Profession
Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including gun can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Streetwise (Cha), Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Driving (Dex), Gun fighting (Dex), Healing (Wis), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can do an imprisionment shift and can apport or teleport to anywhere or any point you want, instantly. Any level add to the character sheet Imprisionment shift as a skill.
1st level gains Will word (Wis) and Focus ability (Wis).
2nd level gains a Bonus feat, Weapon Specialty (Ex) and Attraction (Ex).
3rd level gains Elemental weapon focus (Cha) and Instant elemental form (Cha).
4th level gains 2 Bonus feats, Creation (Ex) and Psychic awareness (Ex).
5th level gains Momentary law (cha).
6th level gains 2 Bonus feats, Improved driving (Ex).
7th level gains Change (cha) and Temperature (cha).
8th level gains 2 Bonus feats, Greed (Ex) and Crime (Ex).
9th level gains Incident (Cha) and Fate call (cha).
10th level gains 2 Bonus feats and Lie detection (Ex).
11th level gains Elemental creation (cha).
12th level gains 2 Bonus Feats.
13th level gains Atomic influence (cha) and Star breath (Cha).
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Promotion (Ex).
30th level gains Symbolic leadership (Ex).

 Bonus Feats: At 1st level, a Warrior cop gets the feat that any 1st-level character gets. The epic Warrior cop gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  At any moment, they can become an Ex cop (Ex). A Warrior Cop can be any alignment and that they use STP. Any level there is a bonus language they may choose.

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Nagual (Nagual)
For Nagual abilities not listed in the Magic system go here.

Description: This is a mexican prestige mage that does things to get results. Think and you know what to do.
Requirements: 16 or more Int and Wis, must be at least level 5 in another class to get this.
Alignment: Any alignment
Saves: Luck good, Will good
Weapon & Armor Proficiencies: Any weapon including guns and swords can be used and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are up to medium that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Technician (Int), Stealth (Dex), Bluff (Cha), Driving (Dex), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Wis) and Concentration (Con).

Class features: Any level: At any level you can use the Spells (Ex) ability and apport or teleport to anywhere or any point you want, instantly.
1st level gains Ability manifest (Cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Drugs (Ex).
3rd level gains Ward (Cha).
4th level gains 2 Bonus feats and Luck (Ex).
5th level gains Trade energy (cha).
6th level gains 2 Bonus feats, Talk to animals and creatures (Ex).
7th level gains Rememberance (cha) and Stalking (cha).
8th level gains 2 Bonus feats and Gating (Ex).
9th level gains Dream (cha).
10th level gains 2 Bonus feats and Timing (Ex).
11th level gains Writing (cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Khepser (Ex).

 Bonus Feats: At 1st level, a Nagual gets the feat that any 1st-level character gets. The epic Nagual gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A familiar is gained any level for free or discount. A Nagual can be any alignment and that they use MP. Any level there is a bonus language they may choose.

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Chemist (chemist)
For Chemist abilities not listed in Magic system go here.

Description; This is a glorified and prestige mage that is similar to the full metal Alchemist yet modern.
Requirements; 16+ int, 16+ wis and con of 15 or greater.
Alignment: Any alignment
Saves: Luck good, Will good
Deity: Any deity or The creator as your deity
Weapon & Armor Proficiencies: Any weapon including whatever weapon you can get can be used like magic weapons, flasks of acid, guns, knives or swords and if you want to list it then all natural attacks (claw, bite, and so forth) of any form they assume. All light armor (if strength is greater than 16 then heavy armor). Shields are none that can be of use.
Skill points at 1st: (7+Int Mod)x4
Skill points per level: 7+Int Mod

Class skills: Profession (Wis), Perception (Wis), Arcana (Int), Endurance (Con), Stealth (Dex), Bluff (Cha), Driving (Dex), Technician (Int), Disguise (Cha), Acrobatics (Dex), Climbing (Dex), Knowledge: All (Wis), Alchemy and Chemistry (Wis), Focus (Wis), Survival (Wis), Healing (Wis), Modern things (Int) and Concentration (Con).

Class features: Any level: At any level you can apport or teleport to anywhere or any point you want, instantly.
1st level gains Starch power (Cha), Summons (cha) and Focus ability (Wis).
2nd level gains a Bonus feat, Identify (Sp), Chemistry and Alchemy (Ex) and Potion making (Ex).
3rd level gains Hope (Cha).
4th level gains 2 Bonus feats, Acoustic hypersonic chemistry (Ex) and Hand potion (Ex).
5th level gains Broadcast (cha) and Carrol's spell prayer (Sp).
6th level gains 2 Bonus feats and Luck boost (Sp).
7th level gains Conjour (Cha).
8th level gains 2 Bonus feats, Greater yield (Ex) and Pay off (Ex).
9th level gains Chemical magic (cha).
10th level gains 2 Bonus feats and Dead on (Ex).
11th level gains Wishing (Cha).
12th level gains 2 Bonus Feats.
14th level gains 2 Bonus feats.
16th level gains 2 Bonus feats.
18th level gains 2 Bonus feats.
20th level gains 2 Bonus Feats and Rainbow energy body (Ex).

 Bonus Feats: At 1st level, a Chemist gets the feat that any 1st-level character gets. The epic Chemist gains 3 bonus feats every 3 levels higher than 20th (23rd, 26th and so on). They must still meet all prerequisites for a bonus feat, including ability score.

  A Chemist can be any alignment and that they use STP. Any level there is a bonus language they may choose.

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Magic system skills

  The magic system is based off spell-like abilities that are listed as special skills. For effect lengths see charts. A free ability of use is teleporting. All classes can teleport. Teleportation is a magic skill gained as a special ability at first level. Also, you can subcommunicatably at any time in use of the subconscious or phone think to send messages at will as a subcommunication special ability added any time to your character sheet.

  This is using the subconscious to send a message to the target by idea you express where you are shown what is necessary by the subconscious mind as a vision. They can send one back too that you realize by the soul insight at any time by thinking about the idea or imagining the idea you perceive. It's up to the GM/DM if you are allowed to add it as a special ability without remembering it first. The other ability are gained when chosen at the Character creation or level ups.

  When the character gains a level they spend training points, alotted by point calculation. For these skills, choose the skill to add at character creation or level up as you self-create your character. All you really need is the focus skill. However for success use cut straws or a coin flip or use dice with the 1d20+focus rank and 10 or above is success to do.

  Each focus rank is a training point applied to a skill rank in said live dnd magic skill as 1 training point = 1 skill rank added to the intelligence mod. So 4 points in focus skill is 4 skill points with the weaving skill is a 4 rank weaving skill. There is a max of 15 skill ranks per class defined skills. Per point nonlethal damage, there is 1d4 additional damages if your hit. If the mp/stp is used up and goes nonelethal damage (<0), then opposite elements used will weaken the person. Per point nonlethal damage, there is 1d4 additional damages if your hit.

  They that can experience the point of an ability, then make it a listed ability. This means they can add Wish skill (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 Wish skill (cha) or whatever ability they recall as an added ability with no skill ranks required. This looks like a wish skill (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.

Menu system

General Focus skills or Focus ability
Teleportation
Will word
Runic skills
Wish skills
Chaos skills
Kinetic skills
Other skills
Weaving skills
Devine skills
Domain skills
Shadow skills
Elemental skills
Song skills
Shift skills
Dream skills
Bum skills
Techno skills
Celestial skills
Jedi skills
Mystic skills
Ninjutsu skills
Creator skills
Witch skills
Were skills
Sun runner skills
Sentinel skills
Time skills
Necromancer skills
Shadow practitioner skills
Light creator skills
Dimensionalist skills
Divine skills
Chi warrior skills
Elemental warrior skills
Chi master skills
Specialist skills
Master Healer skills
Occultist skills
Templar ability
Solamnic knight skills
Solamnic Artist skills
Mechanic skills
Psi master skills
Holy skills
Mage knight skills
Illusionist skills
Focuser skills
Hunter skills
Channeler skills
Hacker skills
Cultist skills
Divinator skills
Sage skills
Auror skills
Psychic investigator skills
Gun slinger skills
Psychic magus skills
Warrior Cop skills
Magician skills
Orderly skills
Starseed skills
Nagual skills
Hell weaver skills
Hellgazer skills
Dweomer master skills
Decepter skills
Muse skills
Ninja mage technician skills
Chemist skills
Geneticist skills
Psychic doctor skills
Zelda royalty skills
Physical blood mage skills
Con Artist skills

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General magic skills

  Focus ability: 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, or with diceless it's 15 or above and otherwise drawing straws or a coin flip. Otherwise this is increased energy for more potential spells.

  You may increase your mp by 10/level in which you use a standard action. 2 attacks taken up would have a cha mod 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 cha mod. Focus for 5 min; for mp 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 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 training 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 and stamina restored by +1 like 1d10+2 for 2 focusing skill ranks. Per training point it adds +1 to the stamina recovered like 60+2 mp/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.

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Teleportation

  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.

  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.

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   Will word ability:

It is to imagine the event whatever way the mage wants then will the event to occur by speaking a power word or phrase that represents the effect. The keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "myy" for magic, "t" for time (speed, slow or stop), "avem" for dream and "uo" for instant.
The action words are make, control, alter, destroy, protect and perceive. You use these words through will word the effect you desire as in "make control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection. Gain a will word effect by casting it without Skill Check.

Each 2 training points for levels 1-9 to an ability has the effect of +1 round to all non-instant will word duration, +10/- damage reduction, speed, slow and stop time effects described and +1d8 + wis mod for all will word effects.

Each 2 training points for levels 10-19 to an ability has the effect of +2 rounds to all non-instant will word duration, +20/- damage reduction, speed, slow and stop time effects described and +2d8 + wis mod for all will word effects.

Each 2 training points for levels 20-29 to an ability has the effect of +3 rounds to all non-instant will word duration, +30/- damage reduction, speed, slow and stop time effects described and +3d8 + wis mod for all will word effects.

Each 2 training points for levels 30+ to an ability has the effect of +4 rounds to all non-instant will word duration, +40/- damage reduction, speed, slow and stop time effects described and +4d8 + wis mod for all will word effects.

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Runic ability

  Runic Divination. Divination runes are marks of choice on a tine(rune carved piece of wood, ivory, bone, etc..) and the focus of the mind to bring future vision through it. Just do it to bring the vision, with the use of a rune of choice. To use this say, "I divine with astral rune" then wait for a dm supplied future glimpse.

  Runic Magic: Runes are the symbols of the representative force Use: focus through the rune and will through that force the effect you'd want. You just do the rune to make it happen. You can draw the runic picture and use that as a temporary focus or use a runestaff to make more permenant spells. If the wielder is good enough being 10+ level said wielder can imagine the effect and say the rune name to channel through. To use a runic effect for level 1-9 draw the rune on paper thus state result like "I use this fire rune making fire healing for [person or thing]"..For level 10+ just state "I call the water rune for cooling the temperature down" or "I call the nether rune to make 20 gold" for the instant +20 gold. Each 2 training points to an ability has the effect of 1 to non-instant runic spell duration, +10/- protection and +1d6 for runic effects. This uses wisdom as core stat.

The runes to draw are as below:

For wild magic: the runic symbol is a faery picture.
For fire magic: the runic symbol is a dancing flame.
For water magic: the runic symbol is a picture of a few wavy lines.
For air magic: the runic symbol is a picture of a whirlwind.
For earth magic: the runic symbol is a picture of ground.
For life magic: the runic symbol is a picture of a dancing person.
For nether magic: the runic symbol is a picture of a skull.
For the astral plane magics: the runic symbol is a picture of a cloudy tree.

  An example of these runes are with this Runestaff.gif

  Wild magic is chaos magic and the magic that people would call to get what they want when no other force works. It is the most difficult and takes the most effort. It is raw force that will overcome any other force being the power that underlies all powers. It is the power of decay and disruption and this power controls all other forces and its opposite is astral for it counters the astral energies. One can call demons with wild magic as demons are chaotic in nature thus controlled with chaos.

  Fire magic is from the plane of the fire elementals. It is also heat. It has the power to cause or quell fire and its opposite is water.

  Water magic is the ability to manipulate water. It to can quell fires. It can also do great water damage and its opposite is fire.

  Air magic is the power of the wind, weather, psychic and lightning. It can cause great damage through any of this respective power. This also serves as support as barriers, shields platforms and its opposite is earth.

  Earth magic is the power of the earth. It is divided into lava manipulation, plant life manipulation, and earth manipulation. Minerals, metals and rocks are of earth as well as plantlife of most sorts as well and its opposite is air.

  Life magic is good because of it being soul power and does not control but supports in its manner without end.. Through it people can manipulate spirit force by this soul energy. The soul is a very powerful life force that is represented by life magic. Things are alive (including inanimate objects) because of the soul except unworshipped things for its people that give a little of their soul force as they focus. Everything becomes alive by life given from peoples thoughts. The proof is to believe a stone has conscious and then do this for ages till it does. One day the stone has a conscious will through belief effort thats revealed to its worshipper. To resurrect by life you bring back the soul to the body in reuniting by spirit force. This spirit force is the element to keep life going and its opposite is death..

  Nether magics are evil for its the magic of death and void. Anything dealing with death is done with this force. Animation of a body or skeleton is controlling life to make an alive state in a dead thing drained of life. Compulsion is part of death as it can force a personal fear to make conformity by threat. Undead are animated by desire and purpose or by someone else including liches and vampires. Its death manipulated life that allows the dead to come back as in raising. Void is death as it consists of nothing but death and lost things bringing entropy to what it touches. You can make objects from death recreating the object in perfection including memory and emotion and its opposite is life.

  Astral plane magics is dream magic and people can use dreams to best effect through this power. Visions can also be enacted to the person who is the target. Be wary of attracting power beings for the very use of astral power begets attention. This power can replace the other powers as a energy source except death for the effects you need and with this power people become stronger in the mind. Overlong use becomes a +1 int mod to character as in any use of this power. Its opposite is wild magic as it counters the wild magic energy.

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  Wish ability:

The wish ability is the Saying of a wish and the effects a few minutes to a few days later. It is slower than a spell only because of the echo effect that causes the power to manipulate the events to occur. Any event can be accomplished by a wish. .The wish ability is governed by will(wis) and accomplished when you do it. Usage: state "I wish for [desired goal]" then it happens. An example: "I wish for 100 gold" and the it appears near you or on you as dm decides. This effect is instant thus per training point its for limited wish or unlimited wish. The limited wish allows for small to normal effects as in wishing for gold, dealing 1d10 damage/healing, +5/- protection, speed, slow and stop time effects described. The unlimited wish allows for any effect like make an enemy disappear as if non existant, dealing 2d8 damage, +15/- protection, and speed, slow and stop time effects as above. This uses wisdom for the core stat. No stat wishing due to buying stat points with xp and no instant death due to the spell death. With the wish ability, if you gain this ability by learning it, you gain the wish ability as a listed unlimited wish.

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 Chaos ability:

Each training point to an ability has the effect of +1 to non-instant chaos spell duration and +1d6 for chaos spell effects. There are 7 skills within this ability thus they are Chaos effects (Cha), spell subversions (cha), Switching frequency (Cha), Kao confusion (Cha), Chaos shield (Cha), Tonal Shield (Cha) and Light shield (Cha). Each skill is gained separately at some level. No roll is used for success of these skills as you just do it unless you are needing to roll, then you may roll a 1d20+focus rank with 10 or above.

  Chao effects: Chaos is wild magic so chaot will only have to imagine the event and it will happen by calling upon chaos to make it so. In chaos, the corruption of the person can cause corruption, decay and disease in the targeted victim.

  Call chaos by a free action with these keywords; "kao" for chaos, "p" for person and the action words are make, control, alter, destroy and protect. You use these words through chaos to effect your desire as in "make kao" for a chaotic event, "kao control" for a chaotic control spell, "control p" for person control and "kao destroy" for a chaotic destruction spell. Each 2 focus ranks, round down, this is 1d10+cha mod damage/healing until your level 11 where it's 1d12+cha mod for damage/healing and level 20 where its a 2d10+cha mod in effect, otherwise its +10/- damage protection and any effect can last 1d6 rounds. Speed, slow and stop time effects described.

 Spell subversion:

  Spell subversion: Subvert an active spell as it happens. The spell must first be seen in some manner to subvert . A successful chaos roll makes the subversion happen. Then after that the chaot simply redirects and reforms the raw spell as needed. To stop a subversion one makes a save versus will. Call this effect using a free action by these keywords; "juu" for spell, "kao" for chaos and the action words are subvert, control, alter, destroy and protect as in "juu kao subvert" to subvert a spell, "juu control alter" to make it a control spell, "juu protect alter" for making the spell into a protection spell and "juu destroy kao alter" for caustig a destructive chaos spell. Each focus rank is +1 to the chaos roll.

   Switching frequency:

  You can cure any disease or fix any problem. The idea of this is the "vibration switching frequency". You are constantly touching a sick place or problem area. That is once per second and you say the name of god. The frequency of all kinds of diseases or problems are changing and getting better by feel.

  Kao confusion:

  Kao confusion Causes destructive confusion near the target enough to distract the opponent or target. This will be a disturbance somewhere where the caster wants it so to be effective and it can take any form the practicioner wants. Call this by natural ability or wild rune with a free action. A chaos roll is needed for success and there is a save vs will to null the effect of being dazed for 1 round. Each 2 focus ranks, round down, added in makes it +1 round to the dazed state.

   Chaos shield:

  This shield is made with the shield construct that acts by making the aura energy protect you from chaos, you can think about the "shield construct" and it will activate for yourself upon statement that its active. Then is the point your protected and it provides for you and protects you from any chaos in the area, albeit energywise or mind wise..you know when its active as you feel calm and without stress.

  When active, there is a chance that it will create whatever you need or want as you desire it.. Also the area is cooler by feel. This shield lasts until you are without heat and reactivates when the heat is replenished after 1d6 actions or until you don't need it. Any chaos in the area or where you think to see empowers it to do its things that you want as a need.

  This is basically an all around good shield to have. What it does in damage or healing amount is 1d10+charisma mod per each 2 focus ranks, round down, until level 20 where its then 2d10+charisma mod. That means for a level 10 chaot with 13 focus ranks and 5 charisma mod, that's 6d10+5 in amount or 65% max. Level 20 with 20 focus ranks and 7 charisma mod is 20d10+7 or 207% max in amount. How long it lasts is 1d6+charisma mod in rounds, if there is any duration effects.

   Tonal shield:

  This shield construct uses chaos and order as its bases, that in balance keeps things normal and makes with both chaos and order forces what you will into existence. When you have disorder or out of balance moments, the shield destabilizes and when you think "in balance", the shield remains to protect you from things you dislike. Such as attacks and effects cast against you. If you have too much disorder the shield balance falls apart and disappears, as the tonal shield becomes nothing energy that goes back into the void. This is done as it naturally goes back to the void, that's done by your soul making a gate that sends it back.

  The effect of this shield is to protect against all attacks and making use of assaults energy, thinking to create something that you want. If you think to use it, it lasts in melee/battle 1d6 rounds and unlimited time outside of battle. If you create with it, you make what you will into existence with the energy of the events. This doesn't form attacks, yet it can create effects like warding to ward off attacks, making things you want happen or make the attacker not want to attack. Think to use this creatively, as you can create nearly anything by the power of chaos and order.

   Light portal:

  The energy made by frequencies are projected by lights that make exist a portal within an area, this creates by using added light energy and the area energy as a portal. That creates within the area an egress to another dimension, that's you want to go to that your soul guides you to that is with your senses by feel. This portal can act as a viewing gate, where you glimpse what you want to see through it as you think to the area in general and the portal itself of what you want to see.

  If you resist the urge to enter it, the portal if nearby can close if the frequencies aren't there, then the portal was closed and the area, including people, revert to normal. This is instantaneous in effect, where it can be used to cast forth attacks or effects you make instantly. That means it can project forth a weapon or effect without being nearby them in an instance. This lasts 1d6 rounds in battle or unlimitedly outside of battle, and can gate you anywhere you want to be.

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Kinetic ability  

This effect is the concept of motion which is focused by the warrior's single-minded focus to cause the effect you would want. Focus it through your body motion or weapon choice motion believing that your motion will allow for the effect. There are many things you can do with this. Things to do are: Kinetic speed-up (Cha), Human defense field (Cha), kinetic attack (Cha), Kinetic Flying (Int), Kinetic manipulation (Cha), kinetic funnel (Cha), Kinetic runic (Wis), Kinetic Antemetal (Cha), Kinetic choke and Weapon Power (Cha). These effects are just done and it happens. Some skills are done with a perform Skill Check. Each training point is applied to all of the skills equally as in 3 kinetic speed-up=3 human defense field=3 kinetic attack= 3 kinetic flying=3 kinetic manipulation=3 kinetic funnel=3 kinetic runic=3 Weapon power. Except the kinetic choke is not a true skill but a special ability, thus each skill has its own effect as you gain all the kinetic skills at different level with kimetic ability unless class specified.

  Kinetic speed-up

When traveling, you can speed things up by using your kinetic motion and imagine time speeding up as in a clock. Imagine this clock as it is in normal motion. Now speed up the hands of the clock in your mind while moving and it will speed up time for your group or yourself as it moves. Now allow the clock in your mind to slow down to normal while not moving and this will keep time stable. This method can make ideal traveling time as in minutes from hours to cross a place that would normally take hours to cross. When in effect there is a +20' to all base speed in character party till the effect focus fades away. When dazed the effect is cancelled leaving the worker slightly tired. Call this effect by a "make spe" for make speed-up and lasts till worker decides to end it by "destroy spe" for end speed. Each training point is +5' increase to the +20' speed and gives speed time as described here to all in group including allies.

  Human defense field:

This method is called the human defense field. While moving in some manner, try to visualize a air field that keeps attacks from touching you. It bounces the attack because of aether and motion of body being linked by mental focus. The better that one gets at this, the less likely they will get hit even by spells themselves. This gives the worker +6 to AC and +3 to the will saving throw. Call this effect by "make 14 seh" for make defense field and this effect lasts till combat end or a "destroy 14 seh" for end defense field. Each 2 training points adds +1 AC to the +6 AC of the caster ae +8 to AC for 4 training points.

  Kinetic attack

The kinetic attack is similar but not similar to normal attack as you power the weapon to assault with. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized. Just feel you body and weapon motion being channeled into an energy effect of your choice on your weapon. Now swing your sword or whatever you do with your weapon at the target of choice. Causes +1d6 damage added to choice weapon when in effect. Call this ability into effect by "make eqyu" for kinetic attack. The worker can end it by a "destroy eqyu" for end kinetic attack or be disrupted. Each 2 training points are an +2 to the 1d6 as 1d6+2 for 1 training point and 1d6+4 for 2 training points.

  Kinetic flying

Flight is achieved through the effect of sudden movement while you feel happy by a happy thought. Gathering your kinetic energy while feeling happy you fly in the air. The happy feeling will lift you up on kinetic motion of the sudden movement. This works most times granting worker the ability to fly at will while in effect and stops working on touch of ground. In order to work you must lift off the ground through a perform Skill Check. To call this into effect say "make jio" for make fly while with happy thought and kinetic channel. Each training point adds a +1 mod to the perform Skill Check.

  Kinetic manipulation

The kinetic manipulation is simple because of the fact of imagination. Imagination rules the mind and it also rules kinetic motion manipulation. Imagine the effect needed and focus your movement into fueling that effect into happening. Allow the motion to cause the effect. This uses your gut feeling to convert it through focus of your motion making the effect you imagined. Moving your finger in some manner will do it. Control anyone at will without realization of it. Call this ability into play with "control p" for manipulate people and "destroy control" for end manipulation. This effect ends on a successful savings throw vs will by victim done each round of effect till broken or on the controllers command and can be done anytime.Each training point counts as kinetic strength as in 50 lbs per point. 1 skill allows you to control up to 50 lbs person. 2 training points allows you to control up to 100 lbs person. 3 training points allows you to control up to 150 lbs person. and etc. So a 5 kinetic strength = up to 250 lbs person control.

  Energy funnel

Funnel the energy of others including objects into yourself as they do an action. Fueling yourself for another action and your own kinetic energies to keep up an assault or do another spell. Drain an emotion to cause the person calmness, drain an enchantment by draining enchantment or sap the attackers will to stop an attack early. Call this into effect through keywords: "efunn" for energy drain, "wim" for emotion, "objii" for object enchantment, "wyl" for will, "e" for energy, "p" for person or spell and the action words are make, control, alter, protect and destroy.

  A 1d10+2/skill rank hp in 1d10+6 for 3 skill ranks drained per round from people to be considered as stp to you. For objects enchantment disappears leaving a normal object. Will drains on success creates dazed effect on person.lasting 1 round /skill rank to bring the person out of the fight . Emotion drain person calms or brings people out of berserk state on success. Protection effects are +10/- damage reduction per skill rank. Control effects are to control objects or energy via voice commands and objects must be seen as in a magical statue or control a spell thus to end it quickly or force it on the caster. Examples: "make efunn wyl" for energy drain person will, "destroy efunn wyl" for end energy will drain, "destroy efunn" for end energy channel, "make efunn objii" for energy drain enchantment, "control e destroy". for spell end and "control e p" for control spell to person.

  Kinetic Runic

The kinetic rune is the focus on the rune using the hand or finger trace in air or on paper to cause the rune to enact temporarily with purpose by intent. Carving it into something may permanently place it in action. The worker can do any rune with this.called in the same manner as runic magic for it uses the same runes. Each 2 training points is a +1 round to non-instant runic spell effect, +10/- damage reduction. Each 2 focus skill points you can make a +1d8 hp to create a runic effect.

Kinetic Antemetal

This is the ability to get effects from metal and stone, as a form of magic in the area, by speaking to the metal itself. The ability is activated by thinking of the metal, in the area and to imagine the event whatever way you want. Then, to will the event to occur by speaking or willing a power word or phrase that represents the effect. The metal will cause the effect, by you, an adding your energy through activity, as though speaking to the metal and making vibration, to the metal itself. Thus, the metal will vibrate and make it an effect. Through the speaking, by vibration, to the area energy and possibly causing the result.

The keywords are: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air and zone, "humu" for earth, "aetus" for life and heal, "neta" for nether, evil, void or negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "myy" for magic, "t" for time (speed, slow or stop), "avem" for dream and "uo" for instant.

The action words are influence, control, alter, destroy, protect and perceive. You use these words through your will abd the effect you desire as in "influence control pyr" for creation of a fire that controls people. The words "yl protect" for a wild magic protection. Gain an antemagic effect, by casting it without Skill Check. Each 2 training point to an ability has the effect of +1 round to all non-instant antemagic effect duration, +10/- damage reduction, speed, slow and stop time effects described and once a +2d6 + wis mod for all kinetic antemetal effects.

  Kinetic choke

Choke a person to death using metamagic to cause the throat to close up killing them. A concentration check is necessary but a save vs will halts the effect.

  Weapon power

Elemental magic power focused by kinetics to the sword. This effect goes like this: Focus the motion of the body and weapon in hand to make itself energized with the element of choice. There can only be one element or a combined element. Just feel your body and weapon motion being channeled into an elemental effect of your choice on your weapon. Causes +1d8+cha mod elemental damage added to choice weapon when in effect. Call this ability into effect by "make eleqyu" for weapon power attack. The worker can end it by a "destroy eleqyu" for end weapon power attack or be disrupted in some manner. Each training point is an +2 to the the 1d8+cha mod as 1d8+4+2 for 1 training point with 4 cha mod and 1d8+4+4 for 2 training points with 4 cha mod, +2 rounds to duration like 4 rounds greek fire with 2 skill rank. The elements are listed below.

  The elements listed in the runic ability are wild, fire, water, air (lightning), earth, life (heal, bless and life) layed against wound for healing, nether (instant death, void, negative, evil) and astral plane for effects. The combined effects are fire and earth for lava or brimstone, fire and water for greek fire with 2 rounds burn damage (unkillable fire), water and air for cold or ice, wild and any other but astral for double damage of 2d8+cha mod damage, life and any other but nether for element healing like lay weapon against wound to heal, nether and all elements but life for dealing elemental damage to any creature like werewolves, dragons and vampires, astral and all elements but wild for attack at any distance as if you were near the target, nether and life for pain (unconscious) thats 2 round, wild and astral for domination (control) from anywhere as if near for one strike for 2 rounds, air and nether for blindness of 2 rounds, air and fire for body nova that causes the struck victim to explode and doubles damage effecting all enemy for 2d8+cha mod.

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Other abilities

  Weaving

  This is use of a weaving ability, that is when you use a free action to cause energy to do what you intend. The ability is what you use when you focus the energy of the air and body thinking to swirl it around the body and on focus, there is some effect to create what you intend by what you think and the energy forms. This is including the elements themselves, as you think, focus on an idea and create as you feel it is created so you know it's there. This can create almost any effect, that you imagine or think about and that's thought in the energy weave an that creates it. However, it's just one clever way to do a manifest. You can even heal yourself or others easily with it.

 What is possible is gating with the weave of energy, this is with gating that you can use as the "gate weaving feat" using frequencies or this way by thought and imagination to open gates. Think of the area and imagine an oval in the air expand until it is the size of your body and walk through. The soul is the conscious mind awareness that will make you shift and the spirit will tell you what is occurring. Normal shifting is mentally done, so your soul is where your consciousness is by feel. Then with gating you shift your body and soul, and as your consciousness shifts with the soul, the spirit creates what you intend to create. Thus, you get to be where you intend to be. So what you have to do with gating, then is to make certain your not in an area that would kill you. However you can shift back, so with gating you could end up right behind the target, and then shift to somewhere else after taking it out by feel.

  See with a weave and gating, you could find yourself anywhere or you can open a viewing gate where you view the area by a gateway that shows the area, that's before you go there and the spirit allows you to see it with a vision. You can cause an effect through an open gate, this is done by saying or thinking of what you intend for there. So think and you know what to do and by feel you know what it is there. If you can't survive there, again, you can always shift back. This is in use by what is a point from the past and future lifetime.

  You can also teleport anywhere using gating, all that's needed is to imagine the gate and you walking through it to another place and time, then the soul causes you to shift your body there in a blink of the eye. This is using the energy consciousness to detail things. The body always manages to find the where and what the spirit went and did. Yet time is a point you make and say as a concept you need in life as its idea. So think of a point in time that you open a gate to and your there at that time. This is is known as the idea of gateway creation.

  If you succeed in gating you will have shifted physically, think of where you want to be or see and say where and that is using gating. Then you create a gateway to wherever you want to be at the time you decide to be in the point. Then as you think to exist in the area your in the area. This is an effect of weaving energy and that means you use gating by feel and focus in on the place and time with the energy of the area making a link. This link is broken, when you think it is gone. That is done by a statement to the gm/dm, that 'I focus a gate to exist and I use it to shift to an island.' or somesuch.

  So with weaving that allows you to combine the elements listed in the runic ability, this is used as a energy weave but you don't have to draw the rune. You state "I weave this element for the effect I want" in use and then do it as an action. Each weave does different things. There is wild, fire, water, air (barrier, all enemy zone or lightning), earth, life (heal, bless and life), nether (death, void, negative, evil) and and astral plane to weave together or separate for effects. The woven together effects are fire and earth for lava or brimstone, fire and water for greek fire +2 rounds burn damage (unkillable fire) or heat, water and air for cold or ice, wild and any other.

  Not really bad is astral for a character specified wide area effect that use effects many or one, life and any other but nether for element healing, nether and all elements but life for that effects as damage to even magic immune creatures, astral and all elements but wild for dream element effects that effect as if you were next to the enemy, nether and life for pain (dazing), wild and astral for domination (control), air and nether for darkness effect (blindness) or a black hole that deals 1d6+cha mod per extra round, air and fire for nova that is instant but doubles damage (2d6) effecting all enemy, nether with life and astral create a time weave that allows one to change time faster, slower or stop time. This is a known effect of it.

  The effects for each 2 focus rank points are 2 rounds, +10/- protection, +1 attack for group or person with cha mod as bab, slow time gives -1 to -4 rounds by a 1d4 to the attack for a target/s attack round, stop time halts the activities for the target/s for 1-6 rounds via 1d6 and finally 1d6+cha mod for duration and effect points unless instant effect for level 9 or below, so 2d6+cha mod for levels 10-19, then there's 3d6+cha mod for levels 20 to 29 and so on. See then there's every 1d6+charisma mod or 3d6+4 cold damage for a 6 focus rank skill and 4 cha mod and level 5, so level 11 would be 10d6+4. This is where there's a 3 round pain effect for a 3 rank focus skill. This is a 8d6+4 black hole lasting 3 rounds with 8 focus skill rank and 4 cha mod, thats with a character who's level 10. There is a save vs spell that halves damage/length.

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  Devine ability:

The Devine ability: This derives off Mystra the magic goddess and also allows exorcism, as she grants unlimited spells limited only by the stamina system. These commands will suffice: "yl" for wild magic, "pyr" for fire, "lece" for water, "air" for air, "humu" for earth, "aetus" for life and heal, "neta" for death, void, evil and negative, "bodio" for body", "ypa" for clean-up, "uma" for manifested thing or creature, "spyk" for detection, "myy" for magic, "ras" for raise, "t" for time (speed, slow or stop), "uo" for instant and "avem" for dream.
The action words are make, control, alter, destroy, protect and perceive. You use these words for a devine effect you desire as in "make control pyr" for creation of a fire that controls people. The words "make ras bodio" for raise dead. "make neta ras bodio" for raise skeleton. Just do it to gain a devine effect. Each 2 training points to an ability has the effect of +1 rounds to all non-instant devine spell duration, +10/- protection, speed, slow and stop time effects described and 1d10 + cha mod for all devine spell effects. Like 4d10+4 or 44% hp max damage for a 4 divine skill rank and +4 cha mod. This uses charisma for the core stat.

Exorcism; This is where you drive out the spirit or demon by a will and act of Mystra and make sure it doesn't come back. This is when you call out a god's name and command that the spirit leave by idea you feel sorta like rejection of it. Like "Mystra! I command this possessive spirit to leve the body and no longer come back to it." That is an example though. You can do it however you want.

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  Domain ability

The hell cleric domains are accessed by these command nouns:
"ruh" for animal, "tobb" for plant, "myis" for knowledge, "trans" for travel, "tryk" for trickery, "war" for war, "onza" for Chaos, "gax" for Evil, "g" for Good or "roy" for law, "myy" for magic, "air" for air, "neta" for death, "nyc" for destruction, "pyr" for fire, "aetus" for healing, "luc" for luck, "rowan" for protection, "dylu" for strengthen, "stern" for sun or "sutra" for water.

A hell cleric may choose 2 any given moment. These spells use the stamina system to work and these commands will suffice for all free use or spontaneous spells: "bodio" for body and wound, "ypa" for clean-up, "uma" for manifested thing or creature, "ras" for raise, "gos" for ghost (spectre, wraith or apparition), "ilp" for disease, "pos" for poison, "hea" for heal, "yl" for wild element (all elements), "uo" for instant and "godd" for holy enchantments.

The action verbs are used freely but must be used in the sentence as in make, control, alter, destroy, protect and perceive. You use these words in combination with a hell cleric domain for the effect you desire unless spontaneus or normal as in "make control gax" for control evil people. The words "make hea bodio" for heal body. "control neta bodio" for control skeleton. Just do it for a spell effect.

Each 2 training points to an ability has the effect of +1 rounds to all non-instant domain spell duration, +10/- protection and 1d6 + Cha mod for all domain spell effects. Like 4d6+4 hp damage for a 4 domain ability skill rank and +4 cha mod. This skill uses cha as its core stat.

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  Shadow manip

  Manipulate shadow with a command. Just doing it begets a success with cha core stat. This is using the shadows by thinking the shadows do things. That is where the shadows stir from within and seem more real and you create from within the shows by use of the energy that comes from the body. Call this into existence by using these keywords: "aetus" for life, "kyo" for drain, "air" for air, barrier and zone, "pyr" for fire, "bodio" for body", "ypa" for clean-up and "neta" for death magic (negative, void, death and evil), "sad" for dark or shadow, "uo" for instant and the action words are make, control, alter, destroy, protect and perceive.

  For example "make sad air" causes a shadowy zone, "make sad pyr destruct" for a dark bolt that drains, "make neta air" makes death zone, "make sad pyr aetus" for restoring dark flame, "make sad protect" for shadow protection and "make kyo air destroy" makes hp draining death zone. Each 2two training points are a +2 round to non-instant shadow spell effect, +15/- damage reduction and a +2d6 to shadow effect. Uber effects are destroying a town while normal effects are destroying monsters using zone effect.

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Elemental ability

 What it is, is to make use of the elements, that is creating a gate if the element isn't near. This is done by imagining the event and summoning the elemental energies, that allows you to be manipulating them as it's possible, then this is done to cause an element effect in whatever shape or size of area effects you want in a form. The point is a moment, that is where the element once summoned is creating itself from the gate energy. It's in use of an idea shape whatever way you want, this is a point it effects either the area or the person. So I think about the element and then will the event, the element will do what you want to occur your intention with the consciousness of energy, if you want to speak your intent then it's done by speaking of the point with a surge of energy and a power word or phrase that represents the elemental effect. The chaos adds its strength into it as well. You can cause elemental damage or effect healing. The elements here are represented, known by elemental energies.

 The idea is done when you close the gate, think its closed and the brain makes it closed. The idea is a concept that's done in time, where you can imagine the area and that is what appears from the element in use, so if you use the time as though an element then you can create with a point or thinking of the time to create the effect. Then it's created wherever you intend and whenever it's to be there.

 Here are the use of the other elements:
 This is earth that blocks things out if you imagine building a wall of mud or transmits the energy to the area that forms as you want. Fire is where you create with a concept and think the fire forms from heat what you want.
 Lava can create a melting of the body or material in the area. This also causes heat damage, that effects to the body can make the target collapse after 1d6 rounds. Yet after 1d6 rounds, the item is melted. Otherwise the target receives heat damage, that is the effect damage over a few rounds if in melee. This is 1d6+focus ranks in rounds or until decided to not effect the target.
 Life energy is event energy, and that includes the body energy. This is making use of the life, that is what exists to create events or activity from what exists. This includes healing by the feel or restoration done on focus.
 Fire and ice makes the material or body have internal combustion, this turns it into ashes. This elemental combination cannot by saved from, so this means you create the effect of instant death.
 Air is where you think of the point and make effects, an this is with the intention and thinking of an area that is filled with air. This air creates by condensing itself, then making with the energy and your awareness of what is thought to be. This creates the effect of air and psychic nature is with it's vibration, so that if you desire to realize and the air allows you to know what is possible so you can be guided by what you need represented by visions. These visions can stop when you need them to stop, this is done by the creator ending the point or vision using the dimensional "I" consciousness of energy.
 Water is possible to manifest by thinking at it what you want, that is sometimes use of a water gem like aquamarine or blue moonstone that you hold and focus energy through to create the water. This can freeze into ice with cold air, if you think to focus water into a shaped form you can create water effects. See you can create with a thought being projected to make an icy effect or freeze an idea that you don't like out and it dissolves back into energy, this works as you think of the ice being formed. Sometimes this is working with the element or otherwise is holding a diamond, thinking to channel the cold energy into becoming ice in effect. If you freeze something and this is done by freeze out, you can create purified energy from the frozen thing that is existing and all that horrible result that energy which makes the frozen thing or idea not exist. You see one thing, even if energy, replaces or adds to something else. This is a known effect. That means you are free from an effect, that you freeze so it doesn't exist.
 Acid is the formation of dissolving liquid, that acts on a surface or target. The applied acid can also dissolve substances and surfaces. Acid once used, this will dissolve things applied to or this will cause acidic damage to the target. The acid damage lasts as a per round melee effect or as long as the acid is applied, that means 1d6+wis mod rounds of effect. You don't even have to focus on it.
 The dream element is making things by putting some part of you asleep, then you see what the subconscious allows you to see as though a vision or glimpse, that's as a point is done if you intend it to be noticed in a vision and you can even put a person asleep to mentally chat with them and wake them up after your done.. You control the vision by thinking you do, that is done with the point and intent or thinking of what you need. This vision ends when you realize what's wrong, think you wake up or hear a loud noise. Then your awake, you are aware of what is there as though you were refreshed and awake.
 Disease as an element is any illness or bad body condition, that happens upon the body.
 Poison is the very dirty water, that dehydrates the body and causes it to get worse in condition or plant that causes bad health.
 Void is where you focus on the point, then create with nothing. That is what makes what you want if you have what is being copied. Otherwise this is MPO, that is where the object or element is created if it exists. This is a concept that makes what you want, however if you use void as a raw force, you can create a sucking of the energy and life that is there in the target. This is where you create a knockout and death by the effect, if exposed long enough to void.
 The counter to the elemental energies being used is making use of the creator, that caused it and can cause the element to unexist and that's as though it disappeared so it no longer effects what it can do or did.

 The noun form keywords are: "yl" for wild energy, "pyr" for fire energy, "lece" for water energy, "air" for air and zone energy, "humu" for earth energy, "pyrhumu" for lava, "cyro" for ice, "pyrcyro" for fire and ice or internal combustion, "aetus" for life and healing energies, "ach" for acid or dissolvation, "zez" for disease, "pasa" for poison, "neta" for nether, evil, void or negative energies, "bodio" for body energy, "uma" for summoning energy, "juu" for magic energy, "t" for time (speed, slow or stop), and "avem" for dream energy.
 The action verb words are cause, control, alter, destroy, protect and percieve. Et al..

 You use these words through your will and with the effect you desire, as in "cause control pyr" for creation of a fire that controls people or "cause pasa air" for making a poison wind. The words "yl protect" for a wild magic protection. Gain an effect, by casting it with a free action.

 Each 2 skill ranks to the focus skill has the effect of +10/- damage reduction. Speed, slow and stop time effects here. <

  +1d10 + wis mod for all elemental effect amounts with levels 1-9.
  Level 10 is where it goes to 1d20 + wis mod.
  1d30 + wis mod for level 20
  2d20 + wis mod for level 30+.

  Duration of non instant effects are 1d6 + wis mod in rounds for melee or unlimited time for outside of battle. A concentration check is made for each round that is more than 1. That's until it's ended by thinking it is ended. So with time effects, please do not apply the all skills bonus.

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  Song ability

  As long as there is mp, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired), by willing it. While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action.

  Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit of mp.

  Just do the spell for the spell or a song effect unless it requires a concentration check. Each 2 training points has the effect of +10/- damage reduced for shield effect. Speed, slow and stop time effects are described.

  Otherwise, this is where a damage/healing amount is 1/6 the health at levels 1-9, 1/4 the health at levels 10-19, 1/2 the health at levels 20-29. All the health are at levels 30+, unless your target rolls a 10 or above for a savings throw. That's done by rolling a 1d20+luck or if no luck, then its 1d20. Then its 1/2 the health. You use these words for the effect you desire as in "play iptuc" for play wolf song. The words "make yl destroy" for a wild magic destruction. "make yl protect" for element protection of 30/-damage reduction and 3 performance ranks. This uses save vs spell for effects.

   The ideal keywords are:"yl" for wild, energy. "pyr" for fire, "lece" for water, "ypa" for clean-up. "aetus" for life, restore, cure, good or heal, "neta" for nether, void, evil, death and negative, "avem" for astrl or dream, "humu" for earth, body, plant, rock, lava and wound. "umo" for summon: creature of; bard level:creature 1: dire badger, 2 : dire boar, 3: dire wolf, 4: dire spider, 5: dire tiger, 6: dire bear. 7: any creature. "juu" for spell, "sloty" for slow time, "spety" for speed. "88" for stop time, "badu" for sonic that dazes the victim for 1 round with 1d10+int mod damage, "air" for air, barrier or zone. "ureu" for identify. "phit" for fear on enemy "col" for cold or ice. The action words are make, destroy, alter, control and protect.

The spellsongs are for those that want to use them, brought about by the action play word as in "play hym" for ritual song.

  1. "creatio" for the song of creation. With the song of creation, think of what you want and then sing about it. The subconscious creates what you want as you sing about the idea. The effect can be anything, including any element like earth that can be mentally propelled earthballs or energy of the earth that blocks things, air that is like an air platform, airballs or air wall, water that is waterballs, watery effects that shorten out machines or water waves, fire that creates a burning effect and can be formed into fireballs, void that sucks any energy you want sucked from the target to you or the void itself, poison that can have damage per round otherwise poisonballs or acid that eats away at things or the target and does damages per round. You can use any element combo, like earth and air for airborn dirt clumps that attack the eyes. This is lasting 3 rounds. It can last longer with successful concentration checks after the 3 rounds.
  2. "iptuc" for wolf song that instills fear that makes the target run unless spell vs save.
  3. "hym" for ritual song that steadies the mind for +2 cha +2 int lasting 3 rounds. It can last longer with successful concentration checks after the 3 rounds.
  4. "hyma" for mood song that causes enemy dazing and courage for bard actor. Each round must have a successful concentration check.
  5. "hyme" for chorus song that causes moral +3 lasting 4 rounds with a successful concentration check each round after the first.
  6. "orous" for shield song that energy buffers halving spell attack. by +10/- damage reduction and +2 will.
  7. "jiy" for the jinkuriki song of joy that brings +2 to allies attack, will and saving throws for 4 rounds.
  8. "jicrukido" for banshee wail or death song that causes death for the victims except for a save vs spell.
  9. "nixi" for beguiling song that makes the enemy charmed for 4 rounds unless a failed concentration check after the first round.
  10. "oryu" for magic warning tha wards area for any problems.
  11. "oriu" for bardic magick that causes any effect. This is instant.
  12. "hymu" for singing that caused fascination on the target but not ally.
  13. "orau" for haunting melody that has +3 all saves 2 rounds.
  14. "warcry" for spirit animal war cry that stuns enemies for 3.
  15.  "lybsov" for Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom for the self.
  16.   "xei" for Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard level the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
  17.   "contasov"" for Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
  18.   "cupanci" for Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on Skill Checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
  19.   "ityi" for Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three level a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Health percenty (1d10), the commensurate number of temporary health points (apply the target's Constitution modifier, if any, to these bonus Health Percent), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Health percent count as regular Health Percent for determining the effect of spells that are Health Percent dependant. Inspire greatness is a mind-affecting ability.

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  Shift ability

The summoning ability contains three skills that are instant yet skill rank limited, and the fourth ability is not rank limited yet only demons can. The skills are with core stat: Create item (int), Summon (Int), Shapechange (cha) and Possession (cha). Each training point is applied for all skills so, thats 4 create item=4 summon skill=4 shapeshift skill=4 Possession skill.

  Create item: It creates the item of choice alotted by skill rank. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.

  Summon: The summon ability is limited by skill rank. The skill ranks are limited to 10 ranks. 1st rank gains any small animal or small seaform summoning ability. 2nd rank gains enables any large creature summoning ability. 3rd rank gains all other humanoid races summoning ability. 4th rank gains plant life and rock form summoning ability. 5th rank gains any inanimate object summoning ability. 6th rank gains small, medium or large elemental (any element in runic ability elements) summoning ability. 7th rank gains any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...) summoning ability. 8th rank gains any tiny form summoning ability. 9th rank gains enables any Huge elemental shape (all elements) summoning ability. 10th rank gains any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..) summoning ability.

  Shapechange: The shapechange ability is like the polymorph spell except use a skill rank to determine the form shift. The skill ranks are limited to 10 ranks. 1st rank enables any small animal, small seaform and body part shift (cat, starfish, a hand into a sword blade etc..). 2nd rank enables any large creature shape (troll and etc). 3rd rank enables all other humanoid races shift. 4th rank enables plant life and rock form except not a creature. 5th rank enables any inanimate object shift. 6th rank enables small, medium or large elemental (any element in runic ability elements). 7th rank enables any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...). 8th rank enables any tiny form shift. 9th rank enables any Huge elemental shape (all elements). 10th rank enables any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..).

Possession: To possess somone the person takes over the body by shifting a part of themselves into the victim and its like you have a puppet where your the puppetmaster. It controls the person fully and the controller gains the skill of the puppet. This uses cha as the core stat and the possession duration is measured in rounds. For each 2 skill ranks its 1 round + cha mod. Means a 5 skill rank will last 3+4 cha mod or 7 rounds possession.

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  Dream ability

The dream ability contains skills that are instant or round based. Skills in the ability are; Dream manip (Wis), Astral create (cha), Astral shift and Astral manifested thing or creature. This is the skill-set for Astral manipulators. The dreamwalker only uses astral and does everything else physically. All other elements are illusions him/her.

  Dream manip: Manipulate dreams with a command. Just doing it begets a success with wis core stat. Call this by using these keywords. "ylfxe" for false power that allows control for 1 round. "aetusfxe" for glamour illusion like make illusion more real and causes the illusion to be unnegatable, "domn" for dominate, "airfxe" for air illusion like mirages, illusion barrier and illusion zone (effects all), "pyrfxe" for illusion fire, "bodio" for body", "ypa" for clean-up and "netafxe" for death illusion magic (negative, void, death and evil) that causes victim to be helpless, "humufxe" for illusion earth that allows false memory manipulation. "fha" for fright illusion that dazes, "dre" for nightmares that frighten.
The action words are make, control, alter, destroy, protect and perceive. For example "make airfxe" causes a illusion zone, "make pyrfxe destruct" for a fire illusion that burns till disbelieved (will save), "make netafxe airfxe" makes zone that causes all enemies to be helpless, "make netafxe pyrfxe aetusfxe" for flame that disables while doing damage, "make netafxe protect" for death illusion protection. Each 2 Dream ability training points is a +2 round to non-instant spell effect, +15/- damage reduction for the element and a +1d8 to effect. This is cancellable by a will save.

  Astral create: It creates the item of choice alotted by skill rank from dream material. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.

  Astral shift allows for the shift of the person into another area or place at will. This allows for the person to walk into dreams or to other places on use. To use: state out loud "I shift into [target here]."

  Astral Summon: The Astral summon ability pulls people or objects from dreams, and is limited by skill rank. The skill ranks are limited to 10 ranks. 1st rank gains any small animal or small seaform summoning ability. 2nd rank gains enables any large creature summoning ability. 3rd rank gains all other humanoid races summoning ability. 4th rank gains plant life and rock form summoning ability. 5th rank gains any inanimate object summoning ability. 6th rank gains small, medium or large elemental (any element in runic ability elements) summoning ability. 7th rank gains any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...) summoning ability. 8th rank gains any tiny form summoning ability. 9th rank gains enables any Huge elemental shape (all elements) summoning ability. 10th rank gains any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..) with summoning ability.

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Bum Magic

  Craft item: It creates the item of choice with what is there alotted or allowed by the skill rank. The item appears where the crafter wants selected from the list. This is limited by the 4 skill ranks possible. 1 skill rank is any one item or money amount once per day. 2 skill rank is appearance creates is created items by appeal to the area I think to buy something ideal. 3 skill ranks is your able to cope with yourself so your ability is generating two or four items or money amounts per item search within the day by now. 4 skill ranks is any item due to this roll of a d10. 1 is any one good, equipment piece or simple weapon. 2 rolled any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon or useful item. 3 rolled is any one great sword, great axe, heavy flail, halbred and warhammer or 2 useful items. 4 rolled is any one exotic weapon or item that the Gm considers exotic. 5 rolled is any 2 to 5 magic items at a +1. 6 rolled is any 3 to 6 magical items at a +2. 7 rolled is any 4 to 7 +3 magical items. 8 rolled is any 5 to 8 +4 magical items. 9 rolled is any 6 to 9 +5 magical items. 10 rolled is any 7 to 10 +5 intelligent items, as the bum is then considering items magical by now this is amazing if a bit rare.

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Technomagic

   Technomagic: Magic that uses technology to get the result you want, need and will. What makes the technomagic is orgone, which is the machine magic that listens to your desire and need and converts the intent of your will to actions. These actions are created, seemingly from nothing. Any technomagic is considered a possible outcome of man's thought. Merely coincidence, that is what it seems like at first. Then, the curious mind may find it different. This magic takes you to greater extremes and thoughts of creativity. All thats needed is to will the item to do the deed or manifest things by expressing the need in any manner. This will can be expressed in many ways. Any effect is instant, unless desired to last. However long that is. The effect can be killed and the energy redirected to do something else. Effect damage/healing is 2d8 + Charisma mod per 2 Skill ranks. Time effects are as listed here. Shielding effects are 10/- each 2 skill ranks.

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  Celestial ability:

  Celestial ability is the ability in using the stars as a source and using that source through a focusing key. This can be a key that is used in a lock, or a figurative key that is a word. This is done by drawing a sigil or naming a sigil to invoke the stars power in the air. Then, you may optionally state the constellation name. The main thing, stating 'I summon [name the summons here]', is needed. This is forming gates where the thing you want to summon is and summoning at will. Then, your getting the summons to where you are, or near where your target is. This is to make thought of where you want it to appear. This innate ability uses Charisma.

  At level 1, you can summon any elemental effect. At this level of summoning, you can get 1d6 per skill point allocated + Charisma mod, for the total effect. For shielding its +10/- per each 2 skill points.
  At level 5, you can summon any creature to aid you and attack the target/s. At this level of summoning, you can get 1d10 per skill point allocated + Charisma mod, for the total effect.
  At level 10, you can summon any elemental to aid or attack target/s. At this level of summoning, you can get 1d12 per skill point allocated + Charisma mod, for the total effect.
  At level 15, you can summon any greater elemental, to direct with your will. At this level of summoning, you can get 2d8 per skill point allocated + Charisma mod, for the total effect.
  At level 20, you can summon any Deity effect by stating the Deity name and the effect to get a result. Here is the Deity Domain list. Be aware of what the Deity name is to evoke what the Deity rules over. At this level of summoning, you can get 1d20 per skill point allocated + Charisma mod, for the total effect.

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Jedi ability

The jedi ability contains skills that are instant or round based. The skills are with cha core stat; and are suggestion, light saber, telekinesis, cleansing, folding space, force strangle, force wall, heart burst, prescience, mind reading, evoke emotion, astral shift, time shift, fluid shift, shapeshift, force bolt, invisibility, time manip, image projection, simulcrum, blind strike, blindsiight, force project, item hide, force wand, force shield, raising and regenesis.

  Suggestion: Changing the mind in the fashion of making a person obey your will, manipulation by imagination, and making someone believe what you want them to believe is quite simple. Stare or look at the person and focus the force on said person while saying out loud the statement you want to have said person believe or obey. Imagine instead the conversation and the results you want to enact with said person to get that resulting imagined conversation. The rule here is that the force will flow along the direction of thought and imagination to make the event occur. Don't expect the exact imagined conversation. Instead, just go along with the feeling of the confrontation. Always effect surprise at result of the conversation or said targets will feel they were manipulated. Each training point is +1 to the concentration check.

  Light saber: To make use of a light saber effect focus the force in your hand an mentally project the force as a laser light. Feel it extending as a force to the length of which is your desire. With enough focus it should happen as of a laser projection. Each 2 training points are a +1d8 to norm damage such as 2d8+5 cha mod for 2 training points. This effect lasts as long as the worker wants it to.

  Telekinesis: The act of telekinesis is to lift something with the mind and to bring said object to you or away from you by force of will. Doing it will take patience..Focus with the force. Make a gesture of some sort with the hand and allow that gesture to be linked in your mind to using that force. This is called mind force. Raise the hand to raise the item, gesture to you to bring it close. Gesture away to force the item away. Hold out your hand open to accept the item from the air. When you imagine the item intended to be moved, imagine it doing what you want. Allow for the link to the idea of force. If it worked, things you imagined should happen. This takes considerable practice. Another way is to imagine the item lifting off the ground and feel the force making it happen. Move the hand to move the object that you want in any way you need.

  Cleansing: This is the ability to not be effected by alcohol and remain cleansed, at least in spirit. Think that your not effected by alcohol and things that you do cleanse your body. This is the way to do this ability, and there is a 50/50 chance that you aren't effected by alcohol. Represented in math by a d10 where 1-5 is failure and 6-10 is success. The cleansing, if you want it, happens by the molecules you control to create a clean state.

  Folding space: Folding space is the act of the body to move through space and time by the way of a force channel. The way is simpleand focus the force to fold space like a piece of paper that has been folded in half. To affect yourself where you are and to where you want to be. The effect of this happening is like punching a hole in the sheet to 2 parellel points far away from each other. Focus the force to make that similiar effect, by imagining the idea of you or the object in the place you want yourself or the object to be. Now initiate it by imagining a drawn a line from you to the place in your mind that you or the object wanted to be. There should be a feeling of force being used, and you or the object will be shifted. This could be used to teleport anywhere.

  Force strangle: Strangling someone by force of will has an effect of killing them by closing their throat using the force. This is only intended for revenge purposes, there are better ways than killing people by this method to fix or resolve your problems. Talking is an option by saying your feelings. How to kill by strangling, is to make focus with force on closing the throught by sheer force of will. Use your feelings of needing to get revenge or the feelings of getting rid of dark emotion. This will increase the effort of your force to accomplish the goal quicker. Knocks out victim for +1 round per 2 skill ranks and broken by will save. Beyond 4 rounds and the victim dies if the victim fails will save at 20 dc.

  Force wall: Creating a force will to keep people or things from you is act of creating a force wall. When a person effects a force wall, said person actually makes a barrier of will. This neutralizes the force being present and enacting upon you that you don't like or want. To do it, feel the force and focus it by allowing it to neutralize any hostile force in the area; through feeling the need of protection from danger, or focus it by mentally telling it to neutralize the force that enacts upon you. Another focusing idea is to have the force block the thing you don't want to touch you. If you create a force wall with the direction, of being in a radius of a certain area of effect, you could make it into a dome of protection. To do this effect, think on the protections you would want. Now, feel the force and focus the force to make protection of the thing or things you would want, in an ever expanding force bubble that expands to the necessary radius of your desire. When you think about it, you could make a house shield of protection from lightning, natural disasters, thieves and people investigating your crimes.

  Another thing with the force wall is to make a focus of force that is in a shape of a moving wall. This moving wall will move forward from you to pass through the targets of your desire. What it will accomplish is the things you thought about before it was formed or as you form it. These things are: to make a freezing wall by thinking freeze while forming it and sending it. As the wall passes the targets, bend with your mind the force will around said targets to make them be kept in their minds or in physical form to stop them from moving. This does a freezing effect on the targets that you want effected. To cause a killing wall, just make a focus of force with the feeling of needing death while imagining the wall moving forward and passing through intended victims.

This kills them where they stand by making them disappear as if they had never existed. If it doesn't work, it will disorient said people instead and make them wish they were dead. If you think the force wall has an elemental force associated with it, the elemental force will effect a target with the elemental force being emulated. The thoughts of making a person come back to life and forming the force to the will in the form of this thought will make anyone you would want come back to life. All it has to do is pass over dead person and it will raise them. This will effect many things or just one. Each 2 training point to has the effect of +1 rounds to all non-instant manipulations, +10/- protection and 1d8 + cha mod for all manipulations effects. Like 2d8+4 hp damage for a 4 skill rank and +4 cha mod.

  Heart burst: Indian shamans had a method in which they strangled a person heart by their will to make the death look like a heart attack. This was done by the use of force. When they did it, this was for revenge. To do it, make use of the force. Focus the force on the idea of causing a heart attack within the cone you would want to get revenge on. Imagine a hand that is a force will that sqeezes the heart of the intended victim until you feel it burst. Afterword, intended victim will be dead and you will have to accept the consequences in some manner that does not reflect to you.

  Prescience: Prescientific method is the effort of projecting your mind a few minutes into the future using the force to allow for your body to react to what you see. When you attempt to accomplish this act of projection, remember that one is invulnerable to attacks and can make no actual mistakes that are uncorrectable. To start, make yourself calm by imagining yourself in your own mindscape that relaxes you. Whence there, calm your mind and focus the force to project yourself one to five minutes in advance of your own time. Now feel the tension of your body that is there and feel your mind slip to the projected point using the moment of tension release to send you there floating on a current of feeling. The force is your link to yourself. Now watch what comes and the body reacts to what you watch as if you guide yourself through the force. It is simple as that. It reduces damage +15/- per 2 training points.

  Mind reading: To use the force to detect lies or read minds, try to focus on making an attempt to listen to the voice that gives information. Focus the force by focusing on the voice and feeling tension in your body. Now feel your mind follow along the voice to its owner. You will feel a shift. Mentally ask "show me the truth" in his mind or mentally ask "tell me the truth". When you get an answer, it will either come as a verbal response or a mental vision as he speaks. Where you get specifics, is what said person is hiding. Another way is to simply observe what said person is thinking. Allow yourself to percieve what he has thought.When done, allow your mind to return to your body. Now use the information with discreetness. Reading minds is just the same except you only see what said person is thinking while talking to said person or listening to them. Combine this with good questions that are focused by what you see.

  Evoke emotion: Evoking emotion in a person will make the object of conversation appear. The object of conversation is the result you desired from it. Emotion can cause a person to become clouded in a conversation. Though you may have a losing conversation, evoking emotion will cause you to win. How do you this? It is bit of imagination and feeling. Focus the force on the feelings you want the other person to feel. In the midst of conversation, imagine the person showing that feeling. Now imagine the conversation as you would want it. This will cause the conversation to be gaining the end that one desired. This dazes the person for +1/two training points duration.

  Astral shift: Astral plane shifting through time and space is simple. Focus the force with the idea of being in a forest that has a path going through it. The forest is cloudy and only the path is seen. The rule is to enter the forest with a destination in mind. If the destination is clear in your mind then the forest path is clear of blockage. Following the path through the forest to its end will make you appear at the place you would want as you step off the path. When you are off the path entirely, The path disappears and you are at the place you are in. Step off the path in between and you will appear at a place you probably don't want to be. This affects the subconscious to shift you to any place you desire through the place of dreams.

  Time travel: Time Shifting is the moment of the force to make an idea of time manipulation happen. To do it focus the force on an image back in time. Say three times "I wish to be there back in time at the spot of my desire." This should make you appear in the time point of your desire. Another idea is to focus the force and send your energy back in time in the form of yourself to the point you remember. Now you say "in five minutes I will be there where I desire!" What will happen is the fact of you collecting enough energy in the form of you that you disappear from where you are and reappear at that point and if enough energy is sent. To go back to your time, do the same thing but focus on an image of the time that you want to be at. What may help is think of your items you used and imagine you standing right next to one. Now touch the item in your mind. Usage: say "I time travel to [time/place here]."

  Fluid change: Changing water to wine or any other substance is an easy task. Focus the force by holding your hand around the water container. Imagine an energy stream going through the water container by going from four fingers to thumb. Have another thought while doing this of changing water to wine. Keep charging the water until turns into wine. To change water to another drink just change the method above and make the thought of change water to the drink of your choice. Usage: say "change water particles to the [drink of desire].

  Force bolt: Force bolts are an idea of your force being projected as a weapon. Focus and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yeild the force and hit the target by linking the idea of the ball of force to the target of your choice with a line in your head. Basically as you think with ideal to do, draw a line in your head from the force ball to the target picture. Now let go of the force ball. Each 2 skill ranks is +2d6+cha mod of or with any element desired.

  Time manipulation: Controlling time is the process of using the force to manipulate time. Focus the force by imagining a clock in your mind with the words beneath it that represent the area that you would want the clock to effect. This clock is moving at the normal speed that time is moving at. Now speed up the clock or slow the clock down by imagining the clock hands moving at the speed you would want. This forces the time around you to move at the rate you selected. Another way to manipulate it is to imagine the clock and say out loud "time now moves [this percentage] slower for [this area]". Notice the clock had changed. Now dismiss the clock from your mind by allowing the image to disappear. Slow time is -1 atk/training point from target. Speed, slow and stop time gives as described.

  Image projection: Projecting your image is like making an allowance for the force to act on your behalf. Focus the force by visualizing yourself in the area where you would want to have your image appear. Now speak in your mind to make this work. Allow the responses to be heard by making a sound channel. Allow the force to work with you as you speak by being that channel. When you are finished speaking, dismiss the image in your head of your speaking form. Now think on something else breaking your concentration. The image is unkillable and lasts +2 rounds/two focus skill ranks.

  Simulacrum: Making a simulcrum is a bit like projecting your image. Focus the force by visualizing yourself in the area where you would want to have your image appear. Now allow the form to take shape as yourself by giving it more energy from yourself. When you feel the temperature, link the simulcrum to the sun. Do this by imagining a sun drawing and making a drawing of your simulcrum. Draw a line to the image of your simulcrum from the sun drawing. Say "I wish my simulcrum had a mind of its own and to be invulnerable to attacks." Now feel the simulcrum take form in full. That is simple. Undoing a simulcrum is just as simple. Will with the force to undo the simulcrum. The simulcrum has the same abilities and 1/4 the hp as the original till death.

  Blindstrike: Hitting the target by force alone while blinded is simple and straightforward. Put a blindfold on and imagine a dark place in your mind. Now be in the dark place and feel the threat. Allow the force to guide you and when the threat comes near, attack it by using the force as a guide. This takes considerable practice and must be instinctual. It makes +2 atk/two focus skill ranks.

  Blindsight: Seeing while blind is a practice that cures the blind. The idea is to allow the force to act as sight. Focus the force through the third eye and imagine the things you saw. When you can see clearly in your mind that sight allow your mind to shift the image to the true image of what is around you. The force will allow you to see in truth. To reaffirm belief in the sight, say mentally or out loud "I will see through my eyes the truth of the matter." Say this three times. The caster gains the blindsight ability with all blinding spells negated. It lasts +3 rounds/two focus skill ranks.

  Force projection: Force projection is the force being used as a physical tool. When it is used as this it is a raw extension of your will. This raw extension is made by imagination of a hand that is in energy form. Use this hand as you would your normal hand. To strike someone feel it form into a fist and strike the person in the gut or the face as in the nose. This force projection is unique as it can make itself look like any weapon. It is like this: it is to imagine the weapon in your hand as you think it should look. Keep believing and focing the force into that items form until it exists. After that it will exist to be used as that weapon. Make it appear and disappear as you will. +1d8/two focus skill ranks + cha mod.

  Hide item: Making things disappear is allowing the force to hide the item intended. Doing this is to focus the force on the idea of the item intended. Use the force to tell the object to be hidden. Just focus on the object and tell it to be hidden. Hides objects for +1 round/two focus skill ranks.

  Force wand: Using your hand as a wand is to gather your force in your hand to which ye speak what ye want it to do. Focus and need the effect in mind to happen while stating the words. The event will come about in the least noticable manner or as ye would want. Each 2 training points to an ability has the effect of +1 rounds to all non-instant manipulations, +10/- protection and 1d8 + cha mod for all manipulation effects. Like 3d8+4 hp damage for a 7 domain ability skill rank and +4 cha mod. This only effects one person.

  Force shield: To create a force shield that rebounds or protects as needed, link your hands together. then feel the force surrounding ye to make a perfect barrier. Thus ye won't get touched by the elements that ye don't want to be touched by. Atk Atk are bounced/deflected and no damage touches person. It lasts 1 round/focus skill rank.

  Raising: To resurrect feel the force within you and make imagination of the cadaver being alive doing an activity. Call the spirit back to the body by feeling the body come back to life and want the body come alive. Then think "come alive!" saying out loud at the cadaver in a low voice with authority "Death to life!" and either the force will respond to bring back the body or the body will be enlivened. Do this over an over again as needed because this may take more than once. This takes a concentration Skill Check. Each 2 training points is +1 chance bonus to concentration.

  Regenesis: In regenesis, you create as you think, the energy of the body resurges and creates the lost limb back to normal from DNA patterns in the body and its a little bit weaker than before.This takes a concentration or focus Skill Check. Each 2 training points is +1 chance bonus to concentration.

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Mystic ability:

The Mystic ability contains skills that are instant or round based. Skills in the ability are; Mysticism (Wis), Spirit walk (Wis), Etherial form (Wis) and Spirit possession (Wis).

  Mysticism: Being a mystic be the epitome of using spells, rituals and words to cause an effect by life energy for the effect to happen. The ritual be most important as it allows you to focus the energies in however small the ritual or effect. Studying the pattern to recognize the effect be also a part of this as it enables the Shaman to effect a counter with no trouble or ward away disaster. A general rule be to know the effect be to recreate the idea or product and to recognize danger signs give you ability to make proper saves aka a +2 to will saves and reflex rolls. Now to the ritual or word phrases using art as the verbs and form as the nouns with raw magic as the material and these words are:

  Form noun words: "juu" be magic, "corpo" be body as in living body or dead body, "ego" be mind as in mental or perception, "solido" be material ae any materials, "grubb" be plant, "el" be metamagic as raw power, "kuh" be illusion, "ert" be earth, "lava" be lava, "pyr" be fire, "lece" be water, "purn" be ice, "sild" be shield and "air" be air and barrier

  Art action words: make, alter, destroy, control and perceive. Using these words are to get these results: Each 2 skill points gives a success to be achieved with a +1d10+wis mod effect ae healing/damages, +1 rounds to non-instant effects, shields are +5/- per any weapon.

  Each 2 skill points after level 10 gives a success to be achieved with a +2d8+wis mod effect ae healing/damages, +2 rounds to non-instant effects, shields are +10/- per any weapon.

  The effects possible are for "juu solido make" for magic missile, "ego perceive" for adapt perception, "el control" as in raw force bend aside and "ego make" for create image. That's with others possible for different combinations.

  Spirit walk: To walk the planes in spirit form and hope to get back without death as it takes the spirit to power the body and the body weakens quickly after 12 hours and yet its a gift of the spirits to be able to granted by prayer or service to the spirits. On gaining this ability focus a gray wall to hide yourself and then send your spirit as "ether", sending it out to travel for you into the spirit world or where you think about, you can go anywhere and anytime to "visit" in another body unseen including the "animation" of a dead to very dead body and it will appear as you want. Your presence be naturally against being seen with exception to detection spells or spirit traps to catch the possessor. Your will forget natural functions after 24 hours of walking and yet you can cheat this by using soul batteries that act like blue magic containment to convert raw magic of any sort including spells sent for or against yourself and this can be represented by crystals or soul and energy traps.

  If your spirit guide be near then you can travel together without harm. To get the spirit back to you "yank" it to you mentally and after thinking on it and it will come. The amount of stamina governs your spirit walk and if you lose stamina to the negative and then you will weaken and gain nonlethal damage. After 12 hours your body will recieve 1 point nonlethal damage every 30 minutes regardless of stamina without a soul battery with spirit walking. You cannot go past 12 hours in the past or 12 hours to the future without making a concentration check.

  Etherial form: This be like the etherial form special ability, except a Shaman is gaining etherial form by prayer, a deed to spirit or by spirit walking that makes it more possible every time its done throughout the weakening of the dimensionsal walls near you. This uses Will to shift you to a ghost form of any shape that becomes as though real life and may become invulnerable at will to any attack except corruption itself by demon or spell. Which, can turn you unless you make a will check. This negates the spirit walking limitation and allows unlimited travel.

  You travel as yourself with your body in energy form wherever you go. This form cannot actually be seen, but it can be felt. With Will and intent, you can make it seen physically. This is until you lose your focus on wanting it seen.

  If turned you could be controlled or sent away as in turned back into your form. Its done freely without any stamina used up and with a free action that takes up a entire round. This isn't a natural form because you need a push by making a self-sacrifice and say or think "ghost form" or "etherial form" and thereafter can take the natural form of what you were with possibility of other shapes. This is only with a concentration check.

  If the etherial form be achieved then your body may dissapear into energy with you recombined with it as its now energy but only if you did Spirit walking 10 times. Otherwise you can't be detected if you keep a black wall around you and focus by folding energy around your shape to feel it form and there you are in the form of choice. By focus on your body and mentally stepping into it will bring yourself back at the moment of death. You then will reappear at the place you are at to live again in the body of your option.

  Spirit possession: Thinking to possess somone over a divisional point of spilt wine is a mistake, by spirit this is like beating another that is unlike themselves with possession. This is where you can ask "are you possessed?", so I think by the person taking over the body with the person. This is usually by shifting a part of their spirit into the person, they are a victim and its like you have a puppet where your the puppetmaster without the skills or kills of the puppet thats hostile. It is the demon of themselves that controls the person then nearly drives them insane, until forgiven or love or something that drives the demon away.

  They are fully there and the controller gains the skill of the puppets body with the stats of the body "sharing" its attributes to the puppetmaster. With the shared attributes, the puppetmaster gains what this is to the body be in shape and skills. Whatever shape and in this way they are shapeshifters. This uses cha as the core stat and the possession duration be measured in rounds of 10 seconds. For each 2 skill ranks its 1 round + Focus rank. Means a 5 skill rank will last 3+4 wis mod or 7 rounds possession till resisted by will check, that's roll a die of 1d20+intelligence mod and get a 10 or above. If no intelligence then its 1d20 with a rolled 10 or above. This is the point you make with the ideal attribute nothing more than that.

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Ninja ability:

  This skill is the general use of the ninja, where they get to use all sorta unique toys. This skill is basically using intelligence with acrobatics ability. The skill rank with d10 is the length, that use is this the ninja skill that lasts. They are the ability to clone effects or spells, the ninja ability that exists as you think. They both use Intelligence as their base. They are aware as you can think to play one aware. That is all there is for now to them.

  The object and ability cloning ability is where you are cloning a sword or thinking to copy some ability that is used. That is usually by the area observed, that is with created ideal that exists if you think this exists. Any damage is usually ninja skill rank with d10 + dexterity mod. Any healing is the amount needed to be healed that is instance by alpha mode, through thinking to heal instead of use against the person usually remembers what is done. You can heal the ninja way with skill rank that with your health percent is with the players constitution mod. So think to heal someone then state, that you are healing then if the person had 6 constution mod where you had 8 skill ranks with ninja then where your health percent is d10 that means 8d10+6 with health % healed. You know you succeeded with a 10 or above rolled by a 1d20+focus rank as bonus.

  This ninjutsu ninja ability is where I think the ninja can create energy effects by thinking them and this includes elemental effects, that is done so they create by focus then thinking the point to create with a skill rank level d10 with strength bonus added to strength modifier. This is 7d10+11 for damage percent, healing or effect length, for a 7 skill rank with 11 strength bonus with modifier. They can use the tool by what always is there for them or the ideal energy effect.

  This is where they are thinking of the point they create or think to use by the point where you think then use. This is with weapons, smoke devises or items that you can shoot, throw forth or create with swings or not use the weapon you can just say no then point out the ideal. This uses the point you think then the effect is what you use, use is either your voice, with silent breath or useful item. They are aware of you and you know them they know you, hiding in plain sight then is what you do or that is all or walk away with no thought to yourself. The successful attempt is with a 1d20+focus rank, that's for a 10 or above as success.

 Walking silently; Walking silently is the point you use distraction or the balls of the feet or walk away with not much noise by the correct shoes used. Thinking to walk silently unnoticed is think your not seen walking away or seeable this is by feel that your in or out unnoticed, they either want to be seen or not seen so then you think a distraction or cause one. Thought you create works as you walk with the balls of the feet, seen or not that you walk without the back of your feet touching the ground. Then walk around or away and from the area, this is without seeming detected or effected by what is about to occur. You know you succeed with a 1d20+focus rank for a 10 or above as success.

  Walking up walls and surfaces, this is where you think to walk up the wall, that uses energy on the feet to adjust gravity and you walk naturally up a surface area like a wall. This sometimes works, so think to use 1d20+focus rank and if you roll then a total above 9 then you succeed.

  This body cloning ability is where you make clones of yourself, this is done by going to a special plane with a three touched rib area and this is like instantly creating by self-energy birth the clones you need, that form from air or they appear as you think they do using an element. You can release your energy to form them by the idea you use the energy so you form the clones. Feel free to use a 1d6+ninja skill rank as bonus for how many clones you create. You realize that you formed them and succeed in your action, this is with a 1d20+focus rank as bonus and rolling a 10 or above.

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Creator ability:

The creator ability contains skills that are instant or round based. Skills in the ability are; Creation for the effect and Spell recognition for the recognizing of the effect so far, that means this can use the creator to recognize the idea and create the effect.

  Creation (Ex): This is a creator's wish ability, think it and state the result to create it. The gm will decide if its possible. He or she can create whatever he or she wants by thinking about it and his or her need manifests. How quicly it manifests is with a roll of a die 10 (if you use a die roll), this is 1-2 within 1 second, 3-4 is within 2 to 4 seconds, 5-6 is within 5 to 8 seconds, 7-8 is 9 to 12 seconds and 9-10 it doesn't manifest. This roll represents how long you focus energy to create the manifestation, otherwise you could just focus for 2 to 10 seconds for 1 seconds is manifests within 6-10 seconds, 2 seconds is manifests within 3-6 seconds, 3 seconds is within 1-2 seconds manifest. This is creation of whatever you want that appears somehow, and you think it, act as though using it and you can seem to create it.

  Spell recognition (Ex): This is where you know what the effect was and can create the spell or effect again, this is if you knew what the effect was. So you know by thinking you know, and the spirit allows you to realize the effect by knowing what it is. On a die roll to see if you knew it, maybe a die 6 where 1-3 is success and you do and 4-6 is failure and you don't. Otherwise the GM allows this ability to work.

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Witch ability:

This ability is using charisma as the base stat. There is four innate skills in witchcraft: Charm magic, Supernatural ability (Cha), God magic (Cha) and Hex magic. As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system or draw straws and get the shortest or longest cut straw for success.

  Charm magic; This uses the angels, sephirim or devas to create what you need, the effect is 1d8+charisma mod per every 2 focus ranks. There is 1d6+focus rank duration. if non-instant, in seconds or rounds within battle and minutes outside of battle unless unlimited amounts of time is allowed.

  Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, to get what results you want as though a charm. The effect damage or healing is 1d10+charisma mod per each 2 focus ranks. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.

  God magic; This is using God names to create what is needed, this works as you call out the God name and ask a request. This is what is used by feel for the Wiccan and Witches won't actually use this as an ability where they have their ability powered by their spirit guided by their soul. The effect of God magic is similar to charm magic, except the damage or healing amount is 1d12+charisma mod per each 2 focus ranks for the character or target. Duration, if non-instant, is 1d6+focus ranks for seconds or rounds in melee and minutes outside of battle unless unlimited in time.

  Hex magic; The magic of curses and what you need by the spirit that goes through everything, this uses the third eye and that is energy used to create your desire. This is stronger than charms, so think instead of 1d8 its 2d8. So basically the effect is 2d8+charisma mod per each 2 focus ranks. There is 1d8+focus rank duration. if non-instant, in secocond with battle and minutes outside of battle unless unlimited amounts of time is allowed. Witches can use riled or poltergeistic spirits, too. So these riled spirits are Demonic, this means they will do whatever you wish to whomever you want effected. This includes anything you want or need excepting what you don't want or need. Wiccans won't use riled and demonized poltergeistic spirits as they are sometimes too dangerous if thought to be so.

Eldritch ability:

  This ability is using charisma as the base stat. There is one innate skill in eldritch ability: Eldritch magic (Cha). As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system.

  Eldritch magic; Eldritch is condensed mana magic to cause effects and it transcends time and space. This uses the death of something to get an effect with added personal mana energy and other energy. To kill something doesn't mean you always kill it, you just stop some function. By using this, you can master the negative.

  The way we gather it, is think of a container being in an object and this makes the energy gathered by a thought 'anme' at the object. This makes it gather the necessary energy. When used by thinking about it, the effect is possible to create a detriment or death in the object. You create effects with thinking about the container of energy, and stating or making by willing your intent for the effect.

  If you decide to end the eldritch energy that effects by objects. Then, decide to stop it, and it stops itself. So if you wanted to get an effect for levels 2 to 7, then its 1d10+cha mod per each 2 focus ranks. For levels 8-13, its 1d12+cha mod per each 2 focus ranks. For levels 14-20, its 2d8+cha mod per each 2 focus ranks. For levels 21-27, its 2d10+cha mod per each 2 focus ranks.

  For levels 28 and above, its 3d8+cha mod per each focus rank. Now duration is 1d6+focus ranks for levels 2-7, 1d8+focus ranks for levels 8-13, 1d10+focus ranks for levels 14-20 and 1d12+focus ranks for levels 21 and above. That is done in seconds or rounds in melee, minutes outside of battle or unlimited for non timed events unless the person wanted to end the moment.

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Were ability:

 Were effect is done in five different forms: Were elemental ability (cha), Animal shaper (cha), Animal call (cha), Were ability (cha) and Alter form (Wis). As always, if you want success, then you can do a focus check with a 10 and above result (if rolling) or 15 and above (if diceless where you add 10 to the skill rank), otherwise drawing straws and getting the longest or shortest will work by feel. Otherwise you may use the Diceless system.

  Were elemental ability; This is where you create with harmony and work with the point or expressed idea, that creates what you need or intend. This can create almost any result, that's allowable to the GM/DM. Including the elements, mainly earth, air, water, fire, poison, acid and void. You can mix or match the elements, as you combine them for greater effect. You can burn up things or targets with fire. Cool things off, make airballs or make barriers with air. Block or absorb things or make earthballs with earth. Cool things off, make things wet or water balls with water. Eat things up with acid, cause things to die after a period of time with poison and suck all the energy from the target to you or cause the target to disappear with void.

  The duration or how long this lasts is 1d6 rounds in battle, and unlimitedly outside of battle. The damage or healing possible with this, that's 1/8 the health for levels 1-9, 1/4 the health for levels 10-19, 1/2 the health for levels 20-29. That's all of the health for levels 30+, unless you have a successful save as it's then 1/2 the health, so it's mainly 1d20+luck and roll a 10 or up. If no luck stat, then you don't have to use luck and roll a 1d20 for a save that's possible with 10 or above rolled.

  Animal shaper; This is an ability that makes your form that of an animal and you have option of standing on 2 legs. You keep your stats, except for height, weight and shape. This lasts until 1d6 rounds pass in battle or until not wanted outside of battle.

  Animal call; This is where you summon animals that do what you want, that's up to 1d6 in amount with 100% health and your stats. That is lasting 1d6 rounds in battle and until dismissed outside of battle. This lasts until 1d6 rounds in battle or until not wanted outside of battle.

  Were ability; this is where you use metaphysics and create by thinking or feeling what you need to happen and the subconscious creates what you need or state. So the metaphysics uses: the affinity of something, is an attraction and unattraction of objects or humans in and of a relation. Thaumaturgy or like actions that can control or manipulate like actions through linking actions, exerted force over an object, or visualization from a person. 'As above, so below. Make something happen on a small scale, and you give this the energy to happen your need on a large scale.'

  Mind over matter is yet another way this works, so how much focus in thought, as a grey ritual is just as good as a real one and how in use you are much in idea as that you put into the moment, think to occur the moment and if you feel, make thinking happen to occur. The amount of thought equals amount of energy. An approach is you can change as you think or that you are on a project with creation and the focus is on that project. The more energy you have, the more chance of manifesting or finishing things. If distracted, the project sometimes never gets done, because of sidetracking. The more will one has to occur the project to completion, the more power one puts into it. Eventually, the project is finished.

  Alter form; This is where you think of the form to become and breathe in and out, that is with thinking to become the form you see or intend. Allowing the idea and DNA energy from the spirit of the animal or being, this is done to help manifest or create the altered shape with an induced strength of +1d6 str stat raise that lasts until the effect wears off. This first effects the spirit, then you can choose to shape the body. This is done to create the were shape. Popular shapes that are achieved: other human or humanlike, wolf, fox, rabbit, goat and other shapes including cat.

  This effects for 1d6+focus skill in rounds or until fighting is over. Otherwise 1d6+Focus rank in minutes or until you don't desire the were altering. Sometimes where this effects the body, there is a were moment of random irritation and sensitivity that can cause anger and hate moments. This is decided by the GM or yourself (where allowed) by a d100, in results that means 51 or above is a were moment of some hatred and with a release of anger. This were shape stops being with irritation and your were moment is done. That is done in 1d6 rounds in melee or battle or 1d8 hours outside battle by feel and idea. Otherwise its until not wanted, then the change undoes itself.

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Angellic ability:

  Angellic ability; This ability is using charisma as the base stat. There is three innate skills in Angellic ability: Angellic magic (Cha), Messaging (Wis), God magic (Cha) and shifting (cha). As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system.

  Angellic magic; This is ability where you write or think things, then state the idea and the area energy consciousness is what creates the results for what you think of what you need by feel. Also if you imagine the event or action, then you create with the energy using your energy as guidance, thus imagination becomes real results or manifestation. If you need things, then they come to you by what you feel is necessary.

  The effects of angellic ability uses the creator, the one whom created us, this is done to create peace and harmony in the area by feel, also if you focus on a target you can create a generated result of what you imagine is formed. This has the effect of 1d8+cha mod for levels 1-6, if you are levels 7-12 then its 1d10+cha mod, so for levels 13-19 it's 1d12+cha mod and levels 20-26 it's 2d8+cha mod. This is per each 2 focus ranks. The duration is 1d6+focus ranks for levels 1-6, 1d8+focus ranks for levels 7-12. 1d10+focus ranks for level 13-19, and 1d12+focus ranks for levels 20 and above. This is in seconds or rounds in melee and minutes outside of battle unless instant or unlimited in time.

  Messaging; The ability of an angel is really where you are a messenger of telepathy, so if you think of the message to send, then think the person you want to have the message gets the message. The person will get a message by feel. So this is the messaging ability, really caused by what you think and need, that the soul causes the spirit to make known. This gets to the person you think about, that ends up with the message you intend to send.

  Shifting; This ability is where you think about the location and you are there if you need to be there. This is a form of teleportation that uses the creator, an though are what is "created" there where you need to be and uncreated where you are at the moment.

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Sun runner ability:

  This class has two actual abilities, sun weaving and khepser and the rest is whatever they learn. This ability follows the charisma stat as its core. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice. Otherwise you can draw straws and get the longest or shortest cut straw for success, or a coin toss is possible to make certain to succeed the task.

  Sun weaving; This is a skill that is what creates by the sun or moon where moonlight is sun energy that is reflected here and the light of this is where they weave into things the light of the sun or the energy of the moon. This manifests what they wish to see, the consciousness of energy is what does the deed of creating the effect. If you don't need the area effect then work with the idea as it will form anyway. This is the form by the feel.

  So the effect is the sun energy and what they think and focus to create the sun does for them. This is where they stand in the sun or moon light, and focus on the light imaging a weave of color effect the formation or target area. Then that is what this does, that's by the power of the mind with what you imagine or feel should effect. So if you think to protect someone or some area, then feel the light of the sun or moon will do what you need. The light does the deed of protection through a dome or surrounding of light. If you focus the light, then you can melt through things. This takes 6 seconds focus.

  If the light of day or night is used by imagining you shift to some area then you appear there and find yourself there. If you imagine or think about the effect you need, as you direct sunlight or moonlight then the idea will effect the target or area. When you create with a point that's spoken or your with thought, you use solar energy and thinking of the point as if an intent is to make the result what you needed or wanted. This is a point in idea, so think about what your intent is to create the idea as an end result with the power of the solar body and its consciousness.

  This is felt when you think to create with the consciousness, that's done by words or thought and this is the first step and needing the result directs the light. This is what is directed by the spirit and of what they imagine is what can happen. This then is done as what you think is result.

   This effects by a 1d10+cha mod per every 3 focus ranks until level 6.
   At level 6 its every 2 focus ranks for a point until level 12.
   At level 12, its 2d10+cha mod per every 2 focus ranks.
   After level 18 is reached, then its 3d10+cha mod per every 2 focus points.
   After level 24 is reached, then its 4d10+cha mod per every 2 focus ranks reached by feel.
   After level 30 and onwards is reached, this finally is 5d10+cha mod per every 2 focus ranks.

  If the effect is not instant, then its where you focus per round in melee, or outside of combat in minutes with concentration checks.

  Khepser; this is drawing in light energy by thinking its there and sunlight if not there is gated in. This energy changes things from the inside out. So feel and think and your thinking is what the energy does by transformation with energy, and that's known as a transformation. This is achieved by a focus check with the energy doing what you want from a 10 and up result. Otherwise use a drawn straw to achieve a result. What you change into is up to yourself, yet you may also change others. So this seems instant yet may take moments.

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Sentinel ability:

  This class has 6 abilities: Digestive magic, extreme senses, emotional creation, creation by idea or feel, transformation and the power of words. They use charisma by the feel, that is the core stat behind these abilities. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice. Otherwise you can draw straws and get the longest or shortest cut straw for success, or a coin toss is possible to make certain to succeed the task.

  Digestive magic; This has to deal with things that create sights by what you think to eat. This is a list of things you work with and create by thinking of what you need, and then eating or drinking something. The magic of what you digest is what forms things internally, that creates the idea outside of yourself by energy that the body casts off in waves. This wave of energy you can direct, that is where thought you focus creates what you need or want. This works if you can focus, then what you need and think about is formed by the subconscious guiding the spirit.

  The effects of this is to think and you create, so you have 1d8+charisma mod per each 2 focus ranks and if non instant, then you get 1d6+focus ranks in seconds and rounds duration. This is where out of combat it's minutes and hours outside of combat.

  Extreme senses; The senses are extended and create a sense of calm. The senses are able to create awareness of the moment, think and you can sense things that are almost impossible to know by realization. This happens to effect your ability to sense the truth. So if you think to extend your abilities, then you create by feel for the sense of falsehood. So you know things by what you imagine or sense. If you don't want to sense it then you won't.

  Emotional creation; This is the point that you create with projecting emotional feelings. You can recreate anything you feel, this is done by realization of the moment. Then focus on the feel of the point you realize by the spirit sense and create the idea by statement or thinking its created, though the soul is what makes this effect, the spirit knows what the soul is doing.

  The effects of this is to think and you create, so you have 1d10+charisma mod per each 2 focus ranks and if non instant, then you get 1d6+focus ranks in seconds and rounds duration. This is where out of combat it's minutes and hours outside of combat. However if you think emotional constraint, then you stop the effect.

  Creation by idea or feel; This is where you think the idea and feel it will happen, then the spirit will create what you need using the power if the soul created the idea.

  The effects of this is to think and you create, so you have 2d8+charisma mod per each 2 focus ranks and if non instant, then you get 1d6+focus ranks in seconds and rounds duration. This is where out of combat it's minutes and hours outside of combat. However if you think emotional constraint, then you stop the effect.

  Transformation; This is where you focus in mind what you think to intend, and feel the change occurs in the body by what you eat or drink as energy for the change. This can cause you to lose weight and allow you to create things from the body change easily.

  This is an immediate result by thinking its immediate, yet results prove that this may take moments. Otherwise you could take a year or less. Think to act like the idea you had in mind and you do the intent. If you attempt to transform into a creature, then you will find that creature nearby if any exist for you to change into. This happens by feel, so think and you know what to do.

  See with a focus or concentration check that has a 10 or above for normal dicing and 15 or above for no dice, you succeed. What you focus in lengths of seconds is what you can become. This sometimes almost works, so if your concentration breaks after 1 round or a few minutes, then you change back. This is where you create a result in focus ranks.

   At 1 to 4 focus ranks you can transform into a dog, cat or other lesser animal like large squirrel or racoon. This includes bugs and similar shapes including female if you were man and man if you were female, that is ruled by your spirit guided by the soul. Again this sometimes almost works, so again if your concentration breaks after 1 round or a few minutes, then you change back.

   Otherwise you can transform into yourself again by thinking of yourself as though human and the energy consciousness of the body changes you back to seem yourself. This change takes 1 round
   At 5 to 8 focus ranks you can transform back quickly and become yourself. Otherwise you can change into a nice person that does requests. If an animal shape is required in mind, then you can change into a large creature. This transformation takes 1d6 seconds yet actually is with moments.
   At 9 to 12 ranks you can transform into a creature that's huge. This seems to be instant no matter the amount of time you actually take.
   At 13 to 17 ranks you can transform into a gigantic creature, known as dragon or wyvern or similar. This is seemingly instant yet may take a few moments.
   At 18 and above ranks you can transform into anything, this is including dinosaur or other creature. This is instant yet may seem to take moments.

  The power of words; This is effect done by creation with the subconscious, otherwise you state what you need or want and you make the idea intent that you think will happen. The subconscious creates what you think, need and want by feel, so really this ability is what you think to occur that you state and you make with the subconscious mind as you direct the subconscious by use of the spirit. That spirit is the will of the energy consciouness.

  If you don't intend the words to effect a result, then they wont do things by idea or feel. This uses suggested idea and creation is done by the spirit using the soul. If you think to use this by idea, the point you make is what is done.

  The effects of this is to think and you create by idea you state or think and need, so you have 2d10+charisma mod per each 2 focus ranks and if non instant, then you get 1d8+focus ranks in seconds and rounds duration. This is where out of combat it's minutes and hours outside of combat. However if you think emotional constraint, then you stop the effect.

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Crystal time ability:

  Gemstone tardus: This ability uses Wis as a core stat. The gems you use if correctly chosen will create time effects, otherwise think of objects that will make what you need. Where you move faster in a car, you experience a time efect. That means you see the point of the events and items move by faster as the car speeds up. Then you slow down the vehicle, and the time of the car movement is slower with the scenery outside it moving by normally. This is basically in movement where you experience 3d gyrations. That is when you perceive yourself being in the front seat and then the back seat and the front seat again. This happens if you move a car.

  The silver in the car frame can become energized by energy in the area as it moves around the car, so you see that means polarization of its element silver is occured by feel. Then you can create with the soul or spirit what energy effect you think and focus by statement with vibrations that you need. This is including healing by feel, so that is done by the spirit-that-goes-through-everything. This is an effect done in the moment and what happens is time energy resurges to create with what is possible. Think of the effect, and the energy conscious of the spirit will create what you want if necessary by some point out. Think about it, money can be a powerful energy source. So the more money or energy you have or think to use as a source, this uses the particles of the object. See that allows effects if the source is enough, I this is where the more you might eat from intensity. Anything can be used as a source. That is done, unless you think to hold off on eating, then you use the energy of the object and not the food you want to eat that causes the intensity to fade away.

  The tardus effect is also creating with time by the point of gemstone use. they are a point of use and there is no drug associated to them. So your safe, this effect is timewise and you can create with time regeneration if needed. Touch the stone and think of a switch that you turn "on" and you create the point of restoration of the body. The idea is a point of restoring the lost limbs, too. Any substance can be used, as well. Think the water or fire creates the body change, that is what causes adaption with the taking water into your mouth or sensing the fire, think the idea as intention to do as you state the result and any object touched can emulate that effect you think afterwards, that's until you think it's not emulated. Then it's something else. I think it stops emulating and you perceive reality as it is by feel.

  The tardus effect also is creating with time by the point of gemstone use. they are a point of use and there is no drug associated to them. So your safe, this effect is timewise and you can create with time regeneration if needed. Touch the stone and think of a switch that you turn "on" and you create the point of restoration of the body. The idea is a point of restoring the lost limbs, too. Any substance can be used, as well. Think the water or fire creates the body change, that is what causes adaption with the taking water into your mouth or sensing the fire, think the idea as intention to do as you state the result and any object touched can emulate that effect you think afterwards, that's until you think it's not emulated. Then it's something else. I think it stops emulating and you perceive reality as it is by feel.

  If you can keep that open mind or heart, you can then get that effect of restoring lost limbs and complete regenesis. regenesis is where you think about the change and reform the body by the particles, if you think to a stone to do that idea. THis is a known effect of gemstones, so think of what you want and touch an object, person or gem and that changes time so this could by chance be any gemstone, then you get that created point. This is the effect of idea being used, if you think to create things you make with what is possible or not do it. Orgonite has gemstones, metal and resin with a positive conversion. This energy creates what is done, that is positive and known about so you think and you create better. This is less in form, think about some conclusion to see the end.

  This is the point, think and you know. The point you think about is done in thoughtwaves, sent to the stone, then it creates itself by feel to make the point you need. If you feel the need, then you create with life and you might go to jail for illegalities. The point being, you create with energy of the body, think about idea and say what you need to create with the subconscious. If you ask the subconscious by stating a question, then your subconscious gives an answer. This is in the form of creative use and whatever you think is right is correct. So I think this is a point in idea, you create with a thought and make by the energy conscious of the area.

  Although, if you consider carbon ash, you can use that as energy is a source from it in stored formation. Then is the point you know, if you realize the point by the spirit knowing it 5 minutes in advance. Then you can understand what is necessary. This means all is possible by the spirit. The spirit-that-goes-through-everything can create anything if you think about the idea. This means where you think about the point of returning, you go to some point you return to by feel. Think and you know the point and you realize what you can do. If you don't, then you can figure things within an ideal energy concept. Think to not do it, at the drug user, not including legal drugs if you need them to stop doing drugs or cigarettes. This is a point in idea, done by what is thought and created is a concept by what is possible.

  If you possibly are aware of things, you are spiritually aware and sometimes alert, this is from what you think is there. This is usually in the "en" or "at the end" stages that creates with a space, this space is in the soul so think to do things in the space and then something else is possible or think to do nothing by the point you have or desire. This is done as a point you can work with, so I think it's a point as it came from a public announcement. Think and know, then is the point you know or realize. This is a concept in the wrought time by the spirit or soul. The spirit knows things that happen and the soul allows insight by what is known from the spirit. So I would think about things if necessary, this is a concept known as space and time manipulation. What you think about is there, what you know is what you consider to exist. Think about what you want and you stop this point. This is a point you realize with the spirit and know by the soul.

  This is where a known effect occurs or happens as if perception were set by the subconscious, that is knowable with a soul or spirit energy vibration in the area. This energy is what alerts you of things it does by feel. That is done in energy form where you think it's there and your body draws in energy to create what is necessary. Think it gone and share some of your energy with it and it disappears. This is using a known effect called the time of moments. That is a point you think of the time, so then is with the moment where then is when it is there and set by subconscious and sometimes by suggestion. This energy allows for what you want, so make use of it with or for what you want.

  The idea is a point you consider, if when you think to create with energy. Then you make the effect or ideal intent, this is done by what you want to heal or create unless not necessary. When you think about the idea and state the point, you create the idea using the subconscious, but if you want something shut off then think it's off. If you want something turned on, then think of the idea as a point it's then "on" and you can either make use of it or not do it. If not, the effect isn't happening, elsewise you can open a conduit or space tunnel in time to shift by walking what you need shifted. This is using the dimensional energy, thinking to shift or work seeing what you want. So think if you know about a song or music, you create with the point or directed by feel thought. This is not done, if not necessary by feel.

  That includes coldness in the area, sensing auras this is from the idea the spirit moves through time and then uses some heat up. This is a point where the spirit creates things using objects as energy. That could also be yourself that shifts in time to somewhere else, this occurs with the body becoming non-solid energy from a body energy surge, you know things by what exists then with thought to the gemstone you shift through time if you want to shift and otherwise that body energy moves with ease and becomes solidly formed where it goes and thinks of by feel to exist. Make a request of it and you can create nearly anything that you intend. Offer in the excess body energy thinking to create with idea that's spoken and you do not have a machine malfunction or lesser heat. That's unless you target someones machine, though you can set up defenses for that tactic as your stating the right suggestion. You know your machine is targeted, when the system starts giving errors. The errors you think to get normally don't count. So think about it you know what is there, then you can know what is what.

  That is why it's an indication of the lifeform you can detect either by smell or body odor, otherwise the machine in the area that sorta overheats. If you know the name by feel of the spirit, you can command it to leave and you don't have to leave the area to calm it's riled self down. This is an energy effect, that it manifests, by the way. So think to know things and you do things unless unneccessary. However you can see the spirit by use of the third eye, think you know the spirit by what it says, then you can create with a point and the spirit will do what that is by your point in a point of leve or take. That is a point you know, think to do things if you want and know good results. If you don't want bad results, then you don't do it. This is a point known in time. This is a point you can do. Their is cell storage of information, if you think you know what the body stored as information you need to know then you realizarion in idea by insight.
-D Jeremy

  The effects of this in DnD form is due to the strength of the crystal, that is where you think your illusion never happened if the gemstone is weak in strength. Strength is due to the element, if the element is water stone or Aquamarine that's (half the focus ranks) d6 + charisma mod for effect damages/healing, then the next up is diamond or ice that's (half the focus ranks) d8 + charisma mod for effect damages/healing, citrine or air that's (half the focus ranks) d10 + charisma mod for effect damages/healing, sapphire or earth that's (half the focus ranks + 2) d6 + charisma mod for effect damages/healing and ruby or fire that's (half the focus ranks +2) d10 + charisma mod for effect damages/healing. Citrine also acts as a luck stone, add +3 luck if you get one. The effect can be anything you think of that happens in time, such is it's length as 1d6+focus ranks in seconds in melee, minutes or hours outside of battle.

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Necromantic ability:

  This class has 12 abilities: Source ability, Distemporal shift, Positive Boost, Animation, Death Aura, Consoling, Console, Discorporeal shell, Necro healing, Half-life, Necro enhancement and Necro point. They use charisma by the feel or with idea to use them, that is the core stat behind these abilities. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice. Otherwise you can draw straws and get the longest or shortest cut straw for success, or a coin toss is possible to make certain to succeed the task.

  Source Ability; This ability is choose a source or two and think to use it as you do things to create results. This source is used up after 1d6 times used, so this could be anything including diseases or acid, otherwise the elements you can gate into the area and have it create results. This result is possible to cause a point where they give up fighting. You can even have an event as a source, so if you think of the event and think it's used by feel you can create any result, such as healing or elemental formation. I believe you can create any point of a result, so if this is using up your death and decay cell energy as a source. Each time you use it, you can become healed by idea of 1d10+focus ranks health and that is a point in use. That means in game terms, you could create a death effect on the living target. This uses the consciousness of energy or "I" dimensional conscious and you can heal or create whatever effect you intend by idea or feel with life energy.

  This is with a 1d10+charisma mod with each 2 concentration or focus ranks for effect. If the effect is enduring, then it takes a concentration check and the moment it lasts is 1d6+focus ranks in seconds for melee or 1d10+focus or concentration ranks in minutes or hours you do. So if you mix sources, then you create added effects, however you can't mix opposing sources like water and fire, so your limited to 2 sources at once. This is like poison and death energy used to kill bugs off. Otherwise you could think the problem is a source and you use it up, then somehow the effect you need or item works again. This is an example of how this ability works, you can use it anyway you want or the dm/gm allows.

  Distemporal shift; This is where you create with a point you think or state and shift with a surge of energy. Where you imagine or think you'll be is where you are after the idea is done. This is a point in idea, that you blink and you are there. This is where you create the point, then go where you need. The surge comes from the energy in the area rising as heat from the planet and this uses the sun energy that is what triggers the moment, then you break-up in body energy to remake itself where you want to seem to materialize yourself. This dematerialization and materialization. If you shift dimensions, then on thinking of the area and needing to return, then you shift back and are where you are when if you thought to shift.

  So I think if you thought to shift objects to yourself, then they will come unless you don't need them. Otherwise thinking about the area to shift them there..then you have a 50% chance of causing the item/s to dematerialize sometime and rematerialize somewhere else unless you needed the objects, that's as though the material were shifting like a superconductor in heat. This is with a rolled 1d6 with half being it remains in the area or 1d20, and that is rolling a 11 is where it relocated. If you think it goes somewhere, then the dimensional consciousness of energy shifts the item or items as a dimensional point.

  The dimension shifts the energy of the object and that object comes to the area. This is a point if there is a silver sphere that contains energy, then you could cause the sphere to dissolve things and the area into itself. This means if the sphere were a godparticle, then it could dissolve the universe into itself. That means everything is energy, so think and you are thought of where you think to be. This particle existed then shifted into a circular pattern of clouds, that disappeared with the sphere going into another dimension.

  This means you can create with a point you intend to happen more easily, if you think of the area and what you want the dimension to go do. So then if you do a successful focus or concentration roll, then you can create the item or yourself as a shift somewhere you want or need the item to be. This can be any time, space or area, including a planet you might want to shift to by feel. Thinking about the item, then imagining it there where your at will create the object appearance and then you find it in the area. If the item doesn't reappear within 2 hours, then it's in use or not there. So when left alone, it will shift back if you need it there. This will delocate and relocate something, that is if you needed something and gave thanks for it. See that is without used or bitter feeling. This feeling isn't there, because what is done is created by feel with idea yourself does.

  So basically, this is where the silver sphere is a perfect holding sphere that is weightless and could be an unlimited bag of holding, if you think to contain what the spirit knows is there in energy form. This is where the spirit shifts things and the item goes to where you want, otherwise that is like the object materializing outside or inside the silver sphere where you need it. This sphere can have a separate part of itself, where it contains elements. This is a point things are aware, so they work if possible or if excessive heat, then that heat is siphoned away into itself so it's used up to create what you need and unused excessive heat is sent to that area of elements or sheol itself. This can cause the point of coolness in an area you think to cause coolness. So think about this as though an end and you know what to do in that area.

  Positive boost; This is where you think positive or you identify something and you recognize better results. This is when you get a +4 to your dice rolls, and that means you can get or understand what you need to know. By use of this ability, you can trace any idea or effect and understand where it came from. This can include psychically knowing things. So this means your aware of things, if you think to know.

  Animation; This animates anything you think is going to be animated. You can animate and control 1d6+focus ranks worth of beings. This includes skeletons, and dead bodies. Deanimation is where you think the life energy stops animating the being/s. This happens by use of the spirit, otherwise where you want them to hold off on attack or do what you want, then think the creator makes a soul copy that creates your need by them doing things you need.

  Death Aura; this ability is where you think the energy is doing what you want and this is death energy that goes into the Aura, think to project the energy and you create death or cause the target to pause and die as it turns into dust. However you effect machines, you will notice that the machine will recover.

  Consoling; this is where you think to console the spirit, and then that will pass it to the astral plane. This plane is where you can send spirits to remain.

  Console; The point of improved soul burial, this is where you think touch the spiritual forehead. Thinking of sending it away to the spirit land. This creates a burial effect, that is where you send the spirit and wandering soul back to the creator. This works even with demons and creates calm in idea. When you know the spirit and wandering soul departs the land, you realize there is peace in the area and things seem to work out by feel. The point is a concept after this in idea, so if you think you solved the problem your at peace as well. However, if you realize the anger and frustration is there and accept the point that happens. Then the spirit that remains is calm or leaves and that's if you notice a poltergeist.

  So this works even if there is a slight chance of not working. If this works, then you prevent the wild spirit effect, the idea is not noted as a mural on the wall. Then all you need to do is look away. Breaking eye contact with the wall mural is what releases your soul back to yourself. So if you think about it, you can find anything out feel. Think "don't show yourself" at the walll mural and the effect halts. Think suggest to the area of the wall, that "things are alright." Then they turn to be better. Suggest to the wall, "the murals disappear", then the wall murals disappear. Think to not make direct eye contact to the wall murals, then you don't connect your soul to the wall and it's not "collected" by feel.

  I think a concept is this with them, the peace of mind or feel, so they say poltergeists are angry spirits or demons an if there on the wall this means the point you made is what fueled it emotionally so it can make an appearance. See that means the spirit tore up the room or you left before it did anything. Some people aren't so psychic, so I think the point is an effect and things work out by what is done or it's lifelike on the wall. This is a concept that if killed by the spirit of the room, then you are within the wall world. What you do is what is done as depicted on the wall in a moving line picture. So in order to end this effect, think the creator releases you from the wall. Then you are there as though not killed by the spirit. This means the creator made it by feel so you are set in time, that's where you weren't effected and he or she bypasses the moment of killing that's done by time manipulation.

  This is a point you think of as you need the idea, then the spirit creates by feel. So if you think the right things, then the effect is done. When you do things like this, the idea is useful to know about the point before doing things. So this means there is no problem, there is only situations, this is a point in the past. The present situation is what you set up by idea, think about what is done and the soul or spirit corrects for the point you realize by feel. This is a point you know, so if you seek proof that something happened. Then you know by the spirit making awareness, and the idea is there if possible to know it. This is the nature of necromancy, where you think to see what happened and the wandering soul, creator or spirit consciousness makes you aware by visions or knowledge that comes to you. That's why if you give them that when they are upset their space, they calm down by what is thought in life. Yet you are not your thought. You are separate from your thoughts. So calm down there is no problem, that is all to this technique.

  Discorporeal shell; That is a spirit that is doing things, this spirit uses death energy as a point to create with life so it uses a little of the object or body life energy. This is death copy, that is a clone of yourself in energy that creates your point with a focus to create what you need and has capability to take death energy with intent to create with it. This is where the spirit creates a copy of itself and this is made from the air with a soul copy that can shape itself as you need it shaped, and that is conscious so this uses a construct to create what it senses is needed or wants in life. One thing to notice, if the body dies, it disappears and the experience of the clone is yours to know. That happens to occur anyway, unless it's not possible. Dismiss the "clone" and it disappears as if it never existed by feel. Yet even if it doesn't die, you in idea still have it's experiences of the place you think to see by clone. What you wanted to see, the clone can experience, so the idea is about the same as though you were there. There is a limit to how many clones of yourself you can have, that is known by the roll of a 1d6.

  Necro healing; this is where you focus and perception of the death energy is there. The point you think is what the energy does. So if the death energy is thought to leave the body, then the body feels better or then is healed. It appears youthful so that doesn't mean it's younger. All stamina and magic energy is restored. The effect of this is 1d10+charisma mod per each 2 focus ranks. One thing to note with this, the healing could seem to last a few rounds or minutes before the body feels better. So think about this and you can create healing by feel and make what you need. If you target the disease with death energy, then you treat the symptoms and cause the disease to dissolve by feel or the feeling you get. This is denucleurization in life that exists. That is done by feel, if you intend to have the result. This is a point in itself, if you can't do it then don't and you are okay as the effects of trying fade away.

  Half-life; This causes the target/s to half their health percent unless they heal themselves, then if they feel worse for the effort they do, this is temporarily done. Then they feel better about themselves and do what they need. There is no saving throw to this.

  Necro enhancement; This is where you are creating enhancement by the aura, thinking to enhance the body you can make enchantment or change of the DNA and you then cause the body to improve. This is the ultimate ability. So when you think to remove the death and decaying energy to harmlessly dissipate in the air, you create unaging of 1d6+con mod in years and you remember your experience. Also, you can create any changes you may want. So if you wanted to create a painless sprain, then you would create no pain and deswelling in the foot. Your character gets an added +5 constitution, +4 Intelligence, +4 charisma and +5 dexterity as stat boosts. Also, you get in health 100% in life. Weight goes down with the constitution addition by feel by 5 lbs per constitution mod point.

  Necro point; this point you think and create with the death and decay energy from the body or air by what is done creatively, think to make a point by what is done and things work out by feel. The death energy creates the idea, controlled by the spirit to be what you want. This means that you convert the energy to make what is needed with a concept. This is what a necromancer does, Yet note this point, a spirit that wanders will be able to use this energy, if you find a spirit that is angered or willing. Then offer some energy and you can get it to do things that you want by feeling the idea is necessary and this is with intending the point you make. This is a known about idea. So there is a point that the spirit won't do, if you find such a point then you can desist, leave the area, then wait a few moments and the spirit will calm down. This works because you gave the spirit it's own space, and that by idea is a point or area effected with it's own idea of peace. See the point is done, think and you know what to do by feel.

  So even if you wander back to the area, then in idea you won't be attacked by a riled spirit, yes I know it's more likely to do what you want so it helps out. This is a point you know about when what it does seems to manifest results..This is where you can get a wandering spirit to aid you in a fight or create where you can't create the point. So this is with a roll of a focus or concentration check, gets a 2d8+charisma mod per each 2 focus ranks result. The duration can be 1d6+focus ranks in rounds for melee or unlimited for outside battle. That's why you can decide to end the effect and the spirit knows when you want to end it. Then it's no trouble and things work out as they do. If you think to realize by insight, then if you know what happened, when you want to know and where. This is a known effect in a concept, then that is peaceful feel represented by idea in songs that you hear in some way.

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Shadow practitioner ability:

  This class has 4 abilities: Shadow elementalism, Summon shadows, Shadow form and Shadow angel. They use charisma by the feel or with idea to use them, that is the core stat behind these abilities. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice.

  They that experience the point of an ability, can make it a listed ability. This means they can add necro healing, 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 Necro heal (Int) or whatever ability they recall as an added ability with the skill ranks of 1, if not a perfect roll and if a perfect roll there is a skill rank of 3 with a 20 rolled. This looks like a Necro heal 3 Ranks.

  Shadow elementalism; This can form any element out of the shadows energy or darkness if any darkness is nearby, that effects the target if you think it will and the effect is per each 2 ranks of focus or concentration skill, whatever is higher. This is 1d10+charisma mod. The duration is 1d6 rounds in melee or unlimited outside combat, if any duration will happen from the effect. Until light or fire is exposed on the caster or the area. This shadow element is what can strike even from the shadows of the target.

  Summon shadows; This allows you to summon any shadow shape by what you think, The shadow shape can only be effected by light, fire, and magical weapons. Yet the shadows do what you want and can create what you need. Think about the idea and you create with the shadows, if you intend to create a result. The damage and healing that is done by the shadow shape is per each 2 ranks of focus, this is 2d6+charisma mod in amount. Duration is instant. The health of the shadow shape is 100% hp. This is a point you can work with if you think you know the character and want to do things according to the alignment. If you don't, then you will raise or lower your alignment.

  Shadow form; The shadow is what is there and you are then the shadow, and if not felt this can be undetected except by you. You revert to normal after you are exposed to light. When you are the shadow, you create with energy and what you create is then up to you. This is what you can use to make any effect to a target, through the shadows. This includes healing or damage of each 2 focus skill ranks, that is 1d10+charisma mod. Duration time is 1d6+charisma mod in rounds or until light has been exposed to by feel. You aren't effected by normal weapons, however elements such as water, fire, earth and air or magical weapons are what can hurt you.

  shadow angel; this is the idea, you summon a shadow using night as the energy source. Then think the creator shapes it into an angellic servant. The Gods or Dithemos can command the shadow angel, so that means the angel of shadows will do what you need. The light in the area, this can dispel it, however it can shift from cast shadow to cast shadow and do what you need. The effect is a point you think about, the stats are your stats, the health however, they are 100%. It can send to the target whatever you send through the shadows or dark element. The damage effect is per each 2 focus or concentration ranks of 2d8+charisma mod. The healing effect is with energy you send, this is per each 2 ranks of focus at 2d8+charisma mod healed. Duration is short term, a 1d6 rounds or until daytime if cast at night.

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Light creator ability:

  This class has 6 abilities: Light elementalism (cha), Turning (cha), Summon being (cha), Light form (cha), Light angel (cha) and Light aura (cha). They use charisma by the feel or with idea to use them, that is the core stat behind these abilities. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice.

  They that experience the point of an ability, 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 the skill ranks of 1, if not a perfect roll and if a perfect roll there is a skill rank of 3 with a 20 rolled. This looks like a Angellic magic 3 Ranks.

  Light elementalism; This can form any element out of the area energy or light if any energy is nearby, that effects the target if you think it will and the effect is per each 2 ranks of focus or concentration skill, whatever is higher. This is 1d10+charisma mod. The duration is 1d6 rounds in melee or unlimited outside combat, if any duration will happen from the effect. Until light or fire is exposed on the caster or the area. This shadow element is what can strike even from the shadows of the target. This proves that energy converts into something else equally.

  Turning; Turning is where you change the point of idea that the being, person or thing does. This is where you think to turn something or what have you that you don't like, and the energy is what does the effect of turning away. You could turn a monster or goblin into doing something you intend to be done. This is all done by a focus check or concentration check.

  Summon being; This allows you to summon any being that is shaped by what you think, said being can create with what energy or particles are there. The being shape can only be effected by elementalism, and magical weapons. Yet the being do what you want and can create what you need. Think about the idea and you create with the being, if you intend to create a result. The damage and healing that is done by the being is per each 2 ranks of focus. This is an 2d6+charisma mod in amount for what is desired. Duration is instant unless you desire some timed effect with 1d6 rounds in melee or unlimited time outside of battle and said being is cancelled out by the darkness that is directed it's way. The health of the being shaped by will is 100% hp and they act as you direct them. The light energy is what creates your will by itself. So all you really need to do is think about the point to create and direct the conscious energy. This is done by the energy consciousness making what you want or intend.

  Light form; The light is what is alive there and you are then the being, and if not felt this can be undetected except by you. You revert to normal after you are exposed to directed darkness. When you are the light, you create with energy particles and what you create is then a concept if up to you. That is energy reacts as though you created something from the energy, this means that you focus by thought the energy and your energy waves or vibes program the area consciousness to create by itself. This is what you can use to make any effect to a target, that effects through the sunlight or light. This includes healing or damage of each 2 focus skill ranks, that is 1d12+charisma mod. Duration time is 1d6+charisma mod in rounds or until directed darkness has been exposed to that is done by feel. You aren't effected by normal weapons as your immune to weapons that seem to pass through you, however elements such as water, fire, earth and air or magical weapons are what can hurt you.

  Light angel; this is the idea, you summon a light being using the creator or a god as the energy source. Then think the creator shapes it into an angellic servant. The Gods can command the light angel, so that means the angel of light will do what you need. The light in the area, this can cause regeneration to it, and it dissipates as darkness is directed at it. However, it can shift from any in point and this is used in the light to create any other area effect with light or particles. The effect is a point you think about, the stats are your stats, yet note the health however, they are 100%. It can send to the target whatever you want to effect them through the light gate summoning the idea or themselves. The damage effect is per each 2 focus or concentration ranks of 2d8+charisma mod. The healing effect is using thought with energy you send, this is per each 2 ranks of focus at 2d8+charisma mod healed. Duration is short term, a 1d6 rounds or until dark if cast in the daytime and that is done by feel.

  Light aura; This is a point you think of the concept of light particles as an energy wave, that create the healing and light shift of compatriots and yourself as a form of teleport self or others if you intend to shift. Think of where you want to go, then you will shift yourself and others you think to shift that get near your aura. Healing done by this is 2d10+healing rank in percent of health. This is a point, that you create and make work with what you get. You can shift teleport anywhere you think to exist and imagine.

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Dimensionalist ability:

  This class has 7 abilities: Thinking spell (wis), Reality hacking (wis), Dimensional shift (wis), Pass the idea (wis), Dimensional timing (wis), Dimensional created effects (wis) and Timeshift (wis). The ability of the Dimensionalist is using Wisdom as it's core stat with idea to use them, that is the core stat behind these abilities. A focus or concentration check may be required if to make the ability work, this is with a 10 or above for diced results and 15 or above for no dice.

  Thinking spell; So suggestion in use is where the character can create by dimensional energy, think about the idea and state the effect then they make things easily by use of the subconscious and unconscious mind. The effect is 1d10+wis mod per each 3 ranks of focus at levels 1-10, and per each 2 focus ranks with levels 11-20. for levels 21+ thinking spells create 1d10+wis mod per each rank of focus. There is 1d6+wis mod for amount of rounds in melee or unlimited time until decided to quit outside of battle.

  Reality hacking; This is the point you think, then state what you want and you create what you will into manifestation. This means there is a 50/50 chance to have success. That is rolling a focus check and using your focus ranks to see or feel if the effect worked with a 10 or above roll. Otherwise you can roll a d100 and you create the effect with a 51 or above. This can work as attack, too, that's done by a successful roll with an element you pick as the force that effects. This works as an instant effect, that is 1d10+wis mod per each 2 focus ranks and no savings throw.

  Dimensional shift; the shift is done where the brain consciousness creates new sensations and you are aware of things that exist in a way of thinking. So a raise in vibrations are what you think to do with a positive viewpoint. Think to do good things and you create with the mind, see as you create you raise vibrational states, and then your senses make you aware of the things that are done.

  If you don't become aware of things in a higher vibrational state, see then you need to think positively and you create an uplifting moment. This moment is the shift in perception, so think and you are aware. This works by the spirit that goes through everything, so if you think about the point and then you are no longer down in feelings. You are feeling better by feel. That is the active spirit, this is the point of idea and creation. So think and you know more of what exists by feel. Sometimes feedback occurs and things work out, so with a focus or concentration check, if you get a 10 or above you succeeded.

  Pass the idea; this is where the dimensional being, that is the said person creates a transfer of energy. Think of the person and if you need to have what you want to transfer, then you create with a point or some action what you need shifted or created elsewhere. This is a upbringing action, that creates a positive vibe and you can work with others about by use of awareness. If no awareness is there, then the area or place doesn't exist. If you think of a positive result, you are positive and that creates a positive vibe. A vibe is a vibrational state, that will be what creates with some idea you think and that is done by what you need.

  So that is a good thing, if you think positive thoughts you create positive results, this is a known effect of ions in space. What's not known, this is a point you consider, think and things become clear. If it doesn't then think of something else. Bringing yourself down doesn't help anything. Think about a good thing and you bring positive results with what you will, think or consider. This is a known fact of life. If you do things by thinking positive to bring yourself up in mood, then you can help yourself out in the end. That is the known facts of life, think and you will know. The effect is done by a d100 and getting a 51 or above. The effect happens with a 51 rolled on a d100 or rolled 10 or above focus check.

  Dimensional timing; Think to state the place to shift to by feel, the time you think is the time that passes by there and you know what happens by the power of the third eye where you think to be. Think of the time and area and you return by feel. So, if you think to cause attacks to pass, and state where you shift to to wait out the time. The timing is done and you can return by feel with the spirit returning you to whence you came. This works as you are with a 10 or above result from a rolled focus or concentration check.

  Dimensional created effects; this is where you make results including raise dead, so think of the area and you are there at least in perspective. That is where you know the point, the spirit makes you aware and this spirit goes through everything. So the spirit makes you aware of what happened, if you think you know, then things will be alright. This comes as insight, that is the soul and this means it can be anywhere. So think of what you need and you create the point, the subconscious mind is what creates the point. The programming that it follows, this comes from the soul. The point happens if it's necessary. What you create somewhere, that is creatable here. Think the spirit creates what you want and it's done. That is using life energy, so what is death? The absence of all senses except the spirit sense. This is the energy of the body, that creates with a point and that makes what you need.

  The death energy comes into existence if you think it does, the cell energy is with decay and that is what you direct by a thought point. This if directed from the body, will make the body live longer. The death and decay energy, if you direct it at diseased cells will be what breaks down the disease. That makes what you think of a cured condition, so think and you know that is where the conditioning of the body is what is undone.

  After that, then think positive, wait a minute and you create with a cured body freed of whatever had ailed it. Enjoy the moment and you make with results that you know about. This is a point from what I remember. So think positive and you can create positively so they say. This is a point you know, so think and you create with a deep subject or concept that comes from the subconscious mind. That is a known effect of life and not much else.

  So think about things and you create the idea as you know what you do there, thinking about things leads to actions and that means you make the point by use of the soul and this is what you can observe in real life. So real life is a point in perception, that is a point in the past life. This is what I remember from that time. So remember, what happens in the past is the past moment. This is what happens, so now is a point that creates memories. See this is what can occur, and what you feel is what also allows you to remember things more easily. That is long term compared to short term memory.

  This is what is written, that is the result of feeling things out with insight at the end. The soul is insight, so you can see where this goes. The end point is always better than the beginning, unless you think darkly. So think and you know the point of revelation. The idea is what creates. I think so you know where knowledge can come from and what you can do with things. This is where positive action is done in perception. React accordingly, the soul can see what is there and you realize the idea from the spirit. This is a realized result from what is done, nothing more than that actually exists. If it does, then you would know about it. So whatever occurs, you are where you are and that is all that counts. For up until now, things were easy. After this point, things will get different results by what you do. Think about this, the point is a point so live with it. This works with a 2d8+wis mod per 2 focus ranks for effects. There is 1d6+focus ranks for amount of rounds in melee or unlimited time until decided to quit outside of battle.

  Timeshift; This is where the point in dimension is a moment and you think to see that moment. When you do, your in a different time that you think about being. When you think of your own point, then the time becomes the moment of time, that is whence you came. This is a known effect that's done, if you get a 51 on a d100 or a 10 and above on focus checks.

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Divine ability:

  This is with energy effect that can be anything allowable by the GM. The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 7 actual ability: Divine Wizardry (cha), The jinx (cha), Foul transformation (cha), Clean transformation (cha), Scaning (cha), The divine ability (cha) and Supreme healing technique (cha). They use charisma by the feel or with idea to create by a point. That is the core stat behind these abilities.

  Divine wizardry; Divine wizardry is fun and uses the soul copy, that you can know by the spirit and this then the soul allows you to realize as though insight if created. This is where you think and you create, if you intend the creation to manifest with the soul for the body or soul copy for other things and targets. Since the spirit knows things by the creator or your God, then if that means the character can use any one of these that are based with a free action and charisma. (Sic) The effect duration is used and allowed for, if you say catch something or some monster on fire or freeze the target until you don't want the effect outside of battle and 1d6+charisma mod in rounds for battle.

   At levels 1-10, the effect is per each 2 focus or concentration ranks, that allows 1d8+charisma mod energy effect or healing effect.
   At levels 11-20, the effect is per each 2 focus or concentration ranks, that allows 2d8+charisma mod energy effect or healing effect.
   At levels 21-30, the effect is per each 2 focus or concentration ranks, that allows 3d8+charisma mod energy effect or healing effect.
   At levels 31+, the effect is per each 2 focus or concentration ranks, that allows 4d8+charisma mod energy effect or healing effect.

  The jinx; Think you feel bad and project the bad feelings towards a target, this can cause even people to not do things correctly. This is with a -5 to luck rolls that the target/s have to make. Otherwise it's the evil eye and could make things not work right if you direct the energy towards a device. In order to deflect the evil eye, state or think, "creator, make things of bad intent not effect me." Of course, there is a 50% chance of success, so think what you like if that works, then your naturally lucky with a luck roll.

  Foul transformation; this is an example from watching Giuliani and is the idea from genshin impact where you create the greater strength and endurance by thinking of your need and getting energy through the skin or swallowing, that means your surviving foul energy, cleansing yourself after the point. this is when you create with a fart and smelling yourself yet you can do what you want, this works as you think to absorb energy to the body and imagining the result. then created is the response that creates what you intend or think will happen. this energy is burned away by the solar energy or sun energy. then you are working with the sun energy, used to create what you think and feel will happen. this works by the feel and thinking about the idea you intend to transform into by the point.

  The overall effects of this is your ability temporarily increases by a +4 to ability rolls, you become faster by +10', you become slenderer by a +3 con, you have numbed pain and you laugh to yourself so you ignore pain as you become stronger or seem to have more endurance with a +5 Str. Basically, you become godlike, this is done all by the thinking to absorb energy into the body. What a foul transformation, indeed. However, if you don't cleanse yourself, you could feel weaker by the stat additions not being there after 1 hour of what I call the effect. This is the energy that does it, so you know that the creator is great indeed. Without god, we would only be a memory. This is a known effect, don't do it if you don't need meltdowns or too much sweating as thought is doing an effect.

  Clean transformation; this is where you think to absorb clean energy and any elemental energy, then you make the point you think about to create the effect by feel. You use the energy to create the point. This effect is temporary by the way and it feels better than foul transform. The creator or god with your intent will make you feel good and you will not be unlike a god or being as you get +50% HP. You will be immune to disease as you are aware of the point and whatever is necessary to know. This works best as you are careful of the idea you were to avoid.

  Scanning; On the topic of scanning and clearing... it just takes practice, visualization, and a whole lot of discernment.

  Because dark energy likes to get in the way of clear visualizing as well as clear energy work. You have to be aware of what is real and what's illusionary/fantasy. Real energy is felt. You see it and feel it. Illusions have no feelings to them, or are jumbled and nonsensical. Focus on what you'd like to scan, and visualize it in front of you, then focus on sensing whatever you'd like to sense. It takes practice to get it clear. Think to clear things, use a golden rainbow sword, or a golden rainbow tool. Use your intuition to feel out what's right when healing and clearing.

  The divine ability: The point and create of the purple power; This is from Lalate as example. The point you think and ask about by statement, this is the point that's done by the soul if intended. Many people do things without intention, so this where you create by feel and make with a concept, that means you describe or state and you make what you need by the point. This you express or calm down and do, so at least things are done by the spirit and soul. That allows manifest and things to work out by feel. If you think about the point, you create by the feel with idea. This is a known fact of life.

  Supreme healing technique; The rainbow bridge. Rainbow energy heals all things, and clears lower energy near instantly. By doing the following technique on all of your body, you will notice great mood improvements and gradual bodily healing.

  Rainbow bridge- State or imagine a rainbow pouring down from the sun, the clouds, or from whatever source you wish, pouring down over your crown, washing over your etheric body, healing and clearing all parts of it. Then the rainbow pours over your physical body... brain, senses, pouring through all of you, cleansing and purifying you. Once it goes through all of you and you feel satisfied with the shift in energy within you, it goes down into the earth, grounding and centering you in your power. If you have specific ailments, focus the rainbow energy on that ailment and visualize it clearing and healing. Anything can be healed. Enjoy what you do!

  The emerald fire is connected to the divine, and is profoundly healing. It can be used to heal broken hearts as well. Visualize the emerald fire engulfing whatever part of you you wish to heal. Some enjoy seeing my whole body engulfed in it.

  The Violet fire transforms energy into it's highest state and clears dense energy. It's connected to the creator or your god. Visualize same as the emerald fire. The violet fire can be used to clear ego, and beliefs.,

Chi warrior ability:

  Chi warrior; Chi warrior ability is fun and uses the spirit empowered by the soul as chi or life energy. So this you can know by the spirit and this then is where the soul allows you to realize as though insight if created. This is where you think and/or state the intent and you create, if you intend the creation to manifest. Since the spirit knows things by the creator or your God, then if that means the character can use any one of these that are based with a free action and charisma. The effect duration is used and allowed for, if you say focus upon something or some monster is set on fire or freeze the target until you don't want the effect outside of battle and there is 1d6+charisma mod in rounds for battle.

  This energy effect can be anything allowable by the GM. The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 4 actual abilities: Chi manipulation (cha), Illusion (Cha), Manifest (Cha) and Healing blow (Cha). They use charisma by the feel or with idea to create by a point. That is the core stat behind these abilities.

  Chi manipulation; Chi manipulation is the changing of the effect by use of the source. This is where you can manipulate any effect by realizing and commanding the source. Then thinking the effect is something else instead, that you get because of the source you imagine.

  Illusion; The illusion is what you think, if you feel it's there. Then, the 3rd eye can see through the illusion that is projected forth. It's treated as though real until disbelieved or a savings throw is made versus illusion. The effect of this is per each 2 focus ranks that is with 1d8+cha mod effect of damage or healing. Duration for non-instant effects is 1d6+cha mod rounds per melee or unlimited amount of time outside of battle.

  Manifest; The spirit is what makes the effect easier and that is any effect, that is done as what you want using the soul as a source. This counts as a +5 to your focus and concentration skill rank by what is done. The duration is 1d6+cha mod in melee and everlasting outside of battle until otherwise desired. This can even form objects out of thin air or space. This works by generating a 1d12+cha mod damage or healing per each 2 focus skill ranks for effects.

 Healing blow; See this is a shield to anybody or any effect you don't want. The healing blow is the effect of programming the blows energy not to effect you and by damaging the attacker you heal instead. This works by generating a 2d8+cha mod damage or healing per each 2 focus skill ranks for effects.

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Elemental warrior ability:

  Elemental warrior; Elemental warrior ability is what uses the energy of the body as bioenergy. This is where you think and/or state the intent and you create by focus with the body as energy that effects if the soul allows for it or no resistance roll is made. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM. The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. Each action uses Stamina if the Stamina gauge is used.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 2 actual abilities: Energy manifest (cha) and Weather magic (cha). They use charisma by the feel or with idea to create by a point. That is the core stat behind these abilities.

  Energy manifest; the point of energy manipulation is using the aura and as you swirl energy around the body, focus your mind on the thought you want to create. This is thinking to create a result with the energy from the air, that allows you to create what you intend as a result. This is heat energy that's used and once used, that replenishes itself by feel. The rate of replenished energy is a rolled 1d6 seconds. The effect result can be anything with or without gesture or speaking about the idea to create.

The effect itself is 2d6+charisma mod per each 2 ranks in the focus ranks. The duration per each non instant effect is 1d6 for melee in rounds and outside of battle is unlimited until not necessary or desired.

  Weather magic; (lvl 10) the weather is good to work with by feel. You can create any weather or weather effect by thinking about the weather that you intend and it manifests.

  Including striking a target with lightning. Otherwise making a tornado and controlling it with a 1d4, 1d8 or 1d20 and getting half or more as a die result. It does then what you intend..going through the targets.

  The effect attack damage is 3d10 per each 3 focus ranks. Duration in melee is 1d6+charisma mod in rounds and outside of battle is unlimited until undesirable.

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Chi master ability:

  Chi master; Chi master ability is what uses the energy of the body as chi or life energy. This is where you think and/or state the intent and you create by focus with the body as energy. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM. The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no diceno dice. This class has 4 actual abilities: Chi elemency (cha), Chi shield (Cha), Manifestation (Cha) and Transfiguration (Cha). They use charisma by the feel or with idea to create by a point. That is the core stat behind these abilities.

  Chi elemency; using your chis energy or life energy, you can focus into existence any element that exists. This is a 1d10+cha mod per each 2 focus skill ranks in effects for levels 1-10. This is a 2d10+cha mod per each 2 focus skill ranks in effects for levels 11-20. This is a 3d10+cha mod per each 2 focus skill ranks in effects for levels 21-30. This is a 4d10+cha mod per each 2 focus skill ranks in effects for levels 31+. Also the duration or how long it lasts depends on the effect you desire, so if you desired a fie effect, it lasts until the fire is put out or eats the material up. Its mainly duration that is 1d6+cha mod in rounds in melee and everlating outside of melee until desired otherwise.

  Chi shield; Your chi energy causes your aura to become a shield, that is absorbing the energy and reprogramming the attack and effect energy to not occur. This converts the damage amount into healing energy, so you should heal instantly the amount of damage done and then it's leaving you unharmed and unaffected.

  Manifestation; The manifest is life energy focused and that more easily creates what you intend by what you desire. You can create any effect using chi energy as a life force. This is a +5 to your focus and concentration skill. Duration of the effect is 1d6+cha mod in melee, out of combat is everlasting until otherwise needed. Say you wanted to instantly shift, it's more easily done than usual by the roll of a 1d20+focus or concentration skill rank with a 10 or above result, and you appear where you intend to appear to do what you need by feel. This can even make objects appear from thin air or space.

  Transfiguration; By the power of chi, your body changes into what you want your body to become until you don't want to be that shape. You don't have the ability of the person or thing.

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Specialist ability:

  Specialist; Specialist ability is what uses the energy of the body and the heat of the air as chi or life energy. This is where you think and/or state the intent and you create by focus with the body as energy. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM. The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. Each action uses MP if needed by the DM/GM.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 2 actual abilities: Advanced elementalism (cha) and Shatter (Cha). They use charisma by the feel or with idea to create by a point. That is the core stat behind these abilities.

  Advanced elementalism; the elements are easier to manifest. You can summon any element to do what you need, including poison or acid or healing. Think of the element to make, then state that you cast forth the element to manifest results.

  The amount of damage or effect is 2d10+charisma mod per each two skill ranks of focus or concentration. The duration of non instant results are 1d10+focus rank in melee for rounds. Outside of battle is unlimited until the caster doesn't desire it.

  Shatter; this is where you shatter something by directed energy that destroys the item or what you target at level 9 or below. This is including the spirit shatter at level 10 or the soul shatter at level 15 by feel. The effect is ensuing energy and creating instant death to the body or item. The focus skill roll will detail what effect you get, if above 10 results then you get success in your roll.

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Master Healer ability:

  Master Healer ability is what uses the energy of the body as your subconscious creates with care, the effect you need or want using the creator or your God as a source. This is where you think and/or state the intent and you create by focus with the deity or creator as energy. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for the results. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for success and again this is with a 15 or above for no dice..

  This class has 10 actual abilities: God will (cha), Phasing (Cha), Potion making (Cha), Elemental defense (Cha), Healing (Cha), Improved healing (Cha), Auratic healing (Cha), Shield effect (Cha), Faith healing (Cha) and Illness and poison resistance (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  God will; The will of the character is reflected through the creator or his God and creates whatever is needed at the time. This is a point done by idea, including making the attacker disappear, that is where you think the idea and the energy consciousness creates it using the creator as a source. Any healing or attacks done for levels 1-9 is 1d10+charisma mod per each 2 focus ranks. Any duration or how long things last, this is infinite until not desired out of combat and in melee or combat is a 1d6+focus ranks in rounds.
  Any healing or attacks done for levels 10-19 is 2d10+charisma mod per each 2 focus ranks.
  Any healing or attacks done for levels 20-29 is 3d10+charisma mod per each 2 focus ranks.
  Any healing or attacks done for levels 30+ is 4d10+charisma mod per each 2 focus ranks.

  Phasing; think to go somewhere and your subconscious makes it happen as your body seems to shift and disappear to reappear in the area you think you should be or its not done.

  Potion making; This ability you use to make the mixtures that include water mixed with herbs. These herbs are ones that heal or cause other effects, and this includes the right herbs.

  Elemental defense; the character can absorb energy and cast forth any elemental attack using it. It glows green in the aura and counts as a health shield forcefield that lasts lasts 30 seconds or 5 rounds. The effect is able to be used from the energy itself being formed into one or two elements, that goes to where you will it and has 1d10+charisma mod per each 2 focus ranks damage. Any duration effect such as someone catching on fire, where the extended fire damage is 2d6+focus rank rounds or outside of battle until the target is burned up.

  This leaves you with nothing left to work with as what's burned is destroyed and water can put it out. Water can create a drowning sensation or area energy blocking that's absorbed into the water, otherwise you can carry on the water particles in the air what energy is there such as programming that you think it does or illness energy. If illness energy is transferred by water particle waves, then you create diseases in the target that last until cured.

  Ice energy can freeze the foe for 2d6+focus rank in rounds during combat, or outside of combat is unlimited time until it thaws. Earth can smother or block something out, for the same amount of time that fire can burn. Air can carry or hold things for the same amount of time that fire burns. So in carrying or holding, this includes radiating diseased energy or focusing death and decay energy from the body that deadens or kills the foe. If you focus on the thought of all your death and decay energy gets projected from your cells, think and it gets projected from the body then you live longer and lack diseases that occur from pooled death energy.

  Healing; the character will heal by taking the wound energy into himself and repairing the body from it like he or she is with monstrous regeneration (2d10+focus skill rank) in hp recovered. Also they regenerate lost limbs and this is within 1d6 rounds in melee or instantly outside of melee using creator created compressed time. That means there is instant recovery outside of battle using a creator made subconscious time difference effect, so that is a mental time zone that's allot quicker than usual. Also, the character recovers from any disease or poison using this time zone.

  Improved healing; Heal after a sword or weapon plunge using water particles, otherwise its word of mouth or poem directing the energy of the weapon. Then you heal using water particles directed by the energy consciousness. This heals 1/3 your hp during the round or fully your hp outside of combat.

  Auratic healing; the character will create by aura presence 1/2 the hp back per round or Instant recovery of full hp by being nearby and thinking of healing outside of combat. Also, the aura will cause instant recovery from poison and diseases.

  Shield effect; the character is shielded by feel, any damage is absorbed as energy that is used for effects you think the shield to do. This includes focusing energy to cause damage or healing, that is with 1d10+focus ranks in percent that's done, thought or making some effect that you think about is the idea of this done by feel. As it is done, it's buffing up your hp to 100% if not there already.

  Faith healing; with the power of the creator or some God, you restore anyone you focus on including yourself and think to heal perfectly as though nothing was wrong with them. This effect is instant and all hp is recovered. All diseases and illnesses are healed up.

  Illness and poison resistance; the character gets resistance to poison and disease. Roll a 4 or less on a 1d10 to check if you got damage.

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Occultist ability:

  Occultist ability is what uses the energy of the body and the creator as your subconscious creates with idea, the effect you need or want using the creator or your God as a guide. This is where you think and/or state the intent and you create by focus with the deity or creator as energy. So the occultist will do what they want with their ability, the ability of manifest. This means they create with magic, and work their magick on request or necessity. They have 5 abilities. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Magic points (MP). The focused and concentrated effect is possible. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for the results with no=dice. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for success and again this is with a 15 or above for no dice..

  Again, this class has 5 actual abilities: Spirit manifest (cha), Element fundalism (Cha), Chaos (Cha), Future effectives (Cha) and P-shifts (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Spirit manifest; This ability causes you to eat or drink something and things happen that you want. That you need is there as you think about the idea to manifest. Its funny as you suddenly feel the urge to drink water. And my thoughts program the particles..then it uses your body to make a manifest.

  As you take in the food or drink particles my body creates it by the aura energy. One thing it loves is the energy of items. You don't even have to consume it. Be wary about that though.. don't get too many things. Like your near objects.. the objects hold molecular energy.. By being near them.. and thinking about the effect you need your spirit reaches out and uses them as an energy source.

  The idea you had in mind, like creating non tiredness, is there within the body. Suddenly your not tired. So for example wearing a necklace and it has the effect we want. Ah the spirit codes it using our thoughts. All we have to do is need the result. Think it happens and need it and your spirit causes it to occur.

  This ability will create anything by feel, including the elements. The idea is self-created idea that you feel is necessary. This is created into existance here as you think it exists. Think and you know what to do. This is a point you think about as a concept is created by the power of the spirit.

  The DnD results using this ability, is per each 3 levels round down. That is with 1d10+focus or concentration ranks in amount. Each amount is in % health. So an amount for a level 31 character with 18 concentration ranks is 10d10+18. That means there is 118% damage healed or dealt. Otherwise its effect lasts 1d6 in melee or battle and until you decide to cancel it out outside of battle.

  Element fundalism; Thinking with this ability, the elements are a based upon imagination energy, that create the effect of focused desire formed from the elemental plane of energy. If you focus water energy you focus a low level of fire energy that puts out fire in high intensity. This is the effect of void. Voiding out energy of heat or fire particles, you create a nothingness in its space where there is no fire to be seen as it's been drawn by void or nothingness into space.

  Otherwise use water from a faucet to put fire out. Space has very little fire from the plasma streaming from the sun as a solar wind. This is a point in space that we do things as a concept so think and you know the idea behind this point of showing what is possible. So as particles of fire is atomic energy, this goes without saying. This ability of manifestation produces a strong elemental effect.

  The effect in DnD for this with dice is per each 2 levels round down, where there is 1d12+focus ranks in % effect that effects the target. The duration or how long it lasts, is 1d6 rounds in battle or until you decide it to not exist outside of battle. This ability is interesting as there is a counter to elements at 1/2 the damage. If the target makes a resistance roll, then you can make the damage 1/2 of its %. Say you had a level 30 character, with 17 focus ranks. Then the damage dealt is 15d12+17 or maximum of 197%.

  Chaos; There is chaos. Its a focused energy force that breaks apart things and causes decay. I played with it before. the chaos energy is a pure manifestation of void and fire. there are two types of chaos energy: void and fire and the second is psionics blue energy from chakras. chaos is the energy of disharmony.

  You have the ability to kill anyone remotely thanks to chaos magick. Well except for presidents because they are strong egregores. But its possible, however its dangerous. heck even one person could be tiring. See for some reason its easier to kill 1000 than it is for one person. Chaos magick is weird. STL always said, if you can move on grain of sand. You can kill millions, both require the same energy.

  The effect in DnD is every round in battle or every minute outside of battle, there's 2d10+focus or concentration rank in damage. So say you had a level 30 character with 20 focus ranks, once cast forth on a target there is a 40% damage max dealt to the target each round or minute.. This lasts until you decide to not use this ability.

  Future effectives; The future can affect the past. If you think of a very bad person approaching an accident. But if he intends to be good, he will not make an accident if he is sure that he will be good in the future. Good things he will do in the future change the past. Like you already did. Sometimes energy is not enough. So it doesn't work and negative desires are self-destructive so you could find yourself not doing good. You could say you set up an event and change the outcome of a battle, or you make what you need by the effect of future effectiveness. The imagination is what rules this ability.

  P-shifts; Physical shifts of the body into another formation are more interesting. If you can do them.. You have to feel emotional and will the spirit to shift yourself. If the need isn't there you won't shift. Think of the form to shift into and then will the spirit to change you. You have what you need to do it by the soul making it exist there. Your body has a spirit.. it can make impossible results. All you need to do is will that spirit being to make the result. You will yourself into creating the result. But you are not your spirit.. the spirit resides within your body.

  It serves the soul. It senses your need and reacts to it by creating what you desire. Its more accurate to say we are our soul. The soul serves as a point of knowledge. This takes several tries and happens when something "changes" in you. So sudden is this change, that you feel your senses change and you find you can do magic no matter your weight. However, the more you p-shift, the more hungrier or thirstier you will feel. The body uses the energy of the sustenance to create in itself some change that is there when you think to notice. Hold off and you won't want to eat, redirect the need like use substitution of a lesser food or drink to keep off the weight.

  What you can do with the point this ability, that is shapeshift your body to become what you intend to appear like. On a point of focus or concentration check, the success brings ability to change your form and you are what shape you want to become. On a failed result, you get no change of the body. On success, what stats that you have are added to by a +4 strength, +5 intelligence, +3 charisma, and a +4 constitution. This change is temporary, as it lasts 1d6+focus rank amount of rounds in battle or melee until you don't desire it. Otherwise it lasts until you don't desire it outside of battle. This all happens with a 1d20+focus ranks and getting a 10 or above. If you use a no-dice system, then its 15 or above as a total for the change to occur.

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Templar ability:

  Templar ability is what uses the energy of the body to summon the voidal energy and your subconscious creates with care, the effect you need or want is created using the creator or your God. This is where you think and/or state the intent and you create by focus with the deity or creator as energy. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 6 actual abilities: Nothingness (cha), LOA change (Cha), Writing magic (Cha), Time ability (Cha), Self-creation (Cha) and Dark focus (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Nothingness; How about this with an idea for an ability, stating out loud, "I can create with nothingness." and if you focus on nothing and state out loud what you intend as an idea. This generates a result out of nothingness. Nothingness contains unlimited mana energy. This is where you think, I will create a breeze, then state the affirmation word "breeze" as you look at nothing for a slight breeze in the area.

  Now realize that everything that comes from the void the character can think it to the void. This is including disease and wounding, goes back to the void that makes it disappear from here. So if you summoned an object from void, it could disappear back to the void of life. So if you thought and needed something, then you ask the void energy to create it. Since that is a point you have, you could think it didn't happen to exist and sending the existing thing's energy to the void could make it not exist.

  The effect in DND terms for this is per each time to use this, it's as though 1d10+charisma mod with each 3 focus ranks (rounded down) for effects. That include the elements such as fire, water, earth or air energy or healing. Its like watching a concert, it exists yet doesn't after the fact of it not being needed. The effect is this, you can summon a thought that turns into an object from the void of nothingness. Then you summoned an object.

  If you instead summoned a fire energy to cause healing, then its not causing damage its making the body heal quickly and to a certain point. If you summoned the fire energy to create harm, then it causes the fire or heat in the air to make damage. Its an idea that exists by the consciousness of energy. This energy does what you intend by it receivving the thought you need and it does a manifestation of effect..duration is how long you need the fire energy to do the idea you had.

  In DnD terms it's 1d6 rounds in battle, and outside of battle it's unlimited until you dismiss the summoning and this causes it not to exist. You you make an instant effect of thinking the wound was the energy and make it by gates of singularities to be sucked back into the void per the amount you rolled or decided with no-dice systems per minute outside of melee or battle. As it does this thing, you heal the wound and restore good health to the body.

  This at 20 ranks in focusing and 7 charisma mod means 6d10+7 in amount, that has a max of 67% health restored each round in battle or minute outside of battle. The effect is focused into existence by the power of the creator. In the effect, you have to think and state the desire as a need to create the result as stated by the DM/GM. If you don't, then how do you know it worked? I think it's interesting if it does, and interesting if you get some other result.

  LOA change; One way you could use the LOA in trying to attract people is also by having someone who you already know go through a slight change and some mental growth which will produce the exact same result. LOA isn't just about manifestation for something to happen, but also for something to change and become what you wanted to happen, but in a different way and perspective. What you focus upon that comes is changed, thinking of what it is to become by what you want by feel with this ability. This is possible to change a form or attribute of the target you thought to bring to the area, on a successful focus or concentration check with 10 or above results or 15 total with no-dice.

  Writing magic; Writing what you think or need or as you describe the idea by writing or statement otherwise thinking to write it like a story, that makes it by the subconscious creating what you describe. This self-creates the point you make by feel or idea you observe. The writing effect in DnD terms will work by rolling a 1d20+focus or concentration ranks with a 10 or above and otherwise with a no-dice determination it's a 15 or above result for success.

  Time ability; The character will be able to manipulate time and events by imagining or stating the idea they want and if the energy of the element is summoned by this its through gating. The means create the effect and the idea is the point you speak. This comes into existence as a point of activity. The activity allows you to get things by feel. You can get things done very easily. However, with the time ability, the character gains 1d6 actions per round. They literally speed up and get things done quicker. This means they use the 1d6 for rounds of time speed up. That means you get multiple actions per round and rounds of it.

  A DnD result by this effect is a focus or concentration check and 10 or above results to cause fighters to demise as though not existing and things are better after. Otherwise the result is per each 2 focus or concentration ranks round down. The effect is 1d10+charisma mod for the amount. Each amount is used as percent for healing or damage. So a 15 skill rank in concentration, a 5 charisma mod and the intent spoken of "I will create a water effect to heal using the time ability." Creates a 7d10+5 amount in percent. That amount is what summoned water if successful will heal your character by feel.

  Self-creation; The character that rolls a focus skill check with 10 or above as a result or has 15 total is the result with no-dice, and that character focuses can create using the energy of the area, that is directed by will and the subconscious creates what you want by feel. This is concentrated energy, so think and you know what to do. The thing this energy does is start the change, that is from imagining what happens within to create without problems. Self-creative thinking can produce the result or effect, that the building or area energy creates by being nearby. Since this is more focused energy, the result is produced by using your focus skill.

  The DnD result is creating anything in the area by the power of the area. This means in math terms, that for levels 1-9 you per each 2 levels, round down, is 1d10+focus ranks of the character for the elements or energy to create as an instant result. A thought of this idea can create the result. It's self-creative from the consciousness of the building or area making the result. What this means, if the area consciousness is awakened, it can create for you what you focus on to create. The result is a total that creates if elemental and healing is intended, with a level 15 character and 15 focus skill ranks, 7d10+15 in amount. This amount has 85% health restored.

  That means at levels 10-19 you per each 2 levels, round down, is 2d10+focus ranks of the character for the elements or energy to create as an instant result.
  That means at levels 20-29 you per each 2 levels, round down, is 3d10+focus ranks of the character for the elements or energy to create as an instant result.
  That means at levels 30+ you per each 2 levels, round down, is 4d10+focus ranks of the character for the elements or energy to create as an instant result.

  The duration or how long it lasts, is what you intend it to last, this means outside of melee or battle its as long as the area lasts and per 1d6 rounds in battle. So say you cast a earth effect, from the earth energy forms the result you intended. And, it lasts a rolled 5 rounds. Say this effect was to create an object, thinking and stating, "the self-creation I intend is to use earth energy to make appear a few hundred gold coins wherever I find them." This creates with an unlimited amount of time, the gold coins that appear from focused earth energy with a successful focus check and since it's outside of battle it's where the gold coins are there indefinitely..unless you are in battle, then it is there for 5 rounds of 6 seconds or 30 seconds.

  Dark focus; This uses the void and the focusing of energy by feel, that allows you to create what you need as though a want was created. This combines the weapon focus and nothingness technique, thinking to make the improved weapon focus idea as this. The idea is where you create by drawing forth a gate and making energy come to here, where you are then focusing it along the edge of the weapon. Then by thinking, you create the atomic edge that is diamond hard and can cut through anything. This gives you an ability to slice through anything by the power of the void, you can even slice a limb off or two. Also with effects, you can use the weapon by holding it as though a wave comes from it with a swing or shot and upon hitting the target you create what result you desired. This is giving you +10 to the effect and totals, that's with rolls of the weapon and effects you do by feel or idea you notice by idea you do. Think and you know what to do with this.

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Solamnic knight ability:

  Solamnic knight ability is what uses the energy of the body to summon the god they serve and your subconscious creates with care by directing their god, the effect you need or want is created using the creator or your God. This is where you think and/or state the intent and you create by focus with the deity or creator as energy surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: Traveling (cha), Solamnic manifest (Cha), Water absorption (Cha), Energy absorption (Cha), Instances (Cha), Force bubbles (cha) God weapons (cha) and Holy being (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Traveling; The area you think to be in is the point your spirit shifts you to be in instantaneously.

  Solamnic manifest; The ability of a solamnic knight is yours, this is where you can create by feel with your god what you have to create and then make with the idea that is possible by feel. Their ability is done to manifest the idea by what you think coming to fruition or being made by their god. This is intention that the god does as though you, whatever your intent that is a point and the soul creates it with energy from their god as the ability of the body and spiritual magic thereof. That makes the point by the spirit guided with the soul directing their body into doing the right things, this means your area energy is used into creating influenced magic and manifesting using the universes energy by what you want with a prayer spell. You can create anything if you think to make with their god, and this guides the spirit and uses your soul energy into having you realize what was done by the insight.

  This means in math terms, that for levels 1-9 you per each 2 levels, round down, is 1d10+focus ranks of the character for the elements or energy to create as an instant result.
  That means at levels 10-19 you per each 2 levels, round down, is 2d10+focus ranks of the character for the elements or energy to create as an instant result.
  That means at levels 20-29 you per each 2 levels, round down, is 3d10+focus ranks of the character for the elements or energy to create as an instant result.
  That means at levels 30+ you per each 2 levels, round down, is 4d10+focus ranks of the character for the elements or energy to create as an instant result.

  Water absorption; The water in the body as well as the water in the area can be absorbed as health %. Add on focus 2d10+focus ranks in health. If absorbing from the target body it's potential water particles, after your done the target will collapse.

  Energy absorption; The food energy your able to absorb as it's flavored energy that's intense. The food will become flavorless and you will have recovered 3d10+constitution mod in amount of mp and health percent at will.

  Instances; Through the power of prayer you get instances. The instance you do things, is the moment that can last forever. You see the instance is an action and this action is a moment that can in idea last forever. The instance ends when you think its ended by other instances or idea you do. Otherwise the moment ends itself by stopping.

  Force bubbles; This is where you focus your thought energy and extend out the aura by 1d10 feet to create a bubble of focused force. This means you extended your aura energy and create additional damages or effects. Add 2d10+focus ranks to the total of damages and healing. Add 1d6 rounds to the effect you cast forth in battle. This effects those that get in your force bubble. Those caught in the force bubble are stunned for 1d6 rounds, that's until you decide to cancel the force bubble out by will.

  God weapons; This is where energy crafts itself as a weapon with prayer. As if directed by god, you can use it anyway you like. The God weapon is created by the deity and you find it in your hand or nearby as a point to use. The area energy and your god energy makes the weapon effect and it does 3d12+focus ranks in magic damage. This effect dispells itself as its not thought about, needed to dissipate or not needed at the moment and it is easily dismissed.

  Holy being; This is your god that reforms your body as though it turns into an godlike being and you don't need food or drink. All you need is the energy from your god. You are never hurt unless it's magically induced damage and always keep full health percent as your god restores your hp % instantly except for magic damage, that you heal yourself by prayer spell and restore yourself to full health %. You can turn yourself unsolid or solid at will. If unsolid, all your gear turns unsolid as well. You are unable to be hit by any weapon. Upon turning solid, you can be hit by magic and all your gear returns to solid state as well. At anytime, your god allows you to shapeshift at will into any other form. This is a worthy idea by observation to have in life, if the DM/GM allows for it.

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Solamnic artist ability:

  Solamnic artist ability is what uses the energy of the body to summon the with the soul through a gate what your subconscious creates. This is where you think and/or state the intent and you create by focus with the soul as energy surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 9 actual abilities: Third eye manifest (cha), Solamnic manifestation (Cha), Energy weapons (Cha), Moment in time (Cha), Radiance bubbles (Cha), Third eye blast (cha), Unlimited recharge (cha), Recovery (cha) and Energy being (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Third eye manifest; The power of the third eye is used by focusing on what you intend it to do. You can shift by will through this means to where you need to be teleporting. No time is used in getting there.

  Solamnic manifestation; The ability of a solamnic artist is yours by feel, this is where you can create by feel with what you have and make with the idea that is possible. Their ability is done to manifest the idea by what you think. This is intention, your intent that is a point and the soul creates with the ability of the body. That makes the point by the spirit guided with the soul directing, this means your area energy is influenced into manifesting using the universes energy. You can create anything if you think to make with the soul and this guides the spirit into having you realize what was done by the insight.

  Energy weapons; This is where energy crafts itself as a weapon when you imagine it in your hand or being nearby and acting as though you use it, see it with your third eye and use it as you wish and you can use it anyway you like. The energy weapon is created by the soul and you find it in your hand or nearby as a point to use. The god weapon is similar to this effect, except the energy weapon can create itself from heat of the area and looks like a firey weapon or other element such as an ice bladed weapon where it does 2d12+focus ranks in magic damage. This effect dispells itself as its not thought about, needed to dissipate or not needed at the moment and it is easily dismissed.

  Moment in time; This is the moment you think of something, then it manifests at the time you think it should happen to occur. This is a delayed reaction that can delay at will the manifest, if necessary.

  Radiance bubbles; This is where you focus your thought energy and extend out the aura by 1d10 feet. That is with added radiation in the area to create a bubble of focused force. This means you extended your aura energy and create additional damages or effects. Add 2d10+focus ranks to the total of damages and healing. Add 1d6 rounds to the effect you cast forth in battle. This effects those that get in your radiance bubble. They can be stunned for 1d6 rounds, until you cancel out the radiance bubbles by will.

  Third eye blast; This is where you shoot forth a blast of energy from your third eye. It disintegrates the target into dust, if you get the effect. There is a saving throw versus death, if made you instead get a 2d8+charisma mod amount per each 2 focus skill ranks rounded down. This means you can get with a 13 focus ranks and 5 charisma mod, 12d8+5 damage effect of energy or max of 101% health damage.

  Unlimited recharge; the recharege of energy and restoration of stamina is done using this technique. Make your STP 100 if lower than 100, this is done by willing energy comes into you that's cleansed of harmful effects thought up on sending. Also since the creator is unlimited, you absorb the creator's energy that he sends and cause yourself to become unlimited in energy and STP.

  Recovery; This spell effect is where you create perfect health, and all you did was allow your soul restore you by feel. Restore your health by making it 100%, or its fhp amount upon willingness of the GM/DM to allow this effect or at will.

  Energy being; this is the third eye that reforms your body as though it turns into an energy being and you don't need food or drink. All you need is the energy from the creator. You are never hurt unless it's magically induced damage and always keep full health percent as the creator restores your hp % instantly except for magic damage, that you heal yourself by healing spell and restore yourself to full health %. You can turn yourself unsolid or solid at will. If unsolid, all your gear turns unsolid as well. You are unable to be hit by any weapon. Upon turning solid, you can be hit by magic and all your gear returns to solid state as well. At anytime, you can shapeshift by feel. This is a worthy idea to have, if the DM/GM allows for it.

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Mechanic ability:

  Mechanic ability is what uses the energy of the body to create the with the pinneal gland and third eye through creating a gate. This is where you think and/or state the intent and you create by focus with the third eye as energy surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 6 actual abilities: Trigger (cha), Timing (Cha), Psyche moment (Cha), Animator (Cha), Dimensional time shift (Cha) and Mechanics (cha). They use charisma by the feel or thinking in a point with idea and thought is then used to create by something in the end. That is the core stat behind these abilities.

  Trigger; This is a using a switch that you can get and put in your inventory, that triggers the result you think it will trigger. This will trigger anything into manifesting itself. If its not allowed by the DM/GM, then nothing happens. The time it effects is up to you, yet it will deal 1d10+charisma mod per each 3 focus ranks, round down. So say the person had a 10 charisma mod and 20 focus ranks at level 24. They would have a 6d10+10 amount as 70 max possible for healing/damage. If the duration or amount of time it lasts is needed, then there is unlimited outside of battle and 1d6 rounds in melee/battle. Otherwise it lasts until you decide to end it..

  Timing; Timing is where they use a timer and count the moment that is in seconds as they create the moment they need to see in some instantaneous space. The moment the timer stops, they cease the moment in time and things revert back to normal. They can see anything that will occur before the moment actually happens. Basically, you will know what will occur with a point or thought you do make. You know when or where thinking will happen and things will occur by the psychic moment revealing it to you.

  Psyche moment; This is a moment you use your psyche or pinneal gland to create a result of what you want. This is where you create with elements and make a result by feel or idea. The result amount is for healing/damages. This is for levels 1-9, 1d10+charisma mod per each 2 focus ranks, round down. Say your character had a 7 charisma mod and 16 focus rank at level 16. Then your character could do 8d10+7 in amount of damages/healing. Otherwise a total max of 87. This is for levels 10-19, 2d10+charisma mod per each 2 focus ranks, round down. This is for levels 20-29, 3d10+charisma mod per each 2 focus ranks, round down. This is for levels 30+, 4d10+charisma mod per each 2 focus ranks, round down.

  Any duration or time of lasting is with a 1d10 rounds in battle/melee or unlimited outside of battle. Otherwise it ends the moment you decide to end it. However, one may note, you can also physically change your body by psyching your subconscious out with making it believe through affirmations what you want it to be like. This uses the moment to create the change and chance a moment of pain if you do. The moment ends when you think it does.

  Animator; This is where you think of the person and by thinking they are animated, which means living, they are animated and with full hp % by the creator or god making them seem alive. Even if actually dead or unconscious, they do what the creator or god thinks is best. This lasts until you or they decide to not live.

  Dimensional time shift; This is where they are able to imagine the spacetime and use their third eye to shift there by feel. When they shift back, they can come to any time they desire.

  Mechanics; This is where they are able to repair anything by the consciousness of energy making it work, except for broken weapons which need a forge. This hapens with an intuitive knowledge of the machine or idea that you or they want to know. If you can't repair it, then you find a replacement and work with point to buy it if necessary.

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Psi master ability:

  Psi master ability is what uses the energy of the body to create the effect with the pinneal gland and third eye through a point of creating with a gate. This is where you think and/or state the intent and you create by focus with the third eye as energy surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: Psi moment (cha), Psychic agreement and disagreement (Cha), Device use (Cha), Constructs (Cha), Psi blink (Cha), Scanning (Cha), Programming (Cha) and Psi mastery (cha). They use charisma by the feel or thinking in a point with idea and thought is then used to create by something in the end. That is the core stat behind these abilities.

  Psi moment; This is the moment that can make you think of the point, that is using psi energy in an idea you speak of by feel to create the idea with suggestion to the subconscious. This forms as a point of manifest and things work themselves out by what you do. This can even form elemental effects with 1d10+charisma mod per each 2 focus ranks as the amount. Each amount is where it's possible to heal or damage things or the target. Each effect can last up to 1d6 rounds in battle, and outside of battle its unlimited until not desired. You could cause psionic energy to create a point where the target no longer needs to fight or a peaceful feel, that soothes the mind as you get away.

  Psychic agreement and disagreement; Think on the idea to project to the person what you feel they would agree to as you talk to them for psychic agreement. Think to show them or project to them what you feel they would disagree with as you talk to them for psychic disagreement.

  Device use; This is where in idea you use things and you can use it to cause an effect, that's done by thinking to the device with what to create with its consciousness. This uses the device as a source of energy and in use you can create almost any effect. If you created an elemental effect using the batteries of the device as a source. Then you can make an effect of any element, that is with 1d10+charisma mod per each 3 focus ranks damage or healing. That could last up to 1d6 rounds in battle, and until the batteries died outside of battle or you decide to not do the effect.

  Constructs; The energy is shaped into a form like a sphere or psiball, this psiball acts like a servant to you. That's done by thinking about it and it does what you intend or think to do. The effect it does in amount is 1d10+charisma mod per each 2 focus ranks damage or healing. Duration is how long it lasts, and that is 1d6 rounds in batle or outside battle it's lasting forever until you dismiss it and it disappears as it dissolves. What it does if lasting is with a 1d6 rounds in battle or outside of battle it will cause lasting idea until you think it to end the idea. You can create 1d6 Psiballs per construct, know that each use an action to make a moment.

  Psi blink; This is the moment things blink and you are somewhere you thought to be. This uses the third eye pinneal gland to create the moment that you blink out of existence and then blink back in at another point.

  Scanning; This is a point your reading the energy consciousness and knowing what is there or done.

  Programming; This is where you think of the idea or construct and think you reprogram the energy or body DNA with a spoken idea or thought you think to it.

  Psi mastery; This is a point you create with the psionics at an induced focus, think to create with a point and easily you make with the subconscious mind using the soul as a power source and spirit as a guide. Except you can make all elemental effect damage and healing at 2d8 instead of what you normally would do.

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Holy ability:

  Holy ability is what uses the energy of the body to create the effect with the energy of the body and your God or deity. This is done through a point of creating with a gate or energy consciousness. This is where you think and/or state the intent and you create by focus with the third eye as energy surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: Alter focus (cha), Alter form (Cha), Praying (Cha), Light channeling (Cha), Soul creation (Cha), Gating (Cha), Chaos effect (Cha), and Implosion (cha). They use charisma by the feel or thinking in a point with idea and thought is then used to create by something in the end. That is the core stat behind these abilities.

  Alter focus; This is their focus ability that they alter their senses by focusing and they are able to manipulate reality as though they are extra ability able. The damage and healing amount is 1d10+charisma mod per each 3 focus ranks in amount, round down, when they are in the focused mode. Once they are done, as this mode of focusing lasts forever. They shift back to noral in perception. However, in this mode of focus they can see life signs, energy traces and the elements temelves that they can will into creating effects.

  So think to use this, as the alter focus includes Elemental focusing. This is where you focus your life energy and create with thinking what you want and intend by summoned Elemental energy through gating it there by use of the alter focus. Basically, if you have a source, that is something you think is a source, then you can cast forth an elemental effect using it as a source. Say you thought an object was a source of energy, think you tapped it to link it and focus upon the idea to create what result you want. This is what the alter focus allows. So you know, the ater focus is a heightened sense you think to use. This is a known effect of creativity.

  Alter form; The alterform is also part of the alter focus, where you can use your alter focus to change your shape at will. This alter shaping makes you sronger and you lose 5 lbs seemingly. So as long as you keep the alter shape, you can rest assured you can carry more, easily. Add +3 to your strength rolls and +3 strength.

  Praying; prayer serves them, what they want they get by feel. Sometimes what you pray for you do, so it's like focus upon a concept and wishing for things. What you prayed for is done in some manner of speaking by your Deity. Say the prayer as though to your God, creator or being to get a result. This praying can cure anything by feel and in anything for what is wrong is gone.

  This is where healing is done by feel, making the target regain 1/2 the full health that was there. Any effect is using 1 action. This action is a point done by praying with focus on your intentions. This is a point you know by observations and thought that its done. What you can also pray for is concept. Such as creating peace or some effect such as harm on the target. Harm effects by reducing 1/3 the targets health each time and can leave the target dazed for 1d6 rounds. Otherwise for damages, each prayer spell can drop 1/3 the targets health each time its used for damaging effects.

  Light channeling; This is where you focus on a target in the light of the moment and think of what you want to the light energy, then you speak your need that the light energy consciousness does and effects the target with by feel. The possible damage or healing that you can do is 1d10+charisma mod per each 3 focus ranks, round down. After level 10 the amount goes up to 1d12+charima mod per each 2 focus ranks, round down. The duration or how long it lasts is instant in battle, or outside of battle until you don't want the result and otherwise until the light isn't there.

  Ex: Focus your mind on the idea that you lose weight, then you speak that "I lose 42 lbs, no matter what" and the light energy is controlled by its consciousness to create that result and you lose some weight.

  Ex 2: Say you were Jane sall that is level 10 and has 14 focus ranks with 5 charisma mod. Thinking of forming a fireball in the air as you think it towards the light energy causes it to form after a bit of action, then the light conscious surges the fire energy into forming a compressed fireball that you think goes to the target. The fireball hits unerringly with 4d12+5 damage. That is 53% max in amount.

  Ex 3: Say Jane sall is now level 15 and wants to do an icey freeze damage on the target. She has 16 focus ranks and 6 charisma mod. She does it unerringly, then the light energy focus creates with its consciousness. That's intense cold damages of 8d12+6 in amount. This as a max is 102% damage in amount.

  Soul creation; you focus on your intentions, and upon a statement your soul creates it. This effects as a 1d12+charisma mod per each 2 focus ranks in amount round down. The duration or how long it lasts, is 1d6 rounds in melee or combat or unlimited outside battle. So if you had a level 10 character that wanted to make fire damage, that had 13 focus ranks and 6 charisma mod. Then if you think about it, you have a possible 6d12+6 amount and that is 78% total max fire damage. After level 10 your damage/healing causes 2d8+charisma mod per each 2 focus ranks in amount, round down.

  Say you were level 15 and had 17 focus ranks with 6 charisma mod. Then wanted to create water waves in the air mixed with bioelectricity, that causes the target some difficulty and pushes away the target. The gated in water element is then a water wave charged by your bioenergy focused into electricity form formed by the soul and focused at the target. This potential damage the water wave deals is 16d8+6 or 134% max in water and electrical damage done as it pushes the target further away from yourself.

  Gating; this is where you focus upon an area and think of a gate to form. This gate is programmed by the soul to go to where you intend to go or be. You can use the gate to show you what is there, think to do it by saying what you need it to do or close it by feel. If you intend to gate something or someone somewhere.

  See to create a gate, so you create with the soul by gate what you intend and have it shift the person or thing. So the gm/dm understands what you want, speak out loud or type what you intend, like "I gate to the area behind the door."

  Chaos effect; the holy can cause a chaos effect, this effect can create with chaos energy. The full effects of this are a 2d8+charisma mod per each two focus ranks in amount. Thinking to direct it is discord. So think to use this ability by feel. The duration or how lon it lasts, if there was a lasting moment is 1d10 rounds in melee or battle or unlimited till dead outside of battle. That's until you decide to end it.

  See by imagination and focusing the soul can directly cause it to create effects Iike instantly killing, breaking things and causing decay. However with focus, think as its instantly making decay, explosion and destruction or dissolvation of things. As you have it, you gain +4 in your rolls. Also add +3 to strength. There is a point you might work with..where you have to dispell the chaos. Think to have your soul dispell it and its gone.

  Implosion; this ability allows you to create with the void of space the imploding of the target. This means that you cast the effect by focus and needing the effect. This makes the energy and mass of the target sucked of its energy, that energy goes into the void and leaves the body a shell of itself. This makes after 1d6 seconds, through the void an implosion happen as the body explodes by feel. You see, it is an implosion yet it leaves damage to the area behind of 2d10+focus ranks. That can appear as black marks and smudges. So you can implode anything you think to target. Think and you know what to do.

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Mage knight ability:

  Mage knight ability is what uses the energy of the body to create the effect with the energy of the body and your 3rd eye. This is done through a point of creating with a gate or energy consciousness. This is where you think and/or state the intent and you create by focus with the energy consciousness making manifestation. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Magic points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 13 actual abilities: Instant travel (cha), Elemental focus (Cha), Mipha's Grace (Cha), Revali's Gale (Cha), Magnetic rebound (Cha), Remote bomb (Cha), Cryonis (Cha), Daruk's Protection (Cha), Urbosa's Fury (Cha), Energy weapons (Cha), Stasis (Cha) and Elemental control (cha). They use charisma by the feel or thinking in a point with idea and thought is then used to create by something in the end. That is the core stat behind these abilities.

  Instant travel; This is where you focus inwards, think of where you want to go and your spirit shifts you, as you intend to be somewhere and you were there in the blink of an eye. if in combat, you need to roll a focus check to shift somewhere. Outside of combat, you can shift as you want without a focus check.

  Elemental focus; If you hold your weapon and imagine the elemental color flare, as you strike that energy you gate in will emulate in some manner the element that is used, then you create with the elemental energy running down the weapon as you strike with normal weapon and elemental damage. Otherwise you can target air and create an effect with the weapon strike on air itself. The colors are light blue for chaos or the element of breaking things down or disruptin the energy of the target and leaving them dazed for 1d6 rounds..

  Red for fire and setting things aflame. Blue for water and causing soaking or rusting. Brown for earth and smothering things or choking the target into death. Bone white is for death energy and spirit that decays on touch and by feel. White for air and causing a floating platform or force wall that you make by slashing. Black for void, dark or evil that you can use to absorb the life force from the target with by feel. The void, dark or evil can suck the living energy from the target as you think it does, and adding a touch of fire makes the target explode.

  Green blue for life, light or good that can restore life or create viruses in effect, that effects the target and the virus can do what you intend. Otherwise, it can be used to create a living wall that does what you want made by slashing or firing the weapon. Each rusted sword or weapon can have reduced damages of -6 penalty. The Guns and projectile cannons can create with the energy given to the weapon and it imparts itself to the shot as it goes out. Hitting with the gun or projectile cannon is making damage, this is with the projectile damage and elemental damage combined.

  At level 10, what you can do is cast forth elemental effects from the hand as you gate the energy to effect what you want, and cause effects like pure elemental damage or healing. Think and feel the elemental energy go down the arm to the hand and note that you can't be effected from it as you focus the energy to beam forth or go forth from the hand to effect a result. Also possible is thinking to create an elemental of the elements you think to use. Think to desummon the elemental after the need for it is over as though you think the time is done for the elementals. They imagine them harmlessly dissipate into air or they are voided into the void of space.

  This is where the conscious energy forms a being that is shaped like you want and it goes forth to do as you direct. Each round or minute of its formation is requiring a concentration check. A failed concentration check means the elemental is dissipated harmlessly. You can create 1d6 elementals to do your bidding as you focus the effect into existence. Anymore and you lose your focus and the elemental dissipates into nothingness.

  The effect amount is how much damage or healing you want it to do. This is 1d10+charisma mod per each 3 focus ranks, round down, as an amount. The duration is how long the effect will last, if you intend it to last. This amount of time is 1d6 rounds in battle and unlimited until you decide to end it outside if battle. Each amount of damage or healing is in % and that means you have a % of health and damages you deal per effect. Focusing the effect per more actions used will cause greater effect. So think to use this carefully, as you may need to kill the target quickly.

  If you know you don't, then you can take your time. The elemental damage at level 10 is 1d10+charisma mod per each 2 focus ranks, round down. So this means if you had a character that's level 15, has 6 charisma mod and 15 focus ranks wanting to deal water damage. You would deal 7d10+6 in amount or total max is 76% water damage. If you deal 80% damage to something it falls apart or breaks easily.

  Mipha's Grace; Revives you with full health and adds 2xconstitution mod extra health to yourself. Requires one day to reuse. Its upgraded form that you get at level 10 requires 8 hours to reuse and you get 4xconstitution mod extra health.

  Revali's Gale; Creates an upward draft that can carry you into the sky. Requires 6 hours to reuse. Its upgraded form you get at level 10 and requires 2 hours to reuse. This ability works well with a wind glider, so if you think to get one as its available equipment then you can use this ability with the wind glider.

  Magnetic rebound; The magetic energy you think to create as you focus energy to create rebound from it, its with the idea that you can create the magnetic energy that you direct things with body energy. Or otherwise cause by thinking, your aura makes what you want to go from you or come to you by feel. This is a known effect.

  Remote bomb; Rocks and boulders blocking your path? You can detonate a Remote Bomb effect from a safe distance using a thought of what you want and a touch to a crystal as a trigger to cause the bomb effect..that blows up the target into little pieces. This can be used on loving or non living targets.

  Cryonis; You can use the Cryonis Rune that you make up by imagining the idea you want as you draw in the air a symbol to cause it. This symbol can be anything. That is used to freeze water into ice pillars that exists as water particles in the area-a surprisingly handy power. These columns of ice may be slippery, but you can use them as a platform for climbing or as a tool.

  Daruk's Protection; Creates a red crystal barrier around you when used, protecting you from all attacks and damage while up, as well as deflecting certain attacks back such as energy beams. Requires 8 hours to reuse. Daruk's protection lasts 1d6 rounds in melee or battle and until not desired outside of battle. Its upgraded form you get t level 10, it requires 6 hours to reuse. It's upgraded protection lasts 1d10 rounds in melee or battle and until not desired outside of battle.

  Urbosa's Fury; Forms a spherical field of light around you before lightning comes down and strikes everything in that radius. Dealing 1d12+charisma mod per each 3 focus ranks, round down, in damage amount. Requires 12 hours to reuse. Its upgraded form you get at level 10, that requires 4 hours to reuse.

  Energy weapons; These weapons are formed by imagining the weapon in hand, This is creativity as you imagine the effect and creating with its energy to make what you desire. The energy is what forms whatever element, that you want by feel. Of course you gate the energy in, think and it causes the elemental damage or effect like fire/cooling down things by feel. What you do with the element is upto you. The DM/GM has the final say as to whatever happens. The weapon can be anything that you want it to be. The amount it does is 1d12+charisma mod per each 2 focus ranks. The duration is how long it lasts, this is 1d6 rounds in melee or battle and unlimited outside of battle. Think to desummon the weapon after your done.

  Stasis; You can use the Stasis rune that you make up, that's done by thinking of what you want and tracing in the air the symbol to cause it. This can be any symbol you want. This is used to stop the flow of time for an item or target, which gives the item a chance to store up kinetic energy. Then, use a sword or other strong weapon to release the pent-up energy and send the object flying. You can even use Stasis to freeze obstacles and targets in place so you can sneak past!

  Elemental control; This is where you think and focus and create with control of the self, thinking to make what you think manifested into happening. What you think will occur, if you think it will. So this is a point done by feel. If you think its possile and think psitively, you will get positive and this is good for results. Think ngatively, then you will get bad results. You can get an additional +1d12+charisma mod in amount per every 3 levels that is healing or damage. Make duration or how long it lasts a 1d10 rounds in melee or battle, and unlimited outside of battle until you decide not.

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Illusionist ability:

  Illusionist ability is what uses the energy of the body to create the effect, that is directed by the third eye and that is focused with the thought said or expressed to the subconscious. This is done through a point of creating with a gate or energy consciousness. This is where you think and/or state the intent and you create by focus with the energy consciousness making manifestation. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Magic points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: Vision (cha), Illusionous effect (Cha), Poison mist (Cha), Elementalism effect (Cha), What ability (Cha), True sight (Cha), Spells (Cha), Faith effect (Cha). They use charisma by the feel or thinking in a point with idea and thought is then used to create by something in the end. That is the core stat behind these abilities.

  Vision; This is the point you see things that are guided by feel and thought. If you project this vision to others. A form of vision appears that you can imagine. It can be seen by anyone or anything, and you can make it last as long as you want. If not wanted or known about, it can fade away and reality takes over as a point of reflection occurs. You are sane from the vision, no matter the point you sense in life. The reaction to the vision is sometimes bad as it fades away. There is a 1d20+charisma mod check, where anything 10 or above is with no bad reaction and they trust you still. At level 10, the ability becomes group vision. Where you can use a group moment, thinking to make an enhanced shared vision that a whole group or area sees. Otherwise you can still use it as a single vision effect.

  Illusionous effect; Anything you can think of is done the body's bio energy and the subconscious mind, if believed by the person or creature will effect them. If you imagine the result, then it is done. State what you want them to believe. Then act a part as you think of things, that's meant to fool the senses. This can make them believe it. If disbelieved or the illusionist no longer needs the illusion, the effect fades away by feel. The damages done, if believed are 1d8+charisma mod per each 2 focus ranks in amount. Duration is until you decide its not needed. Each illusion can be guided, so think of the effect and the illusion can change to fit the moment. This could even make an illusion of a dragon that appears to effect your will.

  One such illusion for example is where you imagine the person they respect talking to them as you talk. This tricks their mind in hearing what they want to hear and they do things as they go along with you. Another illusion is where you create an illusion of ice encasing their body and they act as thought, they feel cold and freeze to death. These are examples of the idea you coul make in what you wanted to effect a target or targets by in feel or visual concept.

  This ability is limitless in what you intend them to experience. Yet if you make it too unbelievable, they can dispell the illusion and get no effect on themselves. So by belief, they could do what they want and that sometimes is acting as though what their mind sees is real even if its illusionous. However, sometimes illusion is hiding what is really there. So think about that as its apparent to what is really there, then you use illusion to make your way.

  Poison mist; A poison constellation illusion, it starts out as a cloud of purple mist and then a star constellation is formed star by star and linked by golden light in the middle of it. This chokes the person to death as it poisons them until disbelieved by savings throw or it finishes the target. Dealing 1d10+charisma mod per each 3 focus skill ranks in poison and choking damage per round, Each round the character must make a concentration check to keep it going. This effect can daze your target/s for 1d6 rounds in battle and outside of battle remains, until the caster decides to not want to do it or the target/s are dead.

  Elementalism effect; If you keep practicing illusion, you develope the actual ability to create results. This is gating from the aetherical plane of existence using the third eye. Thinking to use the energy from the Aetherical plane, or plane of all elements and energies, you can create anything that you intend to create. Like a peaceful feel effect from the energy itself. That makes them not want to fight. Otherwise, you could make a full body fire attack, that creates the point of 3rd degree fire burns and shock of the body. Any duration or amount time it lasts leaves them stunned 1d6 rounds or an unlimited amount of time outside of battle.

  This can be directed by the third eye, so think and you know what you may achieve. The full damage that is possible by this ability in use, for levels 1-10 a 1d10+charisma mod is per each 2 focus ranks. Otherwise if you have a level 20 character, that has a 16 focus rank and 5 charisma mod, means you can deal 8d10+5 or 85% damage. Any healing done by whatever energy you intend to use, heals 1/2 the health of the character.

  The point of damages/healing for levels 11-20 are 2d10+charisma mod per each 2 focus ranks in amount, round down.
  The point of damages/healing for levels 21-30 are 3d10+charisma mod per each 2 focus ranks in amount, round down.
  The point of damages/healing for levels 31+ are 4d10+charisma mod per each 2 focus ranks in amount, round down.

  What ability; So by channeling beings, your god or the creator, you know what is what by the creator telling you what is there or what you need to know. If any special things are to be known about an item or idea then you know it as well. Whatever the case, you know what to do. This is a less powerful version of True sight.

  True sight; This is the effect of using your third eye, that allows you to see what is there by the power of the creator using the "I" energy consciousness. This sees through illusion, no matter what and you know what is what.

  Spells; You gain the ability to cast spells. This can be from a scroll or remembered by feel, yet all you need to do is describe the effect and you cast a spell. The spell effect is 1d12+charisma mod per each 2 focus ranks. If there is a duration, or how long it lasts then it's of 1d6 rounds in battle or melee or unlimited time outside of battle. This ability includes power words, that act like spells and create effects that you intend.

  Faith effect; This is where you use your faith in the creator or your god and cast a spell ur spell prayer, thinking to create what you need by believing it to occur, until proven otherwise by statements or thinking. Your god creates the effect, if no god then the creator makes the effect. The effect could be anything, like making your body have a temporary amount of additional health. You get +2 to all core stats. Anything to do with stats and health is temporary after this, as it only lasts until you think it doesn't. There is a limit of +2 extra stat points and that is temporary. That lasts until you think of other things to create.

  If you have faith in yourself, then you can have faith in the effect occurring. The power of the creator is used to make the effect. The amount of damage done is 2d10+charisma mod per each 2 focus ranks. So if you have a level 12 character, that has 10 focus ranks and 6 charisma mod. Then, your character does 10d10+6 or 106% in total amount of damage. You can also do a Heal effect, where the effect of a spell prayer is done by this and the character's health is restored by all their health. Otherwise you could give yourself extra health of 106% max added and that is also temporary. Each effect with duration or how long it lasts, lasts until you decide it should end outside of battle or 1d6 rounds in battle/melee.

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Focuser ability:

  Focuser ability is what uses the energy of the body to summon with the inner demon your results and your subconscious creates with it by care. This is done by directing their soul to direct the demon. The effect you need or want is created using the creator or your God as a source. This is where you think and/or state the intent and you create by focus with the soul as energy that makes surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Mana points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: Focus magic (cha), Dust of peaceful rest (Cha), Magic food or drink (Cha), Ice magic (Cha), Remote listening (Cha), Creature summoning (Cha), Genetics (cha) and Thought magic (cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Focus magic; The focus of the mind creates charm or curse results, so stating the result as an end result as you feel its necessary makes the manifest occur if its intended on a target. So upon focus you create the point of idea and that you feel should exist exists. However, if there is a counterwill, then you can expect no results. This can create any result that you can imagine, state or say just like a wish. It can even use a rite or ritual to make results, only as long as you focus the result to manifest and exist. This can generate from energy gated in as the elements, or whatever effect you want energy to create. Yep, you can use the power of attraction to draw anything with this.

  So for duration or how long things can last with a charm, roll a 1d6 for rounds in melee or battle. Outside of battle is unlimited until you decide when to quit. For effect amount, that means the amount of damages or healing done. This is 1d10+charisma mod per each 2 focus ranks for the amount round down. That means for a level 18 character with 6 charisma mod and 14 focus ranks, you have 7d10+6 or 76% damage or health restored. If you add in emotion to the effect, the effect is a curse and lasts forever until death or you decide the target is then no longer cursed.

  One such curse is feeling your emotion and stating your intent that you want the target to do. Where a curse is possibly where the target is always female, the energy consciousness transforms the target into female formation instantly with sensitive tits. Or, you intend the target to not ever fight and you easily win by the combat or spell being cast. This effect is endless and you can create or craft nearly anything by feel.

  Dust of peaceful rest; If you find a body and want to use dust to cancel out its ghostly influence. Then gather sawdust or cremated body dust and hold the bag of it thinking to repel the the ghost from the area that it influences. Then, sprinkle the dust on the body and bury it. This fixes the moment and creates peace where it was unrest. This is called into action by your energy charging the dust and the thought you wanted occurs by its sprinkle, this is the dust of peaceful rest done by feel in a game. This you gather and can use at will.

  Magic food or drink; You can force your body into creating the shape you desire by eating or drinking. This uses the reprogrammed energy of food or drink with the thought focused through the food and drink as you eat or drink it and the thought is what you get as a result. However, once the food and drink is processed in the body, it changes back. That's how you can tell when someone does this, they tend to either fluctuate in body shape or change back right in front of your eyes if you manage to catch it. Say you intended by thinking about becoming a slimmer shape, think your becoming slimmer as you eat a little bite of food and as you eat and think your body reshapes itself by feel. The end result is the shape you intended and thought to become. Then after some time, you are your old shape again. This is a polymorph self and other. Yet If you drink or eat something, then you get a +4 to your die roll.

  Ice magic; Write a note in your own language and place it in a disposable cup of water, then freeze it and you caused what you wrote that you didn't want to be frozen out of time, permanently not to exist. If you dispose of the ice in some manner and you can reuse the cup. This ability can make the target not exist at all as though it disappears..

  Remote listening; Think to hear what it is by feel, then you create a moment that you hear the idea or about things there. Then your spirit acts the eyes and ears of the soul and hears it for you. The spirit can be anywhere, as though it notices or watches the idea as it happens.

  Creature summoning; This ability can be used to summon any creature in the area, that serves your will and does what you want. You can summon 1d6 creatures at first. 1d10 creatures at level 10. 1d12 creatures at level 20. 2d10 creatures at level 30+. The creatures will leave the area uponst dismissal without harm to you. Each creature has 100% hp and 25 foot per second movement.

  Genetics: There are several things you can do with genetics.. These are what they are so far that you can do:
  genetic wake up; You can wake the genetic pattern up by thinking of the gene to wake up as you drink water. This is not intended in real life, yet is how it is done. This process can take at most a day and you develope the trait of the idea you intend..

  genetic correction; This is a water type body formation that you think of the genes correcting themselves, and as you drink water you get a purified body. If you don't intend this don't do it. If you do this, then your body is pure so you become ageless.

  fire genetic correction; Think of heat energy that enters the body and creates what changes you desire, such as cleansing the genetic patterns and correcting problems by feel.

  earth genetic correction; Think of earth energy coming into the body to block out the problem genes. This reverts you to normal.

  air genetic correction; Think of air entering and changing the genetic pattern to create what results you state or desire. The air particles are conscious so its the energy of air that does your request.

  void genetic pattern change; This corrects the genes as they exist as traits and uses void energy to change the body as the void, through its energy sucks the genes essence that block what you want. Effectively turning off the genes that are bad. You unlock elemental ability and potential by feel. This adds +2d10 damage or healing in amount to your elemental damages or healing done.

  Thought magic; This is a more powerful version of the focus magic. This is where you think of what you want, focus the thought and create with the result manifesting by feel or observed idea. Counterwills play a huge role in this, where other things are thought and funny things occur instead. Then there is the combined effect of 2 or more people, where you think of the point and someone else thinks of a point and by focus you create a combined effect. That needs a focus point though, so focus your thoughts on an idea you speak about. You then create with a major focus of many people, or just two people at its minimum. This is why it's more powerful and can generate unlimited amounts of money.

  Think to use this ability to create with duration or how long it lasts, as 1d10 rounds in melee or battle and unlimited until otherwise needed outside of battle. The point of damages/healing for levels 1-10 are 1d12+charisma mod per each 2 focus ranks in amount, round down. This is a point you think of use to create with idea. Because it means for a level 15 character with 13 focus ranks and 5 charisma mod, that you have 7d12+5 in amount or max amount done is 89% damage dealt or healed.

  The point of damages/healing for levels 11-20 are 2d12+charisma mod per each 2 focus ranks in amount, round down.
  The point of damages/healing for levels 21-30 are 3d12+charisma mod per each 2 focus ranks in amount, round down.
  The point of damages/healing for levels 31+ are 4d12+charisma mod per each 2 focus ranks in amount, round down.

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Hunter ability:

  Hunter ability is what uses the energy of the body to summon with the soul as direction your results and your subconscious creates with it unusually by care. This is done by directing their soul to direct the creator. The effect you need or want is created using the source of energy or your God as a source. This is where you think and/or state the intent and you create by focus with the source as energy that makes surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 6 actual abilities: Elemental creation (cha), Staking (Cha), Immunities (Cha), Magick (Cha), Magick resistance (Cha) and Faith effects (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Elemental creation; This specialy is where you focus the elements drawn from gating with the elemental plane of aether, thinking to do things, you focus the idea of what you want and gesture or state what you want. Then you create upon a target or a surface your desired creation. This is the effect of healing or damages done by the elements themselves. The effect amount is 1d10+charisma mod per each 2 focus ranks and round down. The duration is how long things last, if there is duration like fire and that is 1d6 rounds in melee/battle or 1d10 minutes outside of battle.

  Staking; This is where you stake the living target, that's using iron energy shaped as a stake. This is instant killing of the target if you get the heart or critical hit. Otherwise it's 2d10 damage.

  Immunities; you gain instant immunity to all elements. You are no longer effected by the elements unless you cast the effect uponst yourself. You get +10 to elemental resistance rolls.

  Magick; You invoke by writing or saying statements with intent to create, as you mention it with intent to create the result then you manifest it. The magickal effect is 1d12+charisma mod per each 2 focus ranks round down, that is used in amount to create results. Otherwise, if there is a duration or longer than an instance for the effect, then in melee or battle its 1d6 rounds and outside of battle its unlimited until you decide to not need it.

  Magick resistance; You are no longer effected by magick unless you attempt or allow it uponst yourself. You get +10 to your magical resitance rolls.

  Faith effects; Your faith is your armor, they say. So by faith in yourself and possibly a god, you create using the soul what you want or intend. This intends that your soul is the thing that creates your desire using the creator or Ao as the source for its effects. Make results by focusing and stating your intentions with this ability. You can get 2d10+charisma mod per each 2 focus ranks, round down, that is used in amount of damages.

  Any healing is where you restore 1/2 the full health percent to the intended target, each time you attempt this feature. Any duration or how long it lasts, is 1d6 rounds in battle/melee and unlimited outside of battle or until you need no longer the effects. Also since you believe your faith protects you, add +5 to your AC, since the act of faith makes you harder to hit.

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Channeler ability:

  Channeler ability is what uses the energy of the body to summon with the creator your results and your subconscious creates with unusual care. This is done by directing with need to direct the creator. The effect you need or want is created using the source of energy or the creator as a source. This is where you think and/or state the intent and you create by focus with the source as energy that makes surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the idea that your GM allows it with Mana points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 12 actual abilities: Energy channeling (cha), Sun channeling (Cha), Moonwave channeling (Cha), Spirit channeling (Cha), Being channel (Cha), Electricity channel (Cha), Elemental channeling (Cha), Dream channel (Cha), Soul channeling (Cha), Death channeling (Cha), Voidal channeling (Cha) and Dimensional channeling (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Energy channeling; this is a point you think to believe. That you focus upon the energy of the area and think your need to it. The energy responds with a surge that eliminates ghosts and cause of idea you don't like. Think to channel the energy in a positive way, to get a good result. Each time you channel energy, you create your need that you think into energy form and existence by manifest if you intend to get a result.

  The damage and healing amount is 1d10+charisma mod per each 3 focus ranks round down. The duration is how long it lasts as 1d6 rounds in melee and unlimited outside battle or until not desired. This means for your level 10 character, with its 10 focus ranks and 5 charisma mod will get 3d10+5 or 35% in amount of damage or healing.

  Sun channelling; Think of the sun and its energy that radiates forth, thinking to create what you need as you think your need to the energy itself. The sun will shine forth and the energy creates your need. This is with 1d10+charisma mod per each 2 focus ranks as damage or healing possible. Again, the time it can last is 1d6 in melee or battle and unlimited time outside of battle. This means for your level 12 character with its 14 focus ranks and 5 charisma mod, its possible to get 7d10+5 or 75% attack or healing done.

  Moonwave channeling; This is creating with the moon energy, if any moon is there. This controls the mood and uses waves of influential energy that create by a surge wave of energy what you wish to create. The effect is area effects and this can do 1d10+charisma mod per each 2 focus ranks round down. How long it lasts and takes to cast is instant by a free action. This means for your level 15 character with its 15 focus ranks and 6 charisma mod, your total would be 7d10+6 or 76% in amount that is spread by waves of energy. Otherwise you could make the mood of the target to be lighthearted and not willing to attack.

  Spirit channeling; This is where you take a relaxing breath and use your 3rd eye to percieve the ghost. Then say what you want it to know or do. Then the soul allows you to know by insight what it says in return. You can learn things about what is what with the spirit telling you the idea. It can tell you this, because it can perceive the event as it occurs and 5 minutes before the idea is formed.

  Being channel; This is faith channeling in another name. Think of the being and this can include a god or the creator, then allow yourself to relax as you breath slowly in and out. Think your message to the being or imagine the scene of you talking to it, speak your message under the breath and you hear its responses by the soul picking up on the response and letting you know..The being can be a source of information that is rather surprising.

  You can also direct the being to attack a target or heal a target. This is 1d12+charisma mod, per each 2 focus ranks in amount, round down. It lasts for 1d6 rounds in battle and is unlimited outside of battle until you decide you don't need it to do that. Say your character has 14 focus ranks and 6 charisma mod, then rolls a 4 and instructs the being to attack a target. That means 7d12+6 damage for up to 4 actions. Otherwise, 90% damage dealt per action or round.

  Electricity channeling; This is where you focus the energy of electricity to create what you may, that makes itself into manifestation of your idea after it surges and creates what you want. This effect in amount is 1d12+charisma mod per each 2 focus ranks. Any duration is how long it can last and that is 1d10 rounds in melee/battle or unlimited outside of battle until not needed.

  Elemental channeling; Think to focus your mind and cause a gate to the aetherical plane of elements. Then the energy comes through at the right frequency. This energy is there in part in the area and in the air, that's in the form of the element particles or traces of heat. Otherwise the element is there in the area, like a fire or river. This can be used to form the elemental creation on a target or in a target at will.

  This means that earth, air, ice, water, fire and lava is possible to channel into somewhere that exists. Say you channeled water in from a river, made ice form from water channeled that surrounds the target, focused lava into existence to melt the item or made an airball from air that punches through things. The effect amount is then for damages or healing and that is 2d10+charisma mod per each 3 focus ranks. The duration, if any, will be 1d10 rounds in battle and unlimited outside of battle until you decide otherwise then it ends.

  When level 20 is reached, The damage goes up to 2d10+charisma mod per every 2 focus ranks, round down. Same duration as before. So if your level 20 character has 16 focus ranks and 6 charisma mod, makes 16d10+6 or 166% as your amount. Whereas your level 14 character with 14 focus ranks and 5 charisma mod will do 8d10+5. Otherwise 85% in amount. This means your damage and healing done doubles after level 20 and is not so bad lower than level 20. Not too bad, right?

  Dream channel; Think of this as a point you realize, you can channel dreams and create a dream into existence. This is the mind that you create it in and you can make any dream seem real. So by mention, you can create a dream or make their current dream change to something you want. This can make use of the 6th dimension, second layer. In order to do this though, you focus upon the idea of the target going to sleep and then you can create the ultimate dream state. Through dream you can go anywhere, if you channel yourself into a dream. This lasts until you decide not to have it or you allow them to wake up.

  Soul channeling; This is where you think of the soul and feel the response as you state what you want it to know. Then you channel the soul and after a few false starts, you get good results. The possibilities are endless, so you can instruct your own soul to do gated energy and cause damages or healing on the target. The results of damage or healing in amount is 2d10+charisma mod per each 2 focus ranks, round down. The time it can last is 1d10 rounds in battle and unlimited until otherwise needed outside of battle.

  Death channeling; This focuses the death and decay in the body to be sent to the target no matter the distance. This death energy makes the body of the target decay and collapse in death. That is done, unless the target is immune to death attacks. If they make their savings throw versus death, then its 2d12+charisma mod per each 3 focus ranks. The effects are instant.

  Voidal channeling; Think to channel the void by opening a gate into nothingness, this causes pure energy to rush forth and the soul directs it. As the pure energy causes the target of the energy to do what you want, think to create what you want it to do. Normally the void gate, if opened in the target will create the dehydrating effect. This is sucking of all life force from the body, that results in instant death and collapse of the body. Remember to close the gate as you are done with it. The energy sucked out of the target goes to you as extra mp.

  What it sucks out of the target, this is 2d12+charisma mod per each 2 focus ranks round down. It lasts per round until it kills the target or 1d10 rounds in battle and unlimited until otherwise desired outside of battle. That means your level 15 character with its 16 focus ranks and 5 charisma mod, the damage it will do is 16d12+5 or 197% in amount. Think of the possibility here..what could you do with this?

  Dimensional channeling; This is where you imagine the area or think of the dimension, and focus your mind on the thought to create as you need its energy to do the idea you intend it to do. This allows that the area will surge and the dimensional consciousness will create things in itself. What you want as a point in time is formed with then you blink and its there. That's where you intend it to form as it is possible. This proves it is alive, has a consciousness and will respond to your will. So think of the idea and you can create it in time.

  This includes changes in time or viewing some time in the area, that you realize by the spirit allowing you to know. If you imagine the area at that time, then the subconscious fills in the imaging to allow you to know what occurs. What you might do then, I think is due by purpose. What you purpose for the point, this s a concept known as it happens. So if you dimensionally channel things in time, you know what occurs by what is there. The energy consciousness allows you to realize what is possible, and things seem to work out in the end.

  The energy you send to the dimension, this will create what you need as you intend things to be created as though the thought in energy transcends you and you create by feel. Then things are created from the energy in the area. This includes things like a fireball that can burn a target alive or an air ball that punches through something. Whatever you intend is formed and your energy you think there directs the point that is done. Its purpose is then set to the point of what the soul deems necessary. This is a known effect.

  The damage dimensional energy will do is 1d20+charisma mod per each 3 focus ranks round down. Healing is full healing. The duration or how long it lasts is instantaneous. That means for a level 17 character with 17 focus ranks and 7 charisma mod, the amount of 5d20+7 or 107% damage to an intended target, max. Now after level 24 is reached, the damage goes up to 1d20+charisma mod per each 2 focus ranks. To cast it uses a free action and its instantaneous.

  That seems allot, doesn't it as if the level 24 character has 20 focus ranks and 7 charisma mod .. that's 10d20+7 or 207% max. What if you went up against a high health monster.. this evens out in the end. You don't even have to be near the target, all you need to do is imagine the area or the target taking blows. It's that simple. Also, the dimensional energy is really universal energy or the primal energy of the universe. So it isn't that much, so really..you can do this.

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Hacker ability:

  Hacker ability is what uses the energy of the body to summon with the subconscious your results. This is done by directing with need to direct the subconscious. The effect you need or want is created using the source of energy A.K.A Sunlight or the soul as a source. This is where you think and/or state the intent and you create by focus with the source as energy, that makes surges to make the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 10 actual abilities: Quick manifest (cha), Dimensional shift (Cha), Hacking (Cha), Life hacking (Cha), Making (Cha), Death focus (Cha), Life focus (Cha), Chaos hacking (Cha), Chaos curse (Cha) and Chaos blessing (Cha). They use charisma by the feel or in with idea and to create by a point in the end. That is the core stat behind these abilities.

  Quick manifest; the ability to make a manifest is rather fun. Think of what you want as you intend to create the result of your thoughts. Then your soul creates the idea by feel. In damages or healing, the amount is 1d10+charisma mod per every 3 focus ranks. Round down.

  Dimensional shift; This is a dimensional place and time you shift through by the subconscious, as you imagine a door or walk and that you think about the place and then if a door was imagined you mimick it opening to a place you want to be. Then your there by feel or idea observance. This happens to be useful as you can shift by the dimensional energy that is all around you. So you are there, in a safer place by feel and when its safe for you to be where you were, you can shift back.

  Hacking; this is where you create the need by use of a computer. You can expose security risks by easy manipulation with a computer.

  Life hacking; this is the point of creation with imagination or statement and intention to create it. This is a more powerful version of manifest. As it will work by the creator knowing and making what you need. For damages/healing amount, its 1d12+charisma mod per each 3 focus ranks in %. Round down.

  Making; the point you think is the point you make. This uses the elements that exist or are gated in and created by thinking the point you need it to do. You can even make a metavirus that creates by the energy what you want through programming it into action. This can effect through the aura influence or however you want. Just remember, whatever you create and is active is viral. For damages/healing in amount, this can be 1d10+charisma mod per each 2 focus ranks. Round down.

  Death focus; by focusing in death energy from your breaking down cells, you create a point of dysfunction in machines and break things very easily. Also you cause the target to not think, and you make them paused in activity. For damages this is attacking for 1d12+charisma mod per each 2 focus ranks, round down. Healing, you can break down the illness cells in the body by targeted death energy. Instantly fixing yourself.

  Life focus; you create with life energy and the source or creator for what you intend them to do. Basically, you direct the target with thoughts that their spirit does by feel. You can cause a target that you intend to make kill themselves to kill themselves easily or you could make the target not want to fight. This is all based on experience that you've gotten experienced. Because of this, you have a good attitude, no matter what. That means what you experience you can make the target experience. So think and you know what to do. The damages/healing amount is 1d12+charisma mod per 2 focus ranks, round down.

  Chaos hacking; Through chaos that you summon through a gate, you can cause distraction and creation of things that occur. You can cause up an ideal 1d6 things that seem to occur to the targets mind, all the while your making things that you think and focus into existence. This makes them dysfunctional and as they don't think to do things to you, for their distracted, then they have a 1d6 rounds of not doing anything. So in effect, they are confused and dazed.

  This ability makes chaos energy attack the target as well. So you get a large amount of damage done to their body quickly. However, if you get chaos energy directed to effect you, you are immune to the chaotic effect. One such effect you can create, is a random form change that distracts the mind as you think to create it. The effect of damages/healing by this ability is 2d10+charisma mod per each 2 focus ranks in amount. Round down.

  Chaos curse; This is making a perfect revenge, where you make the body seem to dry out or age quickly and die out as though it were a husk. Instantly through gated chaos. The resistance of this makes it do nothing.

  Chaos blessing; There really is no blessings to chaos. This is where you focus on the effect of breaking down the diseases and what causes you to age. If you were obese then you can think to use that obesity as energy, you are focusing chaos energy to cause breaking down of fat cells as you convert your obesity into energy. So instead of being obese you are 20 lbs less. You lose 1d20 years off your age and are younger as your diseases disappears as though you were cured. That is the reason, were's don't have diseases. They break it down in some form or another and are cured because of this idea.

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Cultist ability:

  Cultist ability is what uses the energy of the body and the heat in the air to summon with the subconscious your results. This is done by directing with need to the heat or fire energy and you direct the subconscious. The effect you need or want is done if the idea is created using the source of energy A.K.A the heat or the body heat as a source. This is where you think and/or state the intent and you create by focus with the source as energy, that makes surges to make the result. These abilities are based with a free action and wisdom. This energy effect can be anything allowable by the GM with Stamina points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 11 actual abilities: Mind manipulation (wis), Mind link (wis), Instantaneous magic (wis), Pay raise (wis), Charm (wis), Curse (wis), Fate casting (wis), Cancellation (wis), General summoning (wis) and Super ability (wis). They use wisdom by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Mind manipulation; This is subliminal manipulation where they create an illusion of what they want you to believe. Then they draw energy from the body to create what they want to manifest using the energy they got. The damages/healing you can do with this is 1d10+wis mod per each 3 focus ranks. Round down. The duration or how long it lasts, if any duration, is 1d6 rounds in melee or battle, and unlimited outside of battle until otherwise noted.

  Mind link; This uses your mind that shoots out a line of telepathic linking, that affects the person closest to them which effects the next person until you have a large web. You can effect any result with its shared energy and the body or heat energy added in. Thnk of what you want and you can cause anything you wanted. The damage/healing effects are 1d10+wis mod per each 3 focus ranks. The duration or how long it lasts is 1d6 rounds in battle and unlimited outside of battle until undesired. At level 10 you do 1d10+wis mod per each 2 focus ranks. Lasting up to 1d10 rounds in battle and unlimited outside of battle until undesired.

  Physical magic; In normal physical magic, you can think of the idea and your able to create it by doing a ritual, think of what you want and intend it to be created. State to a lit candle what you need by focusing on the candle flame, then imagining the idea or statement out loud towards the candle flame. This can generate results quickly with practice and restatement of your desire. The results of damages/healing are 1d12+wis mod per every 3 focus ranks, round down. The The duration or how long it lasts, if any duration, is 1d6 rounds in melee or battle, and unlimited outside of battle until otherwise noted.

  There is also the energy rite in physical magic, where you think of what you want and think its done by the right gesture. This is useful as you focus energy along your arm and swing it towards the target, this is releasing a wave of energy that effects what you want effected. This can be imagining the energy form in your hand of a knife or sword, then with energy by raising your hand and imitating stabbing with it, this is done to effect instantaneously with magic a distance negated of what you want effected.

  This works just the same as doing a rune or sigil. Except it can create interesting results if you think and it works and there is no distance with magic. Think about the need and state the idea you intend as you make the gesture for the dm/GM to understand what you need or intend with this act of physical magic. If you don't intend to do things with this, then don't make the gesture. The result amount is the same as normal physical magic.

  This act of physical magic includes runes and sigils, think about what you want and you can use a rune that is a symbol of a nordic alphabet that can be used as a bit of magic. A sigil is an empowered line that can be used for magic. Think of the idea and need it to occur, as you draw/carve/trace in the air the simple line drawing that represents the thought its done. This can create anything you want, physically or spiritually. The results in damages/healing are the same for normal physically done magic. So its 1d12+wis mod per every 3 focus ranks, round down. This is for the amount in %, so think and you know what to do.

  So in use, the physical magic can be done in dnd by statements, state without the quotes "I do a rite of physical magic to create what I need or [mention the need desired].", "I use a sigil to make my result of [mention the result desired]." or "I use a rune to make my result of [mention the result desired]." This will if allowed, create a result by the dm/gm stating what happens with it as your request. So make use of this if you must get a result of physical magic. Think and you know what to do. At level 10, the damage/healing amount is 1d12+wis mod per every 2 focus ranks, round down. The amount of time it can last is 1d10 rounds in melee or battle and unlimited outside of battle until undesired. If you intend to cancel it, then its cancelled.

  Instantaneous magic; think of the need and focus on a thought, that you speak aloud. The creator or your God creates it as a manifest that you notice is done in there. This effect is instant, so there is no lasting moment. So think about that. The effect damage or healing is 1d10+wis mod per each 2 focus ranks, round down.

  Pay raise; this is a raise in pay no matter how much, that's done by thinking about the amount you want a raise for and that's given by feel..

  Charm; think of the idea and focus on the idea as a point you need to do. Then you create what you wish out loud, that you need by feel. This can be in a blessing that occurs by feel. If this works, the result is instant yet there could be some duration or how long it lasts is 1d6 rounds in battle or unlimited outside of battle until otherwise needed. This can't be used for doing damages, yet any healing done is 1/2 the health restored no matter what.

  Curse; think of the negative idea and focus on the positive things happening at the moment. State what you want as you feel the emotional release to create the curse as a point in life. Who said a curse had to remain negative..in order to get a result. This could be an impulse to do what you want or they create with your idea to do. That in an idea is a curse that is possible, thinking to end a fight or making them not want to fight. Anger reduces afterwords by natural feelings brought by heat energy. Otherwise you could curse the target into attacking itself. The effect of this is 1d12+wis mod per each 2 focus ranks, round down in amount. Each amount can be used for damages or healing.

  Fate casting; this is invocation of fate and creation of what you intend. That's done by stating a point that you need as you stated fate or fates names. This can set up any result, so think to use this carefully. The healing/damage amount that is possible is 2d10+wis mod per each 2 focus ranks, round down. The duration is 1d10 rounds in battle and unlimited time outside of battle until decided otherwise.

  Cancellation; If you think of the point at the end in a concept and cancel out the point, then do what you think is necessary to end the moment. This can cancel out or end any results you don't intend to have by feel, the use the creator to cancel out the result. Also this is intending the energy to cancel the effect you notice, that you do not like.

  The result is instant and what you don't like isn't there anymore with no ill effects. Its as though an equal force canceled out the force of the moment. Acceptable in a point is a statement of your idea you want. The gm or dm should give the confirmation of the act being canceled out. So think of what you like and let the gm/dm know what to do.

  General summoning; think to call an angel or valkyrie that is an angelic force and does what you intend it to do, if good. If evil, you can call a demon to serve your purpose. If neutral, think and you can call either demon or angel and get a good result. The thing to realize, angels won't drive you insane, demons will do anything you say or need, including making you insane. Think your not insane and your not insane. This works with both angels and demons.

  So you get a point to imagine a white light around you for divine protection from your God or the creator, that protects you from becoming insane and anything that would attack you. This protection comes from your God or the creator naturally, so you have it by feel. Angels or demons have your stats and 100% health. Any animal summoned is with 100% health. Think to use them well. As by feel, you can create interesting havoc with good intentions. The point of this is thinking to keep yourself safe.

  So work with the soul and do your ideal best. This keeps you from being effected by things you don't want to be effected by feel. What else can you do with this? Call up 1d6 angels, beings or demons at level 10 with 150% health. Also, you can summon any being, person or thing such as summoning animals that you want to be there with your stats and 150% health. This includes any object, djinni or whatever you want to summon. So think of things to summon or desummon as your done with them. On desummoning the animals, their either dead or find somewhere else to go. Think and you know what to do.

  Super ability; this is where you focus upon the heat energy and think of a supernatural or other power, that you want that makes you super able or something like superman. Think of what you want to be able to do and the heat energy makes it possible to do. As you think about the ability you get heightened in awareness, so you know what is what and there where you want to know about. This can be flying, super strength or whatever you need. So you can understand what to do with it, your soul gives you insight onto what to do.

  It can be 1d6 things, that lasts 1d6 rounds in melee or battle, and unlimited until not desired outside of combat. After level 10, it can be 1d10 things. That lasts 1d10 rounds in battle and unlimited outside of battle until not desired. Then after its effect is done, your as normal as you were. Any drugs in use or focusing can easily create this effect, that's with convincing yourself that it was possible. The damages possible with this are 2d12+wis mod per each 2 focus ranks. The healing you can do is 1/2 the health restored per each time you attempt it.

  You know your own strength. Feel free to add your strength mod as a modifier to any rolls you do as your super. Add +4 strength as this increases your strength. Think of the idea to do what you want as you describe to the dm/gm what you need, then if he/she allows it you can get a result by response. If this ability isn't allowed, then at least you can attempt to make do with what you have. Think and you can get away with murder or anything you want by needing it and stating it.

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Divinator ability:

  Divinator ability is what uses the energy of the body and the heat in the air to summon with the subconscious your results done by the God or creator. This is done by directing with need to the heat or fire energy and you direct the deity. The effect you need or want is done if the idea is created using the source of energy A.K.A the heat or the body heat as a source. This is where you think and/or state the intent and you create by focus with the source as energy, the source is either a God or the creator that makes the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Mana points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 9 actual abilities: Divine will (cha), Divine ability (cha), Divine vision (cha), Then ability (cha), Ultimate dominion (cha), Thought ability (cha), Divine wrath (cha), Calming cast (cha) and Chaos creation (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Divine will; This is where you are the creator and things you do are known about as a point is done by you using the creator's energy. Divine will is where you summon energy from the creator to form what you need by willing it to exist by feel. Whatever you form, if there is damages or healing, then you create with 1d8+charisma mod per each 2 focus ranks worth of damage or healing. After level 10; the damage goes up to 1d10+charisma mod per each 2 focus ranks in amount. Any time of effect beyond instant is 1d6+focus ranks in rounds in melee/battle and outside of battle its unlimited until decided otherwise.

  Divine ability; This is where you use divine energy of the divine being to create what you want as you channel the divine being. This uses the creative approach to make use of a God to create with their energy and make results like leading them away from attacking. Anyway, if there is damages or healing, then you create with 1d10+charisma mod per each 2 focus ranks worth of damage or healing. After level 10; the damage goes up to 1d12+charisma mod per each 2 focus ranks in amount. Any time of effect beyond instant is 1d6+focus ranks in rounds in melee/battle and outside of battle its unlimited until decided otherwise.

  Divine vision; This is where you call upon the creator and need a vision depicting what you want to know. You can give a prophecy or psychic description by feel. You can "share" the vision with others and have them see it as well.

  Then ability; This is using time as an idea is ability to create what you need as a point. This uses the creative approach that makes things happen with time energy from the 4th dimension whenever you want the idea to occur.

  Ultimate dominion; This is where you get to control the thoughts of other players, creatures or monsters by feel or ideal expression to the DM/GM. Done by the power of the creator or God. Roll a d100 to ensure success with 51 or above. Then is point by point idea to do. If there is some time to the effect, then in battle it's 1d6+charisma mod in rounds and unlimited outside of battle until otherwise needed.

  Thought ability; They say thoughts are faster than the speed of light. So think of gaining an ability and what you want. Then you feel a connection to the idea in the 5th dimension, that forms itself where you want it formed. This includes the elements. Such as acid, earth, water, air, fire and void. This includes a fire shield, where you form it in your aura and any attack on you is double the damages back on the attacker or you create a burning effect of what you don't like. A water shield doubles the amount of healing to you. An earth shield doubles the blockage of attacks to you. An air shield doubles the effect of an element cast at them as it absorbs energy from the air or bends back ranged attacks to its sender.

  Otherwise you can use the air energy to cause healing and good health of the body. Acid shield eats away things you want eaten and destroys the weapon used on you. Void shields absorb anything cast at you or you absorb it to create with the energy what you want, done by wearing black or imagining blackness in your aura and the black color absorbs the energy. Whatever you need, if there is damages or healing, then you create with 1d12+charisma mod per each 2 focus ranks worth of damage or healing. After level 15; the damage goes up to 2d8+charisma mod per each 2 focus ranks in amount. Any time if allowed of the effect by the DM/GM, that's beyond instant is 1d6+focus ranks in rounds in melee/battle and outside of battle its unlimited until decided otherwise.

  Divine wrath; Think of the sun heat causing bad weather and feel in idea the chaos that the creator forms of acid rain, high winds and tornadoes with from the creator making energy conversion that rampage the area to create quick death by the creator making it happen. The damages dealt by this storm is 2d10+charisma mod per each 2 focus ranks per 1d6 rounds in battle, and unlimited until deciding otherwise outside of battle.

  Calming cast; This is where you cast forth energy and recover from the effect of what you do. Instantly and creation-wise you feel joy or better, this causes double the damage on the attacker with intense feel. Otherwise it harmlessly dissipates in the air as extra energy, that can be used for effects. This can only actually be used for disrupting activity for 1d6 rounds in battle or 1d10 minutes outside of battle, as the energy actually passes through the person.

  Chaos creation; This is where you think of chaos energy as a source and gate it contained in iron particles that are traces of iron in the air released in or near the target, thinking to create instant disruption and breaking down of the targets cells and energy along with their activity. This results in instant death of the target unless they make their savings throw and things you want occur will happen as they are distracted from focusing on you for 1d6 rounds in battle and unlimitedly outside of battle.

  Chaos shields return double the damage or death to the target that attacks you by weapons or energy. They also destroy the weapon used by eroding and breaking it. If they make their savings throw, then if there is damages or healing, you create with 2d12+charisma mod per each 2 focus ranks worth of damage or healing. Any time of effect beyond instant is 1d6+focus ranks in rounds in melee/battle and outside of battle its unlimited until decided otherwise. Once your done with the chaos, think the creator encases it back into iron particles and gate it back to the aether realm.

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Sage ability:

  Sage ability is what uses the energy of the body and the area energy to summon with the subconscious your results done by the soul. This is done by directing with need to the area energy and you direct the energy by programming it with your thoughts. The effect you need or want is done if the idea is created using the soul copy as a source. This is where you think and/or state the intent and you create by focus with the source as energy, the source is either the soul or soul copy that makes the result. These abilities are based with a free action and charisma. This energy effect can be anything allowable by the GM with Mana points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This allows you to use up the round as a point with 1d6 actions per round. Otherwise, that effect uses a focus or concentration check. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 9 actual abilities: Sharingan (cha), Hand sign (cha), Spirit magic (cha), Weaving energy (cha), Elemental projection (cha), Magic focus (cha), Mangyeko (cha), Internal magic (cha) and Magnetism (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Sharingan; You can create recognition of what the target is or will do and repeat the act if you need to do it. This is shown with focus and the showing in the eye iris of 2 or more black marks. They disappear after you think to do something else. You can even use your 3rd eye, that creates what you want as you "copy" the act you sense out. This makes damage of 1d8+charisma mod per each 2 focus ranks, round down. At level 10, you can create with more damage or healing. Mainly, 1d10+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or 1d10 minutes outside of battle.

  Hand sign; They say that hand signs are a language themselves. If you think of what you want and imagine the effect or think about the effect, you can create it by thinking to use a hand sign or symbol you draw in the air that you think creates the result. This can make damage of 1d8+charisma mod per each 2 focus ranks, round down. At level 10, you can create with more damage or healing. Mainly, 1d12+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or unlimited time outside of battle until otherwise needed.

  Spirit magic; If you think of the the idea, you create by the spirit and you make the effect of what you think into creation. If your creative enough, you can even hold someone or something as you imagine holding someone by invisible ropes or just holding someone to stop them from doing things. When you think your holding someone as you try to spiritually hold someone or something physically, you cause it or them to move where you intend them to go. If you intend to hold a monster, think of the monster being held by the creator, being or God (however you imagine him or her being) and gesture to where you need him to be.

  Otherwise you can cause them to do things that you want. Think and you know what to do. As you create what need it becomes easier to make interesting results. This makes damage or healing of 1d10+charisma mod per each 2 focus ranks, round down. At level 10, you can create with more damage or healing. Mainly, 1d12+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, as 1d6 rounds in battle or unlimited outside of battle until otherwise needed.

  Weaving energy; Think of your aura and calm yourself down, then feel the aura energy move around your body. Think of what you want or need and focus upon the target to effect. This includes levitation or lifting things up or holding things in the air. Then the aura creates the point of idea or what you intend by feel. The aura energy will reach out and create the change in mind. This makes damage of 1d12+charisma mod per each 2 focus ranks, round down. At level 20, you can create with more damage or healing. Mainly, 2d8+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle until otherwise needed.

  Elemental projection; you can focus and think of the element as you gate in the energy to create it in the area. This causes the element to manifest itself on or in the target. Dealing 1d12+charisma mod per every 2 focus ranks, round down. If you manifest it in the body, you cause it to eat up the body as a point for it to exist using the body as a source. Otherwise you at level 10, create with possible damage levels that are 2d8+charisma mod per each 2 focus ranks. The duration or how long it lasts is instant.

  Magic focus; Magic means subconscious. This is depending on how you view magic, then all kinds of magic related to the subconscious. Some reality occurs according to people's beliefs. Spiritual, esoteric, or other beliefs make up people's reality. It can limit people if religious enough. Yet its done by thinking of the idea and creating an effect by stating what you intend or need. The subconscious is what creates the idea in your reality by manifestation. Its ability to create with energy and make things happen by suggestion to your subconscious or needing the idea. If you use any crystal or object such as a rock as a focus device you create with enhanced ability, so you can get a +5 to your focus and damage/healing roll.

  This can be situational or creation effects. Think of the situation and it forms as you need it there. Otherwise creation is thinking of the idea to create and it is created by the power of the spirit or soul. Thinking about damage makes the damage occur, and thinking about healing restores your health. So if you think to cure a problem you fixed it as you suggest the need. This is an effect in itself. This is where you think about things, so the effect is obvious as to what you wanted. If you don't want to get caught and known for it its a hidden effect.

  This makes damage of 1d12+charisma mod per each 2 focus ranks, round down. At level 10, you can create with more damage or healing. Mainly, 2d8+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle until otherwise needed.

  Mangyeko; You can focus with intensity what you intend into existence. This focus changes your eye by making 4 or 5 black marks in your eye iris. This includes instant dimensional shifting of yourself or others to your inner world or some other dimension and back again. You can create this effect with your third eye as well. This can make damage of 2d8+charisma mod per each 2 focus ranks, round down. At level 20, you can create with more damage or healing. Mainly, 2d12+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle until otherwise needed.

  Internal magic; If you focus upon a thought and need it, internally your body energy is used to create your idea and when you think it will occur then it will. This makes damage of 2d10+charisma mod per each 2 focus ranks, round down. At level 10, you can create with more damage or healing. Mainly, 2d12+charisma mod per each 2 focus ranks, round down. The duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle until otherwise needed.

  Magnetism; Think of your aura on a person or thing, and magnetically pull it in or push it out. Then you can make an effect with it quite simply. So imagine your aura and focus it on something and feel or think its pulled towards you or pushed away from you. Then, it either moves towards you or away from you.

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Auror ability:

  Auror ability is what uses the aura energy of the body and the area energy focused in the aura that's used to summon things with the idea and the subconscious that your results done by the soul. This is done by directing with need thought to the aura and area energy and you direct the energy by programming it with your thoughts that is sent forth as waves of energy. The effect you need or want is done if the idea is created using the soul copy as a source. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in.

  The source is either the energy in the area or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana points (MP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This is what allows you then 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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 9 actual abilities: Auratic focus (cha), Aura reading (cha), Aura magic (cha), Magnetic pulse (cha), Auratic shift (cha), Energy hacking (cha), Empowered aura (cha), 6th dimensional aura (cha) and Dimensional aura shifting (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Auratic focus; This is then where the character can be what recreates an effect with the aura energy and projection of it. Think of what effect you want and feel the aura shape it into existence by what you do by feel. Thinking about the effect creates it. This is where the idea is done as an instant effect or some effect you think about that manifests. Any damages or healing is done as an amount. This amount is 1d10+charisma mod per each 2 focus ranks. This means you can do 6d10+6 healing or 66% max with a character that is with 12 focus ranks and 6 charisma mod. The amount goes up with reaching level 10, to 1d12+charisma mod per every 2 focus ranks. Meaning its an amount of 8d12+7 or 103% max with a character. That has 17 focus ranks and 7 charisma mod.

  Aura reading; Think you read the aura wherever it is, and what it means naturally comes to you as to what or whatever it can mean to yourself. What you read off the aura, you know what the target will do by what colors are in the aura. If you think about the color meanings you could get warning of an attack.

  Aura magic; Think of where you want to effect and lift a wand or stick and wave it or point it, otherwise make a gesture or draw in the air a symbol that you think creates something. Then it creates what manifests except when you can do otherwise and an antimagic field exists. This is the thought as though you create by the aura energy, that's making a result that manifests by the feel. The aura is energy so energizing the aura allows, what the body uses where you think.

  Then the idea is used of what you want to create, the subconscious makes the result by the idea that is done. This is where the idea is done as an instant effect or an effect that lasts some time. Then the duration or time it lasts is with a 1d6+charisma mod in rounds with battle or unlimited outside of battle or until you don't need it. When it stops as it exists somewhere, think then it ceases to exist, so the effect is no longer there.

  Any damages or healing is done as an amount. This amount is 1d12+charisma mod per each 2 focus ranks. This means you can do 6d12+6 healing or 78% max with a character that is with 13 focus ranks and 6 charisma mod. The amount goes up with reaching level 10, to 2d8+charisma mod per every 2 focus ranks. Meaning its an amount of 16d8+7 or 135% max with a character. That has 17 focus ranks and 7 charisma mod.

  Magnetic pulse; This is where you feel the aura produces a magnetic pulse and controls gravity, where you focus your energy into the area gated from the area that has it. That either can draw towards you what you want by you thinking and feeling, that allows the idea or object to come toward you. Otherwise your will has the idea or object stay where it is, otherwise this forces the idea or object to go farther away from you. This is done by focusing upon the target, then thinking or imagining things to cause what you want the target to do.

  Auratic shift; This is teleporting by use of the aura. Think of the shift. Then you can draw others into your auratic influence or shift yourself. Think of the aura doing what you want and being amplified by the enerfgy that is there as a source. Then think of where you want to go, then the third eye directs the aura with your thoughts to shift to where you want to seem and appear.

  Energy hacking; This is done by the spirit, that you imagine a computer hooked up to the internet and you think as you know things or visualize the result. As you imagine what you want, you can hack by stating what you intend to happen. Otherwise you can modify your account by thinking of the idea, then typing in a number means that you want it added to your account if you intend it. Think of the result and you imagine the idea, then you know if you got a good result. Take it as programming, the energy of the aura does your thought wherever you intend it to be done.

  Empowered aura; Think of the energy or the idea is used as a source of what is nearby and being absorbed by your aura. You create with an more powerful effect being formed. So with that powerful pulse or wave of energy, that exists things by the idea of what you need and stating it to the dm/gm. This is where the idea is done or not as this is not allowed. That is thought focused as though an instant effect or an effect that lasts some time. Then the duration or time it lasts is with a 1d6+charisma mod in rounds with battle or unlimited outside of battle or until you don't need it. When it stops, it ceases to exist, so the effect is no longer there.

  Any damages or healing is done as an amount. This amount is 2d8+charisma mod per each 2 focus ranks. This means you can do 16d8+6 healing or 135% max with a character that is with 16 focus ranks and 6 charisma mod. The amount goes up with reaching level 20, to 2d10+charisma mod per every 2 focus ranks. Meaning its an amount of 20d10+7 or 207% max with a character. That has 20 focus ranks and 7 charisma mod. Also, the time it can last is now 1d10+charisma mod in rounds in melee/battle or unlimited outside of battle.

  6th dimensional aura; This is where you are aware an draw by the thought of the dimension and gating its energy to your aura by the thought and your spreading it then by spirit to the target. That's where thinking about the result creates it. That's done by waves of energy, that seems to goto the target thinking to influence said target in the manner that you intend like echo location. So if you intended to use 6th dimensional energy, that is the energy that causes things to impale you by feel or cause you to be in a dream state. That I think lasts for 1d6+charisma mod rounds or outside of battle is until you don't want it. You can control gravity by making it lighter or heavier for the target. This in turn could cause them to be impaled by self-impulsed objects or not move by the power of the dimension with the spirit that it targets, that's spreading the dimensional energy to the target.

  This effect lasts for 1d6+charisma mod in rounds with melee or battle and unlimited outside of battle. The damages done are instant, that's where the amount dealt is done and the target is whom gets it. The amount is incurred un as 2d10+focus ranks per every 4 character levels in % round down. An idea of this is where your Jane that's level 18 with a 18 focus rank and 6 charisma mod. The effect would last upto 12 rounds in battle or its until you stop focusing. Then when hit, its 8d10+18 or 98% in amount for upto 12 rounds or the target is dead. At level 20 the damages total get doubled. So instead of 10d10+18 its 20d10+18 or 218% in amount or instant death to weak creatures.

  If you wanted to use another dimension such as the 5th dimension that's to cause what you wanted, then you can create any result that seems what you want. That's thinking about the idea and drawing in gated 5th dimensional energy, then needing it to do things and you get a manifested result. If in battle, then it could last for Jane 12 rounds, otherwise it could last until you no longer need it.

  Dimensional aura shifting; There are other dimensions amongst you, then when they say the brain (or energy brain) can handle up to 10 picked dimensions at once. This means you can do what you want with them. You see, that is your true strength, the ability to do things and skip to another dimension to avoid trouble. So if you have an object and you want to shift, then touch the object thinking the object energy shifts you to where you want. If an image or sound comes to your mind, like a screech. Then that's what is there. Think and you know what to do. The subconscious can shift you by the spirit knowing where and what is there. If it's safe and know people come from somewhere so if you have a way back, then your there by the will of the creator.

  Otherwise they say if you can draw the energy into your aura, draw in the air a symbol or state what result you want and you can shift in your mind to wherever you want to be dimensionally by willing it or thinking about it. Once shifted, your there by feel or spiritually if not physically. However, if you can think about it, when a reaper catches you, you get sent to hell. The higher on the dimensional energy you have gotten, the more you can effect and the more MP you are gathering from the dimension your in by feel. So think of the idea to use it for, state it as a point to the dm/gm and you may get a result.

  However, you aren't your character. This is set in the idea of game play, so then if you attempt it you can rest assured it may only work in a gaming situation. Otherwise think, the way I put this information is based off a real live technique, that's put into game terms. See if you want to be safe don't actually attempt it, as there are some dangerous dimensions. Unless you think your God or the creator protects you from harm. So you could get results if the creator allowed it. Know that if you don't actually shift, your God or the creator deemed it unsafe to go.

  This means if you choose the 10th dimension, then you times the dimensional level by 10 and add that much to your MP amount as a bonus. That is if your MP is not infinite, and that's given by the Unlimited Mana feat or you simply don't use MP as its homebrewed gaming or something. The effect you make is doubled in amount of dice if you use this, and your intense using the intensity special ability. So think about it and you know what to do by feel.

  Say you want to shift then to the 7th or the 8th dimension, think to say that you do so when you think of the 7th dimensional shift you can think of the moment. If you think not you still gate 7th dimensional energy to your aura as you touch an object by the idea you have. See your there by the 7th dimensional energy shifting you, all by feel. The 8th dimensional shift is similar by the point you do. That is done by focusing, thinking of the 8th dimension.

  Where you think of the 8th dimension the point is done, that's where the 8th dimension does what you want. Such is the case as you draw in gated 8th dimensional energy to your aura. Then will yourself there if not otherwise needed. This is where you think to do things, so this is not exact science think and you can do what you want.

  Yet there are some people that say they travelled physically there, so go figure and think about it for a moment. If it were possible, then you can get to where you want to see very easily. That what makes you shift makes you there with whom you want to bring unless you wanted to be there by yourself. This is all possible by feeling what you want or saying what you want to occur. Then as you wish, ask the DM/GM so he can allow for it and you shift there or its not allowed.

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Psychic investigator ability:

  Psychic investigator ability is what uses the aura energy of the body and the area energy focused in the area, that's used to summon what you need with the idea and the subconscious that your results done by the soul. This is done by directing with need thought to the area energy and you direct the energy by programming it with your thoughts that is sent forth as waves of energy. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after.

  The source is either the energy in the area or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This is what allows you then 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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 8 actual abilities: True illusion (cha), Interesting (cha), Supernatural (cha), Psychic terrorism (cha), Psyche fix (cha), Psyche dream (cha), Dimensional manipulation (cha) and Designer viruses (Cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  True illusion; Think of what you intend to show by feel and the soul shows it to the mind of an audience. This is a true illusion, where you present something that seems true yet isn't true. If you think this does any damage, think again. This true illusion does nothing to you. However you can fool people into creating a response. Otherwise you can cause a stopping point in their need to fight. This can form a trap, where you think the illusion and what you need forms by the power of the soul.

  Except in a trap, you create with the idea and the mind sees things as they should be or as you want them seen. When the truth is known, it sometimes is too late and then the trap has sprang. This means you could cover a hole of spikes in the ground by illusion, then the person comes by it and trips over the hole. The third eye can see through sense of the area what is there, so your nevere caught by this type of trap.

  Give them the illusion of death or a dead person that looks like you if they target you, then they would stop the need for fighting. If you gave them the illusion of a post, then they sometimes won't attack and unless distracted definitely they won't as they are distracted. So, if you made something look like another thing, then you hide the item within reality. The possibilities are infinite, including making a doppleganger appear.

  Then you get to fight it unless you dismiss the doppleganger and it then disappears. This all depends on the belief that its there, other than that you can dispel the illusion anytime you need it gone. Savings throw versus illusion dispels it using a 1d20+intelligence mod and getting a 10 or above for success. If a monster doesn't have an intelligence mod to use then no savings throw occurs with it.

  Interesting; Something interesting always seems to happen until you don't need it interesting, then this effect stops. The target is dazed for 1d6 rounds in battle and unlimited time till otherwise needed outside of battle.

  Supernatural; You can do things with the spirit that may seem impossible, this includes the summoning through gate the energy to cast forth and create your result, such as supernatural restoration. This effect is either with or without the elements like earth, air, water, acid, fire, spirit or void. The damage or healing amount is 1d10+charisma mod per each 2 focus ranks round down. Add +4 to strength. After level 10 is reached, then damages or healing is 1d12+charisma mod per each 2 focus ranks. Round down. After level 20 is reached, the damage and healing go up to 2d8+charisma mod per each 2 focus ranks. Round down. That means that with 8 charisma mod and 20 focus ranks at level 15, gets 10d12+8 or 128% effect.

  Psychic terrorism; Psychic abilities can work to create terrble things or terrorism to those that do wrong. This ability leaves you scared and unwilling to fight for 1d6 rounds in combat or for unlimited time outside of combat.

  Psyche fix; They say that doing good things is in the key to creating good luck or better results. So do what you can and create a positive feeling. This energizes you in a positive feedback that makes you have 100% STP for 1d6 rounds in battle or unlimited time outside of battle. You also fix any thought of a bad problem that may occur with you like diseases.

  Psyche dream; This is where you psyche yourself out and cause a dream as you say "Lucid dream" and state what you want the dream to do. Then you can cause physical actions by the right reactions done by the body or item. This means if you present a dream of the opposite moment you "convince" them to create positively, if taken right.

  Dimensional manipulation; This uses superatural ability and the spirit creates with dimensional energy to energize yourself by an idea you think to yourself and create what you want by that energy. You can create with idea a disappearance of the enemy or enemies, so that if you need something to happen and were then wanting to create the point you manifest by feel. You can even make yourself seem to disappear from sight until you decide to appear again.

  So however to a dimensional manipulator, everything can appear like an illusion until you think it isn't. So if you thought a word or phrase ended this, and chose "em en" to do the deed, then that ends the dimensional result. Anything you decide that will work, will do what you want and create the result you desire or design. Think about the result, then your free to do what you want and you can get the subconscious to create whatever you desire by what you need and state out loud by feel.

  This means you see things like signs from the subconscious, think and know what it means for what to do in answer by what you do in life. The ability is useful where you think to use it to convince others in what you mean them to realize. The damages/healing you can do by this is 1d12+charisma mod per every 2 focus ranks. Round down. The dimension will create full healing. If your character gets to be level 20, then the damages go up to 2d8+charisma mod per every 2 focus ranks..round down.

  Designer viruses; You can design your virus to do what you intend. If to effect a target, then think of what you want and state to the DM/GM what you intend. The virus can heal or cause other effects, like hinder the target for a certain amount. This amount is 2d10+focus ranks in damage or healing. It lasts 1d8 rounds in battle and until undesired outside of battle or its healed. That means, you wanted to create a virus that heals that target, then as you have 18 focus ranks, you heal as long as the virus lasts with the amount of 2d10+18 or 38% per round in battle until its undesired. That is lasting up to 8 rounds in melee/battle or until unnecessary outside of battle.

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Gun slinger ability:

  Gun slinger ability is what uses the energy of the body and the area energy focused in the area through infusion to the aura, that's used to summon what you need with the idea and the subconscious that your results done by the soul. This is done by directing with need thought to the area energy and you direct the energy by programming it with your thoughts that is sent forth as waves of energy that create your result. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after.

  The source is either the energy in the area, the soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Stamina points (STP). The focused and concentrated effect is possible by focus. That is done either as a free action taking a round, unless your using the intensity special ability. That allows multi actions with less time used per each action. If you intend to cancel it, then its cancelled.

  This is what allows you then 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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. This class has 5 actual abilities: Honing (cha), Energy manifest (cha), Point magic (cha), Time magic (cha) and Psychic ability (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Honing; the moment in focus you point with a gun and that creates the point of hitting the target very quickly. Add +5 to your speed, to hit roll and damage.

  Energy manifest; Think of the need in idea and you make things happen. This is done by your subconscious mind. State what you intend and its done. Any damages/healing done by this is 1d10+charisma mod per each 2 focus ranks. Duration or how long it lasts is instant. There is an upgrade to this, after level 10 you suddenly do 1d12+charisma mod damage/healing per ever 2 focus ranks round down.

  This can be an illusion or real event that is created, so think about the idea and you can make what you intend or need. Like focusing on an idea of candy to make it seem to be there until you otherwise don't need it there or its eaten. There is a savings throw..where you roll a 1d20+int mod and get a 10 or above result.

  Then if you make it you dispell the effect in idea. If the monster doesn't have an int mod then it doesn't dispell it. The point you make is what creates this effect and how it plays out is what you think it does. So think of something good and you create very good results.

  Point magic; This is the result of creation with the elements. Think of the element/s to use then you create its effect by the third eye pineal gland making it appear or manifest as though a gun were shot or you curl your finger into your thumb and imagine the energy from the air creating an elemental ball that is flung forward to release the ball of energy and hit the target. This can be a fireball, an ice ball, or any element ball.

  If you want to form a gateway to a space filled with energy or where you could go, then form the signed ok (the curl of the finger to your thumb) or draw a spiral drawn inwards, this is then when your thinking energy passes through the symbol and upon reaching the air this creates an oval gateway in the air large enough for you to use.

  That goes wherever your intending it to go, programmed by the soul making the area known by insight to you and you needing to be there. This could be a safer area or area that looks like it is safe. Your spirit knows if it is safe for you to be there, and the spirit tells your soul what is there.

  Any damages/healing done by this is 1d10+charisma mod per each 2 focus ranks. Duration or how long it lasts is instant or 1d6+charisma mod in rounds per battle or outside of battle its until you think it gone. There is an upgrade to this, after level 12 you suddenly do 2d8+charisma mod damage/healing per ever 2 focus ranks round down.

  Time magic; This is where you time things out or allow your spirit to find out the possibilities that will occur. This happens on the moment you think to know things and the soul provides you with insights as information from the spirit. You aren't surprised by what occurs, no matter what happens. You have no surprise bonus against you.

  Psychic ability; This is where you know things by the power of the spirit and the soul copy. Think and you realize what you need to know about the idea to continue what you are in doing successfully. You always know what to do, no matter what.

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Psychic magus ability:

  Psychic magus ability is what uses the energy of the body and the area energy focused to the area, that's used to summon what you need with the idea and the subconscious that your results are done by the soul. This is done by directing with need thought to the area energy and you direct the energy by programming it with your thoughts, that is sent forth as waves of energy from the aura and that creates your result. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Magic 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 12 actual abilities: Aether magic (cha), Bubble effect (cha), Hellfire (cha), Hell send (cha), Astral send (cha), Hell vision (cha), Energy form (cha), Pause effect (cha), Needles (Cha), Mindblast (cha), Self-shift (cha) and Curse (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Aether magic; You call upon aether and gate it to where you want it to effect. This can create by programming what you desire. Think the idea to the energy, and you program its consciousness into making a manifest of what you want. This can create elemental effect, some effect or what have you.

  You could even make a cone of force or cold with this effect. Form your hand into a cone shape and make energy go forth as you breath through the "hole" made by forming your hand as though a cone. The energy is amplified as a cone of force or some element that goes forth and strikes the target.

  The damage/healing possible with this is 1d10+charisma mod, per each 2 focus ranks. Duration or how long it lasts, is 1d6 rounds in battle or unlimited outside of battle. THere is an upgrade to this, at level 10 the damage/healing goes up to 1d12+charisma mod per every 2 focus ranks.

  Bubble effect; This is a creation of a bubble of force made from thinking to project the green heart energy and surrounding the target with a green energy that is separating the target from the area by feel. This is undoable by thinking its undone if you want it undone. This will drain the target and the more they try to impact or break it, the stronger you are reinforced by effect damage added as energy to the bubble and this is then applied by thinking energy is applied to you of added MP and extra health percent. This freezees the target in energy and makes any energy effect cast by the target not done for 1d6 rounds in melee/battle or an unlimited time outside of battle..

  Hellfire; State hell three times and intend the target to experience it then you cause your target to experience hell in its glory. This is experiencing hellfire for 1d6 rounds in melee/battle, unlimited outside of battle. Damages dealt are 1d12+charisma mod, per each and every 2 focus ranks.

  Hell send; State "goto hell" as you think of your target/s then they goto there. This can make the target disappear into hell as though pulled by many hands. In a similar manner, you can draw from hell the target by thinking of the target and stating "back from hell".

  Astral send; This ability has you able to go and send some person or spirit to heaven or the astral plane by a stated "goto heaven" or "goto the astral plane". Also, if you wanted to grant a vision of the target being in heaven or the astral plane, if then you can think of them there and that means they can see it in their minds. This ability makes the target disappear and they goto heaven, the astral plane or they get distracted by heavenly astral visions. That is done for 1d8 rounds in battle and unlimitedly outside of battle, that's until they no longer need to see it or you no longer need this visual effect.

  Hell vision; This vision is a point that is gifted to the person that does wrong and leaves them thinking in remorse. Thus it leaves them in mental illness that is temporary. Think of the idea and it appears in the vision. Thinking of the target and stating "hell vision" and the target name causes then the vision to be imparted on the target. This distracts the target and until they decide to not attack or they act better. This is really what is stated to cause a person hell.

  Energy form; Think energy forms in the air as you feel its electricity that forms an effect. This can cause electricity to be created wherever it is intended to form. It seems you can focus lightning that acts like electricity. It forms in air from fire and heat that flows through the water particles.

  The damage/healing possible with this is 2d8+charisma mod, per each 2 focus ranks. Duration is how long it lasts, this is an instant zap. There is an upgrade to this, at level 15 the damage/healing goes up to 2d10+charisma mod per every 2 focus ranks.

  Pause effect; This effect is where you think to create a pause in activity and press a pause button, the target/s literally pauses or halts for 1d8 rounds in melee/battle or unlimitedly outside of battle until you think to "unpause them". Then activity would continue as normal.

  Needles; The energy needles can pierce the target and do damage per each needle. They form by you thinking they are there and willing by acting as though there. Think to hold one so it makes it appear. Think of the target and tossing it forward causes it to be thrown into a target. This damage is done by them, it is 2d8+charisma mod per each 2 focus ranks. You can form 1d10 of them in total amount per round or minute.

  Mindblast; This is an ability that causes the excess energy of an idea the body and mind goes through to be directed by thoughts and need..think to focus your mental energy and think to allow your body energy excess released upon the target to effect by feel the target and make things seem almost impossible to them.

  So this pauses or makes them fazed for 1d8 rounds in melee or battle and 1d10 minutes outside of battle. The damage/healing possible with this is 2d10+charisma mod, per each 2 focus ranks. Duration or how long it lasts, is instantaneous. There is an upgrade to this, at level 20 the damage/healing goes up to 1d30+charisma mod per every 2 focus ranks.

  Self-shift; This is shifting yourself into the soul world by a mind shift. The world you know that's represented by the soul. This is purgatory, though by thinking you need to be somewhere in some dimension. You are shifted by the soul to be where you want to seem, any time you want to be in the area by feel.

  Curse; This is where you think badly of the person or target and then your spirit curses the target and causes untimely incidental death sometimes after mishaps. That's unless your immune to death. This is where you can't be effected by thinking of the energy from the protection of the creator. This causes instant death or upon a save versus death mishaps, these are strange things that cause no attacks for 1d8 rounds in battle.

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Warrior cop ability:

  Warrior cop ability is what uses the energy of the body and the area energy focused to the area, that's used to summon what you need. This is done by directing with need thought to the area energy, then you direct the energy by programming it with your thoughts, that is sent forth as waves of energy from the aura and that creates your result. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 11 actual abilities: Imprisionment shift (cha), Elemental weaopn focus (cha), Instant elemental form (cha), Momentary law (cha), Change (cha), Temperature (cha), Incident (cha), Fate call (cha), Elemental creativity (Cha), Atomic influence (cha) and Star breath (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Imprisionment shift; At any time you can shift the target into another dimension. Thinking the target shifts to another planet or dimension, it does. Thinking the target shifts back, they do. This is a prison that the target lives in, that is the size of a planet or a smaller area you had in mind. The place actually exists in a wall dimension that you will see sometime, so it can be any size and its run by demonoids. That are well balanced mentally and aren't insane.

  They can serve the law that is intended to improve the characteristic. You can end their sentence, thinking to make them come back to this dimension however you want. So think and they are where you wanted them by the power of the subconscious. However, once you start doing this, the wall is where their mural that moves and adjusts itself is shown unless you release them. You can get anyone, including those that steal from you. So use this with care.

  Elemental weapon focus; Think of the elemental energy going along the weapon and projecting forth. The target is what is hit by feel and whatever the weapon damage add your focus ranks or Concentration ranks as a bonus damage. So if you had 19 focus ranks that you want to use and did 15 weapon damage. Then, you'd do 34 % in weapon damage. The duration or how long it lasts is instant, unless you set clothes on fire for an additional 1d10+level of character fire damage until put out.

  Instant elemental form; this is where you reform yourself and what you have into a puddle of water, think and move to somewhere else. Then reform yourself and items into your original form. Whenever you become a elemental formation, you heal instantly and recover your healthy stats. However your formation, you can only phase through people and other objects with this ability.

  Other elements include things you form into and back into your form afterwards: floating ball of fire that moves at your will, a floating cloud or cold air current for air that moves by feel as you draw the heat from the air and the creator to sustain yourself, and earth is floating dust, flying things, butterflies or birds in the air that you move in by will. How long it lasts is until you change back.

  Momentary law; This is judgement based on the moment, they do what you want. See its done by belief that you can make a temporary law that's treated like a rule that they decide to follow or do. It goes both ways, you can either do the law or not do it. This law is where the subconscious causes in the target the idea to do things that you say. So it lasts for 1d6 rounds in battle or melee. Thinking in advance what you want will get you what you will into existance. This lasts forever outside of combat or until disbelieved and your target can do what they want.

  At any time, they can do a belief check that uses charisma unless they have no charisma as they are a monster. You are immune to this since you do it to others, so think and you know what to do. Those that are greedy stop being greedy, an can be gotten by this effect. If you abuse this lawmaking ability by suggesting too many things, then nothing is done. The limit to how many things are suggestable is 1d6 things per round or minute outside of combat.

  Change; Think about what you want to change. For example, your nose. Think of an iceberg, focus and collect the heat energy in the room and light energy. Then use this energy in your right hand to melt that ice. This will melt in your dreams. So now ready for change. Step 2: Make sure you don't have energy in your right hand. Now gather the cold energy and air energy in your left hand. Create a new iceberg by thinking that your nose is the way you want it to be. Then act like it, it will start to change. It's a technique that works for everyone. You can also change your habits.

  Temperature; The person gains the ability to stand any temperature and no matter what they are always very warm.

  Incident; Think of a point or the idea to enforce on the individual, then you cause it by the spirit making the result. This can cause anything that they think about or you think about on the victim. Whatever you cause on them, you can do 1d12+focus ranks per every 2 levels of character. That means if your character was level 13 and had 15 focus ranks, then you'd do 6d12+15 or 87% damage per incident max. The duration or how long it lasts is instant, unless you set materials on fire for an additional 1d10+level of character fire damage until put out.

  Fate call; This is a call whenever you think of the fates and ask by stating what you need and what you wanted. Think of what you want and you can create anything uponst the target even if upset. When you use a fate call, and know you can make the target disappear except for their objects and cease to exist or become another formation/object that you use by feel..know that fate is neutral so think and you know what to do. Whatever you cause on them, you can do 1d12+focus ranks per every 2 levels of character. That means if your character was level 15 and had 18 focus ranks, then you'd do 7d12+18 or 102% damage per fate call max. The duration or how long it lasts is instant, unless you set clothes or some material on fire for an additional 1d10+level of character fire damage until put out.

  Elemental creativity; You can call upon the elements to create an elemental effect. Think of the element, think of its form, and its there as a point is needed for it to do. The elemental can project forth an element like earth, air, fire, water, acid and so forth. The damage it can do or heal is 2d8+focus ranks in amount per each 2 levels of the character. This is an effect that works upon the target or targets and you can create any elemental effect. The idea in effect, you create by thinking about the idea and the elemental makes what you want in results. This is an effect in itself. That means if your character was level 15 and had 18 focus ranks, then you'd do 14d8+18 or 130% damage max. The duration or how long it lasts is 1d6 rounds in melee/battle or until you don't focus outside of battle.

  Atomic influence; With atomic influence, you can focus upon what you intend to do and create actions. This is done by what you think, that's with influence by waves of thought energy. The target is effected into doing what you intend by the atomic particles of energy. Think and you know what to do.

  Star breath; This is a special property of the stars and their energy. That you focus into existence by gating star energy to create with by thought or imagination. You can ride it as a wave, camouflage yourself, when you breathe it around others you can envision a trap or grab them with it. You can also create whatever you say you visualise. You can bring dead stuff back to life permanently and it can be better than before and more vibrant or you can do the opposite. Think of what you want and say what it is to the DM/GM, then you get what you desire by the power of the star breath.

  The effect damage/healing done by this is 2d10+focus ranks per every 2 levels in %. The duration or how long it can last is 1d8 rounds in melee/battle or unlimited outside of battle until otherwise needed. That means for a level 20 character named joe, that has 20 focus ranks and wants to cast a creation of healing and raising. They would get 20d10+20 or 20*10+20=220% health restored and the character restored to life. That lasts until you no longer want the character to live. This is a useful ability indeed.

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Magician ability:

  Magician ability is what uses the energy of the body and the soul as it uses the area energy, that's used to summon what you need. This is done by directing with need thought to the area energy, then you direct the energy by programming it with your thoughts, that is sent forth as waves of energy from the aura and that creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Magic 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 10 actual abilities: Aetnus creation (cha), Chi blade (cha), Wand magic (cha), Stage magic (cha), Moon magic (cha), Dark arts defense (cha), Chaos magic of Oberon (cha), Indonesian magic (cha), Chaotic petals (cha) and Death charge (Cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Aetnus creation; The creation is a point you think to create as you feel its needed, this uses gated in energy to create your results an then you make with the feel and create with the point. You can create magnetic pulses with this or think an element into existence from a gated area with this ability, think of the element or you can create a mix of upto 3 elements with use of this ability. The elements are earth, wind, fire and water.

  Additional elements are acid, lava and others like ice and void listed here @ http://spellsguide.epizy.com/toc.html. This is where you can think things healed, your thoughts program the wound or problem energy to spiritually disappear. Also if you need magic, think of the effect and need it and the subconscious will do it if you allow for it. See you can think the wound appears. Where you need the body wounded spiritually and then its there.

  Basically, you think of what you need and do the right thing by actions to create the results you desire. Like a gesture to create the point you state or symbol drawn by finger in the air, that's used by the soul or soul copy to create a result with the consciousness of energy programming the area energy into making what you wish to occur. This can use willpower, what you will into existence is up to you. Some have created with a punch in their hands. That set an effect of the target being punched by released energy waves focused towards the intended target..

  Otherwise you can bind an energy effect to some object, this can make a piece of wood or some object create a result that you bound it to create. Say you bound fire energy into the item, then you can cast fireballs with the energy programming the area energy to form and do it. That is when the object does what you want by the energy you lock into it. You think to the energy of the item what you want and it does it, until the energy you cast forth is spent or dispelled by your will.

  So if you think, then if you need an effect its created in order to make it locked in, hold the item and think of the effect as energy that you then think "locked" to bind or "unlocked" to unbind. Once unbound, the energy is then released and you would have to focus an effect through the item to get it to do it. So that's about it, for bindings and unbindings. Enjoy yourself as you create with this ability.

  If you want to create healing/damages with this, know the duration or how long it lasts is instant and then you create with an amount. This amount if damage is reduced from the targets and if healing health restored. The amount is 1d10+charisma mod per each 2 concentration or focus ranks round down. Such as for a character named joe, that has 13 concentration ranks, 12 focus ranks and 6 charisma mod. The effect is using concentration ranks this time. The amount is 6d10+6 or 6*10+6= 66% max damage.

  There is an upgrade to this, where you get at level 10 a damage/healing that's 1d12+charisma mod per every 2 concentration or focus ranks. So at level 12, where the character joe now has 15 focus ranks, 14 concentration ranks and 7 charisma mod. The character wantes to heal, so the amount healed is using focus ranks. This is 7d12+7 or 91% max healed with the total added onto the target or character you need to heal.

  Its all up to the DM/GM. The target has a counterwill if the DM/GM desires to use it. You see the person whom is the target can will their own thing. Sometimes it interferes with the targeter. The soul is a powerful thing, so if their soul doesn't like coercement or the effect..it reflects the spell back on you or someone that they don't know. This counterwill is a 1d20 and successfully done as a 10 or above is rolled. Roll a 1d6 to see if its reflected back on you or another target. That is where 1-3 is reflected at you and 4-6 is deflected on another target.

  Chi blade; Focus heat energy into the hand and imagine or think of the energy turning into a blade of energy. Then have fun by slashing things. When done, imagine or think it unforms itself. You see at the least it will cause smude marks on the wall. So at the most it will cut is anything. The chi blade only does damages. So if you want to create damages with this, know the effect is instant and you create with an amount in percent. This amount if damage is reduced from the targets. The amount is 1d12+charisma mod per each 2 concentration or focus ranks round down. Such as for a character named jessy, that has 15 concentration ranks, 14 focus ranks and 6 charisma mod. The effect is using concentration ranks this time. The amount is 7d12+6 or 7*12+6=90% max damage.

  There is an upgrade to this, where you get at level 12 a damage/healing that's 2d8+charisma mod per every 2 concentration or focus ranks. So at level 12, where the character joe now has 16 focus ranks, 15 concentration ranks and 7 charisma mod. The character wantes to cut something up, so the amount done is using focus ranks. This is 16d8+7 or 135% max with the total removed from the target or character health you need to cut.

  Wand magic; The wand does the effect and think as you intend it you can create your intentions. Of course, what you need is to make use of a stick, weapon or staff as a wand that you point, imagine or think of the purpose and it does things that you want. You can optionally buy a wand, but that's if you have the money for it. So you can even use an object, limb, finger, hand or arm pointed at the target. You can easily do hexes, charms or other things like transmorgification meaning changing the body into something else. If you want a list of hexes or charms you can do, look here @ http://spellsguide.epizy.com/toc.html .. its listed there all in its glory. Any damage/healing done by this effect is 2d8+charisma mod per each 2 focus or concentration ranks. Round down. The effect per round lasts 1d6 rounds in battle or until not needed outside of battle.

  Stage magic; Think and know, the stage is the game with psyching out the target audience or creating with the subconscious mind and the right suggestion. This is where you think about the moment and create with your will, that is a moment based off illusion and what creates with the subconscious. So this means then its done by the spirit making it occur, thinking about things being done with subconscious guidance.

  Since in idea its based off illusion, then it disappears if not needed by the consciousness of energy sensing what you need. What is there instead, this is whatever you want observed. Say you wanted a fireball to appear in thin air and do what you want. Think it is there and it forms by the power of the subconscious forming what you think. This is how it would work, if you didn't need anything then nothing occurs by feel. If you did, then your aware of the idea and know what to do with it in mind.

  This is an idea in itself to try if safe, if your curious as to how it works. So think of a point or idea, express the idea and it could occur. This is where the subconscious takes your idea and makes it into reality. So think of your need and you could get it. If you don't and it was bad, that's due to a luck save by the way then your lucky. So think and you know what to do.

  So make a gesture and create by statements to the effect of "I use this gesture to create my will." or make the gesture and state "I will the amazon delivery to come to me that I ordered as soon as possible." Other things you can do is levitation and flying, so think about this as you fly out of range of the targets attack.

  However, stage magic can use props and ideal gadgets that you know how to use by the spirit knowing and you realizing it. So this magic is the illusion with the stage and optional is some store bought stage gear, those are the props and gear on stage. Think and you know what to do. This is illusion based that can be or seem real by feel, so think and no damages or healing can occur unless they believe its possible with this effect.

  However, the effect cannot be used to harm people unless they don't disbelieve it as this is distraction by an ideal effect, this distraction keeps the target/s from attacking. The effect lasts 1d6 rounds in battle and until not needed outside of battle. The damage or healing possible is this. Any damage/healing done by this effect is 2d8+charisma mod per each 2 focus or concentration ranks. Round down.

  This is done per round unless not needed. That is lasting 1d6 rounds in battle/melee and until not needed outside of battle. Otherwise, its disbelieved, by a illusion reality check. That is willing it to not exist and creating with the energy sent to you. This is a 1d20 roll made by the target and if 10 or above is rolled then its as though it didn't effect the target/s.

  Moon magic; If on a planet with a moon. If using the moon energy, you can focus your mind and think to write with the energy. So if you wrote with the moon energy and said "Sky Rite" then you made light. So the same can be done with a different symbol and this time cause the moon energy to attack. Also when you do it, you can make a dupe of the moon that could raise waves or influence things to manifest. Like the elements in a wave pattern. Again, the elements are earth, wind, fire, water. Additional elements are acid, lava and others like ice and void. The elements are listed here @ http://spellsguide.epizy.com/toc.html. .

  If you want to create healing/damages with this, you create with an amount with a wave of influence. This amount if damage is reduced from the targets and if healing health restored. The amount is 2d8+charisma mod per each 2 concentration or focus ranks round down. The effect lasts 1d6 rounds in battle and until not needed outside of battle. Such as for a character named peter, that has 16 concentration ranks, 15 focus ranks and 6 charisma mod. The effect is using concentration ranks this time. The amount is 16d8+6 or 16*8+6= 134% damage max.

  There is an upgrade to this, where you get at level 14 a damage/healing that's 2d10+charisma mod per every 2 concentration or focus ranks. So at level 16, where the character jones now has 19 focus ranks, 15 concentration ranks and 7 charisma mod. The character wantes to heal using a healing wave of light, so the amount healed is using focus ranks. This is 18d10+7 or 187% max healed with the total added onto the target or character you need to heal.

  Dark arts defense; Think of the idea to control or create a vision, that makes the person do things that you intend or know things about what you need them to know about. If not that, you create with an idea and use darkness energy to create with a point to make what result you intend to create. You can even create pain in the body by thinking its there, otherwise release him or her of the pain by thinking its gone..

  This lasts 1d6 rounds in battle/melee or unlimitedly outside of battle until you don't want it. You can do 2d8+charisma mod per each 2 focus ranks, round down. That means by dark energy focus, you can create with the energy. I think with a character named smoe, for healing damages in amount, that has 16 concentration ranks, 15 focus ranks and 6 charisma mod. The effect is using concentration ranks this time. The amount is 16d8+6 or 16*8+6= 134% damage max.

  Chaos magic of oberon; This is where you create with an effect of so many things happening at once and breaking down things that are targeted disappear with this idea to effect by chaos and make with a "poof". This means that the problem disappears and thinking works out by feel. That could be where you create with this effect and make with the idea, so you feel what is important and that allows the targets things to remain. Stated out to the DM/GM, is the effect of the chaos magic to create with a point and make with a result. The amount of things created distract the target by 1d6 rounds in battle and its an unlimited time outside of battle. Until you don't need it. Then, the idea of chaos magic disappears.

  Indonesian magic; This is a more powerful version of magic than Aetnus creation magic. In indonesian magic you think of the point, and then create with an idea of what you want to manifest. Think of the moment and need the idea you have in mind, then your soul will create what you desire. This is the trick of indonesian magic.

  However beware casting an illusion with this style, that exists because you wanted it there. The illusion is done by thinking of what you want, then its seen as a point of vision that occurs to the mind. The indonesian illusion is harder to dispel unless you need something other than the illusion to be seen. Like your thoughts control the moment and you do what you want..

  The effect lasts for 1d6 rounds in battle or until not needed outside of battle. If you want to create healing/damages with this, you create with an amount. This amount if damage is reduced from the targets and if healing health restored. The amount is 2d12+charisma mod per each 2 concentration or focus ranks round down. Such as for a character named jason, that is level 19 and has 17 concentration ranks, 18 focus ranks and 7 charisma mod. The effect is using focus ranks this time. The amount is 20d112+7 or 20*10+7=207% max damage.

  There is an upgrade to this, where you get at level 20 a damage/healing that's 1d30+charisma mod per every 2 concentration or focus ranks. So at level 22, where the character jay now has 20 focus ranks, 14 concentration ranks and 7 charisma mod. The character wantes to heal, so the amount healed is using focus ranks. This is 10d30+7 or 307% max healed with the total added onto the target or character you need to heal.

  Chaotic petals; Imagine or think about chaos and violet energy forming as a violet flame and then create a burning effect in the form of floating violet flame or flying violet petals..projecting forth its flame into the target. This can burn them as it disrupts the target in their activity by energy passing through them. Think and they think of doing something else.

  This can only deal damage. The effect lasts 1d6 rounds in battle and until not needed outside of battle. If you want to create damages with this, you create with a % as an amount. This amount if damage is reduced from the targets. The amount is 1d30+charisma mod per each 2 concentration or focus ranks round down. Such as for a character named json, that is level 18 and has 20 concentration ranks, 18 focus ranks and 8 charisma mod. The effect is using concentration ranks this time. The amount is 10d30+8 or 10*30+8=308% max damage.

  Death charge; Focus your death and decay in your cells as though energy and project it forth. This causes you to look younger and be more energetic. You can hurt a bit when you do this. So if you can create an effect of death on a target, then you will cause them to reduce their health by half. The effect is simple, expend forth the energy and will it to target something or someone. Then you cause death if you apply this a few times.

  Death and decay energy does what you will it to do, so think and you know what to do. If you don't have an idea, then you can still use it like a sword that discharges itself from the blade. If you use this effect with an actual weapon, you may increase the damage by adding the damage done by this with the weapons, yet the weapon will decay faster. So think about that, as you don't want to lose a weapon, or do you not mind the effect..yet the effect is instant or lasts 1d8 rounds in battle and until not needed outside of battle.

  If you want to heal by this, then know to target the disease's cells in the body and you remove the symptoms of the disease. All you need to do after targeting is wait, till you produce more death and decay from decaying cells. For instance you can create a decaying weapon effect, if you target the weapon as well. So if you decay the weapon enough, it could break. Since you can also use the decaying energy as though a weapon, think to extend it like a blade or light sabre.

  This is where you were holding a sword and the death and decaying energy extends as the blade of it. Once again, upon strike, it reduces the Health percent by half except for when the self-strike is done. Then you know, you are immune to your own death and decay energy so the self-strike will effect the disease cells only. So if you want to cure yourself, you may strike where the pain is to null it and cause them bliss instead. This always works with getting them in bliss and suggesting something that they do, except when the target is immune to death energy. Then no damage is done. Also, if you do suggest something roll a charisma check of 1d20+charisma mod and get a 10 or above to make sure the target does it.

Goto magic skills menu
Orderly ability:

  Orderly ability is what uses the energy of the God and the soul as it uses the area energy, that's where the God is used to summon what you need. This is done by directing with need thought to the area energy, then you direct the God by having your God program it with your thoughts, that is sent forth as waves of energy from the aura and that creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Spirit effect (cha), Psyche out (cha), Auratic manifest (cha), Matrix glitch (cha), Matrix heal (cha), Counceling (cha) and Chaotic effect (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Spirit effect; The effect of the spirit is what the soul creates. This means the spirit is using the soul to create what it needs to make in manifest. The effect is creating any result. So when the effect needs to damage things or someone or something, you create spirit damage and where you need to heal by the spirit. You create spiritual healing. Any other effect is done by will with the spirit gating in the energy of the element. Thinking and imagining the result you state to he DM/GM will create with the spirit and make with a result. Any effect lasts 1d6 rounds in battle and until not wanted outside of combat in effect.

  The poisoning effect is a classic idea to get rid of bugs, all that's needed is to effect them with the spirit drawing the bug to its effective poison. Any element like earth, air, water, fire, acid, poison or void can be used. See earth can block and absorb. Then, air can make things colder and freeze things, otherwise lift or hold things in the air. Water can create wetness, flood the area or drown the victim.

  Fire can burn things. Acid can eat away the substance of things. Poison can kill by making the condition worse. Void can draw away all or some energy of the target and give it to you, draining it of health if this is doing an attack and making you kill it then as its faster gone. Also, you can choose to transfer by spirit your health or energy to some worthy target. Just state to the gm/DM you use the spirit effect to transfer some of your health or energy and how much to the target and its done.

  Any element can damage or cure or heal the body, its intent to do so that makes it happen. This is an effect of life energy so think of the best and create what you intend to create by statement. State it to the DM/GM what the spirit does to make a result. Each result can do 1d10+focus ranks per every 2 levels of the character. That means the average character can at level 13 with 15 focus ranks create 6d10+15 in amount. The amount maximum is 6*10+15=75% health reduction if damage or health increase if healing. See that means anything over full health percent is reduced back to fhp after an hour. Each spirit effect can last 1d6 rounds in battle or until not needed outside of battle.

  There is an upgrade to this, after level 10 each result can do 1d12+focus ranks per every 2 levels of the character. That means the average character can at level 15 with 17 focus ranks create 7d12+17 in amount. The amount maximum is 7*12+17=101% health reduction if damage or health increase if healing. Each spirit effect can now last 1d8 rounds in battle or until not needed outside of battle. After the spirit closes the gate to the element. Then things can be normal again. This is an effect known to create longetivity as it reduces aging to 1/10 of the normal aging process in life.

  Psyche out; The moment is where you think of the target and psych him, her or it out as to make them not do what you don't want them to do. Instead you psych them out and cause them to do what you intend them to do. Roll a bluff check with 1d20+bluff ranks to see if you succeed. As you may be able to punch your fist and have them feel the blow. The effect is instant.

  Auratic manifest; This is where you think of the effect, that makes the point or what you need that's expressed. Think of the idea as though a thing to manifest and you create with the aura energy programmed by the thought as a wave of energy you cause influence and manifestation. That means from doing things you make the aura change the area energy. Otherwise you gate the programmed energy to the area of effect to manifest there. This means you cause energy to make effects.

  Think of the auratic spin of energy, imagine or think of the effect with gated in energy to the aura. When empowered, you can create by a thought and make with a point or thought spoken. The damages possible are 1d12+focus ranks per each 2 levels of the character. The effect can last up to 1d6 rounds per combat and until not needed outside of combat. There is an upgrade to this, above level 10 you do 2d8+focus ranks per every two levels of the character.

  That means a character named fanny creates an energy beam where he projects it from the hand. That is level 10 and has 12 focus ranks. She does 5d12+12 or max is 5*12+12=72% health damage. Then the same fanny wants to make a healing wave for her party at a higher level. She is at level 17 and has 20 focus ranks. This allows her 16d8+20 in amount. Each amount she does is (8*2)*8+20=148% max healed.

  This allows that you can cast interesting effects with the aura, too. As though you wanted to make a glowing aura. Think of the energy you gated in to the aura. The effect is making you glow by thinking your glowing and thus can see in the dark. There may be other examples, yet this is an idea to use for the moment as it can last outside combat until you no longer need to glow. So think and you know what to do.

  Matrix glitch; This is where you think of something to make it happen. The Matrix glitches and forms it by feel. The glitch could be 3 people in a row that are the same person in appearance. Otherwise its repeating the same thing over and over again until you think to end the moment. This can happen in the mind where the person experiences something and then experience it again yet different results occur.

  Matrix heal; This is where you are near the target and do things with them for 30 minutes. They heal by 1/3 of their health percent being restored each 30 minute segment.

  Counceling; The effect of this is calm yet the target is advised by you and gets good results. This has a mood improvement and leaves the target unable to attack as it resolves the targets issues. Roll a 1d20+charima mod added to luck to see if you got a 10 or above result. That means success with the mood improved and the person reasoning with others. The effect is instant.

  Chaotic effect; The effect of this is to use chaos energy to cast an effect of potent idea. This is where the target can heal or get damaged as they break down in their mind. This effect can create an instant effect or deal out or heal up with 2d8+focus ranks per every 2 levels of character in amount. The use of iron particles contains the energy of chaos and they use the creator to cause effects with it. It is summoned into the iron to create with a point that is your expressed idea and make with results.

  You can heal with chaos, think the chaos energy is directed by the creator to target disease cells. Then any ailments or diseases disappear as you think of the idea. This is where the diseased cells of the body break down into energy. The creator or your God makes it happen. If you don't intend it, then you don't get a result. So think about it as you need the result to occur and happen to allow.

  Seen is the result that you to recover by feel as you allow in life energy to recover your health by feel. This is with a point or idea that spoken about creates results. Doing so, you could feel really good and may want to do anything by the good feeling you have by the cells breaking down. This is the insanity of chaos, it sometimes feels like constant orgasm or sex. So in order to not agree to everything, think about not doing things by feel unless you need to get things done. Then think and you create better results even, if you feel good.

  That means a level 10 character with 14 focus ranks will do 10d8+14. This is an amount that is 10*8+14 or 94% max reduced from or added to the health of the target/s. It's an instant effect that is halved in damage if resisted. This is a savings throw against chaos. Basically, a will save. A 1d20+will and getting a 10 or above for success. If the monster has no will to save itself, then the will save is not done.

Goto magic skills menu
Starseed ability:

  Starseed ability is what uses the energy of the creator or God and the soul as it uses the area energy, that's where the creator is used to summon what you need. This is done by directing with need thought to the area energy, then you direct the creator or God by having your consciousness program it with your thoughts, that is sent forth as waves of energy from the aura and that creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the heat energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Intensify effect (cha), Focusing spell (cha), Energy trace (cha), Trance (cha), Prevention (cha), Star force (cha) and Creator's point (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Intensify effect; This make results intensified by feel only makes you feel intense and in use its one time per hour you can intensify the effect you do. This makes a result total x 3 in amount.

  Focusing spell; The point you focus on a thought you think to create you make what you desire by feel. This what is like the limited wish ability, as you only get so much in effect with gated in energy creating the effect. The coldness you feel is a giveaway though as you use the energy, that means you drew in heat energy and created what you wanted. The duration is 1d8 rounds in battle and unlimited until the energy is then expended or not wanted outside of battle. It takes 1 action time to recover the heat energy so you can do another effect. If you do this effect more than 10 times per day, you will feel tired until you sleep unless you think heat is activity. If your in rest or sleep, you recover and can cast without tiredness 10 more times. So with this ability, you can emulate any spell that you want to create in effect. Including butterfly creation and other things.

  Note: For a gate. Think to know by spirit what's in there and think to allow it if its safe. Then you can think of the effect you need and imagine a small gateway form, that's from the air and that draws in energy or what you want. As you hold out your hand or focus your eyes, you create the idea of a gate that uses the creator as though a source. This gate draws in energy to your aura. Thinking as you feel the need. You create with a gate or not bother as the energy comes from the body, that means it closes when you feel its not necessary and thinking it closes closes the gate.

  The damages/healing amounts are as follows:
1d10+half level round down per every 2 levels for levels 1-9.
2d10+half level round down per every 2 levels for levels 10-19.
3d10+half level round down per every 2 levels for levels 20-29.
4d10+half level, round down per every 2 levels for levels 30+.

  Here are some things you can do with this.

   sound; The effect of sound is to create a sound and the target reacts that its real. This is where you make a sound and create a result, this like clapping and making a wounding effect. That could be an effect by making a washing sound or bath filling with water. So you can be where you wash up, then without actually touching a tub until later you actually use the tub. Basically you can experience things now and actually do them later.

   arcing; This is where you think of the moment and use it as summoned with gating energy, then think of the energy changing into plasma that is passing from one hand to the other. See it done as it passes through the target. Then it can deal damage. You are immune to this energy of course, so don't worry you won't damage yourself as its absorbed back into the aura.

   freeze; You can freeze in place with this someone, think of the moment and think freeze to the energy and you create a cold blast. That hits them wherever they are, then as they can freeze in place and become cold with cold damage.

   hold still; think to be somewhere else as your still and your spirit is there exploring or absorbing energy of what is there and you create what you want as you hold still and wait for things to occur.

   fire summons; You think and can do things as your body warms up with energy summoned by gating to the aura. You can focus the energy into creating dark spots on a surface or burn some target. If you keep focusing it will burst into flames. Otherwise you will cause your metabolism to raise by programming the energy to make that happen. The fire energy is willed to eat away the fat. This should stop by what is needed, if you need to do it and don't want to stop. Then hold off on doing it and you won't burn out.

   water effect; Think of the effect you want the body to do, think of your need as you drink the water and it goes to the aura to create that effect. That means you can cool yourself down or cast the watery energy. This goes at a surface for a smudge or watery area that appears darker. This is done by what you focus on, that's with the power of the pinneal gland creating a third eye effect.

   spark; Think about energy making a spark that appears as though a flare up of energy and it will. You will notice when and if it does cause spark damage.

   acid splash; This forms acid from summoned energy that goes forth with a gesture. This acid eats away from the target by feel.

   poison; Think the energy forms poison, that effects the target and causes the health to degrade.

   cone of effect; curl your hand up in a cone shape and blow through the hole formed. This creates what effect of an element by energy you summon, that you want as a conic blast and it effects with a radius of effect. This effects in a 6 feet radius.

   shifting; think of the area and imagine yourself there, then you shift there by feel.

   aware sense; The brain is aware as you think of the moment and your senses make you aware of the moment that reveals what properties or idea exist with the item or area.

   healing; the point you think about, this makes the idea you consider. Think of healing and its done, that is done as though you healed 1/3 the fhp (full health percent) of yourself each time you try this.

   speed; This is where you speed up by a foot per minute.

   blur; This is where you make yourself harder to hit, they recieve a -5 to their to hit rolls.

   transformation self/other; You can think of the form, look at a form or need to be the form you think about. Say "like that shape I want", "like him" or "like her". Then you or some personal target/s transform into that shape. They retain their stats and that's about it except height and weight.

   knowing; Think you know and then suddenly you do know by the consciousness of energy.

   elemental balls; This is where you think the energy of aura sends forth balls, that contain the element you think to use like acid. That ball or balls strike the target. There can be 1d6 maximum balls formed.

   cloning; This is a point where the energy of the aura is sent forth with a soul copy, that is then willed to form a clone of yourself. Thus it forms a few clones of yourself to the area you think to see. They have your stats and energy formed equipment. You can have 1d6 clones per combat or outside of combat at any given time, that last until dead or they are dismissed and they disappear back to the creator. They are gone as energy spheres that dissipate in the air.

   location; They that use this know where things or people are in the area. They also know where places or services are by feel. If it feels right, then it is right unless proven otherwise.

   translation; If you hear or read a language, you instantly know what is said or written by an intelligence spike that allows you to know what you read.

   word power; Think of the idea to form and send out gated in aura energy to create it then by statement out loud. That allows where you create the idea you intend, making use of idea with what you speak. That is with release of energy. This is the power of the language you say or express that is used by the subconscious to create what result you have gotten.

   create food and water; This is where you think of the food or need the water and think you get it formed in the hand in some container. Then it's formed and you can enjoy it. Whether its edible or drinkable is where you think it is.

   cure disease and illness; This is where you focus aura energy into curing the illness or any disease that the body has by feel that disappears by feel.

   weather magic; This is where you use the summoned energy to create weather in the sky, that creates rain or ability to strike enemies down. This means you can direct lightning strikes to hit the ground and enemies alike. That's as you draw lightning to the target area with thought, that it'd strike there and feeling an negative pole of energy imagined to be there. Dispel the negative pole by thinking it dissipates away harmlessly.

   magnetic pulse; You can cause anything or person to be either pulsed away or towards you. This is where you think of a pulse of energy to repulse the target or item to drive it away. Otherwise think it comes nearer, this is to cause a drawing magnetic pulse like a lift.

   phasing; Think a gate exists that causes what you don't like as though a power source to effect the target if you want by willing it to create what result you want. Otherwise this is where you can make a point or statement and say, "I phase a blow of my weapon to hit the target", then roll attack with +4 to the roll. Think of the area to attempt and hit by an instant blow that you don't have to be near to do. This uses a gate that shifts the blow to the target. That is used as though an idea of what you can do, this is an idea for what you do with the weapon. That goes through the gate to hit the target unerringly. Think and you know what to do.

   create item; You can create any item by this idea, that you find in your hand from the summoned or gated energy making it exist. Think of the idea you want to create like a blaster gun, imagine it there and that your using it. Then if it appears, you can create any result with this idea in use. If you create a blaster gun or any other item, you make a blast or whatever the effect of the item. Unsummon the item, when you are done with it if by thinking it gone and not needing it. Then, it disappears back into becoming energy again.

   turn; This causes by energy you summon with or without an object held as a focusing point, the effect of turning away people, items, creatures or undead and by the power of a God or the creator make them disappear.

   rite; You can create an effect by magical rite, think you know it and you realize what the rite is that's needed. Then, have your soul copy do the rite by feel. This creates what result you intend by feel with materials such as a lit candle and use of words as directive programming that will program the summoned energy to create what result you need.

   gesture; The right gesture or movement of the body can focus the third eye, this creates with the elements and makes what you wish as a need into happening. Think of the element or elements to use, then focus your mind upon the area and say the gesture is a pointed finger. This creates the elemental effects upon the area, that you thought to focus upon and target. This is like creating a dark spot on the wall, focusing uponst it and it bursts into fire after 1 round. This is using a finger to set the mark and then focus to make it burst into flames. You can use any element. Think of the idea and it is done.

   response; Think to get a response as you state the idea out loud and you have a response that you want by feel.

   energy effect; Think to get what you want and the idea is done by the power or programming, you put programming to energy with statements that you make out loud. The energy comes from various places, it shifts to places to do things as if by gating itself. So if you said, "I wish to make things work" then energy will be programmed by a wish to make your machines work by feel with its programming. This energy effect is amazing, think of what you want and need to use the energy by programming it. If you do, you can generate almost anything by feel. That is what its about. If you don't need it, say "en" for it means at the end.

   influence; This is where you cast forth energy from the aura with your thoughts as programming. That means it then is the wave of energy that effects in the area or target to manifest, what you need by feel with its influence. This is cast forth by a clean hand, that means you cast forth clean energy with a symbol. You can use an outward drawn in the air spiral starting at the center, thinking to create what result you intend you create the intention as you strengthen and clean the area you point your hand to with a drawn symbol.

   reviving; This is where you focus and make idea happen of reviving the life of someone. Right as they are recently deceased and this takes thinking "revive", then sending forth your energy to work with their remaining body energy. That's programmed by thought to revive and to create the combined result of revival and resurrection.

   chest burns; This is whhen you think your energy combines with theirs. Then heat flares causing chest burns.

   death and decay; This is where you think to rub your finger along the butt crack, so you gather some of the smelly oil. Then cause its essence to be cast forth with an inward drawn spiral in the air starting at the outer edge of it. This corrodes things in the direction that is there. If you corrode things enough, then you can break the idea of things that exist there. Once you reach 90% corroded, it'll break.

   reduction; This is thinking of the reducing effect and drawing an inward drawn spiral symbol towards the area to reduce what you want reduced. That can reduce scents or what you don't want by feel or senses.

   foci; Think of using multiple focus devices or gemstones for your effects, thinking to create with a +4 to the effect per each device or gemstone. At level 14, the upgrade to this is +8 to the effect per each device or crystal.

   greater force; Think of the moment of adding emotion into the foray and you can do more damage by feel. Add 6+strength mod extra damage with this effect. This is where you focus your emotion and create physical results by thinking about the idea.

   greater feel; This is where you feel things out and have the item tell you things by you knowing with insight that is has as properties that exist.

   focusing; Whatever you focus upon as you hold a gem changes by thinking its something else, this changes to be what you want it to be. This is a form of polymorph other that can also change the self.

   thoughtless; This is the point you do things by feel, that means the spirit that creates whatever you want or you feel is needed. This uses the soul copy to create the effect, that the spirit focuses to the area to make what you intend.

   the end; This is where you cease the effect and think to make what you want with the energy.

   wall effect; Think of the element, then focus on the area. The element comes from gating it into the area as energy to create itself. This is thinking of the shape and form as you will it to exist. This can be a wall of e4nergy, a wall of fire that burns things on its path, a wall of water that overruns or dampens things, a wall of earth that blocks and neutralizes things or a solid wall of air that holds and blocks things. Otherwise, it can be a wall of solid void or black energy, that ssucks the life out of tarets that it passes by feel.

   beat down; This is the anti-puppy effect, where you create a repercussion by thinking a blow goes to the head spiritually and knock out the puppy or target for 1d6 rounds in battle and unlimitedly outside of battle..

   sparkling effect; The sparkling effect is makes you more an charismatic as you imagine or think of what you need and focus on the moment of fire particles. They light your face and you can get what you intend. That's the sparkle effect by feel.

   the puppy; This is where you amp the sparkles or cuteness by imagining yourself as a puppy that is coddled by the target and attempt to get a charismatic result. Think about what you do and you can get whatever you want by this effect in idea. Use a charisma check to determine what results you get for 1d6 rounds in battle and unlimitedly outside of battle in life.

   the drug effect; This is where you create a drug effect, you state the drug or herb name and imagine its use then its energy is summoned and it does what you intend. That is a drug or herb you observe or think about, and state the name of the drug or herb. Think it effects you or some other, and you get an instant effect of the drug in one dose. That's able to effect the target, that could be you or some other in whatever dose strength that you need. Say it was aspirin, think that aspirin effects you and state it out loud and your body receives an energy dose. If you don't want the effect then it cancels itself out.

   waiting; The moment is waited for by feel from the energy your aura has, that causes your target to wait for 1d6 rounds in battle or unlimited time outside of combat until otherwise needed.

   hammy; Think about stunning the target and project forth energy, that means you stunned the target for 1d6 rounds in battle or unlimitedly outside of battle. Then use a sharp tool to hamstring it. This works on humanoids or humanlike attackers and you disabled the target for awhile.

   stun; Think to stun the target, then send out stunning energy towards the target. This works for 1d6 rounds in battle or unlimitedly outside of battle. Then, you can kill it without being attacked by it or them.

   bird summons; Look at your hand. Hit it under with your other hand. Imagine that a bird will come out at this moment. Stretch your hand forward and its formed.

   lightning strike; Think to keep your hands parallel to each other. Think it accumulates energy. Then shrink it with your hands. This is constantly pressing and pressing. Think an idea there to bring energy to the atomic level. Audibly: "When I snap my finger, explode and be free." Scatter in the sky and lightning strikes your foe.

   thought focus; Think of the idea to create the result, that you think on others to make it manifest. This idea can create elements, sleep and other conditions, anything you think are possible in the area.

   walk on surface; This is where you think about walking on a solidified surface and you walk on a solid surface like your walking on water or a wall and don't slip.

   solidify; This is where you can trap someone in ice. If they're in water by willing it you cause the water to solidify into ice.

   finding; This is where you find things by thinking to find them, no matter where they are.

   tendrils of strength; Think to send out tendrils of energy, that stregthen and help stabilize what you walk on or the floor.

   empowerment; Think to make a drink or food and look at the substance of food or drink. Think thoughts to create the substance as more energized with the power of your God. Add +10 to Stamina points or Mana points.

   lead; By act of deliberation, this is where you think of a good example and describe it. So the target follows along and creates what you want by your idea. Make a charisma check for this to succeed.

   Think and create; This is where you create a point of speech and write it down, so you can later use it as a spell that goes off by feel.

   cope; This is where you use by will the aura energy to make acceptable, the cause you think or speak about to make yourself cope and get along with others by feel.

   dope; Dopamine by focused will is produced in the body, making you feel less pain.

   ancestral effect; Standing still you focus upon a place in the area, that creates a being that that exists until you stop focusing the effect and has manifested weapons or elemental effects. These effects it can cause to be used against the target.

   timed effect; Think to cast forth an effect. Then, you create it when you intend it to be effective againt the foe/s. This is like casting a fireball, that has a delayed blast of 1d6 rounds in battle or until you decide to cause it to effect the target.

   warmer; This is where you focus fire energy to warm yourself or something up.

   colder; Think about cooling off and you use cold energy to cool yourself or something off.

   touch work; Think to touch the item and energy you will to the purpose makes you do the right things so it will work.

   hit to work; This is where you hit something of an item and the item works by your will and energy.

   death cyclone; This is where you focus your death and decay energy into becoming a cyclone, that does what you want or intend and causes decay and death wherever you direct it.. This effect lasts 1d8 rounds in battle and unlimitedly outside of combat, until you decide to end it.

   elemental cyclone; This is like an elemental cyclone was generated by thinking it exists and releasing it to the area with a gesture that makes it do whatever you intend it to do. The element could be any element, like an air cyclone with fire mixed into it. That ends with the cyclone disippating harmlessly, that's after 1d6 rounds in battle or until it is unneeded by feel.

   planet shift; Think of the planet and think your there. Then you know what and how it is there on the surface of the planet. Willing yourself to be there, makes yourself teleport to the surface or area of the planet, anywhere you want to be you are existing by the power of the creator or God.

   dimension; This effect makes what you will by the subconscious using your suggestions and making use of the dimensional energy that occurs to manifest things. If you brought back someone with this, they would live as though from the grave and not been killed. So at a later date they would die a horrendous death.

   bomb; This effect allows you to focus your excess energy in the aura, think of the area and a spherical energy. Then you know it will effect, send it forth to effect a target. The effect is a bomb that distracts thought and energy energizes the body or item. This energy rises to the point that it causes dysfunction in the target for 1d6 rounds in battle or turns them to dust. Otherwise, it causes with an unlimited amount of time the disruptive energy effect.

   protection; This is where nothing bad happens and you are creating with actions to make energy effect what you want as energy protects you, that's protection from the bad things or attacks by warding them away. The ward causes you to not be effected by things, that occur that you don't want to be effected by. That is like a shield, except you don't ever get attacted by released energy to create the ward. If you think to do worse, you do better instead and negate the bad.

   hand of force; This is the God hand that focuses forth your energy, thinking to create what you need to happen. As long as you focus the energy, you can create whatever your need is as a programmed by thoughts result. This works until you don't need the result. This can push forth, freeze or pull upon any person or item. Otherwise it can create any element you think about, that's as you cause it by thought with the outstretched hand what you intend.

   transferrence; Think to send the energy or health or whatever you want to send and the other target gets it.

  Energy trace; Think of the point or idea expressed, then focus on the area as you think "reveal yourself". This is where you sense the trace of the moment, thinking to see the area trace or steps that were taken of the specified person or thing. You can follow the trace of anything with this idea, that's as though the elemental energy revealed what occurred or where the source is by feel.

  Trance; Thinking to breath in and out, this is a free action you can think of an idea and slip into a trance. Think of the idea to create and need it there, then you add in the point to make by feel what you want very easily. Add +4 to focus and concentration ranks and effect rolls.

  Prevention; Think of the idea you intend in life, think and what you don't like doesn't happen. The idea is not done as you think of the effect that blocks the idea not liked. The energy you have in your body creates a counterforce, that makes with focus or conscentration anything not liked to be countered or suppressed by energy and will into not happening unless necessary.

  Star force; The force of a star is gated to an area and focusing your thought creates with the energy you summoned. This is an enhancement to Focusing spell. Making the effect you do by gated energy. Think of the effect like creating an unlimited wish of whatever you want with the energy of a star. Sometimes it can get intense, so think to use this carefully. However the duration or how long it lasts is 1d8 rounds in battle and unlimited outside of combat.

  The damages or healing possible with this:
2d12+focus ranks per every 2 levels round down for levels 10-19.
3d12+focus ranks per every 2 levels round down for levels 20-29.
4d12+focus ranks per every 2 levels round down for levels 30+.

  Creator's point; This is a point where your actions, words and activity acts as a source, sometimes that creates what is called a creator's point. The subconscious makes what you want as you suggest it into existence. This is a way to do things with or without a God. It works to create what you desire unless you no longer need it, this is done as though you were a God and the creator was your source of life and energy. So you create and things work out by feel. Think and you know what to do as this is the creator's path in life.

  The damages or healing possible with this:
1d30+focus ranks per every 2 levels round down for levels 13-25.
3d12+focus ranks per every 2 levels round down for levels 26-35.
2d20+focus ranks per every 2 levels round down for levels 36+.

Goto magic skills menu
Nagual ability:

  Nagual ability is using the moment to create a result by energy you gate in and think to program. That's where the soul copy is used to summon what you need. This is done by directing with need thought to the area energy, then you direct the soul copy by having your consciousness program the energy used with your thoughts, that is sent forth as waves of energy from the aura. That creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the heat energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Ability manifest (cha), Ward (cha), Trade energy (cha), Rememberance (cha), Stalking (cha), Dream (cha) and Writing (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Ability manifest; This is where you use ability to manifest activity or effects using gated in energy. This includes reshaping your body or making yourself taller or shorter. Any effect using an element is possible. That's including making a ice ball that does beat damage and shard damages as it breaks apart. The activity is like climbing or flying suddenly. Any element or element combo can be used, this is earth, air, water, fire, void, acid and poison. Like air poison or poisonous cloud, that's used to spread poison towards a group. This is with or without a gesture that indicates the idea to do.

  Any duration or the length of effect is 1d6 rounds in battle/melee and unlimited outside of battle until you no longer need it. Any effect with this using the elements has a 50/50 percent chance. There could be saving throws using luck to avoid or halve the effect on them. That's unless they are monsters and don't have any luck, so they get the full blast effect. Think about this, as things can get interesting with the use of this ability. Any bomb effect is x2 damage yet takes 1 round to do. This includes turning people or the target to dust. If they make their luck roll of 1d20+luck as an idea with 10 or above gets done, then they get damage instead.

  Damages and healing possible are this:
  Levels 1-9; 1d10+focus ranks per every 2 levels round down.
  Levels 10-19; 1d20+focus ranks per every 2 levels round down.
  Levels 20-29; 3d10+focus ranks per every 2 levels round down.
  Levels 30+; 2d20+focus ranks per every 2 levels round down.

  Ward; This is making protections of yourself and your group you want to protect. The ward is energy sent forth to create safety and drive away enemies. That is a form of redirection. This causes the danger to go away. Any damages are absorbed as added health % to your character.

  Trade energy; Its either one thing here or there if it doesn't normally. Think about the one thing that happens and energy makes it occur then something else doesn't. You can decide what occurs and doesn't occur, of course.

  Rememberance; Think to remember as you you turn your head to the left and then right all the way. Then your energy is restored 100%.

  Stalking; You can successfully dodge a bullet and stalk some target, thinking as you need to create effects with silence or the right gesture. There is a chance with a luck roll with 1d20+luck and get 10 or above to get a backstab. Also use a Stealth roll of 1d20+stealth ranks and get a 10 or above to set a successful stalking moment.

  Dream; This is where you create with a point of a dream set upon the target whatever custom dream that you want them to have. This dream state keeps them out of combat for 1d8 rounds in battle. Also its unlimited time outside of combat or until they wake up. However the battle with a sharp pain will wake them up.

  Writing; You can write the idea in the air, as a note on a device or as a note on paper and get it as though an effect is done by feel or idea you notice. That's if you need it. If you don't, then nothing happens. The damages/healing effect is 1/2 the health percent per use, that is lost by damages or gained by healing.

Goto magic skills menu
Hell weaver ability:

  Hell weaver ability is using the moment to create a result by heaven or hell energy you gate in and think to program with a statement to the DM/GM of, "I use the [name ability] to target [name target/s]". That's where the soul copy is used to summon what you need. This is done by directing it with need thought to the area energy, then you direct the soul copy by having your consciousness program the energy used with your thoughts, that is where you gate in heaven or hell energy to the aura. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate after you don't need it.

  The source is either the heat energy in the area, the unlimited soul or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled out.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 12 actual abilities: Hell weaving (cha), Heavenly weaving (cha), Send (cha), Hellstorm (cha), Hellish heat wave (cha), Aura flare (cha), Hell touch (cha), Hell vent (cha), Aura of inimical will (cha), Fate weave (cha), Particle wind (cha) and Inimical wind (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Hell weaving; Think of what you want and you focus the powers of hell by thinking hell sends its energy as if to create a result. This is done in channeling them to create what you need with a very powerful fire effect including visual effects. This means your will can use fire energy to transmute the trace elemts in the air into any other element or you can materialize any item to create a result that you want. Like you wanted to create a firey death of the target and you were level 16 with 16 focus ranks. You would deal out 8d10+8 in amount. Maximum amount would be 8*10+8=88%. Each amount is a % that is is removed from the targets HP.

  The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d8+half levels per every 2 focus ranks.
   levels 10-19: 1d10+half levels per every 2 focus ranks.
   levels 20-29: 1d12+half levels per every 2 focus ranks.
   levels 30+: 2d8+half levels per every 2 focus ranks.

  Heavenly weaving; This is where you use the power of heaven by thinking of heaven and needing its energy to create what you want or will into existence. This is used to create a result that you want or need to occur. Think about the idea and it manifests, if you make use of channeled heaven energy to create your way. You can heal or restore with this effect, as well as create a positive feeling as you make any result as though a wish were woven.

  The effects of this in healing/restoring are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d8+half levels per every 2 focus ranks.
   levels 10-19: 1d10+half levels per every 2 focus ranks.
   levels 20-29: 1d12+half levels per every 2 focus ranks.
   levels 30+: 2d8+half levels per every 2 focus ranks.

  Send; this is done on purpose by thinking of the target and saying "I send the target to hell." Think to send a target to hell and their soul goes to hell where the target body drops to the ground. So optional is the calling of an angel to release the target as though not sent to hell.

  Hellstorm; this is where you channel lava from the aetherical plane into the area to "storm" over the target or targets at 2000 degrees farenheit. Think of the idea and the moment happens as you state your intent to the dm/gm.

  The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d10+half levels per every 2 focus ranks.
   levels 10-19: 1d12+half levels per every 2 focus ranks.
   levels 20-29: 2d8+half levels per every 2 focus ranks.
   levels 30+: 2d10+half levels per every 2 focus ranks.

  Like "I use the hellstorm ability to rain lava on the targets I intend to hit." At 2000 degrees farenheit, though there would be quite a bit of damage to the area. So use this ability carefully.

  Hellish heat wave; This is an ability to draw forth the heat of hell and have it centered upon the targets that will receive heat damage from the 2000 degree farenheit heat wave that goes and effects the target. Also the targets collapse by feel, that's for 1d6 rounds in battle and unlimited time outside of battle until the heatwave cools off.

  The effects of this in damages/healing are based on level and can effect the entire group of target/s that will last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d10+half levels per every 2 focus ranks.
   levels 10-19: 1d12+half levels per every 2 focus ranks.
   levels 20-29: 2d8+half levels per every 2 focus ranks.
   levels 30+: 2d10+half levels per every 2 focus ranks.

  Aura flare; This is where you think the hell energy goes into the aura and flares by feel. The radius of effect is 1d6 feet. That means you can cause up to 6 feet some heat damages and burns. Think about this one for a bit to get it to effect the target.

  The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
   levels 1-9: 1d12+half levels per every 2 focus ranks.
   levels 10-19: 2d8+half levels per every 2 focus ranks.
   levels 20-29: 2d10+half levels per every 2 focus ranks.
   levels 30+: 2d12+half levels per every 2 focus ranks.

  Hell touch; this is where you channel hell into a point of touching the target and instantly killing it. Think of the target and state "I use the hell touch upon the target." Then mimicking the touch. There is a savings throw of 1d20+charisma mod and getting a 10 or above to make it so the target receives fire damage instead of death. If the target has no charisma then the saving throw is negated. The effects of this in damages/healing if the savings throw is made are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle. The damages possible are 1/4 the full health percent of the target.

  Hell vent; this is where you think to open a vent of the planet to hell. Then the demons come and take away your targets wholly dragged in to hell. After that you close the vent to hell and its as though nothing out of the ordinary occurred.

  Aura of inimical will; This is where you focus and make an evil eye effect that causes disasters upon the foe/s like them tripping and not attacking. Think and you weave hells evil energy by gating it into the aura that you send towards the foe/s in waves, think of effecting a target or targets and you do. It causes things to go wrong for the target or targets you have in mind where they are controlled by you so they attack themselves instead of yourself. The target or targets get a -5 penalty to all their rolls for 1d8 rounds in battle or until you stop focusing on the effect.

  They are distracted by voices for 1d8 rounds in battle and 1d10 minutes outside of battle. So they don't attack you by feel. There is a will savings throw of 1d20+will and get a 10 or above for success, that allows the target or targets to not be effected as though they did things in the light and nothing bad happens. If the target or targets have no will, then the savings throw is negated and things happen as you will them to exist. In effect, you get away with whatever idea you want as an effect on them.

  Fate weave; This is where you focus as you channel upon fate being formed, that's as you think to effect the target/s. This is thought with what you thought to effect them with by feel or idea. This ability can deal 1/2 the health damage to the target/s in damages or healing each time its used.

  Of course, with a fate weave fate borrowing or giving is also possible, this is where you focus upon the person and say that you "take" their fate that you know is going to happen. Whatever was going to occur to them, this no longer happens to effect them and you can get what would happen to you. Otherwise, you can give them back their fate, saying "I give back their fate.." will make the subconscious do what you say and you give back their fate.

  Particle wind; This is where everything that is made of particles changes and your will moves the particles as though a wind, that creates either damage or healing or change to be whatever you imagine or state to be existant through the power of the dm/gm making it happen. If you heat up or intensify the particles in the area by visualizing the red particles rubbing together, then you cause them to move through the target or targets by thinkng it does things. Then, you cause the particles to do what you think. You see, what you think it does it will do using yout thought waves as programming.

  The frequency you need it is the thought you have projected towards the target, that you intend them to experience. So thinking of the idea, then projecting forth a energy blast will move the particles and cause a result of energy particles, that's making a firey blast that effects whom you want effected anywhere you want it to be and it conks out the victims of it. This follows psyche logic, where you form what is there by thinking about the idea. Focus reveals what you think or feel is there. Think and you know what to do.

  The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle. The damage or healing it can do will effect those you want effected, so if you wanted to heal someone then you get 3/4 of their health restored of their full health percent. If you wanted to damage the target or targets, then you would do 3/4 of their full health percent in damages. That would mean the damages look like damage appearing and being there suddenly.

  Inimical wind; This is making use of gated in hells energy to cause the particles an evil wind effect. This is where you think of the energy in hell to be there near the target/s, then you cause it by thinking it does to move towards and through the target. Disrupting their focus and created is the disasters that distract the target/s. This is like missing the target and they get hurt instead by clumsiness with their own weapon. So if they make their will save they get distracted for 1d8 rounds in battle, attacked by themselves and that's until not focused into existence otherwise outside of battle. Also if effected and they don't make their will save, they instantly die and are unresurrectable.

Goto magic skills menu
Hellgazer ability:

  Hellgazer ability is then using the moment of focusing body energy and heat of the area amplified by gated in hell energy, thinking to create a result by idea expression or will as suggestion to the subconscious that uses the energy to create your result. This is where you think of the point and that's an expressed idea made to do things by your subconscious. That you think or need to exist. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need with gated in energy using your 3rd eye. This is done by directing the energy with need or thought, that you think to the area energy.

  The area energy responds by making the manifest, that's done through the law of attraction and that draws it to the area and target you want effected. Then you direct the effect with the subconscious and 3rd eye by having your consciousness program the energy used with your thoughts, that is where you spread your programmed energy by aura energy waves. You can gate in extra energy from the void of space or hell itself to the aura, and send it back to hell or the void otherwise. That creates your result as the soul directs the effect with the subconscious mind. 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 after you don't need it is necessary. Whenever you do a blood magic effect, you create cleansed chakras and make use of the third eye by will.

  The area source is either the heat energy in the area, which can be allowed to be replenished by waiting 1 round, otherwise its what idea you think of as the source that makes the result. These are abilities that are based on activity with charisma. This energy effect can be anything allowable by the GM 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. 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 other fire and similar.

  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. That's if you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Hell evokation (cha), Heavenly conjouring (cha), The creator (cha), The envisionment (cha), Shaping (cha), Energy (cha) and Focus point (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.

  Hell evokation; This is where you can create a result, that's in idea from energy gated from hell by your God or the creator. Think to create what you desire, like a concept you create by focusing with your eyes. Then your God or the creator makes with hell, what you desire to be there. You can create dolls that live, that is done by holding the doll and dying or sending energy of yourself into the doll. It does what you intended. Think to use them carefully as they could be cursed, see if the original owner dies suddenly and sends his or her life force into the doll itself..they "live" by feel and act by themselves. Strange things can happen around them in the area. You can deal 1/4 the health in healing or damages by this effect for levels 1-14 and levels 15+ is 1/2 the health in damages or healing. It can last up to 1d6 rounds in battle or unlimitedly outside of battle until not wanted.

  Heavenly conjouring; This is where you think about the idea of heaven, then think you gathered by spirit some of its energy. Then this is the gate you project yourself back with by some frequency. Thinking of what you wanted, you create what you need and with a thought about your desire. This is done as you gate in heaven energy, thinking to create a peaceful effect and that can be any element you make an effect of using your third eye by feel. This is where you derive or think about the idea, and your third eye creates it by the point you have. You can deal 1/4 the health in healing or damages by this effect for levels 1-14 and levels 15+ is 1/2 the health in damages or healing. It can last up to 1d6 rounds in battle or unlimitedly outside of battle until not wanted.

  The creator; This is where you create with a point to the DM/GM any energy effect or manifested event. That shows itself in a vision point or envisioned idea. Think and you know what to do, as its illusion and created in reality if you want it there..You can deal 1/2 the health in healing or damages by this effect. It can last up to 1d6 rounds in battle or unlimitedly outside of battle until not wanted.

  The envisionment; Think about the idea and you can go focus unponst the idea being thought. You receive a boost of moral of +4 to your rolls.

  Shaping; This is reshaping your body or another's body, that's making use of the 3rd eye and created is the effect of using the point that is what is expressed or needed by intended idea. Thinking to change into a bird, crow or other animal or back again. The moment you don't need the shape, it disappears by feel. Your stats remain the same yet your weight and height adjust themselves as well as the form. Your items shift to a safe area in some dimension, yet uponst shifting back you shift your items back to yourself as though you hadn't left. This can leave soiled clothes.

  Energy; You don't run outta energy with this because you reabsorb your focused energy back into myself. Its also making me live longer. Its fascinating as there are many ways to do it. One way is to focus upon your hand energy and sniff it. Another way is to focus your thoughts upon a drink and do it for 2 minutes then drink it. Its interesting how energized you can become. You normally use the drink charge way. Yet you recently discovered the hand charge way. Place infinity as your MP/STP amount as you use this and you stop aging as you become ageless for 1d8 rounds in battle or unlimitedly outside of battle.

  Focus point; The need you have creates the idea by the power of the subconscious mind. This is evoking the dimension you see or know about. So if you need something better, then its seemingly there. If you need it enough, it appears to stay near or on you. So that counts for the reality and what it is at the moment. Think nothing and don't need the illusion of reality, then it disappears. However, due to experiments, the indication is reality is much worse than the illusion that exists in life. So need as you want and you may get what you intend to get done. That's because basic reality is illusionous where you think you need something and its there by idea you can think into manifest.

  Who knows, you could need to be in the area and "find" yourself there. This is how basic it really is. So really illusion is there in the mind. If not there, then there is nothing. That's because nothing really exists. This is an illusion. That is what this is and all it is. You can deal the full health in healing or damages by this effect, unless they make their savings throw with 10 or above rolled as they roll 1d20+luck. That's unless they have no luck then its a 1d20. If they make their savings throw, its 1/2 the health in damages or healing. It can last up to 1d8 rounds in battle or unlimitedly outside of battle until not wanted.

Goto magic skills menu
Dweomer master ability:

  Dweomer master ability is using the moment to create a result by energy you gate in that's sentient and think to program it with a statement to the DM/GM of, "I use the [name ability] to target [name target/s]". That's where the soul copy is used to summon what you need. This is done by directing it with need thought to the area energy, then you direct the soul copy by having your consciousness program the energy used with your thoughts, that is where you gate in voidal energy to the aura. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the unlimited soul from your God's energy supply or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled out.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Dweomercraft (cha), Shifting (cha), Ageless (cha), Fractal storm (cha), Object creation (cha), Reversal (cha) and Timeshifting (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Dweomercraft; This is where you create magic with a point or thinking of a circle that surrounds you and then make the magic happen by focusing upon thinking of what you made up and needing the idea. You can create anything with this ability. So make a wish and you can create what you desire. If you lose against another dweomer master, you become enveloped by energy and disappear as though in an idea and as though your not existant.

  This can include making chains that halt or stabilize the area in movement amongst other things. More things are creating a fireball that hangs in the air and burns up the target/s with flaming sickle strikes. Making an ice ball that floats in the air and sends materialized shards into the target/s. Other things are like a water wave that puts fire or fire arrows that go unerringly into the target/s. In other words, think of the element and it can be created uponst the target or targets in mind. This is done by your subconscious, so think or speak the result you want to get the idea as a point that is experienced.

  The effects possible with this are lasting up to 1d6 rounds in battle and until you otherwise need them outside of battle. The damages/healing are level based..
   Lvl 1-9: 1d8+half-level (round down) per every 2 focus ranks.
   Lvl 10-19: 1d10+half-level (round down) per every 2 focus ranks.
   Lvl 20-29: 1d12+half-level (round down) per every 2 focus ranks.
   Lvl 30+: 2d8+half-level (round down) per every 2 focus ranks.

  Shifting; This creates by long range casting. That is where you think of the area to be in dimensionally, then your in the area to do things. Ability to do things is created by effort and what you do is what you want as you think to create. This ability allows you to shift, then effect somewhere else you wanted with the energy of the dimension to get an effect without getting attacked where you target.

  The effects possible with this are lasting up to 1d8 rounds in battle and until you otherwise need them outside of battle. The damages/healing are level based..
   Lvl 1-9: 1d10+half-level (round down) per every 2 focus ranks.
   Lvl 10-19: 1d12+half-level (round down) per every 2 focus ranks.
   Lvl 20-29: 2d8+half-level (round down) per every 2 focus ranks.
   Lvl 30+: 2d10+half-level (round down) per every 2 focus ranks.

  Ageless; This is where you cease aging and appear young as you keep your experience, whatever in idea is possible.

  Fractal storm; This is where the energy of the energy consciousness made up of many peoples energy and that includes political idea that are focused upon the area, that's after you point something out about it and a storm is there in life. Through the magic of the storm, you create what you want as though the storm gave you ability to make a manifest. Thus the storm can appear as though an energy source, think to use it and it will create for you what you will to exist.

  This can be a energy generator to your effects where it absorbs 1d20 stamina and mana energy from them to power its effects that you need it to cast. It can be a fractal shield, where you absorb half the damages before feeling the effect. Otherwise it can be a vortex of energy, that deals damage to the target/s as it absorbs its energy to fuel its results.

  The effects possible with this are lasting up to 1d10 rounds in battle and until you otherwise need them outside of battle. The damages/healing are level based..
   Lvl 1-9: 1d12+half-level (round down) per every 2 focus ranks.
   Lvl 10-19: 2d8+half-level (round down) per every 2 focus ranks.
   Lvl 20-29: 2d10+half-level (round down) per every 2 focus ranks.
   Lvl 30+: 2d12+half-level (round down) per every 2 focus ranks.

  Object creation; This is like a wish yet object related. This is where you are creating with energy that you gated in to make what you wanted. This can be whatever you intend to find or create on the spot. That includes gold in any amount or any item you desire in your mind.

  Reversal; This is where you think of the effect or condition, then state "reverse" and you reverse it to become somewhat better. This can make the idea, that exists as you don't like it totally opposite of itself. So think and you know what to do.

  Timeshifting; Think of the time and the place to be in, then your there as you want to exist in the time by the power of your God or the creator. When you no longer want to be there, think to shift back to your own time and place. This works with a God, so if you chose a God or the creator as your God, then you can do this ability. Think and you know what to do. However, if you are in a car or truck, you can think your thought programming to the frame of the vehicle and it does it. Then, as it moves you time timeshift and the vehicle does what you want as you in time by feel. This can work with any time you want. Otherwise your God does it.

Goto magic skills menu
Decepter ability:

  Decepter ability is using the moment to create a result by energy you gate in and that's empowered by thought and blood. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need. This is done by directing it with need thought to the area energy, then you direct the subconscious by having your consciousness program the energy used with your thoughts, that is where you gate in voidal energy to the aura. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the gated in energy or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled out.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 8 actual abilities: Magnetic blood (cha), Element special (cha), Aura of focusing (cha), The effective action (cha), The aura of effective action (cha), Invisible typing (cha), Phase in (cha) and Phase out (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Magnetic blood; They say blood is magnetic and can be used to draw things to you or to the area. Because people don't think to draw what they want by focusing on their blood, they aren't like that. So everyone has it. Anyone can use blood to create what you want. It can create your will by it perceiving with its conscious what you need. This can draw from a gate you think into existence, what you need as energy that forms what you want on the target.

  However, this does not create an attack. Instead, this can cause healing on yourself or cause by the power of attraction what you may need like getting a room that you want or money coming your way. The effect, if any duration or time it lasts, lasts 1d6 rounds in battle or unlimitedly outside of battle. That's until its not wanted. The amount of healing that's possible is 1/4 your health restored.

  Element special: Think to control the element and make use of the soul to create what is necessary using our blood to create it and learn what is possible. Think of the need and the idea, need the idea to happen thinking the soul will create it. Then you gain control of the spirit as you get what you need done with no problem. This a point I will say your spirit is under your control.

  Think and you know what to do. This is like focusing, then think of what you want fire to do and you create an end result that is fire forming like an overheated wire causing a fire effect..learn to control your instincts and you control your urges. The length of time this can last is 1d6 rounds in battle/melee. Otherwise, outside of battle it can last until you no longer desire the effect.

  The damages/healing are thus:

   levels 1-9: 1d8+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d8+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d8+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d8+charisma mod per every 2 focus ranks round down.

  Aura of focusing; Think and you know things, so if the thought exists of what you want. This is an idea that you can do things by the Aura created effect. Say you focus upon the target/s a water effect from gated in water energy. They would get wet and if any fire was on them it would be put out. You can cause by gated in energy anything on the target/s aura, that's their aura making results with the energy of the element you project towards them. This means that paralysis can be set upon the target. So any duration or how long it lasts is for 1d8 rounds in battle, thought about or unlimited until you no longer desire it.

  The damages/healing are instant and thus:

   levels 1-9: 1d10+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d10+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d10+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d10+charisma mod per every 2 focus ranks round down.

  The effective action; Think about the point that is using an expressed idea, then your subconscious causes you to make it exist. That's either done by actions being done or thinking done and treating it like a wish. The length of time this can last is 1d8 rounds in battle/melee. Otherwise, outside of battle it can last until you no longer desire the effect.

  The damages/healing are thus:

   levels 1-9: 1d12+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d12+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d12+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d12+charisma mod per every 2 focus ranks round down.

  The aura of effective action; This is the area with target/s that is effected, this is when you choose from the area you want effected. That's where you use your energy and pulse it forth, that's from the aura to cause what results you intended by feel. This is almost instantaneous in effect although results can seem to be long in coming if intense. That's from gated in energy that you think to program. So think to be effective and speed up time, then you can get a result faster. Slow down time after your done to normal speed. The length of time this can last is 1d8 rounds in battle/melee. Otherwise, outside of battle it can last until you no longer desire the effect. The damages/healing are thus: 1/2 the target/s health. You can damage the target by 1/2 their health or heal them of 1/2 their health.

  Invisible typing; Think of the idea to type out, think of what you want and then your subconscious causes it to be typed wherever you want it typed. This works as you imagine or think the words and mimick typing it out..to be later typed or written in real life by what you feel.

  Phase in; This is where you think of the item, person or thing and act as though you had it in the area. Then it acts like a summons where your subconscious creates it there or draws it there, that's when you "find it" and know its there by feel. Whether or not you have to pay for it, this may or may not occur with a luck roll. That's where you roll a 1d20+luck and if you roll a 10 or above you don't have to pay for it. Otherwise, if its a creature, person or being, it finds you and you can "meet" it by feel or idea you realize. However, you can phase yourself into an area, too. That's done by the power of the subconscious mind, and the stated idea of "phase in" as you think of phasing to an area. That you feel is done and know what is there by the self-realization, this is with the soul knowing things from the spirit being places. So think of the possibilities.

  Phase out; This is where you think to create what you want somewhere and attempting to mimick it here causes you to shift to there. Also, this is where you think to create with time and phase out what you don't like to where you want it shifted to and that's known by feel. This can "phase out" anything that is disliked as well, that's including monsters and creatures that would normally have attacked you. Think of it, if you think of what you don't like then say, "I phase out what I don't like." Or, "I phase out [mention what target/s you want phased." You shift its existance by feel to somewhere else. Its a similar place that it goes. If you said, "weird" then what you notice is fate takes over and you phase to a safe place. That allows your spirit to tell you what is occurring, where you phased out of by feel or idea you realize..by the power of the soul.

Goto magic skills menu
Muse ability:

  Muse ability is using the moment to create a result by energy you gate in and that's empowered by thought and made to do things by your God. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the God is used to create what you need. This is done by directing it with need thought to the area energy, then you direct the God by having your consciousness program the energy used with your thoughts, that is where you gate in voidal energy to the aura. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the God's energy, the gated in energy or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled out.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Elemental creation (cha), History ability (cha), Sounds (cha), The gas effect (cha), Gesture (cha), Spoken result (cha) and Primordial (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Elemental creation; This is where you focus on creating an elemental effect using gated in energy and cause damage or healing to the area or target/s. The duration is any lasting result that occurs, this is like in a fire that burns away the fur off a creature for 1d6 rounds in battle or unlimited until not wanted outside of battle. The damages/healing are thus:

   levels 1-9: 1d8+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d8+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d8+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d8+charisma mod per every 2 focus ranks round down.

  History ability; You know the historical facts of anything that you look at or examine. The "spirit" of the item, your God or the creator of the idea gives you the information that you want to know in the historical view.

  Sounds; Make a sound and you create a result or effect, if you intend a result you notice the effect. This is where you think up what you want to create and make a similar sound, that sets the consciousness of energy to gate in energy and cause the effect upon the target/s, like a multitude of airballs that punch a hole through the target/s. Summon up to 1d8 things or tough animals, your choice of animal, that have 100% health and half your stats and go after the target/s. This is with thinking to effect the target with the summons. The length of time that it effects, if there is any length to the effect, this is 1d6 rounds in battle or unlimitedly outside of combat until you no longer desire it.

  The damages/healing are thus:

   levels 1-9: 1d10+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d10+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d10+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d10+charisma mod per every 2 focus ranks round down.

  The gas effect; This is nasty smelling where you think of an idea to create and fart or release some gas. This causes what you want in idea to create as an effect. This can change the targets mind in attacking you. You can cause yourself to lessen in weight. You can even make yourself sped up by 10' per minute. Think of the possibilities and you can attempt to create it. Make the target/s leave, or it could create a lasting feel of good feeling. This effect lasts 1d8 rounds in battle or unlimited outside of battle. However, this doesn't cause damage. It can heal you though, 1/4 of your health is restored by this effect.

  Gesture; This is sign language or some motion of the hand in use. Think to make the OK sign or curl your thumb to meet with your middle fingertip, or think to set a motion into play by pointing your finger. Then you set off an effect, that you intend to create as you think of it or mention it to the DM/GM for a result. Since its a gesture, then its more concentrated, so its more intense in what it does. The length of time that it effects if there is any length to the effect is 1d8 rounds in battle or unlimitedly outseide of combat until you no longer desire it. The damage/healing amount is 1/2 health removed by damaging the target or given by healing the target each time this is used.

  Spoken result; The speaking of what you want makes what you need, this is done as the subconscious creates the idea you intend as though a manifest occurs. You can create anything with this idea, that's as though you willed the result into happening. If you don't will it then it didn't happen. This is like saying to the GM/DM "I will create sleep using spoken results, the target will get to sleep." Otherwise you could say for an ice ball, "I will an ice ball into existing and it strikes the target by spoken result." The length of time that it effects varies and if there is any length to the effect it is 1d8 rounds in battle or unlimitedly outseide of combat until you no longer desire it.

  The damages/healing are thus:

   levels 1-9: 1d12+charisma mod per every 2 focus ranks round down.
   levels 10-19: 2d12+charisma mod per every 2 focus ranks round down.
   levels 20-29: 3d12+charisma mod per every 2 focus ranks round down.
   levels 30+: 4d12+charisma mod per every 2 focus ranks round down.

  Primordial; If you want to switch in raw primordial chaos or antimatter as a primordial force, that you gate in from space to the target/s area. Then upon gating it into that target/s body, you can do allot more exploding body damage if its dead. Otherwise you turn the living body to dust, all that's remaining is objects from the body. The primordial force is used to form planets and area of actual space. This is antimatter that is used on the target/s from a distance. The effect is instant and you deal out the full health damage, that is instant death as damage in doing an explosion that would incinerate the target/s or rock the area. There is no savings throw to this and there is nothing left of the target/s.

Goto magic skills menu
Ninja mage technician ability:

  Ninja mage technician ability is using the moment of focusing heat energy to create a result by idea that you gate in energy and that's idea energy empowered by thought and made to do things by your subconscious. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need. This is done by directing it with need thought to the area energy, then you direct the subconscious by having your consciousness program the energy used with your thoughts, that is where you gate in voidal energy to the aura. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect with the subconscious mind. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the God's energy from the soul, the gated in energy or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions with less time used per each action. If you intend to cancel it, then its cancelled out.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 9 actual abilities: Weapon charge (cha), Focused creativity (cha), Sustained genjutsu (cha), Make n create (cha), Jinx (cha), Genjutsu averted (cha), Acting (cha), Sign fx (cha) and Healing focus (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Weapon charge; This is where you focus energy along the weapon, this can be any elemental energy as you think its there then strike. You do additional focus damage to the target. So the damage is now weapon damage + focus ranks. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.

  Focused creativity; The effect is what you focus upon creating. This is done as you think it creates itself into existence. The idea is manifested by feel. This can create whatever you need, including elements in effect. So if you want to combine them, you can make use of combined elements. Think and you know what to do. The effect is 1/4 the health, that's either taken or given, if you intend to do harm or healing with this effect. The effect can last up to 1d6 rounds per combat, and outside of combat it lasts until you don't need it.

  Sustained genjutsu; this is where you focus on the area and direct its consciousness to create a genjutsu or magical moment using its energy that effects the target of the area. Released by thinking its released as you do a hand language sign thinking its release.

  This can be anything that released it. Including destroying the area. Think positively about this, you get positive results. Since this is illusion, it lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless disbelieved. It's damage is 1/4 the health removed, if believed.

  Make n create; This is where you can state something and it occurs. There is a 50/50 chance that it will happen represented by a focus check with a 1d20+focus ranks in dnd and getting a 10 or above for success. This can if attack or healing with it, cause 1/3 damages or healing to the health. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.

  Jinx; speak of the moment and think badly and you jinx the idea to not occur or not work for 1d6 rounds in battle or until not needed outside of battle. Sorta like speak badly about a bad event and evil or attacking is averted.

  Genjutsu averted; Think to die or touch the body with the thought, that's to avert the genjutsu and you wake up from the illusion of genjutsu.

  Acting; This is where you act a part and create difference, that's with your consciousness entering the target's mind that you acted out. Whatever you act out, the target will do, if possble by a focus check. That's 1d20+focusus ranks and getting a 10 or above for success. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.

  Sign fx; This is where you think of the idea to form and use your hand or limb to create something or otherwise state your idea to the dm/gm with the effect description. This is a more powerful form of weapon charge. Where the hand or limb creates the effect by sending your thought to the aether or energy, thinking to gate in energy for the effect.

  See that is the energy that surrounds you and the consciousness of energy creates your results taking your thoughts as programming. This can mix any elements together to create an unique form of attack by energy. This can deal 1/2 the health in damages. It can last 1d8 rounds in battle or until not wanted outside of battle. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.

  Healing focus; This is instant where you focus energy at the wound or ill area and think heal. You restore 1/2 the health by focus each time.

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Chemist ability:

  Chemist ability is using the chemistry of the moment of focusing heat and area energy to create a result by idea that you gate in energy and that's aura energy waves empowered by thought and made to do things by your subconscious. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need. This is done by directing it with need or thought that you think to the area energy, then you direct the subconscious by having your consciousness program the energy used with your thoughts, that is where you gate in voidal energy to the aura and send it back to the void otherwise. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect with the subconscious mind. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the God's energy from the soul, the gated in energy or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM 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, unless your using the intensity special ability. This allows for multiple actions 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 other fire and similar.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Starch power (cha), Summons (cha), Hope (cha), Broadcast (cha), Conjour (cha), Chemical magic (cha) and Wishing (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities.

  Starch power; This is where you focus energy from starches of food eaten, like potatos or bread, then you feel like there is potential energy to use. As you use it to form what effect you want, then you break down the starches. So in the end you may feel like there is no actual ability. That's until you eat more potatos. Eating starch lasts constitution mod + 1d10 hours in ability of starch power. Any effect cast by this effect is at any time that can last 1d6 rounds in battle. Otherwise it lasts until the starch energy is gone outside of combat or until not desired. This uses gated in energy to make your results, where the gate is opened by the soul and it uses the starch power to do it. It can be any element like earth, wind, water, fire, acid or poison. This can deal 1/8 the health in healing or damages and after level 10 you do 1/4 the health in damages or healing.

  Summons; This is where you can think of something that you need and focus your mind on getting it. This created the item or items that you need. That the soul gated in the area. Also you can summon people or creatures to come near the area and they do what you want. Another thing is it cam summon items, milk, water or food to appear in the area. This can't be used to attack or heal by feel, except for summoning creatores or monsters that do your deed for you. You can summon 1d8 people, creatures or monsters for 1d6 rounds or unlimitedly outside of combat until you unsummon them. Each summoned being has 100% health, 30' speed and every other stat your character has except for weight and height.

  Hope; this is where you hope and your energy from the body creates what you desire like a wish. Any effect cast by this effect can last 1d6 rounds in battle. Otherwise it lasts in idea until you don't need the result outside of combat. This can deal 1/4 the health in healing or damages.

  Broadcast; Communication in a point that is an expressed idea like this is where you think your message and its heard by feel. Anyone you want to hear it will hear it. Hearing a reply will come from the spirit hearing the response and you realize what is needed to know.

  Conjour; this is where you think to summon whatever effect that you want to happen. This includes placing and removing curses like a sword or gun, that doesn't leave you or upon getting rid of it it finds you again. The soul creates what is necessary to get a result from a gated source that it directs like the cosmic superstring making idea with the leylines anywhere you need it to be. Any effect cast by this effect can last 1d6 rounds in battle. Otherwise it lasts until you don't need the result outside of combat. This can deal 3/8 the health in healing or damages.

  Chemical magic; This is where your advanced Chemist is able to use chemicals with magic safely. Where the Chemist can attempt to focus energy into the chemical for potency, it won't explode on you in explosion unless you intend it to explode. So think to mix the chemical and your magic causes it to be mixed right, that's because you think on doing it right. Any effect cast by this effect can last 1d6 rounds in battle. Otherwise it lasts until you don't need the result outside of combat. This can deal 1/2 the health in healing or damages.

  Wishing; Wish from Tara or the creator that what you wish for is what you get. Think and you know what to do. Then you get what you want and it can be anything not that it is necessary. Any effect cast by this effect can last 1d6 rounds in battle. Otherwise it lasts until you don't need the result outside of combat. This can deal fully the health in healing or damages unless the save versus magic is made by a rolled 1d20+luck or charisma mod and then its 1/2 the health in damages or healing done. There is no save for the target if they have no charisma mod or luck. If you wish for other things than to damage or heal, then you can get that as well.

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Geneticist ability:

  Geneticist ability is using the moment of focusing body energy and heat of the area to create a result by idea and its made to do things by your subconscious. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need. This is done by directing it with need or thought that you think to the area energy, then you direct the subconscious by having your consciousness program the energy used with your thoughts, that is where you can gate in extra energy from the void to the aura and send it back to the void otherwise. That's sent forth as waves of energy from the aura. That creates your result as the soul directs the effect with the subconscious mind. This is for DnD where you think and/or state the intent and you create by focus with the source as energy that you can gate in. Closing the gate in use after you don't need it is necessary.

  The area source is either the heat energy in the area, the God's energy from the soul as guidance, the gated in energy or what idea you think of as the source that makes the result. These are abilities that are based on activity with a free action and charisma. This energy effect can be anything allowable by the GM with Mana 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, unless your using the intensity special ability. This allows for multiple actions 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 other fire and similar.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 10 actual abilities: Rite (cha), Psychic surgery (cha), Thought change (cha), Mutation (cha), Envisioning (cha), Psyching out (cha), Psychic link attack (cha), Invokation (cha), Gene hack (cha) and Self-revival (cha). They use charisma by the feel or thought in a point with idea to create with concept in the end. That is the core stat behind these abilities that's not always used as its optional.

  Rite; This is where you light a few candles and goto an altar, then state to your god to create a result with repeated at least once said phrases that "activate" the manifest. This is where you create by idea statements, like "Oh god, create what I need and desire." This is said as you think of what you want. That is stated to the altar and empowered by the candles creating what you would want. However, if you want the easy way, think to speak the suggestion to the dm/gm and he can cause your character to do what you intended. This can cause energy to effect the targets you had in mind, then you get if damages/healing is dealt, 1/4 the health taken in damage or given in healing. This is instantly done and can be timed to the moment you had in mind.

  Psychic surgery; The point is using an expression, think and you know what to do as you create by psychic knife and mimicked or imagined sewing. This is where you sense what's wrong with the body and use surgery to correct it. You can heal or cause someone to recover themselves by this technique. You can even do a frontal lobotomy operation on the target if they have a brain. This separates the two hemispheres of the brain from each other and you that get one, will feel nothing and not react to the psychic phenomenon. If in fact the target receives one, then they will act nice and no longer want to do anything except live. They no no longer want to attack people as all aggression is gone and they feel numbness at first. This is a point in effect. However, one never really recovers from this, so do this only if you need to do it by feel.

  Thought change; This is where you use your psychic ability to change with the 3rd eye the thoughts of others, think and stop attacks before they happen.

  Mutation; This is where you gene edit the target and cause abnormalcy in the body changes. At first you create a weakness and then maje a good ability, then you cause this in the body and you make a mutation. You of course are immune to mutation or gene editing that you don't intend to effect yourself. The target is reduced in attack and damage by -10 penalty and they have a changed form.

  Envisioning; This is where you think of the concept and it works as a result or effect and you create it by the soul copy, that you make by thinking it exists. Then, you cause the effect by needing what you think or feel will occur. This can make with the elements that you gate in with one hand and focus forth by the other hand. That means it can use any element or stone that you hold that you gate in and project forth. This is like you held the gemstone spiritually as you think to hold the stone or imagine the effect. If you imagine the result, you program the energy to create that result with your thoughts. This is in an idea for a known effect.

  That's where the gemstones are in thought. Where water is with aquamarine, fire is with ruby, earth is with obsidian, air with amythest, void with any black stone, acid with a acid flask and poison with poisonous substance. This allows 3/8 the health in effect of healing or damages dealt. The effect is instant unless you happen to make a fire on the target or area..then it lasts 1d6 rounds in battle and until put out and if fire its done in by water or earth smothering or cancelled by activity outside of battle.

  Psyching out; This is where you psych out the opponent, if it's true in intention then it will happen. See when you think of things to manifest, this is done as you do so you create the result. You can make them believe something that makes them not attack you and you won't get hurt at all.

  Psychic link attack; This is suicide where you can get results by thinking they happen to the target in mind if you get effected. That is where you get damaged and the target gets damaged as well, yet worse as that is done as though a psychic link is there and uses your and the attackers energy. If he or she gets a result, then you get a result. This I think is where you can act like a target, then as you do the target you had in mind is effected as well.

  This I think is where the target you have in mind can die, if you get wounded enough he, it or she gets wounded till death using the power of metaphysics. This is a last ditch effect, if it doesn't work, then think of ways to use this creatively and inflict on yourself things in your mind to inflict worse on the target. Like drawing fire and effecting badly the target. This will work if you think it will. If you don't, then it has no effect at all. With this effect, any damages you receive are sent back at the target tripled in amount.

  Invokation; This is where you invoke the spirit of the idea and target things and make it occur by the energy of the things targeted, cause what you want the target's body to experience it will experience. This allows you to create a result. The result is heat and pain if fire energy is used, wet and coldness is felt with water energy is used, dampness and blockages through absorbed energy by the planet with earth, cold and wind blowing with air, nothingness and a blank mind with void, sickness and need to throw up with poison and being eaten alive with acid. This is there in mind, not body unless you intend it to effect physically. Then, you cause 1/2 the health to be removed by reduction from the target.

  Gene hack; This is a point where you create with a statement, you realize what will happen. That is an expressed idea the subconscious will do as your thinking of the target. The target will adapt its body and there is no stress by feel. So by stating the attribute you want the target to have, you cause it to exist and then you know what they will do as they become like the idea you had in mind. The changes take effect instantly and you know by what you feel is there. This can distract the target for 1d6 rounds in battle or until not wanted outside of battle.

  Self-revival; This is where you think to revive yourself while your dying, the angel of death causes the target's life to be infused into you upon death making the target die instantly. So basically, its life for life and death to the target. There is a price for this, thinking about the energy converted upon an instance of thought, you will notice the turning to dust of the target as it gives its life over to you. There is a save versus death using the idea of charisma and its mod. Think to roll a 1d20+charisma mod and get a 10 or above amount to succeed in this endeaver. If you succeed, then you are as though alive and had never died with full health and energy.

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Psychic doctor ability:

  Psychic doctor ability is then using the moment of focusing body energy and heat of the area to create a result by idea expression, think of the point and that's an expressed idea made to do things by your subconscious. That you think or need to exist. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need with gated in energy using your God. This is done by directing the energy with need or thought, that you think to the area energy.

  The area energy responds by making the manifest, that's done through the law of attraction and that draws it to the area and target you want effected. Then you direct the effect with the subconscious by having your consciousness program the energy used with your thoughts, that is where you spread your programmed energy by aura energy waves. You can gate in extra energy from the void of space to the aura, and send it back to the void otherwise. That creates your result as the soul directs the effect with the subconscious mind. 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 after you don't need it is necessary.

  The area source is either the heat energy in the area, which can be allowed to be replenished by waiting, the God's energy from the soul as guidance, otherwise its what idea you think of as the source that makes the result. These are abilities that are based on activity with charisma. This energy effect can be anything allowable by the GM 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. 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 other fire and similar.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 9 actual abilities: Psychic defense (cha), Psychic elementalism (cha), Protection stone circles (cha), Psychically done surgery (cha), Threads (cha), Thought focus (cha), Instant condition (cha), Psyche boost (cha) and Psychic creationism (cha). Charisma is the core stat behind these abilities, that's not always used as its optional.

  Psychic defense; This is like a woven defense yet the idea is an interesting take away from it as exactly as possible. The point of holding a weapon somewhere, then being psychically perceived as you think to project yourself there. This is near the target and you mimick with the weapon that your attacking with the weapon. Whatever they do, they can't effect you with an attack or what you don't want them doing to you. This could cause the target to think, that the target got damaged psychically. Also, you can psychically hit the hand, that's causing their weapon to drop to the ground.

  The defense to this is think your not hurt and your subconscious causes you to instantly recover for the attack. The creator can restore you from anything, as though you weren't effected at all. So don't worry as they could try to respond, dismiss it as its an attack or respond nicely as its chatter. Whatever you do, you know what to do. However, this if believed, will deal 1/8 the health + the weapon damage in damages to the target, instantly.

  Psychic elementalism; This is when you think of the element and gate it in with one hand and project it however you want. You know the effect that's done by psychic feelings. that is using the 3rd eye to strike down the target with the element that you want to effect them by doing this idea. This can last up to 1d6 rounds per combat and until put out or not wanted outside of battle. The amount of damages or healing is possible with this effect. The amount is 1/4 the health of the target that's either removed in damages or healed by adding to the health.

  Protection stone circles; This is where you arrange a circle of stones around you as you think prevent disaster and prevent danger. This causes energy of yourself to flow along the rocks, think and it wards away danger and disaster.

  Psychically done surgery; The point is using an expression, think and you know what to do as you create by psychic knife and mimicked or imagined sewing. This is where you sense what's wrong with the body and use surgery to correct it that's ethical. The gut strings or thread you use to sutre with are made of energy, where the needle is energy formed as well. You can heal or cause someone to recover themselves by this technique. You can even do a frontal lobotomy operation on the target if they have a brain. However, recovery is instant because of the subconscious making it so.

  This separates the two hemispheres of the brain from each other and you that get one, will feel nothing and not react to the psychic phenomenon. If in fact the target receives one, then they will act nice and no longer want to do anything except live. They no no longer want to attack people as all aggression is gone and they feel numbness at first. This is a point in effect where all they can do is complain, so they are harmless by feel. However, one never really recovers from this, so do this only if you need to do it by feel.

  Threads; This is where you think to sew "threads" of light energy, see that can cause the target to be still and not move for the length of time that is 1d6 rounds in combat. If they move and are held by threads, they are sliced apart. At level 10, you can hold them in battle for 1d8 rounds in battle. At level 20, you can hold them for 1d10 rounds in battle. If outside of battle, its there unlimitedly until you decide to not hold them. These threads can seem like a web that create thoughts, make idea seem to happen or cause the target to explode into little pieces or be paralyzed.

  Thought focus; This is where your thought penetrates the body and energy from you does what you want it to do. This includes healing wounds and damages, creating energy damage to the point of the target and making conditions of the body. You can cure anything with this ability, including mental problems. That's like the condition of the brain allowing you to hear voices or schitzophrenia is what disappears. The effect can last 1d6 rounds per battle and unlimitedly outside of battle. The damages or healing effect done by this is 1/4 the health removed or restored.

  Instant condition; You know the condition of whomever you see, so you can set them a new condition. This is holding a rock, stone, symbol or gemstone and thinking they have the condition by feel. You can cause paralyzation for 1d6 rounds in battle or unlimitedly outside of battle. Optionally, you can cause other conditions, where you think of it and create it by idea and energy of the body making what you think will occur. What condition is set, this can be removed in the same way that it was given. So you can also "cure" the person of things you know are there.

  Psyche boost; This is where you can boost your energy and morality with positive thinking. This is like a second wind. Your energy is added to by 50% and your effects are added to in rolls by adding the focus ranks to the effect rolls. This happens for you each time you use this ability, and if then that's made by thinking of what you want and use light and positive thinking. The effect of this lasts for 1d8 rounds in battle, 1d10 hours outside of combat.

  Psychic creationism; This is where you call upon the God you follow or the creator. Thinking of what you want to happen, then the deity causes a moment to be perceived. Doing that very thing. So if you wanted that event, you cause it to exist here. If you didn't, it disappears as the vision that it is. This lasts only as long as you want it to last, dealing 1/2 the health in damages or healing if you intended the effect to hurt or heal the target.

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Zelda royalty ability:

  Zelda royalty ability is then using the moment of focusing body energy and heat of the area to create a result by idea expression or will, this is where you think of the point and that's an expressed idea made to do things by your subconscious. That you think or need to exist. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need with gated in energy using your God. This is done by directing the energy with need or thought, that you think to the area energy.

  The area energy responds by making the manifest, that's done through the law of attraction and that draws it to the area and target you want effected. Then you direct the effect with the subconscious by having your consciousness program the energy used with your thoughts, that is where you spread your programmed energy by aura energy waves. You can gate in extra energy from the void of space to the aura, and send it back to the void otherwise. That creates your result as the soul directs the effect with the subconscious mind. 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 after you don't need it is necessary.

  The area source is either the heat energy in the area, which can be allowed to be replenished by waiting, the God's energy from the soul as guidance, otherwise its what idea you think of as the source that makes the result. These are abilities that are based on activity with Intelligence. This energy effect can be anything allowable by the GM with Mana 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. 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 other fire and similar.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Elemental manifestation (int), Flight (int), Encasement (int), Energy creation (int), Created items (int), Tears (int) and Influencing trick (int). Intelligence is the core stat behind these abilities, that's not always used but its optional.

  Elemental manifestation; This is where you create a point of expression in idea, that you need and it makes itself from gated in energy. This can take the form of elements you want to use by feel. That includes air, earth, water, fire, void, acid and poison. So you deal 1/4 the health of the target in damages or healing. The effect is done in an instance. If it doesn't, then wait 1 minute or more until the heat in the air returns, then you can get what effect you intended.

  Flight; The ability to fly is the way of thinking and you do. You fly by willing yourself to lift off the ground. The direction you go and how high you are is by will you think to happen. You fly at 30' per minute.

  Encasement; Think of this as a point of overcoming the problem and making it a situation that's easily handled. This is done as you encase the idea you had in some item by thinking its there with magic. You can transfer any idea or thought problem into an item as energy that you reprogram to cause the idea on those you use the item against. The damage you can do is 1/4 the health of the target. The setting lasts forever, until released from the item or target.

  Energy creation; This is where you can transform into energy, think and become a form or become part of a formation like an item. This can cause you to disappear and form as a part of the aura of the target, that's where you can do what you want by influencing thoughts to the target's energy.

  Created items; Think about the idea and you make it exist if you need it, so if you don't need it anymore it ceases to exist. It can be any item that you want formed and you find nearby. You can create any 3 items per day.

  Tears; You can fake cry or feel some emotion like joy, so shrug it off yet while misting your eyes you become invulnerable to all attack. You remain invulnerable till 1d8 rounds pass in battle or until you stop misting your eyes. You absorb the energy around the area and while misty eyed, can form an attack of energy concentrated by emotion that effects the target and you deal 1/2 the health of the target in damages. However, after it fades away, you start noticing the aches and pains of the moment. If you took any damages, its been healed and gone. You are perfectly healthy and able to handle anything as it comes to you.

  Influencing trick; The trick is where you cause by spirit influence, what they do in the moment's notice. Think of it, the point is done so think it's right and it is.. that's by the power of the spirit.

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Physical blood mage ability:

  Physical blood mage ability is then using the moment of focusing body energy and heat of the area to create a result by idea expression or will as suggestion to the subconscious, this is where you think of the point and that's an expressed idea made to do things by your subconscious. That you think or need to exist. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need with gated in energy using your 3rd eye. This is done by directing the energy with need or thought, that you think to the area energy.

  The area energy responds by making the manifest, that's done through the law of attraction and that draws it to the area and target you want effected. Then you direct the effect with the subconscious and 3rd eye by having your consciousness program the energy used with your thoughts, that is where you spread your programmed energy by aura energy waves. You can gate in extra energy from the void of space to the aura, and send it back to the void otherwise. That creates your result as the soul directs the effect with the subconscious mind. 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 after you don't need it is necessary. Whenever you do a blood magic effect, you create cleansed chakras and make use of the third eye by will.

  The area source is either the heat energy in the area, which can be allowed to be replenished by waiting, otherwise its what idea you think of as the source that makes the result. These are abilities that are based on activity with Intelligence. This energy effect can be anything allowable by the GM 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. 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 other fire and similar.

  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. That's where you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 7 actual abilities: Blood casting (cha), Blood boost (cha), Projection (cha), Blood rite (cha), Blood cure (cha), Power projection (cha) and Blood curse (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.

  Blood casting; This is where you focus and create with an idea mind and the spirit that uses the power of the blood. This uses oxygen and nitrogen up, that's in the blood as a power source that you can direct with the mind and the body uses to survive by feel. Breathe in the air to recover your magic and energy. You can create with gated in energy what you want. This is using the elements to create a result, like earth, air, water, fire, void, acid and poison. This does 1/8 the damage or healing to the target for levels 1-9 and 1/4 the health in damages or healing for levels 10-19. 1/2 the health for healing or damages for levels 20-29 and all the full health in damages or healing for levels 30+. The effect is instantly there by feel and can last up to 1d6 rounds in battle or unlimitedly outside of battle until otherwise wanted.

  Blood boost; This where you boost your power by 50% with breathing of pure oxygen. That's from focusing energy to your aura, as it burns away the detritus from the air you get pure oxygen. Add 1/2 the amount to the damage and healing amount as you use this ability with other abilities.

  Projection; This is where you use the power of the 3rd eye, thinking to create what effect you want or intend. The 3rd eye uses the blood energy to create whatever result you want, that's as it is the pinneal gland that does the ideal. So basically, you project the 3rd eye energy as a force that effects either a smudge mark on the wall or fire damage to the target. Remember, if you smudge three times, you live in the area. So think about your needs at the moment and you know what to do. This deals 1/4 the health as either healing or damages. This effect is instant.

  Blood rite; This where you do a candle rite and light a candle as you think to say to the flame of what you want done, then you put a drop of blood on the candle flame saying, "thank you" to the flame as you blow the flame out. During the rite, the flame will flare up, so don't be surprised. Of course, your wound heals up instantly, so you don't have to worry about the wound you got the blood from. The effect is instant if damage or healing intended, that's done of 1/2 the full health being taken or given.

  Blood cure; This is a blood cure using the power of blood, thinking to cure yourself or another. The wounds heal by focus and the disease and illness disappear by feel. All your health is restored by 1/2 your full health.

  Power projection; This is where you use the blood energy and create with an idea to project forth the energy that is there and any problems that are with it. So if you project it, think its projected forth from you and it forms outside of you as though an energy golem and that uses problems as energy. That has 100% health, your stats otherwise and does what you want as once you intend as you need it its manifested. It can give 1/2 the target's health in healing or damages.. Once you decide to get rid of it or it dies off, it dissipates harmlessly into thin air or void space. This effect lasts for 1d8 rounds in battle and unlimitedly outside of battle.

  Blood curse; This is when the blood of the body is focused in emotional energy, then projected forth. The effect you have is doubled. So you can completely kill the target or completely heal the target. That's unless they make their save versus magic and then its 1/2 the health instead. This is done through 1d20+charisma mod being rolled with a success of 10 or above in life. This effect lasts 1d8 rounds in battle and until dispelled outside of battle.

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Con Artist ability:

  Con Artist ability is then using the moment of focusing body energy and heat of the area amplified by gated in energy, thinking to create a result by idea expression or will as suggestion to the subconscious. That uses the energy to create your result. This is where you think of the point, and that's an expressed idea made to do things by your subconscious or the target/s. That you think or need to exist. Think to program it with a statement to the DM/GM of, "I use the [name of ability] to target [name target/s]". That's where the subconscious is used to create what you need with gated in energy using your 3rd eye. This is done by directing the energy with need or thought, that you think to the area energy.

  The area energy responds by making the manifest, that's done through the law of attraction and that draws it to the area and target you want effected. Then you direct the effect with the subconscious and 3rd eye by having your consciousness program the energy used with your thoughts, that is where you spread your programmed energy by aura energy waves. You can gate in extra energy from the void itself to the aura, and send it back to hell or the void otherwise. That creates your result as the soul directs the effect with the subconscious mind. 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 after you don't need it is necessary. Whenever you do a blood magic effect, you create cleansed chakras and make use of the third eye by will.

  The area source is either the heat energy in the area, which can be allowed to be replenished by waiting 1 round, otherwise its what idea you think of as the source that makes the result. These are abilities that are based on activity with charisma. This energy effect can be anything allowable by the GM with Mana 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. 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 other fire and similar.

  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. That's if you are getting 10 or above on a 1d20 for successful action and this is with a 15 or above for no dice. The class has 8 actual abilities: Manifest dance (cha), Hypnosis (cha), Good feeling (cha), Convince (cha), Creator point (cha), Cooldown (cha), Heatup (cha) and Distraction (cha). Charisma is the core stat behind these abilities, that's not always used but its optional.

  Manifest dance; Think of what you want and dance a pattern to create it by excited energy and your need that's expressed. This is where you dance and create an effect. This can manifest anything that you want manifested, including the elements. Think to dance as you need an element or two, so you can create with an idea and make with a point of expression. The excited energy particles draw to the area you want effected, the effect or idea that you think to need. The elements you can draw forth using gated in energy. The elements are: earth, air, water, fire, lava, ice, void, poison and acid.

   Earth; This element can smother things, form earth balls, block the effect or idea and create platforms in the air.
   Air; This element can hold things in itself, create airballs that punch through the target, create energy platforms that are solid and you can also lift things or people, including yourself in the area. Also, you can use this element to fly in the air by will.
   Water; This element can put out fires, heal, create a change in your DNA, make things or targets overwhelmed like in a water wall and create energy forms that are shaped like a water being.
   Fire; This is where you burn things and create firewalls to burn a wide area or make multiple fire spheres that can burn the targets.
   Lava; This is where you summon the lava energy into the area and melt things or the targets.
   Ice; This element is where you create a frozen form or freeze the targets for however much you want.
   Void; This is where you suck the energy out of the target and it goes to you or the area. Form a void sphere in the air to absorb the effect cast at you or in the targets to create an instant death.
   Poison; This is where you poison the targets as you think the poison reaches the targets to cause 1d6 rounds of damage or outside of battle its until the targets die or you don't need the effect.
   Acid; This is where you send energy that eats away at the target, till you no longer need it or 1d6 rounds passes by.

  The damages/healing potential is level based..where levels 1-9 can deal or heal 1/8 the health, levels 10-19 can deal or heal 1/4 the health, levels 20-29 can deal or heal 1/2 the health and levels 30+ can deal or heal all the health. For levels 30+, if your target makes a saving throw versus magic, then its 1/2 the health in damage or healing. The savings throw is a 1d20+luck or a 1d20 if no luck and the target rolls a 10 or above.

  Hypnosis; this is where you think of something to suggest and command in a hypnotic voice to create it by feel. This lasts until you don't need it and cancel out the subliminal commands. Otherwise, it fades away in 1d8 rounds in battle. This uses focus, where the points you express are what are reacted to. That's thought with expression by a good response.

  Good feeling; This is where your nice and create by compliment what you need as the target feels good by idea. The effect lasts +1 rounds per each 2 focus ranks or until you don't need it.

  Convince; the ability to say the right things are what you use and thinking clicks for the targets. Then you can create with a thought and make what you need to occur. This lasts until you convice the targets otherwise or they convince themselves.

  Creator point; This is where you focus on a thought, think the creator makes your results and create with what you want as a source to make what desired effect you need. This effects the area or target for 1d8 rounds in battle, or until not needed outside of battle. You can summon an element or elements through gated energy to effect as you need. The damages and healing potential is 1d10+charisma mod per every 2 focus ranks for levels 1-9. The damages and healing potential is 2d10+charisma mod per every 2 focus ranks for levels 10-19. The damages and healing potential is 3d10+charisma mod per every 2 focus ranks for levels 20-29. The damages and healing potential is 4d10+charisma mod per every 2 focus ranks for levels 30+.

  Cooldown; This is where you project a cool energy from the aura with a cool thought. That cools down the targets and they no longer are erratic. Then they no longer need to fight. This lasts for awhile, so its really until you don't need it anymore.

  Heatup; This is where you cause the targets to heat up and are willing to feel emotions. So they fight better. Add +5 to all their rolls while this ability is in use. This is like a bless except its done by a practioner of energy. So think and you know what to do. This effect lasts 1d8 rounds in battle and until it wears off outside of battle. That is 1d10 hours. Think and you know what to do.

  Distraction; this is where you think to distract the target and cause them to think something else. This happens without problems as they focus on your words and think of them instead of attacking you. This lasts until you don't need it.

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Experience

  Experience is the exposure amount to any concept per action or melee/range action. Action XP (experience) accumulates over time with DC or task difficulty. The DCs are dc5 easy for 200 xp. dc10 normal for 400 xp, dc15 challenging for 600 xp, dc20 tough for 800 xp, dc25 very hard for 1000 xp, dc30 imposible for 1500 xp.

  The character class is the job added to the Class name, like a backstreet fighter, charmer, cook or whatever class you want to call yourself. Feel free to make it up. A job defines what character class you are and that is the field of study. A field of study is the career said player chooses. A player is a lower, equal, or higher level to another player, for position. Experience level ups are in the XP Charts section.

  The Epic level handbook lists level 21+ feats and skills whereas the Players handbook list level 1 to 20 skills and feats. This and other dnd stuff can be found here. Use the training points calculation, as in charts to figure level training points. 

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Skills and Feats

  Skills and feats for live dnd are handled differently. They are based off the job need at the moment, if you do a job then you can increase the skill rank or point total that is beside the skill with or without allotable skill points. Each job requires certain skills to succeed. Skills are Abilities like bluff (lying, cheating), perception and etc. That is what a character chooses.

  There are too many feats for a single character to learn but you can focus your character on skills that best accentuate capabilities. Any level, you can get a new skill. So think to get the focus skill, then you can do magic checks and anything that requires focusing, if necessary. Remember though, you only get a certain amount of skill points from the skill points that are described. Yet, you apply the skill points every level.

  All Strength, Dexterity and Constitution based skills suffer armour check failure or success by a roll of a 1d20 minus 5 if no weapon or armor profiency or +5 if there is a weapon or armor profiency. Weapon and armor profienciency are feats that can be offered freely.

  Skills are listed in the D&D player handbook, and other players guide book whatever version you want, use for a compiled list is here. The Epic level handbook lists level 21+ feats and skills whereas the Players handbook list level 1 to 20 skills and feats. This and other gaming stuff can be found here for 3.5e or here for 4th edition rules. The fifth edition rules are this place otherwise the 2nd to 5th editions are with this place.

  The limit of how much you can have in each general skill of allocated skill rank points is the Intelligence mod plus character level.

  Feats are special capabilities even fighting feats that are to your character things, that benefit by adding talents not there or improving the feats you have. Character feats are gained every 3 level. Some feats have prerequisites. New feats and other feats are listed here. You may get a Special ability in the place of a Feat.

  Feat gaining is 2 feats per character class except wizards and fighters gain 3. 2 bonus feats at first level for all characters. So a fighter mage gets 8 feats at first, then at 3rd level its 6 feats. Whereas mage thief get 7 feats at first then 5 feats every 3 level. A single class like a cook gets 4 feats at 1st level and 2 feats every 3 level thereafter. Think or use, this is for other classes if its class dependent.

   The Skill Training feat is now defunct and lets you add another skill as a trained skill, this is where you think to use a trained feat to get better results at +5 to the result. There are 4 allowed trained skills at first level. Humans can choose 1 extra skill to train in at 1st level.

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Character creation

  To make a character you may use the dnd e-tools that I made a half-drow race for, or other method via the dnd books found in dnd resources, for the 3.5e core books, or here, for the 4e PHB. For the PHB 4e and 5e; 1, 2 and 3, look here. If doing a handmade character, look at the PlayersHandbook; 1, 2 and 3, of 4e, 5e, or use the Ars Live DnD Character info Sheet for creating a stock character. Be sure to check out this handy Equipment List. This is made of Medieval and Modern Equipment and for Live Ars DnD. This list lists Medieval and Modern items.

  Think to use the race and try to place the .rac files into the e-tools install directory under [base dir]/user/races. Then load e-tools and the race is there for character creation in the PH category.

  Then use the normal dnd classes for template using e-tools or 4e stock character, remembering that:

Runic master class are wizards
Belmage uses the wizard class
Sorcere, Chaot, Dreamwalker, Elementalist, Eldritch, and Angellic class are sorceror/ess
Warrior kinetic and Were are fighters
Batlmage class are barbarian/sorceror multiclass
Shamans are druids
Warlock druids are counted as druids with the race as demon(your choice)
Weavers are sorcerers
Anti-paladins are paladins
Rogue wiz are rogue/wizard multiclass
Psychic monks and Sorcere monks are monk
Voodoo Witchdoctors are prestige clerics
Hell clerics are clerics with the daemon race
Kinetic Sorcere are a sorcerer prestige class
Kinetic assassins are assassin prestige class
Actor bards are bards
The knight classes are rangers
Wave Masters are sorcerors
Ninja mage are ninja
Tengu are Ninja
Samurai are a warrior or fighter class.
Witch are a wizard or sorceror class.
Necromancer are a sorceror class.
Shadow practitioner are a sorceror class
Light creator are a sorceror class
Divine are a sorceror class
Chi warrior, Chi master and Master Healer are a sorceror class
Hell weaver are a sorceror class

Modern:
Creators can be counted as Modern Magic workers
Anti-Mage and Psi Kinetic can be counted as a Modern Psionicist
Criminal can be counted as a Modern Rogue
Law Enforcer can be counted as a Modern Warrior
Priest can be counted as a Modern Cleric
Scientist can be a Modern wizard
Seer can be counted as a Modern Sorceror
Psychic can be counted as a Modern sorceror psionicist
Prophet can be counted as a Modern sorceror
Healer can be counted as a Modern sorceror
Technomancer can be counted as a Modern Sorcerer
Worker can be counted as a Modern Fighter
Bum are a modern day beggar or thief
Mechanic are a modern wizard
Holy are a mage soldier
Mage knight are a modern mage soldier
Illusionist are a modern mage
Channeler are a modern sorceror
Hacker are a modern thief
Cultist are a modern sorceror
Magician are a modern mage
Orderly are a modern nurse practicioner
Starseed are a modern ancient mage
Dweomer master are a modern mage
Decepter are German mage
Muse are a modern mage
Ninja mage technician are a modern ninja
Geneticist are a modern mage
Psychic doctor are a modern healer
Con Artist are a modern mage

Soldier are a Modern Prestige Fighter class
Terrorist are a Modern Prestige Rogue
Psionic are a Modern Psionicist
Master are a Modern Wizard
Mage are a Modern Sorceror
Ninja warrior are a Modern Ninja
Wiccan are a modern wizard or sorceror
Stalker is a modern Ranger
Occultist is a modern wizard
Solamnic Artist is a modern sorceror
Psi master are an elite psionicist
Divinator are an elite Divine
Sage are an elite Ninja
Warrior Cop are an elite Warrior
Nagual are a modern elite Mage
Chemist are a modern elite Mage


  The rest are dnd classes. They all get a 100% HP + Con Mod, and any spells are replaced by Will word (Wis). To keep balance they get Focus (Wis) and Spell scroll (Wis). Split classes are with 100% HP + Con Mod as well, excepting when they have Monstrous Regeneration.

Etools instructions

  To extract the dnd character for modification from e-tools. Make the character leaving at least 6 training points for skills listed in magic system and as to what the class gets in character description. Now get the character to the level desired.

  Then, export as html character sheet and html stat block..Load the stat block in web browser then copy the info to a text editor or edit the character sheet in webpage editor like dreamweaver or notepad. Add the missing info from the character sheet to the text editor. If editing the character sheet goto the next stage of character modification. Feel free, to add the character powers, to the character sheet, if your using DnD 4e rules. Think now and don't forget to add in the Skill bonuses. Which is with +5 if you’re ‘trained’.

Normal instructions

  If going to handmake the character, look here or here for 5e. Now for the character modification, after character creation make the HP to be 100% + Con Mod unless monstrous regeneration as listed in Special Abilities. Then remove spells, as this live ars dnd does spells differently through spell-like abilities. Add the special skills as listed in the character descriptions that suits your class and level into the skill/feat section. Treat these special skills like dnd skills as in training point allocation adding in the leftover training points. Be sure, to add the powers, that the character will have. Then rename the character class as it will not be the same.

  Warlock druids you replace the race with demon and hell clerics replace the race with daemon. Don't forget to add the bonuses that are applicable as listed in the character descriptions. Finally, change the the hp total by modding it to 100% unless you chose monstruous regeneration.

After creating the character

  Whala! you are now done. You now need to choose the game module in which to play or make a module up as you go. There must be a willing Gm for the game module or it won't happen. Be sure to treat NPC and Monster HP by making it a percent, instead of being a Hitpoints total. As in the monster has 20 HP, then it translates directly to 20% HP.

  For epic 20+ level characters look in the epic level handbook found in dnd resources. Except for 4e and 5e, listed here as this is usually where you look in the PHB 2, that's for Epic level. So if interested for 5e itself, look here.

  When you play your character somewhere. Try to keep track of the HP % along with the MP (Magic Points) or STP (Stamina Points) anyway you want. Optionally, you will want to keep track of the PL (Power Level) as well.

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Godmode

  Godmode is a special mode that is granted as if by a God, this is where you can use any ability and thinking done that allows this is done by the DM/GM. This is where you play as though a God, and things are easily done where you receive no hits and your hitpoints/percentage of health and stamina is always 100% or full health. The stats you have are unaffected by disease or illness or stat drains, so other things such as stat raises still can occur. The idea is done as though telekinetic or able to do things psychically. The Game master can even make this a spell or ability you can do or say, that you grant yourself Godmode as though divine. The Godmode is usually given to the DM/GM character or usual NPC the Game master wants to protect, so think about the idea as a special condition or something similar, if you ask for the Godmode on your own character.

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Skyhawk

Contributors:
Zackal, Paul and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
"ARS_Magica" Book by Judith Tarr 
Forgotten Realms Books