Most special abilities are
available by choice and they are created by the soul. They must suit your character that you decide to
play. When you decide to play it, the special abilities will come in
handy. You may choose one, in place of a feat, that you can gain or make
use of remembering and learning to get a special ability. How many times you can use this ability, depends on if you have a crystal. If you do, you can use it as many times per day that you want an effect. This costs 5% energy to use a special ability. You can now use any feat points, free or not, to get special abilities.
The choices of success is sometimes: Making use of the d20 with a Focus or concentration check as success is 10 or above. Otherwise use a d20 as 10+skill rank or mod and get a 15 or above, if your not doing this online then
either use a penny toss with a call or drawing straws, and then
getting the longest or shortest straw. So if you use a 10+focus
rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic
success. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.
Magic focus; This special ability makes casting spells from the optional spells list that's possible for use, thats added to your special ability list for free on the character sheet w/o quotes if your DM/GM allows it. You don't need to learn the spell with this, as its using a special ability to cast it. That is where you think of the effect and state to the dm/gm, that you need this spell done. Think of it or suggest it to yourself and your subconscious engineers the moment, as you mention the effect to him/her.
Infinite energy; This special ability is where you convert energy using your subconscious mind. That's energy from the creator or your God to energy of the body. The creator or God has infinite energy. So you have infinite energy instead and don't need to worry about energy costs. That's if the DM/GM allows for this special ability to be used. If it is.. mark your energy % as "Unlimited of Unlimited" w/o quotes. This is what works if you want it it to work.
Sixth digit ability; This special ability causes a sixth toe or finger to form on your feet or hands. The more developed the sixth digit, the more you can do elementalism and alteration like transforming something to something..or making a manifest out of the need and thought that you can do things and cause it to exist out of imagination like elementalism. That means you can more easily summon any element with a +6 to the magic related or focus roll. Each manifest can deal damage or healing for 1d6 rounds if there is more than 1 round of effect. The normal effects, like sleep or alteration where you transform something into something, like water into wine or some other drink or you may want to transform a being into an animal. This is until otherwise decided to have. The damage/healing itself is level+d?(where d? is the dice. That is d6 for levels 1-9. D8 for levels 10-19. D10 for levels 20-29. D12 for levels 30 on up.)+charisma mod. So a level 12 character with a 6 charisma mod would do 12d8+6 damage. The max they could get is 12x8+6=102% damage with some element like lightning. The minimum they could get is 12+6 for 18%.
Peerless beauty; This special ability makes the targets fallen in love, that's for the sight of you no matter what you do. They don't attack you and feel like doing what you want.
The Dr. who transformation; This special ability causes a timelord ability, that uses the creators energy and acts upon near death or on the character death. Otherwise, you may focus it to change your form and renew you any time you like. It upon enactment causes the energy in the area to "dip" and otherwise the lights to dim. Then, the character will change into another similar shape they choose to be. This is done as though they wanted to be the shape by the power of their spirit, then their spirit revives the character and they are 'alive' with full health and energy again. They of course remain their own self. With this special ability, the character never dies unless they want to die. THere is the point you need to die and this ability doesn't activate.
Elemental immunity; This special ability is where you are instructing your energy to absorb any elemental attack energy, think and remain unaffected with no damages to you of any element. That means the element you don't want effecting you, doesn't effect you as your soul wants it to not effect you. However, if you like the idea and want it to effect you it will. Due note: Any element can be any actual thing like electricity. So it's not just earth, air, water and fire. Any elemental damage is added health to you instead. Any elemental damages that your immune to gives you a % in damages as health and energy added to your stats.
Elemental resistance; this effect is where you halve the damage of any element..
Poison resistance; this effect is where you halve the damage of poison.
Poison immunity; This effect is where energy renders you immune to poison. You cannot be effected by poison. Any poison damage is added health to you instead. Except for bugs. This doesn't effect any bug. Think and you know what to do.
Special mural; This is a wall mural or scene depicted on the wall or ground, that you use magic to cause to exist to targets or work with and control. It moves as it exists there, think and you can cause the target to see it, that's where you cause the mural to "take" the soul of the targets. Once taken, either they look away and reclaim their soul. If not taken or when the mural doesn't move, otherwise their not looking directly at it. Then, they don't lose their soul. This is the effect of the energy of the wall being combined with curse magic, that causes the image on the wall to move by itself. When taken, they are prone and don't move till their soul returns. This is like a card capture effect except its a wall capture instead. Roll a 1d100+luck to see, if their soul is taken with a 50 or less result. After that, roll a 1d100+luck to determine if they recover their soul per round. The special mural disappears when you no longer need it.
Truth telling; This is a special ability, that allows your soul to tell you when you or someone is telling the truth and you react without accusation. Roll a 1d100+intelligence mod and get a 51 or above for success.
Multitasking; The task at hand is more easily done, this allows you to do multiple tasks at once. There is a side effect to this, stupidity can set in due to too may tasks. So the safe limit is 1d6 actions per round. You may have either intensity special ability or multitasking speciality, they do not stack.
Immortality; This is where you create with energy, and the soul uses the energy to make you immortal. You literally can list "Immortal" w/o quotes as your character age. You can die yet come back to life by the power of the spirit, this is yielding the creator or your God if you want to live. You will always appear young and any wounds heal up quickly, as though your fully restored in Health in seconds by the spirit focusing on the body.
Were special ability; This special ability, if allowed by the DM/GM, creates in you a were shape from energy as a werewolf or were animal of your choice that comes forth and serves as you. Increase your strength by 5, Constitution by 4 and intelligence by 6, add Were to your special ability list. You change into a wolf-headed or animal-headed humanoid on a full moon and back again after the full moon passes. As a part of the Were ability, your able to shift by willing your aura energy, yourself or others, to appear anywhere you intend yourself or others to be. As you are a Were, you can summon items, effects like making the combatant cease to exist and the elements like earth, air, water, fire and void to exist and do what you want where the elemental effect is 2d10+focus ranks in amount.
The duration of non instant effects like a fire or freezing effect to be 1d6 rounds in melee, or unlimited outside of melee/combat until you don't desire it. You can make with meta ability whomever you think to effect, think anything you want. Your damage and healing amount receives a +2d10 bonus that is instant on the full moon. Otherwise, your able to "Were" alter your body shape or reshape yourself to appear like any actual form for as long as you want and instantly heal to your full hp.
An instant were assault or dodge is possible by you thinking to strike or dodge and bending time so its really quick. As you do this, use a +5 to your speed and +3 bonus to dexterity rolls, and that is temporarily there as you strike or dodge. You are psychic. You as a Were are able to sense things out, and know what will happen by the power of your subconscious. You can also know what is there or the properties of something, as you think to know. You also regenerate quite fast, as a Were you have 2d10+concentration skill ranks in restored health on focus to heal.
Eye shift; The eye developes with the rinnegan or multi-ringed eye with focus, that causes you to shift to a new area or time and there is no negative response like illness.
Misty form; This special ability is where you can transform into mist itself and back again. Thinking to create an instant shift to be where you intend to be. As mist, your not effected by attacks and absorb all energy directed to you or whatever energy effect you don't like that you repurpose the energy for causing another effect on whatever target or area you like.
god of idea; This is use of idea in a point and then your soul creates the effect. The effect is akin to the energy of the area being used up and it can temporarily get colder. This is with numerical effect of half-level round down die 10 + half focus ranks in idea done to some target or area. Duration done mathmatically with 1d6 times in melee and unlimited outside of battle until decided to end the point in effect by feel. This effects in a moment, think of what you want and you can get what you desire.
timejump; This is where you think of the time and the place and you focus your energy and your aura shifts you there or back. Think of the place and the time is there to experience by the spirit, then your spirit shares its knowledge of the moment by visions if you intend exploration and that is sometimes with an encounter if you need one.
sensing; The senses you have are psychic and you think to use them, though you use your own pinneal gland third eye to create with the feel what is desired and think of what you want. When you use this ability, you can sense out what you think about to know and realize, that includes knowing a universe in itself and sensing the time you think to have knowledge of by feel. Think about the object and you know where it as you sense is there by the point that is done. This can bring more answers than one suspects by the spirit knowing what is there as or before it is formed, so then if you think to know about the idea you sense what is what.
gargantuan strength; The strength where you are with the strength of a 20 foot person in your form. This is with a +11 strength bonus that's gotten by thinking and feeling the strength comes into the body from the creator, and you make what you do seem easier as you also have endurance of +40 stamina, that's if you use stamina. If you drink something, then your rejuvenated by restoration of 30% health.
creator's strength; This special ability creates a +15 additional strength bonus, think as the creator gives you strength. So your able to be use 3 times in a day, that's unlimited uses with crystal.
creator's blessing; The creator makes what you ask by feel, so what you intent you get if necessary an in effect that makes you feel good. This is a manifest done by feel and created by idea in expression. Think and your able to use this 3 times in a day with (half level round down)d10+(focus rank) effect and 1d6 duration in round of melee or minutes outside of battle.. Also in effect, the creator blesses you with restored health of 1d6+focus rank in % per round in melee and 20% per each minute outside of battle if allowed for by what is done.
creator's curse; This is a special ability of the mind to place an effect and what you get is a concept that is done. Then, where the caster gets 30% damage reduction from absorbing energy from the target focused upon. So that means you reduce the damage done to you by 30%. See if the target fights it, namely tries to resist the effect, they receive by feel 1d10+focus rank in % damage per round in melee that ceases within 1d6 rounds or each minute outside of combat that ceases within 1d10 minutes. This is able to be used 4 times in a day outside of battle and 1 time per battle.
shapeshifting; This skill is a special ability where you shift the body shape into any other shape, except bug form without the weight adjustment and this is with feel for the moment. This is able to be done any time and takes 1 second and can alter the body weight to become temporarily lower, that means your about 10 lbs lesser and the height can raise or lower to make the form seem real or fit the form. Bug form is not possible with this idea.
psychoportation; This is where they psych themselves out and teleport by feel to where they want to appear at and shift to where they want to be. This can be used 4 times a day, unless you have a crystal and then it's unlimited in scope.
psych out; This is the point you psych youself out and cause yourself to be in an emotional state, otherwise you think and state its there or feel it's a point and you cause your mind to create the effect you thought. So you can't think to attack them for 1d6 round or minutes out of battle. See if you psych yourself out, you can create anything due to manifest. That is with a -4 to the effect focus check for the effect to be cast. This is the point that they (if they succeed) will cause 1d6 rounds in melee or minutes out of attack of effect. The effect itself is (half-level round down)d6+focus rank attack or heal effect by feel.
Agelessness: The body stops aging and you create in idea with the aura what you want or need, so this means you act as though you no longer are the age that you are at the moment. By thinking of the age, you appear that age and agelessness truly sets in by feel.
Drunken focus: This is where you are able to do amazing things, that is done by being able to focus and do things even if drunken. This is when you are able to do things without failure, and this is done by your being able to focus as your drunk or that's a +4 to your focus ability. This is using a draw of cut straws with the shortest or longest seeming success, or if a roll then you can use a focus check an your able to do things with a 10 or above as success. That means you can be drunk and fight without worry, this allows you to create with alcohol and still get attacks or idea done. That's if you want to fight, so I think this is an idea to use as a special ability and still will by fighting. Your attack roll for the drunken fist attack is with a +4 if you use a roll, otherwise you can draw straws with the longest or shortest being success. Also you can hit with a 1d10 + focus rank or half level as a bonus for damage. This is in effect if you use this ability and are drunk.
Unnatural thinness: This is where you are gaining muscle and losing extra body mass and idea is this in thinness you are able to eat or drink anything if the right body type, this is done without gaining weight if your inclined to do things, this idea is where your body is converted to thin and able to eat anything. So jerky and portions are unable to effect your shape and body. This means the fat is reduced of the body, yet some appearance remains as though you weren't too thin and ugly. This is the last stage of muscle toning. So gain +5 strength. This is added to the strength stat, so think about the idea and you know what to do with certainty, so use a +4 to the reflex roll and use it as a bonus to the reflex roll.
Instant recognition: This special ability creates in you a recognization of things by what the spirit knows and observed as it was created, that's done by what the spirit has you realize by feel. So if you think about things then you'd know what is there and what property it has by feel. This is a known effect to you and you know what things are by what you do with the idea of what is there. This is done by a drawing of straws that are cut with the longest or shortest straw as success, or that is using a focus skill check with a 10 or above result as success. Then if you know about it, you can say what the idea is by feel. If it's not there as a property, then it's not there. So accept what you know and work with what you have.
Ogre strength: This is where you gain a permenant +7 to your
strength stat.
Natures strength: This is when you get the ability to draw in the
natural naturic energy, thats around your character and you gain a
permenant +11 to your strength stat.
Dragons strength: This is where you gain the ability of the
dragon, as in the strength aspects. By working with active meditation
stance and working out, you can then gain the strength that is akin to
being dragon-like. So much are you like them, in strength, that you
gain +15 strength to your strength stat.
Night sight: To see in the dark, even if its pitch black. Cannot
be blinded when light comes up. The limit to the night sight is 20 feet.
Cooking: Create the beneficial food that even tastes great! It
seems that your cooking causes healing as well. Roll 2d6 to see how
much HP is brought back to your character.
Infrared vision: Your sight is able to pierce the dark, within
the infrared scale, and the sight adjusts to light times as well. The
range of infrared vision, is 30 feet.
Soul absorber: The soul forms an energy shell in the aura that surrounds the body and absorbs the idea energy or source as energy, then you can choose the source as energy or absorb energy to use as a point or moment, that is used instead as extra mp/stp that is equal to what damage or effect is done. You can form whatever effect you need to form, if you have enough energy abd this is an idea you have to create with by feel. This can take excess body weight and tiredness as a source of energy, and you can use the energy of the source to create what you think to create as a point. So basically, you didn't get hurt and any damage is negated by use of this feat.
Energy nova: As thought, this is with an idea to create a clean system. This is where you create with energy or the elements and make use of idea to create with idea, this is done by will to cleanse the system of all toxins and blood clots, or if water or fire energy is used then you clean the body of dirt and debris including scent. All effects and attack damage is now d10 unless greater is done.
Take or not take: the idea of all damage is not taken if you choose to allow the energy to dissipate harmlessly, then the spirit uses the soul to do this action with a shake of the body. See this is a point you no longer get effected, and all damage from effects dissipate harmlessly including toxins. So go on and do this if you need the effect.
Random power; This ability allows these extra special abilities that you may use and this is from https://randompowergenerator.com/ and you may use this site to generate more random powers..they can happen with a successful focus check with the 10 or above roll as success. That is using 1d20+focus ranks. Some random abilities are:
Mendacity Detection
The ability to detect falsehoods, lies, or deceit with heightened accuracy.
Dust Generation
The capability to generate and control dust particles at will.
Echolocation
Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.
Illusionary Magic
Mastery of magic or abilities to create realistic illusions or visual deceits.
Ecological Empathy
The capability to understand, communicate with, or manipulate the natural world.
Electrokinesis
Control over electricity and electrical phenomena.
Energy Shield
Creation of protective barriers using energy-based constructs.
Ash Generation
The power to generate the solid remains of Fire.
Acid Generation
The power to secrete a highly corrosive acid.
Shadow Manipulation
Manipulation and control over shadows and darkness.
Microwave Vision
The power to emit or perceive microwave radiation through vision.
Fire Breath
Emission of fire or heat from the mouth, often used as an offensive ability.
Shape-shifting
Ability to change one's physical form into other shapes or beings.
Ultraviolet Vision
Perception of ultraviolet light beyond normal human vision.
Spike Protrusion
The capability to manifest sharp spikes or protrusions from body.
Superhuman Senses
Ability to see, smell, taste, feel, or hear more than a normal human.
Antimagic: Antimagic: An antimagic field spell or effect cancels magic
altogether with suppression that lasts only a certain time. Use this
die roll to determine if the attempt is a success, this is with a
1d20+focus skill rank and rolling a 1 is failure, so that is where
rolling 10 is success or rolling a 20 is instant success.
This field effect lasts 1d6 rounds in melee or instantly and 1d8
otherwise outside melee. Thinking of using an effect of psionics
by use of focus is getting amplified effect by gravity waves, that
effect as you can get a + focus ability rank to effect roll and *3
to the total done or effect length.
• No supernatural ability, spell-like ability, or spell works in
an area of antimagic (but extraordinary abilities still work like psionics
which is an extraordinary ability that is of the mind).
• Antimagic does not dispel magic; it suppresses it. Once a magical
effect is no longer affected by the antimagic (the antimagic fades, the
center of the effect moves away, and so on), the magic returns. Spells
that still have part of their duration left begin functioning again,
magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area,
but are not centered in the antimagic area, still function in the
normal area. If the spell’s center is in the antimagic area, then the
spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal
undead, still function in an antimagic area (though the antimagic area
suppresses their spellcasting and their supernatural and spell-like
abilities normally). If such creatures are summoned or conjured,
however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal
undead, wink out if they enter the area of an antimagic effect. They
reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an
antimagic effect, but their effects are not canceled (so the contents
of a bag of holding are unavailable, but neither spill out nor
disappear forever).
• Two antimagic areas in the same place do not cancel each other out,
nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected
by antimagic. Break enchantment, dispel magic, and greater dispel magic
spells do not dispel antimagic. Mage’s disjunction has a 1% chance per
caster level of destroying an antimagic field. If the antimagic field
survives the disjunction, no items within it are disjoined.
Blindsight: Some creatures have blindsight, the extraordinary
ability to use a nonvisual sense (or a combination of such senses) to
operate effectively without vision. Such sense may include sensitivity
to vibrations, acute scent, keen hearing, or echolocation. This ability
makes invisibility and concealment (even magical darkness) irrelevant
to the creature (though it still can’t see ethereal creatures). This
ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual
contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though
darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
Blindsense: Other creatures have blindsense, a lesser ability
that lets the creature notice things it cannot see, but without the
precision of blindsight. The creature with blindsense usually does not
need to make Spot or Listen checks to notice and locate creatures
within range of its blindsense ability, provided that it has line of
effect to that creature. Any opponent the creature cannot see has total
concealment (50% miss chance) against the creature with blindsense, and
the blindsensing creature still has the normal miss chance when
attacking foes that have concealment. Visibility still affects the
movement of a creature with blindsense. A creature with blindsense is
still denied its Dexterity bonus to Armor Class against attacks from
creatures it cannot see.
Fire Immunity: A creature or character with fire immunity never
takes fire damage. It has vulnerability to cold, which means it takes
half again as much (+50%) damage as normal from cold, regardless of
whether a saving throw is allowed, or if the save is a success or
failure.
Death immunity: This grants immunity to death attacks, that is
a point of idea that happens to no longer effects you if you think
the effect doesn't effect you. That is how death and decay energy
works by this ability.
Magic immunity: This special ability is what allows you to
not get effected by magic attacks, this is where your immune to others
attempts at magic except for your own self-done effects. So think
and you can get what you want with idea of the point of food or
drink or healing, this can be with the use to heal and otherwise
the use of healing magic might work with the resistance roll.
Otherwise you can use regeneration or regeneration like special
abilities to heal by without a scar.
Element form: This special ability has three form possibilities made by elemental interactions, that uses the effect of the character level. You can cancel out this effect by naming the effect. The elemental form is possible at level 1 or greater, the greater elemental form is possible at level 8 or greater, and the ancient elemental form is possible at level 15 or greater. They are listed below.
Elemental form; You can create a form for your idea by thinking, this is used of the elements in use and done by a energy form. So that's created by imagining a shape of energy using the element you need by feel. So instead of an elemental, you create a point by thinking you do and things work out by feel. This is a possible effect that's done by the creator. He or she does what you need, the point is made. So this means that you can work, the effect is done by a point of 1d20+focus rank with making a 10 or more is success or you could always draw cut straws and use the longest or shortest straw for success.
This also has an additional effect die roll of half level+(element dice)+focus rank. That means a level 14 character using a 15 focus rank with a need for fire (d10) is doing the effect of 7d10+15 or with no dice it's halve the dice base and times the number of dice and then add the modifier. That means 7*5+15=50 damage, healing or effect length of seconds in combat and minutes outside of combat. So the elemental form is the elements in use, that means you have focus with the effect of +5 to the attack or effect roll. This means you create by feel and work with others by idea. This works for you if you think it can work or does what you want.
Greater elemental form; This is using an idea to use the point to form a created elemental effect, that's greater by x3 the elemental form itself using elements, then you create with energy consciousness by a +7 to the attack or effect roll. The greater part is where you create with the elements, then create by using the creator to make a greater elemental. This form of energy is what is there with an idea to use, the idea is done by feel. So if you think to create, you know things by what is done. There may be reactions, so think it subsides and the aura energy creates waves of peace or peachyness. This is given by feel, if you think to remove programming from the energy you make the idea seem useful. This is using a known effect for an old point. If you think to use things from the point, then you create with idea and the past point ceases to exist. This is a useful idea if you consider the idea is non useful. So think and you know what to do. This form allows that anything can be an element, if thought to be one.
Ancient elemental form; This is a point you create an elemental effect in the form of an energy form, that is using you as a point and the form does the deed by an added +9 to the attack or effect roll. Their is a good point to this form, the point the creator does is create the effect. This is cancellable by an "if" in use. This is where you think the if point and that is an iffy idea that is where the creator stops producing the form by feel. This has a point of the elemental effect, that's x5 the normal element effect. This is an effect of the mind and the creator uses your mind to empower what the form does. So work and expect anything, if you think to work with the form by idea or expression. This is a known effect, that once used is what creates for you. That is a point in the past, then that creates the present and the idea is what creates with the future in mind. Keep in mind, this form is ancient. So work with what you get, and what you have is what you can use. Loki uses this form, so I think this idea will work by feel. If you hit by feel, then you can use the energy of the hit. So, think, imagine and you can create the effect you desire.
Psionics: Your character can use at will any psionics effect
that you can think up. This is anything in psionics that is using
psychokinesis. The types of psychokinesis include Microkinesis,
Macrokinesis and Other psychokinesis. This is not a spell-like
ability, this is using an extraordinary ability of the mind that uses
focus. So antimagic users can rest assured, that psionics still
works in antimagic by which is antimatter.
• Microkinesis
Microkinesis is a deft movement to cause in small things a
change of position or change of something to be something else. Metal
bending and causing a genetically changed body condition is an example.
Use Microkinesis to cause small changes and create big results.
• Macrokinesis
Macrokinesis is the movement and change of things that are large
scaled.
This includes:
Elemental manipulation is when you can summon the
elemental energy at will to do as you need. This uses the Forcecraft
system of elements. If you have a crystal on you, then you can use it to add +3 per
every 2 levels to the damage total.
The forcecraft system is to think of the effect, then will it to exist
where you need it to appear to be created or manifested (the dice used for them is
listed in brackets besides the element). Earth (d8), Lava (d12), Fire (d10), Water
(d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6),
Spirit (d8), Sun (d10), Time (d8), Light (d6), Darkness (d6), Instance stop or void (d8),
Chaos (d12) and Order (d10) are the elements you can manipulate into existence.
When you manifest the psionic ability you use a 1d20+Focus Rank to see. This is
where any roll under 10 is fail, and any roll that's 10 or above is success.
This is done using a point of expression, that is different from the rest of the psychokinesis.
Especially if you realized by knowing, you manifested the element where you think to make
it manifest or appear. The idea is there is:
Levels 1-9 gets (1)(dice used)+(Charisma mod) per every 2 focus ranks (round down).
Levels 10-19 gets (2)(dice used)+(Charisma mod) per every 2 focus ranks (round down).
Levels 20-29 gets (3)(dice used)+(Charisma mod) per every 2 focus ranks (round down).
Levels 30+ gets (4)(dice used)+(Charisma mod) per every 2 focus ranks (round down).
Thats the amount, its worth is damage or effect length in seconds with melee
and minutes outside of melee or battle. This is a 10d10+6 with a character doing
a fire attack, that has 10 levels(2), 6 Charisma mod and 10 Focus Skill Ranks. The max being
10*10+6=106% in amount of damage. This effects what you need to effect, then
where you wish to create the effect is where you think it is created.
This is like summoning the energy from a mentally gated source using the soul, that exists with the element at least in particle form or if not gated, then influences things to see the event you imagine. This is the area effect or personal effect by choice to effect target/s. Now onto the elements that are not so easily understood. The death energy is sometimes with a summoning of death essence, the death essence comes from the body and if focused will kill something or somebody. This can effect multiple targets as well. The lava comes from a mentally placed gate and forms from lava particles drawn from a source area.
This where also the point of doing with the idea or intent, sometimes if you imagine the result you can get a result by feel. Time is where you imagine the event or idea, and the subconscious creates the idea you need as a point or result. Magnetism is where you imagine the draw of the particles, that's causing a pull of some item or person wearing armor and magnetic material. Emotion is stating words, that stir emotion as you feel the idea or emotional point. Chaos just dissolves things after breaking the material or person up into particles. Order is positive energy that strengthens things and people, thinking of the effect will create what you need. This is done by order energy.
Acid dissolves things by feel, otherwise it burns the area as it attempts to dissolve the point or target. Sun energy heals people or yourself is restored as the sunlight has Vitamin-D that the sun energy causes to restore the body. The halting element is void that ceases things as you imagine the point stopping, then the idea is done as though the effect didn't exist an effect. That is a stopping point created of what you want with what it is ceasing itself. This is how some of the elements works by what idea there is to study. If you need to know more, think of the point you need to realize and the soul gives you the point as insight.
So I think with psionic elementalism. You can use this if you want to have a more unique system. That is a point where the strength can be defined by dice base like d10 for fire, d6 for air and etc, this is where there is X * .5 damage if it is weak, X * 2 if it is strong against the element. Dark and Light always deal double damage against each other. Air stokes flames, flames get extinguished by water, water gets absorbed by earth and drank by plants and funguses, air erodes soil and rocks sometimes by water particles called moisture. So this is real if you think it is, otherwise this is just a game.
If you want to use a real system for this effect. Meditation is the basis of the effect as if a 1d20+focus rank were done with 10 or above being a success. This calms the mind and creates an inner awareness. Centering you and making the image of a sandy beach seem more calming. To do this trick, think your intent and make the mind relax. Snap your focus to a heightened focus, as you perceive the color of the element flare. Again, the idea seems to happen with (a point from every 2 levels)(dice used)+(Focus Rank) worth of damage or effect length in seconds with melee and minutes outside of melee. This can effect instantly unless a duration is desired.
This is done when you manifest the effect, that you use a 1d20+Focus Rank to see in action. This is where any roll under 10 is fail, and any roll that's 10 or above is success. So if you must know, through the effect of unfocusing your eyes and focusing them again. Doing an intense look, on the area you want to effect with focus of the color. Their is different types of elements for each color.
Using a d8, this effect is instant using earth. Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies.
Using a d12, this effect is instant. Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
Using a d10, this effect is instant and has a duration if not used for attack. Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
Using a d8, this effect is instant after a few seconds. Water can come from air and other water source manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a focus at the object or area.
Using a d10, this effect is instant. Acid can come from dirty water that's been left out and focused with other source manipulations to get some result, those that use this can see and form acid well enough to effect form it anywhere including in people, they cause residue by removal; See the grey blue colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire form on a focus at the object or area.
Using a d8, this effect is instant. Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. including water, fire (putting it out) or air, leaving a excess of energy.
Using a d6, this effect can deal damage if instant or otherwise has a duration. Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them.
Using a d8, this effect has a duration. Small red particles (tachyons, active energy subparticle) are used by focusing the red particles into an area. They are in waves (lekton, gravity or light waves) manipulation and used in their interaction to form magnetic fields and control time events by speeding up the pulsing to speed time or slow down their pulsing to slow time down.
Using a d12, this effect has a duration. Control spirits and death by a different means. For the control, think of death particles as bone white. To cause death just incite by feel the death particle of bone white which is to rub or vibrate. And incite the particle to uncause death by causing the vibrating death particle to stop and leave the body or see the particle rubbing together and then stop the rub by feel while the death particles leave the body. Incited spirit particles can be used by anyone in the area till unexcited by making them dissipate. You can disperse spirits by imagining their silver particles disperse to dust. You can incite the spirit of the object nearby to appear, by focusing on the object and exciting the bone white particles near the object.
For other control colors: Using a d10, this effect has a duration and healing effect if instant. Amber is for Sunlight and you only need to rub and intensify the amber particles. This is to get a sun effect that can liven you up. This can also cause heat in the area.
Using a d8, this effect can either age or deage with an instant effect, and with a duration this is control of time. Silver is control of time by speeding it up, this is to excite the silver particles and then time speeds up. The inciting of stopping of time is making the silver particles not move. The slowing down of time is making the silver particles slowly move. Think to separate an area energy and slow, pause or speed time up, make the thought and intent of doing so as you produce scrubbing of silver particles.
Using a d6, this effect has a duration. Light red is for Light energy. This can generate a warmth and a light in the area.
Using a d6, this effect has a duration. Black or Dark brown is Darkness. Imagine the particles excited and rubbing together to intensify the darkness in the area.
Using a d8, you can use the halting element or void, where this effect is an instant stop and dissolvation starting from within to effect what you don't need to occur. Silver gray aquamarine color can stop anything. Just imagine silver gray aquamarine scrubbing together and feel the effect energy dissipate from it. This energy is what the effect produced.
Using a d12, puce or light blue coloration is chaos. You see this is an element that degrades by too much activity. Just imagine the puce or light blue colored particles rubbing together to create chaos and break something by the attempt. If you feel the energy of the moment, then if too much its chaos. This force is a destructive one and instable focused force. So I think if there is not too much and no actual breakdown of things, then you have a balance between chaos and order. This is a nature of order balance, itself.
Using a d10, blue grey is order, this is a positive energy that works well with earth. Think of what you want as though a need were there, then feel the need as you imagine the blue grey particles rubbing together to cause more order in the area, that dissipates the chaotic energy that exists by feel and preserves or causes no aging until too much order is used. Law by this element is creating peace and stability by working with something. This force represents a stabilizing non destructive energy that strengthens and works for you. So I think without order there's chaos and that rules by fire. Think and you know what to do with it, that means you can order any thought into becoming active and done as though you or some object is infused by the act. This is an act of order, that is where some speak or think and otherwise imagine the idea. This is done to create the point, that's done by feel.
Teleportation is where you can shift yourself almost
anywhere else, including other dimensions.
Passing through solid walls and objects is where you can
pass through the solid barrier after phasing into the mind plane and
coming back again.
• Other psychokinesis
Other psychokinesis effects are the doing of anything else. This
includes:
Telepathy is where you can read minds and know what the
other will do before they do it.
Spirit travel (OBE), where you leave the body for a bit of
travel with the spirit.
General Healing is where you remove the energy of the
wound or send energy into the wounded area. Causing it to heal. Making
the removed energy placed into some object. This means 3d10 HP
restored. When you have a crystal, then the potential for healing is
4d10 HP by focusing the effect with it.
Clairovoyance is where you know what is. Wherever it is,
you may spy out and see events and locations.
When your character attempts the psionic action, it will happen
for as long as you use the focus ability, again as this is used to the GM's
decision. Attempt an act of psionics by Saying what you want to
attempt. This is for any psychokinesis other than elemental manipulation.
A DC for psychokinesis is set from the chaos in the area. Again,
decided by the GM. Your Will + D10 is compared to the DC of a
d20 and if the total is equal or greater, then you get the psionic
action done. Unless there's Psionic combat.
With Psionics, your character is aware of the mental world and
how they are aware of other psychic beings/people/creatures. They are
depicted in the mental world as an Avatar and reflect your Will. The
avatar is what your body is represented as, in an energy being form.
Whatever happens in the mental world can change the real world,
if the thought is made to make it manifest in the real world. Thoughts
direct the mental world. Your Avatar is just one of those things that
can alter the mind world. The action it does, makes certain things
presented in the mental world possible to be manifested in the real
world. So when you manipulate by Will, you use the Avatar as a key to
formulate actions. The Will programs the energy to act the way you want.
All near Avatars can go effect on the defensive to protect its own
mental turf, from an approaching psychics' Will. If anyone is hostile
or aggressive, then psionic combat happens between the strongest Avatar
Will of the mental world nearby and the Avatar/s who triggered the
Psionic war, otherwise nothing significant occurs. This makes a mental
resolution, as the Will is tested of the combatants.
The mental resolution doesn't take any time. This happens
separate from the point that you know and can choose to use, that's
for the melee. Psionic combat is done by the Strongest Avatar effort
of Will and energy manipulation being used against the Avatar or Avatars
who were hostile. Decided one by one and by the Will added to a d10.
Whomever's Will is greater, dazes the other psychic for 1d6
rounds. Unless the other psychic gives into the winners' Will. Doing
the bidding of the winner for 1d6 minutes. A Will save where the Will
is added to a d10 against a DC of the winners Will can be made to
cancel out the control of the other. 6 rounds is 1 minute out of melee
and each round is 10 seconds.
By this way, virtually anything is possible with psionics. So,
the Sky is the limit. As you think you can, you do. You enable psionic
ability with this special ability.
Charm and Compulsion: Many abilities and spells can cloud the
minds of characters and monsters, leaving them unable to tell friend
from foe—or worse yet, deceiving them into thinking that their former
friends are now their worst enemies. Two general types of enchantments
affect characters and creatures: charms and compulsions.
Charming another creature gives the charming character the
ability to befriend and suggest courses of actions to his minion, but
the servitude is not absolute or mindless. Charms of this type include
the various charm spells. Essentially, a charmed character retains free
will but makes choices according to a skewed view of the world.
• A charmed character retains his original alignment and allegiances,
generally with the exception that he now regards the charming creature
as a dear friend and will give great weight to his suggestions and
directions.
• A charmed character fights his former allies only if they threaten
his new friend, and even then he uses the least lethal means at his
disposal as long as these tactics show any possibility of success (just
as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against
his master in order to resist instructions or commands that would make
him do something he wouldn’t normally do even for a close friend. If he
succeeds, he decides not to go along with that order but remains
charmed.
• A charmed character never obeys a command that is obviously suicidal
or grievously harmful to her.
• If the charming creature commands his minion to do something that the
influenced character would be violently opposed to, the subject may
attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who
charmed him or by that creature’s apparent allies is automatically
freed of the spell or effect.
Compulsion is a different matter altogether. A compulsion
overrides the subject’s free will in some way or simply changes the way
the subject’s mind works. A charm makes the subject a friend of the
caster; a compulsion makes the subject obey the caster. Regardless of
whether a character is charmed or compelled, he won’t volunteer
information or tactics that his master doesn’t ask for.
Cold Immunity: A character or creature with cold immunity never
takes cold damage. It has vulnerability to fire, which means it takes
half again as much (+50%) damage as normal from fire, regardless of
whether a saving throw is allowed, or if the save is a success or
failure.
Darkvision: Darkvision is the extraordinary ability to see with
no light source at all, out to a range specified for the creature or
character. Darkvision is black and white only (colors cannot be
discerned). It does not allow characters to see anything that they
could not see otherwise—invisible objects are still invisible, and
illusions are still visible as what they seem to be. Likewise,
darkvision subjects a creature to gaze attacks normally. The presence
of light does not spoil darkvision.
Death Attacks: In most cases, a death attack allows the victim a
Fortitude save to avoid the affect, but if the save fails, the
character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and
thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10
health points.
• The spell death ward protects a character against these attacks.
Energy Control: You are able to control how you feel. As to the point
of feeling different if others try to sense you. Basically, you feel different
to sensory input. This can make the body or someone else fooled into thinking
you are someone else.
Evasion and Improved Evasion: These extraordinary abilities allow
the target of an area attack to leap or twist out of the way. You can
have evasion and improved evasion as a special ability, but certain
other creatures have these abilities, too.
If subjected to an attack that allows a Reflex save for half
damage, a character with evasion takes no damage on a successful save.
As with a Reflex save for any creature, a character must have
room to move in order to evade. A bound character or one squeezing
through an area cannot use evasion.
As with a Reflex save for any creature, evasion is a reflexive
ability. The character need not know that the attack is coming to use
evasion.
You cannot use evasion in medium or heavy armor. Some creatures
with the evasion ability as an innate quality do not have this
limitation.
Improved evasion is like evasion, and can be gotten after
Evasion is there, as a special ability, except that even on a failed
saving throw the character takes only half damage.
Fast Healing: A creature or character with fast healing has the
extraordinary ability to regain health points at an exceptional rate.
Except for what is noted here, fast healing is like natural healing. At
the beginning of each of the creature’s turns, it heals a certain
number of health points (defined in its description). Unlike
regeneration,
fast healing does not allow a creature to regrow or reattach lost body
parts.
A creature that has taken both nonlethal and lethal damage heals
the nonlethal damage first. Fast healing does not restore health points
lost from starvation, thirst, or suffocation. Fast healing does not
increase the number of health points regained when a creature
polymorphs.
Fire Immunity: A creature or character with fire immunity never
takes fire damage. It has vulnerability to cold, which means it takes
half again as much (+50%) damage as normal from cold, regardless of
whether a saving throw is allowed, or if the save is a success or
failure.
Intensity: You may have either intensity special ability or
multitasking speciality, they do not stack. This special ability
occurs sometimes when invictimized, then you might feel intense.
Otherwise you could think to feel more focused. Then you feel more
intense emotion, lose a temporary amount of weight and speed up
your body by what you sense.
This is where the speed of time comes into play, the idea is simple
where the speed of the body allows for dodging or 1d6 multiple attacks/actions
if necessary. Rolled at the beginning of battle. Otherwise you can do one
sped up attack.
Also noted for intensity, there is an automatic dodging of things
in the intensity of the moment, that you would rather not be effected by
feel. So think about this, you can use it accordingly if you must. The
wiry or thin strength does go up temporarily as the weight goes down,
that is a noted effect.
In gaming terms such as DnD, that would add a die 6 roll of points
to your speed. This is addable as a bonus to your dodge roll. Also you
get a 1d6 or 1d10 strength modifier. These additions, if allowed by the
DM or GM, only last as long as your intense. That is a point to work with
as long, this is when you use the ability. Some go with the idea, this
is where your an intuitive person. So think to relax and you can relate
to others better.
So that is done by thinking about things, the idea comes naturally
of what you want. It means you can seem to be what knows things by
idea, this is with reactions if you don't think. See that is done
to do things, sometimes this is from a gaming perspective where
you hate to do things.
Low-light Vision: Characters with low-light vision have eyes that
are so sensitive to light that they can see twice as far as normal in
dim light. Low-light vision is color vision. A spellcaster with
low-light vision can read a scroll as long as even the tiniest candle
flame is next to her as a source of light. Characters with low-light
vision can see outdoors on a moonlit night as well as they can during
the day.
Monstrous Regeneration: This
allows you to become able to regenerate more than 100% HP. The special case
is that you also gaina permanent 6% to your HP when you get the special
ability and every level after getting the Special ability. The rate of
regeneration be 20%+Con Bonus as % per round of 6 seconds in battle and outside
of battle its 20%+Con bonus as % per minute. You must have the Regeneration
Special Ability before you can get Monstruous Regeneration.
Polymorph: Magic can cause creatures and characters to change
their shapes—sometimes against their will, but usually to gain an
advantage. This ability allows such as to polymorph others, or your
character. Polymorphed creatures retain their own minds but have new
physical forms. The polymorph spell defines the general polymorph
effect. Since creatures do not change types, a slaying or bane weapon
designed to kill or harm creatures of a specific type affects those
creatures even if they are polymorphed. Likewise, a creature
polymorphed into the form of a creature of a different type is not
subject to slaying and bane effects directed at that type of creature.
A dwarf ’s bonus for fighting giants is based on shape and size,
so he does not gain a bonus against a giant polymorphed into something
else, but does gain the bonus against any creature polymorphed into a
giant.
Regeneration: Creatures and characters with this extraordinary
ability recover from wounds quickly and can even regrow or reattach
severed body parts. Damage dealt to the creature is treated as
nonlethal damage, and the creature automatically cures itself of
nonlethal damage at a fixed rate.
Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. This means you are aware of things people do, so your popularity of how you look is down by how you react and that means charisma is with a -1 penalty.
Creatures and characters with regeneration can regrow lost
portions of their bodies and can reattach severed limbs or body parts.
Severed parts die if they are not reattached.
Regeneration does not restore health points lost from
starvation,
thirst, or suffocation. Attack forms that don’t deal health point
damage
ignore regeneration. An attack that can cause instant death only
threatens the creature or character with death if it is delivered by
weapons that deal it lethal damage.
The regeneration rate for both creatures and characters, is
10%+Con bonus as %.
Gaseous Form: Some creatures have the supernatural or spell-like
ability to take the form of a cloud of vapor or gas. Characters can
gain this ability, in the form of a special ability. Creatures and
characters in gaseous form can’t run but can fly. A gaseous creature or
character can move about and do the things that a cloud of gas can
conceivably do, such as flow through the crack under a door. It can’t,
however, pass through solid matter. Gaseous creatures and characters
can’t attack physically or cast spells with verbal, somatic, material,
or focus components. They lose their supernatural abilities (except for
the supernatural ability to assume gaseous form, of course).
Creatures and characters in gaseous form have damage reduction
10/magic. Spells, spell-like abilities, and supernatural abilities
affect them normally. Creatures in gaseous form lose all benefit of
material armor (including natural armor), though size, Dexterity,
deflection bonuses, and armor bonuses from force armor still apply.
Gaseous creatures and characters do not need to breathe and are
immune to attacks involving breathing (troglodyte stench, poison gas,
and the like). Gaseous creatures and characters can’t enter water or
other liquid. They are not ethereal or incorporeal. They are affected
by winds or other forms of moving air to the extent that the wind
pushes them in the direction the wind is moving. However, even the
strongest wind can’t disperse or damage a creature in gaseous form.
Discerning a creature or character in gaseous form from natural
mist requires a DC 15 Spot check. Creatures and characters in gaseous
form attempting to hide in an area with mist, smoke, or other gas gain
a +20 bonus.
Etherealness: Phase spiders and certain other creatures can
exist, on the Ethereal Plane and so can characters, with this ability.
While on the Ethereal Plane, a creature or character is called
ethereal. Unlike incorporeal creatures, ethereal creatures and
characters are not present on the Material Plane.
Ethereal creatures and characters are invisible, inaudible,
insubstantial, and scentless to creatures on the Material Plane. Even
most magical attacks have no effect on them. An ethereal creature or
character can see and hear into the Material Plane in a 60-foot radius,
though material objects still block sight and sound. (An ethereal
creature and character can’t see through a material wall, for
instance.) An ethereal creature or character inside an object on the
Material Plane cannot see. Things on the Material Plane, however, look
gray, indistinct, and ghostly. An ethereal creature and character can’t
affect the Material Plane, not even magically. An ethereal creature and
character, however, interacts with other ethereal creatures and objects
the way material creatures interact with material creatures and objects.
Even if a creature on the Material Plane can see an ethereal
creature or character, the ethereal creature or character is on another
plane. Only force effects can affect the ethereal creatures and
characters. If, on the other hand, both creatures are ethereal, they
can affect each other normally. A force effect originating on the
Material Plane extends onto the Ethereal Plane, so that a wall of force
blocks an ethereal creature or character, and a magical element blast
can strike one (provided the spellcaster can see the ethereal target).
Gaze effects and abjurations also extend from the Material Plane to the
Ethereal Plane. None of these effects extend from the Ethereal Plane to
the Material Plane.
Ethereal creatures and characters can move in any direction
(including up or down) at will. They do not need to walk on the ground,
and material objects don’t block them (though they can’t see while
their eyes are within solid material).
Ghosts have a power called manifestation that allows them to
appear on the Material Plane as incorporeal creatures. Still, they are
on the Ethereal Plane, and another ethereal creature can interact
normally with a manifesting ghost. Ethereal creatures pass through and
operate in water as easily as air. Ethereal creatures do not fall or
take falling damage.