Painmancy
Elementalism - Metamancy Ability The ability to control and manipulate Pain.
Metaphysical - Elementalism
XP Cost: 2 Prerequisites: Metamancy
Action Type(s) | Motion, Action, Spell Attack |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Requirements | 1 Free Hand |
Traits | Visible, Audible |
You can detect, control and manipulate pain.
Using a Motion: You can detect any creatures within Range that are currently experiencing pain.
Pain Bolt: Make a Melee or Ranged Spell Attack Roll vs a living creature.
If you Hit the target, it is dealt 3d8 + Spellcasting Modifier Non-Lethal Damage.
Pain Bomb: Expend an Action to target a 1 Meter Blast Area within Range. Creatures within the Area must roll a Wisdom Saving Throw. The DC is equal to the Caster’s Spell Save DC.
Creatures that Fail the Saving Throw dealt 2d8 Non-Lethal Damage.
Creatures that Pass the Saving Throw are dealt half the above Damage.
Inflict Pain: Expend an Action to Target a Living Creature within Range. That Creature must Roll a Wisdom Saving Throw. The DC is equal to the caster’s Spell Save DC.
If the target Fails the Saving Throw it is dealt 2d10 + Spellcasting Modifier Non-Lethal Damage.
If the Target Passes the Saving Throw they are dealt half the above Damage.
Ease Pain: Expend an action to target a living creature within Range. The creature regains 1d6 + Spellcasting Modifier HP.
Sustain: Sustaining this Ability allows Manipulated Pain Effects to persist until this Ability is no longer being Sustained.
Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,
Or Increase the DC for any of this Ability’s Saving Throws by 2,
Or Increase the Blast Area of this Ability’s “Pain Bomb” option by 1 Meter,
Or Increase the Damage this Ability deals by 1d6 Non-Lethal Damage.