Plasmamancy
Elementalism - Pyromancy Ability The ability to control and manipulate High Heat Plasma Reactions.
Fire - Elementalism
XP Cost: 1 Prerequisites: Pyromancy
Action Type(s) | Motion, Action, Spell Attack |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Area | 4 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can control and manipulate Superheated Gasses.
Using a Motion: You can control, manipulate, redirect or move up to 6 meters a 4 Meter Area of Plasma within Range. Heat from this ability can easily ignite flammable or explosive substances.
Plasmify: Expend your Action to target an unoccupied 4 Meter Area of Gas or Air. That condenses into a single Source of Plasma that occupies 1 Meter within that initial 4 Meter Area. The Plasma dissipates when used for a Plasma Bolt unless this Ability is Sustained.
Plasma Bolt: Make a Ranged Spell Attack Roll while within Range of a Source of Plasma.
If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Burn Damage.
Sustain: Sustaining this Ability allows Manipulated Plasma 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 Damage this Ability deals by 1d6 Burn Damage.