Arthromancy

Elementalism - Animancy Ability The ability to control and manipulate Individual Arthropods.

Creature - Elementalism

XP Cost: 1   Prerequisites: Animancy

Action Type(s) Motion, Action
ARP Cost 1 (Motions Excluded)
Range 20 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You have the ability to influence and control Individual Arthropods but not Large Sized or Collective Organisms.

Using a Motion: You can communicate with and influence nearby Arthropods you can see, such as insects and crabs and communicate messages such as; warnings of danger, calling them closer, informing them of food sources or requesting information on food sources.

Chittering Howl: You can cause a nearby Arthropod to use its Movement and Action as you instruct using its Reaction on your turn. Insects always use their own modifiers for any skill checks or attacks you have them make and can only perform complex tasks if they have the intellect required. An Insect’s Intellect Total must be a 7 or higher to perform Complex Tasks(a series of instructions or commands, rather than a single one) .

Sustaining: Arthropods you have caused to Act will remain within range and actively avoid harm until the end of your next turn, Sustaining Arthromancy will cause them to continue to do so. When wild or unowned domesticated Arthropods are no longer under your control they continue behaving as normal for a member of that species.

Overpower: You can spend an additional ARP to grant a controlled Arthropod a Destiny Die on a d20 Roll,

Or Increase the range of this ability by +10 Meters,

Or grant a controlled Insect +2 to their Attack and Damage Rolls this Turn,

Or Cause an additional Arthropod to use their Movement and Action using their Reaction,

Or grant a controlled Arthropod +4 to their movement speed this Turn,

Or cause a controlled Arthropod to regain 1d4+Caster Modifier HP,

Or grant a controlled Arthropod an additional Attack Action.