Ectomancy

( Combined Element ) Elementalism - Ectomancy Ability The ability to control and manipulate Spirits Energies in their most basic forms.

Spirit - Elementalism

XP Cost: 3   Prerequisites: Elementalism, Metamancy and Windmancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Requirements 1 Free Hand
Sustain 2 ARP
Traits Visible, Audible

You can view the Spirit Realms and interact with creatures which inhabit it.

Using a Motion: You can detect and Spirits within Range.

Spirit Buster: Make a Melee or Ranged Spell Attack Roll vs a Spirit within Range.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Psychic Damage and loses the ability to become Incorporeal until the end of its next turn.

Ecto-Prison: Expend an Action to attempt to Imprison a Spirit within Range. If the Spirit is sentient, it may Roll a Wisdom Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the creature Fails the Saving Throw it is considered to be Restrained by the caster until it passes this ability’s Saving Throw or until this ability is no longer being sustained. While Restrained in this way by the caster the spirit is reduced in size to a tiny glowing sphere and can be handled and stored as if they were an object..

If the creature Passes the Saving Throw it is unaffected.

Sustain: Sustaining this Ability allows Ecto-Prison 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 Damage this Ability deals by 1d6 Psychic Damage,

Or Increase the DC for any of this Ability’s Saving Throws by 2.