Emotionmancy

Elementalism - Metamancy Ability The ability to control and manipulate Emotions.

Metaphysical - Elementalism

XP Cost: 3   Prerequisites: Metamancy, Painmancy, Mindmancy

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

You can detect and manipulate Emotions.

Using a Motion: You can detect strong emotions and their source within Range, such as love, hate, desire, jealousy, etc..

Emotional Blow: Make a Melee or Ranged Spell Attack Roll.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Non-Lethal Psychic Damage.

Emotional 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 2d6 Non-Lethal Psychic Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Engrage: Expend an Action to Target a Creature within Range. That Creature must Roll a Wisdom Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the creature Fails the Saving throw they become enraged at the caster or another creature within Range until they pass this ability’s Saving Throw at the end of one of their turns.

If the creature Passed the Saving Throw they are unaffected.

Emotional Regulation: You may use your Action or Reaction to grant yourself or a creature within Range a Destiny Die on all Wisdom Saving throws until the end of their next turn

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 Blast Area of this Ability’s “Emotional Bomb” option by 1 Meter,

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

Or Increase the Damage this Ability deals by 1d6 Non-Lethal Psychic Damage.