Massmancy

Elementalism - Voidmancy Ability The ability to manipulate Mass and Gravity.

Void - Elementalism

XP Cost: 2   Prerequisites: Voidmancy

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

You can manipulate Mass and Gravity.

Mass Alteration: You can Increase or decrease the Mass of a single Item, Object or Piece of Equipment by ½ its total value. If the target of this ability is being wielded or worn, the creature wielding or wearing it may roll a Wisdom Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the creature Passes the Saving Throw they are unaffected and the spell fails.

If the creature Fails the Saving Throw the Mass Alteration is successful.

This Mass Alteration persists until the end of the caster’s next turn or until this ability is no longer being sustained.

Gravity Ball: Make a Melee or Ranged Spell Attack Roll.

If you Hit the target, it is dealt 2d12 + Spellcasting Modifier Kinetic Damage.

Gravity Bomb: Expend an Action to target a 2 Meter Blast Area within Range. Creatures within the Area must roll a Dexterity or Strength Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw dealt 1d12 Kinetic Damage and are pulled 1 Meter towards the center of the Blast Area.

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

Sustain: Sustaining this Ability allows Mass Alterations 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 Blast Area of this Ability’s “Gravity 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 kinetic Damage.