Painmancy

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

Metaphysical - Elementalism

XP Cost: 2   Prerequisites: Metamancy

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

You can detect, control and manipulate pain.

Using a Motion: You can detect any creatures within Range that are currently experiencing pain.

Pain Bolt: Make a Melee or Ranged Spell Attack Roll vs a living creature.

If you Hit the target, it is dealt 3d8 + Spellcasting Modifier Non-Lethal Damage.

Pain 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 2d8 Non-Lethal Damage.

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

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

If the target Fails the Saving Throw it is dealt 2d10 + Spellcasting Modifier Non-Lethal Damage.

If the Target Passes the Saving Throw they are dealt half the above Damage.

Ease Pain: Expend an action to target a living creature within Range. The creature regains 1d6 + Spellcasting Modifier HP.

Sustain: Sustaining this Ability allows Manipulated Pain Effects 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 Blast Area of this Ability’s “Pain Bomb” option by 1 Meter,

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