Rockmancy

Elementalism - Earthmancy Ability The ability to control and manipulate unhewn rocks up to a certain size.

Earth - Elementalism

XP Cost: 1   Prerequisites: Earthmancy

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

You have the ability to Move and Manipulate Rocks.

Using a Motion: You can cause up to 4 kilograms of loose or individual Rocks within range to move up to 6 Meters.

You can cause these rocks to assemble or arrange themselves into obstacles or armor.

Rock Armor: Each Pound of stone fashioned into armor grants +1 Armor Points.

Every 5 kg of Rock armor causes a wearer’s Movement Speed to Decrease by 1.

Armor retains its shape until the end of your next turn and can be Sustained as long as it remains within range. It immediately disassembles as soon as it leaves your Rockmancy range.

Rock Throw: Make a Ranged or Melee Spell Attack vs a Target within Range while within Range of a Rock.

Ranged Hits deal 3d6 + Caster Modifier Blunt or Puncture Damage.

Melee Hits deal 3d6 + Caster Modifier + STR or DEX Modifier Blunt or Puncture Damage.

Sustaining: You can sustain any structures or armors assembled with your rockmancy as long as they remain within your Rockmancy Range.

Overpower: You can Spend an Additional Attribute Resource Point to Overpower this Spell Ability and Increase the Range by +10 Meters,

Or cause targets hit to to be Knocked Prone,

Or Increase the Damage Dealt by +1d6 Blunt or Puncture,

Or Cause the Attack to Cause target(s) hit to begin Bleeding for an additional 1d4,

Or Target an additional creature within Range with Rockmancy’s Attack Roll,

Or Increase the number of Pounds of Rock Movable with a Motion by +3.