Slimemancy

Elementalism - Animancy Ability The ability to control and manipulate Slimes and Oozes.

Creature - Elementalism

XP Cost: 1   Prerequisites: Arthromancy

Action Type(s) Motion, Action
ARP Cost 1 (Motions Excluded)
Range 20 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You have the ability to influence and control Individual Celled organisms or Collective Organisms(such as Slimes) but not Large Sized Slimes.

Using a Motion: You can communicate with and influence nearby Individual Celled or Collective Organism such as slimes that you can see, and can communicate messages such as; warnings of danger, calling them closer, informing them of food sources or requesting information on food sources.

Viscous Vibrations: You can cause a nearby Slime to use its Movement and Action as you instruct using its Reaction on your turn. Slimes always use their own modifiers for any skill checks or attacks you have them make and can only perform complex tasks if they have the intellect required. A Slime’s Intellect Total must be a 7 or higher to perform Complex Tasks(a series of instructions or commands, rather than a single one) .

Sustaining: Slimes you have caused to Act will remain within range and actively avoid harm until the end of your next turn, Sustaining Slimemancy will cause them to continue to do so. When wild or unowned domesticated slimes are no longer under your control they continue behaving as normal for a member of that species.

Overpower: You can spend an additional Resource Pool Point to grant a controlled Slime a Destiny Die on a d20 Roll,

Or Increase the range of this ability by +10 Meters,

Or grant a controlled Slime +2 to their Attack and Damage Rolls this Turn,

Or Cause an additional Slime to use their Movement and Action using their Reaction,

Or grant a controlled Slime +4 to their movement speed this Turn,

Or cause a controlled Slime to regain 1d4+Caster Modifier HP,

Or grant a controlled Slime an additional Attack Action.