Voidmancy

( Combined Element ) Elementalism - Voidmancy Ability The ability to control and manipulate Vacuum and Nothingness.

Void - Elementalism

XP Cost: 1   Prerequisites: Elementalism, Shadowmancy and Pyromancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 20 Meters
Volume 4 Cubic Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Vacuums and Negative Pressures.

Using a Motion: You manipulate or move up to 6 Meter up to 4 Cubic Meters of Vacuum.

Void Movement: While fully enveloped in a vacuum you may fly, float or hover up to 6 Meters using your Movement

Void Bolt: Make a Melee or Ranged Spell Attack Roll while within Range of a Source of Vacuum.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Kinetic Damage.

Void Bomb: Expend an Action to target a 1 Meter Blast Area within Range. Creatures within the Area must roll a Dexterity or Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw dealt 2d6 Kinetic Damage.

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

Sustain: Sustaining this Ability allows Manipulated Vacuum 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 Volume of this Ability by 2 Cubic Meters,

Or Increase the Blast Area of this Ability’s “Void 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.