Kineticism
Tone of Kineticism
Kineticism - Evocation - Arcane - Anger - Temperance - Psions - Infused - Chaos - Polonium Dragons - Metallic Dragons - Tiamat - The Sea
| Ranks | Die | Range | Size |
|---|---|---|---|
| 0 | 1 (no roll) | 10 ft | Tiny (1 ft) |
| 1 | 1d4 | 20 ft | Small (2.5 ft) |
| 2 | 1d6 | 40 ft | Medium (5 ft) |
| 3 | 1d8 | 80 ft | Large (10 ft) |
| 4 | 1d10 | 160 ft | Huge (15 ft) |
| 5 | 1d12 | 320 ft | Gargantuan (20 ft) |
| 6+ | 1d20 | 640 ft | Colossal (30 ft) |
Kineticism is power over energy conversion. The more simple form of this manifests as turning Resonance directly into various kinds of energy, like chemical, potential, kinetic, or heat. However, more skilled Mages can use Kineticism to convert existing types of energy between each other, like causing a flying arrow's kinetic energy to convert back into potential energy, causing it to lose all momentum.
Tone of Kineticism
Activation: 1 Action
You convert Resonance into kinetic energy.
Spend 1 Resonance to create kinetic energy in a tiny object within your reach. It flies in a straight line up to your spell range. Make an Arcane test against the Physical defense of any character or object it would come in contact with. On a success, both the target and the flung object take 1d4 impact damage (this scales with your spell die). On a failure the object keeps flying.
Kineticism Talents
Exact Control
Prerequisite: Pure Potential
Activation: Always Active
When you use Kineticism, you can choose the exact distance the chosen objects travel, and you can choose the path they travel, rather than it being a straight line, allowing it to move past targets in the path without hitting them. A character or object that has been targeted by this test cannot be targeted again by the same use of the talent. The attack also gains the Indirect trait.
Leads to: Kinetic Flight
Kinetic Flight
Prerequisite: Pure Potential
Activation: 1 Action
Spend 1 Resonance to gain a 40-foot flying rate until the end of your next turn. Before this effect ends, you can maintain it for the same duration by spending 1 Resonance as a free action.
Pure Potential
Prerequisite: Tone of Kineticism
Activation: Reaction
Before an enemy targets you with an attack, spend 1 Resonance to add a disadvantage to their attack test. If the attack misses, they cannot graze, and if the attack involved a projectile, it clatters harmlessly to the ground in front of you.
Leads to: Exact Control
Spanning Kineticism
Prerequisite: Tone of Kineticism
Activation: Always Active
When you use Kineticism, you can do so targeting objects within your spell range, rather than objects within your reach.