Fist - 10 ep - Deals 1d10 direct and unspecified damage, ignoring AC of any sort. Can be counterspelled or negated.
Suplex - 25 ep - Upon successful grapple, allows the Muscle Wizard to perform a suplex, dealing 2d20+Str Score unspecified damage. This is a supernatural/physical ability and cannot be counterspelled.
Target is considered prone after the Muscle Wizard’s turn is done.
Tensder's Magical Uppercut - 50 ep - opens a gate underneath a single target and the Wizard, dropping the wizard down only to fly up from underneath the target to deliver a hella hard punch. Deals unarmed damage x2 with an additional Wis Modifier x2 of unspecified damage. This is a supernatural/physical ability and cannot be counterspelled. This attack ignores AC and has a chance to temporarily knock out (stun) a target if caught surprised.
Can be dodged with a Reflex save.
Stun effect can be resisted with a Fort save.
This spell can be cast so long as the target is in sight.
Tatsumakisenpuukyaku - 100 ep - a spinning kick-attack (that launches energy fireballs) that deals Unarmed Damage+Str Mod to all targets in threat range.
Flex - 25 ep - defense that doubles AC vs magical effects. Lasts until end of round.
Flex. Flex. Flex. Flex. - 100 ep - AC x4 vs any effect or attack that targets the caster. Counts as negate if used against a magic spell. Can only be done once per combat.
Ring My Bell - Once per day, the Wizard can cast this on themselves, granting them an immediate action at start of round (even during surprise attacks). From them on until end of combat, the Muscle Wizard gains +2 DmR, +2 Regen, +2 Refresh.
Completely Normal Kick - 1/4 of EP total - upon successful attack grants every single debuff the Muscle Wizard has to the target as a "Normal" blonus. Used to be called "STD Giverr."
God Hand - 1/2 EP total - all stats tripled, HP and MP total tripled, gains Refresh and Regen x2 for 1d4 rounds.
Rolling Suplex - 10 ep - After any Suplex attack is successfully performed, you can perform a Rolling Suplex as a free attack action (costs 10 ep each time). Deals an extra unarmed damage as unspecified energy.
Rolling Suplex can be used again, up to as many times as the Muscle Wizard has standard actions, each time dealing an extra amount of unarmed damage to the target.
Target is considered prone after the Muscle Wizard’s turn is done.
German Suplex - 100 ep - Upon successful grapple, allows the Muscle Wizard to bust out a glorious German Suplex, tentspiking the opponent behind them for (unarmed damage) x4 damage. This is before crit is calculated.
This is a supernatural/physical ability and cannot be counterspelled.
Target is considered stunned for one round after the Muscle Wizard’s turn is done.
Mega Bridge - 200 ep - Upon successful grapple, allows the Muscle Wizard to obliterate a single enemy with the Mega Bridge. Deals (unarmed damage) x 2d20 and leaves the enemy hanging, suspended, magically in the air.
This is a supernatural/physical ability and cannot be counterspelled.
Target is considered prone until the end of next round.
Exorcism (jk, it's just Fist with a different name) - 10 ep - deals unarmed (but unspecified) damage to a single target, ignoring AC and DmR of any sort. Affects ethereal. Cannot be counterspelled or negated. Must have already used Fist once, and must have Spirit Ward acquired in abilities list.
Take On Me - 25 ep - allows the Muscle Wizard to drain a negative effect from one target, friend or foe. If resisted, must pass a Spellcraft check.
Superwave - 75 ep - allows the user to apply a single spell attack (must be cast before the spell as a free action) to all targets within a cone up to 40 feet.
FIST - 250 ep - deals 10d20 to all targets within a 50 foot threat range, or 100d20 to a single target. All within the 50 foot threat range must make a fort save or suffer full damage.