Special Save Effects
Effect Trigger
Critical Success Beat the Save DC by 5 or more
Success Beat the Save DC
Failure Fail to meet or beat the Save DC
Critical Failure Fails the Save DC by 5 or more
Charm
Classification: Special
Rank: Basic
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Keywords: Special, Auditory
Description: You put an extra amount of charm on, using honeyed words to get your way from others. For the duration, you have advantage on all Charisma checks directed at one humanoid of your choice that isn't hostile toward you. When the technique ends, the target realizes that you influenced its mood and becomes hostile toward you. A humanoid prone to violence might attack you. Another humanoid might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Dancing Lights
Classification: Special
Rank: Basic
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Distant Echo
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Keywords: Special, Auditory
Description: You create a sound within range that lasts for the duration. The sound also ends if you dismiss it as an action or use this technique again. The sound you create can be any volume, ranging from a whisper to a scream. It can be your voice or another sound you have heard before such as another person's voice, a lion's roar or a shattering vase. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the technique ends.
At Higher Levels: This technique’s proficiency increases as you increase in level. At 5th level select 1 additional location for the sound to originate. 11th level, 2 additional locations, 17th level, 3 additional locations.
Doubt
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 Minute
Keywords: Special, Auditory
Description: For the duration, you have advantage on all Intimidation checks directed at one creature you touch that you are interacting with. When the technique ends the creature may realize that you used a technique to influence its mood if it doesn’t fit your previous relationship. A creature prone to violence might attack you if they realize this. Another creature may seek retribution in other ways (At the DM’s discretion), depending on the nature of your interactions.
Firecracker Flash
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Instant
Keywords: Special
Description: You take a bundle of flash firecrackers, and light the wicks of each one before throwing them in an arc in front of you. Creatures standing in front of you in a 15-foot-wide space must make a Wisdom Save, giving you advantage on your next attack against them and disadvantage on their next attack on a failed save.
Restoration: Buffer
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: 1 Round
Cost: 1 Energy
Keywords: Special, Restorative
Description: You touch one willing creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + you Special ability modifier. The temporary hit points are lost when the start of the creatures next turn.
Mending
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Instant
Keywords: Special
Description: This technique repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot, you mend it, leaving no trace of the former damage.
Message
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 120 ft
Duration: 1 round
Keywords: Special
Description: You secretly pull out a short range transponder snail that projects directly to a creature within range that you can see and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this technique through solid objects if you are familiar with the target and know it is beyond the barrier. This technique doesn’t have to follow a straight line and can travel freely around corners or through openings.
Hide in Sight
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Self
Duration: Instant
Keywords: Special
Description: You quickly pull a chameleon cloak over yourself while against a wall or other standing surface. Roll a stealth check with a 1d4+1 bonus to the check. If a creature would attempt to make a perception check in an attempt to find you, they make their check with a 1d4+1 penalty to their check. This penalty lasts until you move more than 10 feet from your current location.
Light
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Instant
Keywords: Special
Description: You touch one object that is no larger than 10 feet in any dimension. Until the technique ends, the object sheds bright light in a 10-foot radius and dim light for an additional 10 feet, the light is a soft blue/ Completely covering the object with something opaque blocks the light. The technique ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature can must make a Dexterity saving throw to avoid the technique.
Ninja Disguise
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: Self
Duration: 10 Minutes
Keywords: Special, Visual
Description: Using this technique, the user assumes the form of a creature, object or animal of the same size category as they are or smaller. They may freely designate the specifics of their new form (such as height, weight, hair texture and color, skin tone, etc.). You do not lose any of your personal abilities, features, or techniques as this transformation is purely cosmetic and an illusion. When you make a Charisma (performance) or Charisma (Deception) check while in this form, you add an additional 1d4 to the check.
At Higher Levels: This technique’s skill reinforcement increases by one size when you reach 5th level (1d6), 11th level (1d8), 17th level (1d10)
Voice Change
Classification: Special
Rank: Basic
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 Minute
Keywords: Special, Auditory
Description: You manipulate the vibrations of your vocal chords while speaking. You imitate the voice of any creature you’ve heard before with amazing accuracy. When making a Deception or Persuasion check to imitate another creature while using this technique, roll an additional 1d6 adding the results to the roll.
Vicious Mockery
Classification: Special
Rank: Basic
Casting Time: 60 Feet
Duration: Instantaneous
Keywords: Special, Auditory
Description: You string together insults that would make even the most hardened of pirates cry. Make a Ranged Special attack, dealing 1d6 damage on a hit. On a hit the target must succeed on a Charisma Saving Throw. On a failed save, until the end of their next turn it must roll a d4 and subtract the number from the first saving throw they make for the duration.
At Higher Levels: This technique’s proficiency increases as you increase in level rolling an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).
Acid Splash
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Keywords: Special, Acid Affinity
Description:
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d8 acid damage.
At Higher Levels. This technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d80, and 17th level (4d8).
Frostbite
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Keywords: Special, Cold Affinity
Description:
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. The technique’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Ray of Frost
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Keywords: Special, Cold Affinity
Description:
A frigid beam of snow and ice streaks toward a creature within range. Make a ranged special attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. The technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjure Flames
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Keywords: Special, Fire Affinity
Description:
You create or extinguish fire in a 5ft cube within range. The fire lasts until extinguished. Any creature in the bonfire’s space when you cast the technique must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
You can also change the colour and brightness of an existing flame with this technique.
At Higher Levels. The technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fire Bolt
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 120ft
Duration: Instantaneous
Keywords: Special, Fire Affinity
Description:
You hurl a mote of fire at a creature or object within range. Make a ranged special attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this technique ignites if it isn’t being worn or carried.
At Higher Levels. This technique’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Lightning Lash
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 15ft
Duration: Instantaneous
Keywords: Special, Lightning Affinity
Description:
You strike at one creature of your choice that you can see within range of you with an electrified lash. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This technique’s damage increases by 1d8 and range increases by 5ft when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Epic Vibrations
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 60ft
Duration: Up to 1 minute
Keywords: Special, Thunder Affinity
Description:
You manifest one of the following minor effects:
Your voice becomes booming and can be heard over 300ft away.
You cause harmless tremors in the ground within range.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Poison Spray
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 15ft
Duration: Instantaneous
Keywords: Special, Poison Affinity
Description:
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12+casting stat poison damage.
At Higher Levels. This technique’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Water Bullet
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 90ft
Duration: Instantaneous
Keywords: Special, Cold Affinity
Description:
You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged special attack. On hit, the target takes 1d6 + your special ability modifier piercing damage.
This technique’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shape Water
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
Keywords: Special, Cold Affinity
Description: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this technique multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Golden Flame
Classification: Special
Rank: Basic
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Keywords: Special, Radiant Affinity
Description: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The technique's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sonar Blade
Classification: Special
Rank: Basic
Casting Time: 1 action
Range: 15 feet
Duration: Instantaneous
Keywords: Special, Thunder Affinity
Description: With an instrument you call blades of sound to strike at a creature in range. Make a Special attack against the target. On a hit, the target takes 1d10 thunder damage.
At Higher Levels. This technique creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.
Booming Blade
Classification: Special
Tier: Basic
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: 1 round
Keywords: Thunder Affinity, Auditory
Description: As part of the action used to cast this technique, you must make a melee attack with a weapon against one creature within range. On a hit, the target suffers the weapon attack's normal effects and becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it takes 1d8 thunder damage, and the technique ends.
At Higher Levels: When you reach 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. These damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Gust
Classification: Special
Rank: Basic
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous
Keywords: Special, Wind Affinity
Description: You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Bewildering Glance
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Keywords: Psychic Affinity
Description: The user sends a wave of psychic energy towards a target within range, causing disorientation and confusion. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and gain 1 rank of the Confused condition.
Mirage
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 30 feet
Duration: 1 minute
Keywords: Psychic Affinity
Description: The user projects a small, simple illusion into the minds of creatures within range. This illusion can be a sound, an image of an object, or another minor sensory effect. The illusion lasts for the duration or until the user dismisses it as an action. Creatures that physically interact with the illusion or use their action to examine it can determine that it is an illusion with a successful Intelligence (Investigation) check against the user’s deception.
Telekinetic Grasp
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Keywords: Psychic Affinity
Description: The user manifests a telekinetic field that allows them to manipulate objects within range. The field can lift, move, or manipulate objects weighing up to 10 pounds. The user can use this ability to perform tasks such as opening doors, picking up items, or moving small obstacles.
The user can also use this technique to deliver items to a creature within range, allowing them to perform tasks or deliver objects as needed. The telekinetic field can only manipulate objects, not living creatures.
For complex actions, such as performing delicate tasks or interacting with multiple objects at once, the user may face challenges based on the task’s complexity, as determined by the DM.
Grave Touch
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Keywords: Special, Necrotic Affinity
Description: You channel necrotic energy through a serum or innate powers. Make a melee special attack against a creature within your reach. On a hit, the target takes 1d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the target gains a rank of Decay.
Feign Death
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Cost: 4 Energy
Keywords: Special, Necrotic Affinity
Description: You touch a willing creature, causing it to appear dead to all observers. The affected creature falls prone and becomes incapacitated, and its breathing and heartbeat cease to all but the closest inspection. Anyone who wants to determine if the creature is alive must succeed on a Perception check contested by the casters Deception check at advantage. The effect ends if the creature takes damage or you dismiss it as an action.
Golden Flame
Classification: Special
Tier: Basic
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Keywords: Special, Radiant Affinity
Description: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flare Bolt
Classification: Special
Tier: Basic
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Cost: None
Keywords: Special, Radiant Affinity
Description: You conjure a bolt of radiant energy and hurl it at a target within range. Make a ranged special attack against the target. On a hit, the target takes 1d6 radiant damage and is inflicted with a rank of the dazzled condition.
Energy Shot
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Cost: 4 Energy
Keywords: Special
Description: You fire a shot at a creature you can see within range. Make a ranged Special attack. On a hit, the target takes 3d6 damage. If you have an elemental affinity, this technique gains a single elemental affinity keyword that you can cast and it’s damage type becomes the corresponding nature releases damage type. If you do not have an elemental affinity this instead deals Force Damage.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the damage by 1d6. Additionally, you gain one of the following benefits based on the Damage type of this technique.
Acid: The target of this technique loses 3 DR until the end of your next turn on a successful hit.
Poison: Each creature within a 5-foot radius sphere of the target creature must make a Constitution saving throw, gaining one rank of poisoned on a failed save.
Fire: Each creature within a 5-foot radius sphere of the target creature must make a Dexterity saving throw, gaining one rank of burned on a failed save.
Cold: Each creature within a 5-foot radius sphere of the target creature must make a Constitution saving throw, gaining one rank of chilled on a failed save.
Lightning: The target must make a Constitution saving throw, being shocked until the end of their next turn.
Radiant: Each creature within a 5-foot radius sphere of the target creature must make a Wisdom saving throw, gaining one rank of Dazzled on a failed save.
Necrotic: Each creature within a 5-foot radius sphere of the target creature must make a Constitution saving throw, gaining one rank of Weakened on a failed save.
Thunder: The target must make a Strength saving throw being pushed back 15 feet and being knocked prone on a failed save.
Psychic: The target must make a Intelligence Saving Throw or gain one rank of Confused on a failed save.
Force: The damage die changes to d8. The target must make a Dexterity saving throw being Dazed.
Animal Companion
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 30 ft
Duration: Concentration, up to 10 Minute
Cost: 3 Energy
Keywords: Special, Auditory
Description: You select an animal you can see within range and alter its disposition towards you. This animal will see you as a member of its pack, its child, its parent, or its Master (your choice). The animal will be able to understand your commands and will act on them for the duration. The target creature must make a Charisma save, becoming charmed by you for the duration. The animal can fight on your behalf, once the creature reaches half health this technique ends. They may then stay and fight to survive or run based on the type of animal they are. (DM’s description)
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and select one additional animal you can see.
Verbal Abuse
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 30 ft
Duration: Concentration, up to 1 Minute
Cost: 5 Energy
Keywords: Special, Auditory
Description: You release a an onslaught of insults targeting all hostile creatures within 30 feet of you causing them feel deep seeded regret or dread. All hostile creature of your choice within 30 feet of you must make a Charisma saving throw as their mind is wrought with negative thoughts.
Success: No further effects.
Failure: Affected creatures suffers a 1d4 penalty to all attack roll, saving throws and skill checks it makes for the duration.
Critical Failure: Affected creatures suffers a 1d6 penalty to all attack roll, saving throw and skill checks it makes and it cannot gain the benefit of the Bless technique for the duration.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the radius by 10-feet. If cast at Ocean Floor the die increases by one step. If cast at Laugh Tale, the die increases by two steps.
Invisibility
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 Minute
Cost: 4 Energy
Keywords: Special
Description: You relax yourself and cover yourself in a special material trying to make yourself undetectable. For the duration of this technique you become invisible while maintaining concentration on the technique. If you take any hostile actions the effect immediately ends and concentration on the technique is broken.
Hellish Rebuke
Classification: Special
Rank: Blues
Casting Time: 1 Reaction, which you take when you would take damage.
Range: 15 feet
Duration: Instant
Cost: 4 Energy
Keywords: Special, Fire Affinity
Description: When you are hit by a creature that you can see, you release a brilliant burst of fire energy in a 15 Foot sphere around you. Creatures of your choice caught in the radius must make a Dexterity saving throw, taking 3d8+3 fire damage on a failed save, or half as much on a successful one.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and increase the damage by 1d8+1.
Feather Fall
Classification: Special
Rank: Blues
Casting Time: 1 Reaction, when you would begin falling.
Range: Self
Duration: 1 Minute
Cost: 4 Energy
Keywords: Special
Description: You slow your descent while falling by 60 feet per round until the technique ends. If you land before the technique ends, you take no falling damage and land on your feet and the technique ends.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and select 1 additional target for this technique’s benefits within 30 feet of you.
Command
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 60 ft
Duration: 1 Round
Cost: 5 Energy
Keywords: Special, Auditory
Description: You speak a one-word command to a creature you can see within range. The target must make a Wisdom saving throw or follow the command on its next turn. The technique has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the technique ends.
Approach: The target moves towards you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The creature drops whatever it is holding and then ends its turn.
Grovel: The target falls prone and then ends its turn.
Flee: The target turns and spends its turn moving away from you by the fastest means available.
Halt: The target doesn’t move or take actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the number of creatures you target by +1.
Sanctuary
Classification: Special
Rank: Blues
Casting Time: 1 Bonus Action
Range: 30 ft
Duration: 1 Minute
Cost: 4 Energy
Keywords: Special
Description: You create a protective shield warding a creature within range against attack. Until this technique ends, any creature who targets the warded creature with an attack or a technique must first succeed a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or technique. This ward does not protect against area effects, such as a Fireball or any similar technique. If the warded creature makes an attack or casts a technique that affects a creature, this technique ends.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3, the number of creatures you target with this technique by +1.
Compelled Duel
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 60 ft
Duration: Concentration, up to 1 minute
Cost: 5 Energy
Keywords: Special, Auditory
Description: You attempt to compel a creature into a duel. They see you as the only worthy foe in the area and will do everything they can to fight you and only you, while becoming indifferent towards other combatants. One creature that you can see must make a wisdom saving throw.
Success: Affected creature ignores this technique and suffers no effects.
Failure: Affected creature becomes drawn to you suffering a -1d6 penalty to all attacks rolls against creatures other than you for the duration. A compelled creature must remake their saving throw at the end of each of its turns to end this effect on them. This technique ends if you attack any other creature or if a friendly creature to you, would assist you in any way.
Critical Failure: Affected creatures becomes drawn to you, becoming unable to target any other creature other than you for the duration. This technique ends if you attack any other creature or if a friendly creature to you would assist you.
Restoration: Goodberry
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 5 Energy
Keywords: Special, Restorative
Description: You produce special fruits or nuts that are highly nutritious for the duration. A creature can use its action to eat any of the 5 affected food items. Eating a food infused with this technique restores 1 hit point and provides enough nourishment to sustain a creature for one day. A creature cannot benefit from this technique more than twice per long rest. The infused food loses its potency if they have not been consumed within 24 hours of casting this technique.
Restoration: Detect Poison and Disease
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Self
Duration: 10 Minutes
Cost: 5 Energy
Keywords: Special, Restorative
Description: For the duration, you can sense the presence and location of poisons, poisonous creatures and diseases within 30 feet of you. This technique can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Restoration: Healing Hands
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 5 Energy
Keywords: Special, Restorative
Description: You cover your hands in a restorative paste that glows with a warm green hue, reactivating a creature's cells reproductive process closing their wounds. A Creature you touch regains a number of hit points equal to 1d12 + Your Special ability modifier.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the healing by 1d12.
Restoration: Healing Presence
Classification: Special
Tier: Blues
Casting Time: 1 Bonus Action
Range: 60 Feet
Duration: Instant
Cost: 5 Energy
Keywords: Special, Restorative, Auditory
Description: You provide medical advice and assistance from afar affecting multiple creatures healing their wounds from a distance. Select a number of creatures equal to your proficiency bonus within range. They heal a number of hit points equal to 2d6. This technique has no effect on undead or constructs.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and healing by 1d6.
Restoration: Healing Elixir
Classification: Special
Tier: Blues
Casting Time: 1 Minute
Range: Touch
Duration: 8 Hours
Cost: 5 Energy
Keywords: Special, Restorative, Requires Medical Kit
Description: You use your medical kit to assist in creating a healing elixir which is contained in a simple vial that appears in your hand. The elixir retains its potency for the duration or until its consumed.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 3d4+3 hit points and immediately removes up to 2 ranks of a condition that you are currently effected by.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3. When you cast this technique at Ocean Floor, the drinker instead regains 3d8+6 Hit points and immediately removes up to 4 ranks of condition effecting you. When cast at Laugh Tale, the drinker regains 3d12+9 and ends any single condition excluding Exhaustion, Prone, or Invisible.
Restoration: Twisted Healing
Classification: Special
Tier: Blues
Casting Time: 1 Reaction, which you take when you see a creature regain hit points.
Range: 30 ft
Duration: Instant
Cost: 5 Energy
Keywords: Special, Restorative
Description: You begin to interfere with another's work to reverse the effects of healing, even making it detrimental to do so.
When you see a creature begin to mend their wounds, or have their wounds mended by another within range, you can swiftly prevent it. Roll 4d6, you reduce the amount of hit points regained by the result.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3, the number of targets by +1, and the healing prevented by 1d6.
Create or Destroy Water
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous
Cost: 5 Energy
Keywords: Special, Cold Affinity
Description: You channel your aquatic prowess to either shape water to your will, creating or destroying it with finesse.
Create Water: You can create up to 10 gallons of water within range, forming it into a chosen shape or directing it into an open container. Alternatively, the water cascades in a 30-foot cube, extinguishing exposed flames in the area.
Destroy Water: With a wave of your hand, you can annihilate up to 10 gallons of water in an open container within range. Alternatively, you disperse fog in a 30-foot cube within range.
At Higher Ranks: When upcasting this technique as Paradise or higher, you manipulate an additional 10 gallons of water, or the size of the affected area increases by 5 feet
Earth Tremor
Classification: Special
Tier: Blues
Casting Time: 1 action
Range: Self (10-foot radius)
Cost: 5 Energy
Keywords: Special, Area
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth, stone, or wood, it becomes difficult terrain until cleared.
At Higher Levels. For each rank you cast this technique above Blues, increase the cost of this technique by 3, the radius by 10, and the damage die by 1d6.
Thunderwave
Classification: Special
Tier: Blues
Casting Time: 1 action
Range: Self (15-foot cube)
Cost: 5 Energy
Keywords: Special, Area, Elemental (Thunder)
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. For each rank you cast this technique above Blues, increase the cost of this technique by 3, and the damage die by 1d8.
Snare
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Until triggered
Cost: 4 Energy, 30ft of rope
Keywords: Special
Description: You use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your Special save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make a Dexterity (Sleight of Hand) check against your Special save DC. On a success, the restrained effect also ends.
Armor of Ice
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Cost: 5 energy
Keywords: Special, Cold Affinity
Description:
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and both the temporary hit points and the cold damage increase by 10 for each rank.
Entomb in Ice
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Touch
Duration: 1 minute
Cost: 4 energy
Keywords: Cold Affinity
Description:
You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the technique ends on the target.
If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the technique for the target.
A creature reduced to 0 hit points by this technique is not killed nor has to make death saves, but is turned into an ice statue until defrosted or shattered.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 3 and the damage increases by 2d8. The damage needed to shatter the ice increases by 5 and the size of creatures affected by this technique increases by one (Large > Huge > Gargantuan) per rank higher than Blues.
Ice Blast
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Self (15ft cone)
Duration: Instantaneous
Cost: 5 energy
Keywords: Special, Cold Affinity
Description:
Freezing cold blasts in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes liquids in the area that aren't being worn or carried.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 per rank above Blues.
Cold Snap
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 90ft (5ft radius)
Duration: Instantaneous
Cost: 5 energy
Keywords: Special, Cold Affinity
Description:
With a snap of your fingers a swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice.
The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 per tier above Blues.
Shattering Shield
Classification: Special
Rank: Blues
Casting Time: 1 reaction, which you can take when a creature within range is hit by a melee attack.
Range: 90ft (5ft radius)
Duration: Instantaneous
Cost: 5 energy
Keywords: Special, Cold Affinity
Description:
You cause a shield of ice to erupt blocking the attack. The damage of the attack is reduced by 1d8 + your special modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage as cold damage to the attacking creature. If the shield is not broken, it melts away after blocking the damage.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage blocked increases by 2d8 per rank above Blues.
Pillar of Fire
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 120ft
Duration: Instantaneous
Cost: 6 energy
Keywords: Special, Fire Affinity
Description:
You conjure a pillar of fire in a 5-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 fire damage and one rank of Burned on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d6 for each rank above Blues.
Unlimited Shock
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 30ft
Duration: Concentration
Cost: 5 energy
Keywords: Special, Lightning Affinity
Description:
A beam of crackling, lightning lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged special attack against that creature. On a hit, the target takes 2d8 lightning damage, and on each of your turns for the duration, it takes 1d8 lightning damage automatically. The technique ends if the target is ever outside the techniques range or if it has total cover from you.
As a bonus action, you may attempt to change the target by making a ranged special attack roll against another creature within range
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and both the initial and successive damage increases by 1d8 per rank above Blues.
Electrify
Classification: Special
Rank: Blues
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 round
Cost: 5 energy
Keywords: Special, Lightning Affinity
Description:
You channel lightning into your hands and weapons. The next time you hit a creature with a melee attack (including a technique attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a failed save, the target can’t take reactions until the end of its next turn.
The technique ends after dealing damage, or at the start of your next turn, whichever occurs first.
Lightning Charge
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Touch
Duration: 10 minutes
Cost: 5 energy
Keywords: Special, Lightning Affinity
Description:
You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with a melee attack, a technique with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 3d6 lightning damage to that creature.
Once this technique has discharged 4 times (dealing up to 12d6 damage), the technique ends.
At Higher Levels. The technique costs 5 more and can discharge damage 4 additional times (dealing 12d6 more total damage) before the technique ends for each rank above Blues.
Maddening Words
Classification: Special
Rank: Blues
Casting Time: 1 action
Range: 60 feet
Cost: 5 Energy
Duration: Concentration, up to 1 minute
Keywords: Special, Auditory
Description: Your words are so sly that you can convince one to turn on their own friend. One humanoid of your choice that you can see and that can hear you within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you choose. The target acts with pure anger on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the technique ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the technique ends.
Water Blast
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
Cost: 5 Energy
Keywords: Special, Cold Affinity
Description: You conjure a ball of water before hurling it at a target. Make a ranged special attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 3, the damage increases by 2d6 and the size of creature you can knock prone is increased by 1 for each rank above Blues.
Speak with Animals
Classification: Special
Rank: Blues
Range: Self
Duration: 10 minutes
Cost: 5 Energy
Keywords: Special
Description: You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
Hunter's Mark
Classification: Special
Rank: Blues
Casting Time: 1 bonus action
Range: 30ft
Duration: Concentration, up to 1 hour
Cost: 5 energy
Keywords: OH
Description: You choose a creature you can see within range and mystically mark it as your quarry. Until the technique ends, you deal an extra 1d4 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this technique ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this technique using Paradise rank, you can maintain your concentration on the technique for up to 8 hours. When you use this technique at Ocean Floor rank or higher, you can maintain your concentration on the technique for up to 24 hours.
Clairvoyance
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: A point in range in a location familiar to you or in an obvious location that is unfamiliar to you
Duration: Concentration, up to 10 minutes
Cost: 6
Keywords: OH
Description: You extend your senses beyond yourself within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). This extended sense remains in place for the duration, and it can't be moved, attacked or otherwise interacted with.
When you cast the technique, you choose seeing or hearing. You can use the chosen sense through the extended senses as if you were in its space. As your action, you can switch between seeing and hearing. However, during this time, you cannot see or hear through your own eyes are ears, depending on what you have chosen.
A creature in the area with a Passive Perception greater than your own becomes aware that they are being watched or listened too, and a general location of where your extended senses are placed.
Locate Object
Classification: Special
Tier: Blues
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Cost: 5 Energy
Keywords: HC, OH
Description: Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
You can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, you can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This technique can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Dominate Beast
Classification: Special
Tier: Blues
Casting time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Cost: 6 Energy
Keywords: HC, Conqueror's Attunement
Description: You attempt to impose your willpower onto a beast that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same island. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Charisma saving throw against the technique. If the saving throw succeeds, the technique ends.
At Higher Levels. When you cast this technique at Paradise, the duration is concentration, up to 10 minutes. When you cast this technique at Ocean Floor, the duration is concentration, up to 1 hour. When you cast this technique at New World, the duration is concentration, up to 8 hours. When you cast this technique at Laugh Tale, the duration is concentration, up to 24 hours.
Warding Wind
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Cost: 5 Energy
Keywords: Special, F, Wind Affinity
Description: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the technique's duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Elemental Infusion
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute
Cost: 5 Energy
Keywords: Elemental, Focus
Description:
As a requirement to casting this technique, you must have access to at least one elemental affinity. You coat your weapon in elemental energy befitting your chosen element, enhancing its lethality. For this technique’s duration, your weapon deals the damage associated with the elemental energy you’ve infused into it (e.g., Ice = Cold). This cannot be changed once cast. The weapon gains a +1 bonus to attack and damage rolls if it doesn’t already. This bonus also applies to melee attacks made with the chosen weapon if used as a component, if it doesn’t already.
At Higher Ranks:
For each rank you cast this technique above Blues Rank, increase the cost of this technique by 3 Energy. If cast at Ocean-Floor the bonus becomes a +2. If cast at Laugh-Tale the bonus becomes a +3.
Venom Shock
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 30 Feet
Duration: Instant
Cost: 5 Energy
Keywords: Poison Affinity, Focus
Description:
You begin to generate a surge of energy and imitate the violent and uncontrollable currents of an elemental affinity. Select one creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, they take 3d8 poison damage and gain the envenomed condition. On a successful save, they take half as much damage and no further effect.
A creature envenomed as a result of this technique suffers a -1 penalty to Strength saving throws for each rank of envenomed they have.
At Higher Ranks:
For each rank you cast this technique above Blues Rank, increase the cost of this technique by 3 Energy, the damage by 1d8.
Venomous Shards
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: Self (15-foot cube)
Duration: Instant
Cost: 5 Energy
Keywords: Poison Affinity, Focus
Description:
You mold energy in your hands to imitate the substance and structure of an elemental affinity, before releasing it as a quake of sickly green or dark purple crystalline structures from the ground. All creatures in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, creatures take 2d12 poison damage and have their movement speed reduced by 10 feet for the next minute. On a successful save, a creature takes half damage and no further effect. A technique or effect that would end the poisoned condition can also remove this effect.
At Higher Ranks:
For each rank you cast this technique above Blues Rank, increase the cost of this technique by 3 Energy, the damage by 1d12, and the size of the cube by 5 feet. If this technique is cast at B-Rank and above, on a failed save, this technique also inflicts the envenomed condition. If this technique is cast at A-Rank and above, on a failed save, this technique also leaves the affected area as difficult terrain.
Wither and Bloom
Classification: Special
Rank: Blues
Casting Time: 1 Action
Range: 60 feet (10-foot radius sphere)
Duration: Instant
Cost: 5 Energy
Keywords: Restorative, Necrotic, Focus
Description:
You generate a surge of twisted energy designed to invoke life and death. All creatures of your choice in a 10-foot radius sphere centered on a point you can see within range must make a Constitution saving throw. On a failed save, they take 3d6 necrotic damage. Additionally, one creature of your choice within the chosen area regains 3d6 hit points.
At Higher Ranks:
For each rank you cast this technique above Blues Rank, increase the cost of this technique by 3 Energy, the damage by 1d6, and the hit points regained by 1d6.
Conqueror's Will
Classification: Special
Rank: Blues
Cost: 6
Casting Time: 1 action
Range: 30 ft
Duration: 1 minute
Keywords: Special, HC, CH
Description: You impose your will on a creature within range. They must make a CHA save or be dazed for the duration. They can repeat the save at the end of their turns.
Gale Slash
Rank: Blues
Cost: 8 energy
Range: 45 feet
Duration: Instantaneous
Keywords: Special, E, Wind Affinity,
Description: By harnessing the power of the wind, the user performs a swift and precise strike. The target must make a Constitution saving throw, gaining 3 ranks of bleeding on a failed save.
Levitate
Classification: Special
Tier: Blues
Casting Time: Action
Range: Self
Duration: Concentration, up to 1 minute
Cost: 6 Energy
Keywords: Psychic Affinity
Description: Using the power of their mind, the user gains the ability to fly. For the duration, the user has a flight speed of 20 feet. Concentration must be maintained to keep this ability active.
Enthralling Presence
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Cost: 8 Energy
Keywords: Psychic Affinity
Description: The user channels their psychic energy to project an alluring presence towards a target within range. The target must succeed on a Wisdom saving throw or gain 2 ranks of the Charmed condition.
Psychic Mute
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Cost: 6 Energy
Keywords: Psychic Affinity
Description: Using psychic power, the user imposes a mental block on a target within range. The target must succeed on an Intelligence saving throw or suffer 3d6 psychic damage and become unable to vocalize for the duration. While affected, the target cannot make intentional sounds beyond normal movement and actions.
Mental Overload
Classification: Special
Tier: Blue
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Cost: 6 Energy
Keywords: Special, Element (Psychic)
Description: You focus your mental energy into a devastating psychic attack, targeting a creature within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and is disoriented, causing disadvantage on its next attack roll or ability check until the end of its next turn. On a successful save, the target takes half as much damage and is not disoriented.
Dark Pulse
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Concentration (up to 1 minute)
Cost: 6 Energy
Keywords: Special, Necrotic
Description: You inject a target with a potent serum or channel innate powers, causing a surge of necrotic energy within them. The target takes 2d8 necrotic damage. Additionally, once per turn, when they hit with an attack, they can deal an additional 2d6 damage of the same type as their attack. Their movement speed also increases by 20 feet for the duration, as long as you maintain concentration.
Call of the Haunted
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Cost: 4 Energy
Keywords: Ranged, Special, Necrotic Afiinity
Description: You hurl a necrotic-charged syringe or conjure spectral hands from the grave to grasp at the target. They must succeed on a Dexterity saving throw or become restrained as spectral hands grasp them tightly. If they fail the saving throw, they are also inflicted with a rank of decay.
Vampiric Touch
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Cost: 8 Energy
Keywords: Necrotic, Healing
Description: You reach out with your innate necrotic powers or a specialized syringe to touch a creature within range, draining its life force to fuel your own. Make a melee special attack against the target. On a hit, the target takes 4d6 necrotic damage, and you heal for half of the damage dealt.
Luminous Beam
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Cost: 6 Energy
Keywords: Special, Radiant Affinity
Description: You focus radiant energy into a beam of brilliant light that targets a creature within range. Make a ranged special attack roll against the target’s Armor Class. On a hit, the creature takes 2d8 radiant damage. They must make a con save or take 1 rank of the dazzled condition.
Flareflash
Classification: Special
Tier: Blues
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: Instantaneous
Cost: 6 Energy
Keywords: Special, Radiant Affinity
Description: You emit a burst of blinding light from your body, affecting all creatures within a 15-foot radius centered on you. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature gains 1 rank of the dazzled condition, imposing disadvantage on its next attack roll before the end of its next turn. On a successful save, the creature is unaffected.
Spider Climb
Classification: Special
Rank: Blues
Cost: 5
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Keywords: Special, LM
Description: You channel your energy to mimic the spider's ability to climb. For the duration, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Suggestion
Classification: Special
Rank: Paradise
Casting Time: 1 Action.
Range: 30 ft
Duration: Special
Cost: 9 Energy
Keywords: Special, Auditory
Description: You suggest a course of activity (limited to a sentence or two) and influence a humanoid creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the technique. The target must make a Wisdom saving throw
Critical Success: Affected creature is able to resist this techniques effects and is aware you attempted to control it.
Success: Affected creature is able to resist this technique’s effects.
Failure: Affected creature immediately follows your suggestion. This technique lasts for 1 minute or until the target has completed a finite suggestion or the suggestion becomes harmful to the creature or has other obvious negative effects.
Critical Failure: Affected creature is affected in the same as if they normally failed, but the duration becomes 1 hour..
Spiked Pit Trap
Classification: Special
Tier: Paradise
Casting Time: 1 Action
Range: 60 ft
Duration: Instant
Cost: 6 Energy
Keywords: Special
Description: This functions as pit trap, except that the pit is lined with wickedly sharp spikes along its bottom and walls. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.
Advanced Trap
Classification: Special
Rank: Paradise
Casting Time: 1 Hour
Range: 60 ft
Duration: Until triggered or disarmed.
Cost: 6 Energy, components worth at least 10,000 berri, which the technique consumes.
Keywords: Special
Description:
You create a hidden mechanism upon a surface or within an object that can be closed such as a treasure chest.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your Special save DC to be found.
You decide what triggers the trap when you cast the technique. For traps on a surface, the most typical triggers include touching or standing on the trap, removing another object covering the trap, approaching within a certain distance of the trap, or manipulating the object on which the trap is inscribed. For traps within an object, the most common triggers include opening that object or approaching within a certain distance of the object.
You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect animals or humanoids), or alignment (E.g. Marine or Pirate).
You can also set conditions for creatures that don’t trigger the trap, such as those who say a certain password.
When you create the trap, choose one:
Explosive: When triggered, the trap erupts with energy in a 20-foot-radius sphere centered on the trap. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 force damage on a failed saving throw, or half as much damage on a successful one. If you have an Elemental Affinity, you may choose for the trap to deal that damage instead, determined when you create the trap.
Technique: You can store a technique of lower level then the Advanced Trap by casting it as part of creating the trap. The technique must a Special Technique and target a single creature or an area. The technique being stored has no immediate effect when cast in this way. When the trap is triggered, the stored technique is cast. If the technique has a target, it targets the creature that triggered the trap. If the technique affects an area, the area is centered on that creature. If the technique summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the technique requires concentration, it lasts until the end of its full duration.
Detect Thoughts
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 30 ft
Duration: Concentration up to 1 minute
Cost: 8 Energy
Keywords: Special, Psychic Affinity
Description: For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Kenbunshoku Eye
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 30 ft
Duration: Concentration, up to 1 hour
Cost: 9 Energy
Keywords: Special, Observation Attunement
Description: You extend your sight outside of yourself, able to see things miles away as though you were right in front of them. An invisible sensor of haki manifests within range and hovers before you. You mentally receive visual information from the sensor, which has normal vision and darkvision out to 30 feet. The sensor can look in every direction.
As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the sensor can move. A solid barrier blocks the sensor's movement, but the sensor can pass through an opening as small as 1 inch in diameter.
Music of Life
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Cost: 8 Energy
Keywords: Special, Auditory
Description: You play life-preserving music in an area with a 30-foot radius. Until the technique ends, the affected area moves with you, centered on you. Each non-hostile creature in the area (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the area with 0 hit points.
Tone of Confusion
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 90 ft
Duration: Concentration, up to 1 minute
Cost: 9 Energy
Keywords: Special, Auditory
Description: This musical technique assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this technique or be affected by it.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 - Behavior
1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 - The creature doesn’t move or take actions this turn.
7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 - The creature can act and move normally.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this technique at Ocean Floor or higher, the energy cost increases by 5 and the radius of the sphere increases by 5 feet for each rank higher.
Enhancing Performance
Classification: Special
Rank: Paradise
Casting Time: 1 action
Range: 15ft
Duration: Concentration, up to 1 hour
Cost: 8 Energy
Keyword: Special, Auditory, Visual
Description: You perform for a creature within range and bestow upon it an inspiring enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the technique ends.
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks and saves.
Fox’s Cunning. The target has advantage on Intelligence checks, and saves.
Owl’s Wisdom. The target has advantage on Wisdom checks and saves.
At Higher Levels. When you cast this technique at Ocean Floor or higher, the energy cost increases by 3 and you can target one additional creature for each rank above Ocean Floor.
Acidic Pit
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 120ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Acid Affinity
Description:
You open a pit filled with acid at a point within range. All creatures within 10 feet of the point must make a Dexterity saving throw. On failure, they fall 5 feet into a pit of acid below, taking 6d4 + 6 acid damage. On success, a creature takes half as much damage from the flooding acid and it can use its reaction to move up to its movement speed to the closest point outside of the pit’s area. If it cannot take a reaction or reach a safe point, it automatically fails its saving throw.
When a creature ends their turn in the pit, that creature takes 2d4 acid damage. The acid in the pit remains potent for 1 minute, after which it becomes simply vile sludge that deals no further damage. The pit remains filled with vile sludge until filled or cleared.
Ice Storm
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 300ft
Duration: Instantaneous
Cost: 9 Energy
Keywords: Special, Cold Affinity
Description:
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centred on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the bludgeoning damage increases by 2d8 for each rank above Paradise.
Arctic Aura
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (20ft radius)
Duration: Concentration, up to 1 minute
Cost: 9 energy
Keywords: Special, Cold Affinity
Description:
For the duration you unleash a freezing aura. Creatures that start their turn within 20 feet of you must succeed a Constitution saving throw, or take 3d8 cold damage and have their speed reduced to 0 until the start of their next turn. Creatures that succeed their saving throw take half as much damage and their speed is reduced by half.
As a bonus action on each of your turns for the duration of the technique, you can actively control the aura, excluding a number of creatures in the area up to your special modifier from the effect of the technique until the end of your next turn.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 per rank above Paradise.
Flash Freeze
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (30ft cone)
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Cold Affinity
Description:
A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 per rank above Paradise.
Ice Spike
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Cold Affinity
Description:
You create a lance of ice that shoots up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and you can create an additional spike per rank above Paradise. Each additional spike can target the same or different creatures.
Fireball
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 50ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Fire Affinity
Description:
A point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this at a higher rank, the cost increases by 5 and the damage by 3d6 for each tier above Paradise.
Wall of Fire
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Concentration up to 1 minute
Cost: 10 energy
Keywords: Special, Fire Affinity
Description:
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this technique, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this at a higher rank, the cost increases by 5 and the damage by 2d8 for each rank above Paradise.
Fire Cyclone
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Concentration up to 1 minute
Cost: 10 energy
Keywords: Special, Fire Affinity
Description:
Targeting a point you can see, you cause a cyclone made of whipping flames to fill a 10-foot-radius, 30-foot-high cylinder.
Creatures that are inside the technique when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 6d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.
When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and moving away from it counts as difficult terrain even whilst flying.
For the duration of the technique, you can spend an action to move the cyclone up to 30 feet in any direction along the ground.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5, the damage by 2d6 and the height of the cyclone and distance thrown increases by 10ft for each rank above Paradise.
Lightning Bolt
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (100ft line)
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Lightning Affinity
Description:
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d6 for each rank above Paradise.
Crackle
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Lightning Affinity
Description:
You create three arcs of lightning striking targets in range. You can direct them at one target or several.
Make a ranged special attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become unable to take reactions until the end of their next turn.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and you create two additional arcs for each rank above Paradise.
Calming Words
Classification: Special
Rank: Paradise
Casting Time: 1 action
Range: 60 feet
Cost: 8 Energy
Duration: Concentration, up to 1 minute
Keywords: Special, Auditory
Description: Whether by music or your words, you attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this technique ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a technique or if it witnesses any of its friends being harmed. When the technique ends, the creature becomes hostile again, unless the DM rules otherwise.
Whelming Wave
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 120ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Special, Cold Affinity
Description:
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone.
Wall of Water
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 120ft
Duration: Concentration, up to 10 minutes
Cost: 10 energy
Keywords: Special, Cold Affinity
Description:
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the technique ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. techniques that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Control Water
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 300ft
Duration: Concentration, up to 10 minutes
Cost: 10 energy
Keywords: Special, Cold Affinity
Description:
Until the technique ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this technique. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles and creatures in the wave’s path are carried with it to the other side. The water level remains elevated until the technique ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the technique’s area, and the separated water forms a wall to either side. The trench remains until the technique ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the technique’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the technique ends or you choose a different effect. Running water such as that from Redirect Flow does not exhaust Devil Fruit users.
Whirlpool. A vortex forms in a cylinder 25 feet tall with a radius of up to 25 feet, centred on a point you choose within range. This effect requires a body of water large enough to contain the entire cylinder. The vortex is difficult terrain, and is surrounded by a zone of suction that extends a further 25 feet.
When a creature starts its turn in the water within the vortex or the zone of suction, it must make a Strength saving throw (or choose to automatically fail). On a failure, it is pulled 10 feet towards the centre of the vortex (provided there is an unoccupied space to do so) and becomes unable to move further away from it until the start of its next turn. Then, if the creature is within the vortex, it takes 2d8 bludgeoning damage if it failed the save, or half as much if it succeeded.
At the start of your turn, unattended objects that are not secured are moved and damaged as if they had failed the saving throw.
As an action, a creature that failed the saving throw can make a Strength (Athletics) check against your special save DC. A creature in the vortex has disadvantage on this check. On a success, the creature can move away from the vortex.
Psionic Drain
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Cost: 8 Energy
Keywords: Special, Mental Affinity
Description:
Choose a creature with range to consume energy from. Creatures that have taken at least 3 ranks of charmed by you count as willing creatures for the effects of this spell. An unwilling creature must make a Intelligence saving throw against your Special Save DC or take 4d6 energy damage to the target. You regain hit points equal to the amount of energy damage dealt. On a successful save, the target is unaffected.
At Higher Levels. When you cast this technique at Ocean Floor rank or higher, the damage, and therefore hit points regained, increases by 1d6 for each rank level above Paradise.
Void Rift
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 50 feet
Duration: Instantaneous
Cost: 10 Energy
Keywords: Special, Mental Affinity
Description:
You create a burst of psychic energy emanating from a point within range that you can see. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A target takes 8d6 psychic damage on a failed save, or half on a success. The burst emanating from this point ignores cover. A creature that failed the saving throw by 5 or more is under the effect of the Confused condition for one round.
Psychic Rupture
Classification: Special
Tier: Paradise
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Cost: 10 Energy
Keywords: Psychic Affinity
Description: The user unleashes a devastating wave of psychic energy towards a target within range. The target must succeed on an Intelligence saving throw or take 6d6 psychic damage. If the target has any ranks of the Charmed or Confused conditions, they take 8d6 psychic damage instead.
Locate Creature
Classification: Special
Tier: Paradise
Casting time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Cost: 10 Energy
Keywords: HC, OH
Description: You use your Observation to try and suss out a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
You can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form unbeknownst to you, this spell doesn’t locate the creature.
You can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Counter Technique
Classification: Special
Tier: Paradise
Casting Time: 1 Reaction in response to being targeted by a creature's Special technique.
Range: Unarmed or Weapon Range
Duration: Instant
Energy Cost: 9 Energy
Keywords: Armament Attunement
Description: You attempt to disrupt a technique before it even has a chance to hit you. If the creature is casting a Special technique of Paradise or lower, its technique fails and has no effect. If it is casting a Special technique of Ocean Floor or higher, make an ability check using your Special ability modifier. The DC equals the creature's Special save DC + the technique tier (Ocean Floor + 4, Laugh Tale + 5). On a success, the creature's technique fails and has no effect. (edited)
Acid Spray
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (30-Foot Line)
Duration: Instant
Cost: 8 Energy
Keywords: Acid Affinity, Focus
Description:
You take a vial of poison, ingesting it and using your fine control of energy, blend it with your stomach acid that you spray out like a jet in a straight line. Creatures in range must make a Dexterity saving throw. On a failed save, affected creatures take 6d4 Acid Damage, gain 1 rank of Corroded, and take another 2d4 Acid damage at the start of their next turn. On a success, the target takes half as much damage and suffers no additional effects.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and the initial and delayed damage by 2d4.
Acidic Blast
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instant
Cost: 9 Energy
Keywords: Acid Affinity, Focus
Description:
You generate acidic energy and release it into a spray of boiling acid. All creatures in range must make a Dexterity saving throw, taking 6d6 acid damage on a failed save and half as much on a successful save. A creature who fails their saving throw gains 1 rank of the Corroded condition.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and the damage by 1d6.
Acidic Blood
Classification: Special
Rank: Paradise
Casting Time: 1 Reaction, which you take when a creature other than yourself within range would take bludgeoning, piercing, or slashing damage from an attack
Range: 60 Feet
Duration: 1 Round
Cost: 9 Energy
Keywords: Acid Affinity, Focus
Description:
You generate acidic energy and infuse it into a willing creature within range. When a willing creature would take bludgeoning, piercing, or slashing damage before the beginning of their next turn, their body reacts by ejecting acidic blood. All creatures within 5 feet of the affected creature take 9 acid damage and must make a Constitution saving throw, being Corroded on a failed save.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and the damage by 3.
Acidic Bolt
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 90 Feet
Duration: Instant
Cost: 8 Energy
Keywords: Acid Affinity, Focus
Description:
You generate acidic energy and mold it into an arrow, lance, or bullet. Make a ranged attack against a creature in range. On a hit, you deal 4d6 acid damage. All creatures in a 15-foot cone originating from the target must make a Dexterity saving throw, being Corroded on a failed save.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and the number of creatures you can target by 1.
Encroaching Entropy
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Cost: 8 Energy
Keywords: Necrotic Affinity, Focus
Description:
You weave necrotic and decaying energy together and manifest it into a point you can see within range. The point expands until it occupies a 20-foot radius sphere, forcing all creatures within its radius to make a Constitution saving throw. On a failed save, creatures take 3d8 necrotic damage and have their maximum hit points reduced by the same amount. On a successful save, they take half damage and suffer no further effects.
A creature whose hit point maximum is reduced as a result of this technique must make a Constitution saving throw at the beginning of each of its turns, taking an additional 2d8 necrotic damage and having their maximum hit points reduced by the same value, taking no damage on a successful save.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and both instances of damage by 1d8.
Metallic Rust
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 10 Energy
Keywords: Acid Affinity, Focus
Description:
You generate acidic energy and attempt to press it onto a creature, object, or item of your choice. Make a melee attack against a creature you can reach. On a hit, you deal 6d4 acid damage and the target becomes covered in acid, they must the make a constitution saving throw vs our Special DC or Gain 1 rank of corroded.
A creature wearing armor suffers a permanent -1 penalty to its AC bonus on a failed save. Armor whose AC bonus is reduced to 0 is destroyed. Armor whose AC is suffering a penalty can be fixed by casting a Mending technique on it, removing all penalties, or with 1 hour of work with an Armorsmith kit.
At Higher Ranks:
For each rank you cast this technique above Paradise, increase the cost of this technique by 3 Energy and the damage by 2d4.
Soul Siphon
Classification: Special
Tier: Paradise
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration (up to 1 minute)
Cost: 10 Energy
Keywords: Healing, Special, Necrotic Afiinity Description: You designate a target within range. For the duration, whenever the designated target takes decay damage, you heal for the same amount.
Judgement
Classification: Special
Tier: Paradise
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Cost: 10 Energy
Keywords: Special, Radiant Affinity
Description: Harnessing advanced gadgets or innate powers, you unleash a swift and righteous judgment upon a target within range. A brilliant beam of radiant light beams from your device or power source, descending upon the target. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until the end of its next turn as the radiant light overwhelms its senses. On a successful save, it takes half as much damage and isn’t blinded.
At Higher Levels: When cast at higher ranks, increase the energy cost by 3 and the damage by 1d6 for each rank above Paradise.
Light Disruptor
Classification: Special
Tier: Paradise
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Cost: 12 Energy
Keywords: Special, Radiant Affinity
Description: Using an advanced disruptor gadget or conjured ball of intense radiant light, you deploy a photon disruptor at a targeted location within 60 feet. The disruptor hovers in place, emitting a pulsating field of radiant energy in a 20-foot radius. Enemies within the disruptor’s area must make a Constitution saving throw at the start of their turn or take 3d6 radiant damage. On a successful save, they take half damage.
Creatures that fail the saving throw have disadvantage on their attack rolls until the end of their next turn as the intense light disrupts their focus.
The disruptor has 15 hit points and an AC of 15. It can be attacked and destroyed, ending the effects of the move prematurely.
Restoration: Greater Cure
Classification: Special
Tier: Ocean
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Cost: 12 Energy
Keywords: Special, Restorative Affinity
Description: You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
Up to two debilitating mental conditions affecting the target
Up to two debilitating physical conditions affecting the target
One reduction to the target’s ability scores
One effect reducing the target’s hit point maximum
Contingency
Classification: Special
Tier: Ocean
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Cost: 10 Energy ( + Contingent Technique Energy cost)
Keywords: Special
Description: Choose a technique of Ocean Floor rank or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent technique—as part of casting Contingency, expending energy for both, but the contingent technique doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two techniques. For example, a contingency cast with Invisibility might stipulate that Invisibility comes into play when you fail a Dexterity (Stealth) check.
The contingent technique takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent technique takes effect only on you, even if it can normally target others. You can use only one contingency technique at a time. If you cast this technique again, the effect of another contingency technique on you ends.
Erode
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 15 energy
Keywords: Special, Acid Affinity
Description:
You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.
At Higher Levels. When you cast this technique at a higher tier, the cost increases by 5 and the damage (both initial and later) increases by 2d4 per tier above 2nd
Acid Rain
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 300ft
Duration: Concentration, up to 1 minute
Cost: 15 energy
Keywords: Special, Acid Affinity
Description:
Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centred on a point you choose within range. When a creature moves into the technique's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d6 acid damage, and become covered in acid. On a successful save, a creature takes half the initial damage and is not covered in acid.
A creature takes 3d4 acid damage if it ends its turn while covered with acid. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.
Cone of Cold
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: Self ( 60-foot cone)
Duration: Instantaneous
Cost: 15 energy
Keywords: Special, Cold Affinity
Description:
A blast of cold air erupts in range. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature reduced to 0 hit points by this technique is not killed nor has to make death saves, but is turned into an ice statue until defrosted or shattered.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 per rank above Ocean Floor.
Wall of Ice
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 15 energy
Keywords: Special, Cold Affinity
Description:
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage the wall deals when it appears increases by 4d6, and the damage from passing through the sheet of frigid air increases by 2d6, for each rank above Ocean Floor.
Blizzard
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 12 energy
Keywords: Special, Cold Affinity
Description:
You conjure a howling blizzard of swirling clouds of ice and snow which fills a 30-foot-radius, 40-foot-high cylinder centered at a point you can see within range. The area becomes heavily obscured and difficult terrain. Any creature that starts their turn within the area or enters it for the first time during the turn must make a Constitution saving throw. A creature takes 6d8 cold damage on a failed saving throw, or half as much on a successful one.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d8 for each rank above Ocean Floor.
Pyroclastic Lance
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 14 energy
Keywords: Special, Fire Affinity
Description:
You conjure a lance of blazing lava before hurling it at target within range. Make a ranged special attack. On hit, the target takes 8d6 fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that starts their turn within the ash cloud must make a Constitution saving throw or take 4d6 fire damage and be blinded until the start of their next turn.
At Higher Levels. When you cast this technique at a higher rank the cost increases by 5 and the initial damage increases by 2d6.
Melt
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 10ft
Duration: Instantaneous
Cost: 15 energy
Keywords: Special, Fire Affinity
Description:
You point at a creature or Large or smaller object that is not being worn or carried within range, and attempt to make it melt into a puddle of slag. If the target is a creature, it makes a Constitution saving throw. On a failure, it takes 8d10 fire damage. On a success, it takes half as much damage.
If the target is an object, it takes 16d10 fire damage. If this reduces it to 0 hit points, it is melted into a puddle of slag.
Chain Lightning
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 15 energy
Keywords: Special, Lightning Affinity
Description:
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and two additional bolts leap from the first target to another target in reach for each rank above Ocean Floor.
Storm Sphere
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: Self (20-foot-radius sphere)
Duration: Concentration, up to 1 minute
Cost: 13 energy
Keywords: Special, Lightning Affinity
Description:
A 20-foot-radius sphere of whirling air and static springs into existence centered on you. The sphere moves with you, centered on you for the duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 lightning damage. The sphere’s space is difficult terrain.
Until the technique ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged special attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d6 for each rank above Ocean Floor.
Watery Sphere
Classification: Special
Rank: Ocean Floor
Casting Time: 1 Action
Range: 90ft
Duration: Concentration, up to 1 minute
Cost: 13 energy
Keywords: Special, Cold Affinity
Description:
You conjure up a bubble of water with a 5-foot radius on a point you can see within range. The bubble can hover in the air, but no more than 10 feet off the ground. The sphere remains for the technique’s duration.
Any creature in the bubbles' space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed. At the end of each of its turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the bubble restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the bubble up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the bubble moves with it. You can ram the bubble into creatures, forcing them to make the saving throw, but no more than once per turn.
When the technique ends, the bubble falls to the ground and pops. Any creature restrained by the bubble is knocked prone in the space where it falls.
Erupting Earth
Classification: Special
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 13 energy
Keywords: Special, Armament Attunement
Description:
Choose a point you can see on the ground within range. You slam your armored foot into the earth, creating a shockwave and a fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the damage caused by this technique is considered haki-infused and the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 3d12 for each rank above Ocean Floor.
Emission Ripple
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 13 Energy
Keywords: Special, Armament Attunement
Description:
You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):
It is pulled into the earth, taking 3d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
It is slammed 5 feet in a direction of your choice by a wave of earth, taking 5d8 bludgeoning damage and being knocked prone.
It is impaled by a spike of earth, taking 6d8 piercing damage.
All damage dealt by this technique is considered Haki-Infused.
Sun Bolt
Classification: Special
Tier: Ocean Floor
Casting Time: 1 action
Range: 90 feet
Duration: Instantaneous
Cost: 12 Energy
Keywords: Radiant Affinity
Description: Harnessing radiant energy through innate powers or specialized gadgets, the user conjures a brilliant bolt of celestial light. With a precise motion, they launch this radiant force towards a designated target within range. Upon impact, the bolt detonates in a blinding eruption of radiant power, engulfing the target and all creatures within a 20-foot radius. Each affected creature must succeed on a Constitution saving throw or suffer 10d6 radiant damage and be blinded for 1 minute. A successful save halves the damage and negates the blindness effect. An affected creature can repeat the saving throw at the end of each of its turns, ending the blindness on a success.