Plasmamancer
"So there were five- NO, six! They were glowing brighter than a Celestia and putting out more energy than a tactical Ordic Planetary Incinerator on impact. I tried to get a read on their energy, but there was no arcana, no mana, and almost no manana! They threw bolts of energy and were tearing apart my armor with their eyes. When one of them pulled a cannon out of thin air, that's when I- GOT BLASTED ACROSS THE PARKING LOT- made my cunning escape." – OB-3, Protatype Thaumatech
Crossing the battlefield, you see Soldiers, Field Knights, and even the odd hired gun or two. But there is rarely a sight quite like a Plasmamancer. Mastering the use of their own Bioelectric Field, these casters are able to channel or hurl plasma across the field with devastating efficiency. The most frightening part is that they are the only caster type that is able to perform these extraordinary feats without the need of an arcane connection.
Starting Proficiencies: Weapons: Plasma Channeled Weapons, Archaic Melee Weapons Armor: Medium Armor Tools and Specials: Plasma Grenades Leveling HP: Upon each level up you add 1d6 (or 4) + Vitality to your max HP. Starting Items: A. 4 Carbon Knives or 2 Carbon Swords B. Energy Blaster or Caliber Rifle C. Synthetic Medium Armor D. Starting SC: 8d6 x 1000 E. +1 bonus level to Weapon Master Biomagnetic Field* – Through a connection to the mystic arcane flow of the central realm, a genetic abnormality, or some other reason you have a strong biomagnetic aura about you and have learned to use this gift to do more than stick spoons to your nose. You can use this gift to manipulate and generate high yielding fields that create raw plasma. Raw plasma differs from True Arcane Plasma, found in plasma weapons and used as fuel by most of the known universe. Raw plasma is a super energized state of matter found in lightning strikes, planetary auroras, and rare cosmic phenomenon that usually dissipates quickly. Abilities: Level 1
Going Through A Phase* – You can have a number of mundane charges equal to your vitality+level. These charges can be expended to manifest Raw Plasma, absorb existing plasma, and to utilize your biomagnetic field. The size and strength of your changes increasing at Levels 4,9,12,16,20
Takes 1 charge to excite your biomagnetic field, giving +1/2/3/4/5/6 electric damage to the next touch or melee attack Takes 2 charges to change the atomic state of up to 1x1/2x2/3x3/4x4/5x5/6x6 squares of plasma that you can touch.
Solid: If you create a magnetic field and collapse it around plasma, the plasma will collapse to half its size and become solid. Sufficient time, energy exposure, or physical interaction will cause it to energize again. Solidified plasma becomes gelatinous and smells like smoked ham.
Gas: By tugging on the surface of the affect plasma, it can be dispersed into a fog of energized particles. This fog covers 10 times the space of the original plasma and does 1 point of damage to anything moving through it. The fog can be ignited by arcana or energy ammo, causing an immediate 10/15/20/25/30/35 damage in addition to whatever damage or affect the ignition source would have caused on a direct hit.
Hot: If you create a constantly shifting field around the plasma, the plasma particle spin will increase over time. This will cause the plasma to generate constantly growing heat from the magnetic friction and the plasma will begin to radiate ions, giving off an immense amount of heat. At Level 9, it inflicts the burning status on adjacent beings.
Cold: If you create an intense field around the plasma and cycle it counterclockwise, the rotation of the plasma particles in the field is reversed. The plasma becomes endothermic, robbing heat from nearby sources, freezing it solid in 10/8/6/4/3/2 rounds.
Level 2 Plasma Bolt – You can cycle the biomagnetic fields surrounding your hands to create a small ball of plasma. It can be thrown your movement speed plus one additional square per channeled round charging it before it dissipates harmlessly. It deals 5 damage with an additional 5 damage per channeled round preparing it.
Level 3 Grounding Rod – You can absorb plasma damage per round of combat equal to your Vitality. This ability has a two round cooldown when used and can only be used on attacks you can see or sense coming.
Gut Feeling* - When you absorb plasma, you can try to fuel yourself further. For one mundane charge, you can attempt a vitality check to metabolize absorbed plasma to regain 2 mundane charges or to heal equal to the plasma damage absorbed.
Level 4 Advancement Training – You have learned much about this world in your time training and as such have improved your abilities and skills. When reaching levels 4, 7, 11, 14, and 17 you gain 1 Virtue Point and 1 expertise.
Level 5 Specialization – Your expertise allows you to branch out in many different directions. Choose a non-exclusive specialization from any class. These specializations level up at levels 5/10/15/20.
Mundane Energy Sensing – You gain a way to sense and detect non-exotic and non-arcane energy such as body heat or electricity at a 30 ft range. How you sense it is something to discuss with your GM.
Level 6 Power Up and Energize – All your manipulation of the natural forces around you has attracted particles of exotic energies. Select one of the following to attune your plasma to:
Chronometric Particles - You can choose to charge a plasma bolt with chronometric particles that, on striking a solid object, creates a 1x1 square spatial gate. On its own, this gate deflects back any force applied to it, but if a second gate is opened the two will create a stable wormhole allowing safe passage through. If you create a third gate, that detonation will close the first active gate and open a new one. These gates last for up to an hour on their own before snapping shut. At Level 12, an open gate without a linking twin will automatically attune to the nearest open portal, if one is within range.
Mistlight Particles - Your plasma bolts now hit like a freight train. For each round you spend to channel it, the bolt can push the target 1sq if they fail an average muscle check. For every round after the first you spend channeling it, your blast increases in difficulty to resist the knockback effect. At 12th level detonating a plasma charge into the ground will temporarily dispel Adareth mist from a 9x9 radius.
Quantum Particles - Your plasma bolts can attract a surge of quantum particles that alter scale on three dimensions. You can choose to charge a bolt for one round and gather quantum particles. On a successful ranged attack, the target shrinks to a relative 10% of the original size but takes no damage from the plasma. Strength and speed are diminished in this form by a relative amount. A shrunken target, upon exposure to arcane or plasma energy, will lose the quantum charge and return to its original size. At level 12, you can choose to collapse a target on the axis of impact. This effectively reduces them to a two-dimensional entity, retaining size on two dimensions but having the third reduced to a fraction of a millimeter. A two-dimensional entity can only move side to side but will see and hear normally. This effect lasts under the same limitations as the full shrinking effect. Null Spells – Your manipulation of energy borders on magic itself. You have gained access to Null Spells. Null Spells are novice plasmatic effects that can be generated innately at the cost of 2 mundane charges by non-arcane plasmamancers. Arcane users can replicate these spells but they count as a spell class and difficulty higher.
Level 8 Polarizing Harmonics - As an action, you can polarize existing magnetic fields or sections of magnetic fields within a range of squares equal to your vitality for one mundane charge. Outdoors, this can create an attraction field that calls a bolt of lightning after two rounds. Polarizing metal objects make them have an effect on calibur ammo, causing a +1 auto fail die on all attacks that pass within 2 squares and not made on the polarized object. If the polarized object is targeted, the attack is made with +1 Auto success die. Level 9 Plasma Builds* – You can create constructs with your biometal and charge them with plasma. Each construct listed below costs 3 mundane charges to manifest and a channeled check made each round to maintain it. Each construct has a two-round cooldown. You cannot have more than one construct at a time. Constructs are tricky, especially on the first build, the first crafting or arcanting check made for the intended build can go awry if the Plasmamancer isn't well equipped to use it. If you roll with less than a certain level of dice needed to properly build and/or use the device, you automatically get something else.
If POW >5 = Plasma Greatsword; IFNOT = Plasma Lance if FIN >5 = Plasma Pulsewave Launcher; IFNOT = Plasma Pistol if INT >5 = Plasma Blaster Shield; IFNOT Plasma Grenade At level 18, a construct lasts until dismissed or another is made. Level 10 Specialization – You gain additional abilities in your chosen specialization. Magnetic Personality - Your biomagnetic field allows you to control magnetic fields surrounding plasma, but they also allow for a great amount of control of metal on your person. Your armor contains traces of a natural biometal produced by your body like dandruff. They act like metal fillings with increased mass when magnetized. You can magnetize these bits to any metallic area of medium size or smaller and gain a single auto-success die on checks involving physical force.
Level 12 Charge The Storm* – Plasma Bolts have proven effective but now you begin to tap into your true power. As a channeled action, you can charge a 3x3 ball of plasma as an action. You can throw it at the cost of your movement, up to a distance of your movement. Upon detonation, it deals your current number of mundane charges*1D6 of plasma damage to all entities in the effect radius of 9x9. This will drain all plasma charges and has a cooldown of 24 hours.
Level 13 Enhanced Shielding – Your bioelectric field has strengthened to the point of providing a natural defense. You gain a natural +5 Shield Points, these do not stack with shield generators. If equipped with a shield generator you can expend 8 mundane charges to boost your shields. This boost will last for 12 hours, up to 5 SP becomes magnetically charged granting shields to melee attacks and a +1 success die to repel attempts.
Level 16 Shield Disruption – The magnetic resonance you create disrupts shields. Melee attacks that hit a shielded target disable their shields for the next round. For the cost of 10 mundane charges, if your melee attack hits, it will destroy the shield generator on a shielded target.
Level 18 Eye of the Storm – For 10 mundane charges, and as a channeled action, you can manifest a cyclone of plasma around yourself. This cyclone radiates your vitality in plasma damage in a 5x5 area. Attacks made against you while in the cyclone are made with -2 bonus dice and you cannot attack while in the cyclone. As an additional channeled action on subsequent turns, you can ride the current of the plasma. You can hover in the middle of the cyclone and move it at your base movement speed. This movement speed cannot be altered. Anything hit by the walls around the center of the cyclone takes your vitality + 15 plasma damage. This ability can be used once per session.
Level 19 Heart of the Storm – You gain the ability to temporarily transform into the energy you control. You can expend your entire action to power up and on your next turn transform into a being of Raw Plasma. Doing so will consume any clothing or non-legendary items on your person. In this form, you can move at triple your base movement speed. When you move, you become a streak of lightning. When you stop moving, any living entities adjacent to your path must make hard balance checks or be stunned and fall prone. You have natural armor in this form that classifies as Tough. Once you take more than 5 damage in a round, after 10 rounds, or if dropped to 0 HP, you fall out of this form in exhaustion. You require sleep or inactivity of at least 8 hours for your physical form to recover or repair. This form can be dismissed as an action. Dismissing it does not incur exhaustion. Dismissing it expends all mundane charges.
Level 20 *One With The Storm – You are now one with the awesome power you control. Your plasma bolts do double damage, and cannot be dodged. Your plasma charges can be channeled an extra round to be collapsed into a compact projectile that can be thrown without sacrificing your movement and can be thrown a range of 100 sq. Additionally, for 10 determination points, you can call a bolt of plasmatic lightning out of the sky that deals 10D6 damage to a target you can see.
*The Nuclear Option (Ultimate) – You have a new world open to you in the form of anti-plasma. You can choose to use Antiplasma in place of plasma for any of your plasmatic abilities. Antiplasma being the opposite of plasma, any plasma that comes in contact with your antiplasma is snuffed out harmlessly. Plasma weapons and shields are destroyed irreparably. Antiplasma cannot be absorbed and will atomize a target on a critical hit regardless of intention to deal nonlethal damage. Antiplasma comes from the realm of chaos and every use of it robs you of 1 skill point, starting with your highest skill, as it eats your nerves and plasmatic attuned body. If no skill points are available, you will lose 1 Judgment, then Mentality, then Vitality, then reduce your max HP by 5. Once your Judgement, Mentality, and Vitality reach 3; and Max HP has been reduced to 0 or less, you die. Your memories decay and you cannot be resuscitated.
Null Spells:
(Your Mentality determines what the highest level spells you can know innately are.)
(Easy = 4 M, Average = 5 M, Hard = 6 M, Tough = 7 M)
Novice
Rad Lights:
Difficulty: Easy
Range: 10 sq
Duration: Instant
Cooldown: 2 rounds
You make a small ball of plasma and chuck it. It explodes as a harmless firework. If fired point-blank, anyone who comes into contact with it takes 1 point of radiation burn that will incur 1 point of damage per minute until treated or the radiation burns out.
Magnetic Induction:
Difficulty: Easy
Range: 1 sp
Duration: Instant | 3 rounds
Cooldown: 2 rounds
You attune a metallic object to your magnetic field. Channeling energy through this attunement creates sufficient heat in 3 rounds to melt a 1 meter wide hole through 1 inch of most Ordic laced alloys.
Magnetic Levitation:
Difficulty: Easy
Range: Self
Duration: 10 minutes
Cooldown: 30 minutes
You attune your biomagnetic field to the magnetic field of the planetary body you are currently on. This allows you to levitate 5 ft or 1 sq per round vertically. This does not impact your movement speed.
Apprentice
Arcane Deflection: Energy cannot be created or destroyed, merely transferred.
Difficulty: Average
Range: Self
Duration: Instant | 3 rounds
Cooldown: 2 rounds
You solidify the magnetic fields around your hands and stop any energy movement. This allows you to make repel attacks against a single ranged spell. Attempting to intercept, capture, or aim the redirection a spell or ranged magical ability raises the difficulty of the repel. Being hit by an attack will destabilize the deflection field, requiring a recast.
::Casting with four hands makes this a difficulty of Easy::
Magnetic Yeet:
Difficulty: Average
Range: Self
Duration: 5 rounds
Cooldown: 2 rounds
You manipulate the magnetic fields around your legs to oppose and drive each other like an electromagnetic motor. This propels you forward, giving an additional +3 sq to movement and +2 to a single die on a dodge check made while under the effects. Taking damage ends the effect, requiring a recast.
Magnetic Yoink:
Difficulty: Average
Range: 3 sq
Duration: Instant
Cooldown: 3 rounds
You manipulate the magnetic fields around your hands and extend them to a metallic weapon in range and make a contested muscle check to tear the object away from its holder.
Adept
Sunshiney Day:
Difficulty: Hard
Range: Self | 11x11 AOE
Duration: Instant | 10 rounds
Cooldown: 2 rounds
You excite the magnetic field in the lower atmosphere above you dispelling clouds and atmospheric interference. Cast inversely for the opposite effect.
Acid Storm:
Difficulty: Hard
Range: 4 sq | 5x5 AOE
Duration: 3 rounds
Cooldown: 5 rounds
You pull tears in the magnetic field of the lower atmosphere and let the radiation leaks form acid rain. The round after casting, the 5x5 area beneath the tears gets bombarded by a quick shower of acid rain dealing 2D6 acid damage and causes armor rot.
Magus
Ultimate Grounding:
Difficulty: Tough
Range: Self | 21x21 AOE
Duration: 1 hr
Cooldown: 1 round
You vertically orient all conductive particles in the effect radius with a biomagnetic pulse. Any arcane energy cast within or through the effect radius is redirected immediately into the ground. Plasma attacks are made with -1 bonus dice. Energy attacks are made with no bonus dice. Any active enchantments in the effect radius cannot be furthered by channeling.
Magnetic Barrier:
Difficulty: Tough
Range: Self | 3x3 AOE
Duration: 24 hrs
Cooldown: 2 rounds
You solidify the magnetic fields around the hard edge of your aura and create a 3x3x3 cube. These magnetic fields block caliber, energy, arcana, and plasma attacks. After the wall stands for 1 hour, the magnetic fields flare with plasma and grow in intensity with each hour. The plasma walls damage grows from 3D6 to 20D6 of plasma damage over 24 hours. The heat inside builds to excess of 6000 degrees Fahrenheit over 24 hours, no energy is expended outward. At that point, the cube pops and fades in about 1 minute.
ArM@g3dd0n:::
Difficulty: Impossible
Range: Touch
Duration: ???
Cooldown: None
It is known that if a powerful enough Plasmamancer were to reach a planet's magnetic pole, merely being there would be enough to cause havoc worldwide.
Eloheim help those that live on a planet where a Master Plasmamancer decides to give the pole a good kick.
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