Energetic Masteries

Animal Morph

Requirements

Channeling 4, Mental 4, Gaia skill 5

Price

3 talents (CC)

Cost

6 essence

Duration

6 hours

You gain the ability to transform into a single animal equal to or lower than your current level. You can transform into creatures that are within two size categories as you. The number of animals you can transform into is half your mental statistic. Prior interaction with the animal is required for transformation. You physically transform into the animal, exchanging your combat abilities, health, statistics, skills, specials, and languages for theirs. You keep the essence of your character, and reverting to your normal form costs nothing. However, each time you want to transform into a new animal, you must spend the indicated cost of essence. Any gear you are wearing falls off during the transformation. If you are wearing clothing or armor while transforming into an animal larger than yourself, your clothing rips apart and your armor takes two durability damage. Animals are larger than you when they are one size category larger than yours. Once the duration runs out, you immediately transform back into your original self regardless of location or possessions.

Blood Cost

Requirements

Channeling 6, Cannot be a blood channeler

Price

4 Talents

You can use your life force (health) instead of essence when channeling a spell. This is regardless of how much essence you have when channeling the spell. Healing spells outside of necorsis do not have any effect on you when using health in place of essence.

Blood Ritual

Requirements

Channeling 3, Mental 3

Price

3 Talents (CC)

It's dangerous to turn your essence into life force because you lose your connection to world energy. You then open a new connection using your life force and blood. The process takes 1d6+1 days and requires that the character is not disturbed for the entire time. Once the process is complete, the character will feel the change and will know if it is successful from the raw energy flowing in their veins. The process is extremely dangerous as the character must lie on a slab of earth and must make eight lacerations on their body to let their blood flow into the earth. The earth is then used as bandages on the wounds in order to create a connection with Gaia. Once the connection is made, the character must remain still until the new connection is complete. The character will realize the connection is done once their wounds heal and they lose their normal energy connection. They will feel their blood coursing through their veins. The connection to the earth allowed the energy of Gaia to create a new connection with energy. This connection only works when the character’s blood is spilled as their essence is infused with their life force. While Gaia’s energy was used as the conduit in order to create the new connection, there was no special bond with Gaia during the process. All other energy can be channeled through the character’s blood just as easily as Gaia’s. Once the process is complete, the character loses all their essence and gains the abilities of this mastery. They can never again connect with the energy in the world using essence and any items or abilities that give essence to a character no longer work.

This ritual is irreversible. Because of the intense physical strain the ritual places on your body, it ages you by five years.

Half of your maximum essence is added to your maximum and absolute health. Your absolute health multipler is determined by adding together your absolute health and essence multipliers. Anything that costs essence, now costs health. Anything that would normally restore essence has no effect on you.

Bardic Channeling

Requirements

Persona 4, Musician Rank 1, At least one skill point in acting.

Price

3 talents (CC)

You can use instruments you are proficient with to channel spells. If using an instrument to channel the spell (the instrument must be your conduit) you can activate the command word of the spell through musical notes. Playing the instrument with the spell infused into it activates the spell as normal. If you do not have access to your instrument, spells can be channeled as normal according to the rules in the energetics chapter.

Channeling Armor

Requirements

Channeling 5, Guard 5, Heavy or Light Armor

Price

3 talents

You have learned to meld with a suit of armor, allowing you to use it as a conduit and ignoring the penalties of channeling with armor.

Combat Channeling

Requirements

Channeling 6, Mental 6, Expertise channeling skill for the specific energy type.

Price

3 talents

You are a skilled channeler with channeling a specific energy type under the pressure of combat. Gain +1 to your magic attacks and psyche checks when attempting to keep a focus spell active. This mastery can be taken multiple times but does not stack. Each time it is taken, it applies to a different energy type.

Commune with Plants

Requirements

Persona 4, Mental 4

Price

3 talents (CC)

Cost

3 essence

You can communicate with plants to gain basic information about the area. Communication is done without speaking, as it is a special connection you have with the plants. The connection is not telepathically done through mannerisms. The effect of this mastery lasts for 10 minutes.

Counter Spells

Requirements

Channeling 4, Psyche 7, Combat Channeling

Price

3 talents

Your quick thinking and ability to channel energy quickly has allowed you to channel spells that have a maximum of one action as a counter action.

Double Damage

Requirements

Mental 6, Vitality 6, Combat Channeling

Price

3 talents

Cost

8 essence

Before channeling a spell, you can declare this mastery for that spell. That spells total damage is multiplied by two. This mastery is an ability (free action to activate) that is activated before the spell is channeled. Therefore, it does not count towards the spell’s cost for over channeling. This ability can be used on the spell up to three times, but each additional time, it increases the multiplier by one (x2/x3/x4).

Double Focus

Requirements

Mental 10, Psyche 12, Combat Channeling

Price

6 talents

You can keep two focus spells active at the same time. However, failing your focus psyche check for either spell causes both spells to end.

Energy Gun Slinger

General Requirements

Expertise channeling skill associated with the energy being used and only works with guns.

Rank 1
Requirements

Channeling 6, Mechanical 6, Gun 6

Price

4 talents

Cost

3 essence per bullet per +1d6; 1 action to infuse 1 bullet

Duration

24 hours or until used, which every comes first

You have learned to channel energy into bullets through guns. Paying the indicated cost adds one die of the indicated die. Once a bullet is infused, it cannot have more damage added to it. So, if you have an expertise elemental fire skill and spend six essence, you gain an additional +2d6 fire damage. This stacks with the additional damage gained when using upgraded bullets in upgraded guns. The type of energy determines the additional damage type. This ability is used per bullet regardless of if the attack is successful. During combat, infusing the gun with the energy requires one action. The bullet becomes the conduit, but does not require melding (this does not cause wild energy). The infusion of the energy lasts until the bullet is fired or twenty-four hours have passed, which every comes first.

Rank 2
Requirements

Channeling 10, Mechanical 10, Gun 12

Price

4 talents

Cost

3 essence per bullet per +1d8; 1 action to infuse 2 bullets

Duration

40 seconds

The number of actions it takes to infuse the energy is reduced to one action for every two bullets infused. The damage increases to the indicated amount. So, if infusing two bullets with one instance each, the cost would be three essence per bullet for six essence and +1d8 damage per bullet.

Energy Manipulation

Requirements

Channeling 4, Mental 4, Vitality 4

Price

3 talents (CC)

You have learned the flow of energy, allowing you to channel energy. You are taught absorbing it, mixing it with your essence, and finally channeling it outward into an effect (spell). Gain one educated expertise channeling skill of your choosing. This mastery can only be taken once.

Energy Smith

One who molds energy into energy casts. They are the energy smiths who provide the power for technology to thrive.

A cast is an energy crystal created through the manipulation of energy. It is created by manipulating energy with your essence to mold a physical crystal. During the process, it is possible to infuse spells into the cast using the same energy type the cast was made from.

Energy smiths are highly sought after to help advance technology, as they can create adaptive runic casts used to power runic tech items.

Rank 1
Requirements

Channeling 6, Mental 5, must have at least one channeling skill expertise

Price

3 talents (CC)

You have learned how to create temporary energy casts infused with a spell. Any of your expertise channeling spells can cast. The casts remain stable for twenty-four hours before disintegrating. The time you take to cast is determined by the cost of the spell. For every essence, the spell costs it takes double that amount in minutes. Energy casting by infusing a spell into the cast requires essence equal to the spell cost. So, if a spell costs five essence, it will cost you five essence and ten minutes to complete the casting. This includes if you boost the spell before casting.

As an energy smith, the maximum amount of casts you can create within twenty-four hours is double your vitality.

A secondary ability energy smiths can do is create essence crystals. An essence crystal stores essence to be used at a later date. The amount of essence that can be stored in a crystal is half the amount of essence used in the crystal's creation. So, if making a crystal with 30 essence, it can provide someone with 15 essence when crushed in their hand. Essence crystals have a durability of 0.5. Essence crystals remain until used or one week, whichever comes first.

Rank 2
Requirements

Channeling 10, Mental 8, Vitality 8, Must have at least one channeling skill at adept tier

Price

3 talents

Through your practice of casting, you have learned how to create adaptive runic casts (ARC). These casts last until the charges are spent or their durability reaches zero. To create a cast requires two essence per charge up to a maximum of ten charges per ARC. This process takes one hour per two essence of which is consumed every hour. When casting no other tasks or actions can be performed, but rests can be taken as long as they do not exceed the duration you have spent on casting. So, if you are making a two charge ARC and take a rest, you have two hours to return or the ARC will disintegrate and you will have to start again.

Energetic Archery

Requirements

Agility 5, Channeling 5, Archery Weapons, Archery skill at novice tier, only works with arrows and bolts.

Price

3 talents

Manipulating energy in the atmosphere, you can imbue special properties with arrows and bolts when shot from your bow or crossbow. Each type of energy imbues a different type of effect and adds the energy type’s damage type besides the ammunitions damage type. Any energy type effects that require an instinct check have their difficulty rating at eight plus the shooter’s agility. All added effects and damage stack with the weapon’s damage. Each time this mastery is taken, select two energy types that you have learned how to imbue. This mastery can be taken multiple times, but the requirements increase by one each time. Imbuing an ammunition is considered a free action.

Energetic Memory

Requirements

Mental 4, Channeling 4

Price

3 talents (CC)

You have a very good memory with spells. You can memorize three additional spells.

Enhanced Energetics

Requirements

Channeling 6, Thievery 6, Channeling skill 10, Sneak Attack Rank 1

Price

3 talents

Sneak attack damage can apply to spells that use a magic attack on a single target. Standard sneak attack rules apply.

Extra Elementary Spell

Requirements

Channeling 5, Mental 5

Price

3 talents (CC)

Turn one spell you have in your spell book into an elementary spell. The spell must meet the requirements for becoming an elementary spell. This mastery can be taken up to three times, but the requirement increases by one each time it is taken.

Extra Essence

Requirement

Channeling 5, Mental 5

Price

3 talents (CC)

Your essence and absolute essence increases by ten. This mastery can only be taken once.

Herbal Sacrifice

Requirements

Novice tier apothecary, Mental 3, Commune with Plants

Price

4 talents

Cost

2+ essence

Actions

1 per 5 essence (if in combat)

Heal

+2 physical or mental health per 1 essence

Range

10ft. & Touch

Targets

1

Communing with nature, you can trade your essence for healing from vegetation and trees. There are two types of healing this ability offers: physical and mental. At the time of communing, the character chooses which healing they are using. The character can heal a target (or themselves) double the essence spent. So, if spending five essence, the target can be healed for up to ten physical or mental health.

This ability can aid in stabilizing characters. When used on a dying character, the healing amount applies to their difficulty rating as if a healing item was used. However, the physical healing cost changes to equal to the essence spent. So, if aiding in stabilizing a target and four essence is spent, the difficulty rating is reduced up to four.

However, vegetation and trees have a limited amount of health they will sacrifice. If communing with vegetation roll 1d6+5 to determine how many points of healing they will provide; for trees roll 1d10+5. The amount the plants will sacrifice is based on the essence used. So, if spending five essence to heal for ten, the healing points taken from the plant are only five.

Vegetation and trees will not give more than they are willing (the initial roll) regardless of how many times they are communed with. The same vegetation or tree can only be communed with a second time after forty-eight-hours have passed. If the character takes enough health to kill the vegetation or tree, no other plant will sacrifice their health for 1d6+8 days.

To use this ability, the character needs to touch the target they want to heal, unless they're healing themselves. The vegetation or tree must be within ten feet.

Infusion

You can infuse objects with spells. You can create temporary one time use runic items.

Requirements

Channeling 5, Mental 5

Price

5 talents

Cost

+2 essence onto the spell’s cost

You have learned how to infuse spells into objects for a limited time. Spell infused in an object remains there for twenty-four hours or until used. After the twenty-four hours, the energy dissipates, returning into the atmosphere.

Infusing an object works the same way as channeling a spell, except you have added a small amount of extra essence to keep the spell’s effects on the object.

When the spell is activated, the object disintegrates.

This does not allow the use of channeling a spell through a weapon or other object when attacking with it. Activating the spell still requires the indicated type of action the spell specifies. When infusing the item, you set a runic command word which activates the spell. The creature using the item does not have to know Runic, but has to know the activation word to activate the item.

Multiple Melding’s

Requirements

Mental 4, Vitality 4

Price

4 talents

Each time this mastery is taken, you can meld with one additional conduit of your choice but each time it is taken, the requirements increase by two. This mastery can be taken a maximum of four times.

Precise Energetics

Requirements

Channeling 8, Mental 8, Channeling skill 12

Price

3 talents

Spells that can critically strike have their critical strike range increased by one (9-10).

Redirect

Requirements

Channeling 6, Combat Channeling

Price

3 talents

Cost

Equal to the essence used

Range

40ft.

Using a counter action and paying the cost of this ability, you can redirect a spell being channeled to another target within this abilities range.

Restorative Strike

Requirements

Channeling 8, Mental 6, Channeling skill 10

Price

3 talents

When a magical attack critically strikes, restore half the spell’s essence.

Silent Channeling

Requirements

Channeling 8, Mental 8, Hide 10, Channeling skill 12, Energetic Memory

Price

5 talents

You can channel spells without speaking, but have to have the spell memorized as you recite it in your head. Abilities and spells that normally require a focus check to remain hidden when performing attacks or channeling gain a +1 to that focus check.

Speed Channel

Requirements

Statistic 6 (the statistic associated with the spell, if none use mental). Expertise Channeling skill of the spell’s energy used for this mastery.

Price

4 talents

You have learned how to channel one of your spells quickly. This allows you to channel that spell using one action if its original cost was two actions. This mastery can be taken multiple times, but each time it must apply to a different spell.

Spell Sword

Rank 1
Requirements

Channeling 6, Fighting 6, Infusion Rank 1

Price

6 talents

You can activate touch spells through weapons you have melded with. The touch spell must be stored within the weapon through the infusion process and is activated by a successful attack. The spell must still be verbally recited in order to activate it before attacking. If the attack misses, the spell is not activated. Activating the spell in this way does not cause any damage to the weapon unless a one is rolled on the attack. If a one is rolled, the normal durability damage is doubled and the spell is wasted.

Rank 2
Requirements

Channeling 8, Fighting 8, Mental 6

Price

5 talents

You can infuse spells into the weapon you are melded with using one action but only if the spell’s action cost is two actions.

Spell Thief

Requirements

Channeling 8, Combat channeling, Transmutation expertise skill at adept tier

Price

5 talents

You can channel spells of different energy types using transmutation without risking wild energy or over channeling thanks to this mastery. The cost of non-transmutation spells has increased by four.

This mastery only prevents over channeling and wild energy from using a different energy type than the original spell intended. All other forms of over channeling and wild energy still apply.

Tougher Spells

Requirements

Mental 7, Expertise skill of the specific energy type

Price

3 talents

Select one energy type you have an expertise channeling skill for. Spells channeled with this energy gain a +2 spell difficulty. Only spells of the selected energy type gain this bonus. This mastery can be taken multiple times, but a new energy type must be selected. This mastery cannot apply to a single energy type more than once.



Cover image: Essence and Energy Logo by Alexander Foerster
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