Zeteticism (zeh-TET-uh-siz-uhm)
Manifestation
The principles that allows zetetics to manipulate their surrounding within Manidweepa, with the surety of ones own mind.
It's all about confidence.Climbing this proverbial ladder has have adverse effects on ones mental state; leading persons to emphasize the centrality of their sole 'subjective' experience. They might be skeptical about the external world, considering it uncertain or even rejecting its existence altogether. These powers rise in accordance with a certain depreciation of their mental facilities.
Localization
If a person shall reach this state, they become a solipsistic. For whatever reason, such individuals fall into a type of fantasy, and become a danger to others around them.
The level availability matches the PCs' CHA modifier / 2, approximating up
Proficiency 0 | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Light | An item you touch glows with any-colour light in a 20-ft radius and dim light for an additional 20 ft. It gives off no heat or sound and requires no fuel. It lasts as long as it is in your presence. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unseen Servant | Conjure a simple invisible construct that can do nothing but carry items. They appear to float in the air up to 15ft away from you. Once it takes damage or leaves your presence, it is immediately dispelled, dropping any items. Otherwise, it lasts until dispelled. Such items can be launched 30ft in a straight line against a target that must succeed on a DEX saving throw or take 3d8 bludgeoning damage. |
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Prestidigitation | Touch an item to make cosmetic changes to it: cleaning, dirtying, cooling, warming, flavouring or changing its colour. Without touching an item, instead create minor illusions no bigger than yourself. These illusions are crude and clearly illusions that don’t fool anyone, but may entertain. |
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Level 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Contact Spirits | Name the local you wish to contact (or leave to the GM). That individual is pull through the Omniversal Mind to speak to you. It is bound to answer any one question to the best of its ability. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Detect Waves | One of your senses is briefly attuned to oncoming reality waves. The GM describes the metaphysical properties you see, sound, smell, tastes or feel. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Telepathy | Form a telepathic bond with a single person you touch to converse with through your thoughts. You can only have one telepathic bond at a time. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Charm Person | A sentient being (not beast or monster) counts you as a friend until they take damage or you prove otherwise. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Invisibility | An ally you touch cannot be seen and persists until they attacks or the effect is dismissed. While this is ongoing you can’t cast anything else. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Protoplasmic Missile | Projectiles of energized protoplasm spring from your fingers to deal 2d4 damage to one target. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Alarm | Move in a wide circle, and until you choose something else, you cannot be surprised if a creature crosses that circle, even if unconscious. Gain +5 initiative bonus. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Level 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dispel Effect | Choose an effect in your presence that this spell rips apart. Lesser ones are ended, while higher effects are reduced or dampened so long as you are nearby. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Visions Through Time | The GM reveals the details of a grim portent: a bleak event coming to pass without your intervention. They will tell you something useful about how you can interfere with the dark outcomes. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fireball | Evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armour. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mimic | Take the form of someone you touch. Your physical characteristics match theirs exactly, but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing, you lose access to all other effects. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mirror Image | Create an illusory image of yourself. When you are attacked, roll a d6 . On a 4, 5, or 6 the attack hits the illusion instead, and the image then dissipates. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sleep | GM chooses 1d4 enemies, capable of sleep, that you can see to fall asleep. They awake as normal: loud noises, jolts, pain. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Level 4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cage | The target is held in a cage of dignitatic force. Nothing can get in or out. It remains until you cast another choice or dismiss it. While the spell is ongoing, the caged target can hear your thoughts and you cannot leave the cage's sight. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Contact Other Plane | You send a request to another realm. Specify who or what you’d like to contact by location, type of creature, name or title. Open a two-way communication with them that can be cut off at any time by you or the contactee. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Polymorph | Your touch reshapes a creature entirely and they stay in that form until you cast another effect. Describe the new shape, including any stat changes, significant adaptations, or major weaknesses. The GM then chooses one or more of these d3 :
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Summon Monster | A monster appears and aids you as best it can. Treat it as your character, but with access to only basic moves.
Size
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Level 7 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dominate | Succeed a 8 + WIS modifier + Proficiency Bonus and gain 1d4 mental pushes to spend that force the target take one of these actions:
This ends when you run out of pushes. If the target takes damage, you also lose 1 push. While it is ongoing, you cannot cast anything else. |
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True Seeing | All things seen as they truly are. This effect persists until you tell a lie or dismiss it. While ongoing, you take -1 to cast anything else. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shadow Walk | Shadows you target become a portal for you and your allies. Name a location and describe it with the same number of words as your level. Stepping through the portal deposits you and any allies present to the location described. The portal may only be used once by each ally capable of it. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Contingency | Choose a lower than 5th level effect. Describe a trigger condition using a number of words equal to your current level. The chosen effect is delayed until you choose to unleash it or the trigger condition is met. Only a single contingency can be held at a time. Any new contingency replaces any old unused one. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Toxic Atmosphere | Whenever a target in the immediate area takes damage, it takes a separate 1d6 damage that ignores armour. This persists so long as you can see the affected area, or until it is dismissed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Antipathy | Choose a target and describe a type of creature. Creatures of that type cannot come within sight of the target. If they do, it immediately flees. This effect continues until you leave the target’s presence or dismiss the spell. While ongoing, you take -1 to cast anything else. Option to view "Summon Monster" to quick create said creature. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notification | Describe an event. The GM notifies you when that event occurs, no matter where you are or how far away it is. If you choose, you can view the location of the event as though you were there in person. Only one notification can be active at a time. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Soul Gem | Trap the soul of a dying creature (0 hp) within a gem 20 times the target's value to gain a passive ability (resistance, immunity, debuffing aura, regeneration or niche damage). Both must make a DC 14 CON save + WIS modifier or take 3d6 damage on a failure. The trapped creature is aware of its imprisonment but can still be manipulated through parley and other effects. All moves against the trapped creature are given +1 bonus. The soul (at 1 hp) can be freed at any time but it can never be recaptured. |
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Shelter | Create a structure out of pure dignitatic power. It can be as large as a castle or as small as a hut, but is impervious to all non-dignitatic damage. The structure endures until you leave it or you end the spell. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summons | Name or give a short description of a type of creature, that is teleported before you.
Movement Options
HP: d150min50 ( 14d8+25 ) STR | DEX | CON| INT | WIS | CHA: 6d20min9 ( 6dF ) |
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