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src/pages/classes/mystic/index.md
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src/pages/classes/mystic/index.md
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---
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title: Mystic class
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description: The Mystic class for OSR gaming.
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date_pub: 2023-04-01T11:17:00-04:00
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date_upd: 2023-04-30T09:39:00-04:00
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section: classes
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content_type: feature
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short_code: cmy
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---
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[[toc]]
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Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./powers.html).
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<div class='headlessTableWrapper'>
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| | |
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| ----------------- | ----------------- |
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| **Requirement** | Minimum WIS 9 |
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| **Hit Dice** | 1d8 |
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| **Maximum Level** | 14 |
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| **Armor** | None |
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| **Weapons** | Any |
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| **Languages** | Alignment, Common |
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</div>
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### Martial Training
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- Unarmed attacks deal 1d4 damage.
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- Can dual wield, regardless of DEX score.
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- Fists count as Light weapons.
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### Physical Defense
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Have an improved armor class based on their level, shown on the [Level Advancement](#advancement) table.
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### Psychic Defense
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Gains a +2 bonus to all saving throws against mental or mystical powers.
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### Mystic Powers
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Know a number of Mystic Powers based on their level, shown on the Level Advancement table.
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- May use powers up to twice per day per level total.
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- Activate at the beginning of a character's initiative.
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- Only one power may be activated each round.
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[Mystic Power List](./mystic-powers.md)
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### Stronghold
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- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level.
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### Advancement
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<div class="dividedTableWrapper levelTable">
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| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical<br />Power |
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| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
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| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: |
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| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 |
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| 2 | 2,000 | 2d8 | 0 | 12 | 13 | 14 | 13 | 16 | 15 | 2 |
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| 3 | 4,000 | 3d8 | 0 | 13 | 13 | 14 | 13 | 16 | 15 | 3 |
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| 4 | 8,000 | 4d8 | 0 | 14 | 13 | 14 | 13 | 16 | 15 | 3 |
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| 5 | 16,000 | 5d8 | +2 | 15 | 12 | 13 | 11 | 14 | 13 | 4 |
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| 6 | 32,000 | 6d8 | +2 | 16 | 12 | 13 | 11 | 14 | 13 | 4 |
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| 7 | 64,000 | 7d8 | +2 | 17 | 12 | 13 | 11 | 14 | 13 | 5 |
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| 8 | 120,000 | 8d8 | +2 | 18 | 12 | 13 | 11 | 14 | 13 | 5 |
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| 9 | 240,000 | 9d8 | +5 | 19 | 10 | 11 | 9 | 12 | 10 | 6 |
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| 10 | 360,000 | 9d8+2 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 6 |
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| 11 | 480,000 | 9d8+4 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 7 |
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| 12 | 600,000 | 9d8+6 | +5 | 21 | 10 | 11 | 9 | 12 | 10 | 7 |
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| 13 | 720,000 | 9d8+8 | +7 | 21 | 8 | 9 | 7 | 10 | 8 | 8 |
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| 14 | 840,000 | 9d8+10 | +7 | 22 | 8 | 9 | 7 | 10 | 8 | 8 |
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[Level Advancement]
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[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
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</div>
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src/pages/classes/mystic/powers.md
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src/pages/classes/mystic/powers.md
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---
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title: Mystic Powers
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description: The full list of powers available to the Mystic class.
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date_pub: 2023-04-01T11:17:00-04:00
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section: classes
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content_type: feature
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short_code: cmp
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---
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**Concentration**: Powers with concentration in their durations are subject to the following restrictions:
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- Can't act or attack while using this power.
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- When damaged by spell or attack, must succeed on a CHA check or concentration ends.
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### Boost Speed
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**Duration: 1 round**
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**Range: Self**
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- Movement speed is doubled.
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- May make multiple attacks per round:
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<div class="dividedTableWrapper">
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| Level | Attacks per Round |
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| :---: | :---------------: |
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| 1-4 | 2 |
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| 5-8 | 3 |
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| 9-12 | 4 |
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| 13+ | 5 |
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[Boost Speed Effect]
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</div>
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### Change Density
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**Duration: 1 round / level**
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**Range: Self**
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Alter body density, with choice of effect:
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- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water
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- **Heavier**: Root in place, immune to attacks or effects that would knock down or move.
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### Life Squeeze
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**Duration: Concentration, up to 1 round / level**
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**Range: 30'**
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Apply excessive pressure to target creature's vital organs.
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- Cause 1d3 damage each round.
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- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
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- Doesn't affect non-living creatures (constructs, undead, etc.).
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### Power Fists
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**Duration: 1 round / level**
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**Range: Self**
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Charge fists with mystical energy.
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- Unarmed attacks count as magical and deal increased damage:
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<div class="dividedTableWrapper">
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| Level | Unarmed Damage |
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| :---: | :------------: |
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| 1-4 | 2d4 |
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| 5-8 | 2d6 |
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| 9-12 | 2d8 |
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| 13+ | 2d12 |
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[Power Fists Effect]
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</div>
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### Super Leap
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**Duration: Instant**
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**Range: 10' + (10' / level)**
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Leap anywhere within range (including vertically).
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### Power Shield
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Surround body with a shield of energy.
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- Immune to small, non-magical missiles (arrows, slings, etc.).
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- Opponents have -2 to attacks against.
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- +2 on saves vs Wielded, Blasts, and Spells.
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### Push
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**Duration: Instant**
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**Range: 30'**
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Fire a wave of force at a target.
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- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
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### Hurl
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**Duration: Instant**
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**Range: 10' / level**
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Telekinetically throw object at target.
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- Can throw object weighing up to 200 coins / level.
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- Target must be within 60' of object.
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- Target must **Save vs Wielded** or take damage:
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<div class="dividedTableWrapper">
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| Object's Weight (Coins) | Damage |
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| :---------------------: | :----: |
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| Up to 200 | 2d4 |
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| 201-400 | 2d6 |
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| 401-800 | 3d6 |
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| 801-1500 | 4d6 |
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| 1501+ | 5d6 |
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[Hurl Effect]
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</div>
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### Flying Weapon
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**Duration: Instant**
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**Range: 10' / level**
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Control melee weapon thrown at target.
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- Treat as a missile attack with +4 bonus.
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- Any damage dealt is doubled.
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- Hit or miss, weapon returns to hand.
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### Enlargement
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**Duration: Focus, up to 1 round / level**
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**Range: Self**
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Double body, clothing, and armor size
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- While enlarged, melee attacks inflict double damage.
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- Does not effect other carried or worn equipment.
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<!--
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### ESP (WIP)
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_Duration: Concentration, 1 round_
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_Range: 90'_
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By concentrating for 1 round, the kineticist can read the thoughts of an intelligent, living creature within range.
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_Unwilling targets_: May _save vs spells_ to resist.
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_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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-->
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### Freeze
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**Duration: Up to 1 round / level**
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**Range: 30’**
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Freezes target creature or object within sight in place.
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- While effected, target can't move or act.
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- Effected target may **Save vs Paralyze** at the start of their initiative to end the effect.
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<!--
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### Gestalt (WIP)
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_Duration: Concentration, 1 round_
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_Range: Touch_
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The kineticist can read the memories of a living creature that they are in physical contact with, and share their own memories with the creature in return.
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_Unwilling targets_: May _save vs spells_ to resist.
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_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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-->
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### Healing Trance
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**Duration: 1 turn**
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**Range: Self**
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Enter a meditative state for the duration.
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- While in trance, completely unaware of surroundings, and can neither attack nor defend.
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- Healing effect:
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<div class="dividedTableWrapper">
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| Level | HP Healed |
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| :---: | :-------: |
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| 1-6 | 1d6+1 |
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| 7-12 | 2d6+2 |
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| 13+ | 3d6+3 |
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[Healing Trance Effect]
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</div>
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### Burn
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**Duration: Focus, up to 1 round / level**
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**Range: Sight**
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Subject a creature or object within sight to a scorching heat.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Target may **Save vs Spells** to prevent damage.
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- Causes paper and cloth to burn, liquids to boil, and metals to glow.
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- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
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### Invisibility
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**Duration: Concentration, up to 1 round / level**
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**Range: Self**
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Disappear from the sight of one or more creatures (selected when the power is activated).
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- Up to 1 HD of creatures / level are affected.
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- Affected opponents attack with a –4 penalty.
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### Power Blast
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**Duration: Instant**
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**Range: 10' / level**
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Fire a blast of energy at a target in range.
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- Target must **Save vs Spells** or take 2d4 damage.
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### Pull
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**Duration: Instant**
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**Range: 10’ / level**
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Fire a wave of force at a target that grabs them and pulls them in.
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- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
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- Target may be released anywhere along the way.
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### Instant Step
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**Duration: Instant**
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**Range: 30'**
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Instantly teleport to any location in sight within range.
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- May be used before or after making an action (ex: attacking).
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- Breaks engagement without allowing for free attack.
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### Life Drain
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**Duration: Concentration, 1 round**
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**Range: Touch**
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Draw vital energy out of a living target via touch, absorbing target's life force.
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- Target must **Save vs Spells** or suffer 1d4 points of damage.
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- Heal an amount of HP equal to damage done.
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### Psychic Wall
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**Duration: Focus, 2 turns**
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**Range: Self**
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Enhance mental defense.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
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### Shrinking
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**Duration: Focus, up to 2 turns**
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**Range: Self**
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Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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Effects while shrunk:
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- Can slip through narrow spaces.
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- 90% chance of going unnoticed while remaining motionless.
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- Cannot harm creatures larger than 1’ tall.
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### Telepathy
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**Duration: Focus, 1 turn**
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**Range: Sight**
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Establish bidirectional mental communication with one other willing, living, intelligent creature.
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- Takes one round to activate, breaking concentration during this round prevents power from being used.
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- Do not need to share a language with the creature.
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<!--
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### Terrify
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-->
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