Aether
When EHP hits 0, an aether elemental's abilities will begin gradually taking PHP overtime, and any further actions will have MIND disadvantage until EHP can be recovered.
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If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.
Aetherkinesis
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The ability to create illusions
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+2 MIND and +1 DEX
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Consumes 0 Elemental HP
Ergokinesis
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The ability to control external energy
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+2 DEX and +1 STR/ATK while in use
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Consumes 0 Elemental HP
Theurgy
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The ability to control spiritual energy
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+2 STR/ATK and +1 DEF while in use
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Consumes 0 Elemental HP
Decoy
Shield
Negate
Astral Projection
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Create an exact copy of yourself or others.
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Create up to 2 decoys.
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Grants MIND disadvantage to your foes.
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Decoys will be destroyed upon physical contact.
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Consumes 3 Elemental HP
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Create an energy shield around yourself or an ally.
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Grants DEF advantage to affected character until damage is taken.
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+3 DEF with every additional shield stacked.
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Consumes 2 Elemental HP
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Drain an opponent’s EHP so they are unable to safely use techniques for 1 turn
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Consumes 3 Elemental HP
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Leave your physical body to go elsewhere in spirit.
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Regenerates 2 Elemental HP for every turn spent in astral projection
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Energy gained can be transferred to an ally
Necromancy
Conjuration
Wraith
Construct Creation
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Create objects and structures out of solid energy.
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Grants a +7 bonus to the stat of the item’s intended use.
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Items last for 3 uses.
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Structures are permanent unless destroyed.
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Consumes 5 Elemental HP
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Steal someone else’s element for 2 turns.
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Prevents the affected person from using their element for those 2 turns.
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Gives you access to all of that element’s techniques except for Advanced ones.
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Consumes 5 Elemental HP
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Summon a small army of 5 spirits from the other side.
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Each matches your stats.
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Spirits will disappear when hit.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Bring someone back from the dead.
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Can only be done to the same character once.
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Consumes all Elemental HP and half Physical HP
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If elemental HP is below its max, you must roll for physical damage