Kinetics
Kinetics is the sphere for moving things with magical force. With Kinetics, any material—including living creatures—can be moved steadily, forced to remain motionless or suddenly hurled at high velocity.
1: Steady movement. [Temporary (rounds)]
Move up to 25 lbs. of material at 10 feet per round.
+1: +25 lbs.
+1: +10 ft/round
1: Sudden thrust of motion. [Instantaneous]
Move up to 10 lbs. of material at great speed in a direction chosen by the mystic, dealing 1d6 of damage to anything struck with the material. Treat the item as though it has a range increment of ten feet (for every ten feet it travels, it has a cumulative –2 to hit). DM discretion applies with certain materials—for example, a properly aligned arrow might instead have a thirty-foot range increment and do 1d8 damage.
+1: +10 lbs.
+1: +1d6 damage
1: Hold up to 25 lbs. of material motionless. [Temporary (rounds)]
+1: +25 lbs.
1: Touch or manipulate an object with up to 5 lbs. of force. [Temporary (rounds)]
+1: +10 lbs. of force
Notes
- Each creature being directly affected is entitled a Will save to avoid the effects each round, and may attempt to make a Strength check to resist the effects for that round.
- The mystic must concentrate (a move-equivalent action) to change the speed or direction of a controlled object.
- Kinetics on objects or persons can be warded normally. To change the position of a warded object, the mystic must concentrate on the warded effect. Creatures affected by Kinetics may move normally unless the mystic is concentrating on the effect.
1: Deal 1d6 sonic damage. [Instantaneous]
+1: +1d6 damage
1: Increase movement rate by +5 ft. [Temporary (rounds)]
+1: +5 ft movement rate
Kin 2 + Div 2: Target weapon gains a +1 homing bonus to hit. [Temporary (rounds)]
+2 Kin, +2 Div: +1 homing bonus