Spirit User Neutral Abilities

#### Magnetism:

Magnetism allows for the user to make their stand magnetic, of course this means it only work on magnets, and magnetic metals. (I.e., Iron). This effect lasts for (spirit user level) \* 3 seconds and has a range of (RAN) \* 10 feet. The strength of the magnet is based on POT,

E = magnetise tiny objects

D = magnetise small objects or 2 tiny objects

C = magnetise 2 small objects or 3 tiny objects

B = magnetise 2 small objects, 4 tiny objects, or a large object

A = magnetise 3 small objects, 5 tiny objects, or 2 large objects

yes, you can magnetise objects that are being worn or carried.

#### Invisibility:

Makes you invisible, +POT modifier to stealth checks and advantage on stealth checks

#### Launch:

launch a target into the air, with no braking. What you can launch is based on your POT and your height of launch is based on POW.

E POT = small objects, E POW = 2 feet

D POT = small and medium objects, D POW = 5 feet

C POT = small and medium objects and small creatures, C POW = 7 feet

B POT = small, medium, large objects and small and medium creatures, B POW = 10 feet

A POT = small, medium, large objects, and 2 small or medium creatures, A POW = 15 feet

### B rank:

#### Soul unbound:

soul unbound allows the user to leave their body, creating a temporary body for the soul. This means the physical form is weak while you are not in it, but you are invincible yourself. You can stay in this form for POT minutes and can cancel at any time.

#### Air:

Air allows you to do 3 different things, create air projectiles, create windy areas, and create wind barriers. the strength of these things is based on your POT, and range is RAN \* 10 feet. The air projectile requires a ranged attack roll. Windy area is difficult terrain. The duration of wind barrier and windy area is POT \* 2 minutes

E = 1d4 air proj, 10 ft wind barrier has strength of paper, you can make 5 ft of windy area

D = 1d6 air proj, 15 ft wind barrier has strength of thin wood, you can make 10 ft of windy area

C = 1d8 air proj, 20 ft wind barrier has the strength of medium wood, you can make 15 ft of windy area

B = 1d10 air proj, 25 ft wind barrier has the strength of tree trunks, you can make 20 ft of windy area

A = 1d12 air proj, 30 ft wind barrier has strength of stone, you can make 30 ft of windy area

Each of these things take an action, you can't do them all at once.

### A rank:

#### Intangibly:

allows for the user to become intangible for POT minutes, this allows for the user to go through walls, flooring, ignore gravity, ignore any damage sources, gain dark vision up to 60 ft, and be able to talk still. However the user cannot pick up objects and attack unless they go back into physical form.

The user will return to physical form at their current location, NOT where they first activated the ability.

#### reality shift:

reality shift allows the user to change reality as they know it, this can do 5 different things.

Change the target of an attack (reaction)

Change the position of a creature (bonus action)

Change the action of a creature (action)

Counterspell a spell (reaction)

Change a creature's HP by 18 (action)

each of these things require a failure of a charisma saving throw from the target in question, unless they are willing. the DC is 8 + POT + prof bonus.

#### Clone (self):

Clone self allows you to make a direct clone of yourself that can take simple actions, such as "attack this creature" or "walk in this direction for 30 feet" etc. The action in question is at the discretion of the DM if there is a dispute on it being too complex or just right.

The clone is equipped with your equipment, however anything removed from the clone in any way disappears.

The clone lasts POT \* 5 hours.

#### Disease:

Force a creature to make a constitution saving throw, the DC is 10 + prof. bonus + POT, if they fail they are inflicted with a disease of choice from the list below:

Blinding blight: Blind the creature, disadvantage on DEX saves, advantage on attack rolls against the creature

Flesh rot: Disadvantage on constitution saving throws, double non-magic damage against the creature

Deaf disease: disadvantage on wisdom saving throws, double magic damage against the creature

Brain melt: Disadvantage on intelligence saving throw, movement halved, disadvantage when attacking

Bone Bane: Disadvantage on strength saving throws, damage when attacking halved.

Note that you can't use this ability again until

A. the inflicted creature is dead

B. a new day starts (the disease goes away after a day)