Crux Oscillations

## Oscillations

Investing essence between oscillations is a swift action. You can move a number of points up to your capacity each round in this way.

The DC of any oscillations referencing a saving throw is 10 + half your crux level + your Constitution modifier.

### Axiom of Assured Destruction

When you invest 2 or more points of essence in this ability while channeling opposition, you can choose not to roll your duality strike damage dice and instead treat each die as having rolled the invested amount, to the maximum value of each die.

### Brightly Burning

Choose one damage type from a planar opposition you have chosen for channel opposition. When you invest 2 points of essence in this ability, damage you deal of the chosen type always deals at least half damage, even if the target has resistance or immunity to that damage type. Effects such as evasion and greater evasion can still reduce the damage further. You may choose this oscillation more than once. Each time this oscillation is chosen, you select another descriptor and energy damage type to apply it to.

### Calcifying Earth

Requires the air & earth opposition. As your essence accumulates, so does a layer of elemental earth crystals and salts, granting you a +1 enhancement bonus to natural armor. When you invest essence in this oscillation, increase its bonus by +1 for every point of essence invested.

### Channel Conduction

You can channel your energy through a melee weapon, natural attack, or unarmed strike. If you do, the attack is resolved as a standard melee weapon attack, and the duality strike damage is considered bonus damage.

### Chaotic Energy

When you invest 2 points of essence in this ability, you deal a random type of damage, instead of the damage type of your channeled opposition. The damage dice also increase to d8, regardless of their normal type and size.

Roll 1d8: 1 = Fire damage, 2 = Cold Damage, 3 = Electricity damage, 4 = Acid damage, 5 = Sonic damage, 6 = Negative Energy damage (or healing), 7 = Positive Energy damage (or healing), 8 = Untyped [Mind-Affecting] damage.

### Cloudstrike, Lesser

When you invest 2 points of essence in this ability while channeling opposition, and you miss with a duality strike after shifting energy types, your target still takes damage of the opposite type equal to half the damage you would have dealt on a hit. A successful Reflex save negates this damage.

### Cloudstrike, Improved

Requires 7th level and the lesser cloud strike oscillation. When you invest 3 points of essence in this ability while channeling opposition, and you miss with a duality strike after shifting energy types, your target still takes damage of the opposite type equal to the full damage you would have dealt on a hit. A successful Reflex save halves this damage.

### Consuming Opposition

When you invest 2 points of essence in this ability while channeling opposition, you gain the benefit of both evasion and stalwart, but only against effects with a descriptor or damage type matching your channeled opposition. If your saving throw against such an effect succeeds, you gain 1 temporary essence point.

### Decaying Dissonance

Requires negative energy & positive energy. When you invest 2 or more points of essence in this ability, and deal negative energy damage to a creature, that creature takes a –1 penalty to all saving throws per 2 essence invested. A successful Fortitude save negates the penalty, which otherwise lasts until you dismiss it, or up to 1 minute per crux level.

### Emboldening Duality

Requires the negative energy & positive energy opposition. When you heal a creature for at least 1 damage with a crux spell or ability, any extra healing received beyond its maximum hit points becomes temporary hit points that last for up to 1 minute per crux level. A creature that currently possesses temporary hit points from any source cannot benefit from this oscillation.

### Enduring Opposition

When you invest 2 points of essence in this ability while channeling opposition, you gain resistance equal to your crux level to the damage types dealt by your current channeled opposition. This resistance stacks with any existing resistances you may have from other sources.

### Flaring Combustion

Requires the fire & water opposition. When you invest 1 or more points of essence in this ability while channeling opposition, and deal fire damage to a creature, that creature catches fire, burning for 1d6 fire damage +1 fire damage for each point invested every round for a number of rounds equal to your crux level, or until they put it out. A successful Reflex save negates the burn.

### Kinetic Discharge

Choose one utility wild talent from the kineticist that matches your channel opposition energy type and has an appropriate effective spell level. You can use that talent as long as you have temporary essence remaining equal to or greater than its burn cost (minimum 1). In addition, you can choose additional utility wild talents with discharge in place of spells.

### Manifest Opposition

Choose one veil from any veilweaving class that matches your channel opposition energy type and has an appropriate effective spell level. You can shape that veil. Your effective veilweaving level is equal to your crux level.

### Merge Opposition

Requires the manifest opposition oscillation. If the veil you chose with manifest opposition can be bound to a hand, foot, or head chakra you can now bind it to one of those chakras.

### Ranged Opposition

When you invest 2 or more points of essence in this ability while channeling opposition, your duality strike can be used as a ranged touch attack out to 30 feet. If you also have the opposed conduction oscillation, you can apply the damage to ranged weapon attacks made against targets up to 30 feet away. For every point invested beyond 2, increase the range by 10 feet.

### Slowing Chill

Requires the fire & water opposition. When you invest 1 or more points of essence in this ability while channeling opposition, and deal cold damage to a creature, that creature takes a penalty to its Dexterity equal to your investment for up to 1 minute per crux level. A successful Fortitude save negates the penalty.

### Stability

The first time each round that you do not use a free action to alternate energy between duality strikes you make does not incur a point of essence burn.

### Weakening Fumes

Requires the air & earth opposition. When you invest 1 or more points of essence in this ability while channeling opposition, and deal acid damage to a creature, that creature takes a penalty to its Strength equal to your investment for up to 1 minute per crux level. A successful Fortitude save negates the penalty.

### Zephyr Speed

When you invest 1 or more points of essence in this ability while channeling opposition, increase the speed of all forms of movement you may have by 10 feet + 5 feet per point invested beyond the first.

## Greater Oscillations

### Arcing Sparks

When you invest 2 or more points of essence in this ability while channeling opposition, and deal electricity or fire damage to a creature, half that damage arcs to an additional creature within 30 feet of that target for every 2 essence invested. You must make a ranged attack roll for each arc you create to hit a new target.

### Cloudstrike, Greater

Requires the lesser cloudstrike and improved cloudstrike oscillations. You can invest 4 points of essence in this ability while channeling opposition to skip your first attack roll with duality strike after shifting energy types. If you do, you instead force the target and each creature in a 15-foot cone behind its space to take damage equal to the damage you would have dealt with your attack. A successful Reflex save halves this damage. Subsequent attacks made during that round still take penalties as if you attacked with the first.

### Deafening Thunder

When you deal electricity damage to a creature with a crux spell or ability, you deal additional sonic damage equal to the total dice of electricity damage dealt. Additionally, creatures that take electricity damage from your duality strike must succeed at a Fortitude save or become deafened.

### Imbued Combustion

You leave a smoldering ember on a creature that takes fire damage from your duality strike. At the start of your next turn, that creature, and each creature within 5 feet of it, takes your duality strike fire damage again. A successful Reflex save halves the damage, and any cold damage dealt to the creature before the start of your next turn reduces your smoldering ember damage by the same amount (minimum 0), and you can only have one smoldering ember on a creature at one time. You can increase the radius of the explosion by 5 feet for every 1 point of essence you invest in this ability on the same round you leave a smoldering ember on your target.

### Lingering Corrosion

When you deal acid damage to a creature with a crux spell or ability, you deal half that damage again to the creature at the start of your next turn. When you invest 1 or more points of essence into this ability, its duration increases by 1 round for each.

### Oppressive Aura

When you invest 3 or more points of essence in this ability while channeling opposition, you gain an aura of one type of energy you channel. The radius of this aura is 10 feet + 5 feet for every point invested beyond 3.

A creature that enters or starts its turn in the aura takes damage equal to the total dice of damage your duality strike can deal. If that creature’s alignment opposes your damage type, it also takes a –1 penalty to all attacks, saving throws, and skill checks. This penalty increases by 1 for every point invested beyond 3.

A successful Will save deals half damage and negates the penalty for 1 round.

### Rapid Rotations

You can use expanded opposition or trinity opposition as a swift action.

### Vampiric Duality

When you deal negative energy damage to a creature with a crux spell or ability, you can take 1 point of essence burn as a free action and heal yourself for an amount of damage up to the total dealt.

### Vital Duality

When channeling positive energy, you can take 1 point of essence burn as a standard action and restore a creature to life that has been dead for no more than 1 round. This functions as the breath of life spell.

### Wings of the Zephyr

Requires the zephyr speed oscillation. You gain a fly speed equal to your zephyr speed bonus with perfect maneuverability.