Technique-List:
1 - Point Techniques (Available at Character Level 1+)
2 - Point Techniques (Available at Character Level 3+)
Choose a creature that you can see within range to bind their bodies in chains made from radiant Ena-Energy. Using 2 Ena-Points, you can only affect humanoids, but using an additional three Ena-Points, you can affect any creature type. The target must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the technique's effects end on the target, as the chains shatter.
You may also, alternatively, use more than two Ena-Points to target one additional humanoid per Ena-Point, or more than five Ena-Points to target one additional monster of any type per Ena-Point.
If you drop the weapon or throw it, it dissipates at the end of the
turn. Thereafter, while the spell persists, you can use a bonus action
to cause the sword to reappear in your hand. When you use this technique using 3 or 4 Ena-Points, the damage increases to 3d8, and using 5 or 6, the damage increases
to 4d8.
Shadow-Snare (Shadow Exclusive) - 1 Action, Range: 30ft, Duration: Concentration, up to 1 minute
Three fake duplicates of yourself made from the same white Ena as your body appear in your space, also engulfing you in that same light. Until the technique ends, you emit 10 feet of bright and 10 feet of dim light, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which one is real. You can use your action to dismiss the duplicates.
Each time a creature targets you with an attack during the technique’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The technique ends when all three duplicates are destroyed.
The duplicates are physical and cannot be perceived as false until they're actually hit.
3 - Point Techniques (Available at Character Level 5+)
A radiant beam of Ena that is 80 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 of your chosen Ena-Type on a failed save, or half as much damage on a successful one.
The beam leaves behind a residue of energy that makes any creature that failed the saving throw easier to hit, giving advantage on the next attack role against any of these creatures. When you use this Ena Technique with more Ena Points, the damage increases by 1d6 for each additional Ena Point.
Ena-Counter - 1 Reaction, Range: 60ft, Duration: Instantaneous
You attempt to interrupt a creature in the process of using an Ena-Technique.
If the creature is using a technique and expends 3 points or less, its spell
fails and has no effect. If it is using a technique using 4 points or more, make an ability check using your Ena ability. The DC
equals 10 + the Ena Points spent on the technique. On a success, the creature’s technique fails
and has no effect. When you use this technique using additional
Ena-Points, you automatically end the
effects of a spell on the target if the technique's uses the same less
points than the amount of points you used for this technique.
Ena-Cancel - 1 Action, Range 60ft, Duration: Instantaneous
Choose any creature, object, or Ena-Effect effect within range. Any
Ena-Technique using 3 points or fewer on the target ends. For each technique using 4
points or more on the target, make an ability check using your
Eba ability. The DC equals 10 + the technique's level. On a
successful check, the technique ends. When you use this technique using additional Ena-Points, you automatically end the
effects of a spell on the target if the technique's uses the same less points than the amount of points you used for this technique.
Illumination - 1 Action - Range: 60ft, Duration: 1 Hour
A 60-foot-radius sphere of light spreads out from a point you choose
within range. The sphere is bright light of your Ena-Type's color and sheds dim light for an
additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell or Ena-Technique of 3rd level or lower, the spell or technique that created the darkness is dispelled or ends.
Energy-Veil (Moonlight-Exclusive) - 1 Action, Range: Touch, Duration: Concentration, 1 Hour
For the duration, the willing creature you touch has resistance to any one damage type of your choice, as well as all Ena-Damage except Daylight Ena of Shadow-Ena.
Sparking Burst (Starlight-Exclusive) - 1 Bonus action, Range: Self, Duration: Concentration up to 1 Minute
You cover a weapon you are holding in Starlight-Ena. For the duration,
it is considered magical and deals an additional 3d8 Starlight Ena
damage, until your hit, at which point the technique ends. On a hit, the creature you hit must succeed a Constitution Saving Throw or take an additional 1d8 points of Ena-Damage as the Ena dissipates in a burst of light, and goes prone, unable to get back up until your next turn.
You add another d8 to the damage roll with each additional Ena-Point you use when you use this technique.
Shadow-Sphere (Shadow Exclusive) - 1 Action - Range: 60 ft - Duration: Concentration, up to 10 minutes
Shadows of Ena spread from a
point you choose within range to fill a 15-foot-radius sphere for the
duration. The sphere of shadow spreads around corners. A creature with
darkvision can’t see through this darkness, and nonmagical light can’t
illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
Using an action, you can make a Melee Spell Attack against a creature that is within the Shadow-Sphere, dealing 4d6 Shadow-Ena damage on a hit, as the shadows sprout claws of shadow that scratch and claw at the creature.
If any of this technique's area overlaps with an area of light created by
a spell or Ena-Technique of 3rd level or lower, the spell that created the light is
dispelled. Ena-based and magical light of 4th level and higher dispels the Shadow-Sphere.
Steps of Light (Light-Walker Exclusive) - 1 Action, Range: 90ft , Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range that is Illuminated by light. Immediately after you disappear, a flash of light occurs, and each creature within 10 feet of the space you left must make a Dexterity saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn’t exceed what you can carry.
4 - Point Techniques (Available at Character Level 7+)
You create a wall of Ena on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage of your chosen Ena-Type that you can use, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 Ena damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Energy-Step - 1 Action, Range: 300ft, Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 150 feet".
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. Upon your arrival at the point you wish to teleport to, you can decide to deal 3d8 Ena Damage of your chosen Ena-Type that you have access to, to any creature within 10 ft of you (except the creature traveling with). It must make a constitution saving throw and takes half damage on a success.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you instead are teleported to a random spot on the ground within range and fall prone.
5 - Point Techniques (Available at Character Level 9)
You strike the ground, creating a burst of Ena that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 10d6 damage of an Ena-type that you have access to, and be blinded until the end of their next turn. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded.
A wave of comforting Daylight-Ena washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d10 + your Ena ability modifier, and ends one condition. The condition can be blinded, deafened, paralyzed, or poisoned
A shimmering red barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than celestials and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells, use Ena-Techniques or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Blinding Razor (Starlight-Exclusive) - 1 Bonus action, Range: Self, Duration: Concentration up to 1 Minute
You cover a weapon you are holding in Starlight-Ena. For the
duration,
it is considered magical and deals an additional 5d10 Starlight Ena
damage, until your hit, at which point the technique ends. On a hit, the
creature you hit must succeed a Constitution Saving Throw or take an
additional 2d8 points of Ena-Damage as the Ena dissipates in a burst of
light, unerringly blinding it for 1d4+1 rounds, unless it is immune to being blinded.
Engulfing Shadows (Shadow Exclusive) - 1 Action, Range: 90ft, Duration: Concentration, 1 Hour
Shadows wreathe around one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 Shadow-Ena damage on a failed save, or half as much damage on a successful one. On a failed save, the Shadow-Ena sticks to the target for the technique’s duration. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 Shadow-Ena damage on a failed save, and the technique ends on a successful one.
If damage from this technique reduces a target to 0 hit points, the target is completely engulfed and dissolved in the shadows, and the shadows disappear.
Flood of Light (Light-Walker Exclusive) - 1 Action, Range: Self, Duration: Instantaneous
You send a flood of the bright energy that makes up your body at one hostile creature you can see within range. Unless the target is a creature made from energy or etheral matter, it must make a Constitution saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a servant of light at the start of your next turn. It has the statistics of a zombie, except its attacks deal radiant damage, its creature type is "aberration" and has its undead fortitude replaced by "Fortitude of Light", which works similarly, but replaces any mentions of radiant-damage to Shadow-Ena. The servant pursues whatever creature it can see that is closest to it and is hostile to you. If you target a creature with this technique that is friendly to you, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
6 - Point Techniques (Available at Character Level 11+)
Persistent Energy-Beam - 1 Action, Range: Self (60ft), Duration: Concentration, up to 1 minute
A beam of brilliant Ena flashes out from your hand in a
5-foot-wide, 60-foot-line. Each creature in the line must make a
Constitution saving throw. On a failed save, a creature takes 6d8
damage if an Ena-Type that you have access to and is blinded until your next turn. On a successful
save, it takes half as much damage and isn’t blinded by this spell.
Energy-based creatures, Aberrations, and creatures that can use Ena have disadvantage on this saving throw.
You can create a new beam of Ena as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Touch of Life (Daylight-Exclusive) - 1 Action, Range: Touch, Duration: Instantaneous
You touch a creature that has died within the last 10 days. As long as it didn't die from old age, as long as the soul is willing, and as long as their body is intact, you return it to life at half of their HP. If it is missing limbs or body parts, they can be placed next to the stump to reattach them upon resurrection.
Resolute Moon (Moonlight-Exclusive) - 1 Action, Range: Self, Duration: Concentration, 1 Minute
You have resistance to all types of damage except Force, Bludgeoning, Piercing and Slashing for the technique’s duration. When you take damage that is NOT one of these types, you can use your reaction
to gain immunity against the
triggering damage. If you do so, the resistances end, and you have the
immunity until the end of your next turn, at which point the technique ends.
Unyielding Star-burst (Starlight-Exclusive) - 1 Bonus action, Range: Self, Duration: Concentration up to 1 Minute
You cover a weapon you are holding in Starlight-Ena. For the
duration,
it is considered magical and deals an additional 6d10 Starlight Ena
damage, until your hit, at which point the technique ends. On a hit, the
creature you hit must succeed a Constitution Saving Throw or take an
additional 3d8 points of Ena-Damage as the Ena dissipates in a burst of
light. If you roll above a 18 on the attack role, you crit, and, if the creature has a head, you decapitate it or smash its head in, killing it instantly, unless it has legendary resistances or multiple heads.
Bolt of Corruption (Shadow Exclusive) - 1 Action - Range: 60 ft - Duration: Instantaneous
Chose a creature within range. This creature will be struck with a bolt of aggressively spreading Shadow-Ena, dealing massive damage. A creature targeted by this spell must make a Constitution saving throw. On
a failed save, the creature takes 10d6 + 40 Shadow-Ena damage, or on a successful save, takes 5d6 Shadow-Ena Damage.
This technique can potentially turn the target into a Tirrdaka, as long as the target is a humanoid, and you declare that this technique is Non-Lethal. The target is
turned into a Tirrdaka if this damage leaves it with 0 hit points, and has all its racial abilities replaced with that of a Tirrdaka. Within the first week, this can be reversed by a sufficiently leveled Gleam of Restoration-technique, as well as a 6th Level Greater Restoration spell, or a Heal- or Regenerate-Spell. Otherwise, it's permanent and can only be reversed with a Wish-Spell.
If you make this technique do lethal damage, it leaves behind a 5ft square of corruptive Shadow-Ena for 1d4 hours next to the target's body. Any creature that touches it must make a constitution saving throw with a DC of 12 or start the process of being turned into a Tirrdaka. After an hour, it must repeat the saving thrown or be turned into a Tirrdaka permanently, replacing its racial features with that of a Tirrdaka.
Snow-White Shield (Light-Walker Exclusive) - 1 Action, Range: 60 feet, Concentration, up to 1 minute
You create a field of the same white light that your body is made from, that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
- Cover. The creature has half cover.
- Damage Resistance. The creature has resistance to all types of Ena-damage except Shadow.
- Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.