### 1-Star Mantras Available from **Level 1** ### 2-Star Mantras Begin appearing at **Level 5** ### 3-Star Mantras Begin appearing at **Level 9** --- # 1-STAR MANTRAS --- ## Dash **Type:** Mobility **Cost:** 1 Momentum + 2 Ether **Action**: Bonus Action **Cooldown:** 2 rounds Propel yourself up to **6 meters** in a straight line. - Does not provoke opportunity attacks. - Can pass through enemy spaces (cannot end inside them). ## Slide **Type:** Mobility **Cost:** 1 Momentum + 1 Ether **Action:** Bonus Action **Cooldown:** 1 round Lower profile and slide **4.5 meters**. - Counts as half-cover. - Can pass under obstacles or through narrow spaces. - If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks. ## Wall Jump **Type:** Mobility **Cost:** 1 Momentum + 1 Ether **Action:** Bonus Action (when adjacent to vertical surface) **Cooldown:** 1 round Kick off a wall and move up to **6 meters** in any direction. - Does not provoke opportunity attacks. - Resets fall distance if used mid-fall. ## Ground Slam **Type:** Combat **Cost:** 2 Momentum + 2 Ether **Activation:** Action (must be airborne) **Cooldown:** 2 rounds Descend rapidly to a point within 6 meters below you. On impact: - 1d8 Blunt damage in 3m radius - 2 Posture damage to all hit - You take no fall damage ## Vector Step **Type:** Mobility **Cost:** 1 Momentum + 1 Ether **Action:** Reaction (when targeted by melee) **Cooldown:** 3 rounds Shift 4.5 meters sideways before the attack resolves. - Gain +2 to Dodge for that attack. --- # 2-STAR MANTRAS --- ## Overrun **Type:** Combat **Cost:** 3 Momentum + 2 Ether **Action:** Action Charge 6 meters in a straight line. - First target hit takes **2d8 Blunt** - Takes 4 Posture damage - You continue moving past them. Cannot be used if you have less than 5 momentum. ## Airstep **Type:** Support **Cost:** 2 Momentum + 2 Ether **Action:** Bonus Action Create a brief mid-air platform. - Move 3 meters in any direction while airborne. - Dash and Wall Jump Cooldowns are reset. ## Lift Vector **Type:** Mobility **Cost:** 3 Momentum + 2 Ether **Action:** Bonus Action **Cooldown:** 4 rounds Launch upward up to 9 meters vertically. - Does not provoke opportunity attacks. ## Flow Reset **Type:** Support **Cost:** All Momentum **Action:** Bonus Action **Cooldown:** 5 rounds Stabilize your kinetic systems. - Immediately lose all Momentum - Regain 1 posture + 2 ether for every momentum spent ## Kinetic Redirect **Type:** Combat **Cost:** 2 Momentum + 2 Ether **Action:** Bonus Action **Cooldown:** 2 rounds After hitting with a melee attack: - Roll a strength throw against the target. If successful, push the target **3 meters** in a direction of your choice. - Deals +3 Posture damage. - This Posture damage is doubled if the target hits an obstacle. --- # 3-Star Mantras --- ## Rebound Strike **Type:** Combat **Cost:** 5 Momentum + 3 Ether **Action:** Action **Cooldown:** 5 rounds Strike and ricochet off your target. - Deal 2d8 Blunt + 4 Posture. - Immediately move 6m in any direction. - If you collide with a surface, you may Wall Jump without spending Momentum. ## Spinal Breaker **Type:** Combat **Cost:** 4 Momentum + 3 Ether **Action:** Action **Cooldown:** 4 rounds Launch forward in a corkscrew line 6 meters long. - Each creature in the line takes 2d8 Slash. - Each takes 2 Posture damage. - You end at the farthest valid space. - If you hit at least 2 enemies, gain +2 Momentum. ## Terminal Flow **Type:** Support **Cost:** 6 Momentum + 4 Ether **Action:** Bonus Action **Cooldown:** 6 rounds For 3 rounds: - The first Momentum mantra each round costs 1 less (minimum 1). - First time you gain Momentum each round, gain +1. When this ends: - Lose 3 Momentum. ## Wallrun Protocol **Type:** Mobility **Cost:** 4 Momentum + 3 Ether **Action:** Bonus Action (must be adjacent to vertical surface) **Cooldown:** 4 rounds Engage traction spikes and run along a vertical surface for up to **9 meters**. - You may move horizontally along the wall. - You may ascend or descend up to 4.5 meters during the run. - You do not provoke opportunity attacks during this movement. - You must end on a valid surface (wall, floor, or ledge). If you attack during the wallrun: - Gain +1 Momentum. - Your attack gains +2 Posture damage.