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- Lv 1 Seishin
- Accel 1 Increases movement by 3 for one turn.
- Alert 1 You are considered to roll a natural 20 on your next Reflex Save.
- Attune 1 You grant one ally the effects of the Strike Seishin.
- Focus 1 Increase your Reflex save and To-Hit rolls by your Will Bonus for one turn.
- Guard 1 For the next turn, You Roll Toughness saves with an additional bonus equal to your Will Bonus.
- Invincible 1 The next time you take damage, you are considered to have rolled 1 under the Target DC.
- Mercy 1 If your next attack would kill or Destroy your opponent, it instead disables them.
- Rage 1 Your next attack is a critical hit (if it hits) is a confirmed Critical Hit. This does not stack with Valor or Soul.
- Scan 1 Reveals targeted opponent's Reflex, Toughness, and movement. The Targeted Opponent takes a -1 Penalty to Reflex for the next turn.
- Strike 1 Your next attack hits your opponent automaticly, Unless they use the Alert Seishin. You must still roll a d20 for Autofire damage and Threat.
- Trust 1 One ally may heal up to 2 Damage conditions, starting with the most severe first.
- Vigor 1 You may heal up to your 1/2 your Will Bonus Damage conditions, starting with the most severe first.
- Lv 2 Seishin
- Assail 1 You may use Full Round Action Weapons as a Standard Action.
- Devote 1 Grants an ally 1 FP.
- Faith 2 Heal all of an allies Damage Conditions
- Fury 1 Nullifies enemy's defensive abilities/defensive support
- Guts 2 Heal all of your Damage Conditions
- Pester 2 Reduces all enemy accuracy by your Will Bonus for 1 turn.
- Snipe 1 Increases all weapons' range by 2. (Expect AoE and Range 1 weapons.)
- Bonds 2 Heals Will Bonus Damage conditions on all allies.
- Valor 1 Your next attack's damage bonus (DC-15) is doubled. This does not stack with Soul or Rage.
- Lv 3 Seishin
- Enable 2 Allows an ally that has already acted to take an additional Standard action on their next turn.
- Love 3 Gain the benefits of the folloing Seishins: Accel, Strike, Alert, Valor, Spirit, Gain, and Luck
- Courage 3 Gain the benefits of the folloing Seishins: Accel, Strike, Invincible, Valor, Spirit, and Fury
- Soul 2 Your next attack's damage bonus (DC-15) is multiplied by 2.5. This does not stack with Valor or Rage.
- Zeal 2 Allows you to take an additional Standard Action this turn.
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