**Don't Move.** You can spend 4 voice points as a bonus action or as a reaction to a hostile action you can see. A creature within 60 feet of you of your choice must succeed in a Charisma saving throw, DC 18, or become unable to perform any activity requiring physical movement, as determined by your DM, until the beginning of your next turn.
**Return.** You can spend 8 voice points as a bonus action or as a reaction to an enemy within 60 feet of you moving or taking any Action (Action, Bonus Action, Free Action) or Reaction to force the enemy to disappear. The enemy must succeed a Charisma saving throw or disappear.
**Run Away.** You can spend 2 voice points of energy as a bonus action or as a reaction to a creature moving within 60 feet of you; you can make them run away as far as possible. You force one target within range to succeed a Charisma saving throw or be forced to take the dash action and immediately run as far as possible from you (even if it was outside their turn). This allows them to spend the movement of their next turn in case it wasn't their turn.
**Sleep.** You can spend 4 voice points as a bonus action to cause a creature within 60 feet of you to fall into a deep slumber. They must make a Charisma saving throw. DC 18 On a failure, they are knocked unconscious for 1 minute, this can be ended early by them receiving damage or a creature spending their action to awaken them.
**Blast Away**. You can spend 4 voice points as a bonus action to make a creature within 60 feet of you launch back. They must succeed a Charisma saving throw or be thrown back 10 times your Charisma modifier (minimum of 1) feet back, taking 1d12 force damage per 10 feet traveled.
**Explode.** You can spend 8 voice points of energy as a bonus action to make a creature within 60 feet of you explode from the inside out. They must succeed a Charisma saving throw or receive 6d8 in fire damage equal to your Charisma modifier added twice (minimum of 2). If they fail by 5 or more, they receive First Degree Burns.
**Plummet.** You can spend 6 voice points as a bonus action to make one creature within 60 feet of you become incapacitated by a great field of gravity affecting them. They must succeed a Charisma saving throw or receive 8d8 damage and are knocked prone enemy incapacitated until the beginning of your next turn.
**Get Crushed.** You can spend 10 voice points as a bonus action to implode a creature within 60 feet of you. They must succeed on a Charisma saving throw or lose an amount of hit points in d12s equal to your Charisma modifier added twice (minimum of 2), and have disadvantage in Strength, Dexterity, and Constitution saving throws until the beginning of your next turn. This counts as damage for the sake of anything that requires you to take damage. If they fail this by 5 or more, they are also incapacitated for the duration.
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