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MYSTIC CURE

  • casting time Standard Action
  • range Touch

  • components
  • duration Instantaneous

Saving Throw: Will half (harmless), Spell Resistance: yes (harmless)

If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. You can transfer any number of your own Hit Points to the target, healing the target that amount.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier 6th: 11d8 + your Wisdom modifier

***Additional Information on pg380 CRB***

Conjuration (healing)

KEEN SENSES

  • casting time Standard Action
  • range Touch

  • components
  • duration 1 minute/level

Targets: one creature

Saving Throw: Will negates (harmless), Spell Resistance: yes (harmless)

The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell.

Transmutation

MIND THRUST

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration Instantaneous

Mind-affecting

Targets: One creature

Saving Throw: Will half, Spell Resistance: yes

This spell has no effect on creatures without an Intelligence score.

1st: Deals 2d10 damage to the target.
2nd: Deals 4d10 damage to the target.
3rd: Deals 7d10 damage to the target.
4th: Deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: Deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: Deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw

Divination

DETECT THOUGHTS

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration Concentration

Mind-affecting


Targets: up to one creature/level, no two of which can be more than 30 ft. apart

Saving Throw: Will negates, Spell Resistance: no

Each round, you concentrate on one target within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth or uncover unintentional inaccuracies, and it doesn’t necessarily reveal evasions. Each round, you can concentrate on a different target.

Divination

TELEKINETIC PROJECTILE

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration Instantaneous

Targets: one object and one creature

Saving Throw: none, Spell Resistance: no

You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you

Evocation

STABILIZE

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration Instantaneous

Targets: one living creature

Saving Throw: Will negates (harmless), Spell Resistance: yes (harmless)

If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.

Conjuration (healing)

HEALING TOUCH (SU)

  • casting time Standard Action
  • range Touch

  • components
  • duration Concentration

Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Racial Ability

DAZE

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration 1 round

Compulsion, mind-affecting

Targets: one humanoid creature of CR 3 or lower

Saving Throw : Will negates, Spell Resistance: yes

This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Enchantment

DETECT MAGIC

  • casting time Standard Action
  • range 60ft

  • components
  • duration Concentration

Area: cone-shaped emanation

Saving Throw: none, Spell Resistance: no

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.

Divination

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FATIGUE

  • casting time Standard Action
  • range Touch

  • components
  • duration 1 round/level

Targets: one creature

Saving Throw: Fortitude negates, Spell Resistance: yes

You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn’t provoke attacks of opportunity

Necromancy

PSYCHOKINETIC HAND

  • casting time Standard Action
  • range 25 ft. + 5 ft./2 levels

  • components
  • duration concentration

Targets: One unattended object of no more than 10 lbs. or 1 bulk

Saving Throw: none, Spell Resistance: no

You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Transmutation

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