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Lens

  • casting time 1 action
  • range 120 ft

  • components 0 Spell Points
  • duration Concentration, up to 1 hour

(Target: 1 creature or object) Light talents listed with the (lens) tag are talents that do not create light, but instead bend it or alter its properties. Placing a (lens) effect on an unwilling target requires a melee or ranged spell attack.

Augment (2 sp): The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Astral Touched Light

Glow

  • casting time 1 action
  • range 120 ft

  • components 0 Spell Points
  • duration 10 minutes

(Target: 1 creature or object ) You can cause an object or creature in range to glow for the duration, shedding bright light in a 5-foot radius sphere and dim light an additional 15 feet beyond that, which may be of any color you wish. This requires a melee spell attack or ranged spell attack. The object or creature becomes outlined with light, giving it disadvantage on Dexterity (Stealth) checks and negating all bonuses usually bestowed by invisibility, darkness, or similar effects.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must succeed on a spellcasting ability check against the sphere or spell save DC of the darkness effect’s caster. If they succeed, the darkness is countered and the Light effect functions normally. If they fail, the glow effect is countered and the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.).

Astral Touched Light

Brighten

  • casting time 1 action
  • range 120 ft

  • components 0 Spell Points
  • duration Concentration, up to 1 minute

(Target: 1 Glow you created ) You can cause any creature or object you have caused to glow that is within range to glow brightly, creating bright light in a 20-foot radius and dim light in an additional 20-foot radius. Unwilling targets can make a saving throw to prevent their glow from being brightened. Both radii increase by 10 feet at 5th (30-foot radius), 11th (40-foot radius), and 17th level (50-foot radius).

Augment (1 sp): You can target a number of glows equal to your proficiency bonus.

Astral Touched Light

Bend Space

  • casting time 1 action
  • range Touch

  • components 0 Spell Points
  • duration Varies

(Target: Varies) Talents marked (space) grant you ways of bending and folding space. You must be touching the target or location to be affected.

Astral Touched Warp

Teleport

  • casting time 1 action
  • range Touch

  • components 0 Spell Points
  • duration Instantaneous

(Target: 1 creature) You can teleport yourself or a willing creature and anything up to the target’s carrying capacity to any place within 10 feet. You must have line of sight to your destination. The distance that you can teleport a target increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Augment (1 sp): The distance you can teleport a target increases to 30 feet at 1st level, 60 feet at 5th level, 90 feet at 11th level, and 120 feet at 17th level.

Talents marked (teleport) improve or grant you new ways of utilizing your teleport sphere ability.

Astral Touched Warp

Projectile

  • casting time 1 action
  • range 30 ft

  • components 0 Spell Points
  • duration Instantaneous

(Target: 1 creature or object in sight) You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below:

If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking. If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling.

Augment (1 sp): You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect.

Astral Touched Telekinesis

Levitate

  • casting time 1 action
  • range 30 ft

  • components 0 Spell Points
  • duration Concentration, up to 10 minutes

(Target: 1 creature or object that you can see ) You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases by 20 ft at 5th, 11th and 17th Lvl. The target remains suspended in that location until you decide to move it again or the effect ends.
Augment (1 sp): You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Augment (2 sp): This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall.

Astral Touched Telekinesis

Catch

  • casting time 1 action
  • range 30 ft

  • components 0 Spell Points
  • duration Instantaneous

(Target: 1 projectile or thrown object in sight) You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit.
Make a ranged spell attack contested by the attacker’s attack roll, if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate.

Augment (1 sp): You can reduce the casting time to 1 reaction.

Astral Touched Telekinesis

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