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Sense

  • casting time 1 Bonus Action
  • range Self

  • components S
  • duration Instantaneous

(Curse) You make a Wisdom (Perception) check to detect hidden creatures, doors, objects, or traps in your immediate surroundings, focusing your senses psionically to grant you advantage on the check.

The Changed Enchantment

Thought

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration 1 Round

(Curse) You choose a creature within range that you are aware of and send them a telepathic message of up to twenty- five words, or a single visual image that can include no more than twenty-five words. The target can then send a message of up to twenty-five words back to you before the start of your next turn.

Your telepathic message and its response can pass through solid objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks them. The messages don’t have to follow a straight line, and can travel freely around corners or through openings.

The Changed Enchantment

Bolt

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

(Curse) You shoot forth a purple beam of psychic force to strike a creature or object in range. Make a ranged power attack against the target. On a hit, the target takes 1d6 force damage, and if they are Large or smaller, they are pushed 5 feet away from you.

The Changed Conjuration

Accelerate

  • casting time 1 Bonus Action
  • range Touch

  • components V, S
  • duration 1 Minute

(Curse) You touch a willing creature to cause their speed to increase by 10 feet until the end of your next turn.

The Changed Enchantment

Coerce

  • casting time 1 Bonus Action
  • range 30 ft

  • components V, S
  • duration 1 Hour

(Curse) You attempt to psionically charm a Humanoid you can see within range. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting them. If they fail the saving throw, the target is charmed by you for the duration or until you or your companions do anything harmful to them. The charmed creature regards you as a friendly acquaintance, but this doesn’t mean the creature will do whatever is asked of them. When the power ends, the creature knows they were charmed by you.

The Changed Enchantment

Crush

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration Concentration, 1 Round

(Curse) One creature you can see within range is held in your telekinetic grip, and must make a Strength saving throw. On a failed save, the target takes 2d8 force damage and their speed becomes 0 until the start of your next turn. On a success, the target takes half as much damage and their speed isn’t reduced.

The Changed Conjuration

Guise

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 Hour

(Curse) You project a psionic appearance over your own body, transforming yourself into any creature you have encountered that is your size, though none of your statistics change . You can also change the appearance of any gear you wear or hold when you manifest this power .

Your changed appearance fails to hold up to physical inspection . For example, if you use this power to become a mastiff, any object passing directly over the image of the mastiff will bump into you while seemingly in midair, and anyone who pets the mastiff would feel your body .

To discern that you are disguised, a creature can use an action to inspect your appearance and succeed on an Intelligence (Investigation) check against your Performance or Deception check.

The Changed Illusion

Extinguish

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

(Curse) Choose one creature, object, or psionic effect within range. Any power on the target ends.

The Changed Abjuration

Choke

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration Concentration, 1 Minute

(Curse) You attempt to crush an enemy in your telekinetic grip.

One Large or smaller creature of your choice that you can see within range must make a Dexterity saving throw. On a success, the target takes 1d6 force damage.

On a failure, the target is restrained for the duration (save ends at end of turn). A creature restrained in this way takes 1d6 force damage at the start of each of their turns. The power ends if the target is ever outside the power’s range or if they have total cover from you.

The Changed Conjuration

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