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Weight

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration Concentration, 1 Minute

(Curse) You choose a creature within range and attempt to change their relationship to gravity. The target must succeed on a Constitution saving throw or suffer one of the following effects of your choice for the duration (save ends at end of turn):

Gravitas. The target’s speed is reduced by 20 feet (to a minimum 0 feet).

Levitas. At the start of each of their turns, the target rises vertically 5 feet. When the effect ends, the target begins to fall. A creature can choose to fail their saving throw against this effect. A creature with a flying speed automatically succeeds on their saving throw unless they choose to fail. A creature that can reach a fixed object can attempt a Strength saving throw to hang on and avoid rising.

The Changed Enchantment

Truth

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration 10 Minutes

(Curse) You target up to three creatures you can see within range, each of which must make a Charisma saving throw. On a failed save, you know when the creature speaks, writes, or otherwise communicates a lie for the duration. You know whether each creature succeeds or fails on their saving throw.

The Changed Enchantment

Blast

  • casting time 1 Action
  • range Self (40 ft sphere)

  • components V, S
  • duration Instantaneous

(Curse) Once per long rest, you unleash an explosion of mental force from your location. Each creature in a 20-foot- radius sphere centred you must make a Dexterity saving throw. On a failed save, a target takes 6d6 force damage and is pushed 10 feet away from the centre of the area. On a success, a target takes half as much damage and isn’t pushed.

The Changed Conjuration

Sight

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 1 Hour

(Curse) You touch a willing creature and give them one of the following senses for the duration:

The target gains darkvision out to a range of 60 feet.

The target gains tremorsense out to a range of 10 feet.

The target can sense the presence of psionics within 30 feet of them. If the target senses psionics in this way, they can use an action to see a faint aura around each visible creature or object within 30 feet of them that bears psionic power. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

The Changed Enchantment

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

Share

  • casting time 1 Reaction
  • range 30 ft

  • components V, S
  • duration

(Curse) When you take damage may use your reaction to psionically reach out toward a target creature, letting them share your pain. That creature must make a Wisdom saving throw, taking 1d12 psychic damage on a failed save, or half as much damage on a successful one.

The Changed Enchantment

Rewrite

  • casting time 1 Action
  • range 5 ft

  • components V, S
  • duration Concentration, 10 Minutes

(Curse) You bend a small portion of reality to target a Tiny mundane object within range that isn’t carried or worn by another creature. For the duration, that object is transformed into another Tiny mundane object of your choice, which must be of the same or lesser value as the original.

The Changed Enchantment

Repel

  • casting time 1 Action
  • range 20 ft

  • components V, S
  • duration Instantaneous

(Curse) You choose a Medium or smaller creature or object that you can see within range, then telekinetically force that target away from you. An object you target must weigh 300 pounds or less and can’t be carried or worn by another creature.

A target creature must make a Strength saving throw (objects automatically fail this save). On a failed save, you move the target up to 30 feet in any direction, including up. On a success, you move the target 5 feet in any direction. A target moved up begins to fall as soon as that movement ends. A creature can choose to fail the saving throw.

The Changed Conjuration

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Read

  • casting time 1 Action
  • range 60 ft

  • components S
  • duration Concentration, 1 Minute

(Curse) Choose a creature within range that you can see. For the duration, you learn the surface thoughts of that creature—what is most on their mind in that moment. While reading the target’s mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, or Persuasion) checks made to assess or influence the target.

A creature that has an Intelligence of 3 or lower, or which doesn’t speak any language, can’t be targeted by this power.

The Changed Enchantment

Pulse

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, 10 Minutes

(Curse) Waves of force emanate from you, hindering the movement of nearby enemies. Each creature treats the area within 15 feet of you as difficult terrain. Whenever a creature ends their turn within 15 feet of you, you can attempt to trip that creature (no action required). The target must succeed on a Strength saving throw or fall prone.

The Changed Conjuration

Pierce

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

(Curse) One creature you can see within range must make an Intelligence saving throw. On a failed save, the target takes 1d10 psychic damage.

The Changed Conjuration

Shift

  • casting time 1 Bonus Action
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) Choose one creature other than you that you can see within range, and that isn’t grappled or restrained. The target must succeed on a Strength saving throw or be moved 5 feet in a direction of your choice. The target can choose to fail this saving throw.

The Changed Conjuration

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

Jaunt

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Curse) You bend the space of your environment for an instant, allowing you or one willing creature you touch to teleport to an unoccupied space you can see within 30 feet of you. If you target another creature, they do not need to be able to see the destination.

The Changed Enchantment

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Iron

  • casting time 1 Action
  • range Self

  • components V, S, Consumes Crystal
  • duration Concentration, 10 Minutes

(Curse) Your skin turns into hard, dark metal, granting you the following benefits for the duration:

You gain 15 temporary hit points. If any of these temporary hit points remain when the power ends, they are lost.

Your AC increases by 2.

You can take the Attack action to make up to two unarmed strikes. Each strike is a psionic melee weapon attack that uses your manifestation ability for attack rolls instead of Strength or Dexterity. On a hit, the target takes bludgeoning damage equal to 1d10 + your manifestation ability modifier instead of the normal bludgeoning damage for an unarmed strike.

The cursed crystal is consumed upon use.

The Changed Enchantment

Move

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) When you manifest this power, pick one of the following options:

Manipulate Object. You manipulate one object with movable parts within range. For example, you could open or close a door, pull a lever, or play a few notes on a harpsichord.

Move Object. Choose one object that weighs 5 pounds or less within range. You move that object up to 30 feet, including up, but not beyond the range of this power. An object moved up begins to fall as soon as that movement ends.

Object Attack. Pick one object that weighs 5 pounds or less within range, and one creature within range. You hurl the object at the creature, making a ranged power attack. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, depending on the nature of the object.

The Changed Conjuration

Influence

  • casting time 1 Bonus Action
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) Choose one creature within range, then make a Charisma check to influence or entertain that creature, making use of appropriate skills as the GM allows. Touching the mind of the target grants you advantage on the check, which carries no additional supernatural power.

If you fail the check, the creature realizes that you attempted to use psionics to influence their mood, and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways at the GM’s discretion, depending on the nature of your interaction with them.

Creatures that can’t be charmed are immune to this effect.

The Changed Enchantment

Illuminator

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 Hour

(Curse) You create a focused 30-foot cone of bright light, which has sharp edges and gives off no dim light. You can change the colour of the light and can turn it on and off as you desire (no action required).

The Changed Illusion

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

Elsewhere

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) You target three creatures you can see within range, then attempt to violently teleport them away. Each creature must make an Intelligence saving throw. On a failed save, a target is teleported up to 30 feet to an unoccupied space you can see, and their speed becomes 0 until the start of your next turn.

The Changed Enchantment

Disappear

  • casting time 1 Action
  • range Touch

  • components S
  • duration Concentration, 1 Round

(Curse) You send a ripple of psionic energy through a willing creature you touch. Until the end of your next turn, the target is invisible, as is anything they wear or carry as long as it is on their person.

The Changed Illusion

Concussion

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) You slam a field of invisible force down upon a creature you can see within range, which must make a Strength saving throw. On a failed save, the target takes 1d4 force damage and is knocked prone.

The Changed Transmutation

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Clarity

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration, 1 Minute

(Curse) You touch one creature and help them enter a state of intense focus. For the duration, the target has advantage on ability checks and attack rolls.

The Changed Enchantment

Apparition

  • casting time 1 Action
  • range 60 ft

  • components S
  • duration Concentration, 1 Minute

(Curse) You create a sound or an image that only you and one creature within range perceive. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a creature’s roar, a musical instrument, or any other sound you choose.

If you create an image, it must fit within a 5-foot cube and can’t move. The image can’t create any effect that influences a sense other than sight. The image disappears if the perceiving creature touches it.

The Changed Illusion

Believe

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration 1 Round

(Curse) Choose one creature you can see within range, which must succeed on a Wisdom saving throw or gain a new belief until the end of their next turn. This new belief determines how the creature acts on their turn, and is chosen from the following options:

Chasm. The target believes that a yawning chasm opens beneath them, causing them to fall prone. While prone in this way, the target can’t willingly stand up.

Disaster. The target believes the world is ending, and takes the Dash action to flee in a random direction.

Enemies. The target believes their allies are their enemies, moving toward their closest ally and making a melee attack against them. If the target can’t reach an ally, they do nothing on their turn.

The Changed Illusion

Bolster

  • casting time 1 Reaction
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Curse) When a creature within 30 feet of you makes a saving throw you can use your reaction to Bolster them.

You psionically strengthen the body and mind of the creature making the saving throw, giving them advantage on the save.

The Changed Enchantment

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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