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Telekinetic Force

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

You smash a target creature or object you can see with your mental power. The target must succeed on a Strength saving throw or take 1d10 bludgeoning damage, and either be shoved 5 feet in a direction of your choosing or be knocked prone.
You can spend psi points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Crushing (2 psi points): The target is restrained until the end of its next turn if it fails its saving throw.
Hammering (1+ psi points): The target takes 1d10 bludgeoning damage for each point spent if it fails its saving throw.
Hurling (1-3 psi points): The target is shoved 10 feet in a direction of your choosing for each point spent if it fails its saving throw.
Zone of (1-3 psi points): You can target all creatures in a 5-foot radius of a point within range. The radius doubles for each point spent (5 feet, 10 feet, 20 feet).

Psion Psionic power

Mind Leech [1/3]

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous

You assault the mind of a target you can see within range, rending and devouring its psionic energy. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If the target is frightened, charmed, stunned, restrained, grappled, or paralyzed, the psychic damage becomes 1d12 instead. On a failed save, you gain a psionic charge of consumed power until the end of your next turn. You can expend this charge when you deal damage to deal additional damage equal to your Intelligence modifier, or consume this charge at the end of your turn to gain temporary hit points equal to your Intelligence modifier. You can spend only one charge at a time.
You can target the corpse of a recently perished creature with this power, as long as the target has died within the last minute and not been previously leeched by this power.
You can spend psi points up to your per use limit to add the following modifiers to Mind Leech (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Devouring (2 psi points): The range of Mind Leech becomes a radius of 5 feet, centered on you.
Nourishing (1 psi point): On a failed saving throw, you gain an additional

Psion Psionic power

Mind Leech [2/3]

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous

psionic charge.
Rending (1+ psi points): The target takes an additional die of damage (1d6 or 1d12 as applicable if they are under the effect of a listed condition) per psi point spent on a failed save.
Shredding (1 psi point): : You leave the target's mind and soul shredded, reducing their next saving throw before the end of your next turn by 1d4.
Stunning (3 psi points): On a failed saving throw, the target becomes stunned until the start of your next turn. If the power affects multiple targets, select one target for this effect.
Thieving (1 psi point): On a failed saving throw, you can draw a 5th level or lower spell the target can cast from its mind (from a Spellcasting or Psionics feature). You must be aware that it can cast that spell. The target retains the ability to cast the spell, but you gain the ability to cast the spell using your Psionics feature by spending psi points equal to the level of the spell (restricted by your psi point limit, you cant use Psionic Mastery to cast this spell). You can know one spell in this manner at a time, and retain the ability to cast the spell for 1 minute or until cast. If the spell is one that restores hit points, you reduce

Psion Psionic power

Mind Leech [3/3]

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous

your own hit points by the amount healed by the spell.

Psion Psionic power

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