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P SIONIC s t RANSCENDE d the power of ki 106

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Psionics Transcended: The Power of Ki As the arcane mark sorcerer spell, except as noted here (see the Pathfinder Roleplaying Game Core Rulebook) Psychic mark must be cast on an object by a psion, prior to casting instant summons on the same object Psychic Reformation School: transmutation [telepathy, mind-affecting] Level: psion Display: auditory, mental, and visual Casting Time: 10 minutes Range: close (25 ft + ft./2 levels) Target: one creature Duration: instantaneous Saving Throw: none; Spell Resistance: no When this spell is cast, the subject can choose to spend its most recently gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level The subject can also choose to forget spells it acquired when advancing to its current level, replacing them with new ones The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the caster agree to pay the necessary XP before this spell is cast (see below) The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn‘t qualify or take crossclass skills as class skills Ki Cost: you must spend ki points to reformat choices made when the character reached her current level For each additional previous level into which the revision reached, the spell costs an additional ki points Psychic Turmoil School: abjuration [metacreativity] Level: shaper 5, cleric 5, sorcerer/wizard Display: mental and visual; Components: V, S, M Casting Time: standard action Range: close (25 ft + ft./2 levels) Area: 40-ft.-radius emanation centered on a point in space Duration: round/level Saving Throw: Will partial; see text; Spell Resistance: yes With this spell, you create an invisible field that leeches away the ki points of psionic characters standing within the emanation (including you if you are in the area) Nonpsionic characters are unaffected When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose ki point per two psionic levels (levels in classes that grant a ki pool) they have Characters that succeed on a Will save when they first encounter the emanation lose only half as many ki points (round down) each round Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell‘s area and later return Material Component: Five playing cards, which are torn in half when the spell is cast Psychic Turmoil, Greater School: abjuration [metacreativity] Level: shaper 7, cleric 7, sorcerer/wizard Duration: round/level As psychic turmoil, except you gain temporary hit point for each ki point the spell takes from a psionic creature The temporary hit points last for hour Psychic Vampire School: transmutation [psychometabolism] Level: egoist 4, psyker Display: mental Casting Time: standard action Range: touch Target: creature touched Duration: instantaneous Saving Throw: Fortitude negates; Spell Resistance: yes This spell shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent‘s spell If you cast this spell to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains ki points per power level from your foe The drained points simply dissipate Your touch attack, charged with psionic energy, is treated as an armed attack If you cast this spell to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the spell‘s benefit Against a spontaneous spellcaster that does not have a ki pool, levels of spell slots are drained away per power level All other creatures are stunned for 1d4 rounds Psychofeedback School: transmutation [psychometabolism] Level: egoist 5, psyker Display: visual Casting Time: standard action Range: personal Target: you Duration: round/level (D) You can readjust your body to boost one physical ability score at the expense of one or more other scores Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores All score decreases are treated as ability damage You can boost your Strength, Dexterity, or Constitution score by up to points 106

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