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P SIONIC s t RANSCENDE d the power of ki 94

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Psionics Transcended: The Power of Ki As the instant summons sorcerer spell, except as noted here (see the Pathfinder Roleplaying Game Core Rulebook) Requires psychic mark to prepare object Ki Cost: you must spend ki points to cast this spell if you are not a Nomad Augmentation Increase the weight that can be summoned by lb (Nomad) Increase the length that can be summoned by ft (Nomad) Ki Cost Multiple Yes Yes Intellect Fortress School: abjuration [psychokinesis]; Level: psion Display: auditory Casting Time: immediate action Range: 20 ft Area: 20-ft.-radius spread centered on you Duration: round Saving Throw: none; Spell Resistance: yes You encase yourself and your allies in a shimmering fortress of telekinetic force All damage from spells and spell-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved This lowering takes place prior to the effects of other spells or abilities that lessen damage, such as damage reduction and evasion Spells that are not subject to Spell Resistance are not affected by an intellect fortress You can cast this spell instantly, quickly enough to gain its benefits in an emergency Casting the spell is an immediate action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round You can use this spell even when it‘s not your turn Augmentation Increase the spell’s duration by round Ki Cost Multiple Yes Iron Body* School: conjuration (creation) [metacreativity] Level: psion Display: auditory As the iron body sorcerer spell, except as noted here (see the Pathfinder Roleplaying Game Core Rulebook) Keen Edge* School: transmutation [metacreativity] Level: psion 3, psyker Display: visual As the keen edge sorcerer spell, except as noted here (see the Pathfinder Roleplaying Game Core Rulebook) Knock* School: transmutation [psychoportation] Level: psion Display: material As the knock sorcerer spell, except as noted here (see the Pathfinder Roleplaying Game Core Rulebook) Know Direction and Location School: divination [clairsentience] Level: psion 0, psyker Display: mental Casting Time: standard action Range: personal Target: you Duration: instantaneous You generally know where you are This spell is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence The spell reveals general information about your location as a feeling or presentiment The information is usually no more detailed than a summary that locates you according to a prominent local or regional site Using this spell also tells you what direction you are facing Using this spell prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check Leech Field School: transmutation [psychometabolism] Level: psion Display: visual; see text Casting Time: standard action Range: personal; see text Target: you Duration: You raise a field of potentiality that drains the vitality from spells that you successfully save against When you succeed on a saving throw to negate the effect of a foe‘s spell on you, and the spell is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy You gain ki point for every level of the spell you just saved against (to a maximum number of points equal to 1/2 your caster level) You cannot gain ki points that would cause you to exceed your normal daily maximum This spell is effective against any spell that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray) 94

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