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Merris is kinda awesome

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Jun 20th, 2019
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  1. SPHERES OF MAGIC: 34 talents, 48 SP
  2.  
  3. TELEKINESIS: CL 12
  4. --Telekinesis*: As a standard action you can use telekinesis to lift one unattended object or willing creature within close range and move it up to 20ft+5/5CL. The object levitates as long as you concentrate, have line of sight, and the object remains within range. Object Size is dependant on caster level (
  5. --Sustained Force*: As a free action, can spend 1SP to no longer need to concentrate to maintain lifting a particular object for 1 hour/CL. You may give a sustained force simple orders as a move action.
  6. --Hostile Lift*: May spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a will save to negate this effect, and an additional will save each round.
  7. --Bludgeon*: You may use a lifted creature or object to strike another. You must succeed at an attack roll using BAB+INTmod. On a successful hit, the target and bludgeon take damage depending on bludgeon's size. If bludgeon is weapon, the attack deals appropriate damage and do not suffer damage.
  8. --Catch*: If using telekinesis on a projectile or thrown object within size limit, you may stop the attack from dealing damage. The originator of the attack is allowed a will save to negate this ability.
  9.  
  10. --Greater Speed: The distance you can move things with telekinesis increases to 30ft+5 per 2CL.
  11. --Powerful Telekinesis: You may use Telekinesis on a creature or object of 1 size larger.
  12. --Focused Might (a): By spending a spell point to further increase the strength of your telekinesis by 1 size category. However, you must maintain concentration as a full round action and cannot use Sustained Force. You may instead spend +2SP to increase the strength by 2 size categories, but you cannot use this with Sustained Force, Hostile Lift, or Bludgeon.
  13. --Increased Range (2): Increases the range of your telekinesis by two ranges, allowing you to use telekinesis at Medium Range.
  14. --Divided Mind: You can lift multiple objects at once (Up to 1+1/CL) whose combined size does not exceed your maximum telekinesis size.
  15. --Effortless Telekinesis (a): When you use Sustained Force, the sustained force persists for 1 hour/CL instead of 1 minute/CL.
  16.  
  17. CREATION: CL 13
  18. --Repair*: Can repair a damaged object for 1d4+half CL. If object has the Broken condition, the condition is removed if the object is restored to at least half its original hit points.
  19. --Destroy*: Can deal damage to an object equal to 1d4+half CL This bypasses all hardness, and an object reduced to less than half its hit poitns gains the broken condition.
  20. --Create*: Can create an object, of an equivalent size to one small object per caster level. This lasts as long as you concentrate, to a maximum of 1 minute per caster level. When creating an object you can spend 1SP to allow it to persist without concentration. Complex objects require Craft checks.
  21.  
  22. --Change Material: Spend 1SP to change an object's material from one to another for 1 round per caster level.
  23. --Forge: Spend 1SP to shape material with a touch as an instantaneous effect.
  24. --Expanded Materials: Can work with more materials at higher CL.
  25. --Distant Creation (2): Can create objects at Medium range rather than touch.
  26. --Larger Creation: Can create or alter objects up to double the size with +1SP
  27. --Divided Creation: When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc) and the object's total size cannot exceed your maximum creation size. Alternatively, you may create a single 'object' that would normally consist of a multitude of parts.
  28. --Object of Force: Objects made out of force has hardness equal to 2*CL and 10*CL/inch, but regains all HP at the end of each round. Made with the Create Materials advanced talent, reforms itself over the course of an hour if destroyed or dispelled.
  29. --Fabricate (a): When using Forge, you can spend +1SP to create items of great detail. You can only work with a material which you can create.
  30. --Permanent Change (a): When using your change material talent, can spend an additional spell point to make the change an instantaneous effect. The change is permanent and cannot be dispelled.
  31. --Create Materials (a): May spend 2 spell points to create raw materials. This is an instantaneous effect; Cannot be dispelled and has no duration. Cannot be used to make gems, precious metals, or rare metals.
  32.  
  33. LIFE: CL 11
  34. --Invigorate*: Grants touched target temporary hit points equal to caster level, up to a maximum equal to their maximum hit points. This benefit lasts for 1 hour.
  35. --Cure*: As standard action, spend 1 SP and heal touched target by 1d8+CL. This can harm undead (will half)
  36. --Restore*: As a standard action, may touch a target and spend 1 SP to cause the following effects: Removes Fatigued, Sickened, Shaken, Staggered, Dazzled, Battered, and heals 1d4 ability damage. Also lessens Exhaustion, Nauseated, Frightened, or Panicked.
  37. --Resuscitate: Your cure and invigorate abilities function on creatures who have died within no more than 1 round. If the target's new HP is at an amount greater than the point it would normally die, it comes back to life and stabilizes at its new HP total. Creatures brought back to life in this manner gain a temporary negative level.
  38.  
  39. PROTECTION: CL 11
  40. --Wards*: An area of effect with a radius of 10ft+5/CL or less. Lasts as long as you concentrate, or 1 round/CL without concentration if you spend 1SP . Wards remain stationary.
  41. --Aegis*: Costing 1 SP, you can touch a creature and grant them an aegis for 1 hour/CL. Unwilling targets are allowed a will save.
  42. --Barrier (Ward)*: This ward stops attacks, movement, breath weapons, spell or sphere effects that travel through it to its destination. Barrier has HP 4+CL, and Break DC of 15+half CL. If an attack is directed at a target through the barrier. If you maintain barrier through concentration, its HP is renewed each round on your turn.
  43. --Greater Barrier (Ward): You may fashion your barrier into a flat plane if you so choose. The wall must be contiguous and must begin adjacent to you, though it may extend as far out as close range. The wall can cover up to 1 10-ft square per CL. In addition, if you spend +1SP, you can increase a barrier's hitpoints to 10/CL and increase the break DC by 10. The barrier's hitpoints do not replenish, even if maintained through concentration.
  44. --Distant Protection (Ward): You may center a ward anywhere within close range, and can grant an aegis to a target within close range.
  45. --Deflection (Aegis)*: You grant the target a +1 Deflection Bonus to AC. This bonus increases by +1 for each 5 CL.
  46. --Armored Magic (Aegis): You grant the target a +3 Armor Bonus or +1 Shield Bonus. This bonus increases by +1 for each 5 CL.
  47.  
  48. ENHANCEMENT: CL 11
  49. CL 11
  50. --Enhancement*: Can grant enhancements on creatures within close range for as long as you concentrate. May spend +1SP to allow an enhancement to continue for 1 minute/CL.
  51. --Deep Enhancement: When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level instead.
  52. --Enhance Equipment*: You may enhance a weapon, suit of armor, or shield, giving it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed.
  53. --Greater Enhancement: Your Enhance Equipment improves any enhancement bonus by +1
  54. --Animate Object: You may spend 1 spell point to Animate an Object. The object obeys your command and understands your language.
  55. --Mass Enhancement: When bestowing an Enhancement, you may spend +1 SP to enhance an additional target per 2 caster levels. All targets must be within range and must recieve the same enhancement.
  56.  
  57. DESTRUCTION: CL 12
  58. --Destructive Blast: At touch or close range, deal 1d6 damage per half CL (rounded up). Spend 1 spell point to increase the damage to 1d6 per CL.
  59. --Gather Energy: You can now deal 1d6 damage per CL by increasing the casting time by 1 step instead of spending 1 spell point.
  60. --Extended Range: Your Destructive Blast now works at Medium Range.
  61. --Force Blast (Blast Type): Your destructive blast now deals force damage, and can knock enemies prone (reflex negates)
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