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- Laser Rifle
- &{template:default} {{name=Azimuth Laser Rifle}} {{attack=[[ 1d20+3]] vs EAC}} {{damage=[[1d8]] Fire}} {{Range=120ft}}
- &{template:default} {{name=Azimuth Laser Rifle, Full attack}} {{attack 1=[[ 1d20+3-4]] vs EAC}} {{damage 1=[[1d8]] Fire}} {{attack 2=[[ 1d20+3-4]] vs EAC}} {{damage 2=[[1d8]] Fire}} {{Range=120ft}}
- &{template:default} {{name=Azimuth Laser Rifle Critical}} {{Bonus damage=[[1d8]] Fire}} {{Additional Effects=The target is now on fire!}}
- &{template:default} {{name=Burning!!!}} {{Effect=At the start of its turn, the target takes burn damage. At the end of its turn, the victim can attempt a Reflex save (DC 10+Burn damage taken) to end the effect. The target gains a cumulative +2 bonus for every reflex save it has failed. The target may spend a full round action to roll on the ground to receive an additional +4 bonus to end the effect. Fire damage from different burning sources are cumulative.}} {{Burn=[[1d6]] fire damage}}
- Knife
- &{template:default} {{name=Knife}} {{attack=[[ 1d20+3]] vs KAC}} {{damage=[[1d4]] Slashing}}
- Cestus
- &{template:default} {{name=Battleglove Cestus}} {{attack=[[ 1d20+3]] vs KAC}} {{damage=[[1d4]] Bludgeoning}}
- Init
- &{template:default} {{name=V:Initiative}} [[1d20+(3)&{tracker}]]
- Dancing lights
- &{template:default} {{name=Dancing lights}} {{Range=[[100[Base]+10[CL]]] ft}} {{Duration=1 min (D)}} {{Effect=Creates up to 4 lights that resemble headlights or flashlights that must stay within 10 ft of each other and can be move as desired up to 100ft per rd.}} {{Limitations=The Lights must stay within 10 ft of each other. Spell ends if the lights move further than the spell's range from the caster. Only 1 instance can be maintained at a time.}}
- Ghost sound
- &{template:default} {{name=Ghost sound}} {{Range=[[25[Base]+0[5ft/2C])]] ft}} {{SR=No}} {{Duration=[[1[CL]]] rd (D)}} {{DC=[[10[Base]+4[Int]+1[SL]]] Will disbelief (if interacted with or studied carefully)}} {{Effect=Creates illusory sounds. Volume is up to 20 normal humans worth. Can create shouting, general chatter, explosions, machines, footsteps, ect.}} {{Limitations=Cannot change the type of sound aftr casting. Can't make specific sounds like intelligible speech or exact hum of a starship's engines}}
- Mending
- &{template:default} {{name=Mending}} {{Cast time=10 mins}} {{Range=[[10]] ft}} {{Target=One object up to 1 bulk}} {{Effect=Repairs damaged objects or constructs, magic items. Removes broken condition if the object is restored to at least half original HP}} {{Object HP restored=[[1d4]]}} {{Limitations=Constructs can only benefit from the effect once per day. Destroyed magic items do not have their magic abilities restored. Doesn't reverse effects that warp or transmute items.}}
- Telepathic Message
- &{template:default} {{name=Telepathic message}} {{Duration=[[10(CL)]]mins}} {{Range=[[100[base]+10[CL]]] ft}} {{Target=One creature/Level}} {{Effect=Can send short telepathic message and hear short telepathic replies.Can also be used to send messages to a computer or construct designed to recieve messages}} {{Limitations=Must be able to see or hear recepient. Any living creature within 10 ft of caster or intended target can receive the telepathic message if it succeeds a DC [[25]] Perception check. Only a single message no more than 10 words can be sent each round.}}
- Spells
- SL0
- Detect affliction
- &{template:default} {{name=Detect affliction}} {{Range=[[25[Base]+0[5ft/2C])]] ft}} {{Effect=Determines whether a creature or object has been poisoned, is diseased, is Cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If the target is Cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the Curse with a successful DC 25 Mysticism check.}}
- Telepathic Message
- &{template:default} {{name=Telepathic message}} {{Duration=[[10(CL)]]mins}} {{Range=[[100[base]+10[CL]]] ft}} {{Target=One creature/Level}} {{Effect=Can send short telepathic message and hear short telepathic replies.Can also be used to send messages to a computer or construct designed to recieve messages}} {{Limitations=Must be able to see or hear recepient. Any living creature within 10 ft of caster or intended target can receive the telepathic message if it succeeds a DC [[25]] Perception check. Only a single message no more than 10 words can be sent each round.}}
- Ghost sound
- &{template:default} {{name=Stabilize}} {{Range=[[25[Base]+0[5ft/2C])]] ft}} {{Effect=If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.}}
- Token spell
- Like prestidigitation
- Detect magic
- Psychokinetic hand
- SL1
- Remove condition
- &{template:default} {{name=Remove condition}} {{Effect=Removes shaken, sickened, staggered conditions from target creature}}
- Mystic cure
- &{template:default} {{name=Mystic cure}} {{HP healed=[[1d8+5]]}} {{Special=Can transfer surplus healing to self}}
- Mind thrust
- &{template:default} {{name=Mind thrust}} {{Range=[[25[Base]+0[5ft/2C])]] ft}} {{vs SR=[[1d20+1(CL)]]}} {{DC=[[10+5+1]] Will Half}} {{Damage=[[2d10]]}} {{Limitations=Deals no damage to creatures without an intelligence score}}
- Charm person
- &{template:default} {{name=Charm person}} {{Range=[[25[Base]+0[5ft/2C])]] ft}} {{vs SR=[[1d20+1(CL)]]}} {{Duration=[[2[CL])]] hours}} {{DC=[[10+5+1]] Will negates}} {{Effect=This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.}} {{Limitations=The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.}}
- Share language (24 hours 1 creature)
- Life bubble (1day/CL, 1 creature/CL)
- Mind link
- SL2
- Mind thrust 2
- &{template:default} {{name=Mind thrust2}} {{Range=[[25[Base]+20[5ft/2C])]] ft}} {{vs SR=[[1d20+5(CL)]]}} {{DC=[[10+5+2]] Will Half}} {{Damage=[[4d10]]}} {{Limitations=Deals no damage to creatures without an intelligence score}}
- Mystic cure2
- &{template:default} {{name=Mystic cure2}} {{HP healed=[[3d8+5]]}} {{Special=Can transfer surplus healing to self}}
- Hold person
- &{template:default} {{name=Hold person}} {{Range=[[100[Base]+50[10ft/C])]] ft}} {{vs SR=[[1d20+5(CL)]]}} {{Duration=[[5[CL])]] Rds}} {{DC=[[10+5+2]] Will negates}} {{Effect=Target creature is paralyzed. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect}}
- Mystic stuff
- Healing channel
- &{template:default} {{name=Healing channel}} {{HP healed=[[6d8]]}}
- &{template:default} {{name=Healing channel (area)}} {{AoE=All allies within 30ft}} {{HP healed=[[6d8]]}}
- Ally touched- std, self - move, all allies within 30 ft full
- Lifelink
- Start of each turn, 30ft range, 1 ally w/ hp damage, transfer Mystic level hp damage
- Healer's bond
- Infinite range, infinite duration ,standard action, status spell
- aware of status ailments and hp, knows if left the plane or died
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