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Known spells
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REFLECTING ARMOR SPELL
Level Mystic 1
School abjuration (force)
Range personal
Duration 10 minutes/level or until dismissed (D); see text
You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take Hit Point damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage.
MYSTIC CURE SPELL
Level Mystic 1-6
School conjuration (healing)
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn’t provoke attacks of opportunity.
LESSER REMOVE CONDITION SPELL
Level Mystic 1
School conjuration (healing)
Range touch
Targets one creature
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again.
Casting this spell doesn’t provoke attacks of opportunity.
MIND THRUST SPELL
Level Mystic 1-6
School divination (mind-affecting)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.
TELEPATHIC MESSAGE SPELL
Level Mystic 0 Technomancer 0
School divination (language-dependent, mind-affecting)
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.
TELEKINETIC PROJECTILE SPELL
Level Mystic 0
School evocation
Range close (25 ft. + 5 ft./2 levels)
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.
DETECT MAGIC SPELL
Level Mystic 0 Technomancer 0
School divination
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
DAZE SPELL
Level Mystic 0 Technomancer 0
School enchantment (compulsion, mind-affecting)
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature of CR 3 or lower
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
TOKEN SPELL SPELL
Level Mystic 0 Technomancer 0
School transmutation
Range 10 ft.
Area see text
Effect see text
Targets see text
Duration 1 hour
Saving Throw none; Spell Resistance no
Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.
Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
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Additional skills___________________________
Healing Touch (Su)
1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Healing Channel (Su)
1st Level
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
Отголоски навыка +1
+1 к проверкам от дарований Целителя: Медицина и Мистицизм