Found 4403 matches

Dismissal
Level:

Technomancer 5

,

Technomancer 4

,

Mystic 4

,

Mystic 5

School: abjuration Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: instantaneous Saving Throw: Will negates, see text Spell Resistance: yes
Dispel Magic
Level:

Technomancer 3

,

Mystic 3

School: abjuration Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: instantaneous Saving Throw: none Spell Resistance: no
Dispel Magic, Greater
Level:

Technomancer 5

,

Mystic 5

School: abjuration Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: instantaneous
Dispelling
[Level: 3]

A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy (see page 242) for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted dispel magic, as the spell, using the weapon’s item level as the dispel check’s caster level.

Dispiriting Taunt
[Level: 1]

As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect.

At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success

Displacement
Level:

Technomancer 3

School: illusion Casting Time: 1 standard action Range: touch Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Disruption Grenade
Level: 8 Price: 1,600 Bulk: L Damage: — None Critical:

Range: 20 ft. Capacity: Drawn None Usage: None Special:

explode (2d10 So, staggered, 20 ft.)

Disruption Grenade, Temporal
Level: 10 Price: 2,900 Bulk: L Damage: — None Critical:

Range: 20 ft. Capacity: Drawn None Usage: None Special:

Explode (stunned 1 round [Fortitude negates], 20 ft.)

Disruption Pistol, Major
Level: 12 Price: 40,000 Bulk: L Damage: 3d6 So Critical:

Staggered

Range: 40 ft. Capacity: 40 charges Usage: 4 Special:

boost 2d6

Disruption Pistol, Minor
Level: 7 Price: 7,500 Bulk: L Damage: 2d6 So Critical:

Staggered

Range: 40 ft. Capacity: 20 charges Usage: 2 Special:

boost 1d6