Found 2446 matches

Mystic Cure
Level:

Mystic 4

,

Mystic 2

,

Mystic 3

,

Mystic 5

,

Mystic 1

,

Mystic 6

School: conjuration Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: Will half (harmless) Spell Resistance: yes (harmless)
Psychokinetic Strangulation
Level:

Mystic 3

School: transmutation Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: concentration up to 1 round/level Saving Throw: Fortitude partial, see text Spell Resistance: yes
Resistant Armor, Greater
Level:

Technomancer 6

,

Mystic 6

School: abjuration Casting Time: 1 standard action Range: touch Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)
Synaptic Pulse, Greater
Level:

Mystic 5

School: enchantment Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius spread centered on you Duration: 1d4 rounds Saving Throw: Will partial Spell Resistance: yes
Polymorph
Level:

Mystic 1

,

Technomancer 1

School: transmutation (polymorph) Casting Time: 1 round Range: close Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: yes (harmless)
Change the target's shape into that of another creature
Polymorph, Mass
Level:

Technomancer 4

,

Mystic 4

School: transmutation (polymorph) Casting Time: 1 round Range: close Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: yes (harmless)
Change multiple target's shapes to that of another creature
Summon Creature
Level:

Mystic 1

,

Technomancer 1

School: conjuration (Summoning) Casting Time: 1 round Range: medium Duration: 1 round/level Saving Throw: none Effect: one or more summoned creatures Spell Resistance: no
This spell summons an extraplanar creature.
Wounding
[Level: 7]

The wounding fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect (see page 182). 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 wound effect.

Bane
[Level: 5]

The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed.

Blasting
[Level: 2]

The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion.