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''[[Psionic]] Invocation, Psychometabolics, Altering'' | __NOAUTOLINKS__ | ||
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== <big>'''Adapt'''</big> == | |||
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|''[[Psionic]] Invocation, Psychometabolics, Altering'' | |||
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|'''Casting Time:''' 10 minutes | |||
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|'''Range:''' Self | |||
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|'''Requires:''' Gesture | |||
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|'''Duration:''' 1 hour | |||
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!Spell Description | |||
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|When you finish casting this invocation, you gain two adaptations of your choice from the list below for the duration: | |||
'''Claws.''' Gain a special attack. 2 AP, ''Reach 5 ft Natural Weapon''. STR or DEX vs AR. '''Hit:''' 1d4 sharp. Claws have the light tag. If you already have Claws as a natural weapon, then taking this option increases your damage die by one size (e.g., from 1d4 to 1d6) to a maximum of 1d12. | |||
''' | '''Fins.''' Gain a swim speed equal to your walking speed. | ||
'''Gills.''' You can breathe air and water. | '''Gills.''' You can breathe air and water. | ||
'''Grip''' | '''Grip.''' Gain a climb speed equal to your walking speed. | ||
'''Haunches.''' Your | '''Haunches.''' Your jump distance doubles. | ||
'''Prehensile Tail''' | '''Prehensile Tail.''' Gain a third appendage, allowing you to hold up to three hands’ worth of items. | ||
'''Spines.''' When a creature makes an unarmed or natural weapon attack against you, they take 1d4 sharp damage. | '''Spines.''' When a creature makes an unarmed or natural weapon attack against you, they take 1d4 sharp damage. | ||
'''Sprint.''' Your walking speed increases by 10 ft. | '''Sprint.''' Your walking speed increases by 10 ft. | ||
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[[Psionic Spells|[Back to Psionic Spells]]]<br> | |||
[[Psionic Spells|[Back to Psionic Spells]]] | |||
Revision as of 12:32, 6 July 2024
Adapt |
| Psionic Invocation, Psychometabolics, Altering |
| Casting Time: 10 minutes |
| Range: Self |
| Requires: Gesture |
| Duration: 1 hour |
| Spell Description |
|---|
| When you finish casting this invocation, you gain two adaptations of your choice from the list below for the duration:
Claws. Gain a special attack. 2 AP, Reach 5 ft Natural Weapon. STR or DEX vs AR. Hit: 1d4 sharp. Claws have the light tag. If you already have Claws as a natural weapon, then taking this option increases your damage die by one size (e.g., from 1d4 to 1d6) to a maximum of 1d12. Fins. Gain a swim speed equal to your walking speed. Gills. You can breathe air and water. Grip. Gain a climb speed equal to your walking speed. Haunches. Your jump distance doubles. Prehensile Tail. Gain a third appendage, allowing you to hold up to three hands’ worth of items. Spines. When a creature makes an unarmed or natural weapon attack against you, they take 1d4 sharp damage. Sprint. Your walking speed increases by 10 ft. |