
These are for my final version of Spirit Miracle powers for my Seer and Mystic classes. The seer has more uses of the power and gains less new powers drawing from these uses. The Mystic is the opposite. It is weaker in melee and a superior spell caster.
I'll revise my nature and divine miracles, as my divine list includes miracles lifted from an early version of the Mystic I thought I could fold into priests.
I have one Seer player with weapon song doing well and has a nive vibe in play
I considered telekinesis but lots of spells handle that
I considered a ether vault power to store stuff on another plane
I may tweak some more
d12 Spirit Miracles
1 Empathy
2 Ether Jaunt
3 Force Cloak
4 Force Leap
5 Force Push
6 Force Weapon
7 Life Leech
8 Spirit Guide
9 Spirit Sight
10 Spirit Travel
I'll revise my nature and divine miracles, as my divine list includes miracles lifted from an early version of the Mystic I thought I could fold into priests.
I have one Seer player with weapon song doing well and has a nive vibe in play
I considered telekinesis but lots of spells handle that
I considered a ether vault power to store stuff on another plane
I may tweak some more
d12 Spirit Miracles
1 Empathy
2 Ether Jaunt
3 Force Cloak
4 Force Leap
5 Force Push
6 Force Weapon
7 Life Leech
8 Spirit Guide
9 Spirit Sight
10 Spirit Travel
11 Telepathy
12 Weapon Song
2 Ether Jaunt
One use per jaunt as a magic action; may make multiple jaunts in one round
3 Force Cloak
4 Force Leap
Use adds Lv to jump range up or across or to reduce fall damage as part of a mov action. You can use it to instantly stand from a prone position. You may attack an opponent midair and then land. Acrobatics skill lets you reorient yourself mid-leap and avoid obstacles.
5 Force Push
With a use a medium or less target in LV range is moved up to your level and requires an Agility save to avoid falling prone or taking fall damage if it hits a wall or solid surface. Each size class above medium halves the range they can be moved. You may move the target towards you or up or down. This requires a magic action
6 Force Weapon
One use per round
A use manifests a spectral weapon that causes damage as mental spell vs any target with a mind or is alive if it hits. This can harm magical and non-material beings but not mindless non living objects like a rope. Damage is based on the level + Will bonus and you use your Cha bonus to hit instead of Agility. Each use lasts for a round at will, with no action cost to summon but uses a combat action to attack. The weapon may be thrown at Lv range or be used in melee and manifests as a specific weapon of the creator's desire appropriate to the damage. The weapon can benefit from stackable combat skills and extra attack actions if you have them available in the same round. Targets brought to negative HP dont take bleeding damage
>1st does a d4 + Will bonus with short reach, typically a dart or dagger
12 Weapon Song
1 Empathy
Use lasts one turn, Range 1 per level, Target can make a Will save to resist
> Enhances nonverbal communications with persons, animals, spirits or planar beings. Free-willed undead and constructs able to feel could be included.
>At first level, you can read the emotions of a target, granting +1 on any rolls for communication skills, reaction roll, or CHA saves
>At fifth level, the roll bonus is +2 and If you know the target and have linked to them before, you can start a link within range without needing sight. You can use multiple links at the same time with different persons concurrently, but they are unaware of each other and separate
>At ninth level, the roll bonus is +3 and with an extra use, all persons you are linked to can speak in a group mind link through you as long as you are in range
Use lasts one turn, Range 1 per level, Target can make a Will save to resist
> Enhances nonverbal communications with persons, animals, spirits or planar beings. Free-willed undead and constructs able to feel could be included.
>At first level, you can read the emotions of a target, granting +1 on any rolls for communication skills, reaction roll, or CHA saves
>At fifth level, the roll bonus is +2 and If you know the target and have linked to them before, you can start a link within range without needing sight. You can use multiple links at the same time with different persons concurrently, but they are unaware of each other and separate
>At ninth level, the roll bonus is +3 and with an extra use, all persons you are linked to can speak in a group mind link through you as long as you are in range
>At thirteenth level, the roll bonus is +4 you can spend uses for additional effects. For a use, you can make a group link last one hour instead of a Turn. For a use, you can detect any empathy-capable mind in range for a round. You may then spend uses to make a basic empathy link
>At seventeenth level, for two extra uses, you can make a link range extend to anywhere on the same plane, but this link can't include others in a group link extended the duration
2 Ether Jaunt
One use per jaunt as a magic action; may make multiple jaunts in one round
>1st Lv range teleport within sight per use
>5th Carry an extra medium person you hold close with an extra use
>9th Carry a large passenger (such as a mount) with two extra uses
>9th Carry a large passenger (such as a mount) with two extra uses
>13th Can teleport to locations you know without sight requirement and you can ad 1km per use for each extra use
>17th Jaunt to the ethereal plane and wait or hide then return with a seperate use
>17th Jaunt to the ethereal plane and wait or hide then return with a seperate use
3 Force Cloak
Hour per use or until temporary HP depleted and takes no action to start
>Each use gives user temporary HP for one hour equal to Level + Vigour bonus
Use adds Lv to jump range up or across or to reduce fall damage as part of a mov action. You can use it to instantly stand from a prone position. You may attack an opponent midair and then land. Acrobatics skill lets you reorient yourself mid-leap and avoid obstacles.
5 Force Push
With a use a medium or less target in LV range is moved up to your level and requires an Agility save to avoid falling prone or taking fall damage if it hits a wall or solid surface. Each size class above medium halves the range they can be moved. You may move the target towards you or up or down. This requires a magic action
6 Force Weapon
One use per round
A use manifests a spectral weapon that causes damage as mental spell vs any target with a mind or is alive if it hits. This can harm magical and non-material beings but not mindless non living objects like a rope. Damage is based on the level + Will bonus and you use your Cha bonus to hit instead of Agility. Each use lasts for a round at will, with no action cost to summon but uses a combat action to attack. The weapon may be thrown at Lv range or be used in melee and manifests as a specific weapon of the creator's desire appropriate to the damage. The weapon can benefit from stackable combat skills and extra attack actions if you have them available in the same round. Targets brought to negative HP dont take bleeding damage
>1st does a d4 + Will bonus with short reach, typically a dart or dagger
>5th does a d6 + Will bonus with medium reach, typically a small sword, javelin, club or arrow
>9th does a d8 + Will bonus with medium reach, typically a sword, axe, gun or arrow
>13th does a d10 + Will bonus with long reach, typically a halberd or pike
>17th does a d12 + Will bonus with long reach, typically a halberd or pike
7 Life Leech
Use affects all in level range on a magic action
Drains 1HP per Lv from beings with minds or that are living beings. You can reduce the damage or range if desired but the field affects friends and foes. Beings of equal or higher level or HD get a Will save to resist; lesser beings get no resistance. Targets brought to negative HP dont take bleeding damage
>9th does a d8 + Will bonus with medium reach, typically a sword, axe, gun or arrow
>13th does a d10 + Will bonus with long reach, typically a halberd or pike
>17th does a d12 + Will bonus with long reach, typically a halberd or pike
7 Life Leech
Use affects all in level range on a magic action
Drains 1HP per Lv from beings with minds or that are living beings. You can reduce the damage or range if desired but the field affects friends and foes. Beings of equal or higher level or HD get a Will save to resist; lesser beings get no resistance. Targets brought to negative HP dont take bleeding damage
8 Spirit Guide
>1st you can call an invisible spirit to defend you from hostile spirits. It has half your HP and an AC equal to hour Will bonus. It can cause damage equal to a d3 +Cha bonus vs other spirits. It can guard you while asleep. Unconscious or out of your body for an hour per use. If the spirit is killed you cannot call it for 24 hours
>5th your spirit for a use can move equal to your level to scout and explore your area and may see spirits within its range. It may communicate with them if it makes a reaction roll and the encountered spirit will act as it's type or alignment. Encounters where you know there are spirits are likely otherwise it meets gets a random encounter per ten minutes
>9th your spirit can move for a turn per use and it's damage vs spirits increases to a d6 + Cha bonus and it gets +3 AC.
>13th your spirit for a use per round may appear as a phantom or animal and speak to non spirits. In this form it can use your magic action to cast a spell on your behalf
>17th for a use it may attack a spirit possession of a body or place or object to drive it away or injure it
9 Spirit Sight
Round per use range equals lv
>1st see invisible spirits or areas spirits frequent. With a ritual and sacrifice appropriate to the type you can coax the spirit with a reaction roll to communicate or after aid. You can detect a possessed target, haunted location or trapped or bound entities imprisoned or used in constructs or items
>5th detect magic and invisible beings, writing or spell effects
>9th spend an extra use to expand duration to a turn or double range
>13th can speak with spirits you can sense while in use. Can detect Astral or ethereal beings in range or spirits in range
>17th can speak with any planar being you can perceive in range
10 Spirit Travel
Round per use
>1st Your spirit can leave your helpless and immobile body to scout the area as an invisible, intangible spirit. Your mov equals your level and you can perceive other immaterial spirit beings. Other spirits might try to hijack your body while you are absent but you can save to resist as usual and your spirit is aware of this threat. Your spirit has half your h and if it becomes zero it snaps back to your body at full speed. It's AC equal to your Will bonus and may cause a d3 +Cha bonus damage to spirits. A creature that perceives you if not a spirit it may attack with at least a +1 weapon or spell. Every ten minutes you risk a random spirit encounter. If your body dies while your spirit is not inside your spirit become a non corporeal undead. You can pass walls but if you pass 1 range in solid rock or earth can get you lost, requiring a Talent save to navigate or spend a d4 rounds and then another save to escape
>5th your spirit body may appear as a phantom and seal with a use
>9th each use now lasts a ten minute turn and may cast spells in phantom form. Material components used are from supplies from your body
>13th for a use your spirit may return to your body instantly
>17th you may remain in spirit form an hour per use and may plane shift to the ethereal or Astral plane then to other planes via portals you might find. With experience you may find reliable routes
11 Telepathy
Use lasts one turn, Range 1 per level, Target can make a Will save to resist
>At first level, you can send and receive thoughts to one target you see in range for a mind link. You can communicate using a common language but only one target per use
>At fifth level, If you know the target and have linked to them before, you can start a link within range without needing sight. You can use multiple links at the same time with different persons concurrently, but they are unaware of each other and separate
>At ninth level, with an extra use, all persons you are linked to can speak in a group mind link through you as long as you are in range.
>At thirteenth level, you can spend uses for additional effects. For a use, you can make a group link last one hour instead of a Turn. For a use, you can detect any mind in range for a round. You may then spend uses to make a basic mind link
>At seventeenth level, for two extra uses, you can make a link range extend to anywhere on the same plane, but this link can't include others in a group link extended the duration
12 Weapon Song
Use lasts until the weapon hits something and takes no action to start
>Make a melee weapon vibrate and hum until its next hit, when the basic damage dice the weapon inflicts the maximum result (d8=8 damage).
>You declare this on the weapon in the round when you first intend to attack, and when you strike and damage it counts as a use.
>The noise makes stealth or subtlety awkward and is uncannily strange. Any silencing spell ends the vibration effect.
>If placed on a missile weapon or ammunition, the use is expended when the missile hits the target or anything, including terrain or the ground or any surface, making it more of a gamble but possible.
>If the damage effect is never set off once vibrating the user can halt it in a round of concentration action without expending the slot. You might start vibrating to intimidate others, then use this to end it without wasting a use
>1st you can call an invisible spirit to defend you from hostile spirits. It has half your HP and an AC equal to hour Will bonus. It can cause damage equal to a d3 +Cha bonus vs other spirits. It can guard you while asleep. Unconscious or out of your body for an hour per use. If the spirit is killed you cannot call it for 24 hours
>5th your spirit for a use can move equal to your level to scout and explore your area and may see spirits within its range. It may communicate with them if it makes a reaction roll and the encountered spirit will act as it's type or alignment. Encounters where you know there are spirits are likely otherwise it meets gets a random encounter per ten minutes
>9th your spirit can move for a turn per use and it's damage vs spirits increases to a d6 + Cha bonus and it gets +3 AC.
>13th your spirit for a use per round may appear as a phantom or animal and speak to non spirits. In this form it can use your magic action to cast a spell on your behalf
>17th for a use it may attack a spirit possession of a body or place or object to drive it away or injure it
9 Spirit Sight
Round per use range equals lv
>1st see invisible spirits or areas spirits frequent. With a ritual and sacrifice appropriate to the type you can coax the spirit with a reaction roll to communicate or after aid. You can detect a possessed target, haunted location or trapped or bound entities imprisoned or used in constructs or items
>5th detect magic and invisible beings, writing or spell effects
>9th spend an extra use to expand duration to a turn or double range
>13th can speak with spirits you can sense while in use. Can detect Astral or ethereal beings in range or spirits in range
>17th can speak with any planar being you can perceive in range
10 Spirit Travel
Round per use
>1st Your spirit can leave your helpless and immobile body to scout the area as an invisible, intangible spirit. Your mov equals your level and you can perceive other immaterial spirit beings. Other spirits might try to hijack your body while you are absent but you can save to resist as usual and your spirit is aware of this threat. Your spirit has half your h and if it becomes zero it snaps back to your body at full speed. It's AC equal to your Will bonus and may cause a d3 +Cha bonus damage to spirits. A creature that perceives you if not a spirit it may attack with at least a +1 weapon or spell. Every ten minutes you risk a random spirit encounter. If your body dies while your spirit is not inside your spirit become a non corporeal undead. You can pass walls but if you pass 1 range in solid rock or earth can get you lost, requiring a Talent save to navigate or spend a d4 rounds and then another save to escape
>5th your spirit body may appear as a phantom and seal with a use
>9th each use now lasts a ten minute turn and may cast spells in phantom form. Material components used are from supplies from your body
>13th for a use your spirit may return to your body instantly
>17th you may remain in spirit form an hour per use and may plane shift to the ethereal or Astral plane then to other planes via portals you might find. With experience you may find reliable routes
Use lasts one turn, Range 1 per level, Target can make a Will save to resist
>At first level, you can send and receive thoughts to one target you see in range for a mind link. You can communicate using a common language but only one target per use
>At fifth level, If you know the target and have linked to them before, you can start a link within range without needing sight. You can use multiple links at the same time with different persons concurrently, but they are unaware of each other and separate
>At ninth level, with an extra use, all persons you are linked to can speak in a group mind link through you as long as you are in range.
>At thirteenth level, you can spend uses for additional effects. For a use, you can make a group link last one hour instead of a Turn. For a use, you can detect any mind in range for a round. You may then spend uses to make a basic mind link
>At seventeenth level, for two extra uses, you can make a link range extend to anywhere on the same plane, but this link can't include others in a group link extended the duration
Use lasts until the weapon hits something and takes no action to start
>Make a melee weapon vibrate and hum until its next hit, when the basic damage dice the weapon inflicts the maximum result (d8=8 damage).
>You declare this on the weapon in the round when you first intend to attack, and when you strike and damage it counts as a use.
>The noise makes stealth or subtlety awkward and is uncannily strange. Any silencing spell ends the vibration effect.
>If placed on a missile weapon or ammunition, the use is expended when the missile hits the target or anything, including terrain or the ground or any surface, making it more of a gamble but possible.
>If the damage effect is never set off once vibrating the user can halt it in a round of concentration action without expending the slot. You might start vibrating to intimidate others, then use this to end it without wasting a use
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