Cflfiffffff Mfi Ff PDF Compiled, Edited And Designed To .

2y ago
5 Views
2 Downloads
3.31 MB
11 Pages
Last View : 1m ago
Last Download : 3m ago
Upload by : Elise Ammons
Transcription

Classes MagusPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners1

MagusA human confronted by two orcs draws his rapier and,as he does, violet runes illuminate in the air around theweapon. He dodges one of the orc’s impatient attacksand punishes it with a thrust of his own that causesthe air around the orc to burst into green flames andsends the orc sprawling to the ground. The second orcbecomes noticeably less enthusiastic about the fight.A dwarf looks down from the mountain peak she callshome and sees the rampant destruction of the woodsshe has sworn to protect. As she approaches the huntingencampment responsible for the fire she calls woodlandcreatures to be her allies and her skin hardens to bark.Looking over the ancient heiroglyphs, a sauriansearches frantically for details of a ritual that willuphold the mystic seal over his ancestral home. Whenthe impossibly heavy doors swing open behind him, heturns to face the temple’s guardians as his sword eruptsinto flames.Magi are mystical warriors who blend martialprowess with esoteric knowledge and spellcasting. Magibalance the pursuit of personal goals and relationshipswith their obligations to pursue the goals and ideals ofthe eldritch societies that initiated them into the magicalarts. Although their backgrounds may sometimes setthem at odds against one another, magi are united bytheir commitment to a cause greater than themselvesand a drive to master their magical abilities.Martial MagiciansEvery magus is a warrior. Magi train with arms andarmor to protect what they hold dear, fight for what theybelieve in, and get themselves into or out of trouble. Fora magus, violence may not be the preferable answer butit’s always a valid back up plan.Every magus is a magician. Magi use their hardearned skill with spellcasting to explore the multiverse,empower their companions, and decimate theirenemies. For a magus, magic is a tool that expands theirhorizons and their options.Warriors with a PurposeEvery magus learns their abilities as part of arelationship to an eldritch society. On a mystical level,every magus’ spellcasting style is shaped by theireldritch society. On a personal level, every magus mustdeal with the demands and ideology of their eldritchsociety in their own way. Regardless of whether amagus embraces their eldritch society’s traditions andpolitics, no magus can deny the influence it has on theirmagic and outlook.2Classes Magus

The 3th14th15th16th17th18th19th20thProficiencyBonus Features 2Eldritch Society, Esoteric EyeMystic Mark, Spellcasting 2Eldritch Armament, Eldritch Society feature 2AbilityScore Increase 2 3Mystic Meditation 3Eldritch Society feature, War Magic 3 3Ability Score improvement 4Aegis and Enspell improvements 4Spell Surge 4Improved War Magic 4Ability Score Improvement 5Aegis and Enspell improvements 5Eldritch Society feature 5Spell Ward 5Ability Score Improvement 6 6 6 6Greater Spell SurgeAbility Score ImprovementSpell Surge and Greater Spell Surge improvementsAn eldritch society is not a monolithic entity butthey do have beliefs and goals that the majority of themagi in that society believe in and fight for. Magi inthe Arcane Order observe a tradition of honoring therequests and wisdom of their mentors and striving totrain an apprentice that will be an even greater magusthen they are. Members of the Primordial Seal believesthat the material planes are constantly under threat ofincursion from elemental planes and they must remainon guard to ensure its ongoing safety. Magi in the SylvanCircle seek to protect the wilderness of the world fromdestruction and defiling although what exactly thatmeans varies from magus to magus.Creating a MagusAs you create your magus character, consider thatrelationship your character has to their eldritch society.Does your character feel indebted to the lessons thesociety has taught them? Does your character activelypursue the goals of their society? Has your characterhad a falling out with the society and, if so, why? Whiletraining to be a magus did you make any rivals and whoare they?Fighting may have come naturally to you and yourmentor struggled to impart you with the basics ofspellcasting. Or maybe the spellcasting came easily butyou lacked an innate aptitude for combat. You mighthave spent years in training with a mentor before beingleft to your own devices or you may have met yourmentor only informally on a handful of momentousoccasions. You might regularly report back to yourcontacts within your eldritch society or keep a warydistance from other magi.Cantrips SpellsKnown 416Spell Slots per Spell Level1st23344444444444444442nd 3rd22333333333333332233333333334th 5th112233331122Quick BuildYou can make a magus quickly by following thesesuggestions. First, Strength or Dexterity should beyour highest ability score, followed by Intelligence(Arcane Order), Wisdom (Sylvan Circle), or Charisma(Primordial Seal) based on your Eldritch Society.Second, choose the Sage or Soldier background.Class FeaturesAs a magus, you gain the following class features.Hit PointsHit Dice: 1d8 per magus levelHit Points at 1st Level: 8 your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) yourConstitution modifier per magus level after 1stProficienciesArmor: Light armor, medium armor, shieldsWeapons: Simple weapons, martial weaponsTools: NoneSaving Throws: Constitution, IntelligenceSkills: Choose one from Acrobatics, Arcana, Athletics,History, Insight, Investigation, and Perception.EquipmentYou start with the following equipment in addition to theequipment gained by your background. (a) a simple weapon and a shield or (b) a martialweapon or (c) a longbow and 20 arrows (a) leather armor or (b) scale mail (a) an arcane focus or (b) a druidic focus or (c) acomponent pouch An explorer’s packClasses MagusPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners3

Eldritch SocietyAt 1st level, you choose an Eldritch Society that trainedyou in the ways of the magus: the Arcane Order, thePrimordial Seal, or the Sylvan Circle. Your choice grantsyou features at 1st level and again at 3rd, 7th, and 14thlevel. Your choice also determines your spell list.Esoteric EyeAt 1st level, you have the ability to detect the ability forspellcasting in others. As an action, your eyes flashwith obvious magical energy as your senses wake tothe mystical energies of the multiverse. Until the endof your next turn, you know if each creature you cansee within 60 feet of you has the Spellcasting or InnateSpellcasting feature or trait. Additionally, you learn eachof those creature’s spellcasting ability, if they have one.You can use this feature a number of times equal to 1 your magus spellcasting modifier. When you finish along rest, you regain all expended uses.Mystic MarkStarting at 2nd level, you learn to place a mystic markto enspell a weapon or to give a creature an aegis. Youcan use your mystic mark a number of times equal toyour magus spellcasting ability modifier. You regain anyexpended uses when you finish a long rest.AegisYou can use a bonus action to project your mystic markonto a creature you can see within 30 feet of you. Forthe next minute that creature is under your aegis andreceives a bonus to their armor class. This bonusincreases their AC by 1. If that creature is wearingmagical armor use this bonus or the bonus provided bythe armor, whichever is higher. The aegis ends if you orthe creature end a turn more than 120 feet away fromone another. A creature can only benefit from one aegisat a time.This bonus to AC increases to 2 when you reach 9thlevel and increases to 3 when you reach 13th level.EnspellYou can use a bonus action to surround a weaponin your hand with your mystic mark. This weapon isenspelled and counts as a spellcasting focus for youfor the next minute. While enspelled the weapon isconsidered magical and adds a 1 bonus to attack rollsand damage rolls. If the weapon is already magical, usethe bonus provided by enspell or by the magic weapon,whichever is higher. The enspell ends if you losepossession of the weapon. A weapon can only benefitfrom one enspell at a time.These bonuses to hit and damage increase to 2 whenyou reach 9th level and 3 when you reach 13th.SpellcastingStarting at 2nd level, you gain the ability to cast 1stlevel spells and higher. See chapter 10 of the Player’sHandbook for the general rules of spellcasting.Spell Slots. The Magus table shows how many spellslots you have to cast your spells of 1st level and higher.To cast one of these spells, you must expend a slot of thespell’s level or higher. You regain all expended spell slotswhen you finish a long rest.4Classes MagusFor example, if you know the 1st-level spell findfamiliar and have a 1st-level and a 2nd-level spell slotavailable, you can cast find familiar using either slot.Spells Known of 1st-Level and Higher. You knowthree 1st-level magus spells of your choice fromyour Eldritch Society’s spell list. You learn additionalspells chosen from your Eldritch Society’s spell list asindicated in the spells known column of the magus table.Additionally, when you gain a level in this class, youcan choose one of the spells from your Eldritch Societyspells you know and replace it with another spell fromyour Eldritch Society’s spell list, which also must be of alevel for which you have spell slots.Spellcasting Ability. Your spellcasting ability isdetermined by your Eldritch Society. See the Initiatefeature of your Eldritch Society for your spellcastingability.Ritual Casting. You can cast a magus spell as a ritualif that spell has the ritual tag and you know the spell.Spellcasting Focus. Your spellcasting focus, if any, isdetermined by your Eldritch Society. See the Initiatefeature of your Eldritch Society to see what, if any,spellcasting focus you may use for your magus spells.Eldritch ArmamentStarting at 3rd level, you learn to infuse your preferredweapon or shield with magical power. Choose one of thefollowing options.Eldritch ArcherWhen you hit a creature with a ranged weapon underthe effect of your Enspell feature you can cause theammunition to explode with mystical energy dealing thesame damage type to all creatures nearby. When you doso, spend a spell slot and the creature and each othercreature within 10 feet must succeed on a Dexteritysaving throw or take 2d4 1d4 damage for each spelllevel higher than 1st, to a maximum of 6d4. On asuccess, they take half damage.Mystic MarauderWhen you hit a creature with a melee weapon attackwith a weapon you are wielding with two hands that isunder the effect of your Enspell feature, you can spendone spell slot to deal additional damage to the target.The extra damage is 2d6 for a 1st-level spell slot, plus1d6 for each spell level higher than 1st, to a maximum of6d6. The weapon must have the two-handed or versatileproperty for you to use this feature.Sorcerous SentinelWhile you are wielding a shield when a creature underthe effect of your Aegis feature is attacked you can useyour reaction and spend a spell slot to strengthen theirdefenses. The creature gains a bonus to AC equivalentto the spell slot expended against the triggering attack.Additionally, the creature gains temporary hit pointsequal to your spellcasting modifier plus twice the levelof the spell slot expended.

Spell SwordWhen you hit a creature with a one-handed meleeweapon under the effect of your Enspell feature you mayspend a spell slot to deal additional damage and renderthe creature vulnerable to magical attacks. The extradamage is 1d4 for a 1st-level spell slot, plus 1d4 foreach spell level higher than 1st, to a maximum of 5d4.Additionally, the creature has disadvantage on savingthrows against spells you cast until the end of your nextturn.Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores ofyour choice by 1. As normal, you can’t increase an abilityscore above 20 using this feature.Mystic MeditationAt 6th level, when you take a short rest you can chooseto recover all expended uses of your Mystic Mark. Youcan use this feature again when you complete a longrest.Spell WardAt 15th level, the magical attacks of your enemiesunravel around you. You and friendly creatures within15 feet of you have advantage on saving throws againstspells.Greater Spell SurgeAt 18th level, choose one 6th-level spell from yourEldritch Society’s spell list. You can cast this spell oncewithout expending a spell slot. You must finish a longrest before you can do so again.At 20th level, you can use this feature twice beforeregaining its use by completing a long rest.Eldritch SocietyEldritch societies are organizations that train initiatesin unique styles of magic and institutions with ideals,interests and goals. When a young magus pledgesthemselves to an eldritch society they may be motivatedprimarily by attraction to that society’s magical style,ideals, or goals but must embrace all that the societystands for to be admitted and advance.The Arcane OrderWar MagicBeginning at 7th level, when you use your action to casta cantrip, you can make one weapon attack as a bonusaction.Spell SurgeAt 10th level, you can cast any magus spell you knowwithout spending a spell slot. The spell is cast as if youhad used a spell slot equal to the highest spell slot youhave. You can use this feature again after you completea long rest.Starting at 20th level, you can use this feature twicebefore regaining its use by completing a long rest.Improved War MagicBeginning at 11th level, when you use your action tocast a spell, you can make one weapon attack as abonus action.The Arcane Order is an Eldritch Society built onmentor-student relationships. While the Order is unifiedin name, outside of gravely dangerous large scalethreats each member tends to operate alone or withonly their mentor or student. A magus in the ArcaneOrder’s exact philosophy will vary based on their mentorbut all members of this Eldritch Society emphasizeperfection in their own skill and approaching magic asan art to be mastered.Arcane Order InitiateWhen you choose this Eldritch Society at 1st level, youaugment your martial prowess with the ability to castcantrips. This initiation will later influence your magusspellcasting feature.Cantrips. You learn two cantrips of your choice fromthe Arcane Order’s spell list. You learn an additionalcantrip of your choice from the Arcane Order’s spell listat 4th level and again at 10th. These cantrips count asmagus spells for you.Spellcasting Focus. You can use an arcane focus(found in chapter 5 of the Player’s Handbook) as aspellcasting focus for your magus spells.Spellcasting Ability. Intelligence is your spellcastingability for your Arcane Order spells, since you learnyour spells through rote study and memorization. Youuse your Intelligence whenever a spell refers to yourspellcasting ability. In addition, you use your Intelligencemodifier when setting the saving throw for a magusspell you cast and when making an attack roll with one.Spell save DC 8 your proficiency bonus your Intelligence modifierSpell attack modifier your proficiency bonus your Intelligence modifierBonus ProficienciesAt 1st level, you gain proficiency with the Arcana skilland one type of artisan’s tools of your choice.Classes MagusPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners5

Amethyst MarkStarting at 3rd level, the effects of your mystic marksare enhanced by the Arcane Order’s secret lessons.When you place your enspell on an object or aegis on acreature a faint purple crystalline aura surrounds it.Arcane Enspell. When you deal damage with yourenspelled weapon you can choose to deal force damageinstead of the normal damage type.When you deal damage to a creature with yourenspelled weapon you can choose to remove yourenspell from the weapon. When you do, the creaturemust succeed on a Strength saving throw against yourspell save DC or be pushed up to 15 feet away andknocked prone.Arcane Aegis. When a creature deals damage toan ally under the effect of your aegis you can use yourreaction to remove the aegis from your ally. When youdo, you teleport up to 30 feet and may make a weaponattack against the creature.Occult SavantBy 7th level, through diplomacy, espionage, or occultexperimentation you have learned spells belonging toother Eldritch Societies. Choose two spells from anyEldritch Society, including this one. The spells youchoose must be of a level you can cast, as shown on theMagus table, or a cantrip. The chosen spells count asArcane Order magus spells for you and are not includedin the Spells Known column of the Magus table.Arcane RecoveryStarting at 14th level, you have learned to regain someof your magical energy by reflecting on esoteric truthsand formulas. Once per day when you finish a short rest,you can choose expended spell slots to recover. Thespell slots can have a combined level that is equal to orless than half your magus level (rounded up), and noneof the slots can be 6th level or higher.The Primordial SealThe Primordial Seal is an ancient Eldritch Societythat claims to be responsible for the ongoing safety ofthe material realms. According to their own lore, longago the material realms were constantly besieged bythe elemental realms until a seal was placed, foreverseparating them from one another. Today magi in thePrimordial Seal travel the land to ensure the old magicshold up and to gather power for the dreaded day theseal fails.Primordial Seal InitiateWhen you choose this Eldritch Society at 1st level, youaugment your martial prowess with the ability to castcantrips. This initiation will later influence your magusspellcasting feature.Cantrips. You learn two cantrips of your choice fromthe Primordial Seal’s spell list. You learn an additionalcantrip of your choice from the Primordial Seal’s spelllist at 4th level and again at 10th. These cantrips countas magus spells for you.Spellcasting Ability. Charisma is your spellcastingability for your Primordial Seal spells, since you learnyour spells through raw connection to the naturalelements. You use your Charisma whenever a spellrefers to your spellcasting ability. In addition, you useyour Charisma modifier when setting the saving throwfor a magus spell you cast and when making an attackroll with one.Spell save DC 8 your proficiency bonus your Charisma modifierSpell attack modifier your proficiency bonus your Charisma modifierBonus Proficiency & LanguageAt 1st level, you gain proficiency with the Survival skill.Additionally, you can speak, read, and write Primordial.Tourmaline MarkStarting at 3rd level, the effects of your mystic marksare enhanced by the Primordial Seal’s elemental power.When you place your enspell on an object or aegis on acreature an intense aura of vacillating colors surround it.Primordial Enspell. When you enspell your weapon itroars with primordial strength and you may choose oneof the following damage types: acid, cold, fire, lightning,or thunder. While your weapon remains enspelled itdeals that damage type instead of its normal damagetype.When you hit with an attack with this weapon youcan choose to remove the enspell from the weapon.When you do, the creature you hit must succeed on aConstitution saving throw against your spell save DC orit loses any resistance or immunity it had to the damagetype you had chosen. This effect persists until the end ofyour next turn.Primordial Aegis. When a creature deals damage toan ally under your aegis you can use your reaction toremove the aegis. When you do, choose acid, cold, fire,lightning, or thunder. That ally has resistance to thatdamage type for the next minute.6Classes Magus

Elemental AlignmentAt 7th level, your intimate working of elemental magichas imbued you with abilities related to one specificelement. You gain one of the following features of yourchoice.Air. Your base movement speed increases by 10 ft. andyou have advantage on initiative rolls.Earth. You have 2 additional hit points per maguslevel. Each time you gain a level in this class you gain anadditional 2 hit points.Fire. You have darkvision out to a distance of 120 feetand have proficiency with Dexterity saving throws.Water. You can breathe air and water and have a swimspeed equivalent to your walking speed. Additionally,you have advantage on saving throws against beingrestrained or grappled and ability checks made to resistor escape a grapple.Elemental AttunementAt 14th level, you learn to harmonize with the elementyou chose when you took the Elemental Alignmentfeature. You can cast a spell associated with yourchosen element and listed below without expending aspell slot. You cannot lose concentration on the spell bytaking damage. You can use this feature again when youcomplete a long rest.Air. Investiture of Wind.Earth. Investiture of Stone.Fire. Investiture of Flame.Water. Investiture of Ice.The Sylvan CircleMagi in the Sylvan Circle are drawn together by theirreverence for the natural world. Members of thisEldritch Society become a magus to protect sacredlands and creatures. Although this society is moreinformal compared to others, magi in the Sylvan Circlemeet with one another regularly in small groups theycall covens to discuss matters of local and regionalconcern as well as to share information.Bonus ProficienciesAt 1st level, you gain proficiency with the Nature skilland your choice of poisoner’s kit or herbalism kit.Emerald MarkStarting at 3rd level, the effects of your mystic marksare enhanced by the Sylvan Circle’s esoteric practices.When you place your enspell on an object or aegis on acreature a verdant green aura surrounds it.Sylvan Enspell. When you deal damage with yourenspelled weapon you can choose to deal poisondamage instead of the normal damage type.When you deal damage to a creature using a weaponyou’ve enspelled you can choose to remove your enspellfrom that weapon. When you do, roots spring fromthe ground and tether the creature to the earth. Thecreature must succeed on a Strength saving throwagainst your spell save DC or the creature is restraineduntil the end of their next turn.Sylvan Aegis. When an ally under the effect of youraegis fails a saving throw you can use your reaction toremove your aegis from that ally. When you do the aegistransmutes to vital energy and washes over the ally. Theally may reroll the saving throw with advantage.Nature’s MaskAt 7th level, you can cast the spell polymorph targetingyourself only without spending a spell slot. Once you usethis feature, you must finish a long rest before you canuse it again.Font of LifeAt 14th level, you can use a bonus action and spenda spell slot to create an aura of regeneration. Whenyou do, you regain your magus level 1d12 hit pointsper level of spell slot you spent and each creature youchoose within 30 feet of you regains half that amount.You can use this feature again after you complete a shortor long rest.Sylvan Circle InitiateWhen you choose this Eldritch Society at 1st level, youaugment your martial prowess with the ability to castcantrips. This initiation will later influence your magusspellcasting feature.Cantrips. You learn two cantrips of your choice fromthe Sylvan Circle’s spell list. You learn an additionalcantrip of your choice from the Sylvan Circle’s spell listat 4th level and again at 10th. These cantrips count asmagus spells for you.Spellcasting Focus. You can use an druidic focus(found in chapter 5 of the Player’s Handbook) as aspellcasting focus for your magus spells.Spellcasting Ability. Wisdom is your spellcastingability for your Sylvan Circle spells, since you learn yourspells through intuitive connection with the naturalworld. You use your Wisdom whenever a spell refersto your spellcasting ability. In addition, you use yourWisdom modifier when setting the saving throw for amagus spell you cast and when making an attack rollwith one.Spell save DC 8 your proficiency bonus your Wisdom modifierSpell attack modifier your proficiency bonus your Wisdom modifierClasses MagusPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners7

Magus Spell ListsThe Arcane OrderCantrips (0 Level)3rd LevelArcing ArrowSVBlade WardDancing LightsGreen-Flame BladeSCAGMage HandMessageMinor IllusionPrestidigitationSpell Shattering StrikeSVSword BurstSCAGTrue StrikeVortex DartSVBlinkClairvoyanceCounterspellDispel MagicFireballFlyHasteHypnotic PatternLeomund’s Tiny HutMagic CircleSlowTongues1st Level4th LevelAlarmColor SprayComprehend LanguagesDetect MagicFalse LifeFeather FallFind FamiliarGreaseIdentifyMagic MissileShieldSleepTenser’s Floating DiskArcane EyeBanishmentConfusionDimension DoorEvard’s Black TentaclesFabricateHallucinatory TerrainLeomund’s Secret ChestLocate CreatureThe Sylvan Circle5th LevelCantrips (0 Level)2nd LevelBlurCloud of DaggersCrown of MadnessDarknessDarkvisionEnlarge/ReduceHold PersonInvisibilityLevitateMisty StepNystul’s Magic AuraPhantasmal ForceRope TrickSee InvisibilityAnimate ObjectsBigby’s HandContact Other PlaneCreationHold MonsterPasswallScryingTeleportation Circle6th LevelArcane GateContingencyDisintegrateDrawmij’s InstantSummonsMagic JarTrue SeeingCantrips (0 Level)Acid SplashArcing ArrowSVBooming BladeSCAGCreate BonfireEEControl FlamesEEGreen-Flame BladeSCAGGustEEMold EarthEERime StrikeSVShape WaterEE1st LevelAbsorb ElementsEEAlarmBurning HandsCatapultEEChromatic OrbDetect MagicEarth TremorEEClasses Magus3rd LevelCall LightningErupting EarthEEFireballFlame ArrowsEEGaseous FormLightning BoltMeld into StoneSleet StormTIdal WaveEEWall of SandEEWall of WaterEEWater WalkWind Wall4th LevelConjure MinorElementalsControl WaterElemental BaneEEFire ShieldBooming BladeDruidcraftFungal BloomSVGive LifeSVLightMagic StoneEEResistanceRime StrikeSVSpare the DyingThornwhipWarden’s RebukeSVSCAG1st Level2nd LevelAnimal FriendshipCreate or Destroy WaterCure WoundsDetect Poison andDiseaseEnsnaring StrikeEntangleFog CloudGoodberryHail of ThornsJumpLongstriderPurify Food and DrinkSpeak with AnimalsSpore CloudSVAganazzar’s ScorcherEEArcane LockDust DevilEarthbindFlaming SphereGust of WindKnockMaximilian’s EarthenGraspEEMelf’s Acid ArrowPyrotechnicsScorching RayAlter SelfAnimal MessengerBarkskinBeast SenseDarkvisionEnhance AbilityGust of WindLesser RestorationLocate Animals or PlantsMoonbeamThe Primordial Seal8ShatterSnilloc’s SnowballSwarmEEWarding WindEEFeather FallIce KnifeEERing of FireSVStormy StepSVThunderwaveWitchbolt2nd LevelIce StormStone ShapeStorm SphereEEWatery SphereEEWall of Fire5th LevelCone of ColdConjure ElementalControl WindsEEImmolationEETransmute RockEEWall of Stone6th LevelChain LightningFlesh to StoneInvestiture of FlameEEInvestiture of IceEEInvestiture of StoneEEInvestiture of WindEEMove EarthOtiluke’s FreezingsphereWall of IceWind WalkPass without TraceProtection from PoisonSkywriteEESpike GrowthWarding WindEE3rd LevelConjure AnimalsDaylightDispel MagicMeld into StonePlant GrowthProtection from EnergyRevivifySpeak with PlantsStinking CloudWater BreathingWater Walk4th LevelBlightConjure WoodlandBeingsDeath WardDominate BeastGiant InsectGrasping VineLocate CreaturePolymorphStone Shape5th LevelAwakenCommune with NatureContagionGreater RestorationInsect PlagueReincarnateTree Stride

Transport via PlantsWall of Thorns6th LevelFind the PathHealHeroes’ FeastSunbeamPlacing your hand on another creature you can transferyour own life force to them. You spend and roll one ofyour hit dice and the creature regains that many hitpoints.Rime StrikeNew SpellsEvocation cantripArcing ArrowTransmutation cantripCasting Time: 1 actionRange: 60 feetComponents: V, M (a weapon)Duration: InstantaneousClass: Magus (Arcane Order & Primordial Seal)As part of the action used to cast this spell, you mustmake a ranged attack with a weapon against onecreature within the spell’s range, otherwise the spellfails. On a hit, the target suffers the attack’s normaleffects. On a miss, choose a second creature withinrange and make a ranged weapon attack with the sameweapon against that creature. On a hit, the secondcreature suffers the attack’s normal effects but theattack deals lightning damage.This spell’s damage increases when you reach higherlevels. At 5th level, the ranged attack deals an extra 1d8lightning damage whether it hits the original target orthe second creature. This damage increases by 1d8again at 11th level and 17th level.Fungal BloomConjuration cantripCasting Time: 1 actionRange: 60 feetComponents: V, M (ranged weapon)Duration: InstantaneousClass: Magus (Sylvan Circle)You send arrow towards an enemy in range and uponhitting its mark explodes into a shower of fungalspores. As part of the action used to cast this spell, youmust make a ranged attack with a weapon against onecreature within the spell’s range, otherwise the spellfails. On a hit, the target suffers the attack’s normaleffects, and a fungal bloom appears in three unoccupiedspaces of your choice adjacent to the creature. Thesefungal blooms remain until the end of your next turn.When a creature moves through a fungal bloom thefungal bloom is destroyed and the creature takes 1d6poison damage.This spell’s damage increases when you reach higherlevels. At 5th level, the ranged attack deals an extra 1d6poison damage to the target, and the fungal bloom dealsan additional 1d6 poison damage when destroyed bya creature who moves through it. Both damage rollsincrease by 1d6 at 11th level and 17th level.Give LifeTransmutation cantripCasting Time: 1 actionRange: TouchComponents: V, SDuration: InstantaneousClass: Cleric, Magus (Sylvan Circle), ShamanCasting Time: 1 actionRange: 90 feetComponents: V, M (a weapon)Duration: InstantaneousClass: Magus (Primordial Seal & Syl

3 Cflfiffffff Mfi ff PD compiled edited and designed to resemble the ocial Player’s Handbook by ers An eldritch society is not a monolithic entity but they do have beliefs and goals that the majority of the magi in that society believe in and fight for. Magi in the Arcane Order observe a tradition of honoring the

Related Documents:

The 3-Heights PDF Merge Split API can operate on multiple input and output documents in one processing step. PDF Merge Split Pages Rotate Bookmarks Form Fields Output Intent Split Merge PDF PDF PDF PDF PDF PDF XMP Metadata PDF PDF PDF, PDF/A PDF, PDF/A PDF PDF PDF, PDF/A PDF, PDF/A 1.1.1 Features The 3-Heights PDF Merge Split API comes with .

select About PDF Studio from the Help menu. Release notes . For documentation updates and release notes, refer to our knowledge base here (PDF Studio 12 change log) Download User Guides as a PDF . PDF Studio 12 User Guide (.PDF) PDF Studio 11 User Guide (.PDF) PDF Studio 10 User Guide (.PDF) PDF Studio 9 User Guide (.PDF) PDF Studio 8 User .

Table 1: Adobe and PDF format versions. Year PDF Version Adobe Acrobat Version 1993 PDF 1.0 Acrobat 1.0 1994 PDF 1.1 Acrobat 2.0 1996 PDF 1.2 Acrobat 3.0 1999 PDF 1.3 Acrobat 4.0 2001 PDF 1.4 Acrobat 5.0 2003 PDF 1.5 Acrobat 6.0 2005 PDF 1.6 Acrobat 7.0 2006 PDF 1.7 Acrobat 8.0 / ISO 32000 2008 PDF 1.7, Adobe Extension Level 3 Acrobat 9.0

Training one MFI’s human resources and staff management team: Training an MFI’s human resource and staff management team is the ideal training situation will allow the trainer to tailor all examples to directly address the needs of the one MFI, and the process of developing one or more H

How PDF Forms Access Helps With Accessibility 13 Brief Review of PDF Forms 13 Exercise: PDF Form Field Properties 15 Summary 21 Adobe PDF Forms Access: Tagging PDF Forms 22 Introduction to PDF Forms Access 22 Overview of PDF Forms Access 24 Exercise: Initializing a Form Using PDF Forms Access 32 Modifying the PDF Forms Access Structure Tree 36

worked with older versions of Word. Convert Word documents using the method described in Creating a PDF/A file from Word below. Regardless of how you create the PDF/A file, always test the result as described in Test your PDF file above and validate it (see PDF/A validation below). PDF to PDF/A (Method 1) Open the PDF file with PDF-XChange.

PDF Studio - Affordable, Powerful PDF Software for Windows, Mac, & Linux. PDF Studio is an all-in-one, easy to use PDF editor that provides all PDF features needed at a fraction of the cost of Adobe Acrobat and other PDF editors. PDF Studio maintains full compatibility with the PDF Standard. For previous version user guides . Click Here .

paper (if used) should be placed inside the front cover of the answer book. Rough work should be scored through. All questions should be attempted. Candidates should note that Question 10 contains a choice. Question 1 is on Pages 10, 11 and 12. Question 2 is on Page 13. Pages 12 and 13 are fold-out pages. NATIONAL QUALIFICATIONS 2014 FRIDAY, 16 MAY 1.00 PM – 3.30 PM [X274/13/02] Page two .