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Howard (Dream)

Psychic 9
N, Medium, Human, Humanoid, Reflection
Ancestry: Human Reflection (Reflection)
Background: Emissary Skills
Alignment: Neutral Neutral
Speed: 30 ft. +11 * Acrobatics
U* Dex

Languages: Alghollthu, Common, Elven, English, Jotun, +9 * Arcana


U* Int

Undercommon
+9 * Athletics
U* Str

Hit Points Focus Points Hero Points +9 * Crafting


U* Int

80 3 3 +15 * Deception
T Cha

1 +19 * Diplomacy
M Cha

+15 * Intimidation
T Cha

Str Dex Con Int Wis Cha 10 Str


14 Dex
+13 * Medicine
U* Wis

+0 +2 +2 +0 +4 +4 14 Con
10 Int
+13 * Nature
U* Wis

18 Wis
19 Cha
+15 *Occultism
M* Int

+11 * Outer Lore


T* Int

PERCEPTION +15 * = +11


T Base +4 Wis +0 Misc +13 * Performance
U* Cha

FORTITUDE +15 * = +13


E* Base +2 Con +0 Misc +13 * Religion
U* Wis

REFLEX +15 * = +13


E* Base +2 Dex +0 Misc +11 * Society
T* Int

WILL +17 * = +13


E* Base +4 Wis +0 Misc +11 * Stealth
U* Dex

+13 * Survival
U* Wis
AC 24 * = +21
T* Base +2 Dex +1 Misc
+11 * Thievery
U* Dex

Defenses
Perception (Psychic Rapport): +1 circumstance bonus to Sense Motive Skill Modifiers
until the start of your next turn after casting a mental spell Deception (Psychic Rapport): +1 circumstance bonus until the start of your next
turn after casting a mental spell
+1 explorer’s clothing (Trained) Diplomacy (Psychic Rapport): +1 circumstance bonus until the start of your next
turn after casting a mental spell
AC: +1, Max Dex: +5, Armor Check: –, Speed: – Intimidation (Psychic Rapport): +1 circumstance bonus until the start of your
Traits: comfort, comfort next turn after casting a mental spell
Unarmored defense (Trained) Feats
AC: +0, Max Dex: –, Armor Check: –, Speed: –
Parallel Breakthrough [Class Feats Selection]
Gain a 1st-level psi cantrip with its unique amp from another conscious mind
Activated Abilities & Adjustments choice.
Focus Points Psi Burst (5d4 B, 1/round, DC 27) [Class Feats
Stupefied Selection]
Creature in 30' takes B dmg (basic Ref).
Strain Mind (1/hour) [Class Feats Selection]
Special Abilities At 0 FP, lose HP = 4 × spell lvl to add an amp.

Daydream Trance (DC 27) Infiltrate Dream [Free Archetype Feats]


For 1m, gain +1 to Will, increased vs mental, but take -1 to Perception and Enter sleeping creature's dream to glean information, Occultism vs. target's
initiative. Will DC.

Fade into Daydreams Sleepwalker Dedication [Free Archetype Feats]


Become concealed until next turn start; can't be used to Hide. Gain the Daydream Trance action.

Unleash Psyche Vision of Foresight [Free Archetype Feats]


For 2r, gain +2 × spell lvl status bon to instant psychic spell dmg and use psyche Before next turn end, roll twice and take better result on a save or skill check.
abilities, then stupefied 1 for 2r after. Bizarre Magic [General Feats Selection]
DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
Feats Fleet [General Feats Selection]
Clever Improviser [Ancestry Feats Selection] Your Speed increases by 5 feet.
Attempt skill actions that normally require trained proficiency, even if untrained. Psychic Rapport [Natural Ambition Feat]
Natural Ambition [Ancestry Feats Selection] After casting a mental spell, +1 circ to Deception, Diplomacy, Intimidation and
Perception to Sense Motive until next turn.
Gain a 1st-level class feat for your class.
Sense Allies [Ancestry Feats Selection] Aura Sight (1/hour) [Skill Feats Selection]
Determine target's attitude, emotional state, and general health.
The flat check for you to target willing allies within 60 feet that are hidden from
you is 5 instead of 11 Bon Mot [Skill Feats Selection]
Homing Beacon [Class Feats Selection] Roll Diplomacy vs. Will DC of foe in 30 ft to inflict penalty to Will saves and
Perception unless foe responds with own check.
Amp: Target that is hit/fails save is one step easier to notice.

Weapon Proficiencies
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Feats Experience & Wealth
Consult the Spirits (Occultism, 1/day) [Skill Feats Selection] Career Experience Points: 0 (0/0 to 10th)
Roll Recall Knowledge over 10 min to question resident spirits about matters Current Cash: 75 gp
related to their nature.
Multilingual [Skill Feats Selection]
Learn additional common or uncommon languages of your choice.
Multilingual
Learn additional common or uncommon languages of your choice.
Untrained Improvisation
Proficiency bonus to untrained skill checks is equal to your level.

Spells
Psychic spells known (DC 27, attack +17)
5th (1/day)—etheric shardsDA, telepathic bond
4th (2/day)—fly, magic mailboxSoM, resilient sphere
3rd (2/day)—agonizing despair APG, ghostly weapon, sea of
thoughtDA
2nd (2/day)—blistering invective APG, hideous laughter,
mirror image
1st (2/day)—color spray, magic weapon, phantom pain
Cantrip (at will)—astral rainDA, dancing lights, imaginary
weaponDA, mage hand, message, shield, telekinetic
projectile, warp step DA

Tracked Resources
Aura Sight (1/hour) ☐
Consult the Spirits (Occultism, 1/day) ☐
Psi Burst (5d4 B, 1/round, DC 27) ☐
Strain Mind (1/hour) ☐

Gear (Encum: 5 bulk, Over: 10 bulk)


Total Bulk Carried: 0.1, Unencumbered
+1 explorer’s clothing L
Money -

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Howard (Dream) – Abilities & Gear

Aura Sight (1/hour) (Feat, Skill Feats Selection) Consult the Spirits (Occultism, 1/day) (Feat, Skill Feats Selection)
Traits: Concentrate, Exploration, General, Secret, Skill Traits: General, Secret, Skill
Rarity: Uncommon Prerequisites Master in Nature, Occultism, or Religion
Prerequisites expert in Occultism Frequency once per day
Frequency once per hour
You have learned rites or meditations that enable you to perceive
You’ve learned how to read the natural auras of other living minor, invisible spirits within a place. Choose Nature, Occultism, or
creatures. To do this, you must focus on a single living target Religion when you select this feat. Nature allows you to contact the
without blinking for 1 minute. You can do this while performing spirits of nature that form leshies, who are born of pure life essence
some other minor task—such as making conversation to distract rather than spiritual energy and can answer questions about natural
from your intentions—but you can’t blink or otherwise lose your features like the location of nearby water or plant life. Religion
concentration. You can then perceive any or all of the following reveals the presence of angelic, demonic, or other spirits in service
information. to divine beings, who provide information about sources of powerful
positive or negative energy, sacred or profane influences, or the
• The target’s current apparent attitude toward you (friendly, presence of undead. Occultism allows you to contact lingering
indifferent, and so on). spirits, psychic echoes of the departed dead, and spirits from
• The target’s current apparent emotional state. beyond reality, who tell you about things like strange auras, effects,
• A general assessment of the target’s physical health, such as or the presence of unnatural occult beings.
what conditions or afflictions it has. You might need to succeed at
an Occultism check against the affliction or condition’s DC to detect Spend 10 minutes and attempt a check to Recall Knowledge with
the presence of a specifically hidden or subtle condition or affliction. the chosen skill; the DC is determined by the GM (usually a very
high DC for the level of the highest-level creature you might
In addition, the GM rolls a secret Occultism check for you against encounter in the area). If you’re legendary in the chosen skill, you
the target’s Deception DC. If your result exceeds your target’s, you can use this feat once per hour, instead of only once per day, but
can identify if they’re being deceptive in some way (such as you can’t use it again on any area that overlaps a previous area.
expressing a false attitude toward you or faking an emotional state).
This doesn’t allow you to automatically identify the exact nature of Critical Success The spirits reveal themselves to you and have a
that deception, only to tell the outward appearance is false. helpful attitude toward you. Only you can perceive these spirits.
They answer three simple questions about the environment within
Appears In: Dark Archive 100 feet of you, depending on the skill you chose and thus the
type of spirits you contact. Their answers are almost always a
Bon Mot (Feat, Skill Feats Selection) single word, and their knowledge is limited to within their area of
Traits: Auditory, Concentrate, Emotion, General, Linguistic, Mental, interest.
Skill Success As with a critical success, but the spirits are indifferent to
[1 action] you and answer only one question.
Prerequisites Trained in Diplomacy Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They
You launch an insightful quip at a foe, distracting them. Choose a are hostile toward you, though they may not immediately appear
foe within 30 feet and roll a Diplomacy check against the target’s so. They answer up to three questions but give you information that
Will DC. is harmful to you in some way, as determined by the GM.

Critical Success The target is distracted and takes a -3 status Appears In: Advanced Player's Guide
penalty to Perception and Will saves for 1 minute. The target can (Class, Class Feats Selection, Feat,
end the effect early with a retort to your Bon Mot. This can either Homing Beacon Psychic)
be a single action that has the concentrate trait or an appropriate Traits: Amp, Psychic
skill action to frame their retort. The GM determines which skill
actions qualify, though they must take at least 1 action. Typically, As your spell strikes a target, you plant a beacon in the target’s
the retort needs to use a linguistic Charisma-based skill action. mind that announces its presence to those nearby. Use this amp in
Success As critical success, but the penalty is -2. place of a psi cantrip’s normal amp entry. The amped cantrip must
Critical Failure Your quip is atrocious. You take the same penalty be one that has one or more targets and must either require a
an enemy would take had you succeeded. This ends after 1 minute spell attack roll or have a saving throw.
or if you issue another Bon Mot and succeed.
Amp Choose one creature hit by the spell (if the spell has a spell
Appears In: Advanced Player's Guide attack roll) or that fails its save against the spell (if the spell
requires a save). A psychic beacon emits from the creature’s
location, making it easier to notice the creature as the mind and
attention of onlookers is subtly drawn to it. For 1 minute, if the
target would be invisible, it’s instead merely concealed, and if it
would be concealed, it’s no longer concealed.

Appears In: Dark Archive

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Howard (Dream) – Abilities & Gear
(Class, Class Feats Selection, Feat,
Infiltrate Dream (Feat, Free Archetype Feats) Strain Mind (1/hour) Psychic)
Traits: Archetype, Enchantment, Mental, Occult Traits: Psychic
Prerequisites Sleepwalker Dedication [free]
Frequency once per hour
Entering a dream is as natural to you as stepping through a Trigger You cast a psi cantrip.
doorway. If you’re adjacent to a sleeping creature, you can enter a Requirements You have 0 Focus Points.
lucid dreamlike state, a process taking 10 minutes, to mentally walk
into their dreamscape. While in the target’s dream, you witness its You strain your body beyond its limits to use an amp even when
contents, plots, and emotional experiences as an observer, though your mental power is depleted. You add an amp that costs 1 Focus
nothing within the dream can perceive or interact with you. Your Point to the spell. Instead of paying the normal Focus Point cost,
target becomes temporarily immune to Infiltrate Dream for 1 week. you lose Hit Points equal to four times the spell level of the amped
You can’t enter the dreams of a creature that doesn’t have a psi cantrip as you bleed from your nose or suffer some other visible
conscious mind or doesn’t dream. sign of strain.

While within the dream, you can attempt an Occultism check against Appears In: Dark Archive
the target’s Will DC to interpret symbolism and learn information
about a single topic. If the target has no knowledge of the topic, Vision of Foresight (Feat, Free Archetype Feats)
you learn they don’t know about the topic unless your result is a Traits: Archetype, Divination, Fortune, Occult
critical failure. [1 action]
Prerequisites Sleepwalker Dedication
Critical Success You learn a piece of information directly relevant to Requirements You’re in a Daydream Trance
the topic unless the target would want to hide it. If so, you learn
something related to the topic but not a direct answer. You use your daydreams to predict the success of actions, rapidly
Success You receive a hint or clue about the topic. This clue will envisioning the possibilities. Once before the end of your next turn,
not be inaccurate, but it’s cryptic, vague, or may be understandable you can call upon these predictions before you roll a saving throw
only with additional information. or skill check. You can roll the saving throw or skill check twice
Critical Failure The dreams mislead you, and you learn an and take the better result.
erroneous piece of information.
Appears In: Dark Archive
Appears In: Dark Archive
(Class, Class Feats Selection, Feat,
Psi Burst (5d4 B, 1/round, DC 27) Psychic) Daydream Trance (DC 27) (Free Archetype Feats)
Traits: Concentrate, Evocation, Mindshift, Occult, Psyche, Psychic
Traits: Elemental, Mental, Occult
[1 action]
[1 action]
Frequency once per round
You fall into a half-sleeping trance. This lasts for 1 minute or until
With a passing thought, you direct violent psychic energies at a
you fall unconscious, whichever comes first. You can voluntarily end
nearby creature. Target one creature within 30 feet. It takes 1d4
your trance by taking a single action, which has a concentrate trait,
bludgeoning damage with a basic Reflex save. At 3rd level and
and succeeding at a Will save against your own class DC or spell
every 2 levels thereafter, the damage increases by 1d4.
DC, whichever is higher. Once your trance ends, you can’t enter a
Daydream Trance again for 1 minute. While you’re in your trance,
Appears In: Dark Archive
you gain the following effects:
Psychic Rapport (Feat, Natural Ambition Feat) • You gain a +1 status bonus to Will saves. This bonus increases
Traits: Psychic to +2 against mental effects. If you’re legendary in Occultism, the
bonus against mental effects increases to +3.
Your telepathic sensitivity intensifies when you’re affected by mental
magic, making it easier for you to link to other creatures. After you • You take a -1 penalty to Perception checks and initiative rolls.
Cast a Spell with the mental trait, until the start of your next turn,
you gain a +1 circumstance bonus to Deception, Diplomacy, and Appears In: Dark Archive
Intimidation checks, and to Perception checks to Sense Motive.
Fade into Daydreams (Subconscious Mind)
Appears In: Dark Archive
Traits: Illusion, Psyche, Psychic
[1 action]
Sense Allies (Ancestry Feats Selection, Feat)
Traits: Human Your flights of imagination spill into the real world, causing you to
become indistinct, hazy, or cloaked in figments. You become
Like many humans raised in a close-knit community, you have concealed until the start of your next turn. This concealment can’t
always been strongly attuned to the presence of others. Willing be used to Hide, as normal for concealing effects that leave your
allies that you are aware of within 60 feet that would otherwise be location obvious.
undetected by you are instead hidden from you. The flat check for
you to target willing allies within 60 feet that are hidden from you is Appears In: Dark Archive
5 instead of 11.

Appears In: Advanced Player's Guide

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Howard (Dream) – Abilities & Gear

Unleash Psyche (Class, Psychic)


Traits: Psychic
[free]
Trigger Your turn begins.
Requirements You’re in an encounter, you Cast a Spell on your
previous turn, and you aren’t stupefied.

You call on the depths of your mind and let psychic power flood
through. Your Psyche remains Unleashed for 2 rounds or until your
fall unconscious, whichever comes first. You can’t voluntarily quell
your unleashed psyche. While your Psyche is Unleashed, the
following effects occur.

• You’re constantly surrounded by the visual manifestation of your


psychic magic.

• When you cast a damaging spell, you gain a status bonus to its
damage equal to double the spell’s level. This applies only to spells
that don’t have a duration and that you cast using psychic
spellcasting.

• You can use actions that have the psyche trait.

After your unleashed psyche subsides, your mind must recover from
the strain of channeling its full power. You can’t use Unleash
Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.

Appears In: Dark Archive

Weapon Traits
Agile
The multiple attack penalty you take with this weapon on the
second attack on your turn is –4 instead of –5, and –8 instead of
–10 on the third and subsequent attacks in the turn.

Finesse
You can use your Dexterity modifier instead of your Strength
modifier on attack rolls using this melee weapon. You still use your
Strength modifier when calculating damage.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock
creatures unconscious instead of kill them. You can use a nonlethal
weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
An unarmed attack uses your body rather than a manufactured
weapon. An unarmed attack isn’t a weapon, though it’s categorized
with weapons for weapon groups, and it might have weapon traits.
Since it’s part of your body, an unarmed attack can’t be Disarmed. It
also doesn’t take up a hand, though a fist or other grasping
appendage generally works like a free-hand weapon.

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Howard (Dream) – Spells

Astral Rain Cantrip 3 Dancing Lights Cantrip 1

Uncommon, Cantrip, Concentrate, Evocation, Force, Occult, Psychic Cantrip, Concentrate, Evocation, Light, Occult
Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 60 feet Range 120 feet
Area one 5-foot cube Duration sustained
Saving Throw Reflex
In-Play Information
In-Play Information
Heightened to 5th Level
Heightened to 5th Level
Psi Cantrip
Psi Cantrip Cast [2 actions] imagination, somatic
Cast [2 actions] imagination, somatic Range 120 feet
Range 60 feet Duration sustained
Area one 5-foot cube
Damage 4d4+4 B Calculation Breakdown:
Saving Throw DC 27 Reflex Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
Calculation Breakdown: •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Proficiency Level (Expert) (+4)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4) You create up to four floating lights, no two of which are more
than 10 feet apart. Each sheds light like a torch. When you Sustain
the Spell, you can move any number of lights up to 60 feet. Each light
You fling a mass of furious thoughts into the air, where they must remain within 120 feet of you and within 10 feet of all others, or
expand into numerous blades or other shapes that rain down. Any it winks out.
creature that’s in the area or enters the area before the start of your
next turn takes your choice of bludgeoning or piercing damage equal Your dancing lights can float wherever you like. After creating the
to 2d4 plus your spellcasting ability modifier, with a basic Reflex lights, they can move more than 10 feet from the other lights, and
saving throw. more than 120 feet from you. Your dancing lights also gain the
following amp.
Heightened (+1) The damage increases by 1d4.
Amp Your lights whirl together, dazzlingly and hypnotically. When
Amp The area changes to a 5-foot burst, and you can Sustain you amp the spell, you create a flashing display comprised of all four
the Spell up to 1 minute. The first time each round that you Sustain lights in an unoccupied 5-foot square. If you move the lights when you
the Spell, you can move the burst up to 20 feet. Sustain the Spell, the lights must remain together. The spell gains the
visual trait. Each creature in a 5-foot emanation around the lights
Appears in Dark Archive when you Cast the Spell must attempt a Fortitude save.

Success The creature is dazzled until the start of your next turn
and then becomes temporarily immune for 1 minute.

Failure The creature is dazzled until the start of your next turn
and must attempt a new save against the spell whenever it starts its
turn adjacent to the lights.

Critical Failure As failure, but the creature is also fascinated by


the lights until the start of your next turn.

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Howard (Dream) – Spells

Imaginary Weapon Cantrip 1 Mage Hand Cantrip 1

Uncommon, Attack, Cantrip, Concentrate, Evocation, Force, Occult, Cantrip, Concentrate, Evocation, Occult
Psychic Traditions Occult
Traditions Occult Cast [2 actions] imagination, somatic
Cast [2 actions] imagination, somatic Range 30 feet
Range touch Targets 1 unattended object of light Bulk or less
Targets 1 creature Duration sustained

In-Play Information In-Play Information

Heightened to 5th Level Heightened to 5th Level


Cast [2 actions] imagination, somatic
Psi Cantrip Range 30 feet
Cast [2 actions] imagination, somatic Targets 1 unattended object of light Bulk or less
Range touch Duration sustained
Targets 1 creature
Melee Strikes +17 / +12 / +7 Calculation Breakdown:
Melee Damage 5d8+4 B Proficiency Level (Expert)
Melee Crit Damage ×2 •Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Calculation Breakdown: (+4)
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier You create a single magical hand, either invisible or ghostlike,
(+4) that grasps the target object and moves it slowly up to 20 feet.
Because you’re levitating the object, you can move it in any direction.
Melee Attack When you Sustain the Spell, you can move the object an additional 20
•Proficiency Bonus (+13): Character Level (+9), Expert (+4) feet. If the object is in the air when the spell ends, the object falls.
•Ability Bonus (4): Charisma 19 (+4)
Heightened (3rd) You can target an unattended object with a
Melee Damage Bulk of 1 or less.
•Untyped Bonuses and Penalties (+4): Key Ability Score (+4) Heightened (5th) The range increases to 60 feet, and you can
target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can
You create a simple weapon of force. Make a melee spell attack target an unattended object with a Bulk of 2 or less.
roll against your target’s AC. If you hit, you deal your choice of
bludgeoning or slashing damage equal to 1d8 plus your spellcasting Message Cantrip 1
ability modifier. On a critical success, you deal double damage and
can choose to detonate your weapon to push the target 10 feet away Auditory, Cantrip, Concentrate, Illusion, Linguistic, Mental, Occult
from you. Traditions Occult
Cast [1 action] imagination
Heightened (+1) The damage increases by 1d8. Range 120 feet
Targets 1 creature
Amp You form multiple force weapons to lash out at multiple Duration see below
foes. You make two imaginary weapon Strikes, each against a different
target. Your multiple attack penalty doesn’t increase until you’ve made In-Play Information
both Strikes.
Heightened to 5th Level
Amp Heightened (+1) The damage increases by 2d8 instead of Cast [1 action] imagination
1d8. Range 120 feet
Targets 1 creature
Amp (Homing Beacon) Choose one creature hit by the spell (if Duration see below
the spell has a spell attack roll) or that fails its save against the spell
(if the spell requires a save). A psychic beacon emits from the Calculation Breakdown:
creature’s location, making it easier to notice the creature as the mind Proficiency Level (Expert)
and attention of onlookers is subtly drawn to it. For 1 minute, if the •Ability Bonus (+4): Charisma 19 (+4)
target would be invisible, it’s instead merely concealed, and if it would •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
be concealed, it’s no longer concealed. (+4)
Amp (Homing Beacon) Choose one creature hit by the spell (if
the spell has a spell attack roll) or that fails its save against the spell You mouth words quietly, but instead of coming out of your
(if the spell requires a save). A psychic beacon emits from the mouth, they’re transferred directly to the ears of the target. While
creature’s location, making it easier to notice the creature as the mind others can’t hear your words any better than if you normally mouthed
and attention of onlookers is subtly drawn to it. For 1 minute, if the them, the target can hear your words as if they were standing next to
target would be invisible, it’s instead merely concealed, and if it would you. The target can give a brief response as a reaction, or as a free
be concealed, it’s no longer concealed. action on their next turn if they wish, but they must be able to see
you and be within range to do so. If they respond, their response is
Amp (Homing Beacon) Choose one creature hit by the spell (if delivered directly to your ear, just like the original message.
the spell has a spell attack roll) or that fails its save against the spell
(if the spell requires a save). A psychic beacon emits from the Heightened (3rd) The spell’s range increases to 500 feet.
creature’s location, making it easier to notice the creature as the mind
and attention of onlookers is subtly drawn to it. For 1 minute, if the
target would be invisible, it’s instead merely concealed, and if it would
be concealed, it’s no longer concealed.
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Amp (Homing Beacon) Choose one and
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associated theand
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logos
the spell has a spell attack roll) or that fails its save against the spell
(if the spell requires a save). A psychic beacon emits from the
creature’s location, making it easier to notice the creature as the mind
and attention of onlookers is subtly drawn to it. For 1 minute, if the
target would be invisible, it’s instead merely concealed, and if it would
Howard (Dream) – Spells

Shield Cantrip 1 Telekinetic Projectile Cantrip 1

Abjuration, Cantrip, Concentrate, Force, Occult Attack, Cantrip, Concentrate, Evocation, Occult
Traditions Occult Traditions Occult
Cast [1 action] imagination Cast [2 actions] imagination, somatic
Duration until the start of your next turn Range 30 feet
Targets 1 creature
In-Play Information
In-Play Information
Heightened to 5th Level
Heightened to 5th Level
Psi Cantrip Cast [2 actions] imagination, somatic
Cast [1 action] imagination Range 30 feet
Duration until the start of your next turn Targets 1 creature
Ranged Strikes +17 / +12 / +7
Calculation Breakdown: Ranged Damage 5d6+4 B
Proficiency Level (Expert) Ranged Crit Damage ×2
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier Critical Success You deal double damage.
(+4) Success You deal full damage.

Calculation Breakdown:
You raise a magical shield of force. This counts as using the Proficiency Level (Expert)
Raise a Shield action, giving you a +1 circumstance bonus to AC until •Ability Bonus (+4): Charisma 19 (+4)
the start of your next turn, but it doesn’t require a hand to use. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
While the spell is in effect, you can use the Shield Block reaction
with your magic shield (see below). The shield has Hardness 5. After Ranged Attack
you use Shield Block, the spell ends and you can’t cast it again for 10 •Proficiency Bonus (+13): Character Level (+9), Expert (+4)
minutes. Unlike a normal Shield Block, you can use the spell’s •Ability Bonus (4): Charisma 19 (+4)
reaction against the magic missile spell.
Ranged Damage
Heightening the spell increases the shield’s Hardness. •Untyped Bonuses and Penalties (+4): Key Ability Score (+4)

Heightened (3rd) The shield has Hardness 10.


Heightened (5th) The shield has Hardness 15. You hurl a loose, unattended object that is within range and that
Heightened (7th) The shield has Hardness 20. has 1 Bulk or less at the target. Make a spell attack roll against the
Heightened (9th) The shield has Hardness 25. target. If you hit, you deal bludgeoning, piercing, or slashing
damage—as appropriate for the object you hurled—equal to 1d6 plus
Shield Actions your spellcasting ability modifier. No specific traits or magic properties
The shield spell works like a raised shield, and it also gives you of the hurled item affect the attack or the damage.
the ability to use the Shield Block reaction.
Heightened (+1) The damage increases by 1d6.
Shield Block [reaction]
Trigger While you have your shield raised, you take damage from Critical Success You deal double damage.
a physical attack. Success You deal full damage.
You place your shield to ward off a blow. Your shield prevents
you from taking an amount of damage up to the shield’s Hardness.
You and the shield each take any remaining damage, possibly
breaking or destroying the shield.

Your shield spell can be deployed on behalf of others. When you


cast shield, you can choose a target ally within 30 feet to gain the
benefits of the spell instead of you. The option to Shield Block with
the spell is up to you and uses your reaction, not the target’s. Your
shield also gains the following amp.

Amp You create a layered barrier of three shields to improve


your defenses. The duration increases to sustained up to 1 minute.
The shield still lowers at the start of each of your turns, but you can
raise it again when you Sustain the Spell.

When you Shield Block with this spell, one of the three layers
breaks and you cease to gain the bonus to AC, but the spell doesn’t
end. You can keep using the spell until the final layer breaks; once it
does, the spell ends and you can’t cast shield or amped shield again
for 10 minutes. You can choose to break additional layers when you
Shield Block with this spell to improve your defenses. If you break two
layers instead of one, increase the Hardness to 1-1/2 × the normal
amount (7 at 1st level, 15 at 3rd level, 22 at 5th level, 30 at 7th level,
and 37 at 9th level). If you break all three layers, increase the
Hardness to double the normal amount.

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Howard (Dream) – Spells

Warp Step Cantrip 1 Color Spray Spell 1

Cantrip, Concentrate, Conjuration, Occult Concentrate, Illusion, Incapacitation, Occult, Visual


Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Area 15-foot cone
In-Play Information Duration 1 or more rounds (see below)
Saving Throw Will
Heightened to 5th Level
In-Play Information
Psi Cantrip
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Area 15-foot cone
Calculation Breakdown: Duration 1 or more rounds (see below)
Proficiency Level (Expert) Saving Throw DC 27 Will
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier Critical Success The creature is unaffected.
(+4) Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for
1 minute.
When you walk, the earth warps beneath your feet-your steps Critical Failure The creature is stunned for 1 round and blinded for 1
extend, distance contracts, and everything is just a little bit closer. You minute.
gain a +5-foot status bonus to your Speed until the end of your turn.
You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Calculation Breakdown:
Swim instead of Stride if you have the corresponding movement type. Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
You warp space more compactly, granting you a +10-foot status •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
to your Speed instead of a +5-foot status bonus when you warp step. (+4)
The spell also gains the following amp.

Amp Space contracts with hardly a thought, letting you Cast the Swirling colors affect viewers based on their Will saves.
Spell as a single action.
Critical Success The creature is unaffected.
Amp Heightened (4th) You twist space so completely you don’t Success The creature is dazzled for 1 round.
need to travel the interposing distance. You can choose to instead Failure The creature is stunned 1, blinded for 1 round, and
teleport to a space within your line of sight and line of effect with a dazzled for 1 minute.
range equal to your double your Speed (after applying the status Critical Failure The creature is stunned for 1 round and blinded
bonus from warp step). This grants the spell the teleportation trait. for 1 minute.

Appears in Dark Archive Magic Weapon Spell 1

Concentrate, Occult, Transmutation


Traditions Occult
Cast [2 actions] imagination, somatic
Range touch
Targets 1 weapon that is unattended or wielded by you or a willing
ally
Duration 1 minute

In-Play Information

Cast [2 actions] imagination, somatic


Range touch
Targets 1 weapon that is unattended or wielded by you or a willing
ally
Duration 1 minute

Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)

The weapon glimmers with magic and energy. The target


becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls
and increasing the number of weapon damage dice to two.

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Howard (Dream) – Spells

Phantom Pain Spell 1 Blistering Invective Spell 2

Concentrate, Illusion, Mental, Nonlethal, Occult Auditory, Concentrate, Emotion, Enchantment, Fear, Mental, Occult
Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 30 feet Range 30 feet
Targets 1 creature Targets 1 creature
Duration 1 minute Saving Throw Will

In-Play Information In-Play Information

This is a signature spell. It may be cast using any spell slot from its This is a signature spell. It may be cast using any spell slot from its
minimum to your maxium spellcasting level. minimum to your maxium spellcasting level.
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 30 feet Range 30 feet
Targets 1 creature Targets 1 creature
Duration 1 minute Damage 2d6 F
Damage 2d4 Ment Saving Throw DC 27 Will
Saving Throw DC 27
Critical Success The target is unaffected.
Critical Success The target is unaffected. Success The target takes half the persistent fire damage.
Success The target takes full initial damage but no persistent damage, Failure The target becomes frightened 1 and takes the full persistent
and the spell ends immediately. fire damage.
Failure The target takes full initial and persistent damage, and the Critical Failure The target becomes frightened 2 and takes double the
target is sickened 1. If the target recovers from being sickened, the persistent fire damage.
persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2. Calculation Breakdown:
Proficiency Level (Expert)
Calculation Breakdown: •Ability Bonus (+4): Charisma 19 (+4)
Proficiency Level (Expert) •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
•Ability Bonus (+4): Charisma 19 (+4) (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
A heap of insults and invectives spew from your mouth— words
so devastating your foes burn from the intensity of your diatribe. Your
Illusory pain wracks the target, dealing 2d4 mental damage and words deal 2d6 persistent fire damage, and the target must attempt a
1d4 persistent mental damage. The target must attempt a Will save. Will save. If the target doesn’t understand the language or you’re not
speaking a language, it gains a +4 circumstance bonus to its save.
Heightened (+1) The damage increases by 2d4 and the persistent
damage by 1d4. Heightened (+2) You can target two additional creatures, and the
persistent damage increases by 2d6.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent Critical Success The target is unaffected.
damage, and the spell ends immediately. Success The target takes half the persistent fire damage.
Failure The target takes full initial and persistent damage, and Failure The target becomes frightened 1 and takes the full
the target is sickened 1. If the target recovers from being sickened, persistent fire damage.
the persistent damage ends and the spell ends. Critical Failure The target becomes frightened 2 and takes
Critical Failure As failure, but the target is sickened 2. double the persistent fire damage.

Appears in Advanced Player's Guide

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells

Hideous Laughter Spell 2 Mirror Image Spell 2

Concentrate, Emotion, Enchantment, Mental, Occult Concentrate, Illusion, Occult, Visual


Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 30 feet Duration 1 minute
Targets 1 living creature
Duration sustained In-Play Information
Saving Throw Will
Cast [2 actions] imagination, somatic
In-Play Information Duration 1 minute

Cast [2 actions] imagination, somatic Calculation Breakdown:


Range 30 feet Proficiency Level (Expert)
Targets 1 living creature •Ability Bonus (+4): Charisma 19 (+4)
Duration sustained •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Saving Throw DC 27 Will (+4)

Critical Success The target is unaffected.


Success The target is plagued with uncontrollable laugher. It can’t use Three illusory images of you swirl about your space, potentially
reactions. causing those who attack you to hit one of the images instead of you.
Failure The target is slowed 1 and can’t use reactions. Any attack that would hit you has a random chance of hitting one of
Critical Failure The target falls prone and can’t use actions or your images instead of you. If all three images remain, there is a 1 in
reactions for 1 round. It then suffers the failure effects. 4 chance of hitting you (1 on 1d4). With two images remaining, there
is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image,
Calculation Breakdown: the chances are 1 in 2 (1–3 on 1d6).
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4) Once an image is hit, it is destroyed. If an attack roll fails to hit
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier your AC but doesn’t critically fail, it destroys an image but has no
(+4) additional effect (even if the attack would normally have an effect on a
failure). If an attack roll is a critical success and would hit one of the
images, one of the images is destroyed and the attack roll becomes a
The target is overtaken with uncontrollable laughter. It must success against you. Once all the images are destroyed, the spell
attempt a Will save. ends.

Critical Success The target is unaffected.


Success The target is plagued with uncontrollable laugher. It can’t
use reactions.
Failure The target is slowed 1 and can’t use reactions.
Critical Failure The target falls prone and can’t use actions or
reactions for 1 round. It then suffers the failure effects.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells

Agonizing Despair Spell 3 Ghostly Weapon Spell 3

Concentrate, Emotion, Enchantment, Fear, Mental, Occult Concentrate, Occult, Transmutation


Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 60 feet Range touch
Targets 1 creature Targets 1 weapon that is either unattended or wielded by you or a
Saving Throw Will willing ally
Duration 5 minutes
In-Play Information
In-Play Information
This is a signature spell. It may be cast using any spell slot from its
minimum to your maxium spellcasting level. Cast [2 actions] imagination, somatic
Cast [2 actions] imagination, somatic Range touch
Range 60 feet Targets 1 weapon that is either unattended or wielded by you or a
Targets 1 creature willing ally
Damage 4d6 Ment Duration 5 minutes
Saving Throw DC 27 Will
Calculation Breakdown:
Critical Success The target is unaffected. Proficiency Level (Expert)
Success The target takes half damage and becomes frightened 1. •Ability Bonus (+4): Charisma 19 (+4)
Failure The target takes full damage and becomes frightened 2. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Critical Failure The target takes double damage and becomes (+4)
frightened 3.

Calculation Breakdown: The target weapon becomes translucent and ghostly, and it can
Proficiency Level (Expert) affect material and incorporeal creatures and objects. It can be wielded
•Ability Bonus (+4): Charisma 19 (+4) by a corporeal or incorporeal creature and gains the effects of the
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier ghost touch property rune. If the weapon is magical and already has
(+4) the maximum number of property runes, the wielder can choose one
to suppress to gain ghost touch.

Your target’s mind tumbles down a deep well of dread, dwelling Sea of Thought Spell 3
so intently on deep-seated fears that it’s painful. The target takes 4d6
mental damage with a Will saving throw. Concentrate, Conjuration, Occult
Traditions Occult
Heightened (+1) Increase the damage by 2d6. Cast [2 actions] imagination, somatic
Range 60 feet
Critical Success The target is unaffected. Area 15-foot burst
Success The target takes half damage and becomes frightened Duration 1 minute
1. Saving Throw Fortitude
Failure The target takes full damage and becomes frightened 2.
Critical Failure The target takes double damage and becomes In-Play Information
frightened 3.
Cast [2 actions] imagination, somatic
Appears in Advanced Player's Guide Range 60 feet
Area 15-foot burst
Duration 1 minute
Saving Throw DC 27 Fortitude

Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)

You cover the area in a sloshing torrent of semi-solidified


thought, roughly ankle high. The area becomes difficult terrain, similarly
to a shallow bog. Each round that a creature starts its turn in the
area, it must attempt a Fortitude save against the shifting waves of
thought. On a failure, it takes a -10-foot circumstance penalty to its
Speeds until it leaves the area, and on a critical failure, it is also
knocked prone.

Heightened (+1) The radius of the spell’s area increases by 5


feet.

Appears in Dark Archive

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells

Fly Spell 4 Resilient Sphere Spell 4

Concentrate, Occult, Transmutation Abjuration, Concentrate, Force, Occult


Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range touch Range 30 feet
Targets 1 creature Targets 1 Large or smaller creature
Duration 5 minutes Duration 1 minute

In-Play Information In-Play Information

This is a signature spell. It may be cast using any spell slot from its Cast [2 actions] imagination, somatic
minimum to your maxium spellcasting level. Range 30 feet
Cast [2 actions] imagination, somatic Targets 1 Large or smaller creature
Range touch Duration 1 minute
Targets 1 creature Saving Throw DC 27
Duration 5 minutes
Critical Success The target disrupts the sphere’s integrity, causing it to
Calculation Breakdown: collapse entirely.
Proficiency Level (Expert) Success The sphere functions normally but has only 10 Hit Points
•Ability Bonus (+4): Charisma 19 (+4) instead of 40.
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier Failure The sphere has its normal effect.
(+4)
Calculation Breakdown:
Proficiency Level (Expert)
The target can soar through the air, gaining a fly Speed equal to •Ability Bonus (+4): Charisma 19 (+4)
its Speed or 20 feet, whichever is greater. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
Heightened (7th) The duration increases to 1 hour.

Magic Mailbox Spell 4 You create an immobile sphere of force to either trap or protect
the target, blocking anything that would pass through the sphere. The
Uncommon, Concentrate, Conjuration, Occult, Teleportation sphere has AC 5, Hardness 10, and 40 Hit Points. It’s immune to
Traditions Occult critical hits and precision damage. Disintegrate destroys the sphere
Cast 1 hour (imagination, somatic) instantly. If the target is unwilling, the effects of the sphere depend on
Range touch the target’s Reflex save.
Targets 2 containers, each no larger than 5 feet in any dimension
Duration until your next daily preparations Critical Success The target disrupts the sphere’s integrity,
causing it to collapse entirely.
In-Play Information Success The sphere functions normally but has only 10 Hit
Points instead of 40.
Cast 1 hour (imagination, somatic) Failure The sphere has its normal effect.
Range touch
Targets 2 containers, each no larger than 5 feet in any dimension
Duration until your next daily preparations

Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)

You create an interdimensional link between two containers, both


of which must be capable of being closed in such a way that their
contents aren’t visible. If both containers are left closed for 10
consecutive minutes, the contents of each one, totaling no more than
3 Bulk of nonliving, non-magical material per container, transport to the
other’s location. If a container’s contents total more than 3 Bulk, the
transport fails.

If either container is opened before the full 10 minutes have


elapsed, the contents appear as they did when the containers were
closed, and the process starts anew as soon as both containers have
been closed. After the contents of the containers successfully swap,
they can’t swap again until after both containers have been opened at
least once. Both containers must be located on the same plane for the
process to function; if this ceases to be the case or if something else
disrupts the effect during an active transposition, the process halts as
if one of the containers had been opened.

Appears in Secrets of Magic

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells

Etheric Shards Spell 5 Telepathic Bond Spell 5

Concentrate, Evocation, Force, Occult Uncommon, Concentrate, Divination, Mental, Occult


Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast 1 minute (imagination, somatic)
Range 60 feet Range touch
Area 20-foot burst Targets you and up to 4 willing creatures touched
Duration 1 minute Duration 8 hours
Saving Throw basic Reflex
In-Play Information
In-Play Information
This is a signature spell. It may be cast using any spell slot from its
Cast [2 actions] imagination, somatic minimum to your maxium spellcasting level.
Range 60 feet Cast 1 minute (imagination, somatic)
Area 20-foot burst Range touch
Duration 1 minute Targets you and up to 4 willing creatures touched
Damage 1d4 P Duration 8 hours
Saving Throw DC 27 basic Reflex
Calculation Breakdown:
Critical Success The creature takes no damage. Proficiency Level (Expert)
Success The creature takes half damage. •Ability Bonus (+4): Charisma 19 (+4)
Failure The creature takes full damage. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Critical Failure The creature takes double damage. (+4)

Calculation Breakdown:
Proficiency Level (Expert) The targets can communicate telepathically with any or all of the
•Ability Bonus (+4): Charisma 19 (+4) other targets from any point on the same planet.
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)

You reach out and sow glittering splinters of force throughout the
area, otherworldly caltrops of will and ectoplasm. The area is difficult
terrain, even to flying or incorporeal creatures. Any creature that
moves through the area takes 1d4 piercing damage per square
traversed, with a basic Reflex save made at the end of each move
action they take through the area.

Heightened (+2) The spell’s area increases by 5 feet, and the


piercing damage increases by 1.

Critical Success The creature takes no damage.


Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.

Appears in Dark Archive

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
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Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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