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    Barbarian in the Playground
     
    NecromancerGuy

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    May 2013

    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Puissamantics

    Multitudinous multitudes of credit go to qazzquimby, who designed the majority of the principles and without whom this project would never have grown beyond speculative rambling. Credit is also due to sirpercival, Grek and Fako, whose contributions have supported shaky corners.

    Spoiler
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    Credit to Tsabo6 of DeviantArt.
    “I pause
    in this garden, breathing the colour thought is
    before language into still air.”

    Energy flows everywhere. Behind every action, behind every reaction, behind every inaction, there lies a subliminal power, a driving force that turns the heavens and fuels the heart. Invisible and ephemeral, it governs the laws of existence. Puissance. Gramarists all use it, knowingly or otherwise. The source of the heavenly power of Alchemetry, the fuel for transformers and engines in Arcanodynamics and Eldrikinetics, the ethereal connections of Heuristicism and much more find their roots in this mysterious substance. Only a few try to understand it.

    The study is deeply rooted in theory and hypothesis, and requires incredibly deep knowledge of the mechanics of magic and gramarie. They learn to manipulate the flow of puissance in unique ways to cause specialised and localised warps in the sub-atomic nature of reality. By refracting currents through carefully cut gemstones and directing their focus onto specific points, they can give puissance intriguing properties that have powerful effects. Combined with transformers and heuristic circuits, they can construct powerful and world-shaping machines.

    Puissamantics often involves the use of complex formulae and diagrams, employed to determine the interactions between core particles, as well as more traditional alchemical supplies such as flasks and scales. Any such specialized equipment counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Spellcraft check made to prepare a puissamantic principle. The master equation is a mythical puissamantic formula devised by titans in the first aeons of creation that is said to perfectly explain every possible combination of interacting flows of puissance.

    PUIS 101: Intro to Puissamantics
    Grade: Baccalaureate
    Prerequisites: None
    Target: 1 cubic foot of amber
    Preparation Time: 1 hour

    This principle transforms a raw material into a puissamantic refractor. Refractors are carefully cut and crafted gemstone lenses that alter and distort flows of puissance, assigning it unusual properties distinct to each type of gemstone. When they are first prepared, the preparer must make a Spellcraft check. A refractor may not process more ebbs in a single round than the result of this check.

    Anyone touching a refractor can turn its processing on or off with a standard action, as can any circuit by using a logical descision, unless the refractor is 'locked' by its 'owner', in which case only the owner can alter it. The owner is whoever has made the highest spellcraft check on the refractor.

    This particular principle allows you to create capacitors.

    Capacitor: This refractor is crafted from amber and causes the puissance that it refracts to glow an eerie, dark purple that fades and swells erratically. Puissance that it refracts becomes potential ebbs or ‘wisps’, sealing their latent energy away into a dormant state. When wisps enter an object that would immediately process ebbs, they may rest dormant within the device rather than being used. Upon the reception of a physical command (a standard action by an adjacent creature) or a heuristic command, a portion of the wisps (decided by the command) is supplied to the device, which acts as if it has just been supplied an identical number of ordinary ebbs. Wisps count against any limit to the number of ebbs processed in a round. If the device processes any ebbs besides wisps, while storing wisps, the stored wisps are immediately lost into the aether. Wisps that pass through capacitors are neutralized further, and dissipate into the aether rather than being processed. Furthermore, any single device cannot hold more wisps at any one time than five times its appropriate skill check; any excess wisps dissipate into the aether.

    A cubic foot of amber weighs about 70lb and costs about 75gp.

    PUIS 149: Uncontrolled Emissions [Specialist]
    Grade: Baccalaureate
    Prerequisites: Spellcraft 4 ranks
    Target: 1 cubic foot of quartz
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make field emitters in addition to the other refractors you know.

    Field Emitter: This refractor is formed from quartz and makes all puissance that passes through it glow an incandescent blue as if in an oxidising flame. Refracted puissance is released into the air and arc towards the most powerful nearby sources of potential gramaric energy. Every object has a ‘puissant pull'’, which is 0 unless any of the following conditions are met:
    • It is a gramaric device, in which case it has a pull equal to the skill check used to create it.
    • It can store ebbs (e.g. an orichalcum battery or a creature with a puissamantic reserve), in which case it has a puissant pull equal to the difference between the number of ebbs that it is holding and the maximum that it can hold (a living creature's maximum is considered to be twice their full reserve value).

    If a single object fulfils more than one of these criteria (for example a biollurgical chassis), add the values together to determine the total puissant pull of the object.

    The puissant pull is then divided by the number of five-foot intervals (rounded up, minimum 1) between the object and the field emitter to give the effective pull. The arcs are then distributed amongst these objects with the following priority: supply the object with the largest effective pull with half of the arcs, the object with the next largest effective pull with one quarter, the object with the next largest effective pull with one eighth, and so on, rounding down any fractions. All remaining arcs are then supplied to the object with the largest effective pull.

    A cubic foot of quartz weighs about 165lb and costs about 50gp.

    PUIS 137:Puissamantic Craftsmanship [Military Science]
    Grade: Baccalaureate
    Prerequisites: PUIS 101, Spellcraft 4 ranks
    Target: 1 cubic foot of garnet
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make enhancers in addition to the other refractors you know.

    Enhancer: This refractor is designed from garnet and makes all puissance that passes through it appear solid and material, with the silver-blue sheen of tempered steel. Puissance that it refracts can be supplied to an armour, shield or weapon as if it were a gramaric device. Each such item can hold a maximum of twice your Spellcraft check in ebbs. Puissance supplied to said items can never again be moved to another destination. The item supplied with ebbs gains an enhancement bonus (or weapon or armour special abilities with a cost measured in enhancement bonuses) with a maximum bonus (including bonuses that the item already possessed) equal to 1/10 of your spellcraft check. Every time the item benefits from its enhancement bonus (for example when attacking with a weapon), the item loses a number of ebbs equal to the enhancement bonus granted by the ebbs. Furthermore, the item loses one additional ebb each round.

    A cubic foot of garnet weighs about 140lb and costs about 125gp.

    PUIS 206: Stabilized Decay
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of tourmaline
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make solidifiers in addition to the other refractors you know.

    Solidifier: This refractor is made from tourmaline and makes all puissance that it refracts into a compressed, floating sphere which shines a steady, unwavering royal blue. Puissance that it refracts comes together into a single insubstantial object, called a 'conglomerate', which is stable enough to last for several uses before decaying and slowly emits puissance over an extended period of time. The amount of ebbs stored in a conglomerate is fixed upon creation, and conglomerates cannot be combined or split. A conglomerate has no physical substance, and cannot be picked up or handled, instead being moved in any way that puissance can normally be moved. When a conglomerate is processed by a gramaric device, it is not consumed, but instead remains to be transported to other devices. It may never be processed by the same device more than once in a single round.

    When a conglomerate is processed by a gramaric device, it provides ebbs equal to one-tenth of the number of stored ebbs (rounded down, minimum 1). This does not remove ebbs from the conglomerate, but represents energy from within the bonds of the strcuture being released, similar to material combustion. After it has supplied a total number of ebbs equal to the Spellcraft check of the solidifier, the conglomerate naturally decomposes into the aether.

    A cubic foot of tourmaline weighs about 190lb and costs about 2500gp.

    PUIS 266: Energized Kinetics [Specialist]
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of topaz or pearl
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make ray emitters and ray reflectors in addition to the other refractors you know.

    Ray Emitter: This refractor is designed from topaz and makes all puissance that pass through it to glow a vibrant yellow and begin to vibrate incessantly. Puissance that it refracts gains vast kinetic energy and can be fired outside of a circuit in a perfectly straight stream. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. The refracted ebbs are emitted as a ray in that direction, travelling in a straight line until they encounter an obstacle. If the obstacle is a gramaric device that can receive ebbs, or a creature, it receives the emitted ebbs; otherwise, the ebbs dissipate into the aether.

    Ray Reflector: This refractor is designed from pearl and redirects all rays passing through it. The ray emitter fires continuously in a single direction, which may be adjusted using a standard action or a logical decision. If any ray touches a ray reflector, they are redirected in whichever direction the reflector is pointing. Unlike other refractors, a Rey Reflector has no limit to the number of ebbs that it can refract per round.

    A cubic foot of topaz or pearl weighs about 220lb and costs about 2000gp.

    PUIS 259: Forced Destabilization [Military Science]
    Grade: Magisterial
    Prerequisites: PUIS 101, Spellcraft 8 ranks
    Target: 1 cubic foot of opal
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make irradiators in addition to the other refractors you know.

    Irradiator: This refractor is designed from opal and makes all puissance that passes through it to glow a lurid, incarnadine red that pulsates like the beating of a heart. Puissance that it refracts becomes highly unstable particles known as ‘pulsants’, which constantly emit dangerous radiomantic waves. When a pulsant is supplied to a gramaric device, it is processed normally, like an ebb. However, the transformation is dangerous, causing the device to explode after processing the pulsants. The explosion affects everything within a radius of 5 feet per pulsant processed, and deals hellfire damage equal to the number of pulsants processed, plus negative levels equal to 1/20 the number of pulsants processed. A successful fortitude save against a DC equal to 5 + 5 for every PUIS principle you know halves the hellfire damage and negates the negative level damage.

    A cubic foot of opal weighs about 130lb and costs about 3750gp.

    PUIS 328: Non-Conservative Charges
    Grade: Doctorate
    Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of corundum
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make amplifiers in addition to the other refractors you know.

    Amplifier: This refractor is designed from corundum and makes all puissance that passes through it glow so unbearably bright that they are painful to look at directly. Puissance that it refracts joins into pairs called ‘fusions’, storing extra energy in the bonds. If the number of ebbs refracted is an odd number, one ebb is lost during refraction. Both ebbs in the fusion must always be supplied together; they cannot be separated until they are processed. When fusions are processed, they may either be treated as two ebbs normally, or they may be separated, in which case each fusion provides three ebbs of puissance, but is only treated as two ebbs for the purposes of limits to how many ebbs may be supplied to the device each round.

    Separating the fusions is a dangerous process, however, so after each round a device separates fusions, it must roll 1d20, subtract ten, and add twice the number of fusions separated that round. If this roll is higher than the device’s appropriate skill check, the fusions are not consumed, instead dissipating, and the device loses any gramaric properties that it may possess.

    When fusions are supplied to a creature, they are simply treated as two ebbs.

    A cubic foot of corundum weighs about 255lb and costs about 12500gp.

    PUIS 371: Converse Polarization [Specialist]
    Grade: Doctorate
    Prerequisites: Any four PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of diamond
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make polarisers in addition to the other refractors you know.

    Polariser: Polarisers are refractors that give puissance a charge. There are two types of charge, positive and negative, and each is formed by a different refractor.
    Positive Polariser (+Pole): This refractor is designed from white diamond and makes all puissance that passes through it grow a pale, milky white. Ebbs that it refracts become ‘+ebbs’ and gain a positive charge.
    Negative Polariser (-Pole): This refractor is designed from black diamond and makes all puissance that passes through it radiate pure darkness. Ebbs that it refracts become ‘-ebbs’, gaining a negative charge.

    Charged puissance is highly reactive, annihilating other puissance on contact. Whenever charged ebbs are in contact with any kind of ebb, excluding wisps, of a different charge (treat ebbs with no charge as different from +ebbs and -ebbs), each ebb pairs with an ebb of a differing charge, and both ebbs are destroyed. If there are both +ebbs and -ebbs in contact, they pair with each other before they pair with neutral ebbs. This destruction produces an explosion which deals hellfire damage to everything within a 10 foot radius, or within 5 feet of the heurstic circuit, equal to 1d6 per charged ebb destroyed. Thus, +ebbs and -ebbs colliding are more deadly than charged ebbs colliding with uncharged ebbs. Ebbs are considered to be in contact when they are part of the same circuit, or when they are stored in or supplied to the same gramaric device or reserve.

    Charged puissance exerts a force on each other. Any device or creature storing charged ebbs (referred to here as a charged object) feels a force from all other charged objects, with a value in push equal to (the number of charged ebbs in one charged object multiplied by the number of charged ebbs in the second charged object) divided by the number of feet between the two charged objects. If one charge is positive and one negative, the force is attractive, but if both are positive or both are negative, the force is repulsive. This push causes movement as if it were produced by a eldrikinetic engine.

    A cubic foot of white or black diamond weighs about 220lb and costs about 200000gp.

    PUIS 348:Charged Manifestation [Military Science]
    Grade: Doctorate
    Prerequisites: Any three PUIS principles, Spellcraft 15 ranks
    Target: 1 cubic foot of jade
    Preparation Time: 1 hour

    This principle works like PUIS 101, except that it allows you to make materialisers in addition to the other refractors you know.

    Materialiser: This refractor is designed from beryl and makes all puissance that passes through it drift towards one another and coalesce into a creature of living puissance called a puissance elemental (or ebbemental).

    At least 5 ebbs must be processed for the elemental to be created; if less than 5 ebbs are processed, the ebbs merely dissipate into the aether without creating an elemental. The elemental starts with a puissance reserve equal the number of ebbs used to create it. The elemental appears in the nearest unoccupied space to the materialiser and acts under the control of person who has made the highest Spellcraft check on the materialiser.

    If you know PUIS 137, elementals created by your materialisers can gain enhancements as if they were a weapon and an armour, draining ebbs directly from their ebb reserve when they benefit from the enhancement bonus.

    The elemental's stats are determined by the number of ebbs in their reserve as follows:
    Type: Elemental
    Size: Small + 1 size category per 20 ebbs
    Hit Dice: 1 per 5 ebbs
    Speed: 30ft + 5ft per 10 ebbs
    Base Attack: 1 per 7 ebbs
    Attack: Slam melee (1d4 damage at small; increases with size category)
    Special Attacks: Raw Puissance
    Special Qualities: Darkvision 60ft, Damage resistance 5 per 30 ebbs/-, elemental traits, Fluid Strength, Puissant Core
    Saves: Fort: 1 per 15 ebbs, Ref: 1 per 15 ebbs, Will: 1 per 15 ebbs
    Abilities: Str 13 + 1 per 10 ebbs, Dex 12 + 1 per 10 ebbs, Con 14 + 1 per 10 ebbs, Int 4 + 1 per 20 ebbs, Wis 11, Cha 11
    Skills: (2 + Int modifier)x4 + (2 + Int Modifier) per 5 ebbs
    Feats: 1 + 1 per 15 ebbs

    Raw Puissance (Ex): If the elemental attacks a gramaric device, they may choose, in lieu of normal damage, to supply a number of ebbs from their reserve to the gramaric device equal to the damage that they would have dealt had it been a normal attack (ignoring the device's hardness and DR).

    Fluid Strength: The elemental's stats are determined entirely by its initial number of ebbs. Changes to the number of ebbs in its ebb reserve do not affect its stats.

    Puissant Core: The elemental is formed of pure gramaric energy, and does not need to balance their puissamantic energy like most creatures do. The elemental does not receive any bonuses or penalties for having a high or low puissance reserve. Furthermore, the elemental cannot store more ebbs in their reserve than the spellcraft check of the materialiser that created them. Any ebbs past this value dissipate into the aether. Should the elemental's puissance reserve ever reach zero, the elemental fades away and dies (this is not a death effect).

    A cubic foot of beryl weighs about 175lb and costs about 150000gp.

    Spoiler: Puissamantics Animae
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    PUIS 101: Intro to Puissamantics: The anima builds up potential puissance for a devastating attack. By spending a move action, you can store up a blast. Once in the next minute, you may make an eldritch blast as a swift action. This effect does not stack with itself.
    PUIS 149: Uncontrolled Emissions: The anima releases the blast like a pulse, destroying everything in its path; instead of its normal range, it acts as an area effect affecting all squares within ten feet of you.
    PUIS 137: Puissamantic Craftsmanship: The anima fuses the energy of the blast into a weapon to deliver a mighty blow. As a swift action, you can infuse your next attack with the power of your eldritch blast. Your next attack adds your eldritch blast to damage.
    PUIS 206: Stabilised Decay: The anima stabilises the energy of the blast, sealing it into the target. Instead of taking damage normally, the target takes standard eldritch blast damage at the beginning of each of their turns for 3 rounds.
    PUIS 266: Energised Kinetics: The anima focuses the blast into a single distant point. The blast changes its maximum range to 100 miles and gains a range increment of 1 mile.
    PUIS 259: Forced Destabilisation: The anima destabilises the blast’s energy, causing it to create a chain highly energised reactions within the target’s body. The target must make a fortitude save or be reduced to 1 HP.
    PUIS 328: Non-Conservative Charges: The anima condenses the blast by fusing its energies into a single point, drawing from your ebb reserve to deal extra damage. The blast deals double damage, but you lose ebbs from your reserve equal to the number of damage dice rolled.
    PUIS 371: Converse Polarisation: The anima polarises the arcane energies of the blast, causing it to attack the target’s very essence. In addition to normal damage, the blast causes the target to either lose one ebb from or gain one ebbs to their ebb reserve for each point of damage dealt.
    PUIS 348: Charged Manifestation: The anima uses its own energy to give itself a brief semblance of life. The blast forms a medium-sized incorporeal orb within the range of the blast. By sacrificing 1d6 points of damage as a free action, the orb can fly up to 100 feet (perfect manoeuvrability). As the orb is incorporeal, it can pass through and end its turn in solid objects. Whenever it passes through a creature’s square, that creature takes damage as though it were just attacked by the blast (accounting for the sacrificed dice). Once the blast loses all of its dice, it dissipates into the aether.

    Spoiler: Puissamantics Arts of War
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    PUIS 101: Intro to Puissamantics: You may activate this art of war as part of an attack of opportunity to cause a wound that does not open until the worst possible moment. When you attack, you may choose not to deal damage against the target. Instead you may deal the damage at a future point within one minute as a free action.
    PUIS 149: Uncontrolled Emissions: You may activate this art of war as a full round action to attack every foe within reach. You make a single attack roll and compare it against each foe’s armour class individually.
    PUIS 137: Puissamantic Craftsmanship: You may activate this art of war as a swift action to enter a stance that allows you to disrupt the flow of ebbs. Whenever ebbs are supplied to or emitted from a component within your reach, you may make an attack of opportunity against them. This attack automatically hits and dissipates one ebb for each point of damage that the attack would normally do. You remain in this stance for one minute, unless you choose to end it early as a swift action.
    PUIS 206: Stabilised Decay: You may activate this art of war as a swift action as part of a bludgeoning attack to deal a devastating blow. The target takes damage equal to the damage dealt by the attack at the beginning of their turn for the next 3 rounds. This ability does not stack with itself.
    PUIS 266: Energised Kinetics: You may activate this art of war as a swift action as part of a melee attack to make the attack at range with an increment of 100 feet.
    PUIS 259: Forced Destabilisation: You may activate this art of war as a swift action as part of an attack to cause the targets body to react explosively to your strike. If your attack hits, the target and every creature within 5 feet (excluding you) takes additional hellfire damage equal to 1d6 per 2 class levels (Fort Half).
    PUIS 328: Non-Conservative Charges: You may activate this Art of War as a swift action when making a full attack. If you successfully strike a creature, that attack ends the full attack routine and deals damage as if all the attacks in the routine had been successful.
    PUIS 371: Converse Polarisation: You may activate this art of war as a swift action. Your next attack destroys a number of ebbs in the target’s ebb reserve equal to the damage dealt by the attack.
    PUIS 348: Charged Manifestation: You may activate this art of war as a swift action. Your weapon gains the dancing property until the start of your next turn.

    Spoiler: Puissamantics Discoveries
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    Incalculable Potential: All devices that you build can store twice as many wisps as normal. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
    Delayed Reaction: You can set up a time delay on the release of stored wisps. You may command stored wisps to be processed after a given number of rounds, as opposed to immediately after receiving the command.
    Reversed Polarity: To learn this discovery you must know PUIS 149. You can choose for your field emitter to instead target areas with very low potential, in which case the inverse of an object’s puissant pull is used when determining the effective pull of that object.
    Targeted Pulse: To learn this discovery you must know PUIS 149. You can combine focus and spread to better control puissance fields. You may aim your field emitter at a particular device within a number of feet equal to the field emitter’s Spellcraft check. When said field emitter receives ebbs, it treats the target device as having the greatest effective pull for the purpose of distributing the ebbs.
    Field Intelligence: To learn this discovery you must know HEUR 101. You may create a special heuristic circuit that is only connected to a field emitter. When the field emitter releases ebbs, they are immediately supplied to the circuit, which can send them anywhere within its bubble. The recipients are decided by logical decisions.
    Hyper-Compressed Mass: To learn this discovery you must know PUIS 206. You may choose to create solidifiers that create masses with alternate properties: either masses that provide twice as many ebbs as normal but last half as long, or masses that provide half as many ebbs as normal but last twice as long.
    High-Energy Fusion: To learn this discovery you must know PUIS 328. You may choose to make extra-powerful amplifiers, though they are very risky to use. These amplifiers create fusions that operate as four ebbs instead of three, but subtract 10 from the check made to see if the device loses its gramaric properties when it processes them.
    Supercharged Puissance: To learn this discovery you must know PUIS 371. You may create a special polariser called a superpole. All ebbs that it processes enter a superposition between positive and negative charge. Such charged ebbs, called ‘superebbs’, all other ebbs (including other superebbs) as ebbs of different charge.
    Shielded Circuitry: To learn this discovery you must know PUIS 371 and HEUR 101. Your heuristic circuits can provide protection against charged ebbs. Any charged ebbs within the circuit are not considered in contact. This effect can be suppressed or resumed with a logical decision.
    Potent Potential: To learn this discovery you must know PUIS 101 and PUIS 137. If you pass ebbs through an enhancer followed by a capacitor, you can store the wisps in an item as if they were ebbs. These wisps act as normal ebbs would, save that the maximum number that can be stored in a single item is equal to five times your Spellcraft check (as opposed to the maximum number of ebbs that can be stored in an item).
    Fickle Fluctuations: To learn this discovery you must know PUIS 137. As a standard action or a logical decision, you may change the enhancements granted by ebbs stored in a weapon or armour.
    Delayed Destruction: To learn this discovery you must know PUIS 101 or PUIS 259. You may create pulsants or wisps that require extra processing before they decay. Such wisps can be processed by a device without being stored within it; the device after that that processes them stores them as normal. Such pulsants do not cause the first device that processes them to explode. However, whenever they are processed after this, they cause the gramaric device that processed them to explode as though they were twice as many pulsants. This discovery may be taken multiple times. Each additional time that you take this discovery, you may choose for the pulsants to ignore an additonal gramaric device, but the number of ebbs that they explode as is multiplied by two. This obeys mathematical multiplication rather the the D&D addtive multiplicative rules.
    Collapse Circuit: To learn this discovery you must know PUIS 259. Your pulsants may also cause heuristic circuits that direct ebbs through their connections to explode as if they were gramaric devices that just processed the pulsants, except that only objects and creatures within the bubble of the heuristic circuit take damage.
    Polarised Symbiosis: To learn this discovery you must know PUIS 348 and PUIS 371. If you supply a materialiser with both +ebbs and –ebbs, they do not annihilate, but instead come together inside the puissance elemental that is created, co-existing stably inside its puissance reserve. As a free action, the elemental can cause any number of +ebbs from their reserve to annihilate with any number of –ebbs from their reserve, causing an explosion as usual. The explosion does no damage to the elemental.

    Spoiler: Puissamantics Key Skill Feat:
    Show
    Quantised Puissance [Gramarie]
    Just like the other four forces, puissance is quantised, and the fields that it emits can be harnessed to send signals at a distance.
    Prerequisite: PUIS 101, Spellcraft 4 ranks
    Benefit: You gain a +2 bonus on Spellcraft checks. In addition, you may transfer ebbs between refractors within a number of feet equal to the lower of their two spellcraft checks as if they were physically connected, and, once per round per physical connection, when you transfer ebbs between two refractors using a physical (i.e. non-heuristic) connection, one extra ebb is supplied to the recipient device for every ten ebbs involved in the transfer. If the transferred ebbs possess special properties due to having been processed by refractors, so does the extra ebb.
    Special: Taking this feat means you cannot take Skill Focus (Spellcraft), and you cannot take this feat if you already possess said Skill Focus.

    Spoiler: Puissamantics Theory
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    Theory of Antitelephonic Excitations
    Grade: Theory
    Prerequisite: Specialization in puissamantics, must know six PUIS principles
    Preparation Time: 24 hours

    Particles normally have real masses: that is to say, the excitations in their quantum fields have real values. However, some particles have imaginary values, and undergo a process known as condensation in order to become real. Puissance is one such field. You have discovered how to build a refractor that can evaporate the field and allow the mass of puissance to become imaginary. Particles with imaginary mass have many strange effects, but their most pronounced is their ability to ignore causaility. You can use this to create spontaneous circuits seemingly from nothing.

    This theory works like PUIS 101, except that it allows you to make temporalisers in addition to the other refractors you know.

    Temporaliser: This refractor is made from quintessence and makes all puissance that enter it flicker and pass from sight and all ebbs that exit it to ripple like the surface of a pond. Puissance that it refracts has its field evaporated, attributing to it an imaginary mass and allowing it to pass backwards in time to a previous point, when the temporaliser condenses it back into standard puissance.

    Effectively, the temporaliser may generate ebbs as though it has just processed them, even though no puissance was supplied to it. These ebbs may be supplied as normal. However, the space-time of the temporaliser can only support time travel of a few hours before collapsing horrifically. The temporaliser gains an ebb debt equal to the number of ebbs that it has generated. This debt may be decreased by supplying the temporaliser with puissance, decreasing this value by a number of ebbs equal to the number of ebbs supplied to the temporaliser. Ebbs supplied to the temporaliser effectively disappear, becoming impossible to re-access by any means. If the ebb debt of a temporaliser is not zero and has not decreased in the past hour, the temporaliser collapses under the stress and explodes as if it were sunmetal that was just supplied with ebbs equal to the ebb debt, except that effects that would normally block or absorb radiomantic explosions do not affect this explosion.

    In addition, the tachyonic puissance may pull shadows of future principles from their home time into the present. Whenever the temporaliser generates ebbs, it may also spontaneously and instantaneously create any number of principles, complete with any necessary material target, as if they had just been prepared with an appropriate skill check equal to the skill check of the temporaliser. The only restriction on their creation is that they must all process the ebbs generated by the temporaliser, so if the ebbs would be consumed by a principle, no more principles may be created. These principles are unstable, and remain for one day. After this day, the temporaliser explode as if they were sunmetal that was just supplied with ebbs equal to the ebb debt, and the principle explodes as if it were sunmetal that had just been supplied ebbs equal to its key skill check. This destruction can be averted if the principle is prepared before the 24 hours are up, in which case the principle persists as normal.

    A cubic foot of quintessence weighs less than 1lb and costs 120000gp.
    Last edited by Rolep; 2014-01-18 at 07:21 AM.
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    When referring to Vaarsuvius, I (try to) use they/them/their/theirs/themself. Just my preference.
    Spoiler: Quotes
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    Quote Originally Posted by Rolep
    Quote Originally Posted by TheDragonmaster
    Quote Originally Posted by Rolep
    60>80
    This, I feel, deserves a quote on its own.
    RAI trumps RAW on this thread.
    Quote Originally Posted by anonymous
    Isn't it annoying when the cocky one is actually right?