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Thread: Xenotheurgy: Far Realms magic system

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    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART I

    NOTE ON EMPOWERMENT:
    With many breaches, empowerment may change the target, range, duration, saving throw, or other aspect of the breach itself. In such cases, a second version of the range, duration, etc. is written below empowerment in italics. A xenotheurgist with empowerment may not choose to forego the “benefits” of empowerment, even if it may put them at a disadvantage.

    A Thousand Searching Eyes
    Half-Heard Secrets 1
    Range: 100 ft
    Area: Circle, centered on you, with a radius of 100 ft.
    Duration: Instantaneous
    Saving Throw: None

    The far realms are in contact with all parts of the multiverse. Sending your consciousness into that realm of madness, you peer back in from hundreds of different angles at once, seeking the object of your desire.

    You can locate a clearly visualized object within range. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a specific item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item in the past (whether firsthand or through divination).
    This spell is not blocked by lead, as similar effects are. Creatures cannot be found by this breach. Polymorph any object fools it.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Relying on the absolute knowledge of the far realms, you may search for a items that you cannot clearly visualize, including general items such as traps or secret doors as well as specific items you have never observed before. Doing so only has a 50% chance of functioning + 1% per level (maximum 70%). If it fails to function, this breach simply fails to indicate anything, as if nothing had been found.

    Abandon Bodily Disarray
    Eternal Anathema 2
    Range:Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None

    Most forms of illness rely on weakness of a mortal body. You flush your body with otherworldly energy, wiping out most forms of disease.

    You gains immunity to all mundane diseases. When you use this breach, you are cured of any mundane disease(s) you may be suffering from.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    You instead grant the target immunity to disease and cure all of their mundane disease(s), if any.
    If you target yourself, you are cured of any supernatural diseases you may be suffering and gain immunity against supernatural diseases.

    Abhorrent Imperfection of Form
    Endless Evolution 6
    Range: Touch
    Target: Living creature touched
    Duration: Permanent
    Saving Throw: Fortitude negates

    You decide to let the far realms warp the target nearly beyond recognition. Their new forms are horrid and unstable, unable to sustain itself for very long.

    The target gains a –4 penalty to two physical ability scores (minimum 1) of your choice and a +2 bonus to the third. The target gains a 50% chance to ignore extra damage from critical hits and sneak attack.
    Alas, the form is not one that is capable of sustaining itself, leading to lengthy and painful death. Each day, the target’s Constitution score is reduced by 1 (no saving throw). When the target dies, they quickly dissolve into a pool of organs and pus.
    Only a limited wish, wish, or miracle can undo the effects of this breach.
    Empowerment:
    The target instead gains a –6 penalty to two physical ability scores (minimum 1) and a +4 bonus to the third. Their form is so warped that they ignore extra damage from critical hits and sneak attacks.
    However, the target’s Constitution score is reduced by 1 every hour instead of every day as their warped frame quickly collapsed upon itself.

    Acceptance of Truth
    Insidious Persuasion 6 (Compulsion) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will negates

    You reveal the shocking truths of the multiverse to your target. All of them, simultaneously.

    If the target fails their saving throw, they are affected as if by the Insanity spell with a couple exceptions. First, if the target would be able to act normally or would be unable to take its decided action, they instead spend their round falling prone, writhing and screaming in pain. Also, being attacked no longer permits the target to attack the attacker during their next round.
    Empowerment
    This effect can no longer be removed by greater restoration or heal spells.
    Furthermore, if the target is successfully healed, they must make an additional Will save at the same DC. If failed, the target’s mind collapses as it finally comprehends the truths it has been shown, instantaneously lowering the target’s Intelligence, Wisdom, and Charisma scores to 1.

    Acquisition of Aberrant Senses
    Endless Evolution 2
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    There are infinite ways to perceive the world around you. Utilizing powers best left forgotten, you can tap into a fraction of this spectrum of perception.

    You gain either low-light vision, darkvision out to 60 feet, scent, blindsense out to 30 feet, or blindsight out to 10 feet (your choice).
    Empowerment:
    Range: Touch
    Target: Creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target gains superior low-light vision, darkvision out to 120 feet, scent and the benefit of the track feat, blindsense out of 60 feet, or blindsight out to 30 feet (target’s choice).

    Acquisition of Truth
    Half-Heard Secrets 6
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Will partial

    You channel all of reality through your mind, allowing its myriad secrets and truths to file through your head. Although the process is harrowing, you can find the answer to nearly any question.

    You gain the answer to any single yes or no question, answered by the universe. However, there are a couple of limitations. Subjective questions (such as “will I like what happens if I pass through that door?” or “Is this the best offer I can hope to get”) are not answered. Questions dealing with abstractions of reality (such as “does that creature have more Hit Dice than me?” or “Will my luck be good today”) also go unanswered.
    Whether the question is answered or not, you fall unconscious for 8 hours if you fail your Will save and can be awakened by no means during this time.
    The answer that you receive, however, is only accurate 70% of the time. Reading the patterns of all existence is far from a perfect art, after all.
    Empowerment
    If you fail your saving throw, you can only take a single move or standard action each round for the next 8 hours (this replaces the normal unconsciousness).
    Furthermore, you gain accurate answers 85% of the time.

    Affliction of Ineptitude
    Blasphemous Avenger 5
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 5 rounds
    Saving Throw: Will negates

    You fill your opponent’s mint with dark whispers, keeping them from coordinating its efforts in combat properly.

    If the target fails their Will save, they take a –4 penalty on bull rush, disarm, grapple overrun, sunder, and trip attempts. The target may no longer make full attacks. Furthermore, they lose any proficiency with heavy armor or with martial or exotic weapons that they may have possessed. Lastly, they may not benefit from flanking or provide flanking to an ally.
    Empowerment
    In addition to this breach’s normal effects, if the target fails their saving throw, they take a penalty to attack rolls equal to their base attack bonus.

    Affliction of Life
    Unbalanced Scales 4
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One undead creature
    Duration: 1 min./level
    Saving Throw: Will negates

    Your unearthly magic can create life where none is intended to exist, such as within an undead being. With but a moment’s thought, you forcefully drag such a being back into the “natural” world.

    The target loses its immunity to effects that require a Fortitude save, ability damage, ability drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis poison, sleep effects, stunning, and death from massive damage. While under the effects of this breach, the undead is neither healed nor harmed by positive and negative energy.
    Unintelligent undead retain their immunity to mind-affecting spells and abilities, however.
    Empowerment:
    Duration: 1 min./level or permanent (see text)
    Saving Throw: Will negates and Fortitude Partial
    At the end of this breach’s duration, the target makes a Fortitude save. If they fail, the effect becomes permanent. Furthermore, such a creature’s remains may be revived from the dead as an undead creature when slain (through raise dead and resurrection effects) and the creature needs to breath, eat, and sleep.

    Air of the Unnatural
    Reflection of Nightmare 1 [Fear, Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one living creature/level
    Duration: 1 round/level
    Saving Throw: Will negates

    You send small wave of fear through the area, enough to cause unease in the unprepared.

    All targets who fail their saving throw are filled with unease, taking a –2 penalty to their Dexterity scores and a –2 penalty to Concentration, Spot, and Listen checks.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Duration: 1 minute/level
    In addition to this breach’s normal effects, animals within 5 feet of an affected target are also unnerved, becoming shaken and doing anything in their power to stay out of range of such creatures (such as running away or bucking off would-be riders).

    Alleviate Infirmity
    Soothing Insanity 6 (Healing)
    Range: Close (25 + 5 ft./level)
    Target: One willing living creature
    Duration: Instantaneous
    Saving Throw: None

    You quietly wipe all infirmities of the body and mind out of the target’s body, pushing their weakness into the far realms.

    The target is healed of all ability damage and ability drain and is healed of all negative levels afflicting the healed creature. This breach also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained, regardless of time has elapsed since the target lost their level(s).
    This breach does not restore levels or Constitution points lost due to death.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: Up to one willing living creature/level
    Instead of affecting a single touched creature, you choose up to one creature per xenotheurgy level within range. All targets gain the full benefit of this breach.

    Alter Scale and Size
    Endless Evolution 3
    Range: Touch
    Target: Living creature touched
    Duration: 1 min./level
    Saving Throw: Fortitude negates

    Just as you can change a creature’s form, so too can you change their size. With a simple touch, the target can be enlarged or shrunk as you desire
    You enlarge or reduce the target’s size category by one (your choice).
    Enlarge:If the target is increased in size, their dimensions are doubled and their weight is multiplied by 8. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity, and a –1 penalty on attack rolls and AC.
    If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using their increased strength) to burst any enclosures in the process. If it fails, the target is constrained without harm by the materials enclosing it.
    Reduce: If the target is decreased in size, their dimensions are halved and their weight is divided by 8. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength, and a +1 bonus on attack rolls and AC.
    Regardless of whether the target’s size is increased or decreased, their space and natural reach is altered as normal for creatures of their type and new size. This breach does not alter the target’s speed.
    Also, all equipment carries by the creature is changed in size along with the creature. Other magical properties are not affected by this breach. Any item that leaves the target’s possession instantly returns to normal size.
    Multiple magical effects that increase or reduce size do not stack but one function of this breach can dispel the other function.
    Empowerment:
    You may instead enlarge or reduce the size of a touched creature by up to two size categories.
    Enlarge:If the target is enlarged two size categories, their dimensions are quadrupled and their weight is multiplied by 64. The target gains a +4 size bonus to Strength, a –4 Size penalty to Dexterity, and a –2 penalty on attack rolls and AC.
    Reduce:If the target is reduced two size categories, their dimensions are divided by 4 and their weight is divided by 64. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength, and a +2 bonus on attack rolls and AC.

    Anathemic Pariah
    Generous Madness 6
    Range: Unlimited
    Target: One willing creature
    Duration: Until expended
    Saving Throw: None

    You intertwine your soul with that of an ally, wherever they may be. The next time that they would be in danger, you take the hit instead.

    The next time that the target would fail a saving throw, you take all damage and other penalties from having failed the saving throw in their place. In situations where this would not make any sense (such as failing a Reflex save to avoid being engulfed by an ooze), this breach does not activate.
    Empowerment
    Until the breach is expended, whenever the target would take damage, you take half of that damage in their place. This damage ignores any damage reduction and regeneration that you may possess (although regeneration heals any nonlethal damage you accumulate in this way).


    Assault from Beyond
    Called from Nothing 3 (Creation
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature each round
    Duration: 1 round/level
    Saving Throw: None

    The material plane is dangerous for most far realms creatures for anything longer than a quick excursion. You bring a few of them out into the world just long enough to attack and vanish.

    When you use this breach and at the start of each round thereafter, choose a single opponent within range of this breach. Make an attack roll against that target using your xenotheurgy level in place of your Base Attack Bonus and adding your Dexterity modifier to the roll. The attack is also made as if by an invisible creature, denying the foe their Dexterity bonus to AC and granting a +2 bonus to the attack roll. Upon a success, the target feels sharp claws rend their flesh, taking 4d6 slashing damage. Immediately after the attack, the target catches a quick glimpse of a creature covered in claws, eyes, and pseudopods. The creature quickly walks through them and vanishes once more.
    Empowerment
    Effect: One creature + one additional creature/4 levels each round
    Each round, you select up to one additional creature per four xenotheurgy levels to be attacked. Each invisible force looks slightly different than all others. One creature may not be attacked multiple times in a single round.

    Assumption of Perfect Likeness
    Endless Evolution 6
    Range: Personal
    Target: You
    Duration: 10 minutes (D)
    Saving Throw: None

    You cause your form to ripple and morph, transforming yourself into the perfect likeness of another creature. Though your mind is your own, your body is completely that of the desired form.

    You temporarily becomes a copy of a single creature whose Hit Dice don’t exceed half of your xenotheurgy level (rounded up). You retains your mental ability scores but gains the physical ability scores, base attack bonus, saving throws, skill bonuses, feats, size, hit points, special attacks, and special qualities of the chosen creature. Will save bonuses, bonuses to skills, and save DCs are determined according to your mental ability scores.
    However, you loses access to all racial traits, feats, class features, and skills that they possessed in their normal form and can’t use breaches. All magic items that cannot be equipped to the new form meld into your body and become nonfunctional.
    Regardless of how damaged you was when they used this ability, the new form always starts with full hit points. When the breach ends, however, you takes damage equal to half of your chosen form’s full hit points. Templates and class levels can not be imitated through this breach.
    Empowerment:
    Duration: One hour (D)
    You may copy forms with Hit Dice up to three-fourths of your xenotheurgy level.

    Back from Beyond
    Unbalanced Scales 6 (Healing)
    Range: Touch
    Target: Dead creature touched
    Duration: One hour
    Saving Throw: None

    Reaching into the outer planes, you create a tether to connect a dead creature’s soul with their body. Though not permanently, the creatures body stirs to life.

    This breach brings back to life a creature who has died. For this breach to work, the target must’ve been dead for no longer than one hour. In addition, the target’s soul must be free and willing to return.
    The target does not lose a level or any constitution or any prepared spells or spell slots. The creature returns from the dead with hit points equal to their Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. The body must be whole in order to use this effect.
    Unfortunately, this revival is not permanent. At the end of this breach’s duration, the target drops dead again. A single creature may be targeted by this breach multiple times.
    As normal, this breach cannot bring back a creature who has died of old age.
    back from beyond is treated as the resurrection spell when determining whether or not a creature can be brought back to life by this murmur.
    Empowerment:
    Saving Throw: Will negates (see text)
    This breach may pull back souls that should not be able to return. Creatures who do not wish to return can be forced back to life if they fail their saving throw (using the Will save that they had in life). Once a creature has saved against this breach, they cannot be targeted by this mystery for a year and a day. Furthermore, those who have died of old age may be revived through the use of this power.
    back from beyond is treated as a miracle spell when determining whether or not a creature can be brought back to life by this murmur.

    Balm of Madness
    Soothing Insanity 1 (Healing)
    Range: Touch
    Target: One willing creature
    Duration: 8 hours
    Saving Throw: None

    You fill targets body with a bit of restorative energy. This power may wreak havoc on the target’s mind but their body will quickly recover.

    If the target of this mystery gains 8 consecutive hours of rest or sleep, they cure health equal to their character level x 4. However, while they are recovering, the target may not take any standard, move, or full round actions and automatically fails all Will saves.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: Up to 1 willing creature/level
    Up to one willing creature per level within range is subjected to this effect instead of one touched creature. All of them suffer the penalty of this breach but heal health equal to their character level x 5 after 8 consecutive hours of rest or sleep.

    Battered Resolve
    Sinister Persuasion 2 (Compulsion) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 minute; see text
    Saving Throw: Will negates

    Regardless of the current flow of battle, your foe is filled with doubt and desperation. If given the chance, this combat can stop.

    If the target fails their saving throw, they spend the next 1 minute trying to escape combat by any means. They may try retreating, diplomacy, empty threats, deception, or any other nonviolent method of leaving combat. They have no compunctions about sending others to do combat, however.
    If the target manages to escape combat within 1 minute, it does not seek to rejoin combat except as a last resort. If still in combat after one minute or if damaged during this breach’s duration, the creature breaks free of this effect.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to 1 creature/level
    Duration: 5 minutes; see text
    Except as noted above, this breach functions normally.

    Battlefield Jinx
    Blasphemous Avenger 2
    Range: Close (25 ft. + 5 ft/2 levels
    Target: One creature
    Duration: see text
    Saving Throw: Will partial

    You tamper a bit with probability, making sure that your opponent is unlucky. Few can fully resist your jinx.

    If the target fails their saving throw, they take a –2 penalty to all attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls until the end of the encounter (or for 2 minutes if not in an encounter). If the target succeeds on their saving throw, they take a –1 penalty instead. The effects of multiple battlefield jinxes overlap. Regardless of success or failure on the saving throw, the target is unaware that anything has transpired. Any effect that can remove a curse can remove a battlefield jinx.
    Empowerment
    Duration: see text
    Saving Throw: Will partial and Will negates
    the target now takes a –4 penalty with a failed saving throw and a –2 penalty with a successful saving throw.
    At the end of the encounter (or after 2 minutes if not in an encounter), the target makes another Will save. If successful, the effect ends as normal. If the target fails, however, the battlefield jinx continues until removed. Regarldess of success or failure on the saving throw, the target is unaware that anything has transpired.

    Blood-Seeking Strike
    Blasphemous Avenger 2
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Powers of entropy fill your blade, allowing it to deal more devastating strikes.

    You double the threat range of any weapon that you wield. This effect does not stack with others that increase the threat range of a weapon.
    Empowerment
    The doubling of your threat range now stacks with other effects that increase the threat range of a weapon (two doublings equal a tripling as normal). Furthermore, any weapon you wield gains the wounding property.

    Break Probability
    Eternal Anathema 5
    Range: Personal
    Target: You
    Duration: 1 round/level or until expended
    Saving Throw: None

    You warp probability in your favor, contorting it until it agrees with your agenda. That done, many attacks are suddenly easier to resist.

    The next time that you would make a saving throw, they roll 2d20 and take the better result. If either roll is a natural 1, the other roll gains a +5 bonus. After making such a saving throw, this breach is expended.
    Empowerment:
    For the purpose of the affected saving throw, both 19 and 20 are automatic successes.
    Note: you makes the saving throw to avoid increasing your murmur level as the breach is cast, meaning that the effects of break probability aren’t wasted on itself.

    Browbeat Destiny
    Blasphemous Avenger 4
    Range: Personal
    Target: You
    Duration: 1 hour or until expended
    Saving Throw: None

    You tie up threads of fate until only the ones that you desire remain available. Fate declares that the path before you be covered in blood.

    The next time that you would threaten a critical hit within this breach’s duration, you automatically confirm it. Confirming a critical hit in this way expends this breach.
    Empowerment
    In addition to this breach’s normal effects, any critical hit that this breach confirms automatically does maximum damage.

    Burst of Formless Terror
    Reflection of Nightmare 2 [Fear, Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to 2 living creatures/level
    Duration: 1 round/level
    Saving Throw: Will negates

    You accumulate formless terror and madness within your body. Then, you release that energy with a single burst, scaring all nearby

    All targeted creatures who fail on their Will saves are frightened for the breach’s duration. Creatures with HD equal to or greater than half of your xenotheurgy level (rounded up) +3 are immune to this ability.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to 4 living creatures/level
    Other than the above exceptions, this breach functions completely normally.


    Call from Beyond
    Called from Nothing 1 (Calling)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One called creature
    Duration: Instantaneous
    Saving Throw: None

    Opening a small portal into the great beyond, you call forth a weak pseudonatural animal.

    This breach conjures a single corporeal psuedonatural animal with under 1 Hit Dice of the xenothuergist’s choice. This creature remains indefinitely but is under no compulsion to server you.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Saving Throw: Will partial
    Duration: Instantaneous and 10 minutes
    You can now summon pseudonatural animals with up to 2 Hit Dice can be conjured in this way. Furthermore, upon summoning the creature, you may mentally suggest a course of action. If the pseudonatural creature fails its saving throw, it tries to take that course of action to the best of its ability for 10 minutes or until the course of action is completed (such as killing something they were ordered to kill). The creature may be given harmful or even suicidal actions to perform in this way.

    Canniness of the Traveler
    Road to Nowhere 2
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 10 min./level
    Saving Throw: None

    As you instill otherworldly energy into your target, they start seeing the world in a different light. Whenever they start to lose control of their movements, the world seems to shift with them, granting them more leeway in their actions.

    The target gains a +2 competence bonus to balance, climb, jump, tumble, and swim checks. These bonuses increase by +1 for every four xenotheurgy levels that you possess.
    Empowerment:
    the target also gains special bonuses with their traveling skills. The target can move at full speed with no penalties when making balance, climb, tumble, and swim checks. Furthermore, the bonus that this breach grants to jump checks is quadrupled when making vertical jumps.

    Cerebral Mist
    Called from Nothing 1 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Fog spreads in 10-foot radius, 10 ft. high
    Duration: 1 min./level
    Saving Throw: None

    Reaching into the deepest realms of insanity, you let loose a constant stream of madness, filling the air and even obscuring sight like mist.

    A cloud of mist spreads outwards from the point that you designates. The fog is thin but manages to obscures sight, including darkvision, a little bit. A creature within 5 feet can be attacked normally but those farther away have concealment. Furthermore, all creatures within range take a –2 penalty to Will saves.
    A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
    This breach does not function underwater.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Fog spreads in 20-ft. radius, 20 ft. high
    Duration: 10 min./level
    The mist now resists wind actively, refusing to simply disperse. Instead, a strong or stronger wind moves the effect 10 feet per round in the direction of the wind. Also, this breach may be used underwater, creating an area of mind-warping muck.

    Channel into the Beyond
    Soothing Insanity 3 (Healing)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1 minute and instantaneous
    Saving Throw: Will partial

    You channel essence of the far realms through the target’s blood, eliminated toxins but damaging the blood flow to their brain.

    The target is dazed for 1 minute if they fail their Will save but is instantly cured of all poisons that are affecting them.
    Empowerment
    The target is also cured of any ability damage or drain they have taken from poison within the last 5 minutes.

    Channel Prowess
    Generous Madness 1 [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1d4+1 rounds
    Saving Throw: None

    You siphon a small part of your mind through the far realms and into the mind of an ally, granting them some of your canniness.

    When using this breach, choose one skill in which you posses at least one rank. The target may use your modifier for that skill in place of their own. If the skill cannot be used untrained and the target lacks ranks in the skill, they may use that skill as if trained. You retain your own bonus to the skill even while lending it to an ally.
    You take a –2 penalty to your Intelligence, Wisdom, and Charisma while this breach is in effect. This penalty stacks with itself if you use this ability again while a previous use is in effect. Furthermore, you may only lend talent with any given skill to a single creature at any given time.
    Empowerment
    Duration: 1 round/level
    you may lend your talent with a single skill to a number of creatures up to half of the ranks that you possess in that skill (rounded down) at any given time.
    Notes: The Speak Language skill may not be shared through this breach. When lending a target your modifier in a Knowledge skill, they may not make a Knowledge check with that skill that you have already failed. This breach does not actually lend skill ranks to an ally (and thus can’t grant synergy bonuses in other skills).

    Channel Training
    Generous Madness 3
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1d4+1 rounds
    Saving Throw: None

    You siphon a few of your past experiences into the mind of an ally via the far realms. They know how to handle the rest

    When using this breach, choose one feat you possess. If the target meets all of that feat’s prerequisites, they gain the benefits of that feat. If the target already possesses that feat, they can only be lent this feat if it can be taken multiple times. You retain the benefits of the feat even while lending it to an ally.
    You take a –2 penalty to all attack rolls, saving throws, and skill checks while this breach is in effect. This penalty stacks with itself if you use this ability again while a previous use is in effect. Furthermore, you can lend talent with any given feat to a single creature at any given time and can’t lend a single feat to a creature multiple times unless you have taken that feat at least as many times.
    Empowerment
    Duration: 1 round/level
    You may lend the benefits of a single feat to a number of creatures up to one third of your xenotherugy level (rounded up) at any given time.

    Conduit of Aberrant Rejuvenation
    Soothing Insanity 5 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 10 minutes/level or until expended
    Saving Throw: None

    You fill your being with curative power, power that you can force into others with a touch. You are adept at forcing vast quantities into your targets.

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 2. Each touch attack heals up to 80 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Tainted Resurgence effect you have active on your person.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 160 hit points at a time.

    Conduit of Tainted Resurgence
    Soothing Insanity 3 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 1 hour/level or until expended
    Saving Throw: None

    You are filled with an abundance of positive energy, energy that you can pass onto others with a touch. Creatures can only bear so much of this energy at once, however

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 5. Each touch attack heals up to 20 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Aberrant Regeneration effect you have active on your person.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 40 hit points at a time.

    Conduit of Twisted Recovery
    Soothing Insanity 1 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 1 day/level or until expended
    Saving Throw: None

    You fill yourself with new life, life that flows through your hands and into your targets. Alas, no single creature can bear too much of this energy at a given time

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 10. Each touch attack heals up to 5 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Tainted Resurgence or Conduit of Aberrant Regeneration effect you have active on your person.
    Empowerment
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 10 hit points at a time.

    Conjure Flesh of Zurguth
    Called from Nothing 5 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: highly morphic fleshy mass, 10 cu. ft./level
    Duration: Instantaneous
    Saving Throw: None

    The far realms is in many sense like a primordial sea, a shapeless mass of infinite possibilities. You call a tangible manifestation of the far realms’ nature into the multiverse.

    You create a fleshy mass that takes up 10 cubic feet per xenotheurgy level. The flesh is malleable like clay but hardens if repetitively pounded, even taking on a metallic hardness if desired. The flesh can be shaped into nearly any form desired. To determine the quality of the desired item, make a proper craft skill. Regardless of skill, however, the flesh cannot be turned into masterwork items, cannot be made into living things, cannot create liquids or gases, and cannot create items with complicated moving parts.
    The fleshy mass created never rots or grows mold. It also never dries out or hardens before it has been purposefully shaped and hardened.
    Any creature who has ever seen a Koarti is shaken while within 5 feet of an object crafted from this flesh. This flesh may be used in place of resin to protect a Koarti or even an entire enclave of the beings.
    Empowerment
    Effect: highly morphic fleshy mass, 50 cu. ft./level
    You now create 50 cubic feet of the fleshy mass per xenotheurgy level. Pustules filled with potable fluids and breathable vapors trapped in the skin provide the ability to work with liquids of gases, changing the precise fluid or gas by adding trace amounts of ground solid flesh to the mix. Furthermore, you can now create masterwork items and items with complicated moving parts.

    Craft of the Damned
    Unbalance Scales 3
    Range: Medium (100 ft. + 10 ft./level
    Targets One or more corpses touched
    Duration: 1 min./level
    Saving Throw: None

    You create tendrils of energy into the selected bodies, bringing them back into the realms of the living…or something eerily close to it.

    This breach temporarily turns the bones or bodies of dead creatures into pseudonatural zombies or skeletons that follow your commands. The undead can follow you or can be left behind to guard an area (although the short duration is prohibitive). They remain animated for the duration of this breach or until destroyed. In either case, the creature is reduced to a pile of dust the blows away in the gentlest of breezes.
    Regardless of the type of undead created through this breach, you cannot create more than HD of psuedonatural undead than your xenotheurgy level with a single use of this breach.
    The undead created remain under your control throughout their brief existences, no matter how many you may animate. Unlike most pseudonatural creatures, the created creatures retain their creature type and Intelligence score (or lack there-of). Furthermore, the undead are immune to both positive and negative energy, meaning among other things that they are unaffected by consecrate and desecrate spells and can’t be turned or rebuked..
    Empowerment:
    You may animate any form of corporeal pseudonatural undead but creatures other than zombies and skeletons are treated as having twice as many HD if you can create them and how many you can create.

    Cutting the Tethers
    Unbalanced Scales 4 (Death)
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitudes partial (see text)

    You open several links in the far realms within the target’s body, trying to force the target’s soul through, cleaving it from the body.

    The touched target must make three Fortitude saves. For each save that it fails, the target gains one negative level. 24 hours after receiving the negative levels, the target must make a Fortitude save for each one (DC = Cutting the Tether breach’s DC) to prevent having a level permanently drained.
    If the target fails all three Fortitude saves, they are instead slain. The cut between their soul and body is so clean that a raise dead or reincarnation spell only has a 50% chance of functioning on the target. If this is not the case, only a resurrection, true resurrection, wish, or miracle can bring the target back.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    The target must instead make five Fortitude saves. They are slain if they fail at least three of those saving throws.
    Last edited by Realms of Chaos; 2010-01-26 at 09:38 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature