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Thread: Xenotheurgy: Far Realms magic system

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    Troll in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART II

    Death that Never Was
    Soothing Insanity 6 (Healing)
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text

    Ignoring the boundaries of life and death, you reach beyond the veil of death and reclaim a recently dead soul.
    You restore life to a deceased creature that has been dead for no longer than 1 round. The subject’s soul must be free and willing to return. The breach automatically fails if the soul is unwilling to return.
    The subject does not lose a level or Constitution for returning to life and loses no spells or spell slots. Normal diseases and poison are cured in the process but magical diseases and curses are not undone. A creature returns with however many hit points it had at the start of its last round of life. If this places the target under 0 hit points, it is automatically stabilized. The target’s body need not be whole to return to life, so long as even a bit of dust is left behind to recreate the body. The target’s equipment and possessions are put back the way they were before at the start of the target’s last round of life, even if the way in which the target died destroyed the equipment as well.
    A creature who has been turned into an undead since their death is still returned to life (no saving throw) if the soul is willing to return. This breach cannot bring back a creature who has died of old age.
    This breach is treated as a miracle spell for the purpose of determining whether a target can be revived by this breach.
    Empowerment
    The target returns from the dead with however many hit point it had at the start of its last round of life or with half of its maximum hit points, whichever is more. Furthermore, all magical diseases and curses that could be removed with a miracle spell are removed as the target returns to life.
    This breach is treated as direct divine intervention for the purpose of determining whether a target can be revived by this breach.

    Deception of Perfection
    Sinister Persuasion 2 (Charm) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature of your type
    Duration: 10 minutes/level
    Saving Throw: Will negates

    Clouding your target’s mind with madness, they are unable to see you as being anything other than perfect.

    If the target fails their saving throw, they come to see you as an embodiment of perfection. They are treated as being helpful towards you for the duration of this breach. Furthermore, they perceive all that you say and do in the best possible light. If you insult them, you must be joking. If your ally attacks them, it is not of your doing. Taking aggressive actions against the target yourself, however, ends the effect instantly.
    This breach cannot be used to make the target take actions against its nature or to take self-destructive actions but it can be used to make actions seem more palatable (“That charging dragon is just an illusion. See for yourself.”)
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 hour/level
    Even if you take an aggressive action against the target, they must make another Will save in order to break free of this breach, otherwise judging that there must have been a good reason.

    Deception of Sanctuary
    Insidious Persuasion 5 [Mind-Affecting]
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None and Will negates

    As you tighten your vise on the target’s mind, they become incapable of even considering combat against you.

    Whenever the target tries to attack you (whether using weapons or spells, melee or ranged), they must first make a successful Will save. Making multiple attacks (such as with a full attack) requires multiple saving throws. On a failed Will save, the target cannot attack you until the start of its next round.
    The target is free, however, to target you with spells or abilities that do not require attack rolls, even aggressive abilities.
    Empowerment
    Range: 400 ft. + 40 ft./level
    Area: (400 ft. + 40 ft./level)-radius emanation, centered on you
    All creatures within rang are now affected by this breach. Furthermore, all aggressive actions against you now require a Will save, whether or not they require attack rolls.

    Defenses Annuled
    Blasphemous Avenger 3
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Your weapons stop existing in the traditional sense of the word, continuing on as mere extensions of your will. Traditional defenses do little to defend your foes

    All attacks that you make are resolved as touch attacks.
    Empowerment
    Your attacks bypass more defenses and often work counter-intuitively. Your attacks also ignore any deflection or insight bonus to the target’s AC.

    Denial of Truth
    Sinister Persuasion 3 (Compulsion) [Mind-Affecting]
    Range: Long (400 ft. + 40 ft./level)
    Targets: All creatures in a 15-ft. radius burst
    Duration: 1 round/level
    Saving Throw: Will negates

    You expose your targets to a small sliver of absolute truth, just enough to send their minds recoiling back into themselves.

    This breach functions as the confusion spell with the above exceptions.
    Empowerment
    Targets: All creatures within a 30-ft. radius burst
    If an affected target would be able to act normally or would be unable to take their decided action, they instead fall prone, writhing and screaming in pain.
    Also, being attacked no longer permits targets to attack the attacker during their next round.

    Discover the Path
    Road to Nowhere 4
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    The world is nothing more than a giant web of paths, roads, and canals. You spread your perception along this web, hoping to gain greater insights.

    You learns the location of all roads, hiking or hunting trails, rivers and canals, tunnels, airways, alleys, hallways, and similar paths that are used or intended for travel within 1 mile (regardless of how rarely they may be used). You also gain a general idea of how busy each “path” is at the moment of casting.
    This breach operates in a radius of 1 mile per level.
    Empowerment:
    Duration: Instantaneous and concentration
    You also learn the location of each structure built along any path in range and learn the major locations that each such path leads to in either direction (even if these structures or locations aren’t within range). Lastly, you gain an approximate idea of how powerful the strongest creature on that road is (relative to you).
    For as long as you concentrate, you are constantly updated on any changes and learn of new “paths” that you move within range of.
    This breach now operates in a radius of 5 miles per level.
    NOTE: This breach have many implications that should be taken into consideration by both the player and DM. First of all, this breach effectively grants a target a very large and very detailed travel map of the area to work with. However, using this ability often and demanding a map each time is overwhelming for a DM (even though it may be nice on occasion such as when planning a heist or rescue).
    More often, a good solution is for the player to ask the DM questions as they play based on what they saw before, such as, “do I remember anything strong being in the next hallway?” or “do I remember any way out of this room?’. Likewise, DMs may want to “remind” the player of something that they had “seen” using this breach.
    Also, this breach can effectively create a somewhat effective map for a dungeon, mapping out hallways and hidden corridors but oddly not including the rooms and chambers of the dungeon.

    Distracting Aid
    Generous Madness 1
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One willing creature plus up to one living creature/2 levels
    Duration: 1 round/level
    Saving Throw: None

    You bolster your allies with energies from the far realms. Although they are empowered, however, the energies ruin concentration.

    All targeted allies gain a +1 bonus to attack rolls and Will saves and a –4 penalty to Concentration checks. For every three xenotheurgy levels you possess, increase these bonuses by +1 and the penalty by –1.
    Empowerment
    Targets: One willing creature plus up to one living creature/level
    Duration: 1 minute/level
    The bonus granted by this breach is increased by +1 and is also extended to weapon damage rolls.

    Dread Whispers
    Half-Heard Secrets 5 [Language-Dependant, Mind-Affecting]
    Range: 10 ft.
    Area: 10-ft.-radius burst, centered on yourself
    Duration: 1d4 rounds and 1 hour/level
    Saving Throw: Will negates

    You allow your mind to briefly hold one of the darkest secrets of the multiverse and the void beyond. Softly pronouncing this word, you muddle the minds of all those around you

    All creatures within range who fail their saving throws are dazed for 1d4 rounds. Afterwards, such creatures take a morale penalty equal to half of your level on all attack rolls, skill checks, and saving throws.
    Empowerment
    Range: 5 ft.
    Area: 5-ft.-radius burst, centered on yourself
    Targets who fail their saving throw are stunned instead of daze. Afterwards, in addition to the morale penalty, all affected creatures can take only one standard action or move action each round.

    Dreams Made Manifest
    Waking Dream 3 (Figment) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target/Effect: Living creature within range/a visual figment taking up a single 10-foot cube anywhere within range.
    Duration: Concentration
    Saving Throw: Will disbelief (if interacted with)

    Reaching into your opponent’s mind, you tear forth their hopes, dreams, and aspirations and put them on display for all to see within a matrix of illusion.

    The single greatest desire of the target when this breach is used is displayed in the form of a visual figment. Depending on the desire, it may be revealed in strange and abstract ways. Any creature may make a DC 20 Sense Motive check to discern the meaning of abstract displays. Furthermore, the alignment of the target can be discerned with a DC 25 Sense Motive check. For particularly mundane or indicative desires, this DC may be increased or decreased accordingly (DM’s discretion).
    Dreams Made Manifest is treated for all purposes as an illusion.
    Empowerment:
    Saving Throw: Will disbelief (if interacted with) and Will partial
    The figment now includes audio and olfactory elements, granting a +5 bonus too all Sense Motive checks made using this breach.
    Furthermore, the figment is entrancing, dazing the target for 1d4 rounds if they fail a Will save as they see their greatest desire dangled in front of them like food before a starving man.

    Dust to Dust
    Unbalanced Scales 5
    Range: 0 ft.
    Area: 60-foot emanation, centered on you
    Duration: Instantaneous plus 1 round
    Saving Throw: Will partial

    As you focus on the border of life and death, you force this border to become more distinct. There are the living and the dead. As far as you are concerned, other categories simply fail to exist.

    All undead and constructs within the area take 1d6 damage/level (Maximum 20d6). If they fail on a Will save, they may only take a single move or standard action on their next round.
    Empowerment:
    Duration: Instantaneous plus 1 round/level
    Any creature who fails their saving throw is instead reduced to dust that fill their own square(s) and all squares adjacent to them. For 1 round/level, all nonliving creatures treat squares with such dust in them as difficult terrain.

    Echoes of the Abyss
    Waking Dream 1 (Figment)
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 10 min./level
    Saving Throw: Will disbelief (if interacted with)

    You open a small rift upon the target’s person, too small for anything physical to pass through but large enough for your voice as you send it through the far realms.

    You may make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within 30 feet of the target, such as behind a door, around a corner, etc. You may speak in any language you know. If the target moves, this effect moves with them as long as they remain within range of you. With respect to such voices and sounds, anyone who hears the sound an rolls a successful save recognizes is as illusory (but still hears it).
    Echoes of the Abyss is treated for all purposes as an illusion.
    Empowerment:
    Range: Long (400 ft. + 40 ft./level)
    Duration: 1 hour/level
    Saving Throw: Will disbelief (see text)
    The target is not granted a save against this affect (though anyone else hearing the effect is). You may elect for only the target or only the creatures around them to hear part or all of the illusion. Lastly, the illusion may cover a complete audio array of possible sounds rather than those that you can make vocally (such as imitating the target’s voice), within the limits of a major image spell.

    Eerie Creation
    Called from Nothing 3 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Unattended, nonnmagical object of nonliving plant matter, up to 1 cu. ft./level
    Duration: 1 hour/level (D)
    Saving Throw: None

    Searching through the far realms with your mind, you find some item similar in nature to what you currently need. The chaotic energies in your mind imitate this object in the sane world

    This breach creates a nonmagical, unattended object of nonliving, vegetable matter, as the minor creation spell. As the spell, the volume of the items created cannot exceed 1 cubic foot per caster level and you must make skill checks to make complex items. Unlike the minor creation spell, all objects created are alien in nature, with all forms of wood, fibers, and similar materials coming from no recognizable source. As such, the Appraise skill can indicate nothing about a created item other than the quality with which it was crafted. Animals are shaken while within 5 feet of such an item and plants appear to wilt a bit while within 10 feet, although they don’t actually die.
    Empowerment
    Effect: Unattended, nonmagical object, up to 1 cu. ft./level
    Duration: 24 hours/level
    You can also create metallic, crystal, or stone items. As before, none of the substances used in the creation are recognizable but you may declare that a created item imitates the trait of one known metal (but not more than one per item).
    You can also attempt to create life, more or less crafted according to your mental design, although it never ends well. Creatures taking up 1 cubit foot of space or less skitter about for 1d4+1 rounds before exploding in a gory mess. Larger creatures lumber around for 1d4+1 rounds before silently collapsing under their own weight and dying. Regardless, created creatures have a speed of 5 feet, a number of hit points equal to your xenotheurgy level, an AC of 10, and cannot attack or take other offensive actions. They cannot provide flanking.

    Elucidate Function
    Half-Heard Secrets 3
    Range: Touch
    Target: Item touched
    Duration: Instantaneous
    Saving Throw: None

    You peer into the structure of the item before you, connecting its magical essence to your mind via a steam of madness. All of its mysteries are quickly unraveled.

    You become instantly aware of whether or not the touched item is magical or not. If the item is magical, you become aware of all abilities, learn how to activate them, learn of any curses that the item may possess (even if such curses normally fool such detection), and learn whether or not the target is sentient.
    This ability has no effect against artifacts and constructs, which it detects as being nonmagical.
    Empowerment
    Duration: Instantaneous and 1 minute
    For one minute after using this breach, you automatically succeed on all Use Magic device checks to use the targeted item and may make such checks (for the purpose of using that item only) untrained.


    Enigmatic Strike
    Blasphemous Avenger 1
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None

    Ignoring the normal limitations of space, you can cause injury even from a long distance away.

    You may make melee attacks against foes up to 50 feet away. For every 10 feet away they are beyond your reach, you take a –1 penalty to the attack roll.
    Empowerment
    You may now make melee attacks against foes up to 100 feet away and take no penalty to attack rolls for attacking distant foes in this way.

    Enrichment from Beyond
    Endless Evolution 5
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You pour vast quantities of energy into yourself, precisely controlling its flow. Though you can control how it changes you, these energies resent this control you exert, not lasting nearly as long

    You gain a +6 enhancement bonus to one ability score of your choice.
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Instead, the target gains the enhancement bonus to an ability score of their choice.

    Enrichment of the Being
    Endless Evolution 3
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You force large quantities of energy to surge with you under your limited guidance. Though you can better control how you benefit, the energy rebels against your control and does not last as long as normal.

    You gains a +4 enhancement bonus to two mental ability scores or to two physical ability scores of your choice.
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Instead, the target gains the enhancement bonus to two mental ability score or to two physical ability scores of their choice.

    Enrichment of the Flesh
    Endless Evolution 1
    Range: Personal
    Target: You
    Duration: 10 min./level
    Saving Throw: None

    You pour chaotic energies into your body, allowing them to alter your form. Although you can’t control the energies, you can vaguely steer it to enhance your body or mind.

    You gain a +2 enhancement bonus to all three mental ability scores or all three physical ability scores (your choice).
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless)
    Instead, the target receives the ability bonuses and chooses whether their mental or physical abilities are targeted.

    Entrancing Presence
    Sinister Persuasion 1 [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Targets: All other creatures
    Duration: Concentration
    Saving Throw: Will negates; see text

    You exude a bit of energy from the far realms, not enough to cause actual change but enough to make people feel that something is slightly off. This sense of oddness attracts the attention of those around you.

    All creatures who can see you are spellbound by your presence. All creatures in range who fail their saving throw and who can see you can’t take any action but to stare and watch you, a vacant look in their eyes. In this state, they are unaware of their surroundings and are effectively blind and deaf to everything other than you. If you take any action but to maintain this breach, however, the creatures are freed from their reverie. Any aggressive action taken against an affected creature also ends the effect, breaking the web of influence. Any creature that enters within range must make a saving throw to resist falling under this breach’s effects.
    You may concentrate on this breach for up to 1 round/level + 2 rounds.
    Empowerment
    Targets: Any number of creatures
    Duration: Concentration + 5 rounds
    You may take a single move action each round without ending this breach. If this action is threatening (such as drawing a weapon), the breach ends. Creatures no longer risk falling under this breach’s effects by approaching you.

    Essence of Heresy
    Called from Nothing 2 (Summoning)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned elemental
    Duration: 24 hours
    Saving Throw: None

    Mentally reciting a series of horrid blasphemies and awful truths, you assemble your thoughts into a horrid amalgam. This amalgam slips out of your head through your ears, nose, and eyes, ready to serve.

    Using this breach, you call forth a single small heresy elemental to serve you for the duration. The heresy elemental loses its haunting secret ability but gains improved evasion and the ability to deliver touch attacks on your behalf. The small heresy elemental is completely under your control.
    At any given time, you may only possess one heresy elemental. Using this breach again simply replaces your previous heresy elemental.
    Empowerment
    Duration: 24 hours (see text)
    The heresy elemental now possesses a hit point total equal to its normal amount or equal to half of your maximum hit points, whichever is more. Furthermore, for the purpose of spells and ability, the heresy elemental’s Hit Dice equals your own. The heresy elemental gains a +2 bonus on attack rolls, saving throws, and skill checks.
    Lastly, the heresy elemental retains the haunting secret ability. When the heresy elemental uses this ability, the breach ends but the heresy elemental continues to exist, perhaps coming back to life through the haunting secret ability. If and when it returns, it is a typical free-willed small heresy elemental with none of the benefits of this breach.
    elemental gains +2 to attack rolls, saving throws, and skill checks. Retains haunting secret ability and allows more to be summoned.

    Essence of the Outsider
    Blasphemous Avenger 5
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You fill your mind and body with otherworldly energies, gaining great power on the battlefield

    For the duration of this breach, your base attack bonus equals your xenotheurgy level.
    Empowerment
    In addition to this breach’s normal effects, you gain darkvision out to 60 feet, your base saving throws equal half of your xenotheurgy level +2 (unless they are already superior), and you become immune to all effects that specifically target creatures of your type.

    Eternal Rejuvenation
    Eternal Anathema 6 (Healing)
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Your body simply refuses to stay wounded. As you string energy through your body, it keeps returning to its original, undamaged form.

    You gain regeneration 1 for every six xenotheurgy levels you possess, which can only be overcome by damage of one energy type, as dictated by you when you use this breach. If you have or gain immunity to this energy, you immediately choose another. If you have immunity to all forms of energy damage, you does not benefit from this breach.
    You may not use this breach while already affected by it.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target gains the regenerature and chooses which form of energy damage overcomes it. If the target has or gains immunity to the form of energy, they immediately choose another. If the target has or gains immunity to all forms of energy damage, the target does not benefit from this breach.
    If you use this breach and target yourself, increase the value of the regeneration by 2.
    You may use this breach while affected by it but cannot target a creature already benefit from it.

    Eyes to the Future
    Half-Heard Secrets 2
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    The far realms connect to the past, present, and future of the multiverse simultaneously. Using this property of the ameobic sea, you take a quick peak into your future.

    You gaze into a conglomeration of all possible futures in which a specific action is taken. As such, you learn the general results of that action being taken going as far as 1 minute into the future. However, as your view of the future is blurry at best, you only gain a vague idea of what is to happen.
    For example, if the action in question was opening a door, one possibly response you might receive is “safe passage” while another may be “fight with orcs”. However, as you gaze into a conglomeration of all possible futures, it is more than possible to be led astray. This breach only functions 70% of the time +1% per level (maximum 90%). If the breach fails to function, you instead focus on a misleading version of the future. Likewise, if you take actions to prevent the future that you see, you have retroactively focused upon the wrong future.
    Empowerment
    This breach sees 5 minutes into the future and is 10% more likely to function than normal (maximum 100%). If multiple things are likely to happen within that time period, you receive more thorough visions (such as “fight with orcs and then one goblin and then find pile of gold”).

    Figment of the Dreamscape
    Waking Dream 2 (Figment)
    Range: Long (400 ft. + 40 ft./level)
    Effect: Figment that cannot extend beyond 10-ft. cubes + one 10-ft. cube/level (S).
    Duration: 1 hour/ level
    Saving Throw: Will disbelief (if interacted with)

    You reach into the plane of dreams and draw forth perception. Like a vivid dream, an illusion of your design rests before you.

    This breach creates the visual illusion of an object, creature, or force, as visualize by you. The illusion does not create sound, smell, texture, or temperature. When the illusion would be damaged, the effect ends unless you makes it react accordingly. As a standard action, you can gain control over your illusion for one round, moving it within the limits of the effect.
    Figment of the Dreamscape is treated for all purposes as an illusion.
    Empowerment:
    The illusion includes sound (including intelligible speech, smell, texture, and temperature). Furthermore, you may control the breach as a move action.

    The Final Destination
    Unbalanced Scales 6 (Death)
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will partial

    You open small rifts to the far realms within your opponents body, tearing apart their soul and sending it beyond the stars. There is nothing left of them to bring back.

    If the target is at 50 hit points or less, they are instantly slain (no saving throw). After being slain, the target makes a single Will save. If the save succeeds, they travel onto their final rewards or punishment as normal. If the save fails, their soul is instead ejected into the far realms to be consumed. Raise dead and reincarnate spells cannot restore the creature while resurrection and true resurrection have a 50% chance of being unable to revive the target. Wish and miracle spells can return the target to life.
    Empowerment:
    Range: Long (400 ft. + 40 ft./level)
    This breach now functions against creatures with up to 100 hit points. Furthermore, if they fail their saving throw, resurrection and true resurrection spells automatically fail against the target and even wish and miracle spells have a 50% chance of failing. If they fail, no mortal magic can return the creature to life.

    Fire from the Wound
    Blasphemous Avenger 4
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: Reflex half

    You fill your blood with volatile energy. Upon exposure to the air, it explodes outwards, likely damaging your attacker

    Whenever you are damaged, a burst of energy fills a 15-foot cone in a direction of your choice, dealing 4d8 damage or half that with a successful Reflex save. Despite the name of this breach, this damage is of no particular element.
    Empowerment
    Duration: 10 minutes/level
    The burst of energy instead deals 6d8 damage, or half that with a successful Reflex save.

    Flesh that Melts and Roils
    Endless Evolution 2
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous and 1 round
    Saving Throw: Fortitude partial

    Just as you reshape the flesh of allies, so too can you contort the form of your enemies. Your touch disfigures the body of your foe in an excruciating manner.

    The target takes 2d6 points of Charisma damage and are stunned for 1 round if they fail their saving throw. Even they succeed, they take 1d4 points of Charisma damage and are not stunned.
    Empowerment:
    In addition to the above affects, the target takes 2d4 points of Dexterity damage if they fail their saving throw. If they succeed, they only take 1d4 points of Dexterity damage and are fatigued for one round from having fought off the transformation.

    Flow of Adrenaline
    Reflection of Nightmare 4 [Mind-Affecting]
    Range: Touch
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)

    Using a bit of madness, you rewire your target’s brain. When they should feel fear, all that they feel is a rush of endorphins and adrenaline.

    The target no longer suffers penalties from the shaken, frightened, or panicked conditions. They do not gain immunity to such conditions, however. Instead, the target gains a +2 bonus to their Strength and Dexterity score whenever they are shaken. This bonus increases to +4 while frightened and +6 while panicked.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: up to one creature/level
    The benefits of this breach are instead extended to all targeted creatures.

    Foe Without a Face
    Waking Dream 1 (Phantasm)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 hour + 10 min./level
    Saving Throw: Will negates

    Within the far realms are infinite images of this world. There are images of worlds that have never happened: some of which are filled with corruption, deception ,and treachery. You let these images filter into the thoughts of your target.

    The target always feels as though they are being followed and that someone is ready to stab them in the back, possibly a close friend or ally. The target takes a –2 penalty to Wisdom-based skill checks and an additional –2 penalty to Sense Motive checks. If the target fails a sense motive check by 5 or more, they perceive a creature to be one category closer to hostile towards them than they are truly acting (regardless of their actual attitude towards the target). Lastly, in combat, the target is always considered flanked unless they have the improved uncanny dodge ability.
    Empowerment:
    Duration: 24 hours
    Saving Throw: Will negates (see text)
    This breach grows worse as time goes on. Each hour, the target must make an additional Will save. If they fail, the penalty to Wisdom based skills increases by an additional –1 and the penalty to Sense Motive checks worsens by an additional –1.
    Lastly, for every 5 points by which they fail a sense motive check, the target perceives a target to be one category close to hostile towards them than they are truly acting (regardless of their actual attitude towards the target).

    Form that Bends and Buckles
    Endless Evolution 4
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous and one round/level
    Saving Throw: Fortitude partial

    You force the target’s form to reshape itself. Bones crack and twist, skin rips and tears, and tendons pop as the target’s physiology is assaulted.

    If the target fails their saving throw, they take 2d6 points of Dexterity and Strength damage and is nauseated for 1 round/level. Furthermore, until all of this ability damage has been healed, the target is treated as being one size category larger or smaller, whichever is less beneficial for them for a given purpose.
    If the target succeeds on their saving throw, they still take 1d4 points of Dexterity and Strength damage.
    Empowerment:
    The extreme pain of the transformation also halves the target’s speed and deals the target 5d6 damage with a failed saving throw.
    If the target succeeds on their saving throw, they are sickened for 1 round/level after their effort their body put forth to resist the effect.

    Gaze into Tomorrow
    Half-Heard Secrets 4
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    You extend your gaze far into the future, catching only quick glances at each individual moment. When you awaken from your reverie, you gain a general idea of what the future holds

    This breach lets you catch a quick glance of the next 24 hours. However, your view is so fast that many details are left out. First, you gain a general idea of how dangerous the next day is going to be (safe, hazardous, dangerous, or lethal). Next, you catch a quick glance of all creatures you are likely to see within the next day, allowing for related Knowledge checks to identify each. Lastly, you gain a brief one sentence summary of the next day. The odds of this breach properly functioning are 60% + 1% per level (maximum 80%). Otherwise, you are mislead by the shadow of another possible future.
    Empowerment
    Duration:Instantaneous and 24 hours
    The odds of this breach properly functioning increase by 10% (maximum 90%). Furthermore, if this breach functions properly, you add your level as a bonus to all Listen, Search, Spot, and Sense motive checks made for 24 hours, reflecting your general readiness for the world to come.

    Gift from the Outside
    Endless Evolution 5
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You fully embrace the energies from beyond, allowing them to transform you into something more…something alien.

    You gain the pseudonatural template for the duration of this breach. While it is active, you gain immunity to Wisdom damage, Wisdom drain, confusion, and insanity effects. No matter how many times this breach is used in one day, you may only use the true strike ability once per day.
    Empowerment:
    Range: Touch
    Target: Willing corporeal creature touched
    Duration: 10 min./level
    Saving Throw: Fortitude negates (harmless)
    In addition to the benefits listed above, all damage reduction and energy resistances granted to the target by the template are increased by 5 and the morale penalty given by alternate form increases to –2.
    No matter how many times a target is given the benefits of this breach in one day, a target may only use the true strike ability once per day.

    Glimpse of the Beyond
    Waking Dream 6 (Phantasm) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: Living creature
    Duration: Instantaneous
    Saving Throw: Will negates or partial (see text)

    You beset your foe with a rush of impossible images, alien sounds, and other sensations that sane beings aren’t intended to bear. Even if they do fight off insanity, they may yet be rattled.

    If the target fails their saving throw, they are rendered permanently insane, as the insanity spell. Only a miracle or wish can cure the creature of their insanity.
    Even if they resist insanity, however, the target may be far from well. If they succeed on their saving throw by 5 or less, the target takes 1d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.
    Empowerment:
    If the target fails on their saving throw, whenever the roll of the d% indicates that the target would be able to act normally for a round, reroll that dice.
    If the target succeeds on their saving throw by 10 or less, the target takes 1d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.
    If the target succeeds on their saving throw by 5 or less, the target instead takes 2d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.

    Guardian of the Road
    Road to Nowhere 6 (Compulsion) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./level)
    Target: One creature
    Duration: 1 year/level or until ended (D)
    Saving Throw: Will negates; see text

    Infinite pathways intersect the worlds, a web of travel ensnared by the far realms. With a wave of energy, you ensnare your victim in this web, perhaps never releasing them.

    This breach magically restrains a creature to a single road. The target gets an initial saving throw only if its Hit Dice equal at least one-half your xenotheurgy level.
    You can specify triggering conditions that end the breach and release the creature whenever they occur. They can be simple or elaborate but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but must otherwise be based on observable actions or qualities. The condition cannot be changed later on. Setting a release condition increases the save DC (if one is allowed) by 2.
    If the target fails their saving throw (or is not permitted one), they are compelled to find the nearest road, canal, path, rail, corridor, etc. and guard it obediently. They drop whatever they were doing to do so (such as combat) but continue defending themselves as they wander to their new post.
    Once they have reached a suitable location, they cannot travel further than 1,000 feet from it. The target becomes indifferent towards all creatures they have not met before. If they witness an altercation or theft on the road, they become hostile towards the party most responsible (in the eyes of the target). Likewise, the target becomes hostile towards any creature posing a threat to their road or path.
    The target does not eat, drink, or age while bound to a path in this way. If the path is completely destroyed, the target is freed of this breach.
    Empowerment:
    Duration: Permanent or until ended (D)
    The target may not voluntarily leave their “path” at all (even flying above or burrowing below it). At the start of each round, if they are not on their “path” (such as if they are bull rushed), the target takes 1d6 damage.

    Hivemind of Madness
    Generous Madness 6 [Mind-Affecting]
    Range: 1,600 ft. + 160 ft./level
    Target: Any number of willing creature
    Duration: 10 min./level
    Saving Throw: None

    You link the minds of many creatures together, letting them fight as a single entity.

    All targets of this breach are telepathically linked to each other and gain complete sensory input from one another. Furthermore, all targets gain a +1 competence bonus to attack rolls and to AC for each other target adjacent to them and any creature adjacent to two or more targets is considered flanked. As with most hive-minds, no target is considered flat-footed unless they all are and no target is flanked unless all are. Whenever a target is slain, however, all other targets are confused, as the spell, for 1 round.
    Empowerment
    Range: 1 mile/level
    Duration: 1 hour/level
    Whenever a target is slain, all other targets are staggered for 1 round rather than being confused.

    Hubristic Morale
    Generous Madness 3 [Mind-Affecting]
    Range: Personal
    Area: 100-foot-radius emanation, centered on you
    Duration: 1d4+1 rounds
    Saving Throw: None

    You silence all thoughts of failure and doubt in the minds of your allies while inflating their egos and self-esteem. With each blow they take, however, allies are brought back down to reality.

    All allies are granted a +2 morale bonus to all attack rolls, saving throws, and skill checks. For every 2 xenotheurgy levels you possess, increase these bonuses by +1.
    However, whenever an affected ally takes damage, the bonus granted by this breach is reduced by 2, to a minimum of +0.
    Empowerment
    Area: 200-foot-radius emanation, centered on you.
    Duration: 1 round/level
    The bonus is now only reduced by 1 whenever an ally takes damage.
    Last edited by Realms of Chaos; 2009-12-25 at 08:53 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