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Thread: Xenotheurgy: Far Realms magic system

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    Ogre in the Playground
     
    AssassinGuy

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    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART III

    Immovable Bulwark
    Eternal Anathema 1
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You relentlessly latch onto your surroundings, hanging onto air and ground alike. The end effect is that you are nearly immovable, perfectly suspended in space.

    You gain immunity to trip, bulrush, and overrun attempts. Furthermore, you fall at a rate of 5 feet per round and take no falling damage. However, you cannot move more than 5 feet on any given round.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Instead, the target of this breach gains its benefits. Furthermore, the target now falls at a rate of 20 feet per round and takes no fall damage. The target can also move up to 20 feet on any given round.

    Implant Insidious Fears
    Reflection of Nightmare 3 [Fear, Mind-Affecting]
    Range: Touch
    Target: Living creature touched
    Duration: 1 hour/level
    Saving Throw: Will negates

    You instill a bit of fear in your opponent. Rather than general fear, however, you direct it towards an object of your choice.

    The target is given a phobia towards one person, place, or thing as named by you. The target refuses to willingly come within 20 feet of the named person, place, or object. If forced within this distance, the target is shaken and actively seeks to leave the area and is shaken. A fear of an person extends to the dead remains of such a person.
    A target cannot be given a fear of a type of creature (such as fear of spiders or gnolls) or a fear of anything that is not tangible (such as fear of open spaces or religion). If given a fear of an object ubiquitous to the environment in which this breach is used (such as air and water in most planes or sand on a desert island), the target only feels a slight bit of uneasiness around it, not manifesting as any tangible hindrance.
    Empowerment
    The target is frightened for as long as it suspects itself to be within 20 feet of the named person, place, or object and is shaken if it can see that person place or object. Such a target actively seeks to escape such conditions that would render them frightened or shaken.

    Implant Temptation
    Insidious Persuasion 4 (Compulsion) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 24 hours or until completed
    Saving Throw: Will negates

    You extend tendrils of influence into the target’s mind, letting you give them one single direction. They’ll never know that you were involved.

    You influence the actions of the creature by mentally suggesting a course of action. The desired temptation must be capable of being worded within a couple of sentences. Obviously harmful or unreasonable temptations cannot be planted in this way.
    The implanted course of activity can continue for the entire duration. If the activity can be completed in a shorter time, the breach ends when the subject completes it. A very reasonable temptation causes the save to be made with a penalty.
    Regardless of whether the target succeeds or fails on their saving throw, they do not know that their mind has been tampered with.
    Empowerment
    Targets: One creature + one additional creature/4 levels
    If a target completes their temptation and time remains in this breach’s duration, that target must make a Will save with a +4 bonus or receive another temptation, chosen at that moment. If they manage to complete that task as well, the duration of this ability ends. You need not give the same temptation to all targets of this breach.

    Imposing Presence
    Reflection of Nightmare 1 [Fear, Mind-Affecting]
    Range: Personal
    Target: You
    Duration: 10 min./level
    Saving Throw: None

    You send a wave of energy throughout your being, making all of your features seem somehow off-kilter and frightening

    You add half of your xenotheurgy level (rounded up) to Intimidate skill checks.
    Furthermore, whenever you use the Intimidate skill to change someone’s attitude towards you, they seem to be helpful instead of friendly. This effect lasts for as long as the attitude would be changed or until this breach ends, whichever comes first.
    Empowerment
    Duration: 1 hour/level
    You now add your full xenotheurgy level as a bonus to Intimidate skill checks.

    Inescapable Eyes
    Half-Heard Secrets 5
    Range: Unlimited
    Target: One person, place, or thing
    Duration: 1 hour or less, see text
    Saving Throw: None

    Sending your perceptions through endless networks in the far realms, you peer through all of existence simultaneously, looking for what you desire.

    Using this unparalleled feat of insight, you find any single person, place, or thing. However, this information is revealed slowly over the course of an hour or so. You narrow down its location every 10 minutes.
    10 minutes: You learn what plane of existence the target is on. If the target is a plane of existence or demiplane, this breach continues onwards, leading you to the nearest portal to the desired location (whether active or not).
    20 minutes: You learn what continent the target is on. If the target is a continent, you learn the direction and distance to its nearest border and this breach ends.
    30 minutes: You learn what country the target is in. If the target is a country, you learn where it is within its continent or where it is in relation to the nearest continent (for islands) and the breach ends.
    40 minutes: You learn what county (or similar political division) the target is in. If the target is such a political division, you learn where it is within its country and this breach ends.
    50 minutes: You learn what community the target is in. If the target is a community, you learn where it is within its county (or similar political division) and this breach ends.
    60 minutes: You learn the location of the target (place, name, business name, building name, or the like). If the target is a specific place, you learn where it is within its community.
    This breach cannot be stopped by any means unless you enter an antimagic field or dead magic zone during its duration, in which case the breach is cancelled. Also, you may only have one inescapable eyes effect active at a single time. Using it again cancels the first use.
    To find a person, place, or thing, you must have an accurate depiction, detailed account, good description, or you must have seen it (or at least part of it in the case of places).
    This breach only reveals where the target is at the moment that you start using this breach, not revealing any movements that the target may take.
    Empowerment
    Duration: 30 minutes or less
    You gain information from this breach every 5 minutes rather than every 10 minutes.

    Invocation of Friendship
    Called from Nothing 4 (Teleportation)
    Range: Long (400 ft. + 40 ft./level)
    Target: One willing creature
    Duration: Instantaneous
    Saving Throw: None

    You extend your consciousness into the world, searching for a familiar essence. Finding it, you drag it back to you through dimensional tears.

    If the target is currently capable of teleportation (isn’t targeted by a dimensional anchor, isn’t within a dimensional lock, etc), they are teleported into a square of your choice that is adjacent to you. If it is for some reason impossible for the ally to be teleported into that square (such as if an invisible creature occupies that square or if it is in the area of a dimensional lock spell), the breach fails.
    Empowerment
    Range: Unlimited
    You may now teleport the target from any distance away, even from other planes of existence. Furthermore, if the creature is on the same plane of existence as you, you can drag them directly through space rather than through dimensions, ignoring any effect that prevents extradimensional travel.


    Invocation of Hatred
    Called from Nothing 2 (Teleportation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will negates

    As the old saying goes, keep your friends close and your enemies closer. You open a hole in space to act upon this old adage.

    The target is teleported into any unoccupied square of your choice that is adjacent to you. If there is something in that square that would prevent this teleportation (such as an invisible creature or dimensional lock effect), the breach fails.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Saving Throw: Will negates or none
    If the target is within 30 feet of yourself, they are no longer entitled to a saving throw to resist. Furthermore, this effect rips the opponent directly through space rather than through dimensions, allowing you to move creatures under the effect of a dimensional anchor spell or to move them into a dimensional anchor effect.

    Koartic Mist
    Called from Nothing 4 (Creation)
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Fog spreads in 20-ft radius, 20 ft. high
    Duration: 10 minutes/level
    Saving Throw: Reflex half

    You cause a crack in the barrier between the multiverse and the far realms, causing madness to rush into our world in a nearly tangible form. Other creatures rush for the exit but they cannot seem to fully fit through the cracks.

    A sickly yellow fog billows out from the point you designate. The *** obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures further away have total concealment. Furthermore, there are dark beings residing in the fog, if only for seconds at a time. Each round that a creature remains in the fog, they take 6d6 slashing, piercing, and bludgeoning damage. With a successful Reflex save, the damage is halved for that round.
    A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. If the wind ceases before the end of the breach’s duration, however, it restores itself over the course of 1d4 rounds, during which time sight is not obscured and creatures do not take damage.
    This breach does not function underwater.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Effect: Fog spreads in 40-ft. radius, 40 ft. high
    Saving Throw: Reflex half; Will partial
    Each round, creatures within the mist must make a Will save or else they become dazed for 1 round by half-seen alien images and glimpses of horrid creatures. Other than this and the effect noted above, this breach functions normally.

    Long and Winding Roads
    Road to Nowhere 2
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 min./level or 1 round
    Saving Throw: Will negates

    You reach out with your alien powers and warp the space around an enemy. No matter how hard they endeavor to move, they only seem to cover half of the desired distance.

    The target has all of their movement speeds halved (round down to the next 5-foot increment) for 1 minute/level. If they succeed on their saving throw, they are still affected for 1 round.
    Empowerment:
    Range: Long (400 ft. + 40 ft./level)
    Target: Up to one creature/level
    In addition to all normal effects, for as long as the breach lasts, the target may only take a single move or standard action each round, but not both (nor may it take a full-round action).

    Loss of Face and Form
    Waking Dream 5 (Glamer)
    Range: Touch
    Target: Willing creature touched
    Duration: 1 round/level
    Saving Throw: None

    As far as those around can tell, you have simple obscured the limits of the target’s form. Although they have not physically changed, energies from the far realms deflect light around the target.

    If you target yourself, your outline utterly vanishes, leaving others to wonder where you begin and end. You are granted a 50% miss chance against all attacks. By concentrating as a standard action, you can force your essence into almost any appearance, removing the miss chance but granting them a +20 bonus to disguise checks, even letting them imitate specific individuals.
    You target another, they gain a 20% miss change. They may forego this miss change at any time to gain a +10 bonus to disguise checks for as long as they concentrate. The target may not use disguise checks to imitate specific individuals, while targeted by this breach, however.
    Loss of Face and Form is treated for all purposes as an illusion.
    Empowerment:
    Saving Throw: Will partial (see text)
    No matter who is targeted by this breach, the target gains a 50% miss chance against attacks and may concentrated to grant a +20 bonus to disguise checks, letting them imitate specific individuals.
    If you target yourself, your form seems to lose its boundaries as it seems to extend. All adjacent squares to you seem to be filled with bits and pieces of you (though these are illusory and don’t hinder movement). Whenever you are attacked, the attacker must make a Will save or else the attack is aimed where you do not truly exist, missing you.

    Lost and Alone
    Road to Nowhere 4
    Range: Close (25 ft. + 5 ft./level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates

    You trap your target between the multiverse and reality, granting them quick glimpses of the world beyond and trapping them in place.

    If the target fails their Fortitude save, the target cannot move no matter how much they walk, run, charge, crawl, fall, jump, swim, climb, fly, burrow, etc. They do not lose their Dexterity bonus to their AC and can still defend themselves.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Saving Throws: Fortitude and Will negate
    In addition to the breach’s normal effects, if the target fails their Will save, their vision is entirely replaced by horrific views of the far realms, rendering them blind and shaken for the breach’s duration.

    Maddening Rage
    Generous Madness 2 [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one willing creature/level
    Duration: See text
    Saving Throw: None

    You fill the target with an empowering madness, driving them to insanity but greatly increasing their power in combat.

    All targets gain a +4 bonus to Strength, a +4 bonus to Constitution, a +10 enhancement bonus to their speed in all movement types, and a –2 penalty to their AC. The target also suffers the penalties for being in a barbarian’s rage (PHB, page 25). In addition, the target must attack a target on each round that they are affected by this breach, attacking the nearest ally if no foes remain.
    For each target, this breach lasts a number of rounds equal to 3 + their (newly modified) Constitution score. At the end of this ability, the target is fatigued (or exhausted if they were already fatigued). Unlike with a real barbarian’s rage, the target may be affected by this ability more than once per encounter
    Creatures without a constitution score are immune to this ability.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    All affected targets also gain the benefit of the power attack and cleave feats if they did not already possess them. This occurs even if the target does not meet the prerequisites for these feats.

    Mastery of Brutal Combat
    Blasphemous Avenger 1
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None

    You fill your mind with mad anger, your soul with forbidden energies, and your ears with dark secrets. Between all of this, you greatly empower your ability to fight.

    You gain proficiency with martial weapons and a +2 insight bonus to damage rolls. For every 3 xenotheurgy levels you possess, increase this insight bonus by +1.
    Empowerment
    Duration: 1 hour/level
    You gain an insight bonus to bull rush, disarm, grapple overrun, sunder, and trip attempts equal to your insight bonus to damage rolls.

    Mind-Clearing Mania
    Soothing Insanity 4 (Healing) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous and 1 round/2 levels
    Saving Throw: Will negates

    You send a chaotic surge of madness through the target’s mind, driving them crazy but freeing them of outside influence

    If the target fails their Will save, they are confused, as the spell. All mind-affecting abilities currently affecting them end immediately if they fail their saving throw.
    Empowerment
    The target will not attack you or its other allies while confused by this ability.
    Furthermore, a target who has suffered from a mindrape spell or effect immediately regains their old personality, memories, and abilities if they fail their saving throw.

    Misplaced Hostility
    Sinister Persuasion 3 (Compulsion) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates

    You rewire your target’s mind, replacing empathy and friendship with burning rage and contempt.

    If the target fails their saving throw, they begin fighting their former allies to the best of their abilities for this breach’s duration. It fights such allies in preference to other foes except in self defense.
    Empowerment
    Area: 10-foot-radius burst
    Duration: 1 round/level or see text
    All creatures in the area must make a saving throw to resist this effect. Furthermore, this breach lasts until either 1 round/level has past or until only one affected target remains alive, whichever takes longer.

    Monstrous Mythos
    Half-Heard Secrets 4
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Saving Throw: None

    You wrack your mind and those of other xenotheurges trapped in the far realms, searching for some information on a monstrous foe.

    You learn about a specific creature in your line of sight as if you had rolled an relevant Knowledge check and received a result of 20. Add no bonuses or penalties to this result for any reason.
    If you have a depiction of a creature or a detailed description, you instead learn as if you had received a 15 instead.
    You may not use this breach with any sketchier information about a creature. This breach may not be used to learn about a general category of creature (such as demon or dinosaur).
    Empowerment
    Duration: Instantaneous and 24 hours.
    You learn about a creature as if you had rolled a relevant Knowledge check and received a result of 25 (if you have a line of sight with the creature) or 20 (if you have a depiction or description.
    For 24 hours after using this breach, you add half of your level as an insight bonus to attack and damage rolls against that type of creature. You only gain this benefit the first time that you learn about a specific kind of creature.

    Nightmarish Heart of the Dreamscape
    Waking Dream 6 (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 round/level
    Saving Throw: Will disbelief (if interacted with)

    Reaching into the deepest realms of dreams, you seize the link at the center of the dream heart, a link leading straight to the far realms. Through a combination of madness and concentrated dreamstuff, you create the most realistic illusion possible.

    This breach is used to create the illusion of an object, creature, or force, as visualize by you. Visual, audio, sound, olfactory, tactile, and thermal components are included within this illusion. As a swift action, you may gain control over your illusion for round, moving it within the limits of the breach.
    In addition, any divination used on the created object, creature, or force reveals it to be what it is supposed to resemble. Pointing out the true nature of the illusion doesn’t grant allies a +4 bonus to saves made to disbelieve it and even incontrovertible proof of its unreality doesn’t let someone automatically disbelieve the illusion, though it does grant a +4 bonus on future saves.
    If you wish, you may provide a script for the illusion to follow when first created, though the illusion may break from the script if controlled by you.
    Nightmarish Heart of the Dreamscape is treated for all purposes as an illusion.
    Empowerment:
    Saving Throw: Will partial (if interacted with, see text).
    The illusion created by this breach gains actual substance behind it. Although it can’t deal actual damage, creatures cannot simply walk through an illusion (unless it is of an incorporeal creature or an insubstantial force). Illusions created in this way can’t be lifted or moved but can be damaged. If it is reduced to 0 hp, the substance behind the image disappears (but the image remains). Each illusion possesses AC equal to 10+ its size modifier and has 1 hp/xenotheurgy level. If an illusion is disbelieved, it can be seen through but still seems to “exist”.

    Nighttime Walker
    Waking Dream 4
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None

    You fill your subconscious with disturbing and vivid nightmares, nightmares designed to keep you moving while you sleep. Though not particularly graceful, anything is better than being a sleeping duck.

    The next time that you fall asleep within the duration of this breach, you seem to awaken and can move around, although your mobility is limited. You take a –4 penalty to Strength- and Dexterity-based skill checks, a –10 penalty to spot checks, and can’t take any action that requires conscious concentration or thought (such as casting spells, forming complete sentences, using intelligence- or charisma-based skill checks, or using wisdom-based skill checks other than spot and listen). Also, you are flat-footed, have your speed halved for all movement speeds, and take a –4 penalty to attack rolls. Though you cannot concentrate, basic details of your memory (such where your gear is kept and who your friends are) are left intact.
    While in this state, you are immune to fatigue and exhaustion. Furthermore, time spent in this state counts towards time spend sleeping. You remain in this state until the duration ends or you have acquired your nightly allotment of sleep for the day, at which point you wake up.
    Empowerment:
    You function more or less as you would if you were awake. You take only a –2 penalty to Strength- and Dexterity-based skill checks, a –5 penalty to spot and listen checks, and can speak normally. You remain flat-footed but only take a –2 penalty to attack rolls when using melee weapons.
    Lastly, you can use breaches and incursions in this state.

    No Rest for the Fearful
    Reflection of Nightmare 2 [Fear, Mind-Affecting]
    Range: Touch
    Target: One touched creature
    Duration: 24 hours
    Saving Throw: None

    You channel terrible images into the unconscious mind of your opponent, scaring them into consciousness whenever they try to fall asleep.

    The touched creature cannot sleep for the breach’s duration. Creatures that do not need to sleep, like elves, are immune to this ability. As normal, only a refreshed spellcaster can regain their spell slots or prepare new spells.
    The target also gains immunity to magical sleep effects for the duration of this breach.
    Empowerment
    Duration: 1 day/level
    Whenever the target is exhausted, bits of their subconscious nightmares travel into their conscious mind. As long as the target is exhausted, it is also shaken.

    Obedience through Fear
    Reflection of Nightmare 6 (Compulsion) [Fear, Language-Dependant, Mind-Affecting]
    Range: Touch
    Target: One living creature
    Duration: 1 hour/level
    Saving Throw: Will negates

    You flood your opponent’s mind with fearful images, leaving no room left for sane thought. The only way to avoid the worst of the fear is to do exactly as you say.

    If the target fails their saving throw, they become a fearful thrall to you. The target is perpetually shaken and will never approach within 10 feet of you or take an aggressive action against you unless ordered to (even if protected by a protection from evil or similar effect). Furthermore, you can give them verbal orders that the target is compelled to obey. Whenever you given an order, the target is allowed an additional Will saving throw to resist. If they succeed, they must make a second Will save with a –5 penalty or cower in fear for 1d4+1 rounds as they are punished for their disobedience. The target gains no special bonus to saving throws made to resist orders against its nature or that are self-destructive. Similarly, a creature will attempt to complete the task to the exclusion of all other activities until dealt damage from lack of food, water, or sleep (and even then they resume their task after attending to the problem). A DC 10 Sense Motive check detects that something is amiss.
    Empowerment
    If the target succeeds on a saving throw meant to resist an order, they automatically cower in fear for 1d4+1 rounds (no longer getting a second Will save) and the target takes a stacking –1 penalty to all future Will saves made before the end of this breach’s duration.

    Obscure the Veil
    Unbalanced Scales 3 (Healing)
    Range: Personal
    Target: You
    Duration: 1 min. + 1 round/level
    You blur the line between life and death, letting you cross that line over and over again so long as your body is intact.

    Whenever you fail a saving throw against a death effect, you fall to the ground dead before immediately returning to life with full hp, no lost levels, and spells still prepared.
    Furthermore, you heal ability damage at a rate of one per ability score per minute and ability drain at a rate of one per ability score per hour.
    Empowerment:
    Range: Touch
    Target: Willing living creature touched
    The target instead heals ability damage at a rate of one per ability score per round, ability drain at a rate of one per ability score per minute, and negative levels at a rate of one per ability score per hour.
    The resistance against death effects granted by this breach remains unaltered.

    Of Things Yet to Come
    Half-Heard Secrets 6
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None

    You maintain a small but constant link between your mind and the world a few seconds into the future. Though acting on this link may drive you mad, it also lets you avoid harm.

    You are never flat-footed and can always act in a surprise round. Furthermore, you gain a +2 insight bonus to Initiative checks, Reflex Saves, and to AC. As an immediate action, you may increase these bonuses to half of your level (rounded down) for 1 round by granting yourself 2 warp points.
    Empowerment
    The insight bonus extends to all saving throws rather than just to Reflex saves. Furthermore, you may increase the bonuses to your level for 1 round by granting yourself 4 warp points.

    Parasitic Healing
    Soothing Insanity 2 (Healing)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: Instantaneous and 1 minute
    Saving Throw: Fortitude partial

    You release a swarm of microbes native to the far realms through the target’s blood. Although they cause some trouble as they work, their lives are short and they eat almost all other microbes

    The target is Nauseated for 1 minute if it fails its Fortitude save but is cured of all mundane diseases that they may be suffering from regardless of success or failure on the saving throw.
    Empowerment
    The target is also cured of any magical or supernatural diseases that they may be suffering from.

    The Path Less Traveled
    Road to Nowhere 1
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: You and up to 1 willing creature/level
    Duration: 10 min./level
    Saving Throw: None

    You gently guide the footsteps of your allies into place. From the perspective of those affected, tangling roots and unstable stones simply don’t exist.

    You and all targeted creatures ignore the effects of difficult terrain
    Empowerment:
    Duration: 10 min./level and 1 round (see text)
    In addition to this breach's normal effects, as targets move around, distortions are left in the air behind them. As a result, all squares passed through by targets of this breach become difficult terrain for 1 round. Such difficult terrain can even exist in water or in midair, depending on how the target is moving (a creature that burrows without leaving a path, like a xorn, could even leave difficult terrain for another burrowing creature).

    Path of the Skybleeder
    Road to Nowhere 5 [Air]
    Range: Personal
    Target: You
    Duration: 10 min./level
    Saving Throw: None

    You feel small pockets of gas form just below your skin, making your every step seem somehow lighter. Suddenly, you start seeing paths all around you, even through the air and sky.

    Through the use of this breach, you can treat on air as if walking on solid ground. This functions as the Air Walk spell.
    Furthermore, you gain immunity to altitude sickness.
    Empowerment:
    Range: Touch
    Target: Willing creature touched
    Duration: 1 hour/level
    The target no longer takes a penalty to speed when using this breach and strong winds fail to move or affect them at all (except for the purposes of senses and ranged weaponry), even in the middle of hurricane-force winds or stronger.

    Phantom of the Dreamscape
    Waking Dream 4 (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 min./level
    Saving Throw: Will disbelief (if interacted with)

    Essence from the plane of dreams seeps out from your mind, taking whatever form you may have in mind. In fact, if you didn’t know better, you may think that the illusion was real.

    This breach creates the illusion of an object, creature, or force, as visualize by you. Visual, audio, sound, olfactory, tactile, and thermal components are included within this illusion. As a move action, you may gain control over your illusion for round, moving it within the limits of the breach.
    Furthermore, if you wish, you may provide a script for the illusion to follow when first created, though the illusion may break from the script if controlled by you.
    Phantom of the Dreamscape is treated for all purposes as an illusion.
    Empowerment:
    The illusion created by this breach fools divinations. Any divination effect used on the created object, creature, or force reveals it to be what it is supposed to resemble. Furthermore, pointing out the true nature of the illusion no longer grants others a +4 bonus to disbelieve it.

    Piercing Fright from Beyond
    Reflection of Nightmare 5 [Fear, Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates

    Certain fears are shared by all things, even if they are unaware of it. You open a small tear into the far realms, revealing to the target one such fear

    If the target fails their saving throw, they are frightened for the breach’s duration. This fear affects the creature regardless of their Hit Dice and can even affect creatures normally immune to fear.
    Empowerment
    Saving Throw: Will partial
    If the target succeeds on their saving throw, they are still shaken for the breach’s duration. Creatures normally immune to fear are subjected to this ability.

    Puppetry of Nightmares
    Waking Dream 5 (Phantasm) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Sleeping creature
    Duration: 1 hour/level
    Saving Throw: Will negates

    You fill the target’s dream with terrors strong enough to drive their body into action. You use these nighttime visions to control the creature, even if they aren’t really awake.

    You implants stressful nightmares in the mind of your target, granting them somnambulism (sleep-walking) and controlling them through their nightmares. The target must be asleep and capable of dreaming.
    Upon use, the target rises up from the prone condition (if prone) and obeys simple orders telepathically communicated by you. However, the target takes a –4 penalty to Strength- and Dexterity-based skill checks, a –10 penalty to spot checks, and can’t take any action that requires conscious concentration or thought (such as casting spells, forming complete sentences, using intelligence- or charisma-based skill checks, or using wisdom-based skill checks other than spot and listen). Furthermore, the target is flat-footed, has their speed halved for all movement speeds, and takes a –4 penalty to attack rolls. Due to occasional grunts, moans, yawns, and snores, the target can’t use the move silently skill and the listen DC to hear the target is 0 before being modified for distance. Though they cannot concentrate, basic details of their memory (such as the password to pass a gate or where an item is kept) are left intact. Furthermore, they will commit acts that they normally wouldn’t even consider under the influence of this breach (no additional saving throw is granted). Actions committed in this way do not violate the target’s code of conduct or alter their alignment.
    Loud noises have no risk of awaking the target and they will not wake up on their own before the duration ends but any lethal damage dealt to the target awakens them, ending the effect and rendering them dazed for 1 round.
    Time spent in this state does not count towards the normal requirements of sleep that a creature requires.
    Empowerment:
    The target now functions more or less as they would if they were awake, inspired to do so by more vivid and unusual dreams. The target takes only a –2 penalty to Strength- and Dexterity-based skill checks, a –5 penalty to spot and listen checks, and can speak normally. The target remains flat-footed but only takes a –2 penalty to attack rolls when using melee weapons. The target is silent if requested to be and can use the move silently skill.
    Lastly, whenever the target is dealt lethal damage, they are no longer automatically freed from the effect, though they may make an additional Will save to break free. If they break free in this way, they awaken and are dazed for 1 round.

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

    You overlap several thousand copies of yourself within reality, one waiting to respond to any possible attack. As time goes by, you switch yourself out for whichever copy is most useful at the moment

    Whenever you are attacked, you may make an attack of opportunity against the opponent. You are still limited by the number of attacks of opportunity you can make each round.
    Empowerment
    In addition to this breach’s normal effects, you may make a number of additional attacks of opportunity each round equal to half of your xenotheurgy level.

    Realization of All Futures
    Blasphemous Avenger 6
    Range: Personal
    Target: You
    Duration: See text
    Saving Throw: None

    You look into all possible futures of your attack, including both futures in which you hit and miss. You then condense all of these possible futures into a single attack

    Before the end of the next round, you can spend a full-round action to make an attack and gain every possible result. In effect, you make 20 attacks, making one attack with each possible result on the d20 (one attack with which you roll 1, one with which you roll 2, etc.). For the purpose of this attack, you cannot gain critical hits or critical fumbles (if using critical fumbles). Furthermore, a natural 20 is not an automatic hit and a natural 1 is not an automatic miss. Only attack rolls that hit deal damage to the target.
    Empowerment
    It is now possible to score critical hits using this breach (but not critical fumbles) and the natural 20 is an automatic hit. Also, each missed attack still deals 1d4 damage to the target.

    Reawaken the Vast Gate
    Called from Nothing 6 (Summoning)
    Range: Medium (100 ft. + 10 ft./level)
    Area: 1 10-foot cube per level (S)
    Duration: 1 round/level
    Saving Throw: Will partial

    You completely break the barrier between the sane multiverse and the far realms, letting the far realms rush in to fill a small area. All who are within it risk being driven mad.

    Essence of the far realms fills the area. The area gains the wild magic trait and any creature in the area or who enter it later on must make a Will save or become permanently insane, as the insanity spell. This saving throw must be made whenever a creature enters the area, even if they leave and later return.
    Only one layer of the far realms in called through the breach but all creatures may move the area in all three dimensions using their highest movement speed. The timeless trait of the far realms does not apply in this area and the elemental and energy traits do not differ from that of the surrounding area. With each use of this breach, there is a 1% chance that creatures from the far realms can use this breach as a portal into the multiverse.
    Empowerment
    Area: 2 10-foot cubes per level (S)
    Saving Throw: Will partial and Reflex half
    All creatures within the area take 5d6 acid damage each round (Reflex half) as the amoebic sea rips them bodily apart. In addition, any creature in the area may spend a full-round action to transport themselves to the far realms. This spell does not provide a way back into the multiverse, however.

    Recall Legends
    Half-Heard Secrets 2
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Your mind accumulates and quickly sifts through endless volumes of forgotten lore, searching for some sort of relevant information.

    You learn any legends about a specific person, place, or thing as if you had made a relevant Knowledge check and received a result of 15. Add no bonuses or penalties to this result for any reason.
    Alternately, if you know the name of a legend or myth but not what it is about, you may use this breach to gain such knowledge (once again as if rolling a 15 on a relevant Knowledge skill).
    Empowerment
    You instead gain knowledge as if having received a result of 20 on your Knowledge check. Furthermore, you may use this ability to learn recent gossip or stories in the area as if having received a result of 20 on a Gather Information check.

    Refusal of Bodily Harm
    Eternal Anathema 3
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Essence from the far realms lines every surface of your body, allowing it to shrug off injuries as if they had never even happened..

    You gain damage reduction 2/-. For every five xenotheurgy levels that you possess, increase the value of this damage reduction by 1.
    Empowerment:
    Range: Touch
    Target: Willing creature touched
    Duration: 1 min./level
    Instead, the target recieves the damage reduction.
    When targeting yourself, increase the value of the damage reduction by 2.

    Rejection of Death
    Unbalance Scales 2 (Healing)
    Range: Touch
    Target: Living creature
    Duration: 10 min./level or until expended
    Saving Throw: None

    The line between life and death is often thin and indistinct. With a small burst of energy, you can make sure that your target stays on the proper side of that blurred line.

    The next time that the target would be knocked to –10 hit points or fewer, they are stabilized at –9 hit points. Use of this ability ends the effects of this breach.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration: 1 hour/level or until expended.
    The next time that the target would be reduced to –10 hit points or fewer, they are restored to 0 hit points and the breach ends.
    The next time that the target would fail a saving throw against a death effect, they are reduced to 0 hit points, ignore that effect, and the breach ends.

    Remedy Bane
    Soothing Insanity 4 (Healing)
    Range: Close (25 + 5 ft./level)
    Target: One willing living creature
    Duration: Instantaneous
    Saving Throw: None

    You send of wave of aberrant energy through your ally’s body, removing most forms of affliction from their body in the process.

    The target is cured of all temporary ability damage and of all ability drain dealt to one ability score of your choice.
    This ability does not restore Constitution points lost due to death
    Empowerment
    The target is also cured of 2d4 points of ability drain to each of the target’s other drained ability scores.

    Remove Affliction
    Soothing Insanity 2 (Healing)
    Range: Close (25 + 5 ft./level)
    Target: One willing living creature
    Duration: Instantaneous
    Saving Throw: None

    You fill a target with a wave of energy, wiping away their afflictions as if they had never been there to begin with.

    The target is completely cured of temporary ability damage to one ability score of your choice.
    Empowerment
    The target is also cured of 2d4 points of temporary ability damage to each of the target’s other damaged ability scores.


    Reserves of Twisted Resilience
    Unbalanced Scales 1
    Range: Touch
    Target: Willing living creature touched
    Duration: 1 min./level
    Saving Throw: Fortitude negates (harmless)

    You bolster the target with dark and alien powers, protecting them against harm. Of course, this deathlessness comes with a price.

    The target gains temporary hit points equal to twice your xenotheurgy level. As long as at least one temporary hit point lasts, the target is immune to any effect that analyzes their life force (such as status or deathwatch) and takes a –2 penalty to both Will and Fortitude Saves.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration:10 min./level
    The target instead gains temporary hit points equal to four times your xenotheurgy level. So long as at least one temporary hit point lasts, however, the target takes a –4 penalty to both Will and Fortitude saves (this replaces the normal –2 penalty).

    Resistance of the Hivemind
    Generous Madness 4 [Mind-Affecting]
    Range: Medium (100 ft + 10 ft./level)
    Targets: Up to one willing creature/level
    Duration: 1 round/level
    Saving Throw: None

    You roughly connect the psyches of your allies within the area, determined to make sure that none shall be influenced by outside forces.

    Whenever a mind-affecting effect targets one or more of this breach’s targets, all targets of this breach roll a Will save and the highest result is used. A natural 20 is not considered an automatic success for this purpose. If all saving throws fail, only the creature(s) originally targeted by the effect are affected at all.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Any number of willing creatures
    Other than the above exceptions, this breach functions normally.

    Resolve to Resist Injury
    Eternal Anathema 4
    Range: Personal
    Target: You
    Duration: 10 minutes or until expended
    Saving Throw: None

    As your will grows strong, the world around you no longer seems to matter. You can deny injury through sheer force of will, wiping it from existence.

    The next time that you would take damage, they may make a Will save against a DC of the damage dealt. If successful, halve the damage dealt to you (round up) and the breach is expended.
    Empowerment:
    Duration: 1 hour or until expended
    You instead subtract the result of your Will save from the damage dealt. The damage cannot be lowered below 0 in this way. The breach is still expended after making this Will save.

    Rewrite Morality
    Insidious Persuasion 4 (Charm) [Mind-Affecting]
    Range: Touch
    Target: One Sentient Creature
    Duration: 10 minutes/level
    Saving Throw: Will Negates

    In the far realms, morality is meaningless. Using a bit of its energy, you warp your target’s views of right and wrong.

    If the target fails their saving throw, you may alter its alignment by one step on either the good-evil axis or the lawful-chaotic axis. It behaves according to its new alignment. Although the target remembers its allies and enemies, how it reacts to such creatures now depends on its new alignment. For example, a Chaotic Neutral character turned Chaotic Evil probably won’t start killing allies for no reason but is more inclined to turn against friends if doing so is convenient.
    Empowerment
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration: 1 hour/level
    Saving Throw: Will Negates
    You may change the target’s alignment to the alignment of your choice. Furthermore, you may give the target one specific urge or viewpoint that matches their new alignment. For example, if given a Chaotic Evil alignment, you could give them the opinion that murder is simpler than diplomacy or that Thurizdun is a good god to support.

    Rite of True Rebirth
    Endless Evolution 4
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Willing living creature
    Duration: One week and Instantaneous
    Saving Throw: None

    You weave a cocoon of amorphous flesh around your target, filled with pulsing veins and bulging pustules. The target inside will be reshaped soon enough. They will emerge in a far more desirable form.

    The target’s body is concealed within a cocoon of flesh just large enough to fit into. The cocoon affixes itself to the nearest surface and does not let go. While in the cocoon, the target does not need food, water, or air. If the target successfully rests in the cocoon for one uninterrupted week, the cocoon disappears and reveals the target to be of a different race. The target cannot take any actions during this time, even purely mental ones. The target of breach chooses which race they will become but the sum of the new race's racial Hit Dice and level adjustment must equal the same sum for the target's original race.
    The cocoon has 10 hardness and 10 hit points/xenotheurgy level of damage. Once it falls to half of its maximum hit points, the cocoon is knocked free from its anchor, making it portable. If the cocoon is broken or enters an antimagic zone, the breach is cancelled.
    Empowerment:
    Though its appearance remains unchanged, the cocoon is now made of force instead of twisted flesh. The cocoon is therefore immune to most damage but a disintegrate effect can break it or knock it free from its anchor, making it portable.

    Road of Lengthened Strides
    Road to Nowhere 1
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    Space around you seems shorter, as if each step could cover twice the distance or more. As you start moving, this observation proves accurate.

    Your speed for all movement speeds receives a +10 feet enhancement bonus. This enhancement bonus increases by another +10 feet for every five xenotheurgy levels that you possess.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature.
    Instead, the target gains the enhancement bonus to speed. Furthermore, increase the enhancement bonus by +20 feet.
    Last edited by Realms of Chaos; 2010-11-17 at 10:39 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