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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 IV

    Severance of Nerves
    Soothing Insanity 5
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 minute/level (D)
    Saving Throw: Fortitude negates

    The targetís nerves become utterly numb, making it impossible for them to feel pain and hard for them to function at all

    If the target fails their Fortitude save, it becomes entirely numb against pain. If the target is damaged by an attack while flat-footed, it is not immediately aware of the wound unless it is pointed out to them or they happen to see it. Similarly, a sleeping target is not awoken by damage (although the loud sounds of combat can still awaken it). However, the target has immunity to all effects that function by creating or manipulating pain (DMís discretion) and need not make concentration checks if damaged while climbing, balancing, or spellcasting.
    Empowerment
    In addition to the effects listed above, a target who fails its Fortitude save is altogether numb, taking a Ė4 penalty to Balance, Climb, Disable Device, Heal, Open Lock, Ride, Search, and Tumble checks. Furthermore, the targetís movement is halved for all movement speeds.

    Singularity of Souls
    Unbalanced Scales 5
    Range: 0 ft.
    Area: 10-foot emanation, centered on you
    Duration: Instantaneous
    Saving Throw: Fortitude half

    To lure power from the far realms to flow through you, you use your soul as bait. With a bit of focus, you can pour the souls of nearby creatures through this link. Doing so is dangerous but danger isnít anything new to you.

    All living creatures within the area take 2d6 damage/xenotheurgy level (maximum 40d6), or half that with a successful Fortitude save. However, using this effect has its price. Your current hit points are halved and you gain two negative levels.
    Empowerment:
    Area: 30-foot emanation, centered on you.
    You may now exclude a number of creatures from this effect up to one fourth of your xenotheurgy level (rounded up). Also, after using this breach, you only gain one negative level.

    Skin that Sews and Patches
    Eternal Anathema 3 (Healing)
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You weave otherworldly energies into your flesh, causing it to ripple and flow. Whenever you are harmed, the flesh quickly patches itself back together.

    You gain fast healing 1. For every five xenotheurgy levels that you possess, increase the value of this fast healing by 1.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Will negates (harmless)
    Instead, the target of this breach gains the fast healing.
    When you target yourself, increase the value of this fast healing by 1 for each six xenotheurgy levels that you possess.

    Souls to Silence Screams
    Unbalance Scales 2 (Death)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Living creature touched
    Duration: Instantaneous and up to one hour or until expended
    Saving Throw: Fortitude negates

    Though you cannot rid yourself of the voices in your head, it is possible to silence them, at least for awhile. A newly sundered soul can do the trick quite nicely.

    As you use this breach, you touch a creature with Ė1 or fewer hit points. If the target fails their saving throw, they must make a Fortitude save or die instantly. If the target is slain by this breach, all of your murmurs are lowered by one level for 1 hour (to a minimum of 1st-level).
    If you use a breach within this time, you gain a +2 bonus to all Will saves for 1 round (including the save to keep your murmurís level from increasing). Using a breach in this way ends this breachís duration.
    Empowerment:
    Area: 30-foot spread
    Duration: See text
    As you use this breach, all creatures within the area with Ė1 hit points or fewer must make a saving throw or die instantly. For each target slain by this breach, your murmurs are lowered by one level for 1 hour or for 10 minutes/hit dice of the target slain with the most hit dice (whichever is higher).
    If you use a breach within this time, you instead gain a bonus to Will saves equal to twice the number of creatures slain by this breach for 1 round (including the save to keep your mumurís level from increasing). Using a breach in this way ends this breach's duration.

    Stepping Stones to Eternity
    Road to Nowhere 6
    Range: Personal
    Target: You
    Duration: 1 round (apparent time).
    Saving Throw: None

    As you speed up to an incredible degree, you discover one last path that you have not traveled. You travel down a road perpendicular to time, letting you move while the world stands still.

    This breach functions as the Timestop spell except that it only lasts for one apparent round of actions.
    Empowerment:
    Duration: 1d4 rounds (apparent time)
    Except as noted above, this breach functions normally.

    Stitch in Time and Space
    Generous Madness 2
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One willing creature plus up to one willing creature/3 levels
    Duration: Instantaneous
    Saving Throw: None

    You crack reality a small bit, just enough to give your allies a bit of a head start. When the crack is repaired, they are already in place for their next attack.

    All affected targets may immediately take a move action. This action may be used to do nothing other than move. Attacks of opportunity are provoked by movement as normal.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One willing creature plus up to one willing creature/2 levels
    The targets may immediately take any move action (such as moving, drawing weapons, or readying another move action).

    Stop what Makes them Tick
    Reflection of Nightmare 6 [Fear, Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    You send a burst of infinite fear into your targetís body. The only way for the body to cope is to shut itself down.

    If the target fails their saving throw, they are automatically slain by the burst of fear as their heart and brain fully shut down. If they succeed on their saving throw, the targetís body only shuts down momentarily, knocking the target prone and dazing them for 1 round but otherwise leaving them unharmed
    Empowerment
    Targets: Up to one living creature/level
    All targets of this breach are subjected equally to its effects. Furthermore, each target who succeeds on their saving throw takes 1d6 points of Constitution damage as their momentary death damages their body.

    Stream of Cosmic Horror
    Reflection of Nightmare 4 [Fear, Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one living creature/3 levels
    Duration: 1d4+1 rounds
    Saving Throw: Will negates

    You momentarily open a channel between you and the far realms, allowing nameless horrors into the minds of those nearby.

    Each target who fails their Will save is frightened for the breachís duration. Creatures with HD greater than your xenotheurgy level + 4 are immune to this breach.
    Empowerment
    Range: Medium (100 ft. + 10 ft./levels)
    Saving Throw: Will negates or none
    If a targetís HD is equal to or less than half of your xenotheurgy level, they are not given a saving throw to resist this ability.

    Summon Duplicate
    Called from Nothing 6 (Summoning)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Temporary copy of yourself
    Duration: 1 round/2 levels
    Saving Throw: None

    You reach your mind through past the multiverse, past the far realms, and into an alternate multiverse. From that realm, you grab a copy of yourself and bring them here to fight.

    You create a temporary copy of yourself. The copy is equipped with masterwork copies of your magical gear (the magic of different multiverse works slightly differently). The copy acts on your round but is disoriented and may only take one standard or move action per round. Furthermore, the copy cannot use breaches, spells, psionics, or similar abilities (although it does benefit and suffer from active murmurs).
    You and the copy can communicate telepathically, possess the same alignment, and generally agree on most matters instantaneously. Whenever either you or your copy is dealt damage, subtract the damage from your hit point total. Whenever the level of one of your murmurs increases, the same thing occurs for your copy.
    At the end of this breachís duration (or when the copy is slain), it returns to its own multiverse where it doesnít remember any of what occurred and no time has past. The levels of their murmurs are returned to normal and all injuries are gone. There is a 1% chance with each use, however, that some sign of its battle (such as a scratch, a bad dream, or a knick in their blade) remains.
    Empowerment
    Duration: 1 round/level
    The duplicate is less disoriented than normal. It may take a full round of actions each round and can use breaches. Whenever the level of a copyís murmur increases, yours does as well.

    Suppress Battlefield Magic
    Blasphemous Avenger 6
    Range: Personal
    Area: 20-foot-radius emanation, centered on you
    Duration: 1 round/2 levels
    Saving Throw: None

    You fill the area with dampened magic, stopping certain sources of magic from functioning properly nearby.

    All magic items within the area cease to function. Furthermore, spells and abilities of the healing and teleportation subschools cease to function in the area.
    Empowerment
    Area: 60-foot-radius emanation, centered on you
    Duration: 1 round/level
    This breach functions normally with the above exceptions

    Sympathetic Healing
    Generous Madness 4 (Healing)
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one willing creature/level
    Duration: 1 round/level
    Saving Throw: None

    You blur and intermingle the life forces of all allies, allowing one to feed their life force directly into the body of another.

    All targets of this breach can automatically identify other targets so long as they can observe them with at least one sense. Furthermore, any targeted creature can touch another as a standard action and take any amount of damage to cure the touched target of an equal amount of health. This damage automatically overcomes all forms of damage reduction and regeneration and cannot reduce a creatureís health below Ė10. A creature who reduces their health below 0 is automatically stabilized.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Any number of willing creatures
    Duration: 1 min./level
    Other than the above alterations, this breach functions normally.

    Synergistic Empowerment
    Generous Madness 5
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one willing creature/3 levels
    Duration: 1d4+1 rounds
    Saving Throw: None

    You send a wave of power into your allies to bolster their strength. Other breaches active on their person magnify this power even further.

    Each target gains a number of temporary hit points equal to 2d10 + (2 x targetís Con modifier). For each breach active on a target that you have used, the target gains an additional 1d10 + (the targetís Con modifier) temporary hit points.
    Empowerment
    Range: Medium (100 ft. + 10 ft./2 levels)
    Targets: Up to one willing creature/2 levels
    Other than the above alterations, this breach functions normally.

    Tear in Time and Space
    Generous Madness 5
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One willing creature plus up to one willing creature/3 levels
    Duration: Instantaneous
    Saving Throw: None

    You rip a tear in reality, letting allies take advantage of anomalies created in space and time. When the tear is sealed, your allies are ready to press on the fight

    All affected targets may immediately take a standard action. This action may be used to do nothing other than make a single melee or ranged weapon attack. Attacks of opportunity are provoked by ranged attacks as normal.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One willing creature plus up to one willing creature/2 levels
    The targets may immediately take any standard action (make an attack, cast a spell, ready another standard action, etc.).

    They Cannot Hide
    Half-Heard Secrets 3
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on me, with a radius of 400 ft. + 40 ft./level
    Duration: 1 round/level
    Saving Throw: None

    Reaching your mind through the far realms, you peer into the world from every direction. Your prey cannot escape your sight, no matter where they may be.

    You can locate a clearly visualized creature within range. You can search for a specific kind of creature, in which case you locate the nearest one of its kind if more than one is within range. Alternately, you may detect the location of a specific individual.
    To locate a kind of creature, you must have seen one (or an accurate depiction of one) in the past. To locate an individual, you must have seen them before.
    If no desired creature is within range at the time that this breach is used, this breach simply fails to function.
    This spell is not blocked by running water, as similar effects are. Objects cannot be found by this breach. It can be fooled by mislead, nondetection, and polymorph spells.
    Empowerment
    You are always capable of seeing the creature, regardless of obstacles in your path. This lets you see through invisibility, mundane disguises, solid objects, magical and mundane darkness, hide checks, magical and mundane fog, and other weather effects that may hinder sight. As a result, you always know what square the target is in and what they are doing for the duration of this breach, so long as they remain in range. This ability does not help you hear opponents.

    Thralldom
    Insidious Persuasion 6 (Compulsion) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Will negates

    You eject your targetís mind into the far realms. All that is left is the targetís body, a puppet of madness ready to do your bidding

    If the target fails their Will save, you control their every action through a telepathic link with their mind.
    Regardless of whether you share a language with the target, you may give the target commands of any complexity. However, tasks that would require the use of Intelligence-, Wisdom-, or Charisma-based checks other than Spot and Listen are simply beyond them as their conscious mind is gone.
    Dominated creatures possess no initiative of their own, refusing to defend themselves or even engage acts related to day-to-day survival (such as eating and sleeping) unless ordered to do so. Due to this single-mindedness, it only requires a DC 5 Sense Motive check against your Thralls to know that their behavior is being influenced.
    Changing your instructions or giving a thrall a new command is a move action.
    You constantly receive full sensory input as interpreted by the minds of each thrall you possess, though thralls canít communicate with you in this way. You canít actually see through the thrallís eyes, so itís not as good as being there yourself, but you still get a good idea of whatís going on.
    Although the subjectís mind is gone, a strong echo of it remains in place. Thralls cannot be made to take obviously self-destructive orders or orders against its nature. Once control is established, it can be exercised at any distance as long as both you and the thrall are on the same plane. You need not be able to see the thrall to command it.
    Protection from evil or a similar spell renders thralls comatose for the spellís duration but does not stop creatures from becoming thralls nor do they dispel this breach.
    At any given time, you may possess a number of thralls equal to twice the murmur level of your Sinister Persuasion murmur. If you would bypass this limit for any reason (such as a murmur level decrease or using this breach while at your maximum, you free an appropriate number of thralls to put you at your maximum.
    Empowerment
    Your thrall retains a stronger shadow of its former self, making it a bit more autonomous. The thrall acts as it did before becoming a thrall, with the singular exception of being bound to your every whim. As such, it requires a DC 25 Sense Motive check to sense something is wrong. Furthermore, the target defends themselves and takes care of day-to-day survival unless ordered not to. Lastly, the target can make use of all Intelligence-, Wisdom-, and Charisma-based skills that they could otherwise use.
    Although this echo is stronger, however, it is bent more entirely to your will. The thrall can be made to undertake actions that are self-destructive or contrary to its nature. It receives no extra saving throw to resist these orders.

    Tirade of Heresy
    Called from Nothing 5 (Summoning)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart.
    Duration: 1 minute/level
    Saving Throw: No

    An endless stream or horrific factoids and forbidden truths form in your mind. Rising forth from these heresies, a few creatures pass forth from your body to take their place on the battlefield

    You create 2d4 Large Heresy Elementals anywhere within range. They act immediately after your turn and are under your telepathic control. They lose their haunting secret ability but otherwise function normally
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Duration: 10 minutes/level
    10 minutes after using this breach, 1d4 additional Huge Heresy Elementals appear, also under your telepathic control.

    Toughened Skin
    Eternal Anathema 1
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    Your flesh thickens and toughens itself with an array of unearthly tumors. Weapons will have a harder time piercing your skin, allowing you to avoid injury.

    You gain a +2 bonus to your natural armor. For every four xenotheurgy levels you possess, increase this bonus by +1.
    Empowerment:
    Range: Touch
    Target: Will creature touched
    Duration: 10 min./level
    Instead, the target of this breach gains the natural armor bonus.
    When targeting yourself, increase the natural armor bonus by +3.

    Trailblazer Assault
    Road to Nowhere 5
    Range: Touch
    Target: Willing creature touched
    Duration: 1 round/level
    Saving Throw: None

    The targetís attacks seem somehow rushed beyond normal speed. Even as they walk about, they can become a terrific flurry of blades.

    The target can make a single attack or a full attack as a standard action. Furthermore, the target may make a full attack when charging (as if they possessed the pounce ability).
    Empowerment:
    The target may also make attacks from their full attack at any point during their move action. For example, they may move 10 feet, make an attack, move 20 more feet, and make two more attacks against another foe. The target provokes attacks of opportunity for this movement, even if it is broken into 5-foot increments.

    Trial of Damnation
    Insidious Persuasion 5 [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: See text
    Saving Throw: Will Negates

    You put your targetís mind in a vise of madness, threatening to crush their mind unless they fulfill the trial that you put before them.

    If the target fails their saving throw, they are mentally given a single task to undertake. While this breach cannot make a target commit suicide or perform acts that would result in certain death, almost any other course of activity is acceptable.
    The targeted creature knows the task that is given to them and knows that there are great consequences for failure. However, the target is under no compulsion to complete the task. This effect remains until the subject completes the task, has spent 1 day/level obeying the task (if it is open ended and cannot be completed through their actions), or until they are driven insane.
    Each day that the target fails to work towards the completion of their task (whether by choice or force), they must make another Will save or be driven Insane for 1 day/level. This insanity acts as and can be cured as the Insanity spell. If the target fails to complete the task (such as failing to protect an object from theft), they must make such a saving throw with a -5 penalty and the breach ends, whether they fail or succeed.
    Empowerment
    Open ended tasks now continue for up to 1 week/level. Furthermore, so long as the target continues working towards the completion of the task, they need not eat, drink, breathe, or sleep. Lastly, you may send a single mental message to the creature each day, up to 1 word/level in length, so long as it relates to the targetís task.

    Truest Nightmare
    Reflection of Nightmare 5 [Fear, Mind-Affecting]
    Range: Unlimited
    Target: One living creature
    Duration: Until triggered and then instantaneous
    Saving Throw: Will negates

    The worst of what the far realms has to offer canít be fully accepted by the conscious mind. You implant some of these horrors into your opponentís subconscious, giving the a nightmare.

    When the target next falls asleep, they must make a will save or experience hideous and unsettling nightmares. This breach prevents restful sleep and causes 1d10 points of damage. Furthermore, the nightmare is jarring enough to break concentration and even prevent meaningful meditation. The target is left exhausted and unable to regain arcane or divine spells for the next 24 hours. If you know the subject well, they take a Ė2 penalty to their saving throw. Creatures who donít sleep (such as elves) or dream are immune to this breach.
    Empowerment
    If the target fails their saving throw, they also take 1d10 points of Wisdom damage and take a Ė10 penalty t concentration checks for the next 24 hours upon waking.

    Twilight Tidings
    Waking Dream 3 (Phantasm) [Mind-Affecting]
    Range: Unlimited
    Target: One living creature
    Duration: See Text
    Saving Throw: None

    Screaming into the far realms, your message bounces about until it finally enters the dream of the desired recipient.

    You contact another creature through its dreams. The message can be of any length and the recipient remembers it perfectly upon waking. The communication is one-way, meaning that the recipient canít ask questions or offer information to you.
    If the target is awake when the breach is utilized, it floats in their subconscious until they next fall asleep. Creatures who donít sleep or donít dream cannot be targeted by this breach.
    Empowerment:
    The flow of communication can go both ways if you wish for it to be. If so, you and the target are telepathically linked during the effect (even if you are also asleep at the time) and the effect ends when one creature decides not to respond.

    Uncanny Trailblazer
    Road to Nowhere 3
    Range: Touch
    Target: Willing creature touched
    Duration: 10 min./level
    Saving Throw: None

    The target no longer exerts force on the ground they walk upon. As such, they may forge paths that simply werenít available to them before.

    The target can walk on semi-solids like quicksand, water, and objects normally too weak to bear their weight (such as spider webs).
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Willing creature plus one willing creature/4 levels
    This breach functions as normal, with the above exceptions.

    Unhinging Nightmares
    Reflection of Nightmare 3 [Fear, Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One sleeping creature
    Duration: Until triggered and then 1 round/level
    Saving Throw: Will negates

    You curse your targetís dreams with nightmares that damage their mind long after they wake up.

    The target is given nightmares, being dealt 1d4 Wisdom damage if they fail their Will save. Furthermore, upon a failed Will save you may designate a single condition that causes the target to become confused for 1 round/level. This condition must rely on information observable by the target and can only be triggered after the target wakes up. If the target succeeds on their Will save, they are instantly awoken by the dreams before their psyche can be damaged. Creatures that do not dream, like elves, are immune to this ability. If a creature is already affected by an unhinging nightmares effect, one application erases the previous one.
    Empowerment
    Targets: One sleeping creature plus up to one sleeping creature/5 levels
    This breach can now affect multiple targets. Each one may be given the same condition or different ones, at your discretion.

    Unnatural Metabolism
    Eternal Anathema 4
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None

    You replace your blood and other bodily fluids with a transparent and thick cerebrotic fluid that resembles the consistency of the cerebrotic sea. Poison is flushed out of your body along with your blood.

    You gain immunity to poison. If you are already afflicted by poison, it is flushed from your veins, curing you.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target of this breach is cured of poison and gains immunity to poison.

    Unraveling of Face and Form
    Waking Dream 2 (Glamer)
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You allow your form to waver and fade away, letting yourself fade away into the constant flux of the far realms. Even if it is merely illusory, you can swear that you feel a bit lighter this way.

    Your outline wavers and fades, granting you a 20% miss chance against all enemy attacks. By concentrating, you can force yourself to take a generally solid appearance, though not necessarily your own. This removes the miss chance but grants a +10 bonus to disguise checks not made to disguise as a particular individual. This disguise lasts for as long as you concentrate.
    Unraveling of Face and Form is treated for all purposes as an illusion.
    Empowerment:
    Range: Touch
    Target: Willing creature touched
    Saving Throw: Will partial (see text)
    Instead, the target of this breach gains its benefits. The target must concentrate in order to use the disguise function of this breach and may imitate specific individuals. While not using the disguise function, the targetís exact location is hard to discern, creating 1d4 illusory doubles. All doubles have a 20% miss chance against attacks, AC equal to 10+their size modifier, 5 hp/xenotheurgy level, and react to damage. A creature who witnesses a double ďtake damageĒ may make a saving throw to realize that particular double is an illusion. All doubles move with the original and disappear while using the disguise function.

    The Unseen Path
    Road to Nowhere 3
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1 min./level
    Saving Throw: None

    The target seems to be a bit out of synch with the rest of the world, moving through dimensions that others canít even perceive. Though the path is a bit horrific, the target is safe while they travel.

    The target does not provoke attacks of opportunity with their movement. They may still provoke other attacks of opportunity as normal.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Duration: 10 min./level
    This breach functions as normal, with the above exceptions.

    Until the Last Breath
    Eternal Anathema 2
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You feel a sharp pain as hundreds of new nerves grow throughout your body and burrow into your brain. No matter how much you are injured, you will remain conscious and continue fighting.

    You are not disabled at 0 hit points and do not fall unconscious at Ė1 hit points. Furthermore, you are automatically stabilized when your hit points fall under 0. Each round, you may take a single standard or move action. If you takes a standard action or performs any other strenuous actions, you take 1 point of damage.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target of this breach gains its benefits.
    When targeting yourself, you may take a full complement of actions each round and do not risk harming yourself with strenuous actions.

    Waning Tides of Life
    Unbalanced Scales 1
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Living creature
    Duration: 1 min./level
    Saving Throw: Fortitude negates

    You reach out with aberrant energies and pierce a hole in the targetís vitality, letting their energy ooze out from their form. Soon, they wonít have strength left to fight.

    If the target fails their saving throw, they become fatigued. If the target was already fatigued, they instead become exhausted. Exhausted creatures may not be targeted by this breach.
    Empowerment:
    Target: One living creature plus up to one additional living creature/3 levels.
    Saving Throw:Fortitude partial
    Regardless of whether the targets succeed or fail on their saving throws, they take a Ė2 penalty to their Strength and Dexterity scores for the breachís duration. This penalty stacks with that of fatigue or exhaustion but not with itself
    Exhausted creatures can now be targeted by this breach and any such creature who falls their saving throw falls unconscious. They may be awakened as normal but continue suffering the Ė2 penalty to Strength and Dexterity for the rest of the breachís duration.

    Weapon of Twisted Flesh
    Endless Evolution 1
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (harmless)

    So long as you are connected with the far realms, you are never truly unarmed. Even when manufactured weapons are gone, your body and those of your allies are still armories waiting to be discovered.

    The target gains a natural attack of their choosing. The available options to choose from are slam, tentacle, bite, claw, sting, gore, and tail. These natural attacks deal damage appropriate for the targetís size (MM, page 296). If the target lacks a suitable appendage for such an attack, they grow one that can only be used for making attacks.
    Slam, claw, tentacle, and gore attacks are considered primary natural weapons while bites, stings, and tail attacks are considered secondary natural weapons.
    While making a full attack, the target can make two primary natural weapon attacks and one secondary natural weapon attack. While wielding a weapon, the target can use the weapon as their primary attack and make a natural secondary attack with one of their secondary natural weapons. In addition, if the weapon is wielded in one hand, the target can also attack with a primary natural weapon as an extra natural secondary attack.
    Empowerment:
    The targetís natural weaponry now deals damage as if they were two size categories larger.
    Furthermore, if they possess three or more natural attacks, the target is granted the benefits of the multiattack feat.

    Web of Lies 1
    Sinister Persuasion 1
    Range: Personal
    Target: You
    Duration: 10 min./level
    Saving Throw: None

    You layer your words with layer upon layer of deception. You build upon successful lies to trap your opponents in a web of mistruth

    You gain a +5 bonus to Bluff checks. Whenever you make a successful Bluff check against a creature, that creature takes a stacking Ė1 penalty on all Sense Motive checks made against you for the duration of this breach. This penalty cannot exceed your xenotheurgy level
    Empowerment
    Duration: 1 hour/level
    The penalty to Sense motive checks against you can exceed your xenotheurgy level but cannot exceed twice your xenotheurgy level.

    Will to Deny Reality
    Eternal Anathema 6
    Range: Persional
    Target: You
    Duration: 1 min. or until expended.
    Saving Throw: None

    You see into infinite reflections of the multiverse off of the far realms. When you would next be injured, you can conjure one of these reflections where the attack never occurred.

    The next time that you would take damage from an attack or spell, you simply negates that damage and all secondary effects of the attack and spell (for that round) like poison and improved grab. After doing so, this breach is expended.
    Empowerment:
    Range: Touch
    Target: Willing creature touched
    The next time the target takes damage from any source, they ignore that damage and any secondary effects directly associated with that damage. If these effects are continuous and do not come from an attack or spell (such as suffocation in lava), they ignore the effect for 1 round.

    Without Death
    Eternal Anathema 5
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You unnaturally anchor your life force to your body. No matter how much you are battered, bruised, chewed on, or hacked at, you simply will not die.

    You cannot be killed by hit point damage alone and are not at risk of death through massive damage. If under the effects of an ability that lets you stay conscious under 0 hit points, it ceases to function when you would otherwise be slain, causing you to fall unconscious.
    Empowerment:
    Range: Touch
    Target/Area/Effect: Living creature touched
    Duration: 1 min./level
    Instead, the target of this breach gains its benefits.
    Last edited by Realms of Chaos; 2009-12-25 at 08:59 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