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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 V

    Distant Pressence
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    Reach from Beyond
    Distant Presence 1
    Range: Medium (100 ft. + 10 ft./level)
    Target: One object
    Duration: 1 minute/level (D)
    Saving Throw: None

    Using the twisted physics of the far realms, you allow your presence to extend beyond your body, letting you act on items further away.

    You can move the object of your choice telekinetically, as if manipulated by a creature of your size with your Strength score. If you lift it up, its weight counts towards your encumbrance. You can move the object up to your current land speed each round as a swift action but cannot move it above your maximum vertical reach above the ground (see the Jump skill description).
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to one object/level
    Duration: 1 hour/level (D)
    Saving Throw: None
    Objects lifted up in this way no longer count towards your encumbrance. Furthermore, you can move any number of targeted objects as a swift action.

    From Vantages Impossible
    Distant Presence 1 (Scrying)
    Range: 30 feet
    Effect: localized scrying sensor
    Duration: 1 round/level
    Saving Throw: None

    You splinter your perceptions, letting you see both through your own eyes and through a nearby location. With these new perceptions come greater awareness.

    Choose one 5-foot square within range with which you possess a line of sight. You can see the world as though standing in that square (this does not stop you from seeing the world through your own perception. As you move, this scrying sensor moves an equal distance in the same direction.
    Once per round, as a standard action, you may move the sensor to a new square within 30 feet of you that you possess a line of sight with (using your own two eyes, not the sensor). You cannot perceive the world from squares occupied by corporeal objects or creatures or that you lack line of sight with (although the sensor does pass into such squares).
    Empowerment
    Range: 60 feet
    You need not possess line of sight with the square your scrying sensor occupies in order to perceive the world through it.

    Extension of Presence
    Distant Presence 2
    Range: 5 ft.
    Area: 5-ft.-area emanation, centered on you
    Duration: 10 minutes/level
    Saving Throw: None

    You extend your essence beyond your physical form, giving you more presence in the battlefield.

    For the purpose of flanking enemies, you are treated as occupying all squares within range. Furthermore, foes within two size categories of you must make a strength check (DC equals this breach’s save DC, if it had one) in order to enter a square within range. Pressing this “barrier” up against foes, however, allows the foe in without need for a Strength check.
    Empowerment
    Duration: 1/hour
    Once per round, you may make an attack of opportunity as if you occupied another square within range. This attack works even if your weapon’s reach is insufficient to reach the target’s square. However, you must threaten adjacent squares in order to use this ability.

    Driving Force
    Distant Presence 2 [Force]
    Range: 5 ft.
    Effect: One bull rushing duplicate of force
    Duration: Instantaneous
    Saving Throw: None and Reflex half

    A twisted and warped version of yourself, formed from raw energy, leaps forth from your body and charges at your enemy, pushing them into the distance.

    You create a force that moves to an opponent within medium range and makes a bull rush attempt against them before vanishing. For all purposes, the force has your size category, your base attack bonus, and a Strength score equal to your own + your level. If the bull-rushed foe hits a solid surface (such as a wall or another creature), they take an additional 2d6 damage and fall prone.
    Unlike most breach effects, this one can be attacked. This force provokes attacks of opportunities as it takes the shortest possible route to your enemy (flying if necessary). The force possesses your AC and hit points equal to twice your level. If the force is slain, it explodes in a 10-ft-radius, dealing 4d6 damage, or half with a successful reflex save.
    The bull rush attempt that the force attempts always provokes attacks of opportunity, even if you possess the improved bull rush feat.
    Empowerment
    The force that you create is now one size category larger than you, gaining the additional bonus to bull rush checks and penalty to the touch attack and to AC. Furthermore, the bull rush sends enemies flying back twice as far as normal, taking 4d6 damage and falling prone if they hit a solid object.
    The force gains a +5 bonus to AC and deals 6d6 damage if it explodes.

    Impossible Strike
    Distant Presence 3
    Range: Touch
    Target: One manufactured weapon touched
    Duration: One round or until expended
    Saving Throw: None

    With your next attack, you allow your weapon to slip from your grasp before grasping it once more with your power, letting it strike from otherwise impossible angles.

    The next attack made with the targeted weapon, if made before the end of your next round, catches your opponent completely off guard, making them lose their Dexterity bonus to their AC (if any).
    Empowerment
    Duration: See text
    When targeting a thrown or ranged weapon, you gain a slightly different effect. The next thrown or ranged attack made with the weapon, if made before the end of your next round, does not connect with the opponent for 1d4 rounds, vanishing into the far realms and bouncing about through the madness, guided by your power. At the end of this time, make your attack roll with a +5 bonus per round of delay as your weapon tears its way back into the multiverse. Your opponent loses their Dexterity bonus to AC (if any) as normal. While flying about in such a way, the weapon fades a bit from reality and cannot be damaged or targeted.
    Melee weapons and thrown weapons used in melee are affected normally.

    Senses Beyond the Self
    Distant Presence 3 (Scrying)
    Range: 1 mile
    Effect: Magical Sensor
    Duration: 1 hour/level (D)
    Saving Throw: None

    You extract a small polyp of your mind separating it from your body. Connected to your mind with links of mad energies, your senses are extended through it.

    You create an invisible sensor that provides you with sensory input. The sensor is a fine construct, about the size of a human eyeball, that has 1 hit point, 18 AC (+8 size bonus), flies at a speed of 60 feet with perfect maneuverability, and is invisible. It has a Spot and Listen modifier equal to half of your xenotheurgy level (rounded up) and is subject to illusions, darkness, fog, and other factors that would affect your ability to receive visual or audio information about your surroundings.
    You must spend a move action to make the sensor move. You receive a constant flow of information from the sensor but as the information isn’t perceived directly, you are not subjected to gaze attacks or similar effects.
    If the sensor ever moves more than 1 mile away from your location, it winks out of existence, ending the breach prematurely.
    Empowerment
    Range: Unlimited
    The sensor’s speed is increased to 120 feet (perfect maneuverability). Furthermore, you may make the sensor move with a swift action rather than a move action. Lastly, the sensor may move any distance from your location (even if you end up on a different plane of existence) without winking out.

    Grasp From Afar
    Distant Presence 4
    Range: Medium (100 ft. + 10 ft./level)
    Target: See text
    Duration: Concentration + 1 round
    Saving Throw: None

    As you extend your essence into the world, the world seems to collapse upon your foe, holding them in place or moving them about.

    You may initiate a grapple against a single creature in range. You require no attack roll and provoke no attacks of opportunity, simply making the grapple check. You gain a bonus to your grapple check equal to your xenotheurgy level. Upon a successful grapple check, you may either deal the target 2d6 damage or move them 5 feet (even up into the air). A creature suspended in midair falls to the ground when the grapple ends (unless they possess some means of flying).
    Each round that you concentrate, you choose whether to continue a previous grapple or to start a new one with another creature. Likewise, if a target escapes your grapple, you may choose to start a new one (possibly with the same creature) on your next round.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Whenever you make a successful grapple check with this breach, you either deal the target 6d6 damage or move them 10 feet.
    Furthermore, you may choose to grapple either one or multiple targets each round that you concentrate. For each grappled target beyond the first, you take a –5 penalty to your grapple checks

    Sustained Manipulation
    Distant Presence 4
    Range: Long (400 ft. + 40 ft./level)
    Target: One object or willing creature
    Duration: 1 round/level (D)
    Saving Throw: None

    Through your connection to the far realms, you are simultaneously connected to the entire multiverse. You use this connection to exert command over the world around you

    The object or creature that you designate is moved up to 60 feet in any direction at the start of each of your turns. This breach may only affect up to 100 pounds of matter/xenotheurgy level. The target may not be moved beyond the range of this breach and any target forced beyond the range of this breach stops moving (or falls). At the end of this breach’s duration, the target stops moving (or falls).
    The target (if a creature) feels a pair of hands pushing or pulling them along as they are moved.
    Empowerment
    Targets: Up to one object or willing creature/level
    This breach can manipulate multiple objects and creatures, moving each one up to 60 feet at the start of each of your turns. The breach may affect up to 200 pounds of matter/xenotheurgy level. Lastly, once per round, you may manifest a second pair of unseen hands on a single target, manipulating the target in whatever way you could with just your bear hands (caressing an item, untying a knot, making an unarmed attack, etc). Doing so, however, takes as much time and effort as it would to take that action normally (a standard action for the above examples).

    Senses Beyond Existence
    Distant Presence 5 (Scrying)
    Range: Unlimited
    Effect: One magical sensor
    Duration: 1 minute/level (D)
    Saving Throw: None

    At the edge between sanity and madness, you allow your perceptions to mix with otherworldly forces. As your perceptions move about, they remain at the very edge of reality, unbothered by most mortal deceptions.

    You create an incorporeal and invisible sensory to move about and provide you with sensory input. The sensor is a fine construct, about the size of a fist, that has 1 hit point, 18 AC (+8 size bonus), flies at a speed of 20 feet with perfect maneuverability, and is invisible and incorporeal. The sensor has a Spot and Listen modifier equal to twice your xenotheurgy level and sees through all darkness, fog, and disguise, whether magical or mundane in nature. The sensor also takes no penalties to Spot and Listen checks for bad weather and sees through all figments and glamers. Other circumstances that would affect your ability to receive visual or audio information about your surroundings still affects the sensor.
    Moving the sensor requires a full-round action. You receive a constant flow of information from the sensor but as the information isn’t perceived directly, you are not subjected to gaze attacks or similar effects.
    Empowerment
    The sensor takes only a –1 penalty to Spot and Listen checks for every 50 feet of distance. Furthermore, the sensor can see invisible and ethereal creatures and objects. Lastly, the sensor may pass through solid force effects such as walls of force.

    [b]Up into the Sky[b]
    Distant Presence 5
    Range: See text
    Target: 1 creature
    Duration: Concentration (maximum 1 round/level)
    Saving Throw: Reflex negates (see text)

    Pushing your mad influence into the world around you, you reverse and empower gravity around a target, thrusting it upwards into the sky.

    If the target fails its reflex save, it is instantly thrust upwards, “falling” upwards 200 feet each round that you concentrate. If the target hits a solid object that would stop their ascent (such as a ceiling), they take 1d8 damage per 10 feet that they ascended. Although gravity pulls them towards the new surface, it’s improved strength prevents the target from moving or standing up without a Strength check (DC 10 + xenotheurgy level).
    Each round that a creature falls upwards, it is entitled to another Reflex save to escape, though doing so causes them to fall. Flying creatures may not fly against this new gravity but gain a +4 bonus to all Reflex saves. Once a creature has hit a solid surface, they can only escape by moving at least 5 feet along that surface in any direction (other than down, of course).
    The target must be within 100 feet when you use this breach but may afterwards move any distance away from you.
    Empowerment
    Targets: Up to one creature/level
    Duration: 1 round/level
    Targets may be as far as 500 feet away when you use this breach.

    Crush into Nothingness
    Distant Presence 6
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    You cause the world to collapse upon itself around the target, crushing them until nothing is left

    If the target fails its saving throw, it is crushed into utter nothingness, killing it. Even upon a successful saving throw, the target takes 5d4 bludgeoning damage. Any creature slain by this feat leaves no remains as their body has been completely compressed into nothingness.
    This breach cannot target creatures in gaseous form or incorporeal creatures.
    Empowerment
    Duration: 2 rounds
    If the target makes its original saving throw, it must make an additional Fortitude save at the start of its next round. If it fails, the target takes 15d4 bludgeoning damage as the world makes a second, weaker attempt to crush it. If it succeeds, the target takes only 5d4 bludgeoning damage.

    Army of One
    Distant Presence 6
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one unattended weapon/level
    Duration: Concentration (maximum 5 rounds)
    Saving Throw: None

    Multiplying your essence many times over, you reach out into the battlefield and find a plethora of weapons waiting to be used. Why settle for just one?

    Using this breach, all unattended weapons that you target rise up into their squares and become capable of attack. Weapons in squares occupied by other creatures enter the nearest unoccupied square. All weapons act on your action in initiative.
    Each round, you may have each weapon make a single attack. The weapons use your melee and ranged attack bonuses. Furthermore, any bonuses that you gain with specific weapons still apply and you take the normal penalty for using weapons that you lack proficiency in. You may not use other feats such as power attack and combat expertise, however. Weapons that you could not wield for reasons such as size cannot be targeted by this breach.
    Each controlled weapon threatens the same area that it normally would and may make attacks of opportunity, counting towards your maximum for the round. Creatures may freely pass through squares occupied by such weapons but doing so provokes attacks of opportunity.
    As long as an enemy has concealment or cover in regards to you, it possesses the same benefits against all weapons you control. Furthermore, although you can make a loaded ranged weapon fire, you are incapable of reloading it. Thrown weapons, however, may be used multiple times if they survive the attack and remain in range.
    Weapons animated in this way can be sundered as normal and can be grabbed with a touch attack (AC 20) but a grapple check is required each round to maintain hold of them (weapons use your grapple modifier) and all attacks made using them take a –5 penalty.
    Each round, you may move a single weapon 5 feet into an unoccupied square.
    Empowerment
    Targets: Any number of unattended weapons
    Duration: Concentration
    When using this breach, no more than one weapon per level may make attacks in a single round. Other weapons beyond these, however, are capable of making attacks of opportunity.
    Last edited by Realms of Chaos; 2010-01-24 at 06:26 PM.
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