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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

    INCURSIONS


    Endless Rage
    “…Even we are part of the multiverse’s protection. The presence of the far realms angers those who are sane. In this way, we will band together and eliminate the source. If this tendency were used against us, however…”
    -Codex Vesania, Conclusion
    Periphery Range: 1,000 feet/breach level
    Marrow Range: 50 feet/breach level
    Periphery Effect: All sentient creatures within range become enraged and irritable. They all start one category closer towards hostile towards other creatures that they aren’t helpful towards.
    If you have access to 2nd level breaches, all sentient creatures within range gain a +4 bonus on saves made against calm emotions effects and diplomacy checks made against them take a –5 penalty.
    If you have access to 4th level breaches, all sentient creatures within range become an additional category towards hostile towards other creatures that they aren’t helpful towards.
    If you have access to 6th level breaches, all sentient creatures within range gain a +2 bonus to strength and can’t cast spells or use charisma- or intelligence- based checks unless they first succeed on a DC 20 concentration check.
    Marrow Effect: All sentient creatures within range gain a +4 bonus to their strength and Constitution score but take a –4 penalty to their AC.
    If you have access to 3rd level breaches, all sentient creatures within range lose the ability to use tactics, becoming unable to provide flanking, aid another, ready an action, use the withdraw action, fight defensively, or use the total defense action.
    If you have access to 5th level breaches, all sentient creatures within range are unaffected by fear effects.

    Unearthly Weather
    “…Indeed, it seems as though the far realms can infect anything. Creatures can be warped past recognition and places can be morphed into rotting parodies. Nothing is truly beyond it’s grasp. Even the clouds may yet be corrupted.”
    -Codex Vesania, The End Times
    Periphery Range: 1 mile/breach level
    Marrow Range: 100 feet/breach level
    Periphery Effect: dark, ominous clouds cover the sun, keeping the area in shadowy illumination. Natural, artificial, and magical light sources can brighten the area as normal.
    If you have access to 2nd level breaches, a discolored mist starts filling the area. Fire and wind cannot eliminate or move such mist. Though too thin to grant concealment, the mist halves a creature’s range of sight and imposes a –4 penalty to spot, search, and survival checks.
    If you have access to 4th level breaches, the air starts blowing as if it were alive. Strong winds blow continuously through the area (except for where stronger winds were blowing). Furthermore, smaller gusts seem to have a mind of their own, putting out protected flames, blowing small objects out of pockets, and blowing through every nook and cranny they can find.
    If you have access to 6th level breaches, the clouds take on an alien appearance, assuming unnatural colors as they squirms and snake about in the air. Rain starts to fall within the area. In addition, all sentient creatures within range take a –4 penalty to saves against fear effects.
    Marrow Effect: A thick ameobic rain falls downwards, mixing with any mundane precipitation. Creatures take an additional –2 penalty on spot checks and a –4 penalty to concentration checks along with the normal effects of rain.
    If you have access to 3rd level breaches, the climate is driven entirely insane, differing drastically even from foot to foot. The changes in temperature are extreme but are rapid enough that no damage can be dealt. In effect, the temperature band is treated as moderate.
    If you are at 5th level, the mist floating through the marrow is filled with half-formed images and insidious thoughts. All creatures within range take a –2 penalty on initiative checks and will saves.

    Despoiled World
    “If the far realms were to have a diametric opposition, it would likely be towards what we consider nature. Nature is by far the most representative aspect of our multiverse, making it harmful for many creatures from beyond. For this reason, there is little more shocking than infection of the natural world itself…”
    -Codex Vesania, The End Times
    Periphery Range: 1000 feet/breach level
    Marrow Range: 250 feet/breach level
    Periphery Effect: Animals in the area begin acting in a bizarre manner. Handle animal checks take a –4 penalty and any attempt to magically commune with animals gets no useful information on any topic.
    If you have access to 2nd level breaches, plants begin growing and ripening at an unusually fast rate. However, the plants look odd and creatures must eat twice as much to be fed. In areas of wilderness, a larger percentage of plants are poisonous and survival checks made to find food take a –5 penalty.
    If you have access to 4th level breaches, water travels only half as quickly as normal through this range. This may lead to stagnation of the water within the area, floods upstream, and water shortages downstream.
    If you have access to 6th level breaches, Animals in the area stop attempting to feed themselves. Though they do not resist if fed by force and resist outside attacks, they do not hunt or forage for food.
    Marrow Effect: All animals within range are treated as if having an Intelligence score of 3. Their creature type does not change but they may not learn a language or take class levels. No two animals awoken in this way will attack each other. Such animals start with an indifferent attitude towards you.
    If you have access to 3rd level breaches, all vegetation within range warps into aberrant and inedible forms and remains in such a form even after leaving the area. Furthermore, dead creatures are quickly used as sustenance by vegetation. If allowed to rest on the ground for one full minute, a corpse becomes an unfit target for an animate dead, raise dead, or reincarnation spell.
    If you have access to 5th level breaches, the natural world is twisted into a predator in its own right. Animals awakened by this incursion chase after all non-animal creatures, revealing the path of their quarry but only attacking out of self-defense. Furthermore, any creature that sleeps on the ground in the area awakens to find itself secured to the ground by roots, requiring a DC 20 strength check to break free.

    Foreboding Landscape
    “Within areas of cerebrotic blots, geography means next to nothing. The world is utterly scrambled and cannot be navigated. I have lost allies in the warped landscapes, allies I will never see again…”
    -Codex Vesania, Planar Links
    Periphery Range: 1 mile/breach level
    Marrow: 500 feet/breach level
    Periphery Effects: The landscape becomes oddly silent. Both the calls of animals and the crash of waterfalls become somewhat muted, making for a surreal experience. All move silently checks in the area gain a +2 bonus.
    If you have access to 2nd level breaches, the tracks that creatures leave within range become shallower and quickly fade away. As a result, all survival checks made to track a creature take a –5 penalty.
    If you have access to 4th level breaches, major landmarks usually used for orientation such as mountains, large trees, valleys, and hills seem to shift in position every now and then, making it hard to get one’s bearings. Creatures take a –4 penalty to survival checks made to avoid becoming lost unless they are using stars to navigate.
    If you have access to 6th level breaches, magical attempts to orient oneself learn one’s location such as lay of the land, commune with nature, detect city, or know direction automatically fail. Furthermore, the safety and find the path spells also fail while in the area.
    Marrow Effects: Unattended objects (other than dead bodies) tend to simply get lost, no matter how much attention is paid to them. If left unattended for 1d4 hours, an object vanishes, never to be seen again. This only occurs when nobody is looking but can occur in the blink of an eye if necessary.
    If you have access to 3rd level breaches, major features in the area seem to shift so frequently (only when nobody is looking) that it is impossibly to orient yourself by nonmagical means. Creatures take a –16 penalty to survival checks made to avoid becoming lost.
    If you have access to 5th level breaches, creatures begin to disappear just like objects. Each hour, there is a cumulative 1% chance that a creature will simply vanish. Like with objects, this only occurs when nobody else is looking. A mind blank or deathward spell protects from this effect and incorporeal creatures are not at risk. A creature who disappears can be recovered only by miracle or wish. You are not at risk for this effect.

    Veil of Misfortune
    “Usually, when something is corrupted by the far realms, the corruption is as obvious as day and night. Sometimes, however, when something less tangible is being corrupted, the far realms can be subtler than any devil.”
    -Codex Vesania, The End Times
    Periphery Range: 1 mile
    Marrow Range: 100 feet/breach level
    Periphery effects: luck begins to turn sour for everyone within range, imposing a –1 penalty to all skill checks made within range
    If you have access to 2nd level breaches, bad stretches of luck start to turn dangerous for those involved. Whenever someone in range fails a dexterity- or strength-based skill check by 5 or more, they manage to deal themselves 1d4 damage. If the skill check’s DC exceeded the creature’s skill modifier + 20, they do not take this damage.
    If you have access to 4th level breaches, the bad luck increases to the point where it can offset natural skill or practiced routines. It is impossible to take 10 or 20 on skill checks within range.
    If you have access to 6th level breaches, the bad luck is sufficient to destroy a town’s resources if given time. For each week that is spent within range, a community’s gp limit is multiplied by three-fourths as bad luck harms both productivity and trade. By the time that the gp limit reaches the average for a community of a smaller category, enough people have moved away from the town to make it a community of that category. After leaving range, a community may or may not recover depending on what it does.
    Marrow effects: Within range, beings normally reliant on luck find themselves without this commodity. No creature may benefit from luck bonuses or reroll dice (whether such a reroll would be granted by luck feats, the luck domain, or other sources).
    If you have access to 3rd level breaches, terrible luck can bring about failure even when it would otherwise be impossible. Natural 1s are treated as automatical failures when making skill checks while in range.
    If you have access to 5th level breaches, not even the best of situations can guarantee a desired result. Natural 20s are no longer treated as automatic successes on attack rolls and saving throws while within range.

    Broken Tethers
    “Though the term is rarely used, a couple sources refer to the far realms as the amoebic sea. Within this sea, there is no sense of up or down, only your mind and body to pull you where you want to be. If it weren’t for the madness, it may sound a bit convenient.”
    -Codex Vesania, Beyond Reality
    Periphery Range: 1,000 feet/breach level
    Marrow range: 50 feet/breach level
    Periphery effects: Gravity seems to let up its hold a bit, allowing greater feats of acrobatics. All jump and climb checks made within range gain a +4 bonus.
    If you have access to 2nd level breaches, ranged attacks seem to soar through the air although thrown weapons tend to overshoot their target. The range increments of weapons are doubled but attack rolls made using thrown weapons take a –2 penalty.
    If you have access to 4th level breaches, it becomes easier to survive great falls. Within range, falling creatures take only 1d6 damage per 20 feet fallen. This effect only works if the entire fall took place within the area.
    If you have access to 6th level breaches, the low amount of gravity makes it harder to move around quickly. If carrying a light load, a medium or smaller creature has a speed of 5 feet and cannot run or charge. For each size category larger than medium, the creature’s speed is increased by 5 feet (up to a maximum of their normal land speed). While carrying a medium or heavy load, the creature’s speed is instead halved (ignore speed encumbrance for carrying such a load) and they can still charge and run.
    Marrow effects: Gravity within the area becomes very light. All creatures or objects within range have their weight halved. Furthermore, all jump checks are treated as having a running start and the DC for high jumps is halved (when making long jumps, the maximum vertical distance you travel equals half of the horizontal distance).
    If you have access to 3rd level breaches, the reduced gravity makes it hard to predict the motion of a ranged weapon. All attacks made with ranged weapons either within or into the area take a –2 penalty to the attack roll.
    If you have access to 5th level breaches, the area starts to mimic the amoebic sea. creatures can swim through the air in the area as if it were water using the swim skill. The water is still unless a strong or stronger wind is blowing, in which case the swim DC increases as it would in waters moving just as quickly.

    Note: The amoebic sea
    If you don’t know where I’m getting this term from, it is coming from a 9th level spell in Dragon #330 called “Welcome to the Amoebic Sea”. I am unsure of whether the term is used anywhere else but it was a good one to describe the consistency of the far realms so I went with it.

    Forgotten Moralities
    “Beyond our multiverse concepts like right and wrong have no meaning. Although our world is philosophically split, none of these divisions mean anything in the far realms. Perhaps we have deluded ourselves into seeing divisions where none truly exist.”
    -Codex Vesania, Beyond Reality
    Periphery Range: 5 miles
    Marrow Range: 1 mile
    Periphery effects: creatures stop placing importance in morality. Though they may be kind-hearted or cruel, the restrictions placed upon them by society no longer seem to matter. Though not compelled to break any codes of conduct they may possess, those within range are more liable to break laws (and to let laws be broken) if they think it is in their best interest. Outsiders are unaffected by this effect.
    If you have access to 2nd level breaches, the lack of morality in the area begins to wear down the moral existence of outsiders. All outsiders within range that have an alignment subtype is fatigued.
    If you have access to 4th level breaches, even magic cannot sort the good from the evil or the lawful from the chaotic. Whenever a spell is cast to detect alignments, all creatures are detected as possessing that alignment.
    If you have access to 6th level breaches, the lack of attachment to philosophical ideals stops souls from traveling to their final reward. When an individual is slain within the area, their soul appears to disappear (even if their corpse later leaves the area), although they may still be revived by normal means.
    Marrow effects: As they have fewer sensitivities to violate, creatures within range take a –2 penalty to Will saves against charm and compulsion effects. Furthermore, if a dominated creature is forced to take an action against their nature, they take a –4 penalty on the additional Will save.
    If you have access to 3rd level breaches, any spell or effect that only functions against those of a specific alignment fail to function. If such an effect functions more or less efficiently against creatures of different alignments, treat all targets as being true neutral.
    If you have access to 5th level breaches, morality loses all meaning. Characters and NPCs with codes of conduct find that it is impossible to break their codes by any means so long as they are within range.

    Divinity’s Demise
    “When elder evils start unraveling our world, they will likely start with the gods. Sages say that they constantly lash out at the gods. Then again, perhaps the supposed attacks on the gods are merely a byproduct of their presence.”
    -Codex Vesania, The End Times
    Periphery Range: 1/2-mile/breach level
    Marrow Range: 500 feet/breach level
    Periphery effects: All who are in the area fall into apathy. Attendance at churches drops, as does law enforcement and crime. Buildings, streets, farms, and the like slowly fall into disrepair as if nobody was living there at all. Furthermore, all creatures within range ignore all morale bonuses.
    If you have access to 2nd level breaches, the divine power that divine casters gain is disrupted. All undead in the area gain +4 turn resistance and it is impossible to utilize divine or wild feats.
    If you have access to 4th level breaches, beings from higher planes of existence are cut off further from mortals. Within range, outsiders with one or more alignment subtypes may not meaningfully communicate with mortals by any means, including speech, writing, hand gestures, and telepathy. Outsiders are still capable of understanding mortals, however.
    If you have access to 6th level breaches, deities find their sense cut off from the area altogether. The portfolio sense and remote sensing abilities of deities don’t extend into the area.
    Marrow effects: The connection between deities and special people, places, and objects are broken within this range. Within the area no creature is counted as a deity’s favored ally, heralds of deities lose all benefits beyond those of their race and class levels, and aspects and avatars of deities can’t link their senses with the deity or communicate telepathically with them. Furthermore, all hallow, unhollow, consecrate, and desecrate effects are suppressed in the area. Lastly, all relics stop functioning within the area.
    If you have access to 3rd level breaches, energies from the far realms can intercept divine energies that divine casters channel. All divine spells cast have a 10% chance of failing. Even epic spells cast by divine casters have a 5% chance of failing.
    If you have access to 5th level breaches, no effects of the divination school (including epic level spells) can pierce the area or function within the area.

    Note: Elder Evils vs. Elder Evils
    The term Elder Evils has turned up twice (that I know of) in 3.5 DnD, holding different meanings each time. In the book fittingly called Elder Evils, the term is used to describe vile late-game beings of the apocalypse that despise gods. In another book, Lords of Madness, however, this term is used to describe the beings of godlike power that reside in the Far Realms (read the aboleth entry).
    Though I am ascribing the “god-hating” attribute to these elder evils as well (creative license), be aware that I refer to the Lords of Madness elder evils.

    Surge of Insanity
    “Insanity is the very essence of the far realms. Out there, you’d see everything that you could possibly imagine. In fact, you’d see tons of stuff that you can’t possibly imagine. After seeing stuff like that, it’s hard to sleep at night.”
    -Codex Vesania, Beyond Reality
    Periphery range: 2 miles
    Marrow range: 1,500 feet
    Periphery effects: a slight madness permeates all in the area, making them disoriented. All creatures in the area take a –5 foot penalty to all movement speeds (to a mimimum of 5 feet) and take a –1 penalty to all Dexterity- and Wisdom-based ability checks and skill checks.
    If you have access to 2nd level breaches, creatures in the area have troubles sleeping at night. If they don’t succeed on a DC 15 wisdom check (or a DC 20 lucid dreaming check), they wake up fatigued. If wearing medium or heavy armor, they instead wake up exhausted.
    If you have access to 4th level breaches, creatures in the area become prone to paranoia and small delusions. Whenever a creature in range fails a spot or listen check by 5 or more, that creature thinks it sees or hears something completely different. Likewise, if a creature fails a sense motive check by 5 or more, they completely misread someone’s intentions or pick up a hidden message other than one that was intended.
    If you have access to 6th level breaches, creatures in the area are afflicted with visions so real that they frequently lose track of reality. Any creature within range can act normally for a number of rounds equal to their wisdom score, after which they are staggered and flat-footed for 1 round.
    Marrow effects: creatures within range are easily surprised and take time to adjust with sudden changes to their environment. When caught flat-footed, a creature is dazed for 1 round. A creature with uncanny dodge or improved uncanny dodge is instead dazzled for 1 round.
    If you have access to 3rd level breaches, mentally contacting someone in the area can be damaging. Any creature that attempts to mentally contact them or read their thoughts of another in range takes 1d4 wisdom damage.
    If you have access to 5th level breaches, the fight-or-flight instinct can drive someone temporarily insane. The first time in an encounter that someone within range is dealt damage, they are confused (as the spell) for 1 round.

    Terminal Infection
    “…When the war is over, however, we know what will happen. Our multiverse will be tainted, infected beyond repair as all beings fall dead by the wayside. It’s the only way that this can end.”
    -Codex vesania, Bestiary
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: creatures within the area become less vital as their bodies start to fail them. All creatures within range take a –2 penalty to Fortitude saves.
    If you have access to 2nd level breaches, everyone in the area must make a fortitude save upon entering the area and another every day afterwards to avoid infection by a supernatural disease known as void rot (Fortitude DC 16, Incubation period 1 day, damage 1d4 Con, 1d4 Wis, and 1d4 Cha). Any creature who dies of void rot quickly dissolves into a harmless swarm of twelve-legged mites.
    If you have access to 4th level breaches, diseases within range stop reacting to most mundane forms of medical treatment. The heal skill may not be used to aid against disease within the area.
    If you have access to 6th level breaches, diseases and infections become more tenacious, taking more time to get rid of them without magical aid. An additional successful saving throw is needed to remove a disease.
    Marrow effects: Within the area, diseases work their way through a body at a frightening rate. Any incubating disease that comes within range instantly springs into action, ignoring any incubation time that remained. New infections within the area have an incubation time of 1 round.
    If you have access to 3rd level breaches, diseases slowly deform their targets as they weaken them. Whenever a creature in range takes ability damage from a disease, one point of ability damage per damaged ability score becomes ability drain.
    If you have access to 5th level breaches, diseases within the area accomplish in hours what would normally take days. New saving throws are made against a disease every hour instead of every day.

    Entropic Collapse
    “…After the gods fall, there is no way to know how the world will finally collapse. There are so many threads in our reality that could unravel everything if tugged. If those beyond the stars know this as well, we have much to fear.”
    -Codex Vesania, The End Times
    Periphery range: 10 miles
    Marrow Range: 1 mile/level
    Periphery effects: the pull of eternity gently guides all creatures towards an early grave. All creatures within range take a –1 penalty to all saving throws.
    If you have access to 2nd level breaches, the pull of oblivion is greater than most creatures can resist. No creature reduced below 0 hit points can stabilize. They can not stabilize on their own, heal checks cannot stabilize them, and they are not stabilized after receiving magical healing (unless raised to at least 0 hit points).
    If you have access to 4th level breaches, the pull of entropy is enough to damage objects, dealing 1 damage to them each day and reducing their hardness by 1 each week that they remain in the area.
    If you have access to 6th level breaches, magical healing becomes far more difficult to perform. Whenever a creature casts a spell of the healing subschool, the spell fails unless the caster succeeds on a DC 15 caster level check. Furthermore, all spells that heal hit points only heal half as much. Negative energy used to heal undead and supernatural forms of healing (like lay on hands) heal only half as much but require no check. Negative energy used to harm the living and positive energy used to harm the undead deal full damage.
    Marrow effects: Within the area, most creatures are dulled against pain, unable to feel themselves fading away. As a result, they take only half as much nonlethal damage from any source.
    If you have access to 3rd level breaches, the pull of eternity slows down natural forms of healing a bit. All creatures within range that possess regeneration and/or fast healing have the values of these abilities halved (rounded up).
    If you have access to 5th level breaches, the entropic power of the aura can shred souls entirely. Creatures slain within the area can only be brought back to life via a wish or miracle spell.

    Warped Magic
    “Though it does exist within the far realms, magic follows far fewer restraints. It is free and wild rather than being bound to strict rules and regulations. For this reason, it is hard to cast spells out there. After all, you’d need to control a bit of that magic first.”
    -Codex Vesania, Beyond Reality
    Periphery range: 1,000 feet/breach level
    Marrow range: 100 feet/breach level
    Periphery effects: The flow of magic starts to work differently in the area, making it difficult to predict how any given spell will react. All spellcraft checks made within range take a –2 penalty.
    If you have access to 2nd level breaches, magic becomes weakened as it rebels against its caster. All spells cast in the area take a –1 penalty to their save DC and a –2 penalty to any spell penetration checks.
    If you have access to 4th level breaches, it becomes hard to bind magic into items. Creating magic items now takes two days per 1,000 gp of cost (minimum two days).
    If you have access to 6th level breaches, a spell may backfire on its user even if executed perfectly. All spells have a 5% chance of resulting in a mishap, as if improperly cast from a scroll (DMG p238).
    Marrow effects: It becomes difficult to make spells behave as they should within the area. All spells cast in the area take a –1 penalty to their save DC and a –2 penalty to any spell penetration checks
    If you have access to 3rd level breaches, spells partially dissipate the moment they are cast, reducing their effects. Reduce the caster level of all spells in the area by –2. If this would reduce a caster’s caster level below 1, they may not cast spells.
    If you have access to 5th level breaches, spells stop obeying all but the most powerful of casters. The area gains the wild magic trait.

    Beyond the Stars
    “Beyond the stars and between spaces lies a place that defies all logic. The life of this world or even of this multiverse is as nothing to this space. The purpose of this tome is not to help you save this world but to explain how it cannot be saved.”
    -Codex Vesania, Introduction
    Periphery range: 2 miles/breach level
    Marrow range: 1 mile/breach level
    Periphery effects: During the night, the familiar starry sky is replaced with alien constellations, slowly moving masses, and strange eyes that peer down upon the world. Ships attempting to navigate by the night sky automatically fail survival checks made to do so. Furthermore, aberrations in the area gain a +2 bonus to attack rolls, skill checks, and saving throws while the alien sky is visible.
    If you have access to 2nd level breaches, the unearthly sky sheds a certain amount of light on the world below. Unless the sky is blocked by clouds, the world is plunged into shadowy illumination at night.
    If you have access to 4th level breaches, the night sky haunts the dreams of all who sleep under it. Whenever a creature in the area sleeps (even during the day), they must make a DC 10 wisdom check or suffer a stacking –1 penalty to all will saves and wisdom checks for as long as they remain in the area.
    If you have access to 6th level breaches, large comets rain to the ground each night. The comets never damage creatures with their landing but they can damage or destroy structures. 1d4+1 comets fall each night, dealing 8d6 damage to all objects in a 15x15 foot area. The comets dissolve into nothingness over the course of 1d4 hours.
    Marrow effects: The alien sky above drains the will of those within the area. While the sky is visble, at the start of each hour, a creature must make a DC 10 wisdom check. For every 4 points by which they exceed the result, they forego the next such check. If they fail, they take 1 point of Wisdom damage.
    If you have access to 3rd level breaches, aberrations become more dangerous and cunning under the light of the alien skies. While the sky is visible, they gain a +4 bonus to their intelligence score and the save DC of their special attacks increases by +2.
    If you have access to 5th level breaches, the aberrant sky is always visible within the area. The sun never rises or sets, being replaced by the sky’s continual dull glow. An additional 1d4+1 comets fall during each “day”.

    Fractured World
    “Before you even consider the far realms, you must abandon many of your preconceived notions. Things such as perspective, movement, and space can mean anything and everything in the right circumstances.”
    -Codex Vesania, Beyond Reality
    Periphery range: 2 miles
    Marrow range: 1/2 mile
    Periphery effects: Within the area, space starts to work in strange ways. Doorways may start leading towards the wrong rooms, there may be small spaces that seem forever close but impossible to reach, and walking around a corner may result in finding yourself a few blocks away. Along with these unpredictable effects, the strange behavior of space grants all creatures in range a +1 dodge bonus to their AC.
    If you have access to 2nd level breaches, perspective loses almost all meaning. At the start of each round, a creature may choose a square with which they have a line of sight. If they do, they perceive the world through the chosen square rather than through their own square.
    If you have access to 4th level breaches, creatures can be bent to fit in areas that shouldn’t normally hold them. All creatures within range are treated as being two size categories smaller when determining how many can occupy a 5-foot square and are treated as three size categories smaller for the purposes of squeezing into small spaces.
    If you have access to 6th level breaches, creatures can slip through cracks in space while moving around. Whenever a creature uses a move action, they may teleport 10 feet at the start of the action.
    Marrow effects: The bending dimensions of space and distance allows creatures within range to dodge attacks. All attacks made within range possess a 20% miss chance.
    If you have access to 3rd level breaches, creatures can move through the area without actually passing through it. The movement rate of all creatures within range is halved but whenever a creature moves, they teleport to the desired square.
    If you have access to 5th level breaches, seemingly impossible tasks may become possible for the greatly skilled. All creatures within range gain a +5 bonus on dexterity- and strength-based skill checks. Furthermore, when making such skill checks, creatures in range may use epic usages of the skills (if they roll high enough).

    Empty Eons
    “True timelessness is beyond what you see on the astral plane. Though time seems to stand still on that plane, time continues to pass back home at a constant rate. In the far realms, everything is simultaneous. Past, present, and future are united as a single form. I tell you that the world is doomed for I know it. I have seen the end of the multiverse.”
    -Codex Vesania, Beyond Reality
    Periphery range: 6 miles
    Marrow Range: 1/2-mile/breach level
    Periphery effects: Time seems to move slower for everyone within the area. Although they gain no additional actions, days and nights seems longer and each second seems like several. All creatures within the area gain a +2 bonus to reflex saves as a result.
    If you have access to 2nd level breaches, the metabolism of everyone within range seems to slow down. Everyone within range can go without food, water, and air for twice as long and Constitution checks made to go without them are made half as often.
    If you have access to 4th level breaches, the natural healing process slows to a crawl for all within range. Creatures within range heal nonlethal damage once per day and lethal damage once per week.
    If you have access to 6th level breaches, the aging process is nearly halted within the area. All creatures in the area age at a rate of one day per week.
    Marrow effects: Although time seems to slow down for all within the area, those within the marrow also seem to have time speed up for them. This disorienting experience causes a –2 penalty on dexterity-based skills.
    If you have access to 3rd level breaches, the sped up perception of time makes fast movement a disturbing and stomach-churning experience. If anyone in the area runs or charges, they are sickened for 1d4 rounds afterwards (the resulting penalty applies to any attack roll made as part of the charge).
    If you have access to 5th level breaches, magic quickly ends within the area. All spells cast within the area have their duration halved. Likewise, all spell effects brought into the area have their remaining duration halved.

    Crying Earth
    “…In fact, if someone forces energies from the far realms into this world, such energies would be free from flux, forced into the form of a single element. It is likely that the element would be favored within the area…”
    -Codex Reality, Xenotheurgy
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: Once every 1d4 hours, a small tremor occurs in the area. Those who fail a DC 18 balance check fall prone when this occurs.
    If you have access to 2nd level breaches, the ground increases its pull upon objects within reach. The weight of all objects (but not creatures) within range is doubled. This may increase the encumbrance of character carrying equipment.
    If you have access to 4th level breaches, flying above the area becomes difficult. All creatures in the area have their fly speeds (if any) reduced by 10 feet and their maneuverability reduced by one degree (to a minimum of clumsy)
    If you have access to 6th level breaches, each tremor comes with lengthy aftershocks lasting 1d% rounds. While the aftershocks continue, any creature moving more 10 or more feet must make a DC 14 balance check or fall prone.
    Marrow effects: Acid used within the area becomes more virulent. Whenever a creature or object within the area takes acid damage, they take 1d6 additional points of acid damage (this ability does not trigger itself).
    If you have access to 3rd level breaches, twisted elementals raise from the earth to fight. Every 1d4 hours, a huge pseudonatural earth elemental raises up from the ground. You has no special control over it but the elemental has no special antipathy for you.
    If you have access to 5th level breaches, acid overcomes every possible resistance that foes can muster. Acid damage ignores resistances and immunities of creatures in range.

    Land of Fire
    “…It is also more than likely that the element would be warped in some way, seem alien to those around them. After all, energies from the far realms never behave precisely as we’d expect…”
    -Codex Vesania, Xenotheurgy
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: Within the area, it is far easier to catch fire than normal. All Reflex saves made to avoid catching fire take a –5 penalty.
    If you have access to 2nd level breaches, fires within the area become stronger and more efficient. Fires illuminate an area twice as large and last for twice as long on a supply of fuel.
    If you have access to 4th level breaches, fires can use just about anything for fuel. Within the area, all solid objects (including ice) are treated as being flammable.
    If you have access to 6th level breaches, even though the temperature in the area remains unaffected, the bodies of those within the area become dry incredibly quickly. In each hour that a creature does not drink at least a quart of potable liquid, they take 1 point of nonlethal damage. Such nonlethal damage cannot be cured until you has drank at least a quart of potable liquid.
    Marrow effects: Fire used within the area becomes more virulent. Whenever a creature or object within the area takes fire damage, they take 1d6 additional points of fire damage (this ability does not trigger itself).
    If you have access to 3rd level breaches, fires within the area come to life on their own. All fires in the area animate as pseudonatural fire elementals of an appropriate size (maximum huge). Fires as small as a candle enlarge to become small pseudonatural fire elementals in this way. For this purpose, forest fires count as a single larger fire. You has no special control over these elementals but they have no special antipathy for you.
    If you have access to 5th level breaches, fire overcomes every possible resistance that foes can muster. Fire damage ignores resistances and immunities of creatures in range.

    Air of Excitement
    “Elements exist in the far realms in a state of constant flux. Any element may take control at any given time or become any other element. In this way, the far realms could be made to stand just as easily for any single element…”
    -Codex Vesania, Xenotheurgy
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: The air within the area is constantly agitated, even when no breeze blows. When using ranged weapons, creatures take a –2 penalty to attack rolls. Furthermore, ranged weapons lose one range increment.
    If you have access to 2nd level breaches, a wind always blows from behind them. Even when they lie on the ground, the wind can form updrafts (if lying on their back) or downdrafts (if on their stomach). This wind is no more than a light breeze unless the wind in the area is already stronger.
    If you have access to 4th level breaches, the air excited with electrical energy. Whenever a successful attack is made using a metal weapon within range, the target takes an additional 1d4 points of electricity damage. Whenever a creature wearing metal armor within range is hit by an attack, they take an additional 1d4 points of electricity damage.
    If you have access to 6th level breaches, breathable air in the area grows scarce as much is turned into ozone. All creatures in the area risk altitude sickness (DMG p90) but no ability score may be reduced below 1 in this way.
    Marrow effects: Electricity used within the area becomes more virulent. Whenever a creature or object within the area takes electricity damage, they take 1d6 additional points of electricity damage (this ability does not trigger itself).
    If you have access to 3rd level breaches, bits of air animate as elementals. Every 1d4 hours, if the party has access to air, some of it animates as a huge pseudonatural air elemental (even if the area of air was substantially smaller than huge). You has no special control over it but the elemental has no special antipathy for you.
    If you have access to 5th level breaches, electricity overcomes every possible resistance that foes can muster. electricity damage ignores resistances and immunities of creatures in range.

    Frozen Heart
    “…Do not, however, expect for the element to rule the area as it might in the inner planes. Rather, it would likely emphasize that element’s presence and danger, leaving the other elements untouched…”
    -Codex Vesania, Xenotheurgy
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: All rivers, streams, brooks, lakes, sounds, oceans, tributaries, springs, swamps, marshes, and other sources of water within range raise their water level by 1d4 feet and currents within range may drastically shift without reason. Furthermore, any creature within range who swims in water takes 1 cold damage per round unless special measures are taken to keep the water warm.
    If you have access to 2nd level breaches, all instances of water within range slowly freeze at a rate of a single 10-foot cube per hour. As such, canteens take far under an hour to freeze while a coastline might take days. In the case of rivers, streams, and similar bodies of moving water, frozen portions may disrupt flow (causing flooding) far before it can entirely freeze over. This freezing occurs regardless of ambient temperature.
    If you have access to 4th level breaches, the blood and sweat of those within range literally runs cold. Regardless of the ambient temperature, all living creatures suffer frost bite, giving them a –2 penalty to their Dexterity score. If treated, the frostbite returns 1d4 hours later if still in the area.
    If you have access to 6th level breaches, ice becomes far harder to melt. It takes 20 points of fire damage to melt a single cubic foot of ice within the area.
    Marrow effects: Cold damage utilized within the area becomes more virulent. Whenever a creature or object within the area takes cold damage, they take 1d6 additional points of cold damage (this ability does not trigger itself).
    If you have access to 3rd level breaches, bits of water, snow, and ice can animate as elementals. Any amount of water, snow, or ice of at least small size animates as a pseudonatural water elemental of an appropriate size (maximum huge). Large, continuous examples of snow, ice, or water (such as a snowbank, a frozen river, or the ocean) can produce a single elemental ever 1d4 hours. You has no special control over these elementals but they have no special antipathy for you.
    If you have access to 5th level breaches, cold overcomes every possible resistance that foes can muster. Cold damage ignores resistances and immunities of creatures in range.

    Tune of Madness
    “…Hopefully, we will never have to learn the precise aftereffects. After all, who would be mad enough to perform such a feat? For those who are curious, however, is a list of what I believe may happen…”
    -Codex Vesania, Xenotheurgy
    Periphery range: 1 mile/breach level
    Marrow range: 1,000 feet/breach level
    Periphery effects: sounds in the area are somewhat muted, sounding muffled. All listen checks made in the area suffer a –2 penalty.
    If you have access to 2nd level breaches, soft whispers seem to play through the air. These impose a –2 penalty to concentration checks but a +1 bonus to knowledge checks as they occasionally whisper a bit of useful insight.
    If you have access to 4th level breaches, sound carries further than normal, even if it is a bit muted. Listen checks only take a –1 penalty per 20 feet of distance instead of the normal 10 feet of distance.
    If you have access to 6th level breaches, speech becomes a bit garbled and distorted. Though it is normally possible to discern what one is saying, all spells with a verbal component gain a 20% failure chance.
    Marrow effects: Sonic damage utilized within the area becomes more virulent. Whenever a creature or object within the area takes sonic damage, they take 1d6 additional points of sonic damage (this ability does not trigger itself).
    If you have access to 3rd level breaches, all glass and crystalline objects, such as chandeliers, flasks, and vials all shatter when they enter the area (no saving throw), even if they were magical (but not if they were artifacts).
    If you have access to 5th level breaches, sonic damage overcomes every possible resistance that foes can muster. Sonic damage ignores resistances and immunities of creatures in range.
    Last edited by Realms of Chaos; 2010-11-17 at 09:00 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