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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

    EPIC XENOTHEURGY FEATS

    Unleash Cataclysm [Epic]
    You can develop and use epic displays of power from beyond the stars.
    Prerequisite: Ability to use breaches, access to at least fourteen murmurs
    Benefits: You can develop epic forms of breaches, referred to as cataclysms (see below). At any given time, you may know up to two cataclysms. You may develop more beyond this point but doing so erases knowledge of previous cataclysms.
    Whenever one of your murmurs increases to 7th level, you may enter a state of greater power and mad clarity as an immediate action. In this state, the murmur’s level is treated as being 8 for the purpose of calculating save DCs. While in this state, your speed is reduced to 5 feet, murmur levels cannot increase (even if saving throws are failed), and cataclysms can be used (see below). Furthermore, you ignore the benefits and drawbacks of your active murmurs and emit all active incursions. This state of mind lasts for 1 round/4 xenotheurgy levels you possess.
    After activating this ability, the level of your murmur is decreased back to 7th and magic cannot reduce the levels of your murmurs for the next 24 hours (even while in that state).
    Special: You may take this feat multiple times, gaining the ability to know up to two additional cataclysms each time.

    Greater Cataclysm
    Your can know more cataclysms and use them more effectively
    Prerequisites: Ability to use breaches, access to at least seventeen murmurs, Knowledge (the planes) 20 ranks, Unleash Cataclysm
    Benefits: Your empowered state of mind lasts for one additional round for every 6 ranks that you possess in Knowledge (the planes).
    Furthermore, at the start of each round that you spend in that state, you gain a warp point.

    Strength from Madness
    You have plunged into the powers of madness itself, empowering your xenotheurgy.
    Prerequisites: Pull from Beyond class feature, access to at least ten incursions
    Benefits: The maximum level of breach you have access to is considered one higher for the purpose of determining the area of your incursions and for your Pull from Beyond class feature.
    Special: You may take this feat multiple times. Its effects stack.

    Plunge into Madness
    You have plunged deep into madness, sacrificing control over your breaches to make them far more effective than normal.
    Prerequisites: Ability to use breaches
    Benefits: You gain a permanent warp point.
    Special: You may take this feat multiple times. Its effects stack.
    Special: You may not take this feat if you possess the Withdraw from Madness feat.

    Withdraw from Madness
    You have withdrawn from the madness that exists within you, gaining control over your breaches at the expense of power.
    Prerequisites: Ability to use breaches
    Benefits: You may ignore the effect of a single warp point each day.
    Special: You may take this feat multiple times. Its effects stack.
    Special: You may not take this feat if you possess the Plunge into Madness feat.

    Mass Incursion
    You can use more than one incursion at any given time.
    Prerequisites: Ability to use incursions
    Benefit: You can benefit from two active incursions at any given time. Activating an incursion does not replace a previous one unless there are already two active incursions, in which case it replaces the incursion of your choice.
    Special: You may take this feat multiple times, up to a number of times equal to the number of active murmurs you possess. For each time you take this feat, you may possess an additional active incursion at any given time.

    Stave off Insanity
    You can hold off insanity for longer than most.
    Prerequisites: Subverted Insanity class feature
    Benefits: You gain one extra daily use of your subverted insanity class feature or the bonus granted by your weekly uses increase by +1.
    Special: This feat may be taken multiple times. Its effects stack. Each time it is taken, you choose which version you wish to benefit from.

    Sanity Forgotten
    Though you have discarded your sanity, you can access far more power than before.
    Prerequisites: access to at least one murmur, Sanity Forsaken
    Benefits: at any give time, you may possess an additional active murmur. You take a –4 penalty to Will saves.
    Special: This feat may be taken multiple times, up to a number of times equal to the number of murmurs you have access to. Its effects stack.

    Seize Empowerment [Meta-breach]
    You can gain the most from your breaches without an increased flow of power.
    Prerequities: ability to use breaches, Heightened Empowerment
    Benefits: When you use a breach, you can add a distortion without gaining any warp points. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.
    Last edited by Realms of Chaos; 2010-11-17 at 10:27 PM.
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