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  1. - Top - End - #1
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Xenotheurgy: Far Realms magic system

    Hey, guys. This is Realms of Chaos here. I’m heading off for Japan soon as part of an exchange program and I don’t know if I’ll have internet there (at least for awhile) so I probably won’t be able to post much for the next year.Yup! I'm hiding the codex vesania in the margins of my posts. As I'm starting that in my next post, let's first
    That said, I wanted to work on one last project, a special gift from me to you fine people of the boards. When I was picking through my brain trying to figure out what to make, I thought “Hey, people liked my Blasphemous Preacher, right?” have some fun. In the spirit of this thread, let's mess with some minds. To claim a cookie,
    I got to work on this project right away. Although many of this magic system’s “spells” are undone (I’ve only done about 1/4 so far), I promise to post them up as I type them up. Even if I head to Japan, I’ll rely on the 3.5 SRD and internet cafes to finish this project, if nothing else (and I’ll try to tackle Descent of Shadows afterwards). include the word "widgit" in a reply.
    I’ll say right now that I do not own any of the pictures on this thread and that some were taken from the Descent of Shadows thread. I did my best trying to search for them but they may not be the most representative pictures in the world. Sorry about that.
    That said…
    Last edited by Realms of Chaos; 2010-01-24 at 07:19 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

  2. - Top - End - #2
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    I advise that you drop this book at once. Whatever you are looking for, know that you will not find it here. If you seek hope, know that I will only bring despair. If you seek a weapon, know that the price is far too steep. If you seek understanding, know that I can only offer more confusion. the creeping madness waits and watches.
    Still, I have no power, no special charm to make you drop this book. If you insist upon perusing its pages, you will see what you were not meant to see, discover what never should’ve been discovered. Even if you fail to comprehend it, you will still know the truth. The truth changes everything. The truth makes all change nothing.
    Believe me when I say that knowing is more than enough to ruin your life. Whether or not you peer beyond the vast gate for the meager powers I promise is for you alone to decide.
    Choose as you have always chosen.
    - The introduction to the Codex Vesania, penned by Sion Ponure
    To get an answer, start with a question. The question one must ask to arrive at the truth is shockingly simple.
    XENOTHEURGY
    What is everything? However you try to answer this riddle, you can't truly account for all that you don't know.
    Apart from a few cerebrotic spells, xenotheurgy is the only form of magic that have been derived from the If it otherwise incomprehensible Far Realms. However, xenotheurgy is a highly risky source of power and often finds unwilling practitioners, making most xenotheurgists more akin to lycanthropes than to conventional spellcasters.
    The mechanics of xenotheurgy are tricky and hard to pin down. What is known is that xenotheurgy, put simply, is an invasion of this world by the far realms. The far realms are kept connected to the multiverse through the simple knowledge of its existence. In some cases, bits of essence seep into the minds that keep this knowledge, strengthening the link and starting the path of the xenotheurgist. From then on, every display of “magic” lets in more energy, slowly flooding the multiverse and threatening its stability. is wisdom to know of one's own
    Though many practitioners are unwilling (called afflicted xenotheurgists), some beings go out of their way to expose themselves to unnatural energies, hoping to acquire a “free” burst of strength (called blessed ignorance, xenotheurgists). Even rarer are the few beings who study xenotheurgy to a great extent, mastering its ways (to the extent that energies from the far realms can be mastered). These beings are called True Xenotheurgists.
    then it must be madness to seek true enlightenment. From your own perspective, a random person that you've
    Acquiring Xenotheurgy never met doesn't exist in any real way. Although this person can
    Xenotheurgy is a wild and chaotic source of power. Sometimes a hero can fight against beings beyond the stars for centuries without obtaining this energy. On other occasions, an otherwise normal commoner may receive the power through their dreams without having ever heard the phrase “far realms”. influence your life indirectly,
    The vast majority of the time, however, beings who face off against foes beyond the stars, explore through cerebrotic blots, or read forbidden tomes run a fair risk of becoming a xenotheurgist. There is no saving throw to resist gaining xenotheurgy. When it arrives, it does so silently and overtakes any defenses that the practitioner may have possessed. you remain completely unaware of his presence. The reason that someone can influence
    If a xenotheurgist has more extraordinary experiences or relies too heavily on their powers may receive access to additional murmurs (described below). Such events normally occur at the DM’s discretion but do not occur to True Xenotheurgists. your life is that their presence is known. Whether it is known to you is irrelevant. A farmer
    Any creature who acquires xenotheurgy gains a basic idea of what their powers do and how to use them but have no clue as to the dangers inherent in using such powers without research or experience. strangles a tax
    The DM may either hand-pick a murmur (see below) for a PC or roll randomly on the table below. collector in
    an alleyway, desperate to continue his terrible life of fleshy inconveniences just a little bit longer. His filthy and
    Random Murmur Assignment rotting produce has not been sufficiently exchanged with other fleshy sacks
    Spoiler
    Show
    Code:
    D20 Roll   Result
       1        Waking Dream
       2        Unbalanced Scales
       3        Endless Evolution
       4        Eternal Anathema
       5        Road to Nowhere
       6        Called from Nothing
       7        Blasphemous Avenger
       8        Soothing Insanity
       9        Reflection of Nightmare
       10       Generous Madness
       11       Sinister Persuasion
       12       Half-Heard Secrets
       13       Distant Presence
       14       Rewoven Elements
       15       Fading Whispers
       16       Abomination of Nature
       17       Insidious Pact
       18       Path of Entropy
       19       Space Between Stars
       20       Tongue from Beyond
    of water in exchange for inherently meaningless chunks of metal. Due to the farmer's folly, he is unable to
    provide the nourishment of other dead beings to the flesh sacks he possesses romantic and genetic ties with,
    Removing Xenotheurgy much less himself. Suffering from malnutrition, the tax collector
    easily overpowers the farmer and has him killed a week later through legal means, unawarer that death is a
    Xenotheurgist infects the entire essence of its practitioners, making it all but impossible to remove. An afflicted xenotheurgist of strong will can resist its pull for long periods of time but the temptation always exists and some of the energy may break free, whether they like it or not. Due to its supernatural nature, xenotheurgy is blessing suppressed within an antimagic zone. The casting of a miracle or wish spell can suppress a single murmur and its granted powers (see below) for a full year. . Even though you know not of the farmer's presence,
    However, if a xenotheurgist is made by a terrible cosmic event, it may be possible to fix things somewhat,the tax possibly reducing or eliminating the murmurs altogether. There are tales and legends of people freeing themselves from conditions that seem similar, if not identical, to xenotheurgy so there may be artifacts out there capable of the task. collector's knowledge is sufficient to influence your life. Some sages, aware of this, ponder how one's
    life can be influenced by events previously unknown. How can one's path be blocked by a tree that fell with no
    Properties of Xenotheurgy one around to see it? There are multiple theories. Some
    druids, beings who dismiss the mindless cannibalization of life in order to futilely prolong one's own as "natural",
    Murmurs, Disturbances, and Breaches are supernatural in nature, meaning that they do not provoke attacks of opportunity, have no components (verbal, somatic, material, xp, etc), can’t be countered, can’t be dispelled, ignore spell resistance, and have a 50% chance of affecting incorporeal creatures. They are, however, affected by antimagic zones. subscribe to a "web of life" theory, saying that no act is truly unobserved. Though life of the
    Incursions, on the other hand, are extraordinary abilities, meaning that they don’t affect incorporeal creatures but are unaffected by antimagic zones. smallest sort is indeed numerous, this theory is easily disproved by the
    Although energy is being siphoned from the far realms, xenotheurgy is not halted by effects that stop presence extradimensional movement (such as dimensional anchor) as the link to the far realms within the xenotheurgist’s brain is a direct, mundane link that can be pinpointed during an autopsy. This link is too small for anything of the dangerous to slip through, though small pseudonatural creatures (such as spiders) can slip into their brain. Such creatures do not hinder the functioning of the xenotheurgist. Negative Energy Plane, a place devoid of life.
    Fitting the amoral nature of the far realms, xenotheurgy is not inherently good, evil, lawful, or chaotic in nature and none of their powers have alignment descriptors. However, considering that their powers are damaging the multiverse and are driving them insane, a good share of blessed xenotheurgists lean towards chaotic and evil.
    Strangely, deities and other divine sources seem to have a blind spot when it comes to xenotheurgy. Clerics and paladins continue receiving divine aid from their patron and even when contacting their god directly (such as through a Commune spell), the deity doesn’t sense anything amiss. If the deity is directly informed of a follower’s xenotheurgy, either by the practitioner or by another follower, the xenotheurgist loses their divine power (unless said deity is nihilistic or insane). Atonement for such creatures almost always includes a quest to show their continued loyalty.

    The Price of Xenotheurgy

    Although the power that the xenotheurgist receives seem free, there are a couple of prices that must be paid. First of all, the xenotheurgist has a difficult time sleeping or meditating, even if they do not dream. The xenotheurgist must sleep or meditate an extra 2 hours to gain the benefits of a night’s rest. This is calculated after class features or magic items (a xenotheurgist with a ring of sustenance needs 4 hours of sleep, for example).
    Secondly, in order to keep the flow of “magic” constant within the xenotheurgist, their soul is sent into the far realms as is used as bait. When they die, their soul is lost to the far realms and they cannot be revived, even through the magic of a deity.
    Lastly, a xenotheurgist requires constant vigilance in order to keep their minds in check. If they fail to keep up their mental defenses, more energy forces its way out.
    There are also several risks and downsides involved with the use of xenotheurgy, all of which are discussed below.

    Components of Xenotheurgy
    Xenotheurgy is composed of four separate components: murmurs, disturbances, breaches, and incursions. Any xenotheurgist has access to at least one example of each. Descriptions of each can be found below.

    Murmurs:
    Murmurs are the representation of a xenotheurgist’s link to the far realms. In their weakest form, they rarely extend beyond a xenotheurgist’s mind. As a murmur’s level increases, the link strengthens and warps the xenotheurgist in both mind and body. At the peak of a murmur’s strength, the xenotheurgist is completely overwhelmed by the link and lets loose a flood of unearthly energy upon the world around them.
    In game terms, murmurs superficially resemble a cleric’s domains. Each one has some abilities in its own right and grants access to a series of breaches (the xenotheurgy equivalent of spells, as detailed below). That is where the similarity ends.
    Murmur Levels: Unlike a domain’s granted ability, murmurs possess 7 levels. At 1st level, the effects are minor, so much so that they have no real game effect (though they can be role-played). At 2nd through 6th level, each murmur grants a couple of bonuses and penalties, the size of which depends on the level. At 7th level, the xenotheurgist is rendered nearly or completely useless as they release all of their active incursions simultaneously (see below).
    Murmur levels are raised by using murmurs or by refusing to use incursions. On the other hand, reducing their level is difficult. At the end of each week (or each day for a true xenotheurgist), a xenotheurgist can descrease the level of a single active murmur by 1. A casting of limited wish, wish, or miracle can decrease the level of a single murmur by 1 (no saving throw). No murmur can be reduced below 1st level.
    Active and Inactive Murmurs: Even if a character gains access to more than one murmur, they can only have one murmur active at a time. Characters with the Sanity Forsaken feat (below) may have two active murmurs and true xenotheurgists may have three (four if they have taken the Sanity Forsaken feat). A character may only gains the effects of their active murmurs and can only use incursions and breaches gained from through their active murmur(s). Once per week, a character can replace a 1st-level murmur with another after receiving 10 hours of sleep and/or rest (true xenotheurgists may do so as often as once per day).
    Identifying Murmurs: Although a murmur is usually internalized, peculiarities of character and certain personality traits have been linked with each murmur. A DC 20 Sense motive check against a xenotheurgist reveals that something is odd. After succeeding on this check, a DC (32- murmur level x 2) Knowledge (the planes) check is needed to identify a specific murmur. One such check is made against each active murmur.

    Disturbances
    Whereas murmurs are internalized changes, disturbances are environmental changes in response to the xenotheurgist’s presence. A xenotheurgist gains one disturbance for each murmur that they possess.
    Unlike murmurs, disturbances are weak and have no in-game effect, beyond being unsettling and being recognizable. The effects of a disturbance generally spread no further than 60 feet away from the xenotheurgist.
    As a standard action, a xenotheurgist may suppress or reactivate any number of disturbances. However, suppressing disturbances traps more of the energy within the xenotheurgist’s head. For each suppressed disturbance, the xenotheurgist takes a –1 penalty to Will saves.
    Identifying a xenotheurgist by their disturbances is difficult as they aren’t being visibly emanated from them. However, for each active disturbance, it becomes clearer that the xenotheurgist stands at the center of the effects. Identifying the xenotheurgist as the source of one or more disturbances requires a DC (36 – 2 x number of active and observable disturbances) Spot check.
    At whim of the DM, disturbances may be rolled for at random on the table below or be hand-selected. For abilities that say one thing or another happens (such as something becoming hotter or colder), the xenotheurgist chooses one.
    100 Possible Disturbances
    Spoiler
    Show
    1: the air in the area seems a few degrees warmer or cooler than it should.
    2: items in the area seem a few degrees warmer or cooler than they should.
    3: all natural portals (doors, windows, etc.) seem to stick for a moment before opening.
    4: a barely audible whisper constantly fills the area.
    5. all voices seem to gain an echo in the area.
    6: all sounds see a few octaves higher or lower than they should.
    7: dust, soil, and sand constantly blow along the floor as if kicked up by wind.
    8: reflective surfaces seem to show completely different images for a brief moment when seen in one’s peripheral vision.
    9: the ground always seems to be slightly shaking within the area.
    10: something about people in the area doesn’t seem quite right.
    11: the peripheral vision of people in the area extends a bit further than it should.
    12: every speaking person in the area hears a whispered version of their voice muttering something else.
    13: ambient sounds in the area other than intelligible speech seem somehow muted or amplified in the area.
    14: anyone entering or leaving the area momentarily forgets what they are doing.
    15: sleeping creatures in the area toss and turn in their sleep.
    16: diminutive and smaller vermin not in swarms wake up and leave whatever hiding places they occupy but take no further action, even to defend themselves.
    17: all objects seem to be a little bit heavier or lighter within the area.
    18: all sources of light seem a bit brighter or dimmer in the area.
    19: animals seem a bit excited or calm while in the area.
    20: plants start leaning towards or away from the nearest living thing in the area.
    21: all creatures feel a bit happier or more depressed within the area.
    22: all creatures feel a bit more or less healthy in the area.
    23: glass starts to frost or fog over a bit within the area.
    24: the taste of food seems a bit strange within the area.
    25: creatures find the volume of their voice increased or decreased within the area
    26: creatures within the area feel as though they are being watched
    27: creatures in the area looking up at the sky see a slightly different image from those on the outside.
    28: perception of time seems to slow down or speed up a bit within the area.
    29: mundane examples of good or bad luck become more common within the area.
    30: creatures within the area get small headaches.
    31: scents become slightly stronger or weaker within the area.
    32: all creatures entering or leaving the area cough, sneeze, or hiccup.
    33: the fingers and toes of those within the area become a bit longer or shorter.
    34: the hair and clothes of those in the area are tossed about as if by some unseen wind.
    35: creatures in the area always seem to be walking uphill or downhill.
    36: small plants seem dead and brown while within the area.
    37: creatures in the area start losing their hair, if any.
    38: shadows seem slightly different from the objects casting them within the area.
    39: all creatures seem a couple inches taller or shorter within the area.
    40: all creatures seem to weigh 10% more or less within the area.
    41: objects within the area are more prone to become dirty.
    42: dead plants seem more vibrant and alive within the area.
    43: the ground seems more slippery within the area.
    44: a general sense of danger and foreboding hangs in the air.
    45: all things looked tinged a particular color within the area.
    46: all creatures in the area can see slight resemblances to themselves in all other creatures.
    47: all creatures in the area have a brilliant idea that is stuck on the tip of their tongues.
    48: creatures look more inconspicuous or more suspicious in the area.
    49: all creatures in the area experience a constant feeling of déjà vu
    50: the clouds always seem more ominous from within the area.
    51: all objects seem a bit more damp or dry within the area
    52: all creatures in the area feel a bit of homesickness, even if they are home.
    53: every now and then, a creature feels a quick and sharp pain.
    54: small bits of blood appear anywhere and everywhere throughout the area.
    55: a barely audible alien melody plays through the area.
    56: creatures within range seem to breathe at twice the normal rate. This does not penalize holding one’s breath.
    57: bits of dust, rubble, leaves, and similar detritus finds its way into places where it shouldn’t within range, such as within sealed containers.
    58: creatures within the area seem to smile or frown more often than normal.
    59: creatures within range crave a particular (and likely disgusting) form of food or drink
    60: shadows within the area seem longer and more threatening.
    61: creatures within range tend to overestimate or underestimate their abilities.
    62: all creatures within range have an approximate idea of the time (within 1d4 hours), even without visual cues
    63: creatures within range feel a constant but minor pain.
    64: creatures within range shudder whenever their name is mentioned by another creature within range
    65: footprints and tracks seem more or less deep within the area
    66: If left unattended and unwatched for any period of time, small bites disappear from food in the area.
    67: everything outside of the area looks dangerous and foreboding to those within the area.
    68: the dreams of those within range are disturbing and strange but are thankfully quickly forgotten.
    69: rain or snow precipitates very lightly throughout the area.
    70: at random time intervals each day, laughter or crying can be heard coming from the area.
    71: creatures injured within range bleed greenish sludge instead of blood.
    72: the eye or hair color of those within the area changes to a specific color.
    73: whenever two creatures within range make contact with each other, both can hear a heartbeat (even if neither creature possesses a pulse).
    74: even the most innocuous of actions somehow seems more sinister within range.
    75: all objects in the area appear to have alien symbols faintly drawn upon them, only noticeable with close examination
    76: ranged weapons used in the area seem to follow alien arcs as they fly through the sky.
    77: creatures within range find themselves dragging their feet along the ground or nearly skipping as they walk.
    78: creatures in the area become sleepier or more energetic
    79: the teeth of all creatures in the area seem unusually pointed, even needlelike.
    80: all creatures within range look very familiar to all other creatures within range, but only for a brief moment.
    81: the thoughts of all creatures in the area keep returning back to a single word or phrase.
    82: any creature within range who uses a divination effect or the Sense Motive skill briefly sees an image of a disturbing silhouette.
    83: creatures within range feel more or less talkative than normal.
    84: magical effects begin to fizzle for a moment upon entering the area before resuming as though nothing had gone wrong.
    85: creatures within range can sometimes feel something moving around inside their stomachs.
    86: all colors within range seem washed out or more vibrant.
    87: all creatures feel a sense of impending doom for a moment when entering the area.
    88: all objects and creatures in the area seem to fall a bit slower or faster than normal.
    89: stitches and healed wounds appear on all creatures within range, as if they had recently gone through a surgery.
    90: creatures in the area feel more or less hungry than normal.
    91: creatures in the area can sometimes see their reflection in unreflective surfaces.
    92: within the area, small buzzing insects like flies and mosquitoes always seem to be buzzing around people’s ears.
    93: all creatures in the area seem to be chained to the ground by illusory iron chains, ropes, or similar bindings.
    94: occasional shadows appear in the area that have no source. When the source of the shadow is looked for, the shadow vanishes.
    95: creatures within range seem cleaner or dirtier than normal.
    96: creatures within the area never need to blink and sleep with their eyes open.
    97: emotion is drained from the voices of those within range.
    98: small furry creatures seem to run about, seen in the corners of the eye. They cannot be caught and disappear if investigated
    99: the blood of creatures in the area doesn’t clot. It continues flowing through a wound until it simply resumes its proper flow.
    100: the world within range seems a bit like a shattered mirror. Though it is possible to see where you are going, all angles and lines are disconnected and broken.


    Breaches:
    Each murmur grants access to a number of breaches, supernatural abilities that can be used at will. Breaches are the closest approximation that a xenotheurgist has to spells, being split into 6 breach levels as spells are split into 9 spell levels.
    Breach Requirements: The maximum level of breach that a xenotheurgist can access is dependant on their xenotheurgy level (see below), as are the effects of several breaches. A xenotheurgist’s xenotheurgy level equals their Hit Dice (including racial Hit Dice).
    To use a breach, the level of the murmur granting it must equal or surpass its breach level, reflective of how more energy is needed to fuel such powers.
    Using the Breach: Whenever a breach is used, the xenotheurgist must make a Will Save against its save DC (see below). If they succeed, they gain a single warp point. If they fail, the level of the murmur granting that breach increases by one immediately after using the breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic item would prevent this.
    Breaches are usable at will and take a standard action to use. The Save DC of the Breach is 10 + Breach Level + 1/2 the level of the murmur granting the breach.
    Warp Points: The strain of using breaches can wear down even the hardiest of minds over time, represented here by warp points. Though this instability increases the potency of breaches, it reduces the control that a xenotheurgist has over them. For every two Warp Points that a xenotheurgist possesses, increase the Save DCs of their breaches by +1. This bonus to the DC may not exceed the ability modifier that you add to Will saves (the Wisdom modifier of most afflicted xenotheurges). If you acquire a warp point by using a breach, do not add this bonus to the save DC of that breach. Unless otherwise noted, Warp points last until the xenotheurgist recieives a full ten hours or sleep (or relaxation if sleep is not needed for their race).

    Distortions: Apart from meta-breach feats that some xenotheurgists have learned to use, there are two primary means of distorting breaches that all xenotheurgists can use. Using either of these means automatically grants the xenotheurgist 4 warp points immediately after the breach is used and all decisions for it are made (or only 2 if they are a true xenotheurgist). A xenotheurgist may only apply a single alteration to a single breach each round.
    • Hastened Xenotheurgy: By using this alteration, a xenotheurgist may use a breach as a move action.
    • Empowerment: All breaches possess a more powerful version described in their entry, a version only accessible through the use of this alteration.

    Recognizing Breaches: recognizing a breach as what it is requires a DC 30 Knowledge (the planes) check. If at least one of the xenotheurgist’s murmurs has been identified, the DC is reduced to 20.
    Recognizing a specific breach requires a Knowledge (the planes) check with a dc of 25 + breach level.

    Maximum Breach Level by Xenotheurgy Level
    Code:
    Xenotheurgy Level   Maximum Breach Level
         1st-3rd                 1st
         4th-6th                 2nd
         7th-9th                 3rd
         10th-12th               4th 
         13th-15th               5th
         16th-20th               6th
    Incursions
    The final ability that each murmur grants is a single incursion, a massive wave of aberrant energy using the xenotheurgist as a catalyst. This massive way of energy always fights to break free, using any opportunity it can get.
    Learning Incursions: Whenever a xenotheurgist gains access to a murmur, they select any incursion. That incursion is now assigned to that murmur. A single incursion may not be chosen more than once in this way. The incursions belonging to active murmurs are called active incursions.
    Using Incursions: Using an incursion is a full-round action. All incursions last for 24 hours. Though they can’t be ended prematurely, the effects of one incursion replace those of the last. While an incursion is in use, the xenotheurgist’s senses and personality are pushes aside by the waves of energy, imposing a penalty to all Wisdom- and Charisma-based skill checks and ability checks equal to their Hit Dice.
    Effects of Incursions: Though each incursion has different effects, all of them function in a similar manner. They are large emanations centered on the xenotheurgist. Like a cerebrotic blot, each incursion has a small marrow area and a larger periphery area (which includes the marrow area). The power of an incursion depends on the highest level of breach that the xenotheurgist can access.
    The Fight for Release: Although a xenotheurgist can simply choose to not use incursions, doing so can drive them insane. At the end of each day in which a xenotheurgist has not used any incursion, they must make a will save (DC 15 + highest level among active murmurs) or have the level of all active murmurs increase by 1. For each consecutive day in which this save is made, increase the DC by +1.
    Incursions have other ways to break out as well. While a xenotheurgist is reduced below 0 hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity spell), or has a seventh level murmur, they constantly emit all active incursions. These incursions end as soon as none of these conditions are met any longer.
    Identifying an Incursion: a DC 15 Wisdom check reveals to a creature that they have entered the periphery or marrow of the incursion. Similarly, a DC 15 Wisdom check made while possessing a line of sight with the xenotheurgist reveals them to be the source.
    Last edited by Realms of Chaos; 2012-03-10 at 05:39 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  3. - Top - End - #3
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    TRUE XENOTHEURGIST

    ”I still don’t see why you stand in my way. This multiverse is so small and fragile that it could break at any moment. How could you oppose the painless death I offer it?”
    -Teria Gerdrew, True Xenotheurgist

    Between the stars and beyond reality lies the unfathomable space known as the far realms of insanity. Our multiverse is as nothing before the power and size of what lies beyond. As if alive, the far realms seeks to corrupt and destroy our multiverse, using all means at its disposal.
    As irony would have it, one of the greatest tools at the far realm’s disposal happens to be us. The very tether keeping the far realms linked to us, after all, is the knowledge of its existence. Carefully leaked forbidden lore and large-scale invasions by those living in that realm keep the knowledge alive and circulating.
    Those who dive a bit too deep, however, become even more useful. Whether they like it or not, they are filled with otherworldly powers, becoming a champion for all that seeks to unravel our world. Some try to suppress this power, others embrace it fully, and a few set forth to master it, to take control of the power that seeks control of them. These few people are the true xenotheurgists. They may be our demise…or our last hope.

    MAKING A TRUE XENOTHEURGIST
    Due to limitations of murmurs, the true xenotheurgist are limited in their role and cannot adapt as quickly as other casters. However, they have a complement of supernatural powers that they can use at whim, even if doing so would seem a bit risky. By using different combinations of murmurs, a true xenotheurgist can nearly imitate nearly any style of spellcasting, even though they will always lack a bit of raw power.
    Abilities: Xenotheurgists are a varied lot, with few similarities between them. One may embrace insanity with raw force of personality while another tries to control his power through study and vigilance and a third simply meditates to calm their troubled mind. Most xenotheurgy is more reliant upon the levels of murmurs than any single ability score. That said, Dexterity and Constitution both aid with the very important job of keeping the xenotheurgist alive.
    Races: Among races, humans are the most likely to read a forbidden tome, pick a fight against horrible monsters, or stick their heads through the wrong portal. Due to this and a high level of ambition among humanity, human xenotheurgists are among the most common. Elves are also one of the more common races to take this path, though many wrongly associate these elves with the elder elves who first created the Vast Gate. Halflings are another honorable mention, many of who figure their run of racial luck will let them outrun insanity.
    Though uncommon among savage races, some monstrous races such as mindflayers and the Zern (MM IV) have become quite skilled at the art. In the case of mindflayers, entire incursions can be hidden from the surface world in the deepest reaches of the Underdark.
    Alignment: There are truly three types of true xenotheurgists. The first type rushes into insanity with reckless abandon, knowing that their powers can’t actually kill themselves and pushing themselves a bit further than is wise. These xenotheurgists lean towards chaotic alignments. The second type simply tries to balance out the random energies in their head through reflection and meditation, doing what they think they can and no more. These xenotheurgists lean towards neutral alignments. The third type is scholarly, trying desperately to quash any control that the far realms has over them and keeping some power in reserve at all times. These xenotheurgists lean towards lawful alignments. In regard to matters of good and evil, it really all comes down to the individual. Some seek to stop the far realms from doing more harm, using fire against fire. Others seek to corrupt and consume the world. The vast majority fall between these extremes, using their powers as an extension of themselves.
    Starting Gold: 5d4 x 10 gp (125 gp)
    Starting Age: As rogue


    Class Skills
    The True Xenotheurgist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
    Skill Points at 1st Level: (4 + Int modifier) X 4
    Skills Points at Each Additional Level: 4 + Int modifier

    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Murmurs

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Disturbance, Pull from Beyond, Unearthly Will|
    3

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Disturbance, Subverted Insanity 1/day|
    4

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Lesser Harbinger’s Mark, Never the Same|
    4

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Disturbance, Subverted Insanity 2/day|
    5

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Lesser Harbinger’s Mark, Never the Same|
    5

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bonus Feat, Disturbance|
    6

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Lesser Harbinger’s Mark, Never the Same|
    6

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Disturbance, Subverted Insanity 3/day|
    7

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Harbinger’s Mark, Never the Same|
    7

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Bonus Feat, Disturbance|
    8

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Harbinger’s Mark, Never the Same|
    8

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Disturbance, Subverted Insanity 4/day|
    9

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Harbinger’s Mark, Never the Same|
    9

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Bonus Feat, Disturbance|
    10

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Greater Harbinger’s Mark, Never the Same|
    10

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Disturbance, Subverted Insanity 5/day|
    11

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Greater Harbinger’s Mark, Never the Same|
    11

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Bonus Feat, Disturbance|
    12

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Greater Harbinger’s Mark, Never the Same|
    12

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Disturbance, Otherworldly, Subverted Insanity 6/day|
    13
    [/table]

    CLASS FEATURES
    As a true xenotheurgist, your role is to use judgment in using your breaches. Your role in the party may be determined by your murmur, the breaches it grants, or the incursions that you risk using. As you level up, you gain access to more murmurs, can use some of your powers with little to no risk, and slowly transform into an alien being.
    Weapon Proficiencies: As a true xenotheurgist, you gain proficiency with all simple weapons and with light armor but not with shields.

    Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far realms made by causal knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first level is insufficient to grant any game effects and the seventh overpowers the senses, rendering you all but useless. Otherwise, all murmurs grant a static penalty and penalty, the size of which depends on the murmur’s level. Furthermore, each murmur grants access to a small list of breaches and to a single incursion of your choice (no incursion may be learned more than once).
    The number of murmurs that you have access to is given on the table above. At any given time, you may only have three active murmurs. Up to once per day, after 10 hours of rest and/or sleep, you may exchange a single first level active murmur for an inactive one.
    At the end of each day, you may reduce the level of a single active murmur you possess by 1 (to a minimum of 1). A limited wish, wish, or miracle can also forcibly decrease the level of a murmur by 1 (no saving throw).
    You pay a steep price for the power that they wield, however. You requires two extra hours of sleep or meditation each night. Furthermore, you cannot be brought back from the dead by any means, including divine intervention.

    Disturbance (Su): You gain a number of disturbances, supernatural alterations to the world around you. Unlike murmurs, disturbances have no in game effect other than letting others locate you and being generally odd. The effects of a disturbance generally spread no further than 60 feet away from you.
    It is possible to suppress disturbances but doing so traps more of the chaotic energies within your head. For each suppressed disturbance, you take a –1 penalty to Will saves. As a standard action,you may suppress or reactivate any number of disturbances.
    You gain three disturbances at 1st level and gain an additional disturbance at 2nd level and every even level afterwards. The DM may either allow you to choose one from the list (see the above post) or roll randomly.

    Breaches (Su): Each murmur grants access to a number of supernatural abilities called breaches. Breaches are split into breach levels that behave like spell levels. Your xenotheurgy level dictates the highest level of breach that you can access, as given on the table below. Furthermore, to use a breach, the level of the murmur granting it must equal or surpass its breach level.
    Whenever you use a breach, make a Will Save against its save DC (DC 12 + Breach Level + Murmur level of the murmur granting the breach). If you succeed, you gain a warp point. If you fail, the level of the murmur is increased by one immediately after using the breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic item would prevent this.
    Breaches are usable at will and take a standard action to use. As mentioned in the above post, however, they can be distorted in a way that empowers them or that allows them to be used as a move action.

    Maximum Breach Level by Xenotheurgy Level
    Spoiler
    Show
    Code:
    Xenotheurgy Level   Maximum Breach Level
         1st-3rd                 1st
         4th-6th                 2nd
         7th-9th                 3rd
         10th-12th               4th 
         13th-15th               5th
         16th-20th               6th


    Incursions (Ex): Each murmur grants access to a single incursion, a wave of aberrant energy that endlessly tries to force itself into the world through you. Incursions are extraordinary abilities and allow no saving throw. All incursions are large emanations centered on you. Much like a cerebrotic blot, each incursion has a large periphery area and a smaller marrow area. They last for 24 hours. Incursions cannot be ended prematurely but the effects of one incursion replace those of the last. Using an incursion requires a full-round action. The power of an incursion depends on the highest level of breach available (regardless of whether your murmurs are of high enough level to use such breaches).
    Even if you don’t wish to use an incursion, failing to use one can drive you insane. At the end of each day that you do not use any incursions, they must make a will save (15 + highest level among active murmurs) or have the level of all of your active murmurs increased by one. For each consecutive day in which this save is made, increase the DC by +1.
    Failing that, incursions can sometimes force their way out. While you are reduced below 0 hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity spell), or has a seventh level murmur, they constantly emit all incursions that they have access to.
    While using an incursion, your senses and personality are pushed aside by the waves of aberrant energy, imposing a penalty to all wisdom and charisma-based skill checks and ability checks equal to your xenotheurgy level.

    Pull from Beyond (Su): As you gain power, energies from the far realms start keeping you alive. You remain alive until your hit points reach –10 –5 hit points/breach level you have access to (to a maximum of –40 hit points when you can access 6th level breaches). If you have access to abilities that keep you conscious under 0 hit points, they stop functioning at –10 hit points.

    Unearthly Will (Ex): You gain Unnatural Will (see below) as a bonus feat. If you add your Charisma modifier to modify Will saves, double the bonus that your warp points add to the save DC of your breaches. If you add your Intelligence modifier to Will saves, halve that bonus instead (round up).

    Subverted Insanity: As you grow in power, you develop a deep reservoir of mental energy that you can call upon to keep yourself sane. Starting at 2nd level, a number of times per week equal to your class level, you may gain a +5 bonus to the will save you make for using a breach.
    Furthermore, once per day plus once per every 4 class levels they possess, you may use a single breach without risk of increasing your murmur level.

    Never the Same (Ex): As time goes on, you gradually transform into something more than what you once were. At 3rd level and every odd level afterwards, choose a single skill in which you have at least 1 rank. You gain a +1 bonus in skill checks using that skill as your body deforms in some way. You decide the precise nature of the deformity (or improvement) but it should be related with the selected skill. These bonuses stack with each other, making the deformity more pronounced each time.

    Lesser Harbinger’s Mark: In addition to warping your body, energies from the far realms grant you a bit of strength as well, strength that can manifest in a variety of ways. At 3rd level, and again at 5th and 7th level, choose one of the abilities listen below. None of these abilities may be taken more than once.
    Mental Acuity (Ex): Your mind is stronger than most. You gain a +1 bonus to Will saves and whenever you may a successful will save against an effect that would affect you partially on a success, you instead ignore that effect altogether.
    Extra Subverted Insanity: You gain an extra daily use of your subverted insanity class feature.
    Martial Training: To lower your reliance on breaches in combat, you have taught yourself some more martial skills. You gain proficiency with martial weaponry, medium armor, and shields (but not with tower shields).
    A Bit of Luck (Su): Using the conflicting energies within your head, you can alter probability in your favor. Twice per day, you may reroll any unsuccessful saving throw. You must take the result of the reroll, even if it is worse than the original.
    Suppress the Voices (Ex): For a total number of rounds per day equal to your class level, you may reduce the level of a single murmur by 1. This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action.
    Control the Flow (Ex): By concentrating, you can increase or decrease the flow of energy through your body. As a swift action, you may grant yourself up to two warp points or ignore up to two warp points for a number of rounds equal to your xenotheurgy level. Using this ability a second time ends the duration of the first application.
    Improved Suppression: You can suppress disturbances with less mental disruption. You take a penalty to Will saves equal to half of the disturbances suppressed (rounded up).
    True Alteration: Your form warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
    Canny Xenotheurgist: The whispering voices in your head are granting you insights into the world around you. Starting at the level when this ability is chosen, each class level of true xenotheurgist grants you an additional 2 skill points. Furthermore, add two skills of your choice to the skill list of the true xenotheurgist.

    Bonus Feats: At 6th level and every 4 levels afterwards, you gain a bonus feat, chosen from feats in the following post

    Harbinger’s Mark: As you become stronger, the power that you siphon form the far realms increases as well. At 9th, 11th, and 13th level, choose one of the abilities listed below or from the list of Lesser Mark of the Harbinger abilities that you have not already selected. These abilities may not be selected more than once.
    Slippery Mind (Ex): The flow of energy through your head makes it harder for outside sources to control your thoughts. If you are affected by an enchantment spell or effect and fail your saving throw, you may attempt it again 1 round later at the same DC. You gain only this one extra chance to succeed on the saving throw.
    Subvert More Insanity: You gain an extra daily use and an extra weekly use of your subverted insanity class feature.
    Mad Skill Mastery (Ex): The murmurs flowing through your mind grant you a bit more talent with your skills. You may take 10 when making any skill check that at least one of your active murmurs grants a bonus to, even if stress or distraction would normally prevent this.
    Ignore the Voices (Ex)): Requires Suppress the Voices: for a total number of rounds per day equal to your class level, you may completely ignore the effects of an active murmur (this does not prevent you from using breaches). This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action. These rounds stack with those gained from Suppress the Voices.
    Abundance of Luck (Su): Requires A Bit of Luck: Your good fortune with resistance effects and controlling your breaches is magnified. You gain an additional number of rerolls per day equal to the ability modifier that is added to your Will save.
    Conscious Incursion: Your senses and personality still rise to the surface even while using an incursion. The penalty to ability checks and skill checks while using incursions is reduced by an amount equal to half of your xenotheurgy level (rounded down).
    Incursion’s Protection (Ex): While you are insane, are under 0 hit points (but are alive), or possess a 7th level murmur, the energies that you are forced to release help to defend you. You gain Damage Reduction 5/- and Energy Resistance 5 against acid, cold, electricity, fire, and sonic damage while in such a state.
    True Transformation: Your body warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
    Emulate Magic (Su): Although true magic isn’t what a xenotheurgist does, xenotheurgy comes close enough to emulate magic at times. You may use spell trigger and spell completion items as a spellcaster of your effective xenotheurgy level. For this purpose, you are treated as having access to every spell list and as being every type of caster (wizard, cleric, bard, etc.)

    Greater Harbinger’s Mark: As you reach the pinnacle of your strength, your skill with xenotheurgy seems nearly as unearthly as the magic itself. At 15th, 17th, and 19th level, choose one of the abilities listed below or from the list of Lesser Harbinger’s Mark or Harbinger’s mark abilities that you have not already selected. These abilities may not be selected more than once.
    Hold off Insanity: You gain one extra daily use and two extra weekly uses of your Subverted Insanity class feature.
    Eyes Unclouded (Su): You see the world as it truly is, as if under the perpetual effects of a true seeing spell.
    Hidden Anathema (Su): You are concealed from all forms of divination. Spells that would detect your presence, read your thoughts or emotions, find information about you, or discern your location fail. Divinations peering into the future do not take you into account and scrying effects are unable to detect you (though they can display the scene around you as if you weren’t there). Even epic or divine uses of divination meet with this failure.
    Unhindered Incursion: Requires Conscious Incursion: you take no penalty to ability checks and skill checks while using an incursion.
    Gift of the Far Realms (Su): Requires xenotheurgy level 17 or higher: once per week, you may either call upon beings from the far realms and entreat a miracle effect or force your control upon the energies in your head and make a wish effect. Either way, this ability requires the normal XP cost and raises the level of all active murmurs by one.
    Wings of Heresy (Ex): You grow tainted and warped wings, granting you a fly speed of double your land speed (perfect maneuverability).
    Pass on the Blessing/Curse (Su): By spending one week with another creature talking about the far realms and engaging in no more than light activity, you can ensure that they gain xenotheurgy. You may elect to give them access to one of the murmurs that you possess or you may decide randomly (as on the table above).
    True Ascension: Your entire form is altered, increasing your capabilities. Increase a single ability score of your choice by 1.
    Quick Alteration: You can change the abilities you have available with great haste may exchange active murmurs above 1st level. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.

    Otherworldly (Ex): Like it or not, a true xenotheurgist is changed by the far realms. At 20th level, they become a being almost completely of its design. Your creature type changes to outsider (do not recalculate hit points, skill points, base attack bonus, or saving throws) and gain darkvision out to 60 feet. You gain a +2 bonus to the ability score whose modifier is added to your Will saves.

    True xenotheurgists and multiclassing: Generally speaking, most true xenotheurges start as members of their class although a player may multiclass into true xenotheurge with consent of their DM. In such a case, the true xenotheurge uses the higher value of the murmurs they gain according to their level and the number of murmurs that they have already acquired.
    Multiclassing requires training in multiple different fields, something that excites the contradictory energies in a true xenotheurgist’s head. For each class beyond the first that any xenotheurge (including afflicted/blessed xenotheurges) possesses, the xenotheurge takes a –2 penalty to all Will saves.

    Example 1: John is a level 1 true xenotheurgist who just reached 1,000 XP. If John chooses to take a level in rogue (or any class other than true xenotheurgist), John takes a permanent -1 penalty to all will saves. After taking that level in rogue, John can take any number of levels in either true xenotheurgist or rogue without more of a penalty but taking levels in a third class, whether a base class or prestige class, would increase the penalty to -2.
    Example 2: Dave is a level 1 Rogue (afflicted xenotheurge). As Dave has levels in only one class, Dave doesn't take any will save penalty. If Dave takes a level in any other class, however (even true xenotheurge), they take a -1 penalty (or more if they take levels in more than one other class).
    Example 3: Jennifer is a level 1 Cleric/level 1 Rogue who became an afflicted xenotheurge since they last gained a level. Even though she hasn't selected any new classes since becoming a xenotheurge, Jennifer takes a -1 penalty to will saves for possessing levels in 2 classes.

    PLAYING A TRUE XENOTHEURGIST
    Your power is simple and easy to access, but you must always be careful. A single odd movement or momentary lapse in concentration could turn the area into a nightmarish parody. Those who see you will likely fear you. Those who know what you are will likely hate you. You are well aware of this but you must keep pressing forward. The stronger you become, the better control you achieve.
    Your magic comes easily for you, energy from the far realms siphoned from your mind. In fact, the difficulty comes not in calling your energy but in only letting it out in small bursts. As this strain presses your to the brink of insanity, you are forced to reserve your power…or lose your mind.
    Others like you probably exist somewhere. You are fairly certain that you’ll know them when you see them. Their power, after all, isn’t something easily concealed. The vast variety in ethos among your brethren likely stops you from seeking them out, however. Another true xenotheurge may see you as an abomination or as an object to sacrifice. Blessed and afflicted xenotheurges are little better. Though they may desire your aid, blessed xenotheurges will lust after your power and afflicted xenotheurges may grow to hate what they have become…and you.
    Travel is a necessity in the lives of most true xenotheurges. A few try to stay in underground caverns or in large forests, where their incursions won’t harm anyone. Time and time again, however, someone discovers the incursion and the xenotheurge is run out of their home. Most xenotheurges travel significantly more often, seeing adventure as a change to learn more about their power and to master it. Though it is impossible to completely control, most xenotheurges seek this goal of mastery, if not control.

    RELIGION:
    Strangely, xenotheurgy and religion don’t clash as much as most would expect. Some xenotheurgists gain divine aid from their god as a paladin or cleric. Even the forces of nature that lend power to a druid seem unable to discern that something is amiss if they gain xenotheurgy.
    Some of the darker xenotheurgists worship dark gods of madness and corruption, such as Thurizdun. Others choose to worship gods as it helps give them faith, although they are disheartened by the fact that they aren’t bound for any afterlife (if they are aware of this particular fact).
    Religious organizations don’t have any particular hatred for xenotheurgy (beyond the intense hatred that all sane beings have for it) but are organized structures capable of quickly arming a response against discovered xenotheurgists.

    OTHER CLASSES:
    Most sane beings are quick to hate xenotheurgy once they understand what it is and how it works. A true xenotheurgist, however, can truthfully say that they have more control over their powers than most practitioners. So long as they are diligent and don’t hold their compatriots back, any true xenotheurgist can win the grudging toleration (if not respect) of those that they travel with.

    COMBAT:
    Although some true xenotheurgists train themselves in the art of warfare, most are relatively inept at combat, fighting about as well as clerics without proficiency in shields or medium and heavy armor. Though largely unable to account for this weakness, most xenotheurgists don’t expect to fight in the front-lines.
    A true xenotheurgist gains the breaches of three murmurs at a time. In this way, you may be able to help in multiple facets of combat or be unable to meaningfully help at all, depending on the murmurs and the situation. However, in most cases, there will be at least something for you to do.
    A true xenotheurgist only gains a certain number of “safe” breaches that they can use each day. It is your job in combat to use these breaches carefully and to think of whether additional breaches are worth the risk.
    In extreme situations, it may be helpful foryou to use an incursion, though you should remember that it will be active for the next day.

    ADVANCEMENT:
    At first glance, the opportunity for multiclassing is astounding. So long as you possess at least one level in true xenotheurgist, your murmurs gain all benefits of being on (rather than being an afflicted/blessed xenotheurgist). Furthermore, taking levels in other classes increases the maximum level of breach that you can use.
    However, this may not be as beneficial as it first appears. Taking levels in true xenotheurgist grants you more breaches per day and per week that can be used in at least relative safety. Also, since higher level breaches require higher-level murmurs, save DCs raise quickly for more powerful breaches, making them riskier to use without such safety nets.

    HUMAN TRUE XENOTHEURGIST STARTING PACKAGE:
    Armor:Leather Armor (+2 AC, armor check penalty –1, speed 30 ft., 15 lb.)
    Weapons: Sickle (1d6, crit x2, 2 lb., light, slashing).
    Heavy crossbow (1d10, crit 19-20/x2, rang inc. 120 ft., 8 lb., piercing).
    Skill Selection: Pick a number of skills equal to 5 + Int modifier
    {table=head]Skill|Ranks|Ability|Armor Check Penalty

    Bluff|
    4
    |
    Cha
    |
    --

    Craft|
    4
    |
    Int
    |
    --

    Disguise|
    4
    |
    Cha
    |
    --

    Escape Artist|
    4
    |
    Dex
    |
    -1

    Intimidate|
    4
    |
    Cha
    |
    --

    Knowledge (arcane)|
    4
    |
    Int
    |
    --

    Knowledge (history)|
    4
    |
    Int
    |
    --

    Knowledge (the planes)|
    4
    |
    Int
    |
    --

    Sense Motive|
    4
    |
    Wis
    |
    --

    Spellcraft|
    4
    |
    Int
    |
    --

    Use Magic Device|
    4
    |
    Cha
    |
    --
    [/table]

    Feat: Iron Will
    Bonus Feat (human): Improved Initiative
    Gear: Backpack with waterskin, one day’s trail rations, bedroll,sack, and flint and steel. Three torches. Case with 10 crossbow bolts.
    Gold: 2d4 gp

    TRUE XENOTHEURGISTS IN THE WORLD
    She reduced my entire town to madness in a matter of minutes. She killed our livestock, ruined our crops, and drove my uncle mad. We have to kill her. That woman and everyone like her must die!
    -Taek Ringer, Avenging Executioner

    True Xenotheurgists put dark and terrible secrets into the hands of players, pitting them in a battle against themselves and those who would kill them. At the same time, the energies that they use are not evil and the True xenotheurgist can very well play the part of the tragic hero…when they aren’t busy arguing with voices only they can hear.

    DAILY LIFE:
    The daily life of a true xenotheurgist widely varies. Unlike users of mystical powers, she doesn’t need to spend any time at all replenishing their power each day. Even so, many develop a series of habits that they superstitiously believe helps improve their control (or improve their raw power). If they feel as though an incursion will soon break out, they normally venture away from society and use one with a smaller range
    True xenotheurgists generally avoid followers and positions of leadership as it is hard to keep their powers secret while in a position of prominence. Even so, some more zealous xenotheurgists manage to accumulate a rough cult of followers

    NOTABLES:
    Most true xenotheurgists have a hard time avoiding notoriety, largely in part due to involuntary incursions, their appearance, or their disturbances. That said, most true xenotheurgists are hunted down and killed before they can gain any real power. However, the few who do gain power are often remembered. Alas, even those who accomplished good deeds are often remembered in the same way as one may remember a terrible giant or fearsome dragon. After enough time passes, most such xenotheurgists are forgotten or are incorrectly remembered as wizards or similar casters.

    ORGANIZATIONS:
    True xenotheurgists generally don’t meet in person when they can avoid it. Having even two in the same city doubles the odds that one of them will release an incursion and raise suspicions towards everyone. Furthermore, it is hard to make a gathering of people who all use energy that is slowly unraveling the multiverse not seem a little bit suspicious.
    Still, a couple cabals still appear now and again, either in greatly isolated areas or in towns that they have emptied out through the use of their incursions and breaches. These cabals attract wayward true xenotheurgists and even afflicted and blessed xenotheurgists seeking safety from the rest of the world that seeks to destroy them..s.

    NPC REACTIONS
    True xenotheurges are feared and hated. More than rogues, binders, hexblades, warlocks, and even dread necromancers, xenotheurgists are feared and hated. All who see them feel a momentary bit of aggression, even if they cannot tell who it is towards. This hatred, which creatures also experience while witnessing breaches, is a natural reaction of the multiverse seeking to fight off the far realms.
    To make things worse, the true xenotheurgist’s body is altered as they grow more powerful, their murmurs slightly alter their personality, and their disturbances can be, well, disturbing.
    When it is revealed how a xenotheurge gains their power, all but a few nihilistic cults are likely to become unfriendly, if not downright hostile, towards the true xenotheurge. Whether or not they control themselves, they are releasing energy that threatens the stability of all existence as we know it. This is a fact that wizard towers, churches, evil necromancers alike can agree is bad.
    Perhaps the worst thing that they have going for them is their incursions. Incursions can destroy entire towns, ruin trade lines, and make life generally miserable for everyone in the area. Even the risk of something like that occurring in the center of town is something few people would like to risk if other options are available.

    TRUE XENOTHEURGIST LORE
    Characters with ranks in Knowledge (the planes), or who have the bardic knowledge ability, can research true xenotheurgists and xenotheurgy. Though most people abhor xenotheurgy, those who know what it is usually don’t consider it dangerous to warn others about what it is. When a character makes a skill check or a bardic knowledge check, read or paraphrase the following, including the information from lower DCs.
    DC 15: There are unusual spellcasters out there called xenotheurgists, beings who gamble with their own sanity for a bit of power. It is almost universally agreed that a xenotheurgist’s magic is anything but good for the multiverse.
    DC 20: In some ways, xenotheurgy is more akin to lycanthropecy than magic, a supernatural affliction for those who have fought unusual enemies for far too long. Some being seek out this magic, others are afflicted against their whims, and a few set out to master the art.
    DC 25:the power source for xenotheurgy is a place beyond our multiverse, a place of madness and corruption known as the far realms. In truth, what they claim as magic are actually small breaches letting energies from the far realms enter our world.
    DC 30:all xenotheurgists alter the world around them, suffer from forced alterations to their own body, and can access a few supernatural powers called breaches. The worst among their powers are incursions, massive waves of energy capable of disrupting entire communities.
    DC 35: Characters who achieve this level of success can learn important details about specific binders in your campaign, organizations that may exist specifically to destroy them, or the powers of specific breaches, incursions and murmurs. Also, creatures who achieve this level of success may have pried their nose a bit too far into otherworldly matters…

    TRUE XENOTHEURGISTS IN THE GAME
    It is both easy and difficult to suddenly incorporate xenotheurgy into a game. It is difficult to reason that something that attracts so much attention was ignored or remained unknown for such a long time.
    Fortunately, there are a number of ways to solve this problem. First of all, existing xenotheurges may not be recognized as what they truly are. Disturbances can be hidden, Murmurs can be chalked up to eccentricity, and both breaches and incursions can be called magic without all but the most learned researchers raising an eyebrow. In fact, if xenotheurges are good at hiding their presence, incursions may be chalked up to natural (or supernatural) disasters, akin to a flood or earthquake.
    Alternately, it is possible that xenotheurgists are isolated in some way. Imagine a rock from the far realms, for example, that crashes into the ground of a nation and starts creating xenotheurgists. Alternately, xenotheurgists may be most common among savage species or they may be collected in large groups, either in subterranean (or extraplanar) cabals or in secret holding cells of a government or army that is rounding them up (after all, incursions work wonders for a siege).
    One last possibility is that xenotheurgy simply isn’t always common in the world. Considering that it normally requires at least one (and often more) alien, once-in-a-lifetime encounters to gain xenotheurgy, xenotheurgists are likely very rare and having all xenotheurgists on a planet or even in an entire plane die out doesn’t seem too unlikely. At a given moment, however, some event may start creating more xenotheurgists, either cosmic (such as a new portal being opened) or mundane (a recently unearthed tome being copied and distributed).

    Adaptation
    It is very easy to change the origin of a xenotheurgist’s power. Rather than hailing from the far realms, it could easily come from another unstable plane such as Limbo. Alternately, this power may be a variant of psionics, a form of insanity reflected in the world around its practitioner. In classic comic book tradition, xenotheurgy could even be caused by radioactive rays or meteorites.
    If the idea that the far realms is taking action against our world doesn’t seem quite right to you, it is quite possible that a specific entity (likely an elder evil) is granting this power. In fact, as incursions resemble signs of the apocalypse, a true xenotheurgist makes a fine ally to a coming elder evil.

    SAMPLE ENCOUNTER
    A true xenotheurgist can function as either an unusual ally or a memorable villain. In a social setting, she is likely to hold back a bit, fearing that she might draw attention. A true xenotheurgist may take great pride stalking PCs through the wilderness with an active incursion, occasionally lashing out with a breach. PCs may be surprised if they think a xenotheurgist is out of power but they keep using breaches when backed into a corner.
    EL 5: Teria Gerdrew has been slightly insane since her birth. Her best friend in childhood was Kriktep, a floating one-eyed being only she could see. Her dreams were filled with monstrous scenes and insane towns but she knew not to be afraid. These dreams were the only ones that she had ever known. The problems only began when Kriktep ordered Teria to harm her mother one day. For the first time, she argued with her best friend. The argument grew heated and fierce until the world around her seemed to break a little bit. One minute, everything was burning down. The next minute, all of the water was freezing. The people from her hamlet quickly fled and Teria was separated from her mother. Since then, Teria has been on her own, mastering her powers and doing as she pleases. Nowyoung woman, she still refuses to talk to Kriktep but is starting to believe that lies that she is fed, that this entire multiverse is truly better off dead.
    PCs may encounter Teria as she walks through a town, doing nothing wrong but keeping her incursions and disturbance active. Alternately, PCs may encounter her on one of the many errands that Kriktep tricks Teria into performing. Teria runs away if possible, using [I]cerebral mist[I] and sanctuary outside. In combat, she protects herself with unraveling of form and face and fights alongside Kriktep, the heresy elemental summoned via essence of heresy. If she encounters heavy resistance, she uses visions of emptiness to keep a foe busy and runs off, leaving Kriktep to hold off foes, if just for a few moments.

    Teria Gerdrew
    NE Female Human True Xenotheurgist 5
    Init +6, Senses: Listen +5, Spot +6
    Aura: choose five disturbances
    Languages Common, Dwarven
    ------------------------------------------------
    AC 17, touch 12, flat-footed 15
    hp 25 (5 HD)
    Fort +4, Ref +5, Will +12 (+14 against Charm effects, +8 against Teleportation effects)
    ------------------------------------------------
    Speed 20 ft. ( squares)
    Melee +1 Sickle +5 (1d6+2)
    Melee mwk dagger +5 (1d4+1/19-20)
    Base Atk +3, Grp +4
    Atk Options A Bit of Luck 2/day, Subverted Insanity 3/day
    Combat Gear 3 potions of cure moderate wounds
    Murmurs
    Waking Dream 2 (active):
    2 less hours of sleep needed, +2 to saves against Charm effects. -4 spot and listen checks, -10 speed.
    Called from Nothing 2 (active):
    2/day conjure mundane equipment worth up to 1 gp, 2/day grant ally flanking benefits for 1 attack as immediate action. –4 to saves against Teleportation effects, outsiders and elementals start one category closer to hostile.
    Path of Entropy 2 (active):
    attacks ignore 2 hardness and Fort DC of coup de grace increased by +2. Amount of food needed is tripled, healing received is reduced by 4 points.
    Insidious Pact 1 (inactive)
    Sinister Persuasion 1 (inactive)
    Breaches
    Waking Dream
    1: Echoes of the Abyss, Foe Without a Face
    2: Figment of the Dreamscape, Unraveling of Form and Face
    Called From Nothing
    1: Call from Beyond, Cerebral Mist
    2: Essence of Heresy, Invocation of Hatred
    Path of Entropy
    1: Battered by Entropy, Visions of Emptiness
    2: Sanctuary Outside, Unravel Dweomer
    Incursions
    Waking Dream
    Frozen Heart
    Called from Nothing
    Land on Fire
    Path of Entropy
    Veil of Misfortune
    -----------------------------------------------
    Abilities Str 12, Dex 14, Con 12, Int 14, Wis 13, Cha 16
    SQ Pull from Beyond (Die at –20), Unearthly Will, Never the Same (+1 Spot checks, +1 Hide checks)
    Feats Unnatural Will, Iron Will, Improved Initiative, Heightened Empowerment
    Skills Escape Artist +9, Hide +10, Intimidate +11, Knowledge (the planes) +10, Listen +5, Move Silently +9, Spot +6
    Possessions combat gear plus +1 Chain Shirt, +1 Sickle, Masterwork Dagger, +2 Cloak of Resistance, 92 gp
    Last edited by Realms of Chaos; 2011-02-04 at 09:17 PM.
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  4. - Top - End - #4
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Xenotheurgy Feats:

    Displace Incursion
    You may move an incursion around to a certain extent
    Prerequisites: ability to use incursions
    Benefits: Each round, you may move the area of an active incursion you are using by 5 feet as a move action, so long as they are still within the marrow. This ability may only be used if you are conscious and capable of using breaches.

    Improved Displace Incursion
    You can move around your incursion to a greater extend.
    Prerequisites: ability to use incursions, Displace Incursion
    Benefits: Each round, you may move the area of an active incursion you are using by 10 feet as a move action, so long as you are still within the marrow or periphery. This ability may only be used if you are conscious and capable of using breaches.

    Unnatural Will
    Your willpower is stronger than most.
    Prerequisites: access to at least one murmur
    Benefits: You use the highest of your mental ability score modifiers to your Will save in place of your Wisdom modifier. Furthermore, you gain a +1 bonus to Will saves.

    Resist Incursion
    You can resist the pull of incursions longer than most.
    Prerequisites: ability to use incursions
    Benefits: You gain a +4 bonus to Will saves made for having not used an incursion within the past day.

    Empower Breach [Meta-breach]
    You can use breaches to greater effect.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach, you may choose to empower it as a free action. All variable, numeric effects of an empowered breach are increased by one-half. Saving throws and opposed rolls are not affected. Only breaches with random variables can be affected by this feat. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Enlarge Breach [Meta-breach]
    You can extend the range of your breaches.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach with a range of close, medium, or long, you may choose to enlarge it as a free action. An enlarged breach with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range breaches have a range of 200 ft. + 20 ft./level and long-range braches have a range of 800 ft. + 80 ft./level. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Extend Breach [Meta-breach]
    You can extend the duration of your breaches.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach with a duration other than concentration, instantaneous, or permanent, you may choose to extend it as a free action. An extended breach lasts twice as long as normal. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Heighten Breach [Meta-breach]
    You can use a breach as if its breach level were higher.
    Prerequisites: ability to use breaches
    Benefits: When you use a breach, you may choose to heighten it as a free action. A heightened breach’s breach level may be increased to a number up to half of your xenotheurgy level. For the purposes of determining it’s save DC, use the higher value of the highest level of breach you can access and the heightened breach’s breach level. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.
    Heighten breach does not modify effects that function based on the highest level of breach you have access to (such as incursions or pull from beyond).

    Maximize Breach [Meta-breach]
    You can use breaches to maximum effect.
    Prerequisites: ability to use breaches, Empower Breach
    Benefits: When you use a breach, you may choose to maximize it as a free action. All variable, numeric effects of an empowered breach are maximized. Saving throws and opposed rolls are not affected. Only breaches with random variables can be affected by this feat. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Quicken Breach [Meta-breach]
    You can use breaches with a moment’s thought
    Prerequisites: ability to use breaches
    Benefit: As a free action, you may choose to quicken the next breach you use this round, allowing you to use it as a swift action. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Widen Breach [Meta-breach]
    You can increase the area of your breaches.
    Prerequisites: ability to use breaches
    Benefit: When you use a breach that makes a burst, emanation, line, or spread, you may choose to widen it as a free action. A widened breach has the numeric measurements of its area increased by 100%. After a breach has been affected by at least one meta-breach feat, it cannot be used again for 24 hours.

    Dilate Incursion
    Your incursions reach further than normal
    Prerequisites: ability to use incursions
    Benefit: the area of your incursions are doubled. This increases both the area of periphery and of the marrow.

    Incite Anger
    Your breaches incite rage in those nearby
    Prerequisites: ability to use breaches
    Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of sight with you gain a +1 bonus to their next attack roll, so long as it is made within the next round.

    Incite Rage
    Your breaches incite greater anger in those who can see you.
    Prerequisites: ability to use breaches, Incite Anger
    Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of sight with you gain a +1 bonus to their next damage roll, so long as it is made within the next round.

    Far Realms Puppet
    You can remain on your feet for far longer than normal.
    Prerequisites: Diehard, Pull from Beyond class feature
    Benefit: You do not fall unconscious when you reach –10 health, instead remaining on your feet until you would be slain (see Pull from Beyond class feature). While below –9 hit points, you may only take a single move action each round and cannot take stressful actions (such as quickened spells or breaches).

    Sanity Forsaken
    You can have more active murmurs than normal.
    Prerequisites: Access to at least two murmurs
    Benefit: You may possess one more active murmur than normal at any given time. If you are an afflicted or blessed xenotheurgist, you take a –2 penalty to all Will saves. If you are a True Xenotheurgist, you instead take a –4 penalty to all Will saves.

    Mental Cacophony
    Your mind becomes polluted with more murmurs.
    Prerequisites: Access to at least one murmur
    Benefits: You gain access to an additional murmur, gaining a disturbance (rolled for randomly or chosen) and an Incursion to go with it. You take a –1 penalty to all Will saves.
    Special: This feat may be taken multiple times but you may never possess more than 20 incursions. The penalty stacks.
    Last edited by Realms of Chaos; 2010-11-17 at 10:40 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!
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  5. - Top - End - #5
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Keeping track of xenotheurgy
    Having just made a serious change to the system, things are a lot more streamlined than they've been in the past. Even so, I admit that between murmurs, breaches, and incursions, there are a lot of rules to keep track of. This doesn’t mean that using xenotheurgy needs to slow down the game, however. In fact, I designed it (and recently re-designed it) so that it is easy to keep track of things on the fly.


    Xenotheurgy level (#)
    Highest Level of Breach Available (#)
    Days Without Incursion: (#)
    Warp Points: (#)
    (#) (Name of murmur 1)
    (1st-level breach granted by murmur 1)
    (1st-level breach granted by murmur 1)
    (2nd-level breach granted by murmur 1)
    (2nd-level breach granted by murmur 1)
    (3rd-level breach granted by murmur 1)
    (3rd-level breach granted by murmur 1)
    (4th-level breach granted by murmur 1)
    (4th-level breach granted by murmur 1)
    (5th-level breach granted by murmur 1)
    (5th-level breach granted by murmur 1)
    (6th-level breach granted by murmur 1)
    (6th-level breath granted by murmur 1)
    (incursion granted by murmur 1)
    (Repeat for each murmur after the first)
    (List of Disturbances)

    Formulas:
    Breach Save DC: 12 + Breach Level + the level of the murmur granting the breach.
    Lack of Incursion Save: 15 + highest murmur level among all active murmurs + days without incursion.

    That should summarize everything but let me expand upon it to make everything crystal clear and to make sure that you have written up everything properly. Thus, below are written the 10 simple steps to this system.

    1. Next to xenotheurgy level, replace the (#) with the sum of all hit dice you possess, including racial hit dice.
    2. Next to highest level of breach accessible, replace (#) with 1/3 of your xenotheurgy level, rounded up.
    3. Next to days without incursion, replace (#) with the appropriate number, resetting it to 0 whenever an Incursion is used for any reason.
    4. Next to warp points, replace (#) with the number of warp points you possess. You lose all warp points after recieiving a full ten hours or sleep (or relaxation if sleep is not needed for your race).
    5. Write the name of your murmur and next to it replace (#) with its level (which may often change).
    6. Under the name, write the a list of all breaches granted by that murmur and their breach levels for convenience. Include breaches that you cannot access.
    7. Repeat steps 3 and 4 for each breach you have access to.
    8. write a list of disturbances when prompted. While a disturbance is suppressed, put a checkmark next to it. You take a penalty to will saves equal to the number of such checkmarks.
    9. Circle your active murmurs to mark them as being such. When switching active murmurs, erase the circle and make a new one.
    10. Each day, reduce the (#) next to the name of a murmur by 1 if you wish.
    Last edited by Realms of Chaos; 2010-11-17 at 10:20 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

  6. - Top - End - #6
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Murmurs, part I

    Abomination of Nature
    “Fortunately, links from the far realms into our world are few and far between. The few “natural” portals, called cerebrotic blots, are quickly healed over by the natural world, a world that rejects the far realms utterly and completely.”
    -Codex Vesania, Planar Links
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You perceive all animals as giving angry glares in his your direction and sees
              plants as slightly threatening beings.
      2-6     You gain a touch attack that damages nature. All inanimate plants touched by you 
              take damage equal to the murmur’s level. All living creatures touched by you are 
              sickened for a number of rounds equal to the murmur’s level.
              This murmur completely divorces you from nature. For every two murmur levels 
              (rounded up), animals, fey, magical beasts, and plants start one category closer to 
              hostile towards you. You take a penalty equal to twice the murmur’s level to all 
              Survival checks.
      7       Nature banishes much of your vitality deep within yourself, leaving a conscious 
              but desiccated body with Strength and Dexterity scores of 1. the you may not use 
              breaches in this state.
    Granted Powers
    1st-Level Breaches
    Nature Cannot React: animals are dazed in you presence.
    Arboreal Pathway: plants bend out of your way to let you pass.
    2nd-Level Breaches
    Swarm of Madness: create a horrid swarm that can teleport through space.
    Arboreal Puppet: animate a plant and give a single command.
    3rd-Level Breaches
    The Ground Shudders: create an earthquake
    Surge from Below: surging plant growth entangles and damages enemies.
    4th-Level Breaches
    Death to the Custodians: destroy elementals, fey, magical beasts, and plants.
    Warp Nature: warp nature into odd shapes and configurations
    5th-Level Breaches
    Infuse with the Unnatural: transform one animal into a larger pseudonatural version of itself.
    Barring of Nature: create area that natural creatures have a hard time entering.
    6th-Level Breaches
    Displace Nature’s Rage: curse one creature with the full wrath of nature
    Nature’s Last Defense: nature chokes off a small portion of itself.

    Blasphemous Avenger
    “…is yet hope at fighting the creatures that come through. After all, such creatures entering our world are formed of flesh and blood, or at least crude facsimiles. Though the war may be lost, our battles may yet wage for millennia…”
    -Codex Vesania, Bestiary Introduction
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       Tiny voices in your head urge you into combat whenever an
              opportunity presents itself.
      2-6     The tiny voices in your head provide useful insights in combat. You add the
              murmur’s level as a bonus to initiative checks and threat confirmation rolls.
              However, these voices twist your thoughts and alter your tactics. You take a 
              penalty equal to twice the murmur’s level to the damage rolls of your breaches,
              spells, and similar abilities. They also take a penalty equal to twice the murmur’s 
              level to saving throws made against emotion-altering effects.
      7       Your thoughts are locked away, transforming you into a being of pure self-
              preservation. Other than sleeping and feeding yourself, you will take no other 
              action than to attack a random adjacent creature each round with whatever means 
              are at your disposal, even if doing so would be dangerous. If not armed with 
              weapons, you will used unarmed strikes. You may not utilize feats or skills to aid 
              your attacks (such as power attack or weapon focus) or use advanced tactics (such 
              as fighting with two weapons).
    Granted Powers
    1st-Level Breaches
    Mastery of Brutal Combat: gain weapon proficiency, bonus to damage rolls, and possibly bonus when using special maneuvers.
    Enigmatic Strike: make melee attacks from a long distance.
    2nd-Level Breaches
    Blood-Seeking Strike: grant the keep property to a weapon and possibly grant it the wounding property.
    Battlefield Jinx: a small curse that hinders the opponent’s ability to fight in combat.
    3rd-Level Breaches
    Reactive Form: assume a new form with increased reflexes and that can make more attacks of opportunity.
    Defenses Annulled: all attacks made become touch attacks.
    4th-Level Breaches
    Browbeat Destiny: Next critical hit is automatically confirmed
    Fire from the Wound: Small burst of energy harms those who harm you
    5th-Level Breaches
    Essence of the Outsider: gain base attack bonus equal to your Hit Dice.
    Affliction of Ineptitude: target becomes terribly inept at the art of warfare.
    6th-Level Breaches
    Realization of All Futures: Make twenty attacks with all possible results.
    Suppress Battlefield Magic: Suppress magic items, healing, and teleportation.

    Called from Nothing
    “…tether is us. Our casual knowledge keeps that realm in contact with our own, allowing more beings to cross over and spread the knowledge further. Perhaps if we knew more, the connection would be strengthened. Of course, such a source of knowledge would likely be…”
    -Codex Vesania, Xenotheurgy
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You hear faint voices in the distance from all directions as if being 
              called out to.
      2-6    You are granted with the power of conjuration. A number of times per day equal
              to the murmur’s level, you may conjure any piece of mundane equipment no more
              than 2 feet in any dimension and worth no more than 1 gp. This item lasts for 1
              hour. Also, a number of times per day equal to the mumur’s level, you may grant a
              single ally within 30 feet the benefits of flanking for a single attack an immediate 
              action. This doesn’t function against creatures with improved uncanny dodge.
              This power disconnects you from the planes to a certain degree. For every two 
              murmur levels (rounded up), outsiders and elementals start one category 
              closer to hostile towards you. They take a penalty equal to twice the murmur’s 
              level on saving throws made against effects of the teleportation subschool.
      7       Your consciousness is torn to pieces as it is conjured by dark forces in the far 
              realms. You awakes from their coma with no memory of what, if anything, 
              transpired.
    Granted Powers
    1st-Level Breaches
    Call from Beyond: call a weak psuedonatural animal.
    Cerebral Mist: create a mind-warping mist
    2nd-Level Breaches
    Essence of Heresy: call a small heresy elemental to act like a familiar.
    Invocation of Hatred: summon an enemy into a nearby square and possibly stop them from using extradimensional movement for awhile.
    3rd-Level Breaches
    Eerie Creation: create temporary inorganic item that seems somehow off.
    Assault from Beyond: create invisible force to attack nearby foes
    4th-Level Breaches
    Invocation of Friendship: conjure an ally from far away.
    Koartic Mist: create mist through which unseen beings attack.
    5th-Level Breaches
    Conjure Flesh of Zurguth: create vast quantities of fleshy mass that can be molded into nearly any form.
    Tirade of Heresy: call powerful heresy elementals for fight on your behalf.
    6th-Level Breaches
    Reawaken the Vast Gate: conjure a small bit of the amoebic sea
    Summon Duplicate: create a copy of yourself.

    Distant Presence
    “Some beings beyond the stars, known as elder evils, can afflict our world without leaving their home. Each movement that they make is a plague to the multiverse, a shockwave felt an infinite distance away…”
    -Codex Vesania, Elder Evils
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You sometimes underestimates the distance between yourself and an object,
              person, or place.
      2-6     Your senses are detached from your body, letting you ignore pain and extend
              your senses. The maximum range of your sight is increased by 10% (minimum 5 
              feet)/murmur level. This doesn’t extend the range of low-light vision, darkvision, 
              or similar senses. You gains a bonus equal to twice the murmur’s level to saving 
              throws against effects that create or manipulate pain.
              These detached senses make you unusually unaware of your body’s condition. You
              aren’t automatically aware of being injured (and thus aren’t awakened by injury) 
              unless the injury deals at least 3 damage/murmur level. You take a penalty equal to 
              twice the murmur’s level against paralysis and stunning effects.
      7       Your mind is cleaved from your body. Though you area able to see the area
              around you, you are unable to react upon your observations at all.
    Granted Powers
    1st-Level Breaches
    Reach from Beyond: Move an object without touching it.
    From Vantages Impossible: Peer around nearby corners.
    2nd-Level Breaches
    Extension of Presence: flank creatures as if in multiple squares.
    Driving Force: make ranged bull rush attempts
    3rd-Level Breaches
    Impossible Strike: next attack catches opponent off-guard.
    Senses Beyond the Self: create a long-lasting scrying sensor that moves quickly
    4th-Level Breaches
    Grasp from Afar: make grapple attempts from a distance.
    Sustained Manipulation: telekinetically move objects or willing creatures.
    5th-Level Breaches
    Senses Beyond Existence: create slow-moving scrying sensor with superior senses.
    Up into the Sky: thrust enemies a far distance up into the sky.
    6th-Level Breaches
    Crush into Nothingness: telekinetically crush an opponent into pulp.
    Army of One: fight with a large amount of weapons that attack on your own.

    Endless Evolution
    “Not all creatures related to the far realms hail from this realm. In fact, the vast majority of creatures we’ve seen result from mutations that the far realms causes in other creatures. If these mutations could be controlled, the possibilities would be endless.”
    -Codex Vesania, Bestiary
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You always feel that you are missing something but can never quite tell what it is. 
              They sometimes feel pain coming from phantom limbs that they have never
              possessed
      2-6     Your body can shift a bit to make life more convenient for you. At the start of
              each day, you chooses a skill in which they possess at least one rank. You add half
              of the murmur’s level (rounded up) as a bonus to skill checks using that skill. You 
              also add half of the murmur’s level (rounded up) to your natural armor.
              Unfortunately, your shifting form can make some tasks difficult.  Your carrying
              capacity is calculated as though your strength was penalized by the murmur’s level.
              You take a penalty equal to twice the murmur’s level to saving throws made
              against form-altering effects.
      7       You writhe in the ground in pain, often scratching at your own skin if not
              restrained.
    Granted Powers
    1st-Level Breaches
    Enrichment of the Flesh: gain a +2 enhancement bonus to three ability scores.
    Weapon of Twisted Flesh: gain a natural weapon of choice.
    2nd-Level Breaches
    Acquisition of Aberrant Senses: gain access to new sensory abilities
    Flesh that Melts and Roils: deform an enemy’s body, dealing Charisma damage and more.
    3rd-Level Breaches
    Alter Scale and Size: increase or decrease the size category of the target.
    Enrichment of the Being: gain a +4 enhancement bonus to two ability scores.
    4th-Level Breaches
    Form that Bends and Buckles: terribly warp an opponent’s body in a painful manner.
    Rite of True Rebirth: change the target’s race after one week of rest in a fleshy cocoon.
    5th-Level Breaches
    Enrichment from Beyond: gain a +6 enhancement bonus to one ability score.
    Gift from the Outside: grant the pseudonatural template to the target.
    6th-Level Breaches
    Abhorrent Imperfection of Form: warp enemy into a form that isn’t capable of sustaining itself for long.
    Assumption of Perfect Likeness: temporarily become a creature of a different race.

    Eternal Anathema
    “Heroes and sages view the far realms in a different light. Heroes view it as they a dragon, an enemy to face or obstacle to overcome. Sages view it as they view death, inevitable and nearly impossible to overcome. The far realms are eternal. We cannot win.”
    -Codex Vesania, Introduction
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You are filled with confidence and hubris, occasionally bordering on 
              the suicidal.
      2-6     Your body is infused with power to keep yourself alive. You add twice the 
              murmur’s level to your maximum hit points. They add the murmur’s level to all
              Constitution checks.
              Though toughened, you have problems avoiding danger while so empowered. You
              take a penalty equal to the murmur’s level to your AC and Reflex saves.
      7       You are unable to move or think properly, though you can feed yourself or crawl
              along the floor. Use of thought detection detects a single message playing over and 
              over in your heads.
    [Size="5"]Granted Powers
    1st-Level Breaches
    Immovable Bulwark: target becomes difficult to move but has restricted movement.
    Toughened Skin: gain or grant +2 or higher natural armor.
    2nd-Level Breaches
    Abandon Bodily Disarray: gain or grant immunity to disease.
    Until the Last Breath: target can continue acting while at negative hit points.
    3rd-Level Breaches
    Refusal of Bodily Harm: gain or grant damage reduction 2/- or greater.
    Skin that Sews and Patches: gain or grant fast healing.
    4th-Level Breaches
    Resolve to Resist Injury: reduce damage with a Will save.
    Unnatural Metabolism: gain or grant immunity to poison.
    5th-Level Breaches
    Break Probability: reroll a failed saving throw.
    Without Death: do not die regardless of damage dealt
    6th-Level Breaches
    Eternal Rejuvenation: gain or grant regeneration ability.
    Will to Deny Reality: ignore the next spell or attack that would deal damage.

    Fading whispers
    “There will be a time when this multiverse fades back into the chaos of the far realms. The stars will wink out, sound and sight will mix, and meaning will lose all meaning.”
    -Codex Vesania, The End Times
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       Every now and then, all of your senses seem to fail them for a moment or two
              before suddenly returning. 
      2-6     You can make your own senses fade and fade from the senses of others. A 
              number of times per encounter equal to half of the murmur’s level (rounded up), 
              you may grant themselves concealment for 1 round as a move action. You gains a 
              bonus equal to the murmur’s level to saving throws against language-dependant 
              and pattern effects.
              Your failing senses of weaken you, however. You gain a miss chance with your 
              attacks equal to 10%/murmur level. You are completely deaf in relation to 
              everything beyond 100 feet – 10 feet/murmur level.
      7       You are rendered blind, deaf, mute, numb, and incapable of smell or taste. Any
              special senses you may possess also fail to function. Staying upright is a great 
              challenge for you and combat is nearly impossible. You may not use breaches in 
              this state.
    Granted Powers
    1st-Level Breaches
    Fading Perceptions: Target takes penalty on Spot, Listen, and Sense Motive checks.
    Hidden in the Folds: Items hidden on your person via Sleight of Hand simply vanish until retrieved.
    2nd-Level Breaches
    Denial of Senses: render the target blind or deaf.
    Walk Unnoticed: turn yourself invisible.
    3rd-Level Breaches
    Harrowing Numbness: render a creature completely numb.
    Ignored Presence: if unarmed, make an opponent ignore your presence for one round.
    4th-Level Breaches
    Screams so Silent: target is incapable of making any sound.
    Nothing Left to See: become invisible as greater invisibility
    5th-Level Breaches
    Deprived of Senses: deprive targets of all senses.
    They All Fade Away: you and allies all turn invisible.
    6th-Level Breaches
    Form of Naught: become invisible as superior invisibility
    Perfect Perceptions of Naught: place and opponent into a long stupor.

    Generous Madness
    “Surprisingly, the far realms isn’t devoid of power to draw upon by those few desperate or depraved enough to call upon it. Perhaps this is the reason that you read this accursed codex. If you are willing to stare into the abyss, I will be more than happy to guide you towards such madness…”
    -Codex Vesania, Xenotheurgy Introduction
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       Whenever you witness an ally suffer injury, you feel a sharp, stinging pain. 
      2-6     You are better able to understand and aid your allies. Whenever you use the aid
              another action, the bonus granted is increased by half of the murmur’s level
              (rounded up). A number of times per day equal to the murmur’s  level, you may
              spend a swift action to grant a willing touched ally the benefits and drawbacks of 
              one of your active murmurs for 1 round (you do not grant access to breaches, 
              disturbances, or incursions).
              Alas, you become dependant upon your allies for power and leak energy that 
              enemies may utilize. Adjacent enemies gain a bonus equal to half of the murmur’s 
              level (rounded up) to attack rolls, saving throws, and skill checks. While not within
              10 feet of any allies, you take a penalty equal to your murmur’s level to all attack
              rolls, saving throws, and skill checks.
      7       Though you remain ambulatory, you are partially trapped within your own mind.
              All movement speeds you possess are halved, you take a –10 penalty to all d20 
              rolls, and you cannot use breaches or make other offensive actions
    Granted Powers
    1st-Level Breaches
    Distracting Aid: grant allies bonus on attack rolls and will saves but penalty to concentration checks
    Channel Prowess: grant target the use of one of your skills.
    2nd-Level Breaches
    Maddening Rage: willing allies fly into a fit of rage
    Stitch in Time and Space: grant allies a move action
    3rd-Level Breaches
    Hubristic Morale: grant all allies large morale bonuses
    Channel Training: grant target the use of one feat you possess.
    4th-Level Breaches
    Sympathetic Healing: allies can take damage to heal each other.
    Resistance of the Hivemind: All allies make saving throws against mind-affecting effects and take the highest result.
    5th-Level Breaches
    Tear in Time and Space: grant allies a standard action
    Synergistic Empowerment: grant all allies a couple temporary Hit Dice.
    6th-Level Breaches
    Anathemic Pariah: suffer from the effect of a failed saving throw in place of an ally.
    Hivemind of Madness: all allies are joined together in a telepathic and sensory link.

    Half-Heard Secrets
    “…Rest assured, madness will soon be the only path left for you. Even if you can resist the temptation to overuse your powers, the knowledge that you will soon possess will slowly drive you mad, as it is doing to me. There is simply no way to stop it.”
    -Codex Vesania, Xenotheurgy Introduction
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You dream of alien libraries filled with empty tomes.
      2-6     You are gifted with vast quantities of knowledge on various subjects. You gain a
              bonus equal to the murmur’s level to all knowledge check. A number of times per
              day equal to the murmur’s level, you may reroll a knowledge check and use the
              highest of the two rolls.
              The price for this knowledge is a copious amount of forbidden lore that clouds the 
              mind and creates disturbing mental images. At the start of an encounter, you are 
              staggered for a number of rounds equal to half of the murmur’s level (rounded up). 
              You take a penalty equal to twice the murmur’s level to saving throws against 
              phantasm effects.
      7       You are lost in your own mind as you start shouting out random facts,
              figures, and theories that you know. You seems to regain bodily control while in a
              place of knowledge such as a library but may take no other actions other than light
              activity directly relating to research.
    Granted Powers
    1st-Level Breaches
    Mad Pronouncement: announce a minor secret of the multiverse to hinder nearby creatures.
    A Thousand Searching Eyes: locate one nearby object.
    2nd-Level Breaches
    Eyes to the Future: see a short distance into the future.
    Recall Legends: learn all legends told about nearby persons, places, and things
    3rd-Level Breaches
    Elucidate Function: Identify the magical properties of a single item.
    They Cannot Hide: locate one nearby creature.
    4th-Level Breaches
    Gaze into Tomorrow: see far into the future but with little detail.
    Monstrous Mythos: learn about a single creature in sight
    5th-Level Breaches
    Inescapable Eyes: discover the current location of any person, place, or thing
    Dread Whispers: whisper a dreaded secret of the multiverse to greatly hinder one foe.
    6th-Level Breaches
    Acquisition of Truth: gain the answer to a single yes or no question.
    Of Things Yet to Come: constantly see a few moments into the future.

    Insidious Pact
    “Let no mistakes be made. A blessed xenotheurgist has struck a deal with forces beyond their understanding. Their willingness to accept the far realms is just as much a deal as any vestige’s pact or infernal contract. Many discover far too late just how binding their agreement is.”
    -Codex Vesania, Xenotheurgy
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       Whenever you fail a saving throw, you can hear a distant voice quietly
              offering you a deal but the offer is always interrupted by the effect.
      2-6     You are granted great skill and protection by your otherworldly 
              contacts. You gain a bonus equal to twice the murmur’s level to Forgery checks.
              At the start of an encounter, all damage dealt to you are converted to nonlethal 
              damage for one round per two murmur levels (rounded up). If you are immune to 
              nonlethal damage, this has no effect.
              These otherworldly deals penalize you for combat and make you vulnerable to
              magical control. Once a battle begins, you takes a penalty equal to the murmur’s
              level to all attack rolls for one round two per murmur levels (rounded up). You take 
              a penalty equal to twice the murmur’s level to saving throws made against 
              compulsion effects.
      7       You are controlled by one of the entities that you have dealt with, becoming a true 
              neutral NPC with an attitude of unfriendly towards your allies.
    Granted Powers
    1st-Level Breaches
    Exchange with the Ether: sacrifice health in exchange for a boon.
    Bind to Truth: extraplanar creatures affected cannot lie or deceive.
    2nd-Level Breaches
    Unbreakable Compact: create a contract that neither party is capable of breaking.
    Sacrifice to the Beyond: offer a sacrifice to dark masters in exchange for a magical boon.
    3rd-Level Breaches
    Tethered from Outside: bind a creature from the far realms to bargain with it.
    Binding of the Soul: bind a single vestige to your soul.
    4th-Level Breaches
    Mark of Ultimatum: target must refrain from course of action or risk corporeal instability.
    Dread Knowledge: become trusted with great knowledge but risk insanity each round it is used.
    5th-Level Breaches
    Bound from Outside: bind a greater creature from the far realms creature to bargain with it.
    Anathemic Gateway: grant a window into the world for an otherworldly being in exchange for a bit of power.
    6th-Level Breaches
    Reshaped by the Master: temporarily become a half-farspawn creature.
    Eternal Contract: return from death so long as the commands of an unseen master are completed.

    Path of Entropy
    “Elder evils will likely be the beings to end us. They are stronger than the gods and seem to seek nothing less than our oblivion, if they’ve even noticed us at all. They cannot be reasoned with or fought. They are as entropy, harmful, eternal, and inescapable.”
    -Codex Vesania, Elder Evils
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You feel some small desire to kill every creature you meet, deface any place you 
              go, and destroy any object you see.
      2-6     You are blessed with the power of entropy. All of your attacks ignore one point of
              hardness per murmur level. When you make a coup de grace, the Fortitude DC is 
              increased by an amount equal to the murmur’s level.
              The power of entropy tries to consume you from the inside out. The amount of
              food that you require is doubled per murmur level (as normal, two doublings equal
              a tripling and so on). Any healing that you receive is reduced by 2 points per 
              murmur level.
      7       You lose all interest in the world around you, becoming utterly apathetic. You can
              still walk if led around and perform simple tasks if aided but have no initiative of 
              your own.
    Granted Powers
    1st-Level Breaches
    Battered by Entropy: damage an object and reduce its toughness
    Visions of Emptiness: stun and damage target with visions of emptiness
    2nd-Level Breaches
    Unravel Dweomer: dispel magical effects.
    Sanctuary Outside: temporarily take refuge beyond the multiverse.
    3rd-Level Breaches
    Destroyed by Entropy: Obliterate inanimate object.
    Touch of Ages: age touched humanoid or monstrous humanoid.
    4th-Level Breaches
    Airless Void: remove all air from an area, making those in the area hold their breaths or suffocate.
    Entropic Backlash: damage all weapons that strike at you.
    5th-Level Breaches
    All Things Must End: disintegrate as the spell.
    Unravel the Unnatural: Dispel supernatural abilities
    6th-Level Breaches
    Expelled from Existence: send target into the far realms.
    Hide Beyond Eternity: hide indefinitely within the far realms.

    Reflection of Nightmare
    “…Beyond this mere irony rests a single question that I find myself unable to answer. If brief contact with the far realms breeds our dreams, how must nightmares form?”
    -Codex Vesania, Planar Links
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       whenever creatures show fear towards you, you hear silent voices congratulating
              you and urging you onwards.
      2-6     You become a very imposing figure, capable of commanding respect through the
              use of fear. You gain a bonus equal to twice the murmur’s level to intimidate
              checks. Also, creatures rendered friendly through the use of the intimidate skill 
              remain so for an additional 10 minutes/murmur level after leaving your presence.
              You have a hard time communicating using methods other than intimidation and
              are rendered fearful by the own energies they channel. You take a penalty equal to
              half of the murmur’s level (rounded up) to all charisma-based skill checks other 
              than use magic device and intimidate. You also take a penalty equal to twice the 
              murmur’s level to saving throws made against fear effects.
      7       You fall into nightmare-filled dreams where creatures from beyond the stars feast
              upon you.
    Granted Powers
    1st-Level Breaches
    Air of the Unnatural: cause unease in nearby targets
    Imposing Presence: gain bonus to intimidate checks and intimidated creatures may act as if they were helpful
    2nd-Level Breaches
    No Rest for the Frightful: Target can’t sleep for one full day.
    Burst of Formless Terror: Frighten many weak creatures.
    3rd-Level Breaches
    Unhinging Nightmares: a terrible nightmare damage the target’s sanity.
    Implant Insidious Fears: Instill a phobia of one person, place, or thing.
    4th-Level Breaches
    Stream of Cosmic Horror: frighten almost any creature in existence.
    Flow of Adrenaline: target gains benefits while under the effects of a fear affect.
    5th-Level Breaches
    Truest Nightmare: As the nightmare spell, with a few modifications.
    Piercing Fright from Beyond: Frighten even those who are immune to fear affects.
    6th-Level Breaches
    Stop what Makes them Tick: Stop enemy’s heart through use of fear.
    Obedience through Fear: Turn target into a fearful thrall.

    Rewoven Elements
    “All elements and energies that we know come from the far realms. However, we are fortunate enough to have stable elements. Out there, positive energy is unrelated to life as fire is unrelated to heat. Seeing the implications of this, I have been sure to…”
    -Codex Vesania, The Far Realms
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You no longer consciously notices the temperature around you (though you suffer 
              the effects of your environment normally).
      2-6     You gains a certain degree of elemental protection. At the start of  each day, you
              choose one form of elemental damage. You gain energy resistance against that
              element equal to twice the murmur’s level. Against effects with that element’s 
              descriptor, you gain a bonus equal to the murmur’s level to saving throws.
              Against other elements, you are rendered vulnerable. Other forms of elemental 
              damage deal extra damage to you equal to the murmur’s level. Against effects with 
              the descriptors of other elements, you take a penalty equal to half of the murmur’s 
              level to saving throws.
      7       You fall unconscious and are wrapped in a cocoon formed from the natural 
              elements around you. The cocoon has 10 hardness and 100 hit points but reforms
              1d4 rounds after being destroyed.
    Granted Powers
    1st-Level Breaches
    Distill Element: create a harmless and permanent representation of an element.
    Touch of Reweaving: deal elemental damage with a touch attack.
    2nd-Level Breaches
    Elemental Alchemy: Transform one substance into another of lesser value.
    Heighten Energy Resistance: increase resistance against energy damage and possibly change the element to which the resistance applies.
    3rd-Level Breaches
    Destabilize Elements: Destabilize elements in the area to make an area attack.
    Form in Flux: Gain a few elemental traits.
    4th-Level Breaches
    Threshold of Instability: Open temporary portal to inner plane
    Called from Stability: create elementals from surroundings.
    5th-Level Breaches
    Terrible Reweaving: damage a single target with an onslaught of elemental might.
    Ward of Heatless Flames: gain energy immunity to resisted element and possibly change the element to which the resistance applies.
    6th-Level Breaches
    Truest Alchemy: Temporarily transmute one substance into another of greater value.
    World In Flux: Alter the presence of elements within range as on Limbo.

    Road to Nowhere
    “The important thing to realize is that there is no escape. Running from the beings that eye our world is fruitless. You must understand, the entire multiverse is connected to their realm and they can see through all of it. Ironically, the one place where one might escape their eyes is within the far realms itself.”
    -Codex Vesania, The Endoom Times
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You feel uncomfortable when required to stay in one place for an extended period
              of time, often fidgeting or pacing when possible.
      2-6     You are able to keep traveling long after others had surrendered to fatigue. You
              add twice the murmur’s level as a bonus to Constitution checks made to keep
              running. You may ignore the penalties of the exhausted condition for a number of 
              hours equal to the murmur’s level. You suffer the penalties for fatigue during this 
              time.
              You become bad at staying still and worse at staying hidden while on the move.
              You take a penalty equal to the murmur’s level to attack rolls if you haven’t
              already moved at least 10 feet in that round. You take a penalty equal to twice the
              murmur’s level on Hide and Move Silently checks whenever you move at least 5
              feet.
      7       Your consciousness fades away but you remain ambulatory, moving at a speed
              of 5 feet in a straight line if not restrained. You will do nothing to avoid obstacles
              or to get up if knocked prone.
    Granted Powers
    1st-Level Breaches
    Road of Lengthened Strides: increases movement speed by +10 feet or more.
    The Road Less Traveled: you and allies ignore the effects of difficult terrain and may create difficult terrain.
    2nd-Level Breaches
    Canniness of the Traveler: gain bonuses with movement skills.
    Long and Winding Roads: slow down an opponent.
    3rd-Level Breaches
    The Unseen Path: can walk on water, semisolids, and weak substances.
    Uncanny Trailblazer: target no longer provokes attacks of opportunity for movement.
    4th-Level Breaches
    Discover the Path: learn the location of nearby roads, canals, trails, and paths.
    Lost and Alone: target is locked in place and may see images from the far realms.
    5th-Level Breaches
    Path of the Skybleeder: walk on air as the air walk spell.
    Trailblazer’s Assault: target can move and make full attack.
    6th-Level Breaches
    Guardian of the Road: target is forever bound to a single road or trail.
    Stepping Stones to Eternity: gain one or more free rounds of action.

    Sinister Persuasion
    “When I started down this path, I thought that I would remain in control. Time and time again, however, I found the temptation of my powers too great to resist. As I sit at the brink of insanity, I know fully well the charms possessed by power.”
    -Codex Vesania, Introduction
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       As you speak, you hear echoes of your voice saying slightly different messages.
      2-6     You become talented with words as your speech more closely resembles the
              echoes. When you make a rushed Diplomacy check, the penalty to the check is
              reduced by the murmur’s level. When making an unbelievable bluff, the bonus to 
              opposed Sense Motive checks is reduced by twice the murmur’s level (minimum
              +0).
              This murmur makes you a considerably bad judge of character and changes your
              mindset to disdain (or at least not favor) combat. You take a penalty equal to twice 
              the murmur’s level to Sense Motive checks. In an encounter, you may not take 
              aggressive actions until they have been damaged by an enemy or a number of 
              rounds have past equal to half of the murmur’s level (rounded up).
      7       You are driven insane, as the insanity spell. Whenever you would be able to
              act normally, they cannot make standard or full-round actions.
    Granted Powers
    1st-Level Breaches
    Web of Lies: bonus to Bluff checks and successful bluffs add bonus to later bluffs.
    Entrancing Presence: fascinate a crowd of spectators.
    2nd-Level Breaches
    Deception of Perfection: charm a creature so that it can’t perceive your faults.
    Battered resolve: opponent loses the will to fight
    3rd-Level Breaches
    Misplaced Hostility: target’s attitude towards two creatures are switched.
    Denial of Truth: confuse the target.
    4th-Level Breaches
    Implant Temptation: compel a target to take an action and make them believe it was their own idea.
    Rewrite Morality: alter the alignment of the target.
    5th-Level Breaches
    Trial of Damnation: Bind a single creature to a quest of some sort.
    Deception of Sanctuary: target must make Will save in order to attack you.
    6th-Level Breaches
    Acceptance of Truth: drive one creature permanently insane.
    Thralldom: turn one creature into a permanent thrall.
    Last edited by Realms of Chaos; 2010-01-26 at 09:36 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

  7. - Top - End - #7
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Murmurs, Part II

    Soothing Insanity
    “If the truths that you have learned bring you only pain, do not forget that I have warned you from the start. If you find inner peace within these dark truths, know that you are fortunate. When the world ends, you alone will not quake in fear”
    -Codex Vesania, Conclusion
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       whenever you witness a disease or malady, a half dozen homeopathic remedies
              and nonsensical concoctions spring to mind.
      2-6     You gain an aura that heals the wounds and numbs the mind of those nearby. This 
              is a double-edged sword, however, as it heals enemies and weakens the will of
              allies. All creatures within 30 feet of you gain fast healing equal to the murmur’s 
              level and take a penalty of equal size to Will saves while at or below half of their
              total hit points. This fast healing only heals nonlethal damage and this aura may not be suppressed. 
      7       Regardless of the situation, you are content to sit on the ground and grin, suffering 
              from inner peace and several dissociative disorders. He or she will undertake no
              other actions.
    Granted Powers
    1st-Level Breaches
    Balm of Madness: addle the target’s mind to aid in bedrest
    Conduit of Twisted Recovery: cure vast quantities of health in a huge number of increments.
    2nd-Level Breaches
    Remove Affliction: cure ability damage to the target.
    Parasitic Healing: parasites cause slight problems but remove disease.
    3rd-Level Breaches
    Conduit of Tainted Resurgence: cure huge quantities of health in many increments.
    Channel into the Beyond: open channel causes mental risks but cures poison
    4th-Level Breaches
    Remedy Bane: cure ability damage and drain to the target
    Mind-Clearing Mania: use insanity to cure the target of a mind-affecting effect.
    5th-Level Breaches
    Conduit of Aberrant Rejuvenation: cure large quantities of health in a few increments.
    Severance of Nerves: target is incapable of feeling pain.
    6th-Level Breaches
    Alleviate Infirmity: cure ability damage and drain and negative levels to the target
    Death that Never Was: return to life target that was slain within the past round.

    Space Between Stars
    “Despite the lack of constant links, however, some creatures have proven themselves able to enter our world seemingly at whim. That they do so as rarely as they do may suggest that the channels they take are risky or unpleasant. I can only imagine what they would do to a sane mortal.”
    -Codex Vesania, Planar Links
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       When you look into the night sky, you see constellations that nobody else can.
      2-6     You move not only through space but through dimensions. You gain a bonus
              equal to twice the murmur’s level to your AC against attacks of opportunity. A
              number of times per day equal to the murmur’s level, you may teleport 5 feet as a 
              swift action.
              This constant teleportation skews perception of time and may lead to phasing out 
              of reality at the worst possible time. You take a penalty equal to twice the 
              murmur’s level to initiative checks. You take a penalty equal to the murmur’s level 
              to climb and balance checks.
      7       You are constantly teleporting into the space that you occupy. Before you can 
              become aware of your surroundings or form a coherent thought, you are already 
              teleporting a couple centimeters away.
    Granted Powers
    1st-Level Breaches
    Dimensional Hiccup: teleport touched creature a short distance
    Into the Ether: see and attack ethereal creatures
    2nd-Level Breaches
    Astral Pathway: travel a short distance each round
    Disable Portal: disable a magical portal or possibly a mundane portal.
    3rd-Level Breaches
    Creation of Space: create small extradimensional space.
    Baleful Teleportation: teleport small parts of an opponent away
    4th-Level Breaches
    Door Through Space: teleport a good distance.
    Dimensional Mooring: prevent target form using extradimensional travel and possibly dampen such effects around them.
    5th-Level Breaches
    Space Beyond All Planes: create larger extradimensional space.
    Momentary Jaunt: teleport enemy away for a few rounds.
    6th-Level Breaches
    Harrowing Travel: travel far distance over a long period of time.
    Breaking the Gates: Travel from one plane of existence to another.

    Tongue from Beyond
    “Few creatures from the far realms have ever communicated with us mortals. As they come from a world devoid of form or meaning, things like syntax and vocabulary are likely hard to grasp. Still, considering the few creatures who have been communicated with, perhaps we should hope that things remain this way.”
    -Codex Vesania, Bestiary
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       Whenever you hear speech in a language that you don’t speak, bits and pieces of it 
              seem oddly familiar.
      2-6     You are gifted with languages. Each day, you select one language per murmur
              level. You understand and can read the languages but cannot speak or write in 
              them You gains a bonus equal to twice the murmur’s level to Decipher Script 
              checks.
              This mastery with language sometimes keeps you from hiding your meaning or 
              weakens you against certain effects. All Sense Motive checks made to see a hidden 
              message that you are trying to deliver gains a bonus equal to twice the murmur’s 
              level. You take a penalty equal to twice the murmur’s level to saving throws made 
              against language-dependant effects.
      7       You start speaking in tongues (not as the spell) and seem to lose awareness of your 
              surroundings. You are still fully mobile but simply view what you are doing as 
              being more important that attacking enemies, using breaches, or doing anything 
              else other than spouting gibberish or walking around.
    Granted Powers
    1st-Level Breaches
    Master of Ciphered Tongues: speak any language but it is difficult to discern your meaning.
    Connection Beyond Speech: connect empathically with another creature
    2nd-Level Breaches
    Empathic Interrogation: Learn the answers to questions asked to the target through emotional responses.
    Hold Thy Tongue: target cannot speak about a specific topic.
    3rd-Level Breaches
    Breathless Words: have a telepathic exchange with a target creature.
    Curse of Muteness: target becomes unable to speak or communicate at all.
    4th-Level Breaches
    Empathic Torture: empathically connect enemy with creature from far realms to rattle them.
    Speak to the Speechless: communicate with creatures that do not speak your language or that speak any language at all.
    5th-Level Breaches
    No Whisper Soft Enough: become aware of any speech on a specific target (or of any speech at all) within a large area.
    Talk Through the Outside: Send a message to a target anywhere, even on other planes.
    6th-Level Breaches
    Empathic Protection: target takes all damage that you would take in your place.
    Telepathic Web: communicate with all nearby creatures telepathically and grant such creatures telepathy.

    Unbalanced Scales
    “In regards to creatures living beyond the planes, death and life have very little meaning. I have heard of creatures born through the mutilation of their own body and seemingly living beings whose lives are perpetual deaths. Beyond the planes, life and death mean little. There are only things that can fight and things that can’t.”
    -Codex Vesania, Beastiary.
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       You hear the wails of those you have slain, always pleading to be 
              allowed another chance at life.
      2-6     Energies from the far realms grant you limited control over the balance
              of life and death. You gain a touch attack that heals or damages (your choice)
              any creature by an amount equal to the murmur’s level. No creature may be
              affected by this touch more than once per day. Furthermore, you may ignore a
              number of negative levels at any time up to the murmur’s level.
              At the same time, this control drags you closer to death. You take a penalty 
              to all Fortitude saves equal to twice the murmur’s level. Also, each round that you
              are below 0 health and are not stabilized, you suffer damage equal the murmur’s
              level (this replaces the normal 1 damage per round).
      7       You alternate between a deathlike coma and debilitating fits of hysterical laughter.
    Granted Powers
    1st-Level Breaches
    Reserves of Twisted Resilience: grant temporary hit points
    Waning Tides of Life: fatigue or exhaust an enemy.
    2nd-Level Breaches
    Rejection of Death: save target from death with a ward.
    Souls to Silence Screams: slay the dying to maintain sanity
    3rd-Level Breaches
    Craft of the Damned: make temporary pseudonatural undead.
    Obscure the Veil: grant protection from death effects and similar sources of death.
    4th-Level Breaches
    Affliction of Life: grant vulnerabilities of the living to the undead.
    Cutting the Tethers: weaken or possibly slay a single creature.
    5th-Level Breaches
    Dust to Dust: terribly damage nearby undead.
    Singularity of Souls: release a huge burst of energy at the cost of own life force.
    6th-Level Breaches
    Back from Beyond: Temporarily return a target from the dead.
    The Final Destination: Slay weakened creatures and send their souls to the far realms.

    Waking Dream
    “It is odd how the far realms are linked to the dreams of others. Whenever elder evils toss and turn, beings across the planes see gruesome nightmares. At the source of all dreams is the dream heart, the source of all worldly desires and madness. The source of the dream heart, I suspect, is a link to the far realms. That the dreams we consider so normal may be linked to something so unearthly is a crowning irony…”
    -Codex Vesania, Planar Links
    Abilities and Drawbacks:
    Code:
    Level    Effects
      1       The world occasionally seems dreamlike and unreal for you, if only 
              for moments at a time.
      2-6     The waking dreams rejuvenate you and protect your mind.
              You can forego a number of hours of sleep each night equal to the murmur’s level.
              You also add the murmur’s level to Will saves made against charm effects.
              At the same time, the dreams ruin your senses and coordination. You take
              a penalty to their speed equal to –5 feet/murmur level, to a minimum of 5 feet. 
              You also take a penalty to spot and listen checks equal to twice the murmur’s level.
      7       You fall to the ground in and enters a nightmare-filled coma. Your 
              eyes are open and constantly flicker about, sometimes rolling into your 
              head.
    Granted Powers
    1st-Level Breaches
    Echoes of the Abyss: create disembodied voice to follow one target.
    Foe Without a Face: cause acute paranoia in a single target.
    2nd-Level Breaches
    Figment of the Dreamscape: create a basic but long-lasting figment.
    Unraveling of Form and Face: grant concealment or disguise oneself.
    3rd-Level Breaches
    Dreams Made Manifest: reveal a target’s deepest desire.
    Twilight Tidings: contact a creature within their dreams.
    4th-Level Breaches
    Nighttime Walker: remain mostly active while asleep.
    Phantom of the Dreamscape: create a figment that is hard to detect.
    5th-Level Breaches
    Loss of Face and Form: grant self total concealment or convincing disguise.
    Puppetry of Nightmares: compel a sleeping creature to sleepwalk and aid you.
    6th-Level Breaches
    Glimpse of the Beyond: drive foe insane with impossible sensations and sights.
    Nightmarish Heart of the Dreamscape: create a figment with some real essence behind it.
    Last edited by Realms of Chaos; 2012-03-10 at 05:36 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

  8. - Top - End - #8
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Aug 2008

    Default Re: Xenotheurgy: Far Realms magic system

    A great fluff though I'm not so sure about the mechanics since I just skimmed them. But one thing; Please spoiler the image on the top. It makes the page annoyingly wide. Alternatively put it through whatever image editing program you have and shrink it. But it can't remain that big. It's just annoying.
    Frog in the playground.

    My homebrewer's extended signature.

    I have Str 5!

    Quote Originally Posted by BobVosh View Post
    Wall of text attacks! CRITS!

  9. - Top - End - #9
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART I

    NOTE ON EMPOWERMENT:
    With many breaches, empowerment may change the target, range, duration, saving throw, or other aspect of the breach itself. In such cases, a second version of the range, duration, etc. is written below empowerment in italics. A xenotheurgist with empowerment may not choose to forego the “benefits” of empowerment, even if it may put them at a disadvantage.

    A Thousand Searching Eyes
    Half-Heard Secrets 1
    Range: 100 ft
    Area: Circle, centered on you, with a radius of 100 ft.
    Duration: Instantaneous
    Saving Throw: None

    The far realms are in contact with all parts of the multiverse. Sending your consciousness into that realm of madness, you peer back in from hundreds of different angles at once, seeking the object of your desire.

    You can locate a clearly visualized object within range. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a specific item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item in the past (whether firsthand or through divination).
    This spell is not blocked by lead, as similar effects are. Creatures cannot be found by this breach. Polymorph any object fools it.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Relying on the absolute knowledge of the far realms, you may search for a items that you cannot clearly visualize, including general items such as traps or secret doors as well as specific items you have never observed before. Doing so only has a 50% chance of functioning + 1% per level (maximum 70%). If it fails to function, this breach simply fails to indicate anything, as if nothing had been found.

    Abandon Bodily Disarray
    Eternal Anathema 2
    Range:Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None

    Most forms of illness rely on weakness of a mortal body. You flush your body with otherworldly energy, wiping out most forms of disease.

    You gains immunity to all mundane diseases. When you use this breach, you are cured of any mundane disease(s) you may be suffering from.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    You instead grant the target immunity to disease and cure all of their mundane disease(s), if any.
    If you target yourself, you are cured of any supernatural diseases you may be suffering and gain immunity against supernatural diseases.

    Abhorrent Imperfection of Form
    Endless Evolution 6
    Range: Touch
    Target: Living creature touched
    Duration: Permanent
    Saving Throw: Fortitude negates

    You decide to let the far realms warp the target nearly beyond recognition. Their new forms are horrid and unstable, unable to sustain itself for very long.

    The target gains a –4 penalty to two physical ability scores (minimum 1) of your choice and a +2 bonus to the third. The target gains a 50% chance to ignore extra damage from critical hits and sneak attack.
    Alas, the form is not one that is capable of sustaining itself, leading to lengthy and painful death. Each day, the target’s Constitution score is reduced by 1 (no saving throw). When the target dies, they quickly dissolve into a pool of organs and pus.
    Only a limited wish, wish, or miracle can undo the effects of this breach.
    Empowerment:
    The target instead gains a –6 penalty to two physical ability scores (minimum 1) and a +4 bonus to the third. Their form is so warped that they ignore extra damage from critical hits and sneak attacks.
    However, the target’s Constitution score is reduced by 1 every hour instead of every day as their warped frame quickly collapsed upon itself.

    Acceptance of Truth
    Insidious Persuasion 6 (Compulsion) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will negates

    You reveal the shocking truths of the multiverse to your target. All of them, simultaneously.

    If the target fails their saving throw, they are affected as if by the Insanity spell with a couple exceptions. First, if the target would be able to act normally or would be unable to take its decided action, they instead spend their round falling prone, writhing and screaming in pain. Also, being attacked no longer permits the target to attack the attacker during their next round.
    Empowerment
    This effect can no longer be removed by greater restoration or heal spells.
    Furthermore, if the target is successfully healed, they must make an additional Will save at the same DC. If failed, the target’s mind collapses as it finally comprehends the truths it has been shown, instantaneously lowering the target’s Intelligence, Wisdom, and Charisma scores to 1.

    Acquisition of Aberrant Senses
    Endless Evolution 2
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    There are infinite ways to perceive the world around you. Utilizing powers best left forgotten, you can tap into a fraction of this spectrum of perception.

    You gain either low-light vision, darkvision out to 60 feet, scent, blindsense out to 30 feet, or blindsight out to 10 feet (your choice).
    Empowerment:
    Range: Touch
    Target: Creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target gains superior low-light vision, darkvision out to 120 feet, scent and the benefit of the track feat, blindsense out of 60 feet, or blindsight out to 30 feet (target’s choice).

    Acquisition of Truth
    Half-Heard Secrets 6
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Will partial

    You channel all of reality through your mind, allowing its myriad secrets and truths to file through your head. Although the process is harrowing, you can find the answer to nearly any question.

    You gain the answer to any single yes or no question, answered by the universe. However, there are a couple of limitations. Subjective questions (such as “will I like what happens if I pass through that door?” or “Is this the best offer I can hope to get”) are not answered. Questions dealing with abstractions of reality (such as “does that creature have more Hit Dice than me?” or “Will my luck be good today”) also go unanswered.
    Whether the question is answered or not, you fall unconscious for 8 hours if you fail your Will save and can be awakened by no means during this time.
    The answer that you receive, however, is only accurate 70% of the time. Reading the patterns of all existence is far from a perfect art, after all.
    Empowerment
    If you fail your saving throw, you can only take a single move or standard action each round for the next 8 hours (this replaces the normal unconsciousness).
    Furthermore, you gain accurate answers 85% of the time.

    Affliction of Ineptitude
    Blasphemous Avenger 5
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 5 rounds
    Saving Throw: Will negates

    You fill your opponent’s mint with dark whispers, keeping them from coordinating its efforts in combat properly.

    If the target fails their Will save, they take a –4 penalty on bull rush, disarm, grapple overrun, sunder, and trip attempts. The target may no longer make full attacks. Furthermore, they lose any proficiency with heavy armor or with martial or exotic weapons that they may have possessed. Lastly, they may not benefit from flanking or provide flanking to an ally.
    Empowerment
    In addition to this breach’s normal effects, if the target fails their saving throw, they take a penalty to attack rolls equal to their base attack bonus.

    Affliction of Life
    Unbalanced Scales 4
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One undead creature
    Duration: 1 min./level
    Saving Throw: Will negates

    Your unearthly magic can create life where none is intended to exist, such as within an undead being. With but a moment’s thought, you forcefully drag such a being back into the “natural” world.

    The target loses its immunity to effects that require a Fortitude save, ability damage, ability drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis poison, sleep effects, stunning, and death from massive damage. While under the effects of this breach, the undead is neither healed nor harmed by positive and negative energy.
    Unintelligent undead retain their immunity to mind-affecting spells and abilities, however.
    Empowerment:
    Duration: 1 min./level or permanent (see text)
    Saving Throw: Will negates and Fortitude Partial
    At the end of this breach’s duration, the target makes a Fortitude save. If they fail, the effect becomes permanent. Furthermore, such a creature’s remains may be revived from the dead as an undead creature when slain (through raise dead and resurrection effects) and the creature needs to breath, eat, and sleep.

    Air of the Unnatural
    Reflection of Nightmare 1 [Fear, Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one living creature/level
    Duration: 1 round/level
    Saving Throw: Will negates

    You send small wave of fear through the area, enough to cause unease in the unprepared.

    All targets who fail their saving throw are filled with unease, taking a –2 penalty to their Dexterity scores and a –2 penalty to Concentration, Spot, and Listen checks.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Duration: 1 minute/level
    In addition to this breach’s normal effects, animals within 5 feet of an affected target are also unnerved, becoming shaken and doing anything in their power to stay out of range of such creatures (such as running away or bucking off would-be riders).

    Alleviate Infirmity
    Soothing Insanity 6 (Healing)
    Range: Close (25 + 5 ft./level)
    Target: One willing living creature
    Duration: Instantaneous
    Saving Throw: None

    You quietly wipe all infirmities of the body and mind out of the target’s body, pushing their weakness into the far realms.

    The target is healed of all ability damage and ability drain and is healed of all negative levels afflicting the healed creature. This breach also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained, regardless of time has elapsed since the target lost their level(s).
    This breach does not restore levels or Constitution points lost due to death.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: Up to one willing living creature/level
    Instead of affecting a single touched creature, you choose up to one creature per xenotheurgy level within range. All targets gain the full benefit of this breach.

    Alter Scale and Size
    Endless Evolution 3
    Range: Touch
    Target: Living creature touched
    Duration: 1 min./level
    Saving Throw: Fortitude negates

    Just as you can change a creature’s form, so too can you change their size. With a simple touch, the target can be enlarged or shrunk as you desire
    You enlarge or reduce the target’s size category by one (your choice).
    Enlarge:If the target is increased in size, their dimensions are doubled and their weight is multiplied by 8. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity, and a –1 penalty on attack rolls and AC.
    If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using their increased strength) to burst any enclosures in the process. If it fails, the target is constrained without harm by the materials enclosing it.
    Reduce: If the target is decreased in size, their dimensions are halved and their weight is divided by 8. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength, and a +1 bonus on attack rolls and AC.
    Regardless of whether the target’s size is increased or decreased, their space and natural reach is altered as normal for creatures of their type and new size. This breach does not alter the target’s speed.
    Also, all equipment carries by the creature is changed in size along with the creature. Other magical properties are not affected by this breach. Any item that leaves the target’s possession instantly returns to normal size.
    Multiple magical effects that increase or reduce size do not stack but one function of this breach can dispel the other function.
    Empowerment:
    You may instead enlarge or reduce the size of a touched creature by up to two size categories.
    Enlarge:If the target is enlarged two size categories, their dimensions are quadrupled and their weight is multiplied by 64. The target gains a +4 size bonus to Strength, a –4 Size penalty to Dexterity, and a –2 penalty on attack rolls and AC.
    Reduce:If the target is reduced two size categories, their dimensions are divided by 4 and their weight is divided by 64. The target gains a +4 size bonus to Dexterity, a –4 size penalty to Strength, and a +2 bonus on attack rolls and AC.

    Anathemic Pariah
    Generous Madness 6
    Range: Unlimited
    Target: One willing creature
    Duration: Until expended
    Saving Throw: None

    You intertwine your soul with that of an ally, wherever they may be. The next time that they would be in danger, you take the hit instead.

    The next time that the target would fail a saving throw, you take all damage and other penalties from having failed the saving throw in their place. In situations where this would not make any sense (such as failing a Reflex save to avoid being engulfed by an ooze), this breach does not activate.
    Empowerment
    Until the breach is expended, whenever the target would take damage, you take half of that damage in their place. This damage ignores any damage reduction and regeneration that you may possess (although regeneration heals any nonlethal damage you accumulate in this way).


    Assault from Beyond
    Called from Nothing 3 (Creation
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature each round
    Duration: 1 round/level
    Saving Throw: None

    The material plane is dangerous for most far realms creatures for anything longer than a quick excursion. You bring a few of them out into the world just long enough to attack and vanish.

    When you use this breach and at the start of each round thereafter, choose a single opponent within range of this breach. Make an attack roll against that target using your xenotheurgy level in place of your Base Attack Bonus and adding your Dexterity modifier to the roll. The attack is also made as if by an invisible creature, denying the foe their Dexterity bonus to AC and granting a +2 bonus to the attack roll. Upon a success, the target feels sharp claws rend their flesh, taking 4d6 slashing damage. Immediately after the attack, the target catches a quick glimpse of a creature covered in claws, eyes, and pseudopods. The creature quickly walks through them and vanishes once more.
    Empowerment
    Effect: One creature + one additional creature/4 levels each round
    Each round, you select up to one additional creature per four xenotheurgy levels to be attacked. Each invisible force looks slightly different than all others. One creature may not be attacked multiple times in a single round.

    Assumption of Perfect Likeness
    Endless Evolution 6
    Range: Personal
    Target: You
    Duration: 10 minutes (D)
    Saving Throw: None

    You cause your form to ripple and morph, transforming yourself into the perfect likeness of another creature. Though your mind is your own, your body is completely that of the desired form.

    You temporarily becomes a copy of a single creature whose Hit Dice don’t exceed half of your xenotheurgy level (rounded up). You retains your mental ability scores but gains the physical ability scores, base attack bonus, saving throws, skill bonuses, feats, size, hit points, special attacks, and special qualities of the chosen creature. Will save bonuses, bonuses to skills, and save DCs are determined according to your mental ability scores.
    However, you loses access to all racial traits, feats, class features, and skills that they possessed in their normal form and can’t use breaches. All magic items that cannot be equipped to the new form meld into your body and become nonfunctional.
    Regardless of how damaged you was when they used this ability, the new form always starts with full hit points. When the breach ends, however, you takes damage equal to half of your chosen form’s full hit points. Templates and class levels can not be imitated through this breach.
    Empowerment:
    Duration: One hour (D)
    You may copy forms with Hit Dice up to three-fourths of your xenotheurgy level.

    Back from Beyond
    Unbalanced Scales 6 (Healing)
    Range: Touch
    Target: Dead creature touched
    Duration: One hour
    Saving Throw: None

    Reaching into the outer planes, you create a tether to connect a dead creature’s soul with their body. Though not permanently, the creatures body stirs to life.

    This breach brings back to life a creature who has died. For this breach to work, the target must’ve been dead for no longer than one hour. In addition, the target’s soul must be free and willing to return.
    The target does not lose a level or any constitution or any prepared spells or spell slots. The creature returns from the dead with hit points equal to their Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. The body must be whole in order to use this effect.
    Unfortunately, this revival is not permanent. At the end of this breach’s duration, the target drops dead again. A single creature may be targeted by this breach multiple times.
    As normal, this breach cannot bring back a creature who has died of old age.
    back from beyond is treated as the resurrection spell when determining whether or not a creature can be brought back to life by this murmur.
    Empowerment:
    Saving Throw: Will negates (see text)
    This breach may pull back souls that should not be able to return. Creatures who do not wish to return can be forced back to life if they fail their saving throw (using the Will save that they had in life). Once a creature has saved against this breach, they cannot be targeted by this mystery for a year and a day. Furthermore, those who have died of old age may be revived through the use of this power.
    back from beyond is treated as a miracle spell when determining whether or not a creature can be brought back to life by this murmur.

    Balm of Madness
    Soothing Insanity 1 (Healing)
    Range: Touch
    Target: One willing creature
    Duration: 8 hours
    Saving Throw: None

    You fill targets body with a bit of restorative energy. This power may wreak havoc on the target’s mind but their body will quickly recover.

    If the target of this mystery gains 8 consecutive hours of rest or sleep, they cure health equal to their character level x 4. However, while they are recovering, the target may not take any standard, move, or full round actions and automatically fails all Will saves.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: Up to 1 willing creature/level
    Up to one willing creature per level within range is subjected to this effect instead of one touched creature. All of them suffer the penalty of this breach but heal health equal to their character level x 5 after 8 consecutive hours of rest or sleep.

    Battered Resolve
    Sinister Persuasion 2 (Compulsion) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 minute; see text
    Saving Throw: Will negates

    Regardless of the current flow of battle, your foe is filled with doubt and desperation. If given the chance, this combat can stop.

    If the target fails their saving throw, they spend the next 1 minute trying to escape combat by any means. They may try retreating, diplomacy, empty threats, deception, or any other nonviolent method of leaving combat. They have no compunctions about sending others to do combat, however.
    If the target manages to escape combat within 1 minute, it does not seek to rejoin combat except as a last resort. If still in combat after one minute or if damaged during this breach’s duration, the creature breaks free of this effect.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to 1 creature/level
    Duration: 5 minutes; see text
    Except as noted above, this breach functions normally.

    Battlefield Jinx
    Blasphemous Avenger 2
    Range: Close (25 ft. + 5 ft/2 levels
    Target: One creature
    Duration: see text
    Saving Throw: Will partial

    You tamper a bit with probability, making sure that your opponent is unlucky. Few can fully resist your jinx.

    If the target fails their saving throw, they take a –2 penalty to all attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls until the end of the encounter (or for 2 minutes if not in an encounter). If the target succeeds on their saving throw, they take a –1 penalty instead. The effects of multiple battlefield jinxes overlap. Regardless of success or failure on the saving throw, the target is unaware that anything has transpired. Any effect that can remove a curse can remove a battlefield jinx.
    Empowerment
    Duration: see text
    Saving Throw: Will partial and Will negates
    the target now takes a –4 penalty with a failed saving throw and a –2 penalty with a successful saving throw.
    At the end of the encounter (or after 2 minutes if not in an encounter), the target makes another Will save. If successful, the effect ends as normal. If the target fails, however, the battlefield jinx continues until removed. Regarldess of success or failure on the saving throw, the target is unaware that anything has transpired.

    Blood-Seeking Strike
    Blasphemous Avenger 2
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Powers of entropy fill your blade, allowing it to deal more devastating strikes.

    You double the threat range of any weapon that you wield. This effect does not stack with others that increase the threat range of a weapon.
    Empowerment
    The doubling of your threat range now stacks with other effects that increase the threat range of a weapon (two doublings equal a tripling as normal). Furthermore, any weapon you wield gains the wounding property.

    Break Probability
    Eternal Anathema 5
    Range: Personal
    Target: You
    Duration: 1 round/level or until expended
    Saving Throw: None

    You warp probability in your favor, contorting it until it agrees with your agenda. That done, many attacks are suddenly easier to resist.

    The next time that you would make a saving throw, they roll 2d20 and take the better result. If either roll is a natural 1, the other roll gains a +5 bonus. After making such a saving throw, this breach is expended.
    Empowerment:
    For the purpose of the affected saving throw, both 19 and 20 are automatic successes.
    Note: you makes the saving throw to avoid increasing your murmur level as the breach is cast, meaning that the effects of break probability aren’t wasted on itself.

    Browbeat Destiny
    Blasphemous Avenger 4
    Range: Personal
    Target: You
    Duration: 1 hour or until expended
    Saving Throw: None

    You tie up threads of fate until only the ones that you desire remain available. Fate declares that the path before you be covered in blood.

    The next time that you would threaten a critical hit within this breach’s duration, you automatically confirm it. Confirming a critical hit in this way expends this breach.
    Empowerment
    In addition to this breach’s normal effects, any critical hit that this breach confirms automatically does maximum damage.

    Burst of Formless Terror
    Reflection of Nightmare 2 [Fear, Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to 2 living creatures/level
    Duration: 1 round/level
    Saving Throw: Will negates

    You accumulate formless terror and madness within your body. Then, you release that energy with a single burst, scaring all nearby

    All targeted creatures who fail on their Will saves are frightened for the breach’s duration. Creatures with HD equal to or greater than half of your xenotheurgy level (rounded up) +3 are immune to this ability.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to 4 living creatures/level
    Other than the above exceptions, this breach functions completely normally.


    Call from Beyond
    Called from Nothing 1 (Calling)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One called creature
    Duration: Instantaneous
    Saving Throw: None

    Opening a small portal into the great beyond, you call forth a weak pseudonatural animal.

    This breach conjures a single corporeal psuedonatural animal with under 1 Hit Dice of the xenothuergist’s choice. This creature remains indefinitely but is under no compulsion to server you.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Saving Throw: Will partial
    Duration: Instantaneous and 10 minutes
    You can now summon pseudonatural animals with up to 2 Hit Dice can be conjured in this way. Furthermore, upon summoning the creature, you may mentally suggest a course of action. If the pseudonatural creature fails its saving throw, it tries to take that course of action to the best of its ability for 10 minutes or until the course of action is completed (such as killing something they were ordered to kill). The creature may be given harmful or even suicidal actions to perform in this way.

    Canniness of the Traveler
    Road to Nowhere 2
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 10 min./level
    Saving Throw: None

    As you instill otherworldly energy into your target, they start seeing the world in a different light. Whenever they start to lose control of their movements, the world seems to shift with them, granting them more leeway in their actions.

    The target gains a +2 competence bonus to balance, climb, jump, tumble, and swim checks. These bonuses increase by +1 for every four xenotheurgy levels that you possess.
    Empowerment:
    the target also gains special bonuses with their traveling skills. The target can move at full speed with no penalties when making balance, climb, tumble, and swim checks. Furthermore, the bonus that this breach grants to jump checks is quadrupled when making vertical jumps.

    Cerebral Mist
    Called from Nothing 1 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Fog spreads in 10-foot radius, 10 ft. high
    Duration: 1 min./level
    Saving Throw: None

    Reaching into the deepest realms of insanity, you let loose a constant stream of madness, filling the air and even obscuring sight like mist.

    A cloud of mist spreads outwards from the point that you designates. The fog is thin but manages to obscures sight, including darkvision, a little bit. A creature within 5 feet can be attacked normally but those farther away have concealment. Furthermore, all creatures within range take a –2 penalty to Will saves.
    A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
    This breach does not function underwater.
    Empowerment:
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Fog spreads in 20-ft. radius, 20 ft. high
    Duration: 10 min./level
    The mist now resists wind actively, refusing to simply disperse. Instead, a strong or stronger wind moves the effect 10 feet per round in the direction of the wind. Also, this breach may be used underwater, creating an area of mind-warping muck.

    Channel into the Beyond
    Soothing Insanity 3 (Healing)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1 minute and instantaneous
    Saving Throw: Will partial

    You channel essence of the far realms through the target’s blood, eliminated toxins but damaging the blood flow to their brain.

    The target is dazed for 1 minute if they fail their Will save but is instantly cured of all poisons that are affecting them.
    Empowerment
    The target is also cured of any ability damage or drain they have taken from poison within the last 5 minutes.

    Channel Prowess
    Generous Madness 1 [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1d4+1 rounds
    Saving Throw: None

    You siphon a small part of your mind through the far realms and into the mind of an ally, granting them some of your canniness.

    When using this breach, choose one skill in which you posses at least one rank. The target may use your modifier for that skill in place of their own. If the skill cannot be used untrained and the target lacks ranks in the skill, they may use that skill as if trained. You retain your own bonus to the skill even while lending it to an ally.
    You take a –2 penalty to your Intelligence, Wisdom, and Charisma while this breach is in effect. This penalty stacks with itself if you use this ability again while a previous use is in effect. Furthermore, you may only lend talent with any given skill to a single creature at any given time.
    Empowerment
    Duration: 1 round/level
    you may lend your talent with a single skill to a number of creatures up to half of the ranks that you possess in that skill (rounded down) at any given time.
    Notes: The Speak Language skill may not be shared through this breach. When lending a target your modifier in a Knowledge skill, they may not make a Knowledge check with that skill that you have already failed. This breach does not actually lend skill ranks to an ally (and thus can’t grant synergy bonuses in other skills).

    Channel Training
    Generous Madness 3
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature
    Duration: 1d4+1 rounds
    Saving Throw: None

    You siphon a few of your past experiences into the mind of an ally via the far realms. They know how to handle the rest

    When using this breach, choose one feat you possess. If the target meets all of that feat’s prerequisites, they gain the benefits of that feat. If the target already possesses that feat, they can only be lent this feat if it can be taken multiple times. You retain the benefits of the feat even while lending it to an ally.
    You take a –2 penalty to all attack rolls, saving throws, and skill checks while this breach is in effect. This penalty stacks with itself if you use this ability again while a previous use is in effect. Furthermore, you can lend talent with any given feat to a single creature at any given time and can’t lend a single feat to a creature multiple times unless you have taken that feat at least as many times.
    Empowerment
    Duration: 1 round/level
    You may lend the benefits of a single feat to a number of creatures up to one third of your xenotherugy level (rounded up) at any given time.

    Conduit of Aberrant Rejuvenation
    Soothing Insanity 5 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 10 minutes/level or until expended
    Saving Throw: None

    You fill your being with curative power, power that you can force into others with a touch. You are adept at forcing vast quantities into your targets.

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 2. Each touch attack heals up to 80 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Tainted Resurgence effect you have active on your person.
    Empowerment
    Range: Long (400 ft. + 40 ft./level)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 160 hit points at a time.

    Conduit of Tainted Resurgence
    Soothing Insanity 3 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 1 hour/level or until expended
    Saving Throw: None

    You are filled with an abundance of positive energy, energy that you can pass onto others with a touch. Creatures can only bear so much of this energy at once, however

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 5. Each touch attack heals up to 20 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Aberrant Regeneration effect you have active on your person.
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 40 hit points at a time.

    Conduit of Twisted Recovery
    Soothing Insanity 1 (Healing)
    Range: Touch
    Targets: Living creatures touched (see text)
    Duration: 1 day/level or until expended
    Saving Throw: None

    You fill yourself with new life, life that flows through your hands and into your targets. Alas, no single creature can bear too much of this energy at a given time

    You a pool of points that you can use to heal touched creatures. This pool equals the ability modifier added to your Will save x your xenotheurgy level x 10. Each touch attack heals up to 5 hit points. No creature can be healed by this breach more than once per day, even if it is cast multiple times.
    This breach negates the effects of any Conduit of Tainted Resurgence or Conduit of Aberrant Regeneration effect you have active on your person.
    Empowerment
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Living creatures (see text)
    You can heal any target within range as a standard action without need for a touch attack. Also, you can heal a creature for up to 10 hit points at a time.

    Conjure Flesh of Zurguth
    Called from Nothing 5 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: highly morphic fleshy mass, 10 cu. ft./level
    Duration: Instantaneous
    Saving Throw: None

    The far realms is in many sense like a primordial sea, a shapeless mass of infinite possibilities. You call a tangible manifestation of the far realms’ nature into the multiverse.

    You create a fleshy mass that takes up 10 cubic feet per xenotheurgy level. The flesh is malleable like clay but hardens if repetitively pounded, even taking on a metallic hardness if desired. The flesh can be shaped into nearly any form desired. To determine the quality of the desired item, make a proper craft skill. Regardless of skill, however, the flesh cannot be turned into masterwork items, cannot be made into living things, cannot create liquids or gases, and cannot create items with complicated moving parts.
    The fleshy mass created never rots or grows mold. It also never dries out or hardens before it has been purposefully shaped and hardened.
    Any creature who has ever seen a Koarti is shaken while within 5 feet of an object crafted from this flesh. This flesh may be used in place of resin to protect a Koarti or even an entire enclave of the beings.
    Empowerment
    Effect: highly morphic fleshy mass, 50 cu. ft./level
    You now create 50 cubic feet of the fleshy mass per xenotheurgy level. Pustules filled with potable fluids and breathable vapors trapped in the skin provide the ability to work with liquids of gases, changing the precise fluid or gas by adding trace amounts of ground solid flesh to the mix. Furthermore, you can now create masterwork items and items with complicated moving parts.

    Craft of the Damned
    Unbalance Scales 3
    Range: Medium (100 ft. + 10 ft./level
    Targets One or more corpses touched
    Duration: 1 min./level
    Saving Throw: None

    You create tendrils of energy into the selected bodies, bringing them back into the realms of the living…or something eerily close to it.

    This breach temporarily turns the bones or bodies of dead creatures into pseudonatural zombies or skeletons that follow your commands. The undead can follow you or can be left behind to guard an area (although the short duration is prohibitive). They remain animated for the duration of this breach or until destroyed. In either case, the creature is reduced to a pile of dust the blows away in the gentlest of breezes.
    Regardless of the type of undead created through this breach, you cannot create more than HD of psuedonatural undead than your xenotheurgy level with a single use of this breach.
    The undead created remain under your control throughout their brief existences, no matter how many you may animate. Unlike most pseudonatural creatures, the created creatures retain their creature type and Intelligence score (or lack there-of). Furthermore, the undead are immune to both positive and negative energy, meaning among other things that they are unaffected by consecrate and desecrate spells and can’t be turned or rebuked..
    Empowerment:
    You may animate any form of corporeal pseudonatural undead but creatures other than zombies and skeletons are treated as having twice as many HD if you can create them and how many you can create.

    Cutting the Tethers
    Unbalanced Scales 4 (Death)
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitudes partial (see text)

    You open several links in the far realms within the target’s body, trying to force the target’s soul through, cleaving it from the body.

    The touched target must make three Fortitude saves. For each save that it fails, the target gains one negative level. 24 hours after receiving the negative levels, the target must make a Fortitude save for each one (DC = Cutting the Tether breach’s DC) to prevent having a level permanently drained.
    If the target fails all three Fortitude saves, they are instead slain. The cut between their soul and body is so clean that a raise dead or reincarnation spell only has a 50% chance of functioning on the target. If this is not the case, only a resurrection, true resurrection, wish, or miracle can bring the target back.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    The target must instead make five Fortitude saves. They are slain if they fail at least three of those saving throws.
    Last edited by Realms of Chaos; 2010-01-26 at 09:38 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

  10. - Top - End - #10
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART II

    Death that Never Was
    Soothing Insanity 6 (Healing)
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text

    Ignoring the boundaries of life and death, you reach beyond the veil of death and reclaim a recently dead soul.
    You restore life to a deceased creature that has been dead for no longer than 1 round. The subject’s soul must be free and willing to return. The breach automatically fails if the soul is unwilling to return.
    The subject does not lose a level or Constitution for returning to life and loses no spells or spell slots. Normal diseases and poison are cured in the process but magical diseases and curses are not undone. A creature returns with however many hit points it had at the start of its last round of life. If this places the target under 0 hit points, it is automatically stabilized. The target’s body need not be whole to return to life, so long as even a bit of dust is left behind to recreate the body. The target’s equipment and possessions are put back the way they were before at the start of the target’s last round of life, even if the way in which the target died destroyed the equipment as well.
    A creature who has been turned into an undead since their death is still returned to life (no saving throw) if the soul is willing to return. This breach cannot bring back a creature who has died of old age.
    This breach is treated as a miracle spell for the purpose of determining whether a target can be revived by this breach.
    Empowerment
    The target returns from the dead with however many hit point it had at the start of its last round of life or with half of its maximum hit points, whichever is more. Furthermore, all magical diseases and curses that could be removed with a miracle spell are removed as the target returns to life.
    This breach is treated as direct divine intervention for the purpose of determining whether a target can be revived by this breach.

    Deception of Perfection
    Sinister Persuasion 2 (Charm) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature of your type
    Duration: 10 minutes/level
    Saving Throw: Will negates

    Clouding your target’s mind with madness, they are unable to see you as being anything other than perfect.

    If the target fails their saving throw, they come to see you as an embodiment of perfection. They are treated as being helpful towards you for the duration of this breach. Furthermore, they perceive all that you say and do in the best possible light. If you insult them, you must be joking. If your ally attacks them, it is not of your doing. Taking aggressive actions against the target yourself, however, ends the effect instantly.
    This breach cannot be used to make the target take actions against its nature or to take self-destructive actions but it can be used to make actions seem more palatable (“That charging dragon is just an illusion. See for yourself.”)
    Empowerment
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 hour/level
    Even if you take an aggressive action against the target, they must make another Will save in order to break free of this breach, otherwise judging that there must have been a good reason.

    Deception of Sanctuary
    Insidious Persuasion 5 [Mind-Affecting]
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: None and Will negates

    As you tighten your vise on the target’s mind, they become incapable of even considering combat against you.

    Whenever the target tries to attack you (whether using weapons or spells, melee or ranged), they must first make a successful Will save. Making multiple attacks (such as with a full attack) requires multiple saving throws. On a failed Will save, the target cannot attack you until the start of its next round.
    The target is free, however, to target you with spells or abilities that do not require attack rolls, even aggressive abilities.
    Empowerment
    Range: 400 ft. + 40 ft./level
    Area: (400 ft. + 40 ft./level)-radius emanation, centered on you
    All creatures within rang are now affected by this breach. Furthermore, all aggressive actions against you now require a Will save, whether or not they require attack rolls.

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

    Your weapons stop existing in the traditional sense of the word, continuing on as mere extensions of your will. Traditional defenses do little to defend your foes

    All attacks that you make are resolved as touch attacks.
    Empowerment
    Your attacks bypass more defenses and often work counter-intuitively. Your attacks also ignore any deflection or insight bonus to the target’s AC.

    Denial of Truth
    Sinister Persuasion 3 (Compulsion) [Mind-Affecting]
    Range: Long (400 ft. + 40 ft./level)
    Targets: All creatures in a 15-ft. radius burst
    Duration: 1 round/level
    Saving Throw: Will negates

    You expose your targets to a small sliver of absolute truth, just enough to send their minds recoiling back into themselves.

    This breach functions as the confusion spell with the above exceptions.
    Empowerment
    Targets: All creatures within a 30-ft. radius burst
    If an affected target would be able to act normally or would be unable to take their decided action, they instead fall prone, writhing and screaming in pain.
    Also, being attacked no longer permits targets to attack the attacker during their next round.

    Discover the Path
    Road to Nowhere 4
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    The world is nothing more than a giant web of paths, roads, and canals. You spread your perception along this web, hoping to gain greater insights.

    You learns the location of all roads, hiking or hunting trails, rivers and canals, tunnels, airways, alleys, hallways, and similar paths that are used or intended for travel within 1 mile (regardless of how rarely they may be used). You also gain a general idea of how busy each “path” is at the moment of casting.
    This breach operates in a radius of 1 mile per level.
    Empowerment:
    Duration: Instantaneous and concentration
    You also learn the location of each structure built along any path in range and learn the major locations that each such path leads to in either direction (even if these structures or locations aren’t within range). Lastly, you gain an approximate idea of how powerful the strongest creature on that road is (relative to you).
    For as long as you concentrate, you are constantly updated on any changes and learn of new “paths” that you move within range of.
    This breach now operates in a radius of 5 miles per level.
    NOTE: This breach have many implications that should be taken into consideration by both the player and DM. First of all, this breach effectively grants a target a very large and very detailed travel map of the area to work with. However, using this ability often and demanding a map each time is overwhelming for a DM (even though it may be nice on occasion such as when planning a heist or rescue).
    More often, a good solution is for the player to ask the DM questions as they play based on what they saw before, such as, “do I remember anything strong being in the next hallway?” or “do I remember any way out of this room?’. Likewise, DMs may want to “remind” the player of something that they had “seen” using this breach.
    Also, this breach can effectively create a somewhat effective map for a dungeon, mapping out hallways and hidden corridors but oddly not including the rooms and chambers of the dungeon.

    Distracting Aid
    Generous Madness 1
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One willing creature plus up to one living creature/2 levels
    Duration: 1 round/level
    Saving Throw: None

    You bolster your allies with energies from the far realms. Although they are empowered, however, the energies ruin concentration.

    All targeted allies gain a +1 bonus to attack rolls and Will saves and a –4 penalty to Concentration checks. For every three xenotheurgy levels you possess, increase these bonuses by +1 and the penalty by –1.
    Empowerment
    Targets: One willing creature plus up to one living creature/level
    Duration: 1 minute/level
    The bonus granted by this breach is increased by +1 and is also extended to weapon damage rolls.

    Dread Whispers
    Half-Heard Secrets 5 [Language-Dependant, Mind-Affecting]
    Range: 10 ft.
    Area: 10-ft.-radius burst, centered on yourself
    Duration: 1d4 rounds and 1 hour/level
    Saving Throw: Will negates

    You allow your mind to briefly hold one of the darkest secrets of the multiverse and the void beyond. Softly pronouncing this word, you muddle the minds of all those around you

    All creatures within range who fail their saving throws are dazed for 1d4 rounds. Afterwards, such creatures take a morale penalty equal to half of your level on all attack rolls, skill checks, and saving throws.
    Empowerment
    Range: 5 ft.
    Area: 5-ft.-radius burst, centered on yourself
    Targets who fail their saving throw are stunned instead of daze. Afterwards, in addition to the morale penalty, all affected creatures can take only one standard action or move action each round.

    Dreams Made Manifest
    Waking Dream 3 (Figment) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./2 levels)
    Target/Effect: Living creature within range/a visual figment taking up a single 10-foot cube anywhere within range.
    Duration: Concentration
    Saving Throw: Will disbelief (if interacted with)

    Reaching into your opponent’s mind, you tear forth their hopes, dreams, and aspirations and put them on display for all to see within a matrix of illusion.

    The single greatest desire of the target when this breach is used is displayed in the form of a visual figment. Depending on the desire, it may be revealed in strange and abstract ways. Any creature may make a DC 20 Sense Motive check to discern the meaning of abstract displays. Furthermore, the alignment of the target can be discerned with a DC 25 Sense Motive check. For particularly mundane or indicative desires, this DC may be increased or decreased accordingly (DM’s discretion).
    Dreams Made Manifest is treated for all purposes as an illusion.
    Empowerment:
    Saving Throw: Will disbelief (if interacted with) and Will partial
    The figment now includes audio and olfactory elements, granting a +5 bonus too all Sense Motive checks made using this breach.
    Furthermore, the figment is entrancing, dazing the target for 1d4 rounds if they fail a Will save as they see their greatest desire dangled in front of them like food before a starving man.

    Dust to Dust
    Unbalanced Scales 5
    Range: 0 ft.
    Area: 60-foot emanation, centered on you
    Duration: Instantaneous plus 1 round
    Saving Throw: Will partial

    As you focus on the border of life and death, you force this border to become more distinct. There are the living and the dead. As far as you are concerned, other categories simply fail to exist.

    All undead and constructs within the area take 1d6 damage/level (Maximum 20d6). If they fail on a Will save, they may only take a single move or standard action on their next round.
    Empowerment:
    Duration: Instantaneous plus 1 round/level
    Any creature who fails their saving throw is instead reduced to dust that fill their own square(s) and all squares adjacent to them. For 1 round/level, all nonliving creatures treat squares with such dust in them as difficult terrain.

    Echoes of the Abyss
    Waking Dream 1 (Figment)
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 10 min./level
    Saving Throw: Will disbelief (if interacted with)

    You open a small rift upon the target’s person, too small for anything physical to pass through but large enough for your voice as you send it through the far realms.

    You may make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within 30 feet of the target, such as behind a door, around a corner, etc. You may speak in any language you know. If the target moves, this effect moves with them as long as they remain within range of you. With respect to such voices and sounds, anyone who hears the sound an rolls a successful save recognizes is as illusory (but still hears it).
    Echoes of the Abyss is treated for all purposes as an illusion.
    Empowerment:
    Range: Long (400 ft. + 40 ft./level)
    Duration: 1 hour/level
    Saving Throw: Will disbelief (see text)
    The target is not granted a save against this affect (though anyone else hearing the effect is). You may elect for only the target or only the creatures around them to hear part or all of the illusion. Lastly, the illusion may cover a complete audio array of possible sounds rather than those that you can make vocally (such as imitating the target’s voice), within the limits of a major image spell.

    Eerie Creation
    Called from Nothing 3 (Creation)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Unattended, nonnmagical object of nonliving plant matter, up to 1 cu. ft./level
    Duration: 1 hour/level (D)
    Saving Throw: None

    Searching through the far realms with your mind, you find some item similar in nature to what you currently need. The chaotic energies in your mind imitate this object in the sane world

    This breach creates a nonmagical, unattended object of nonliving, vegetable matter, as the minor creation spell. As the spell, the volume of the items created cannot exceed 1 cubic foot per caster level and you must make skill checks to make complex items. Unlike the minor creation spell, all objects created are alien in nature, with all forms of wood, fibers, and similar materials coming from no recognizable source. As such, the Appraise skill can indicate nothing about a created item other than the quality with which it was crafted. Animals are shaken while within 5 feet of such an item and plants appear to wilt a bit while within 10 feet, although they don’t actually die.
    Empowerment
    Effect: Unattended, nonmagical object, up to 1 cu. ft./level
    Duration: 24 hours/level
    You can also create metallic, crystal, or stone items. As before, none of the substances used in the creation are recognizable but you may declare that a created item imitates the trait of one known metal (but not more than one per item).
    You can also attempt to create life, more or less crafted according to your mental design, although it never ends well. Creatures taking up 1 cubit foot of space or less skitter about for 1d4+1 rounds before exploding in a gory mess. Larger creatures lumber around for 1d4+1 rounds before silently collapsing under their own weight and dying. Regardless, created creatures have a speed of 5 feet, a number of hit points equal to your xenotheurgy level, an AC of 10, and cannot attack or take other offensive actions. They cannot provide flanking.

    Elucidate Function
    Half-Heard Secrets 3
    Range: Touch
    Target: Item touched
    Duration: Instantaneous
    Saving Throw: None

    You peer into the structure of the item before you, connecting its magical essence to your mind via a steam of madness. All of its mysteries are quickly unraveled.

    You become instantly aware of whether or not the touched item is magical or not. If the item is magical, you become aware of all abilities, learn how to activate them, learn of any curses that the item may possess (even if such curses normally fool such detection), and learn whether or not the target is sentient.
    This ability has no effect against artifacts and constructs, which it detects as being nonmagical.
    Empowerment
    Duration: Instantaneous and 1 minute
    For one minute after using this breach, you automatically succeed on all Use Magic device checks to use the targeted item and may make such checks (for the purpose of using that item only) untrained.


    Enigmatic Strike
    Blasphemous Avenger 1
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None

    Ignoring the normal limitations of space, you can cause injury even from a long distance away.

    You may make melee attacks against foes up to 50 feet away. For every 10 feet away they are beyond your reach, you take a –1 penalty to the attack roll.
    Empowerment
    You may now make melee attacks against foes up to 100 feet away and take no penalty to attack rolls for attacking distant foes in this way.

    Enrichment from Beyond
    Endless Evolution 5
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You pour vast quantities of energy into yourself, precisely controlling its flow. Though you can control how it changes you, these energies resent this control you exert, not lasting nearly as long

    You gain a +6 enhancement bonus to one ability score of your choice.
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Instead, the target gains the enhancement bonus to an ability score of their choice.

    Enrichment of the Being
    Endless Evolution 3
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You force large quantities of energy to surge with you under your limited guidance. Though you can better control how you benefit, the energy rebels against your control and does not last as long as normal.

    You gains a +4 enhancement bonus to two mental ability scores or to two physical ability scores of your choice.
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Instead, the target gains the enhancement bonus to two mental ability score or to two physical ability scores of their choice.

    Enrichment of the Flesh
    Endless Evolution 1
    Range: Personal
    Target: You
    Duration: 10 min./level
    Saving Throw: None

    You pour chaotic energies into your body, allowing them to alter your form. Although you can’t control the energies, you can vaguely steer it to enhance your body or mind.

    You gain a +2 enhancement bonus to all three mental ability scores or all three physical ability scores (your choice).
    Empowerment:
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless)
    Instead, the target receives the ability bonuses and chooses whether their mental or physical abilities are targeted.

    Entrancing Presence
    Sinister Persuasion 1 [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Targets: All other creatures
    Duration: Concentration
    Saving Throw: Will negates; see text

    You exude a bit of energy from the far realms, not enough to cause actual change but enough to make people feel that something is slightly off. This sense of oddness attracts the attention of those around you.

    All creatures who can see you are spellbound by your presence. All creatures in range who fail their saving throw and who can see you can’t take any action but to stare and watch you, a vacant look in their eyes. In this state, they are unaware of their surroundings and are effectively blind and deaf to everything other than you. If you take any action but to maintain this breach, however, the creatures are freed from their reverie. Any aggressive action taken against an affected creature also ends the effect, breaking the web of influence. Any creature that enters within range must make a saving throw to resist falling under this breach’s effects.
    You may concentrate on this breach for up to 1 round/level + 2 rounds.
    Empowerment
    Targets: Any number of creatures
    Duration: Concentration + 5 rounds
    You may take a single move action each round without ending this breach. If this action is threatening (such as drawing a weapon), the breach ends. Creatures no longer risk falling under this breach’s effects by approaching you.

    Essence of Heresy
    Called from Nothing 2 (Summoning)
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned elemental
    Duration: 24 hours
    Saving Throw: None

    Mentally reciting a series of horrid blasphemies and awful truths, you assemble your thoughts into a horrid amalgam. This amalgam slips out of your head through your ears, nose, and eyes, ready to serve.

    Using this breach, you call forth a single small heresy elemental to serve you for the duration. The heresy elemental loses its haunting secret ability but gains improved evasion and the ability to deliver touch attacks on your behalf. The small heresy elemental is completely under your control.
    At any given time, you may only possess one heresy elemental. Using this breach again simply replaces your previous heresy elemental.
    Empowerment
    Duration: 24 hours (see text)
    The heresy elemental now possesses a hit point total equal to its normal amount or equal to half of your maximum hit points, whichever is more. Furthermore, for the purpose of spells and ability, the heresy elemental’s Hit Dice equals your own. The heresy elemental gains a +2 bonus on attack rolls, saving throws, and skill checks.
    Lastly, the heresy elemental retains the haunting secret ability. When the heresy elemental uses this ability, the breach ends but the heresy elemental continues to exist, perhaps coming back to life through the haunting secret ability. If and when it returns, it is a typical free-willed small heresy elemental with none of the benefits of this breach.
    elemental gains +2 to attack rolls, saving throws, and skill checks. Retains haunting secret ability and allows more to be summoned.

    Essence of the Outsider
    Blasphemous Avenger 5
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    You fill your mind and body with otherworldly energies, gaining great power on the battlefield

    For the duration of this breach, your base attack bonus equals your xenotheurgy level.
    Empowerment
    In addition to this breach’s normal effects, you gain darkvision out to 60 feet, your base saving throws equal half of your xenotheurgy level +2 (unless they are already superior), and you become immune to all effects that specifically target creatures of your type.

    Eternal Rejuvenation
    Eternal Anathema 6 (Healing)
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None

    Your body simply refuses to stay wounded. As you string energy through your body, it keeps returning to its original, undamaged form.

    You gain regeneration 1 for every six xenotheurgy levels you possess, which can only be overcome by damage of one energy type, as dictated by you when you use this breach. If you have or gain immunity to this energy, you immediately choose another. If you have immunity to all forms of energy damage, you does not benefit from this breach.
    You may not use this breach while already affected by it.
    Empowerment:
    Range: Touch
    Target: Living creature touched
    Saving Throw: Fortitude negates (harmless)
    Instead, the target gains the regenerature and chooses which form of energy damage overcomes it. If the target has or gains immunity to the form of energy, they immediately choose another. If the target has or gains immunity to all forms of energy damage, the target does not benefit from this breach.
    If you use this breach and target yourself, increase the value of the regeneration by 2.
    You may use this breach while affected by it but cannot target a creature already benefit from it.

    Eyes to the Future
    Half-Heard Secrets 2
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    The far realms connect to the past, present, and future of the multiverse simultaneously. Using this property of the ameobic sea, you take a quick peak into your future.

    You gaze into a conglomeration of all possible futures in which a specific action is taken. As such, you learn the general results of that action being taken going as far as 1 minute into the future. However, as your view of the future is blurry at best, you only gain a vague idea of what is to happen.
    For example, if the action in question was opening a door, one possibly response you might receive is “safe passage” while another may be “fight with orcs”. However, as you gaze into a conglomeration of all possible futures, it is more than possible to be led astray. This breach only functions 70% of the time +1% per level (maximum 90%). If the breach fails to function, you instead focus on a misleading version of the future. Likewise, if you take actions to prevent the future that you see, you have retroactively focused upon the wrong future.
    Empowerment
    This breach sees 5 minutes into the future and is 10% more likely to function than normal (maximum 100%). If multiple things are likely to happen within that time period, you receive more thorough visions (such as “fight with orcs and then one goblin and then find pile of gold”).

    Figment of the Dreamscape
    Waking Dream 2 (Figment)
    Range: Long (400 ft. + 40 ft./level)
    Effect: Figment that cannot extend beyond 10-ft. cubes + one 10-ft. cube/level (S).
    Duration: 1 hour/ level
    Saving Throw: Will disbelief (if interacted with)

    You reach into the plane of dreams and draw forth perception. Like a vivid dream, an illusion of your design rests before you.

    This breach creates the visual illusion of an object, creature, or force, as visualize by you. The illusion does not create sound, smell, texture, or temperature. When the illusion would be damaged, the effect ends unless you makes it react accordingly. As a standard action, you can gain control over your illusion for one round, moving it within the limits of the effect.
    Figment of the Dreamscape is treated for all purposes as an illusion.
    Empowerment:
    The illusion includes sound (including intelligible speech, smell, texture, and temperature). Furthermore, you may control the breach as a move action.

    The Final Destination
    Unbalanced Scales 6 (Death)
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Will partial

    You open small rifts to the far realms within your opponents body, tearing apart their soul and sending it beyond the stars. There is nothing left of them to bring back.

    If the target is at 50 hit points or less, they are instantly slain (no saving throw). After being slain, the target makes a single Will save. If the save succeeds, they travel onto their final rewards or punishment as normal. If the save fails, their soul is instead ejected into the far realms to be consumed. Raise dead and reincarnate spells cannot restore the creature while resurrection and true resurrection have a 50% chance of being unable to revive the target. Wish and miracle spells can return the target to life.
    Empowerment:
    Range: Long (400 ft. + 40 ft./level)
    This breach now functions against creatures with up to 100 hit points. Furthermore, if they fail their saving throw, resurrection and true resurrection spells automatically fail against the target and even wish and miracle spells have a 50% chance of failing. If they fail, no mortal magic can return the creature to life.

    Fire from the Wound
    Blasphemous Avenger 4
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: Reflex half

    You fill your blood with volatile energy. Upon exposure to the air, it explodes outwards, likely damaging your attacker

    Whenever you are damaged, a burst of energy fills a 15-foot cone in a direction of your choice, dealing 4d8 damage or half that with a successful Reflex save. Despite the name of this breach, this damage is of no particular element.
    Empowerment
    Duration: 10 minutes/level
    The burst of energy instead deals 6d8 damage, or half that with a successful Reflex save.

    Flesh that Melts and Roils
    Endless Evolution 2
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous and 1 round
    Saving Throw: Fortitude partial

    Just as you reshape the flesh of allies, so too can you contort the form of your enemies. Your touch disfigures the body of your foe in an excruciating manner.

    The target takes 2d6 points of Charisma damage and are stunned for 1 round if they fail their saving throw. Even they succeed, they take 1d4 points of Charisma damage and are not stunned.
    Empowerment:
    In addition to the above affects, the target takes 2d4 points of Dexterity damage if they fail their saving throw. If they succeed, they only take 1d4 points of Dexterity damage and are fatigued for one round from having fought off the transformation.

    Flow of Adrenaline
    Reflection of Nightmare 4 [Mind-Affecting]
    Range: Touch
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)

    Using a bit of madness, you rewire your target’s brain. When they should feel fear, all that they feel is a rush of endorphins and adrenaline.

    The target no longer suffers penalties from the shaken, frightened, or panicked conditions. They do not gain immunity to such conditions, however. Instead, the target gains a +2 bonus to their Strength and Dexterity score whenever they are shaken. This bonus increases to +4 while frightened and +6 while panicked.
    Empowerment
    Range: Close (25 ft. + 5 ft/2 levels)
    Targets: up to one creature/level
    The benefits of this breach are instead extended to all targeted creatures.

    Foe Without a Face
    Waking Dream 1 (Phantasm)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 hour + 10 min./level
    Saving Throw: Will negates

    Within the far realms are infinite images of this world. There are images of worlds that have never happened: some of which are filled with corruption, deception ,and treachery. You let these images filter into the thoughts of your target.

    The target always feels as though they are being followed and that someone is ready to stab them in the back, possibly a close friend or ally. The target takes a –2 penalty to Wisdom-based skill checks and an additional –2 penalty to Sense Motive checks. If the target fails a sense motive check by 5 or more, they perceive a creature to be one category closer to hostile towards them than they are truly acting (regardless of their actual attitude towards the target). Lastly, in combat, the target is always considered flanked unless they have the improved uncanny dodge ability.
    Empowerment:
    Duration: 24 hours
    Saving Throw: Will negates (see text)
    This breach grows worse as time goes on. Each hour, the target must make an additional Will save. If they fail, the penalty to Wisdom based skills increases by an additional –1 and the penalty to Sense Motive checks worsens by an additional –1.
    Lastly, for every 5 points by which they fail a sense motive check, the target perceives a target to be one category close to hostile towards them than they are truly acting (regardless of their actual attitude towards the target).

    Form that Bends and Buckles
    Endless Evolution 4
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous and one round/level
    Saving Throw: Fortitude partial

    You force the target’s form to reshape itself. Bones crack and twist, skin rips and tears, and tendons pop as the target’s physiology is assaulted.

    If the target fails their saving throw, they take 2d6 points of Dexterity and Strength damage and is nauseated for 1 round/level. Furthermore, until all of this ability damage has been healed, the target is treated as being one size category larger or smaller, whichever is less beneficial for them for a given purpose.
    If the target succeeds on their saving throw, they still take 1d4 points of Dexterity and Strength damage.
    Empowerment:
    The extreme pain of the transformation also halves the target’s speed and deals the target 5d6 damage with a failed saving throw.
    If the target succeeds on their saving throw, they are sickened for 1 round/level after their effort their body put forth to resist the effect.

    Gaze into Tomorrow
    Half-Heard Secrets 4
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    You extend your gaze far into the future, catching only quick glances at each individual moment. When you awaken from your reverie, you gain a general idea of what the future holds

    This breach lets you catch a quick glance of the next 24 hours. However, your view is so fast that many details are left out. First, you gain a general idea of how dangerous the next day is going to be (safe, hazardous, dangerous, or lethal). Next, you catch a quick glance of all creatures you are likely to see within the next day, allowing for related Knowledge checks to identify each. Lastly, you gain a brief one sentence summary of the next day. The odds of this breach properly functioning are 60% + 1% per level (maximum 80%). Otherwise, you are mislead by the shadow of another possible future.
    Empowerment
    Duration:Instantaneous and 24 hours
    The odds of this breach properly functioning increase by 10% (maximum 90%). Furthermore, if this breach functions properly, you add your level as a bonus to all Listen, Search, Spot, and Sense motive checks made for 24 hours, reflecting your general readiness for the world to come.

    Gift from the Outside
    Endless Evolution 5
    Range: Personal
    Target: You
    Duration: 1 min./level
    Saving Throw: None

    You fully embrace the energies from beyond, allowing them to transform you into something more…something alien.

    You gain the pseudonatural template for the duration of this breach. While it is active, you gain immunity to Wisdom damage, Wisdom drain, confusion, and insanity effects. No matter how many times this breach is used in one day, you may only use the true strike ability once per day.
    Empowerment:
    Range: Touch
    Target: Willing corporeal creature touched
    Duration: 10 min./level
    Saving Throw: Fortitude negates (harmless)
    In addition to the benefits listed above, all damage reduction and energy resistances granted to the target by the template are increased by 5 and the morale penalty given by alternate form increases to –2.
    No matter how many times a target is given the benefits of this breach in one day, a target may only use the true strike ability once per day.

    Glimpse of the Beyond
    Waking Dream 6 (Phantasm) [Mind-Affecting]
    Range: Medium (100 ft. + 10 ft./level)
    Target: Living creature
    Duration: Instantaneous
    Saving Throw: Will negates or partial (see text)

    You beset your foe with a rush of impossible images, alien sounds, and other sensations that sane beings aren’t intended to bear. Even if they do fight off insanity, they may yet be rattled.

    If the target fails their saving throw, they are rendered permanently insane, as the insanity spell. Only a miracle or wish can cure the creature of their insanity.
    Even if they resist insanity, however, the target may be far from well. If they succeed on their saving throw by 5 or less, the target takes 1d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.
    Empowerment:
    If the target fails on their saving throw, whenever the roll of the d% indicates that the target would be able to act normally for a round, reroll that dice.
    If the target succeeds on their saving throw by 10 or less, the target takes 1d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.
    If the target succeeds on their saving throw by 5 or less, the target instead takes 2d6 points of ability damage to their Intelligence, Wisdom, and Charisma scores.

    Guardian of the Road
    Road to Nowhere 6 (Compulsion) [Mind-Affecting]
    Range: Close (25 ft. + 5 ft./level)
    Target: One creature
    Duration: 1 year/level or until ended (D)
    Saving Throw: Will negates; see text

    Infinite pathways intersect the worlds, a web of travel ensnared by the far realms. With a wave of energy, you ensnare your victim in this web, perhaps never releasing them.

    This breach magically restrains a creature to a single road. The target gets an initial saving throw only if its Hit Dice equal at least one-half your xenotheurgy level.
    You can specify triggering conditions that end the breach and release the creature whenever they occur. They can be simple or elaborate but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but must otherwise be based on observable actions or qualities. The condition cannot be changed later on. Setting a release condition increases the save DC (if one is allowed) by 2.
    If the target fails their saving throw (or is not permitted one), they are compelled to find the nearest road, canal, path, rail, corridor, etc. and guard it obediently. They drop whatever they were doing to do so (such as combat) but continue defending themselves as they wander to their new post.
    Once they have reached a suitable location, they cannot travel further than 1,000 feet from it. The target becomes indifferent towards all creatures they have not met before. If they witness an altercation or theft on the road, they become hostile towards the party most responsible (in the eyes of the target). Likewise, the target becomes hostile towards any creature posing a threat to their road or path.
    The target does not eat, drink, or age while bound to a path in this way. If the path is completely destroyed, the target is freed of this breach.
    Empowerment:
    Duration: Permanent or until ended (D)
    The target may not voluntarily leave their “path” at all (even flying above or burrowing below it). At the start of each round, if they are not on their “path” (such as if they are bull rushed), the target takes 1d6 damage.

    Hivemind of Madness
    Generous Madness 6 [Mind-Affecting]
    Range: 1,600 ft. + 160 ft./level
    Target: Any number of willing creature
    Duration: 10 min./level
    Saving Throw: None

    You link the minds of many creatures together, letting them fight as a single entity.

    All targets of this breach are telepathically linked to each other and gain complete sensory input from one another. Furthermore, all targets gain a +1 competence bonus to attack rolls and to AC for each other target adjacent to them and any creature adjacent to two or more targets is considered flanked. As with most hive-minds, no target is considered flat-footed unless they all are and no target is flanked unless all are. Whenever a target is slain, however, all other targets are confused, as the spell, for 1 round.
    Empowerment
    Range: 1 mile/level
    Duration: 1 hour/level
    Whenever a target is slain, all other targets are staggered for 1 round rather than being confused.

    Hubristic Morale
    Generous Madness 3 [Mind-Affecting]
    Range: Personal
    Area: 100-foot-radius emanation, centered on you
    Duration: 1d4+1 rounds
    Saving Throw: None

    You silence all thoughts of failure and doubt in the minds of your allies while inflating their egos and self-esteem. With each blow they take, however, allies are brought back down to reality.

    All allies are granted a +2 morale bonus to all attack rolls, saving throws, and skill checks. For every 2 xenotheurgy levels you possess, increase these bonuses by +1.
    However, whenever an affected ally takes damage, the bonus granted by this breach is reduced by 2, to a minimum of +0.
    Empowerment
    Area: 200-foot-radius emanation, centered on you.
    Duration: 1 round/level
    The bonus is now only reduced by 1 whenever an ally takes damage.
    Last edited by Realms of Chaos; 2009-12-25 at 08:53 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

  11. - Top - End - #11
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART III

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Nightmarish Heart of the Dreamscape
    Waking Dream 6 (Figment)
    Range: Long (400 ft. + 40 ft./level)
    Effect: Figment that cannot extend beyond 10-ft. cubes + one 10-ft. cube/level (S).
    Duration: 1 round/level
    Saving Throw: Will disbelief (if interacted with)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Phantom of the Dreamscape
    Waking Dream 4 (Figment)
    Range: Long (400 ft. + 40 ft./level)
    Effect: Figment that cannot extend beyond 10-ft. cubes + one 10-ft. cube/level (S).
    Duration: 1 min./level
    Saving Throw: Will disbelief (if interacted with)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Your speed for all movement speeds receives a +10 feet enhancement bonus. This enhancement bonus increases by another +10 feet for every five xenotheurgy levels that you possess.
    Empowerment:
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature.
    Instead, the target gains the enhancement bonus to speed. Furthermore, increase the enhancement bonus by +20 feet.
    Last edited by Realms of Chaos; 2010-11-17 at 10:39 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  12. - Top - End - #12
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    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 target’s 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 (DM’s 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 –4 penalty to Balance, Climb, Disable Device, Heal, Open Lock, Ride, Search, and Tumble checks. Furthermore, the target’s 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 isn’t 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 –1 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 murmur’s level from increasing). Using a breach in this way ends this breach’s duration.
    Empowerment:
    Area: 30-foot spread
    Duration: See text
    As you use this breach, all creatures within the area with –1 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 mumur’s 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 target’s 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 target’s 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 breach’s 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 target’s 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 breach’s duration (or when the copy is slain), it returns to its own multiverse where it doesn’t 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 copy’s 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 creature’s health below –10. 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 target’s Con modifier). For each breach active on a target that you have used, the target gains an additional 1d10 + (the target’s 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 target’s mind into the far realms. All that is left is the target’s 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 can’t communicate with you in this way. You can’t actually see through the thrall’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
    Although the subject’s 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 spell’s 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 target’s 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 target’s 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 target’s 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 can’t be fully accepted by the conscious mind. You implant some of these horrors into your opponent’s 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 –2 penalty to their saving throw. Creatures who don’t 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 –10 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 can’t 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 don’t sleep or don’t 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 weren’t 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 target’s 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 target’s 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 “take damage” 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 can’t 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 –1 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 target’s vitality, letting their energy ooze out from their form. Soon, they won’t 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 –2 penalty to their Strength and Dexterity scores for the breach’s 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 –2 penalty to Strength and Dexterity for the rest of the breach’s 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 target’s 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 target’s 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 –1 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

  13. - Top - End - #13
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    BREACHES, PART V

    Distant Pressence
    Spoiler
    Show

    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.
    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

  14. - Top - End - #14
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Reserved for Breaches, part VI
    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

  15. - Top - End - #15
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Reserved for Breaches, part VII
    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

  16. - Top - End - #16
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    Reserved for Breaches, part VIII

    Truthfully, I hope that everything manages to fit into the first 7 but it never hurts to be prepared... I think.
    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

  17. - Top - End - #17
    Ogre in the Playground
     
    AssassinGuy

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    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.
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    Default Re: Xenotheurgy: Far Realms magic system

    I've got a llittle more left to post up (a couple magic items and epic xenotheurgy) but I'll leave it at this for now.

    I need sleep.

    Edit: actually, I'll take this opportunity to talk a bit about what on earth I was trying to accomplish with this. In short, I wanted to make an over-balanced magic system, a system that anyone could theoretically use but that was too risky to be a real boon for anyone other than a specialist.

    An afflicted/blessed xenotheurge is akin to lycanthropecy or vampirism, a negative condition that comes with a bunch of perks. However, unlike the two aforementioned conditions, xenotheurgy has drawbacks that are impossible to ignore and that hopefully keep them from becoming overpowered.

    The base mechanics of xenotheurgy combine Zeta Kai's Biomage with the Tome of Magic Truenamer. I toned down the biomage death down to a week of uselessness (to keep players from running one character into the ground and rolling up a new one, ugh!). With the Truenamer, I toned down the law of resistance, turned the skill check into a saving throw, did away with the law of resistance and let the power still work with a failed roll. I put lots of work into making sure that things stayed nicely balanced.

    However, there is one thing about xenotheurgy that all DMs should know before including/allowing it in their campaign. Although I worked hard to keep it balanced, this system is still more than capable of being disruptive to a campaign.
    Both disturbances and incursions can ruin the element of surprise and attract angry mobs. Most of the time, this isn't a big deal. If the player is mature enough (or is good enough a role player) to try to take care of these problems without drawing attention, things work. Even if things get out of hand, having to walk around a town rather than through it likely won't stop a party from slaying the dragon in the mountainside on the horizon (or the xenotheurge can remain hidden somewhere while others go into town). There are two specific instances when xenotheurgy becomes a hindrance to game flow.
    1. Some players simply aren't adult enough to handle xenotheurgy. They will run around with incursions and disturbance on trying to scare townsfolk. Eventually, they will probably bring the party so many woes that they decide to kill the guy themselves. Remember, there is a line between tragic antihero and jerk with a deathwish.
    Then again, the same can be said for warmages that destroy hamlets for fun. The problem here is likely with the players but xenotheurgy gives such players tools to cause more mayham than most other classes.
    2. In more political and diplomatic campaigns, xenotheurges fit in about as much as warmages. Once again, this isn't a particular problem with xenotheurgy as a mechanic but is rather a matter of the campaigns mood and speed.
    Last edited by Realms of Chaos; 2009-08-19 at 03:10 PM.
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    Default Re: Xenotheurgy: Far Realms magic system

    Can I just say how awesome all of this is? Because Z̢͓͔̦̜̭̭̦̟͗͝A̪͉̱̪ͧͮͭͤ̂ͣ̔̊̀L̴̵̛͔͉̤̘͖̮̿̔̎͛ͅĢ̨̛̻̔̚Ǒ ̟̩̭͎͎̣͇͌ͨͦ̎͟͠ ̵͓̗͖̠͎͉͖̲̩̽͊ͬ̿͛̈́̽̆̚a̔̀̏̆ͩ̌͋̄̚҉̷͇̪̱͘p̱̖̯̮̪͙̪̄̍ͧͫ́͠p ̸̱̮ͣ̋ͦr̝͓̺͚̔̄͒ͩ͆͑͘͝o̢̤͇̹̺̖̗͂͋͋̆̒̾ͪ̕v̻̙̖̎ͬ̅e̋͐̊̐͋͋̑ ̵̞̻̤̳̟̜͖͔ͣͪ̕͢s͈̮̹̖͛̑̾.̵͕̟̦͔͔̖͇̄͊̈ͣ́
    ̼̱̥̓ͫ̾ͯ͞ A lot.
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    Default Re: Xenotheurgy: Far Realms magic system

    Oh god, I can't believe I read all that. I started skimming once I got to the Breaches themselves but WOW, that is a lot of info.

    Very cool though. I think I would be one of those players who would ruin the campaign if I used this (sadly). I would love to be able to choose my own disturbances. I would pick the ones that makes people happy and skipping and such. It would be hilarious. Inhumanly horrible powers and they come with an aura of happiness and dancing.

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    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    Tygre: I'm happy to have the approval (took me a long time to read that).
    Limos: I am also impressed that someone read through the full thing (at least this early).
    otherworldly powers of doom + aura of happiness =
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    Default Re: Xenotheurgy: Far Realms magic system

    EPIC TRUE XENOTHEURGIST

    The multiverse quakes under the weight of an epic true xenotheurgist, calling forth breaches without care to the consequences. Though their powers may no longer control them, they release enough of a daily basis to cause serious harm to the world, even if they refrain from using their breaches or incursions.
    You should focus on your abilities at a true xenotheurgist, whether increasing your skill with normal breaches or gaining access to cataclysms. There are many good paths for an epic true xenotheurge to consider.
    Other Options: Of course, Epic Will is worth considering. If your Constitution score is high enough, Fast Healing is invaluable for letting you enter empowerment and exit it soon afterwards.
    Hit Die: d10
    Skill Points at Each Additional Level: 4 + Int modifier
    Murmurs: The true xenotheurgist gains access to an additional murmur at 22nd level and every even level afterwards, until they have obtained a total of twenty murmurs.
    Breaches: The true xenotheurgist’s xenotheurgy level still equals to sum of all of your Hit Dice from all sources.
    Disturbances: as normal, a true xenotheurgist possesses one disturbance for every murmur they possess. When they possess all of their murmurs, they may gain no more disturbances.
    Greater Harbinger’s Mark: The true xenotheurge gains an additional greater harbinger’s mark (or weaker ability) at 21st level and every 4 levels afterwards (25th, 29th, 33rd). If there are no remaining harbinger mark abilities to select from, they instead gain a bonus feat (see below).
    Never the Same: As before, you gain a small mutation at each odd level, granting you a stacking +1 bonus to a skill check of your choice
    Bonus Feats: The epic true xenotherugy gains a bonus feat (selected from the list of epic true xenotheurgist feats) at 23rd level and every 4 levels afterwards.
    Subverted Insanity (Su): You gain an extra daily use of Subverted insanity at 24th level and every 4 levels afterwards. Furthermore, you gain an extra weekly use of Subverted Insanity at each level.
    Epic True Xenotheurgist Bonus Feat List: Armor Skin, Damage Reduction, Energy Resistance, Epic Will, Extended Life Span, Fast Healing, Great Charisma, Great Intelligence, Great Wisdom, Greater Cataclysm, Mass Incursion, Plunge into Madness, Sanity Forgotten, Seize Empowerment, Stave off Insanity, Strength from Madness, Unleash Cataclysm, Withdraw from Madness


    {table=head]Level|Special|Murmurs

    21st|Greater Harbinger’s Mark, Never the Same|
    13

    22nd|Disturbance|
    14

    23rd|Bonus Feat, Never the Same|
    14

    24th|Disturbance, Subverted Insanity 7/day|
    15

    25th|Greater Harbinger’s Mark, Never the Same|
    15

    26th|Disturbance|
    16

    27th|Bonus Feat, Never the Same|
    16

    28th|Disturbance, Subverted Insanity 8/day|
    17

    29th|Greater Harbinger’s Mark, Never the Same|
    17

    30th|Disturbance|
    18
    [/table]
    Last edited by Realms of Chaos; 2010-11-17 at 10:24 PM.
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    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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    Default Re: Xenotheurgy: Far Realms magic system

    CATACLYSMS

    Beyond the power of mere breaches are powers capable of shaking the multiverse by its very core, uprooting basic laws of reality as we know it. To access this magic, a xenotheurgist must push themselves beyond the edge of sanity. In fact, just to use this power, a xenotheurgist pushes their mind through the far realms and across infinite gulfs until it arrives back in their skull.

    WHAT ARE CATACLYSMS?
    Ironically, cataclysms closely resemble the effects of epic spells. In truth, however, things are working the other way around. As spellcasters grow more powerful, they are able to break down magic into its most fundamental building blocks. The basis of all of existence, however, is the far realms. Unlike epic spellcasters, most cataclysms are highly focused, using only a single thread of reality and fighting against the inclusion of more.
    When a cataclysm is used, all who witness it have the face of the xenotheurgist burnt into their mind, even if they did not witness the casting. Simultaneously, they feel momentary waves of panic, anger, and confusion.
    Unlike epic spellcasters, who develop “seeds” of magic into epic spells, epic xenotheurgists work with “threads” of reality, each of which encompasses two epic seeds. Furthermore, rather than developing through rigorous study and ritual, the process of learning a cataclysm is far more intuitive. If the epic xenotheurgist knows what they desire their power to do, they need only to prepare their minds and bodies to contain the massive inflow of power, something done through intensive training.

    ACQUIRING CATACLYSMS
    A character with the Unleash Cataclysm feat may start acquiring cataclysms immediately. However, the Dungeon Master has the final say as to whether a particular cataclysm is allowed in the campaign for player characters, for non-player characters, or not at all (not all threads of reality can be contorted in every possible way and some require centuries of practice to master rather than weeks). The DM has the option of eliminating the Unleash Cataclysm feat completely from the game.
    Utilizing cataclysms is a two-step procedure: training and unleashing.

    CATACLYSM TRAINING
    Before it can be unleashed, an epic xenotheurgist must ready themselves to contain the massive flow of energy that a cataclysm will bring. Furthermore, they must be able to ensure that the energy will flow as they desire rather than just running wild. Unlike the more intellectual development of an epic spell, therefore, Cataclysms are more “trained for” than they are “learned”.
    The most basic way to train for a cataclysm is to train on the material plane (or on whatever relatively sane plane the xenotheurgist finds themselves on), performing a long series of mental exercises and physical drills. This process takes a bit long, however, as it is nearly impossible to judge how much progress is being made. As a result, training in this way takes 1 week per 5 points of warp point requirement (see below).
    There is another way, however. Though far more risky, it reduces the training time from weeks to days. With a specialized 8-hour ritual, any epic xenotheurgist with the Unleash Cataclysm feat can teleport to a space on the border of the multiverse and the far realms. While in this place, the xenotheurgist can take no actions other than training and cannot be healed (even through natural healing or regeneration). Furthermore, any effects that can contact creatures on other planes fail to contact the xenotheurgist. As they are able to regularly expose themselves to the far realms, the training goes faster, taking 1 day per 5 points of warp point requirement (see below). However, this close proximity reduces the epic xenotheurgist’s Wisdom by 1d4 each day. This is neither ability drain nor ability damage but it is restored at a rate of 1 point per day after returning to the multiverse. At the end of the xenotheurgist’s training, they return back to where they left (or to the nearest open space).
    For information on creating a cataclysm completely from scratch, see Creating Unique Cataclysms, below.

    UNLEASHING CATACLYSMS
    Once a cataclysm has been primed for, the epic xenotheurgist is just about ready to use it. The pathways for the foul energies to use have been engraved into the xenotheurgist’s mind and body (at least until they pass their limit of known cataclysms).
    Cataclysms can only be unleashed while the epic xenotheurgist possesses at least one 8th-level murmur (as per the Unleash Cataclysm feat). Much like lesser breaches, cataclysms can be used at will. Unlike breaches, each cataclysm has a warp point requirement, a number of warp points that a xenotheurgist must possess in order to use the cataclysm.
    Like a normal breach, using a cataclysm requires that a xenotheurgist make a Will save against the DC and success results in another warp point. Unlike normal breaches, failing such a saving throw leaves the Xenotheurgist unable to act for 1d4 rounds afterwards as their mind is left swimming.
    Cataclysm Level: For all intensive purposes, a cataclysm is a 7th-level breach.
    Meta-breaches, Items, Empowerment, and Cataclysms: Meta-breach feats cannot affect cataclysms and cataclysms can't be distorted.
    Xenotheurgists cannot craft a magic item that unleashes a cataclysm, regardless of how the item would be activated. Only major artifacts could possibly channel energy of such a magnitude.
    The saving throw against your cataclysms is 25, plus any bonuses from the xenotheurgist's warp points, as applicable. Xenotheurgists can develop cataclysms with higher DCs by applying the appropriate factor.

    CATACLYSMS
    Below are just a couple of examples showing what a cataclysm can do.

    CATACLYSM DESCRIPTIONS
    The cataclysms presented here are in alphabetical order. Each cataclysm description follows the same format used for 1st- to 6th-level breaches, except that they lack the empowerment section and possess one additional entry.
    warp point requirement: this is the number of warp points that the epic xenotheurgist must possess in order to use the cataclysm.

    Death and Darkness [Death]
    Warp Point Requirement: +21
    Range: 300 ft.
    Area: 100-foot-radius burst
    Duration: Instantaneous and 40 minutes
    Saving Throw: Will negates and Fortitude partial

    You unleash the powers of affliction upon your foes, filling them with misery and locking them within their own heads. Others are simply have their lives snuffed out.

    All living creatures within range must make a Fortitude save or be slain. Even on a success, they take 3d6+20 damage. This ability affects up to 160 HD of living creatures per casting.
    Living creatures who survive through this first effect must make an additional Will save. Those who fail take a –2 morale penalty to attack rolls, saving throws, and skill checks while they lose their senses of sight, smell, hearing, taste, and touch.

    Summon Uvuudaum [Evil]
    Warp Point Requirement: +11
    Range: 75 feet
    Effect: One Uvuudaum
    Duration: 20 rounds (D)
    Saving Throw: Will negates

    You reach with your mind into the far realms and pick out a suitable minion. A huge spidery leg emerges from your mouth, followed by a second and a third. A large creature painfully slips into the world through your skull.

    If the Uvuudaum fails its Will save, it is summoned into any square within range. You can control it however you desire, communicating with it through its telepathy (if it is within range) but communicating simple orders to it even when it is out of range. If ordered to perform a task inimical to its nature (such as saving orphans, rescuing a being from psychological torture, or committing suicide), the Cataclysm ends.
    Regardless of whether the Uvuudaum fails its saving throw or not, you take 40d6 damage.

    True Unraveling
    Warp Point Requirement: +15
    Range: 1,200 feet (see text)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half

    You unravel the targets form, reducing them into a pile of ash. If they are close enough, even magic is unraveled in the assault.

    The target takes 20d6 damage, or half that with a successful save. If the target is reduced to –10 hit points or less (or to 0 hit points if a construct or undead), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust.
    If the target is within 300 feet, make a dispel check against each ongoing spell currently active on them (1d20+20). If the target is the effect of an ongoing spell (such as a summon monster spell), make a dispel check to end the spell that conjured the object or creature.

    True Animation [Evil]
    Warp Point Requirement: +18
    Range: 300 ft.
    Target: 20-foot-radius burst
    Duration: 20 rounds and instantaneous
    Saving Throw: None

    As you reach into the area, everything springs forth with life. Objects start walking about and even the dead rise up once again.

    One object (or part of a large object) taking up to 20 cubic feet is animated as an animated object for 20 rounds. Furthermore, you may reanimate dead bodies in the area as wights under your control (up to 20 HD in total).

    Fiery Words Unspoken [Fire]
    Warp Point Requirement: +18
    Range: See text
    Target: Thirteen creatures
    Duration: 200 minutes or until expended
    Saving Throw: Reflex Half

    You form a mental link with multiple other creatures. However, should they displease you, you have the means to punish them.

    You form a telepathic bond with up to thirteen other creatures with who you care familiar (or who you can currently see through direct or magical means) and converse back and forth. You can communicate in this way even if you do not possess a common language.
    At any time, you may terminate your communication with one or more targeted creatures as a standard action. If you do so, fire springs up from under them, dealing 10d6 fire damage, or half that with a successful Reflex save.

    CREATING YOUR OWN CATACLYSMS
    A cataclysm is built from threads (each of which contains two epic magic seeds) and factors. Depending on which of the component seeds is used from a thread, each one has one of two base warp point requirements and the addition of factors raise this requirement higher. As with breaches, a cataclysm is a supernatural ability.
    The threads of reality (and the seeds kept within) are listed below:
    Thread of Life’s End: All lives must sooner or later ebb and end completely. This thread contains the afflict and slay seeds.
    Thread of New Matter: Anything can be brought to anywhere with the proper cataclysm. This thread contains the conjure and summon seeds.
    Thread of a Million Minds: The minds of the masses can be warped or tricked at a passing whim. This thread contains the compel and delude seeds.
    Thread of Endless Travel: There is no place that cannot be traveled to, whether voluntarily or by force. This thread contains the banish and transport seeds.
    Thread of Life’s Start: Life will always exist in some manner as it always has within the far realms. This thread contains the heal and life seeds.
    Thread of Might: Strength is something to be taken by force from whatever source is most handy. This thread contains the armor and fortify seeds.
    Thread of Invincibility: What need is there for strength when no amount of it can bring one down. This thread contains the reflect and ward seeds.
    Thread of Veils Peered Through: Knowledge is intended to be learned, whatever the price attached may be. This thread contains the foresee and reveal seeds.
    Thread of Inevitable Ending: As with the multiverse all things must eventually come to a conclusion. This thread contains the destroy and dispel seeds.
    Thread of Form Concealed: When something must be hidden, there is no point in leaving the job half-done. This thread contains the conceal and transform seeds.
    Thread of Life Unnatural: Life is an amazing thing, capable of passing into just about anything imaginable. This thread contains the animate and animate dead seeds.
    Thread of Universal Connection: All forms of energy are linked to the inner planes, including the positive energy that all living creatures bear. This thread contains the contact and energy seeds.
    To create the a cataclysm, start by creating an epic spell, ignoring the development time, xp costs, schools, and resource costs involved (these are determined differently, as outlined above). When you have derived the proper Spellcraft DC for the epic spell, divide that number by 4 to get the warp point requirement (round up). There are a few exceptions to this formula
    Inclusion of Multiple Seeds/Threads: When including both seeds from a thread into a cataclysm, only use the higher of the two base Spellcraft DCs. If either of these DCs would be increased based on the way that the seed is used, add this increase to the Spellcraft DC as normal
    Also, for each thread you utilize beyond the first, double the DC just before calculating the warp point requirement (two doublings equal a tripling as normal).
    For example, if using both seeds from the thread of might to grant myself +4 armor and +1 natural armor, I use the higher of the two base DCs, 17. If I increase the armor bonus by +1 and the natural armor bonus by +1, I add +4 to the DC as each seed had its DC increased by +2 above the base.
    As another example, If I use the armor seed from the thread of might and the animate dead seed from the thread of life unnatural, I add the base DCs to get DC 37. Right before determining the warp point requirement, however, I double this to 74, meaning that the warp point requirement is 18.5, rounded up to +19.
    “Caster Level”: Whenever a seed mentions your caster level, instead use your xenotheurgy level.
    Factor Differences: A couple factors work slightly differently or don’t work at all, as detailed below:
    • All cataclysms use the one-action casting time if they wouldn’t already possess such a casting time, adding to the Spellcraft DC as normal.
    • Cataclysms cannot be quickened or be made contingent.
    • As supernatural abilities, cataclysms already possess no verbal or somatic components, making these two factors obsolete.
    • Cataclysms cannot be made permanent.
    • As supernatural abilities, cataclysms are not subject to spell resistance and cannot be dispelled, making these two factors obsolete.
    • Cataclysms can’t be written upon stone tablets.
    • The burn XP mitigating factor can’t be used for cataclysms.
    • The casting time of cataclysms cannot be increased by mitigating factors.
    • Cataclysms can’t incorporate additional participants as a mitigating factor.
    Last edited by Realms of Chaos; 2010-11-17 at 10:38 PM.
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  25. - Top - End - #25
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    Xenotheurgy Magic Items

    Cerebral Stones

    Cerebral stones are a catch-all term for bits of solid inorganic debris that enters our world from the far realms every now and then. Some are crystalline, some are metallic, and some seem to be made of stone. A cerebral stone can hold a breach of up to 3rd level.
    Physical Description: Along with their random appearance, cerebral stones have relatively variable sizes, weights, and densities. Each one weighs 1d10 pound/breach level and takes up 1d10 cubic feet/breach level (roll separately for each). They need not remain in their unworked form and may be used for other purposes, even being transformed into weaponry or armor. Regardless of form, cerebral stone has 11 AC, 15 hit points/breach level, 10 hardness, and a break DC of 17.
    Identifying Cerebral Stones: Any creature who touches a cerebral stone feels a bit uneasy, animals hesitate to venture near it, and plants tend to avoid them (vines occasionally snake around them, giving them a wide berth). Anyone who carries a cerebral stone item around with them in an encounter realizes that they can use it to produce magic, though they don’t know what magic it can produce. Cerebral stones of the same breach may be of the same similar size or composition to each other.
    Activation: As a full-round action, any creature can use a cerebral stone to imitate the breach held within. Each time that they use it, however, they take a stacking –1 penalty to Will saves for 24 hours unless they have access to xenotheurgy. Furthermore, with each use, the user must make a Will save (DC 12 + breach level x 2) or else the cerebral stone shatters into pieces. The user does not benefit from empowerment unless they possess access to xenotheurgy.
    Using a cerebral stone does not provoke attacks of opportunity and must be done by a corporeal creature.
    Price: Cerebral stones generally cost 75 gp/breach level of the breach contained. If the cerebral stone has been crafted into an item, add the price of that item to this cost. Even the most malleable of cerebral stones is resistant to being worked, however, and masterwork items cannot be crafted from it.

    Forbidden Tomes

    Sometimes, a xenotheurge approaching the end of their life (or sanity) feels the need to pass on their knowledge in some way. Most are too paranoid to take on an apprentice so they opt to write down what they know. In most cases, what they write down is harmless. Horrific, insane, and blasphemous, perhaps, but harmless. They are too unhinged to choose the right words, lack the vocabulary necessary to teach the art, or end up writing memoirs instead of an instructional book. A few, however, manage to stay on task and write with great skill, producing a book with knowledge enough to imitate xenotheurgy. As the book is linked to the far realms rather than the reader, they are at considerably less risk, making such tomes a favorite tool of cults who want power without a price attached (other than destabilizing the universe).
    The reader of the book is the effective xenotheurge, using their Hit Dice in place of a xenotheurgy level. A weak reader may not be able to access the full power of a forbidden tome.
    Physical Description: A typical forbidden tome is a couple inches thick, bound in leather or similar substance (although extremely lengthy “forbidden scrolls” aren’t unheard of). Most bear some sort of locking mechanism. Few if any exceed 10 inches in any dimension and they normally weight 8-10 pounds. Most are protected against smallish flames, vermin, and brief dips under water. A forbidden tome has AC 12, 10 hp, 4 hardness, and a break DC of 15
    Identifying: Anyone who reads even a single passage of a forbidden tome will know that it is blasphemous, incoherent, and a bit terrifying. Anyone who takes the time to read it for a full hour, however, feels the tome’s murmur start affecting them as they gain access to the dark powers within.
    Knowledge (the planes) can reveal that the tome deals with a terrible form of power from a place called the far realms and a high result may shed light on which specific murmur it grants access to.
    Activation: Each forbidden tome is linked to a single murmur. If a creature reads the tome for a full, uninterrupted hour after getting a full 8 hours of sleep or rest, they gain access to the murmur as well and to all murmurs that it is capable of granting.
    Unlike with real xenotheurgists, the level of the murmur never increases by using breaches and the breaches can be used at will as standard actions that don’t provoke attacks of opportunity. Breaches cast in this way do cannot benefit from empowerment or meta-breach feats unless the reader has outside access to xenotheurgy.
    The level of the murmur must be high enough to use the breach and your Hit Dice must equal or surpass the necessary xenotheurgy level to use a breach of a given level. Furthermore, all tomes have a maximum level of breach that they store. No tome can store 6th level breaches and no tome grants access to disturbances or incursions.
    Each consecutive day that the reader studies the tome, the level of the murmur increases by +1. If the reader misses a day, however, they do not gain access to the books murmur or breaches on that day. Thus, if the book is read seven times, the reader suffers the effects of a seventh level murmur for one day.
    After a tome has been read seven times or fifty breach levels of breaches have been used from it, the tome becomes inactive for a year and a day.
    Random Generation: Roll randomly on a d20 to determine the forbidden tome’s murmur (see post 2) and roll a d6 to see how many times that the tome has already been read. If the tome hasn’t been read for over a year, it starts with a murmur level of 1.
    Cost: The cost of a forbidden tome depends on the highest level of breach is is capable of granting: 1st-level 1,969 gp; 2nd-level 20,250 gp; 3rd-level 64,969 gp; 4th-level 146,250 gp; 5th-level 274,219 gp

    Major Artifact: The Codex Vesania

    The true tome of madness, the codex vesania, was penned by an Alienist and blessed xenotheurgist named Sion Ponure. Later in life, realizing that his soul was forfeit, Sion started researching his fate with great fervor. Having long-since reclassified himself as an afflicted xenotheurgist, Sion interviewed adventurers who had fought monstrous beasts, strolled through a couple cerebrotic blots, and even peered into Iphegor’s infamous Ebon Mirror searching for hints and evidence.
    Quickly losing his mind to madness, his body to illness, and his soul to the far realms, Sion rapidly penned all of his notes together in a nihilistic and incoherent mess, hoping that something would call out to him. As he neared death, Sion had an epiphany of sorts. Whether out of madness or odd cunning, he skinned himself and somehow bound his book in his own flesh. Whether this helped in any way is unknown, but the result was the codex vesania, a forbidden tome of singular might.
    Effects:The codex vesania is filled with random knowledge and factoids of all forms. If used as a reference source, it provides a +5 circumstance bonus to Knowledge (arcana), Knowledge (dungeoneering), and Knowledge (the planes) checks. Of greater concern, scribbled in the corner of one page, seems to be the truename of the far realms itself. Anyone foolish enough to pronounce this word out loud (DC 50 truespeak check) is driven instantly insane as the insanity spell (no saving throw).
    More impressively, the codex vesania functions as an empowered forbidden tome. Whenever it is found, it contains two random murmurs. Unlike other forbidden tomes, the codex vesania can grant 6th-level breaches to those strong enough to use them and the tome does not lose its power no matter how many breaches are used. When it has been studied seven times, the codex vanishes to reappear elsewhere after a year and a day (no mundane or magical means can stop this disappearance) and the reader gains access to the two murmurs that the codex possessed.
    Last edited by Realms of Chaos; 2010-01-26 at 09:42 PM.
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  26. - Top - End - #26
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    Bonus Material: Notes for Adventuring in the Far Realms

    I know, I know, some of you out there are scratching your heads right now. In most games where the far realms appear, it isn’t a travel destination and certainly isn’t a place people purposefully travel to. As there are so few planar connections with the far realms, this approach normally works.
    Every now and then, however, I see a request for ideas on far realms adventures. That suggests that there are some players who do end up traveling there (if there weren’t, the planar traits given to it in the manual of the planes were just for decoration).
    Although it should be used sparingly, the far realms can make a decent place to travel, either for a brief “what-in-the-world-was-that?” excursion, a “let’s-get-to-the-root-of-the-problem” adventure, or even a “how-on-earth-do-we-get-home?” campaign.
    That said, the far realms isn’t really described at any point as, well, infinite variety and wordless madness are hard to represent in a finite number of words. I wanted to just give people some inspiration or ideas and to give out alternatives to rules that might make traditional adventuring difficult. Everything is optional and I will even spoiler everything here to avoid upsetting the sensibilities of those who prefer vague expectations of what may or may not be out there. Let’s go.

    REAL RAMIFICATIONS OF UNSTABLE ELEMENTS
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    Although it is easy to forget, any given layer of the Far Realms is only very rarely filled with the oxygen needed to survive and speak through. However, even outsiders native to the Far Realms require air to breathe (as dictated by the outsider type). Therefore, it is helpful to assume that the far realms itself sustains creatures without the need for air. Even so, such an environment may be unsuitable for carrying out speech, imposing a 20% spell failure chance on all spells with verbal components.
    Also, although players may welcome a layer of air or positive energy and run from layers of fire, water, or negative energy, how should one deal with layers taking the earth elemental trait? The easiest way to deal with them is as encysted layers (see below). However, if a storm of earth runs across the layers and overtakes the PCs (encasing their current layer with the earth elemental), treat them as being subject to a cave-in without the initial damage. Remember, however, that there is no barrier to them simply shifting to the next level (which requires but a mental action).
    Lastly, remember that sooner or later, the party will need to sleep (the far realms has flowing time, not timelessness). It’s a big help to point out an occasional layer or two that seem a bit more stable (even if it’s just pure chance).


    MOVEMENT AND COMBAT
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    Travel through the amoebic sea is like swimming through molasses. The plane possesses no gravity but strong strokes of the arms and legs are sufficient to move you in all three dimensions. For the sake of simplicity, I always say that it is impossible to run unless you possess a swim speed and it is impossible to swim down into another layer. Instead, once per round, a creature can move a number of layers up to its speed divided by 5 as a free action requiring only a thought.
    Non-natives generally exist on one layer at a time (although gargantuan and colossal creatures may occupy multiple layers if their dimensions surpass the thickness of a layer), but large Far Realm entities often exist upon several consecutive layers simultaneously.
    Other than the elemental and energy traits that can change at a moment’s notice and the multidimensional aspects of this plane, combat is normal in the Far Realm. Against larger entities, however, combat is unsurprisingly brief.
    If you think that swinging a huge sword in molasses seems a bit fishy, you are not alone. One more possible option is to penalize attacks as if underwater (fire effects would not receive special impediment, however).


    A NOTE ON DIMENSIONAL TRAVEL IN THE FAR REALMS:
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    One thing that some people may forget in the far realms is that dimensional travel doesn’t work. Apart from possibly planeshift (which may or may not work depending on the dm), most teleportation effects will fail as they rely upon an intermediate plane (such as the astral plane), none of which are connected to the far realms. It is quite possible that the only dimensional travel to occur out there is between layers.


    A NOTE ON DIMENSIONAL MAPPING
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    When using miniatures, it may seem difficult to remember which layer everyone is on, as this can change on a round to round basis. Mapping such an area seems counterintuitive as well. However, there is a simple way to map the far realms. Although it is a bit of a punch to the wallet, perhaps the best way to set things up is to obtain three battle grids (or, if you’re raking in the dough, one per player). Whenever a player or monster shifts from one layer to the next, they move themselves to the corresponding square on the next battle grid. Typically speaking, no encounter, battle or otherwise, will require more than two layers. The player’s aren’t going to spread among four or five layers when the focus of interest is on a mere one or two. If a battle starts going bad, though, a player may (foolishly) try making a run for it. That is was the third battle grid is there for, just-in-case situations.


    FEATURES OF THE FAR REALMS:
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    Much like the Abyss, the far realm is composed of infinite layers stacked upon each other. Unlike the Abyss (or any other plane, for that matter), the layers are thin. A layer can range from an inch to a mile thick, though the average thickness is 10 feet.
    Travelers can see through many layers simultaneously, as if holding a stack of translucent parchment up to the light. I typically rule that under “normal” circumstances, up to 20 layers can be seen in either direction, all seemingly taking up the same space (and thus remaining within range of darkvision and low-light vision). Each layer is blurrier than the next, however, imposing a -1 penalty on spot and search checks per 2 layers. Special senses other than darkvision and low-light vision (such as scent, blindsight, or blindsense) fail to permeate into adjacent layers.
    It must be remembered, however, that the far realms is a land almost entirely deprived of natural light, making it hard for those without darkvision to see. Also remember that normal fire cannot be utilized unless in a layer with the air elemental trait but magical fire and light spells do work, although they may attract unwanted attention.
    Features and creatures of the far realm are often multidimensional and may exist on one layer simultaneously. As the multiple layers are like a stack of transparent parchment, multilayer creatures are like a dot marked upon each parchment, insignificant if just one parchment is looked at but forming a three-dimensional image when everything is looked at together. Such is the nature of much of the far realm, ranging from tentacled vegetation to the vast creatures that float in place, meaning that it may be impossible to meaningfully interact with multidimensional planar features without some clever thinking (for example, it may not be possible to uproot a far realms “plant” unless someone is placed on each of the five layers it occupies, all pulling at once).


    SURVIVABLE ELDER EVIL COMBAT
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    Although only the most powerful (and large) of far realms creatures actually occupies more than one plane of existence, I rule that such creatures do have a difficult time detecting and hitting creatures that occupy fewer layers. Against any creature that occupies at least four times as many layers as the PCs (at least 4 layers in most circumstances), all PCs gain a +10 bonus on hide checks, may make such checks without concealment or cover, and gain a 20% miss chance. Furthermore, all listen checks made against the PCs by such creatures take a -10 penalty.
    The reasoning behind this is simple. First of all, it is rather difficult to detect a creature that occupies a layer in which only a small part of your eye or ear is located. Secondly, multi-dimensional creatures generally aren’t accustomed to fighting single-layer creatures. If such a grand creature attempts a slam attack, there is a chance that its tentacle simply isn’t on the same layer as the PCs.
    Although this may make it a bit easier for PCs to survive if they accidentally attract an Elder Evil’s attention, that does not mean that they are harmless to those they do not notice. Several larger tentacles beings probably propel themselves along with large and powerful tentacles, more than capable of harming those who get in the way. Also, remember that the Kaorti were warped into their shape by the power of an Elder Evil before said being could reach them and take any conscious action against them.


    POSSIBLE PLANAR PHENOMENA
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    Encysted Layers:
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    Although most of the layers in the amoebic sea possess a thick, syrupy consistency, exceptions to this rule pop up every now and again in the form of what is known as Encysted Layers. An encysted layer can take any number of forms from the apparent hardening or scabbing of a single layer to a layer composed of gelatinous green goo or disembodied eyes to gaping holed in the continuity of layers. No matter how they manifest themselves, an Encysted layers take a full-round action to pass, usually through forcing your form to simply “jump” past that layer (an otherwise impossible feat). One encysted layer generally pops up every 2d20 layers, although this merely an average. No multidimensional features other than the largest of elder Ones can Exist on both sides of an encysted layer simultaneously (effectively bulldozing right through it), leading the rare (doomed) attempt at far realms cartography to group all layers between two Encysted layers into a single mega-layer of sorts.


    Far Realms Flux:
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    Aside from the elemental and energy traits, all matter of activity could occur within the far realms, from a fire jet emerging from nowhere to a swarm of spider-like creatures bursting free from a random plant. At least once every 10 minutes, roll a d20. If the result is 10 or lower, the spontaneous event witnessed is magnificent (or terrifying) but is not overtly dangerous. If the result is 11 or higher, a random party member must make a DC 20 saving throw (using their worst save bonus) to resist taking (1d20)d6 damage as the event crushes their mind, destroys their body, or tries to blow them up.


    Truewound Sections:
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    Within some areas of the Far Realms, cause has been removed from effect by varying degrees. One of the more common examples is in sections of the Far Realms where injury has little to do with the cause of the injury. In such areas, all forms of damage are untyped, overcoming all damage reduction and resistances or immunities to energy damage. Typically, any form of damage, rather than leaving the normal wounds, simply open up weeping sores over the target’s body from which an eye occasionally blinks open, looks around, and vanishes (this last effect is, as far as we know, purely cosmetic).


    Amoebic Holes:
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    Fitting the messed up geometry of the Far Realms, a good many layers have nearly invisible holes within them. Charging or running creatures don’t get any chance to see the hole but others are entitled to a DC 20 spot check. Anyone entering a hole “falls” onto the corresponding square of the next lowest (or in some cases, highest), layer. If multiple holes are placed over each other, a creature may end up “falling” for multiple layers, although such holes never appear on or adjacent to Encysted Layers. No amount of “falling” deals any damage to the creature however.


    NOTE: OVER THE EDGE?
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    As the Far Realms consist of multiple finite layers stacked on top of each other, one player may consider the ludicrous possibility of simply jumping over the edge of a layer (or simply tries to move from the edge of a larger layer to a smaller layer “below”). Indeed, few layers stretch more than a few miles to a side and a couple comprise of only a couple of five-foot squares. What is to happen in such a situation, when a PC is literally jumping over the edge of the edge?
    The thing is, the layers of the Far Realms aren’t stacked perfectly. In fact, a better model for its construction would be a hundred decks of playing cards thrown into a haphazard pile (and even that would be insufficient). Although no two layers are parallel (if such a word can be used to describe the far realms), no matter what edge you jump over, there is another one waiting to catch your fall…somewhere.
    If a player jumps over an edge, treat it as an amoebic hole that leads down to the next layer below the player’s position, typically taking 1d6 rounds, making new will saves against the plane’s maddening trait each round as the player feels their entire being falling and forcefully bypassing several encrusted layers. Upon “landing”, the creature takes 20d6 damage as if they had fallen, regardless of the plane’s lack of gravity or the actual distance “fallen”.
    Note that due to the lack of gravity, several larger creatures or features may have edges that jut off of one or more layers. A player attempting to climb up such a jutting edge should be able to avoid “falling”


    Layer Division:
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    Layers of the far realms occasionally divide with little or no discernable reason (although some sages wander if certain creatures within the far realms influence such events). Divisions are rarely nice and tidy business, separating all items into one of the two new layers at random (although any creature can switch to the new layer as a free action on their next round). In the division of layers, the mystery of multidimensional features is at least partially explained due to eyewitness accounts of plants, rivers, and even creatures native to the far realms being equally allocated among the two new layers. Usually, the two new layers are generally each receive half of the original’s depth (although other allocations, including some that break the law of conservation of matter such as the creation of a new layer without any reduction to the former, have been observed).


    Layer Fusion:
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    The opposite of the aforementioned phenomena, some layers occasionally fuse together. When this occurs, all matter from both layers is placed together and the depths of the two component layers are (usually) added together. If two objects would occupy a single space, one of them (chosen at random) is shunted into the nearest open space. Any multidimensional features (including creatures) that occupy both of the combining layers are condensed to fit at least that portion of itself into a single layer (theoretically, if enough layers fused at once, even the largest of Elder Evils could be fit in a single, immense layer).


    Layer Destruction:
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    Every now and then, a layer of the far realms will simple be destroyed, leaving nothing behind. On the round before destruction takes place, the layer’s amoebic consistency becomes slightly more active, only noticeable with a DC 20 Wisdom check. If this warning is detected, any creature can take that round to move to a new layer as a free action. Otherwise, all creatures within the layer when it is destroyed must make a DC 20 fortitude save or be destroyed along with it (those who succeed are pushed to a random adjacent plane. Multi-dimensional creatures and features receive no saving throw, instead having part of their form obliterated (a process that strangely deals no damage).


    Void Zone:
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    If the far realms could be considered the border between reality and oblivion, void zones resemble oblivion far more than reality. When one or more layers of the Far Realm become void zones, all creatures within take 5d6 damage each round. Furthermore, any creature slain in this zone is completely obliterated. Lastly, the area inherits the dead magic trait. Fortunately, void zones are often very brief, lasting no more than 2d10+5 rounds.


    Deadman’s Vine:
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    When a nonnative dies on the far realms, their body may suffer any number of fates. They may be absorbed into the matter of the plane; their body may be eaten by one of the realm’s many inhabitants; or, the creature may act as the basis for far realms’ vegetation. Such vegetation manifests itself as writhing thorny vines growing from every orifice of the creature’s body, as well as fusing with the skin in several instances. Furthermore, several fruits (usually bright crimson in color) grow from these vines. Anyone foolish enough to eat one finds that the fruit is perceived as a scent rather than a taste and a rather rotten one at that. Within one minute of ingesting a fruit, a creature may ask a single question of the dead body to receive an effect similar to a speak with dead spell, except that the answer’s are imparted directly to the mind of the consumer. The process is highly unnatural for sane creature, requiring a DC 20 will save to avoid being stunned for 1 round. A random Deadman’s vine contains 1d8+6 fruit.


    Aberrant Glyph:
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    Scattered throughout the far realms are any number of strange, glowing, three-dimensional glyphs, floating in mid-air. Thought by some to be involved in the prison of some captured creature and by others to be the result of an elder evil’s endless laboring, only one function of these glyphs are known. Any elder evil, from any location on the far realms, can tap into one or more glyphs as a standard action to experience the world through them like scrying sensors. While an elder one is tapped into a glyph, it’s glow increases, decreases, or slightly changes hue, requiring a DC 20 spot check to notice. It is thought that doing so causes elder evils discomfort, explaining why they do not do so more often.


    Unnatural Absorption:
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    In some ways, the far realms themselves act as a creature. Some say that they have seen eyes appear from out of the ether, felt the layers breathe, or fight extensions of the terrain itself. When a creature dies in the Far Realms, there is a good chance that the far realms simply chooses to consume the dead creature, increasing the validity of these wild claims. The absorbed creature receives no saving throw and can only be revived by a carefully worded wish or miracle. Whenever a creature is absorbed, the far realms gains new depth usually equal to about 5 feet per HD or level of the absorbed creature, either added as additional depth onto existing layers or used to create new layers.
    Furthermore, each year or so of continuous contact with the Far Realms allows a single absorption attempt against a living creature, allowing a Fortitude Save (DC 20 + 1 per previous attempt) to resist.


    Blasphemous Budding:
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    According to a few half-crazed survivors, new far realms creatures are born from the very plane itself. Although it is uncertain whether all creatures or only certain beings can be spawned in this way (or if those certain beings can only be produced in this way), it is hard to deny that the plane has the potential to create new creatures. It takes one minute to create a creature, during which time it is invulnerable to all damage and effects. On the round of its creation, the creature is stunned, even if they would otherwise be immune to the condition. The budding process seems to rob the layer on which the creature is created of essence, reducing its thickness by 5 feet for every HD of the creature to be created.


    Madness Matrix:
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    In certain layers, the madness of the far realms coalesces into the form of special matrices. Shedding a good deal of light into the otherwise dark far realms, Madness Matrixes often inhabit entire mega-layers, apparently existing in equal proportion on each individual layer. If touched, the madness matrix submits the character to the warp touch disease (book of vile darkness) or permanently lowers the target’s wisdom score by 1d6 (DC 20 Will Save negates) if the BoVD is not used (or is unavailable). Either way, these effects are even applied to creatures without constitution scores, overcoming their normal immunities. However, Madness Matricies are one of the few things capable of punching a hole out of the far realms. Every time a spell targets the Madness Matrix for any reason, there is a 1% chance of a portal opening up into a random plane for 1d4+1 rounds. Spell-like abilities and supernatural abilities are incapable of punching open such holes, helping to explain why so few creatures can utilize them.


    Eternity Quake:
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    Whenever a new elder one appears within the far realm, the realms quake and tremble under the weight of the new multidimensional creature, requiring all nonnative creatures within the Far Realm to make will saves (DC 25) or have their Wisdom score changed to 0 as their minds are crushed under the mental image of the new creature’s presence.
    Occasionally, an eternity quake is intense enough to affect all creatures on the plane, native or not. All native creatures who fail their saves are slain. Following such grand quakes are usually large waves of unnatural absorption and blasphemous budding.


    Chaos Zones:
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    A few areas of the far realms are even less stable than the others, continually boiling, dividing, combining, and the like. In such areas, called chaos zones, all magic is automatically affected by the wild magic trait and the layer’s composition can be controlled like raw Limbo (Manual of the Planes, page 93).


    Safe Sectors:
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    In the endless madness of the Far Realms, there are a few relatively safe and sane areas in which material creatures could potentially rest. In such areas, the maddening trait does not apply and there are few, if any, extra-dimensional features. A few of them have the remains of temporary shelters built by other past adventurers out of Far Realms refuse.


    Cosmic Protoplasm:
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    Spread throughout the Far Realms is a strange substance that is said to act as a cruel mockery of water. Sometimes seen flowing like a river across the layers, sometimes seen falling like waterfalls down amoebic holes, sometimes seen being drunk by natives to the Far Realms, this protoplasm is anathema to living creatures. Ranging from the clear in color to a highly reflective silver, anyone who drinks it must make a Fortitude save (DC 20) or take 1d4 constitution damage each round for one minute as their interior is contorted, sprouts thorns, is shredded, and is otherwise tortured beyond believe. Furthermore, any nonnative who so much as touches cosmic protoplasm is lit up like a beacon for all creatures of the Far Realms, visible sixty layers away in either direction (rather than 20) and automatically visible to elder ones.


    Empty Singularity:
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    Every now and again, a hole within the very fabric of the far realms open. These holes act as spheres of annihilation (Dungeon Master’s Guide), except that they are immune to any attempt to control them and that they move 30 feet toward the nearest creature each round. An Empty Singularity is capable of shifting one layer each round (or overcoming an encysted layer) to aid it in its pursuit of a target. Empty Singularities cannot destroy elder evils or beings of similar power. The destination of the shredded and destroyed matter taken in by the singularity, ironically, is the sane multiverse.


    Alternate Multiverses:
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    A few survivors of the far realms have remarked seeing gigantic translucent globes, thousands of layers large, in which stars, planets, and (some say) entire planes are visible. Some scholars think that these adventurers have found our multiverse, floating in the middle of the madness. Others claim that the descriptions do not describe our world, suggesting the existence, perhaps, of other multiverses.


    Winds of Heresy:
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    One of the more dangerous features of the Far Realms is the occasional “wind” that passes through the amoebic sea, knocking everything off kilter. All creatures caught in the wind are blown 1d20 layers in a random direction (ignoring encysted layers) furthermore, anyone caught in the winds is confused for one hour, or for one minute if they succeed on a DC 20 will save.


    The Amoebic Consumption:
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    some areas of the amoebic sea are more dangerous than others for non-natives. In such layers, creatures take 10d6 acid damage each round, have their speed reduced to 5 feet, take penalties for combat as if underwater, and can only leave the layer with a successful concentration damage (DC= damage taken this round). Furthermore, because natives to the far realms are unaffected by such areas, many tend to congregate, waiting for new targets so that they may feed. It is to such areas that the finger of expulsion spell (Dragon #330) sends targets.


    NOTE: A DISORIENTING ENTRY?
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    Let’s face it. Whenever an enemy gets banished somewhere like the far realms, we picture them standing there in a daze as thousands of terrifying and insane creatures slowly approach and bite off their face. That, my friends, is satisfaction.
    The thing is, that probably won’t ever happen. The enemy will instead teleport to a new layer almost immediately (if they didn’t go insane upon entry) and probably put up a pretty valiant fight against the beings of beyond.
    If you think that being thrown into an alien world should be a bit more…jarring than a single sanity saving throw, simply render the creature dazed (or even stunned) for 1d4 rounds upon entry. Whether this should occur every time or just the first time that a creature enters the far realms is up to the DM.


    FEATS FOR FAR REALMS EXPLORERS:
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    Through Space Alone
    Your teleportation effects do not use other planes of existence.
    Prerequisites: Spell Focus (Conjuration), Caster level 11th
    Benefits: Your teleportation spells do not use other planes of existence unless it is part of their primary function (as with planeshift). As such, teleportation effects not leading to other planes of existence may be used while under the effects of a dimensional anchor or in the area of a dimensional lock.
    Special: this feat allows for teleportation within the far realms of insanity.

    Resilient Mind
    Your mind resists attempts to break it down.
    Prerequisites: Iron Will, Wis 13
    Benefits: You gain a +1 bonus to Will saves made against mind-affecting effects. This bonus is doubled against confusion and insanity effects.
    Lastly, the first time each day that you roll a natural 1 on a Will save, reroll the saving throw.

    Encysted Walker
    Whatever barriers the Far Realms bring forth, you can pass through with ease.
    Prerequisite: Burrow Speed or Character level 9th
    Benefit: You may pass through encysted layers and travel within them just like any other layer as a (or as part of a) free action used to change layers. While on an encysted layer, your sight and movement is not inhibited by any substance that it is made up of.
    If the encysted layer manifests itself as a gap between layers, you may occupy that gap, although any movement in the three dimensions while in the gap results in a “fall” (see above).
    Normal: Encysted layers cannot be traveled to and must be skipped over.

    Speedy Swimmer
    You can pass through the water at extreme speeds when required.
    Prerequisites: Improved Swimming, Swim 9 ranks
    Benefit: Once per minute, you may run through the water, using your full land speed as your base speed (a swim check is still required, however).
    Special: this ability allows you to run within the far realms once per minute.

    Wild Caster
    You can control more chaotic forms of magic.
    Prerequisite: Spellcraft 4 ranks
    Benefit: Once per encounter, while you are in a wild magic zone, you may take a swift action to make your next spell manifest itself naturally as long as it is cast within the next round, ignoring the wild magic zone.
    However, ignoring wild magic has a price. For the remainder of the encounter, all magic is automatically subjected to the wild magic trait, not allowing for the normal spellcraft check.
    I'm try not to be too vain but this was too perfect not to sig.
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  27. - Top - End - #27
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BONUS MATERIAL: MONSTERS OF THE FAR REALMS, PART 1

    NOTE: NAMING FAR REALMS CREATURES
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    Let’s face it. When making a creature from the far realms, each of us has at least a momentary impulse to name it something like Smlk’lkj’wrmn’’~!zxc?. Why not? If the creature is coming from a place of madness, why not have it’s name be beyond pronunciation?
    The answer is simple. Have you ever noticed that the names given to creatures in the monster manual are not always what they call themselves? For example, Ethergaunts (Fiend Folio) call themselves Zhen-Kai and Chain Devils (Monster Manual) call themselves Kytons. What does this mean, you may ask. It means that even if a Far Realms creature knows that its name is Smlk’lkj’wrmn’’~!zxc? and goes around telling everyone that its name is Smlk’lkj’wrmn’’~!zxc?, it will appear in the latest wizarding journal as a Smelkwramn (an easier pronunciation), or perhaps as the mindwriggler (a description).
    Humanoid species are self-centered and will come up with a name for a creature if it is otherwise unpronounceable (and sometimes even if it is pronouncable). Even if you take note of what a creature calls itself, therefore, also come up with the common name that everyone else uses to describe it (or that you can describe it as while in combat, as it is pretty hard to say “the Smlk’lkj’wrmn’’~!zxc? attacks John for two damage” unless you are on a PbP game).
    Of course, if anyone looking at a creature finds the word Smlk’lkj’wrmn’’~!zxc? popping into their head and their mouth is only capable of describing that creature as a Smlk’lkj’wrmn’’~!zxc?, regardless of whatever adjectives may come to mind, that sort of thing makes for a decent exception to the rule, explaining why it hasn’t been named something else.



    Living Memory
    Small Outsider (shapechanger)

    Hit Dice: 2d8 (9 hp)
    Initiative: +2
    Speed: 20 feet
    AC: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
    BAB/Grapple: +1/-5
    Attack: Slam +0 melee (1d4-2)
    Full Attack: Slam +0 melee (1d4-2)
    Space/Reach: 5 ft/ 5 ft
    Special Attacks: Unnerve
    Special Qualities:: Darkvision 60 ft., Recalled Shapeshift
    Saves: Fort +2, Ref +4, Will +3
    Abilities: Str 6, Dex 14, Con 10, Int 11, Wis 12, Cha 8
    Skills: Disguise +8, Intimidate +3, Knowledge (any four) +4, Listen +7, Spot +7
    Feats: Alertness
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Adancement: 3+ HD (Small)

    The creature you see in the distance looks like a vaguely humanoid mass of mist, lacking any degree of detail. As its head moves, perhaps to face you, the mist begins to part, revealing the body below to be that of…

    Some scholars say that any creature can be found in the far realm if one looks long enough. A select few go so far as to say that any individual can be found within the Far Realms. However, all of these scholars are dead wrong. What has been seen are creatures called living memories, shapeshifters with bodies so transient that they can respond to the vaguest of memories.

    Combat:
    A living memory gains some of the memories of whomever it copies, leading it to typically focus its attacks on the PC it deems most responsible for its own destruction. Other than that, it fights just as the imitated creature could be expected to fight.
    Recalled Shapeshift (Su): At the beginning of each encounter, a living memory changes its form to match that of an individual whom at least one of its enemies have fought in the past. The living memory gains the ability scores, undamaged hp total, feats, armor class, size, speed, natural attacks, extraordinary abilities, supernatural abilities, spell-like abilities, and spellcasting (or similar abilities) in place of its own for the remainder of the encounter (although it retains its outsider creature type, darkvision, and unnerve special ability). For each skill in which the new form possessed skill ranks, use the living memory’s or the target’s skill ranks, whichever is higher. Lastly, the living memory gains a basic idea of the target’s memories and thought patterns, the target’s voice, a +10 bonus on all disguise checks to imitate that creature, and a nonmagical copy of all gear normally carried by the creature.
    A living memory cannot copy a creature of a CR greater than one half of its hit dice.
    Unnerve: Any creature unable to beat the living memory’s disguise check with a spot check take a -1 penalty on all attack rolls against the living memory. If the PCs believe the imitated creature to be dead, the penalty is increased to -2.
    Skills: a living memory gains a +5 racial bonus on disguise checks.

    Shriekling
    Tiny Plant

    Hit Dice: 1d8+1 (5 hp)
    BAB/Grapple: +0/-7
    Initiative: +8
    Speed: 40 ft.
    AC: 18 (+4 dex, +2 natural, +2 size), touch 16, flat-footed 14
    Attack: Slam +3 melee (1d2+1)
    Full Attack: Slam +3 melee (1d2+1)
    Space/Reach: 5 ft/0 ft.
    Special Attacks: Anger Shriek, Death Shriek
    Special Qualities:: Coordinated Shift, Darkvision 60 ft., Plant Traits
    Saves: Fort +3, Ref +4, Will +0
    Abilities: Str 12, Dex 18, Con 12, Int 1, Wis 1, Cha 5
    Skills: Spot +4
    Feats: Improved Initiative
    Climate/Terrain: Far Realms
    Organization: Solitary, Pair, or Clutch (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Adancement: -

    The creature before you is nothing more than a motley collection of thorns, forming an amorphous mass before you. As the thorns fly past each other, it creates a terrible shrieking sound.

    Shrieklings are collections of far realms vegetation giving weak sentience. Some believe that it is actually sane enough to know the sorrow of its own situation, explaining its continual shrieks. However, this is likely the work of a romantic mind, seeing as no shriekling has ever been known to show a shred of sanity or show mercy. Shrieklings are found most often near Deadman’s vines and during winds of heresy.

    Combat:
    Most Shrieklings begin combat with their Anger Shriek before going into combat. As long as multiple shrieklings still in the battle, some shrieklings continue shrieking each round to empower their fellows. It is not uncommon for only one Shriekling to attack each round.
    Anger Shriek (Ex): As a standard action, a Shriekling can increase the intensity of its shrieks to provide fear for those nearby and increased strength and resilience for itself and its companions. All Shrieklings within 30 feet (including itself) gain 5 temporary hit points, a +2 bonus to their natural armor and strength scores, and deal damage with their slams as if they were one size category larger until the Shriekling’s next turn. In addition, any such Shriekling may spend an immediate action to use their own Anger Shriek, although doing so dazed them until the end of their next turn. All of these bonuses stack.
    All non-shrieklings in the area must make a will save (DC 12 + 1 per additional shriekling within 30 feet) or become shaken for the remainder of the encounter. Already shaken foes do not become any more scared. Anyone who succeeds on their saving throw cannot be affected by that Shriekling’s Anger Shriek for 24 hours.
    Coordinated Movement (Ex): Whenever a Shriekling takes a free action to change its layer, it may take any number of Shrieklings within 30 feet with it.
    Death Shriek (Ex): Whenever a Shriekling is reduced to 0 hit points or 0 wisdom, the thorns composing its body grind themselves to dust creating one final shriek, dealing 1 wisdom damage to all creatures within 30 feet.

    Note: Shriekling ECL
    Although a single Shriekling may be fine (or perhaps a bit weak as) a CR 1 encounter and a group of 6 makes for a good CR 5 encounter, ECL doesn’t truly apply to this creature beyond this point. A group of 18 Shrieklings, for example, should be able to kill a few members of even a very high level party, dealing 15d6+19 damage with each slam, having a daunting AC of 54, upping the will save to resist fear up to 30, and dealing 18 wisdom damage to everyone the moment that so much as a single one of them is slain (enough to kill even the wisest of fighters, barbarians, or even wizards). As a general rule, 3-10 Shrieklings have an ECL of their population-1, 11-16 Shrieklings have an ECL of their population +2, 17-18 Shrieklings have an ECL of 18, and 19 or more Shrieklings have an ECL of their population.

    False One
    Small Humanoid

    Hit Dice: 2d8+2 (11 hp)
    BAB/Grapple: +1/+2
    Initiative: +1
    Speed: 30 ft.
    AC: 14 (+1 Dex, +2 Natural, +1 size), touch 12, flat-footed 13
    Attack: melee touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
    Full Attack: touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Memory Theft, Spell-like abilities
    Special Qualities:: Darkvision 60 ft., Reform, Thought Projection, Unravel
    Saves: Fort +1, Ref +1, Will +6
    Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
    Skills: Bluff +6, Diplomacy +6, Knowledge (local) +6
    Feats: Iron Will
    Climate/Terrain: Far Realms
    Organization: Solitary, Couple, Civilization (10-500)
    Challenge Rating: 1
    Treasure: None
    Alignment: True Neutral
    Adancement: 3-4 HD (Medium)

    The creature above you appears to be a humanoid in form. Other than this generic shape and the nondescript clothing that it wears, the most startling fact about this creature is that its face is completely featureless.

    In the Far Realms, anything as complex and stable as humanity or society is impossible. Nonetheless, it does carry limited mockeries of such concepts. Scattered throughout the Far Realms are false cities carved into the amoebic sea or built on the backs of elder ones. Though devoid of actual humanoid populations, False Ones fill much the same purpose.
    False ones appear as a generic humanoids. Some are tall and lean while others are shorter and squatter like dwarves. The smaller ones take on the generic builds of halflings, gnomes, and other small races. Their apparent clothing is actually grown each morning and shed like an outgrown shell each evening. False ones value highly the memories of others, taking them if they cannot barter.
    Combat:
    False Ones are relatively poor combatants. If the combat is one-on-one (as they would prefer all combat to be), they try to steal the memory of how the fight started, hoping to end the confrontation immediately. Otherwise, they attack with spears or other weapons that they may have close at hand. If necessary, they unravel to escape or to find backup.
    Memory Theft (Su): Whenever a False One makes a successful melee or touch attack against an opponent, that opponent loses access to a memory of the False One’s choice. While choosing a memory, they momentarily have complete access to the target’s memory, allowing them to choose the most convenient (or hindering) memory for the target to lose. Only five rounds of memory are erased with each touch, requiring multiple attacks for longer memories.
    Reform (Su): If the dead remains of two False Ones are left untended to (mostly intact) and within 30 feet of each other for 5 rounds, the two remains float together sewing themselves back together to make a new False One.
    Spell-Like Abilities: At will- Ghost Sound (DC 11), Nystul’s Magic Aura, Prestidigitation. Caster Level 2nd. The save DCs are Charisma-based
    Thought Projection (Su): Without mouths, False Ones are only capable of speech through a strange form of one-way telepathy that contacts all sentient creatures within 100 feet simultaneously. The sane mind interprets this contact as script written in the common tongue. Although False Ones never seem able to screen out thought text not intended for them, other creatures must make a DC 20 wisdom check in order to block out each piece of unneeded “background chatter” (failure to do so makes it all but impossible to identify between, for example, the “speech” of the “merchant” selling you a sword and that of a “noble” demanding respect).
    Unravel (Su): whenever a False One takes damage, it can choose to take a strategic retreat, allowing its body to unravel like a lengthy ribbon being unwrapped from around a pole. The entire body, including clothing but not equipment, is unwound in this way. While in this form, the False One gains a Fly speed of 30 feet with average maneuverability, DR 5/magic, and fast healing 2. A False One can reassume its normal form as a full-round action. A False One cannot attack, use their spell-like abilities, or take any offensive action in this form.

    False One Society:
    As previously stated, nothing as complex and internally consistent as a society could naturally exist within the Far Realms. However, with a cursory glance, the False Ones come remarkably close. Each false one takes a distinct role in the false society, ranging from beggars to shop owners to robbers to constables. Furthermore, the False Ones keep in character, even in regards to their memory-stealing natures. Merchants sell items in exchange for memories, beggars beg for them, thugs and thieves try to steal memories, and nobles may demand tributes of memory in exchange for safe passage.
    However, after enough time and scrutiny, it becomes clear that even this hoax is a hoax. Even if a constable seems lawful, a thief seems chaotic, a priest seems good, or an executioner seems evil, False ones are completely amoral creatures, acting only according to their role, a role determined on a daily basis by the uniform that they grow. A False One who buys bread from a baker on one day will come back the next to return it to whomever is the new baker, while the peasant who took over that False One’s position comes to buy the same loaf of bread, over and over again until the bread is ruined and a new loaf is baked; a constable who arrests a thief for robbery on one day will let the robber go free on the next day when they are no longer the thief, perhaps before leaving to commit the same crime if they have become said thief; a noble is evicted from its supposed ancestral home to take the role of a baker or beggar when a new False One becomes the noble on the next day.
    Even more disturbing, this system is not perfect, possessing an occasional eerie glitch. It is possible that two False Ones will wake up in the guise of the same noble, both attempting to rule over the mansion as its one leader while acknowledging the other’s legitimate rule. It is also possible that all False Ones will wake up as beggars, flooding into the street rather than taking any of the vacated shelters. Furthermore, the desire for memory occasionally trumps over a False One’s role. Although a sheriff is unlikely to attack someone on the street to claim their memory, anyone convicted of a crime can expect to be patted down and searched for weapons far longer than is needed in an attempt to claim as many memories as possible before the target finally resists. Likewise, a target who reports to a physician may be recommended an unnecessary surgery that entails enough contact (necessary or no) that the target will leave with year-long memory gaps. Fortunately, if a False One deems that they have “overcharged” a creature, False Ones typically feel obliged to “pay back” the target in their current and future roles (assuming that their target does not become openly violent towards them). Therefore, after having lost a large chunk of memory to a False One’s sneaky tactic, one may expect to be given favors, gifts, or services when that False One is in the proper position to give them.

    Xaxox Guardians
    Anyone who has heard the name Xaxox knows of Daruth Winterwood, the wizard who led the doomed expedition. At the moment, his mind is filled with spiders, driving him mad in his search to get back home and unleash havoc into the world once more. What few people realize how long it took poor Daruth to succumb to the horrors of the Far Realms. While portions of the wizarding college fell into madness almost immediately, the rest of the process has taken decades, with Daruth’s expert wards slowing the progress of the amoebic sea to a near standstill. When the senior staff of Xaxox started feeling the effects of the Far Realms, Daruth had all sane members of his staff immediately get to work on the creation of artificial minds, minds that the plane could not bring to madness. He and his crew built hundreds of clockwork guardians of various strengths and sizes to aid him. As time went on, he and his guardians were forced to slay or isolate each member of his staff as they went insane, one by one. When he began to feel the scratching of the first of the many spiders to now reside in his brain, he stopped production and started teaching the guardians in a frenzied hurry, afraid he may never teach them all that they needed to. He taught the guardians how to fight the few far realms beings that had broken past the barriers to threaten his school thus far and told them to stop any being who threatened to pierce the barrier between the Far Realms and the multiverse.
    Unknown to even Daruth, however, his fevered rants and sermons on wholesomeness, frequent debriefs on the importance of the job that they had to fulfill, and his crazed (if authentic) apologies to the for the existence he had doomed them to had awakened more in the constructs than the usual uncaring servitude found in even intelligent constructs. Without ever intending it, Daruth had awakened feelings in the constructs that could easily be equated to trust, admiration, and, eventually, worship.
    As Daruth felt himself losing his grasp on what little sanity he had remaining, he finally gave the order for them to run and fulfill their mission, fearing that he may lose himself at any moment and slay his creations. The Xaxox guardians, several hundred in number, did as they were told, swimming out into the unknowable Far Realms. A couple days later, Daruth started plotting he reentry into the multiverse.
    Since then, they have survived surprisingly well and have learned how to fix others of their kind, including those otherwise beyond repair. Although they know that they stand little chance against the larger creatures of the plane, they do what they can to keep what should be in the Far Realms in the Far Realms while simultaneously helping any beings accidentally stranded in the inhospitable realm. They still possess a pseudomilitary command structure and still worship the being known as Winterwood as their deity. Although they are aware that Xaxox has been trying to get back into the multiverse, they are almost incapable of conceiving that Daruth could be behind the plot, instead believing that an isolated prisoner must have broken free and taken control (although in their mental image, Daruth is obviously still alive, planning to retake the Xaxox just like them).
    Xaxox Guardians all understand common.

    Scout Capsule
    Small Construct

    Hit Dice: 4d10+13 (35 hp)
    Initiative: +1
    Speed: 30 ft., Swim 30 ft.
    AC: 18 (+1 dex, +1 size, +6 natural), touch 12, flat-footed 17
    BAB/Grapple: +2/+0
    Attack: claw +5 melee (1d4+2 plus 1d6 electricity)
    Full Attack: 2 claws +5 melee (1d4+2 plus 1d6 electricity)
    Space/Reach: 5 ft/5 ft.
    Special Attacks: Repel the Impure
    Special Qualities:: Construct Traits, Darkvision 60 feet, Quick Repair, Telepathy 100 ft.
    Saves: Fort +1, Ref +2, Will +4
    Abilities: Str 14, Dex 12, Con -, Int 14, Wis 16, Cha 10
    Skills: Listen +9, Knowledge (The Planes) +8, Sense Motive +9, Spot +9
    Feats: Ability Focus (Repel the Impure), Toughness
    Climate/Terrain: Far Realms
    Organization: Solitary, Scout (2-8), or skirmish (9-16)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Lawful Neutral
    Adancement: 5-10 HD (small)

    Before you floats what looks like a upright metal capsule with a single red eye positioned in the center of its body. Two lengthy metal probes reach out of the capsule, testing the area around it.

    Scout Capsules are the weakest of Daruth’s creations. Acting as the field medics and skirmishers of the Xaxox Guardians, they are the most plentiful model. Devout in the worship of Winterwood, they share of his teachings to anyone sane enough to listen, which is a rare but joyous event for a scout capsule.
    Combat:
    scout capsules are straitforward combatants, using their Repel the Impure and their electrified claws to keep enemies at bay, only stopping to run away or heal a comrade.
    Quick Repair (Ex): As a standard action, a scout capsule can heal another adjacent construct of 5 points of damage.
    Repel the Impure (Su): One per encounter, a scout capsule can banish a creature of the Far Realms with which they have a line of sight and effect even deeper into their domain. The target must make a will save (DC 16) or be sent 2d% layers away and be rendered unable to shift layers for 24 hours.
    Telepathy (Su): a scout capsule can communicate telepathically with any creature within 100 feet that has a language.

    Watcher
    Medium Construct

    Hit Dice: 8d10+23 (67 hp)
    Initiative: +7
    Speed: 30 ft., Swim 30 ft.
    AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
    BAB/Grapple: +4/+9
    Attack: Claw +9 melee (1d6+5 plus 2d6 electricity)
    Full Attack: 4 claws +9 melee (1d6+5 plus 2d6 electricity)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Abberant Repulsion, Observation
    Special Qualities:: All-Around Vision, Construct Traits, Damage Reduction 5/adamantine, Darkvision 60 ft., Far Sight, Repair Capsule, Telepathy 250 ft.
    Saves: Fort +2, Ref +5, Will +6
    Abilities: Str 20, Dex 16, Con -, Int 16, Wis 18, Cha 10
    Skills: Listen +17, Knowledge (religion) +14, Knowledge (the planes) +14, Sense Motive +15, Spot +21
    Feats: Toughness, Alertness, Improved Initiative
    Climate/Terrain: Far Realms
    Organization: Solitary, Patrol (1 and 10-20 Scout Capsules), or Exploration (2-10 and 20-60 Scout Capsules)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Lawful Neutral
    Adancement: 9-16 HD (medium)

    A large metal capsule stands completely upright before you, seemingly swimming through the amoebic sea through the use of four articulated metal limbs ending with claws. Four dull red eyes are spaced equally around its exterior, allowing it to see in all directions.

    Watchers, although in charge of exploring new areas and patrolling owned areas, are not as militarily minded as other xaxox guardians. They provide several vital roles on the “homefront” such as keeping their encampments warded against lesser beings of the far realms, repairing those unlucky enough to fall in battle, and always keeping an eye open for possible intruders.
    Watchers are extremely analytical and pay close attention to every detail. Although this leads to the appearance of detachment, they are just as able to sympathize with other Far Realms visitors as any other xaxox guardian.
    Combat:
    Although adept at using their claws in close combat, a Watcher is usually careful to avoid combat altogether. Instead, they aid their allies through their observation ability or keep their allies nearby while using their abberant warding. If their foes break through the warding, a Watcher always abandons the battle, figuring that it is better to survive and fix its sacrificed allies later.
    Abberant Warding (Su): For up to 1 hour per HD per day (8 hours per day for the average watcher), a watcher may exude a barrier within a 200 foot radius of itself that prevents all natives to the far realms with 20 or fewer hit dice from entering (no saving throw). The ward may be used or dismissed as a standard action. If the barrier is forced upon a far realms creature, however, the barrier collapses and cannot be raised for 1d4+1 rounds. This barrier does not stop creatures already within this area from moving around or leaving, although it does stop them from returning.
    All-Around Vision (Ex): Due to the equal placement and constant use of its four eyes, a watcher gains a +4 racial bonus on spot and search checks and cannot be flanked.
    Far Sight (Ex): The special eyes of a Watcher pierce through the amoebic sea with ease. A Watcher does not take penalties to spot checks made on other layers of the far realms with which it has line of sight (not blocked by an encysted layer or similar obstacle).
    Observation (Ex): A Watcher is able to process what it sees at an incredible rate, breaking down the motions of its enemies to find weak spots. Each full round of combat that a watcher can visually see a single opponent, each xaxox guardian within range of its telepathy gains a +1 insight bonus to attack rolls against that target and to AC against that target’s attacks. This effect is cumulative for each round of combat and may not exceed the watcher’s wisdom modifier (+4 for the average watcher).
    The effect lasts until the watcher is killed or otherwise prevented from seeing the target for 1 full round. This bonus begins again as soon as the watcher sees them again, starting at +1 per round.
    Multiple watchers targeting a single opponent do not grant stacking benefits although a xaxox guardian may receive bonuses against any number of targets observed by watchers.
    Repair Capsule (Ex): With eight hours of work, a Watcher can revive a destroyed scout capsule. The guardian returns to life at half of its full hit point total.
    Telepathy (Su): A Watcher can communicate telepathically to any creature within 250 feet that possesses a language.

    Sentinel
    Large Construct

    Hit Dice: 16d10+49 (137 hp)
    Initiative: +6
    Speed: 50 ft., Swim 50 ft.
    AC: 21 (-1 size, +2 Dex, +10 Natural)
    BAB/Grapple: +8/+19
    Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
    Full Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Aberrant Anathema, Spells, Summon Guardians, Winterwood’s Might
    Special Qualities:: Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60 ft., Guardian of Sanity, Restore the Fallen, Telepathy 1,000 ft.
    Saves: Fort +5, Ref +7, Will +10
    Abilities: Str 24, Dex 14, Con -, Int 18, Wis 20, Cha 10
    Skills: Diplomacy +19, Listen +26, Knowledge (religion) +23, Knowledge (the planes) +23, Sense Motive +24, Spot +26
    Feats: Alertness, Improved Initiative, Ability Focus (Aberrant Anathema), Toughness (x3)
    Climate/Terrain: Far Realms
    Organization: Homefront (50 plus 100-200 watchers and 400-500 scout capsules)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always lawful neutral
    Adancement: 17-24 HD (large)

    The creature before you is a metal capsule about 6 feet wide and 14 feet tall, devoid of all features except for a flagella-like claw arm emerging from one of its poles and some faintly glowing arcane runes that play among its entire form.

    In charge of all Xaxox guardians are the sentinels, the largest and most powerful of Daruth Winterwood’s creations (or at least his pre-madness creations). Because of their relatively few numbers, all fifty remaining sentinels remain in the homestead, rarely launching attacks of their own unless the entire fleet is mobilized. They hold a position akin to that of a general, although they are also the spiritual leaders of the Xaxox guardians, receiving something akin to divine power from their worship of Winterwood. Lastly, although all Xaxox guardians enjoy meeting and commiserating with visitors, sentinels are the “face” of their collective effort.
    Combat:
    Combat involving sentinels is always intense, seeing as such battles often involve the entire fleet. Combat usually starts with the summoning of some additional guardians that were out scouting or exploring. After this, the sentinel emboldens the troops using Winterwood’s Might before casting spells. Every now and again, they may stop to repair fallen troops but otherwise continue the assault.
    Aberrant Anathema (Su): The claw of a sentinel is incredibly dangerous to creatures native from the far realms. Any such creature hit by a claw attack must make a Fortitude Save (DC 25) or perish. This ability can only affect creatures of up to one size category larger than the sentinel. The Save DC is Wisdom-Based.
    Guardian of Sanity (Su): In the unstable Far Realms, sentinels are beacons of sanity into the world around them. On any layer of the Far Realms that they occupy, the maddening trait of the Far Realms is suppressed, as are any elemental or energy trait that the layer would otherwise possess.
    Repair the Fallen (Ex): As a standard action, a sentinel can revive a fallen scout capsule. As a full-round action, a sentinel can revive a fallen watcher. With one minute of work and the assistance of three other sentinels, a sentinel can revive another fallen sentinel. After reviving a Xaxox guardian, the sentinel must wait for 1d4 rounds before doing so again.
    Spells: A sentinel casts spells as a 5th-level cleric, selecting spells from the cleric list. However, a sentinel does not require a divine focus, with the alien runes on their body serving much the same purpose. The Save DCs are Wisdom-based.
    Cleric Spells Prepared (5/5/3/2; Spell DC 15 + spell level); 0- Detect Magic (2), Guidance, Resistance, Mending; 1st- Bless, Divine Favor, Entropic Shield, Shield of Faith (2); 2nd- Aid, Make Whole, Resist Energy; 3rd- Dispel Magic, Prayer.
    Summon Guardians (Su): Once per encounter, as a standard action, a sentinel may call two scout capsules or one watcher back to the homestead from anywhere within the Far Realms. Despite the name of this ability, this is a teleportation effect, meaning that the recalled guardians are truly slain if they are destroyed.
    Telepathy (Su): A sentinel may communicate telepathically with any creature within 1,000 feet that possesses a language.
    Winterwood’s Might (Su): Once per day, as a standard action, a sentinel may conjure forth the memory of Daruth Winterwood in all Xaxox guardians within the range of its telepathy, granting them strength. All affected guardians gain fast healing 5 and may make an additional attack at their full base attack bonus whenever they make a full-attack. These benefits last for 3 rounds. Multiple applications of this ability do not stack.

    Mind Spider Swarm
    Diminutive Vermin

    Hit Dice: 3d8 (21 hp)
    Initiative: +4
    Speed: 20 ft, burrow 20 ft.
    AC: 18 (+4 size, +4 dex), touch 18, flat-footed 14
    BAB/Grapple: +2/-
    Attack: Swarm (1d6 plus Implantation)
    Full Attack: Swarm (1d6 plus Implantation)
    Space/Reach: 10 ft/0 ft
    Special Attacks: Create Spawn, Distraction, Implantation, Mad Puppet
    Special Qualities:: Darkvision 60 ft., Hivemind, Immune to Weapon Damage, Swarm Traits, Blindsense 30 ft, vermin traits
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 1, Dex 18, Con 10, Int 10, Wis 10, Cha 10
    Skills: Climb +11, Hide +22, Listen +6, Move Silently +10, Spot +6
    Feats: Alertness, Encysted Walker
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Adancement: -

    What at first appears to be a swarm of spiders soon reveals itself to be something far worse. Each creature composing the swarm is little more than a small smidgeon of brain matter supported by eight or more legs.

    Named for their faint resemblance to certain arachnids at a distance, no sane being would ever make the mistake after seeing a mind spider up close. As they proceed along the far realms, a small hum usually follows them (unless they are trying to be quite), a hum that some say connects the mind spiders to create a hivemind. Indeed, a few adventurers, after slaying a swarm of mind spiders, have been able to piece them together and recreate a humanoid brain, leaving little room to the imagination as to how they reproduce.
    Combat:
    A Mind spider swarm, kept moving by its endless desire to propagate, attempts to get each opponent within its swarm attack at least once so that it may implant them all. If it judges that it can slay a creature before getting out of the area alive, it will do so. Unlike with other swarms, once the hivemind is broken, all component mind spiders simply stop moving, almost waiting to be squashed.
    Create Spawn (Su): Any implanted creature who is slain produces a mind spider swarm 1d4 hours later. If the target was subject to the swarm’s mad puppet ability at the time, the swarm is produced after a mere 1d4 rounds.
    Distraction (Ex): Any living creature that begins its turn with a mind spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
    Hivemind (Su): A mind spider swarm is kept going only by its close proximity to its fellows. If the mind spider swarm is reduced to under one hit point per HD (3 hit points for a regular mind spider swarm), the swarm’s intelligence, wisdom, and charisma drop to 0.
    Implantation (Ex): Any living creature that begins its turn with a mind spider swarm in its space is implanted by a single mind spider. Thereafter, the living creature takes a cumulative -1 penalty on all saving throws made to resist the Far Realm’s maddening trait. The mind spider can be destroyed through a remove disease or heal spell but not through a remove curse or break enchantment spell.
    Mad Puppet (Su): Any living creature subjected to the mind spider swarm’s implantation ability who fails their will save to the Far Realm’s maddening trait goes through a startling, if unseen, transformation. The implanted mind spider quickly breaks the target’s brain into a new mind spider swarm that controls the target from the inside out as the dominate monster spell with unlimited duration (no saving throws allowed). At this point, half of all damage dealt to the creature is transmitted to the controlling swarm. Only a heal, wish, or miracle spell can return the target to normal.
    As a full-round action,a mind spider swarm may abandon their mad puppet, killing it in the process but allowing it to be revived as normal by magic. After leaving a body in this way, the mind spider swarm may not return.

    Silent Whisperer
    Tiny Outsider

    Hit Dice: 2d8+2 (5 hp)
    Initiative: +4
    Speed: 40 ft.
    AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
    BAB/Grapple: +1/-7
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft/0 ft
    Special Attacks: Blasphemous Whispers, Lead Astray
    Special Qualities:: Darkvision 60 ft, Natural Invisibility, Telepathy 100 ft
    Saves: Fort +1, Ref +4, Will +1
    Abilities: Str 10, Dex 18, Con 13, Int 14, Wis 8, Cha 18
    Skills: Bluff +12, Diplomacy +9, Hide +17, Knowledge (arcane) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Listen +4, Move Silently +9, Sense Motive +4, Spot +4
    Feats: Ability Focus (Blasphemous Whispers)
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Adancement: -

    With the aid of your magically aided sight, you see the cause of your newfound paranoia, an eyeball floating only a few feet away, continuously gibbering through its pupil, which opens and closed as a mouth.

    Although many horrors of the Far Realm can drive those who gaze upon it to insanity, rarely considered are the creatures that travelers never actually see, creatures that can prove just as dangerous.
    Silent Whisperers are enigmatic beings representative of paranoia and delusion. Unlike other Far Realms creatures, they actively seek out visitors to the Far Realms, taking great glee in driving them mad. Often, they choose a single target, whispering of secrets and false agendas, setting delusions for the target to find, and waiting for them to snap on their own.
    While in contact with a creature, it tries to pass itself off as a new side to the target’s personality, the result of a mental schism. While not trying to convince the target of their own insanity or of their allies’ (fabricated) treachery, it occasionally aids its target with its surprising knowledge, leaving its target to wander how they knew what they appeared to.
    Combat:
    A Silent Whisperer, although capable of driving creatures completely mad, is ironically defenseless. If discovered and attacked, it typically retreats onto a distant layer, and waits a few hours (more than the duration of most spells that reveal its presence) before attempting to repeat its performance.
    Blasphemous Whispers (Su): Any creature with whom a Silent Whisperer telepathically communicates is typically unable to tell that the voice in their head has an external source, gaining a +10 bonus on bluff and diplomacy checks made via telepathy (not figured into the statistics above). In addition, the target is prevented from talking about the nature of the new voice within their head (no save). Furthermore, once per day, the target must make a DC 17 will save or suffer a suggestion effect from the Silent Whisperer. If they succeed on their saving throw, they may make a second DC 17 will save to realize that something (or someone) else has been playing in their head.
    Lead Astray (Su): Whenever it wishes, the Silent Whisperer may imitate the effect of a major image spell, with the exception that it is only perceived by a single creature. It takes a DC 13 Will save to disbelieve the illusion, although the illusion cannot be dispelled and divination effects do not detect any magic coming from it, making it appear to be a delusion of the target’s mind. Only one such image may exist at a time.
    Natural Invisibility (Su): A Silent Whisperer is continually invisible and cannot suppress this effect. A Silent Whisperer is not rendered visible when slain or subjected to an invisibility purge spell. See Invisibility spells only note a slight glimmer in the air. True Sight spells allow creatures to see the Silent Whisperer.
    Telepathy (Su): A Silent Whisperer can communicate to any creature within 100 feet whom speaks a language.

    Haunted Petitioner
    Medium Outsider

    Hit Dice: 4d8+8 (26 hp)
    Initiative: +2
    Speed: 30 ft.
    AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    BAB/Grapple: +4/+8
    Attack: Slam +8 melee (1d6+4)
    Full Attack: Slam +8 melee (1d6+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Haunting Gaze
    Special Qualities:: Cloak of Sanity, Darkvision 60 ft., Mental Immunity, Immunity to Polymorph and Petrification, Planar Commitment.
    Saves: Fort +6, Ref +6, Will -1
    Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 1, Cha 1
    Skills: -
    Feats: -
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Adancement: -

    Where once sanity resided, it is clear that none remains. The creature, still basically humanoid in shape, wears tattered clothing and stares through almost completely vacant eyes. To call it insane may be inaccurate, however, as it seems too far gone for even that.

    When a creature dies in the Far Realms, no petitioner is created, either in the Far Realms or in the outer plane that their soul belongs in. However, every now and again, the cracking of a particularly strong mind can resonate throughout the Far Realms, creating an echo of that creature, equally insane.
    Haunted Petitioners behave in many ways as normal petitioners, although they are stronger in some ways. Although they may at first seem normal or even sane, this is a mere ruse, an echo of sanity reflecting off of an insane being.
    Although incapable of speech on their own, a Haunted Petitioner’s Cloak of Sanity allows them to appear to speak in any language that the original creature would have known in life.
    Combat:
    Haunted Petitioners never initiate combat. They simply float along, allowing their Cloak of Sanity to get others to follow. Whenever a Haunted Petitioner is attacked, however, its cloak is lowered, allowing it to use its haunting gaze as it attacks with its fists (or similar appendage).
    Cloak of Sanity (Su): At first glance, a Haunted Petitioner appears quite sane, concealed by the cloak of their former sanity. Their clothes, hair, and hygiene resemble the state they were in when the petitioner first went insane. Furthermore, as the Haunted Petitioner floats through space, it may appear to make familiar gestures (such as waving hello or goodbye to someone or motioning for them to follow) or even speak. Nothing said or communicated to the petitioner can spur it to action, however.
    Every hour spent in the company of a Haunted Petitioner allows a creature to make a DC 14 Wisdom check to notice that something is amiss. If the Haunted Petitioner takes damage, the Cloak of Sanity is suppressed for the remainder of the encounter.
    While using its Cloak of Sanity, a Haunted Petitioner may not use its Haunting Gaze ability.
    Haunting Gaze (Su): A Haunted Petitioner has seen far more than any sane being is meant to see. Their gaze seems to overflow with the horrific sights they have happened upon, allowing them to pass on some of these sights to strangers as a gaze attack. The target(s) must make a DC 15 will save or become dazed for 1d4 rounds. Either way, a creature who meets the petitioner’s gaze is shaken for as long as they remain in the far realms and may not be targeted by the same creature’s gaze for 24 hours. The effects of gazes from multiple petitioners do not make creatures frightened or panicked.
    Mental Immunity (Ex): The Haunted Petitioner are immune to all mind-affecting effects.
    Planar Commitment (Ex): Barring extreme circumstances (in which case the Haunted Petitioner loses their Haunting Gaze), a Haunted Petitioner is incapable of leaving the Far Realms by any means. Any effect that would force a Haunted Petitioner to leave the Far Realms instead transports it 2d% layers away
    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

  28. - Top - End - #28
    Ogre in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    BONUS MATERIAL: MONSTERS OF THE FAR REALMS, PART 2

    Elemental
    The only consistency in the far realms is its lack of consistency. Concepts such as time and morality mean nothing within its grasp. Furthermore, although elemental traits do exist, they are so unstable and fleeting that no form of elemental should be able to survive in the far realms. Nonetheless, two types of elementals (or creatures close enough to be considered elementals) are associated with the far realms, although only one appears within its boundaries.

    Flux Elemental, Small
    Small Elemental

    Hit Dice: 4d8+8 (26 hp)
    Initiative: +2
    Speed: 20 ft.
    AC: 20 (+1 size, +2 Dex, +7 natural), touch 13, flat-footed 18
    BAB/Grapple: +3/+1
    Attack: Slam +6 melee (1d4+2 plus Imbue Instability)
    Full Attack: Slam +6 melee (1d4+2 plus Imbue Instability)
    Space/Reach: 5 ft/ 5 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Darkvision 60 ft, Elemental Traits, Erratic Form
    Saves: Fort +3, Ref +3, Will +6
    Abilities: Str 15, Dex 14, Con 15, Int 4, Wis 11, Cha 11
    Skills: Spot +7
    Feats: Improved Initiative, Iron Will
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Adancement: 5-7 HD (Small)

    Flux Elemental, Medium
    Medium Elemental

    Hit Dice: 8d8+24 (60 hp)
    Initiative: +7
    Speed: 20 ft.
    AC: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18
    BAB/Grapple: +6/+10
    Attack: Slam +10 melee (1d6+4 plus Imbue Instability)
    Full Attack: Slam +10 melee (1d6+4 plus Imbue Instability)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Darkvision 60 ft, Elemental Traits, Erratic Form
    Saves: Fort +5, Ref +5, Will +8
    Abilities: Str 18, Dex 17, Con 17, Int 6, Wis 11, Cha 11
    Skills: Spot +13
    Feats: Iron Will, Improved Initiative, Alertness
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Adancement: 9-15 HD (Medium)

    Flux Elemental, Large
    Large Elemental

    Hit Dice: 16d8+64 (136 hp)
    Initiative: +9
    Speed: 20 ft.
    AC: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
    BAB/Grapple: +12/+22
    Attack: Slam +17 melee (2d8+6 plus Imbue Instability)
    Full Attack: 2 slams +17 melee (2d8+6 plus Imbue Instability)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Erratic Form
    Saves: Fort +9, Ref +10, Will +12
    Abilities: Str 22, Dex 20, Con 19, Int 6, Wis 11, Cha 11
    Skills: Spot +21
    Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Adancement: 17-20 HD (Large)

    Flux Elemental, Huge
    Huge Elemental

    Hit Dice: 21d8
    Initiative: +9
    Speed: 30 ft.
    AC: 24 (-2 size, +5 Dex, +11 natural), touch 13, flat-footed 19
    BAB/Grapple: +15/+31
    Attack: Slam +20 melee (2d10+7 plus Imbue Instability)
    Full Attack: 2 slams +20 melee (2d10+7 plus Imbue Instability)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Erratic Form
    Saves: Fort +13, Ref +14, Will +14
    Abilities: Str 24, Dex 21, Con 19, Int 8, Wis 11, Cha 11
    Skills: Spot +26
    Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Adancement: 22-23 HD (Huge)

    Flux Elemental, Greater
    Huge Elemental

    Hit Dice: 24d8+96 (204 hp)
    Initiative: +10
    Speed: 30 ft.
    AC: 26 (-2 size, +6 Dex, +13 natural), touch 14, flat-footed 21
    BAB/Grapple: +18/+34
    Attack: Slam +24 melee (4d8+8 plus Imbue Instability)
    Full Attack: 2 slams +24 melee (4d8+8 plus Imbue Instability)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Erratic Form, Multidimensional
    Saves: Fort +14, Ref +16, Will +16
    Abilities: Str 26, Dex 23, Con 19, Int 10, Wis 11, Cha 11
    Skills: Listen +29, Spot +29
    Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes, Improved Natural Attack (slam)
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 11
    Treasure: None
    Alignment: Always Neutral
    Adancement: 25-29 HD (Huge)

    Flux Elemental, Elder
    Huge Elemental

    Hit Dice: 30d8+150 (285 hp)
    Initiative: +12
    Speed: 30 ft.
    AC: 30 (-2 size, +8 Dex, +14 natural), touch 16, flat-footed 22
    BAB/Grapple: +22/+39
    Attack: Slam +29 melee (4d8+9 plus Imbue Instability)
    Full Attack: Slam +29 melee (4d8+9 plus Imbue Instability)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Imbue Instability
    Special Qualities:: Aura of Instability, Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Erratic Form, Multidimensional
    Saves: Fort +17, Ref +20, Will +19
    Abilities: Str 28, Dex 26, Con 21, Int 10, Wis 11, Cha 11
    Skills: Listen +35, Spot +35
    Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes, Improved Natural Attack (slam), Power Attack, Cleave
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Always Neutral
    Adancement: 31-48 HD (Huge)

    As the roiling mass approaches, you see all elements displayed within its form. Strangely, some of these elements seem to work against each other, with the creature’s flames being doused by its water before being reduced to murky mud by the earth held within. The mud is then blown into dust by a stray gust of wind, dust that then bursts into flame, starting the cycle anew.

    Born from the constant turmoil and instability of the far realms, flux elementals are best thought of as an elemental not dedicated to any particular element. At any given moment, a flux elemental can appear to display any elemental trait. In the evershifting conditions of the far realms, flux elementals are one of the few beings with little to fear.

    Combat:
    Flux Elementals wade into combat without fear, trying to get as many targets as possible within the range of its aura of instability while trying to imbue its targets with some of its own instability.
    Aura of Instability (Su): whenever any creature within 30 feet of a flux elemental (including the flux elemental itself) succeeds on an attack roll, saving throw, or skill check, that roll is rerolled. The results of the reroll are kept, even if they are better than the original. The effects of multiple auras of instability do not stack.
    Erratic Form (Ex): A flux elemental’s unstable form is both its greatest strength and greatest weakness. A flux elemental is treated as having vulnerability against all elements. However, one a flux elemental has taken energy damage, the flux elemental gains immunity to that element for the remainder of the encounter (it is possible to gain multiple immunities in this way).
    Furthermore, a flux elemental is immune to all planar elemental and energy traits.
    Imbue Instability (Su): Whenever a flux elemental hits with one of its slam attacks, it passes off a bit of its own instability. While such a creature remains within an aura of instability, they may only take a single move action or standard action each round. Although the target is no longer actively affected once out of the flux elemental’s aura of instability, they are not automatically cured at the end of the encounter, falling subject to this affliction the next time that they enter a new aura of instability. Only a break enchantment, heal, limited wish, wish, or miracle can cure this affliction.
    Multidimensional (Ex): While in the far realms, a greater flux elemental occupies three adjacent layers while an elder flux elemental occupies five adjacent layers.

    Heresy Elemental, Small
    Small Elemental

    Hit Dice: 4d8+8 (26 hp)
    Initiative: +2
    Speed: 20 ft.
    AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
    BAB/Grapple: +3/+1
    Attack: Slam +6 melee (1d4+2)
    Full Attack: Slam +6 melee (1d4+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: Fort +3, Ref +3, Will +6
    Abilities: Str 14, Dex 15, Con 15, Int 10, Wis 11, Cha 14
    Skills: Bluff +9, Knowledge (the planes) +7
    Feats: Dodge, Iron Will
    Climate/Terrain:
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Adancement: 5-7 HD (Small)

    Heresy Elemental, Medium
    Medium Elemental

    Hit Dice: 8d8+24 (60 hp)
    Initiative: +3
    Speed: 20 ft.
    AC: 17 (+3 dex, +4 natural), touch 13, flat-footed 14
    BAB/Grapple: +6/+9
    Attack: Slam +9 melee (1d6+3)
    Full Attack: Slam +9 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: Fort +5, Ref +7, Will +8
    Abilities: Str 16, Dex 17, Con 17, Int 12, Wis 11, Cha 16
    Skills: Bluff +14, Knowledge (the planes) +12, Sense Motive +11
    Feats: Dodge, Iron Will, Lightning Reflexes
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Adancement: 9-15 HD (Medium)

    Heresy Elemental, Large
    Large Elemental

    Hit Dice: 16d8+64 (136 hp)
    Initiative: +5
    Speed: 20 ft.
    AC: 19 (-1 size, +5 dex, +5 natural) touch 14, flat-footed 14
    BAB/Grapple: +12/+20
    Attack: Slam +15 melee (2d6+4)
    Full Attack: 2 slams +15 melee (2d6+4)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Damage Reduction 5/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: For +11, Ref +12, Will +12
    Abilities: Str 18, Dex 20, Con 19, Int 14, Wis 11, Cha 18
    Skills: Bluff +25, Intimidate +27, Knowledge (the planes) +21, Sense Motive +19
    Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Adancement: 17-20 HD (Large)

    Heresy Elemental, Huge
    Huge Elemental

    Hit Dice: 21d8+84 (178 hp)
    Initiative: +6
    Speed: 30 ft.
    AC: 20 (-2 size, +6 Dex, +6 natural), touch 14, flat-footed 14
    BAB/Grapple: +15/+28
    Attack: Slam +18 melee (2d8+5)
    Full Attack: 2 slams +18 melee (2d8+5)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Damage Reduction 5/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: Fort +13, Ref +15, Will +14
    Abilities: Str 20, Dex 22, Con 19, Int 16, Wis 11, Cha 20
    Skills: Bluff +31, Diplomacy +33, Intimidate +33, Knowledge (the planes) +27, Sense Motive +24
    Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Adancement: 22-23 HD (Huge)

    Heresy Elemental, Greater
    Huge Elemental

    Hit Dice: 24d8+96 (204 hp)
    Initiative: +11
    Speed: 30 ft.
    AC: 22 (-2 size, +7 Dex, +7 natural), touch 15, flat-footed 15
    BAB/Grapple: +18/+32
    Attack: Slam +22 melee (2d8+6)
    Full Attack: 2 slams +22 melee (2d8+6)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Damage Reduction 10/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: Fort +14, Ref +17, Will +16
    Abilities: Str 22, Dex 25, Con 19, Int 18, Wis 11, Cha 22
    Skills: Bluff +35, Diplomacy +37, Intimidate +37, Knowledge (religion) +31, Knowledge (the planes) +31, Sense Motive +27
    Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes, Improved Initiative
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 11
    Treasure: None
    Alignment: Always Neutral
    Adancement: 25-29 HD (Huge)

    Heresy Elemental, Elder
    Huge Elemental

    Hit Dice: 30d8+120 (255 hp)
    Initiative: +12
    Speed: 30 ft.
    AC: 24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
    BAB/Grapple: +22/+37
    Attack: Slam +27 melee (2d8+7)
    Full Attack: 2 slams +27 melee (2d8+7)
    Space/Reach: 15 ft/15 ft
    Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
    Special Qualities:: Damage Reduction 10/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
    Saves: Fort +16, Ref +20, Will +19
    Abilities: Str 24, Dex 27, Con 19, Int 20, Wis 11, Cha 24
    Skills: Bluff +45, Diplomacy +46, Intimidate +44, Knowledge (history) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Sense Motive +35
    Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes, Improved Initiative, Negotiator, Skill Focus (Bluff)
    Climate/Terrain: Any
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Always Neutral
    Adancement: 31-48 HD (Huge)

    A low whisper precedes the appearance of this odd monster. Before you stands a black bipedal creature with no arms or head to speak of. Upon closer inspection, what previously looked like black skin is in truth a continuous flow of text written in every language. Low murmurs surround the creature as it approached.

    Although it never actually appears within the Far Realms, scholars have managed to relate one other form of elemental to the Far Realms. Heresy Elementals appear to be just that, elementals composed of blasphemous and heretical text and speech. The deeper one looks into its being, they say, the worse that the blasphemies become. As it is well-known that even knowledge of the Far Realms keeps us linked to it, some sages think that heresy elementals represent that link.
    Combat:
    Heresy Elementals are straightforward in their fighting, engaging as many people as possible within their entrancing aura before letting loose a blasphemous bellow. Afterwards, they care very little for their own safety due to their trust in their own haunting secret ability. Throughout combat, heresy elementals attempt to cajole and bluff to any opponents who seem to be of an intellectual bent, hoping to get them to perform research of their own, although they are not above imparting forbidden lore directly to their opponent’s mind via telepathy. If possible, it tries to be slain by a target that has fallen victim to both its blasphemous bellow and entrancing aura.
    Blasphemous Bellow (Su): As a standard action, a heresy elemental can magnify its blasphemous whispers to fill all around with dread or obsession. All those within 60 feet must make a Will Save (DC 14 small; DC 17 medium; DC 22 large; DC 25 huge; DC 28 greater; DC 32 elder). Any who fail their saving throw are Paralyzed for 1d4 rounds. Furthermore, any creatures hypnotized by the heresy elemental’s entrancing aura that fail their saving throw receive the suggestion to research the creature’s origins as soon as possible. This suggestion effect lasts for one week or until a successful knowledge check is made to learn this information (either by them or on their behalf). Either way, all targets are immune to further use of that heresy elemental’s blasphemous bellow for 24 hours. The Save DC is Charisma-based.
    Entrancing Aura (Su): The susurrus of forbidden murmurs surrounding a heresy elemental has a certain entrancing quality for those who are not careful. All those who wander within 30 feet of the heresy elemental must make a Will Save (DC 14 small; DC 17 medium; DC 22 large; DC 25 huge; DC 28 greater; DC 32 elder) or become hypnotized for 2d4 rounds. Either way, all targets are immune to further exposure to that heresy elemental’s entrancing aura for 24 hours. The Save DC is Charisma-based.
    Ephemeral Presence (Ex): Although fully corporeal, the existence of a heresy elemental as an accumulation of forbidden language grants some advantages. Heresy elementals do not grant attacks of opportunity for their movement, ignore difficult terrain, and may pass through or occupy another creature’s square without penalty. Furthermore, they may stand on any surface, even those that should not be able to support their weight (such as cobwebs and water).
    Haunting Secret (Su): When a heresy elemental is slain, it imparts a bit of itself to the creature most responsible to its death (no saving throw). In some cases, such as in the case of a natural cave-in a lightning bolt, there may not be any such person, in which case the heresy elemental simply dies. However, the heresy elemental is allowed to be quite liberal in whom it considers most responsible. For example, in the case of a cave-in, the original crafter of the tunnel may be chosen, if still alive.
    The target of this ability may use knowledge checks untrained for the next week and gains a +5 bonus on all knowledge checks pertaining to the far realms (including those pertaining to creatures, items, and spells related to the far realms). However, whenever the target makes a knowledge check pertaining to the far realms, they must make a will save (DC 15 + 1 per previous save). Upon a failure, the target takes 1d6 intelligence, wisdom, and charisma damage as the heresy elemental is respawned in the target’s square.
    Telepathy (Su): A heresy elemental can telepathically communicate to all creatures within 100 feet that has a language.

    Neocrosis
    Medium Undead

    Hit Dice: 5d12 (30 hp)
    Initiative: +1
    Speed: 30 ft.
    AC: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
    BAB/Grapple: +6/+10
    Attack: claw +10 melee (1d6+4 plus Horrid Transformation)
    Full Attack: 4 claws +10 melee (1d6+4 plus Horrid Transformation)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death Throws, Horrid Transformation, Shed Husks, Unnatural Expansion
    Special Qualities:: Darkvision 60 ft., Fast Healing 5, Turn Resistance +4, Undead Traits
    Saves: Fort +2, Ref +3, Will +6
    Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 1
    Climate/Terrain: Far Realms
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Adancement: 7-12 HD (medium); 13-18 HD (large)

    A twirling mass of barely recognizable body parts starts rolling in your general direction, leaving a trail of shed arms and legs in its wake as new ones grow underneath. Although no eyes are visible, you have the impression that you are being watched.

    Within the far realms, death generally means rather little. Creatures that stop moving are reabsorbed into the plane or meet similarly gruesome ends. In the case of Odopi, however, the body sometimes starts rolling about once more, reanimated and blessed with new and endless growth. The cause for this reanimation is unknown but this can be said for much of what occurs in the far realms.
    Neocrosi are scavengers of the far realms, taking whatever others have left behind for it. Unlike its living form, neocrosi are utterly unintelligent.
    Combat:
    A neocrosis (plural neocrosi) rolls through the amoebic sea, clawing at everything within reach and subjecting it to a horrid transformation, a transformation some insane beings consider a boon. If endangered, the neocrosis uses its shed husks or unnatural expansion ability to gain of a bit of advantage in combat.
    Death Throws (Ex): When the neocrosis is slain, their form explodes in a mass of limbs, all of which quickly sprout spines, claws, fangs, and similar features. All creatures within 60 feet take 4d6 damage, or half that with a DC 14 Reflex save. All creatures damaged by this attack are subjected to the neocrosis’ horrid transformation.
    Horrid Transformation (Su): Any creature hit by the neocrosis’ claw attacks are subjected to a horrific transformation, stranding them between life and death. The target needs not eat, drink, or sleep but heals naturally at half the normal rate and is harmed by both positive and negative energy. Lastly, as this state of dead life doesn’t exist in the multiverse, the creature cannot leave the far realms as long as they are affected. At the end of each day, an affected creature may make a DC 14 Fortitude save to end this effect
    Shed Husks (Ex): In battle, a neocrosis can increase the rate at which they shed off limbs, making them smaller and surrounding them in a mass of dangerous appendages. As a full-round action, the neocrosis can reduce their size by one category, gaining a +2 bonus to Dexterity and a –2 penalty to Strength. They also gain a +1 size bonus to attack rolls and to AC. Their space and reach change as normal for a creature of their new size. However, the neocrosis loses one of their claw attacks when they make a full attack.
    In the round that the neocrosis sheds their limbs, the limbs instantly grow spines, claws, fangs, and similar features for damaging creatures nearby. All creatures previously adjacent to the neocrosis must make a DC 14 reflex save or take 1d6 damage and be subjected to the neocrosis’ horrid transformation.
    This effect lasts until the end of the encounter and does not stack with itself.
    Unnatural Expansion (Ex): In battle, a neocrosis can decrease the rate at which they shed off limbs, allowing them to gain more mass. AS a full-round action, the neocrosis can increase their size by one category, gaining a +2 bonus to Strength and a –2 penalty to Dexterity. They also gain a –1 size penalty to attack rolls and to AC. Their space and reach change as normal for a creature of their new size. Lastly, the neocrosis gains an extra claw attack when they make a full attack.
    This effect lasts until the end of the encounter and does not stack with itself.

    NOTE: LEAVING ITS MARK
    The very nature of the Far Realms is inimical to all that is sane and wholesome. The very environment threatens to rip sanity from the minds of visitors. However, this alien nature is hard to convey through the creatures native to such a world. The Neh-Thalggu and Uvuudaum did a good job of this, with the former teleporting brains directly out of skulls, the latter being surrounded by a literal aura of insanity, and both of them looking incredibly messed up. However, it is unrealistic to believe every native creature will have a disturbing attack form or aura of insanity (and as the cranial encyster from Dragon #330 shows us, looking messed up isn’t quite enough).
    I, however, have come up with another technique of sorts for getting players to feel the dark nature of Far Realms creatures and to actually dread their appearance rather than charging at full tilt with weapons drawn. As one may have noticed, a few of my far-realms baddies have some sort of lingering effect tacked onto them. Even though these monsters possess strength appropriate for their CR in combat, their lingering “gifts” make them something to be feared.
    As an extra bonus, these lingering effects mean that high level characters may be unable to fully ignore the repercussions of battling weaker monsters. This said, the number of creatures that you can realistically pit against a higher level character is higher than normal.

    Dreamlings
    Within the region of dreams (Manual of the Planes, page 201) are few beings that could be fully considered a race. Anything that can be dreamed will exist in the dreamscapes of dreamers. Whether such creatures persist once the dream ends, however, is up to debate. Lucid dreamers and those traveling through dreamscapes, however, have noticed a few similar creatures traveling among dreamscapes. Often resembling jesters and bards, these creatures seem to be made of dreamstuff, capable of traveling freely among dreams and even traveling to the dreamheart.
    For a long time, the identity of these beings has been hotly debated. Nobody seems capable of seeing them within their own dreams and they seem relatively harmless. They alter dreams a bit, filling them with hope, fear, confusion, or other emotions. Some have gone so far as to guess that they are the source of humanity as we know it, lacing hopes and ambitions in our nighttime slumber.
    What troubles sages are a few account that place these dreamlings in the dreamheart, bowing before tiny black holes in the dreamstuff, pinpoints of madness through which alien eyes glare. If the dreamlings are related to the far realms, we can only guess at their objectives… and at the purpose of our natures.

    Combat:
    For some reasons, dreamlings rarely, if ever, engage in combat. They prefer to subtly alter dreamscapes and influence the course of dreams. Through this means, they can force their will upon the waking world (if only indirectly). If forced to fight, the dreamling automatically overcomes most of the advantages that a dreamer would have over them due to controlling the dreamscape.
    Alter Dreamscape (Ex): All dreamlings are capable of altering the contents of a dreamscape, at least within certain limitations. The limitations of what they can change, how much effort it requires to make the change, and how hard it is to reverse the change depends on the type of dreamling.
    Dream Fighting (Ex): Whether a dreamling seems to attack with weaponry or spells, they always use the same attack modifier against the target’s AC and always deal the same amount of nonlethal damage (dependant upon the type of dreamling). A creature reduced to 0 hit points in this way is either knocked temporarily unconscious or falls into a coma for one week, during which time they still require food and water (dreamling’s choice). The range between the dreamling and dreamer do not matter but the attack takes a –1 penalty per 10 feet of distance between the two.
    Against creatures made from dreamstuff (other than other dreamlings), the AC is always considered 10. Furthermore, a successful attack on such a creature always destroys it and actions taken by such creatures cannot harm the dreamling. Similarly, magic items, spells, and similar resources that the dreamer doesn’t possess in the waking world do not function against dreamlings.
    Unlike other creatures fought in the region of dreams, a creature does gain XP if they slay a dreamling (but only if the dreamling is actually slain, not if it is chased off or parlayed with).
    Dreamscape Invisibility (Su): dreamlings are invisible in regards to the dreamer of whatever dreamscape they inhabit. As a swift action, the dreamling may make himself visible in regards to that creature for so long as they remain in its dreamscape. The same thing occurs if they attack the dreamer (but not if they attack other creatures in the dreamscape or use the inspire emotions ability).
    Influence Dreams (Su): All dreamlings have some ability to implant suggestions and emotions through the use of dreams. As far as anyone can tell, this is the only way for dreamlings to communicate with us. In any case, each dreamling can implant a number of influences each day equal to their HD and can only target a single creature once per day. So long as the dreamling is in a target’s dreamscape and the target is in the region of dreams, they can be targeted regardless of distance between the dreamling and dreamer. Different types of influences are available to different dreamlings. Whichever type is used, influencing a dream takes 1 minute of uninterrupted concentration.
    Happy: the target is implanted with a good dream, granting them a +2 morale bonus to saving throws made against fear for 4 hours after waking up. A Will save negates (DC variable; see individual descriptions) but it is harmless.
    Insightful: the target is granted a single idea, thought, or fact by the dreamling. They are led to believe that it is there own and remember it upon waking but are under no compulsion to act upon that idea. There is no saving throw to negate this effect.
    Sad: the target’s dream seems sad upon recollection, granting a –2 penalty to attack rolls, saving throws, and skill checks for 4 hours after waking up. A Will save negates (DC variable; see individual descriptions).
    Prophetic: the target is left with a single precise message by the dreamling. The target is aware that this message comes from an outside source and perceive it as coming from a source of the dreamling’s choice although this deception is overcome with a Will save (DC variable; see individual descriptions).
    Nightmarish: the target is affected as if by a nightmare spell (DC variable; see individual descriptions).
    Haunting: some aspect of the dream stays hidden in the target’s subconscious, urging them to take a specific action when a set circumstance arises in the waking world. This functions as the suggestion spell (DC variable; see individual descriptions).
    Surreal: the target is driven insane, and the insanity spell, upon awaking. A Will save resists (see relkor description for DC).
    Enslaving: until the target next wakes up and falls asleep, they are dominated by the dreamling. A Will save resists (see Relkor description for DC).

    Derugit
    Tiny Outsider (Incorporeal)

    Hit Dice: 1d8+1 (5 hp)
    Initiative: +7
    Speed: Fly 90 ft. (perfect)
    AC: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
    BAB/Grapple: +1/-
    Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
    Full Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
    Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility
    Saves: Fort +3, Ref +5, Will +3
    Abilities: Str -, Dex 16, Con 12, Int 14, Wis 12, Cha 15
    Skills: Hide +6, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +5, Sense Motive +5, Spot +5
    Feats: Improved Initiative
    Climate/Terrain: Region of Dreams
    Organization: Solitary or Befuddlement (2-5)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Adancement: 2-3 HD (tiny)

    A small creature hovers nearby, a clunky combination of centipede and fly. It has overlarge compound eyes and four arms, followed by a centipede-like tail Instead of a proboscis, the creature possesses a small brass horn. A fashionable hat rests on the creature’s head and small gloves are pulled over its arms, completing the image of absurdity.

    Derugits are the weakest of the dreamlings, creatures composed mostly of raw dreamstuff. Unlike other races, dreamlings do not demean derugits or take any particular risks with their lives, even though they are weak.
    For their part, Derugits are usually loyal and are smarter than most humanoids. They delight in passing on their knowledge and granting good dreams. Although this (and their appearance) seems nonthreatening, they only grant good dreams under orders from their (far more sinister) superiors.
    Do date, no creature has ever heard a derugit play its born.
    Combat:
    Derugits try to escape combat when possible, using their high speed to escape. When cornered (hard to do as they can sink through a person’s dreamscape), they nonverbally plea for their lives. If in a good position to fight, they launch potshots at the enemy from afar, preferring to knock out foes rather than give them comas.
    [b]Alter Dreamscape (Ex):[/b[ As a standard action, a derugit can make a small change to the dreamscape of another. This change must be in line with the prestidigitation spell but lasts until the dreamer awakens or spends a swift action to return it to normal (if they notice the change).
    Dreamscape Fighting (Ex): The derugit deals 1d6 nonlethal damage with their attacks. These attacks normally manifest as visual waves of air passing through their horn or small scimitars held in the derugit’s hand.
    Influence Dreams (Su): A derugit is only capable of giving happy (DC 12) and informative dreams.

    Temerit
    Small Outsider (Incorporeal)

    Hit Dice: 3d8+3 (16 hp)
    Initiative: +7
    Speed: Fly 80 ft. (perfect)
    AC: 16 (+1 size, +3 Dex, +2 deflection), touch 16, flat-footed 13
    BAB/Grapple: +3/-
    Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
    Full Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
    Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Performance of Dreams
    Saves: Fort +4, Ref +6, Will +5
    Abilities: Str -, Dex 16, Con 13, Int 14, Wis 14, Cha 15
    Skills: Hide +8, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +8, Sense Motive +8, Spot +8
    Feats: Dodge, Improved Initiative
    Climate/Terrain: Region of Dreams
    Organization: Solitary, Pair, or Daydream (1-3 and 2-4 Derugits)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Adancement: 4-5 HD (small)

    A short, squat figure flies forwards. It seems to be a featureless gray humanoid with a faceless head and hands not spread into fingers. It wears a dull jester’s suit filled with greys, subdued blues, and other such colors.

    Temerits are the practical units of dreamling forces, strong enough to protect themselves, powerful enough to command derugits, and plentiful enough to carry out their work quickly. Temerits usually scout out dreamers and their dreamscapes for a few days before returning with Derugit assistance (if any can be gained). They are also the most frequent dreamling to make itself known to its dreamer and is the only dreamling known to have completed a performance.
    Combat:
    Temerits use whatever means are at their disposal in order to win a confrontation. They unleash attacks whenever possible and using incorporeality to hide behind objects and get good angles. As their appearance suggests, temerits are fairly emotionless, constantly reassessing the situation. They are not scared of running away from a dreamscape and aborting a mission if necessary.
    Alter Dreamscape (Ex): As a standard action, a temerit can make a moderately large change to the dreamscape of another. The exact location of a feature may shift, one name may be switched with another, or one object or person may be replaced with a similar one. Other changes to the environment can be made if they are in line with the power of a 2nd level or lower spell. These changes last until the dreamer awakens or spends a move action to return it to normal (if they notice the change).
    Dreamscape Fighting (Ex): The temerit deals 3d6 nonlethal damage with their attacks. These attacks normally manifest as thrown crystalline spheres pulled from thin air or as greatswords twice their height.
    Influence Dreams (Su): A temerit is only capable of giving happy (DC 13), informative, sad (DC 13), and prophetic (DC 13) dreams.
    Performance of Dreams (Ex): although a temerit has no ranks in any performance skill, they can siphon dreamstuff through them, allowing them to fulfill almost any feat of fancy. Whenever using a non-verbal perform skill, treat the temerit as having rolled a natural 20.

    Derrit
    Medium Outsider (Incorporeal)

    Hit Dice: 6d8+12 (39 hp)
    Initiative: +7
    Speed: Fly 70 ft. (perfect)
    AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
    BAB/Grapple: +6/-
    Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
    Full Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
    Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Master of Dreams
    Saves: Fort +7, Ref +8, Will +7
    Abilities: Str -, Dex 16, Con 14, Int 15, Wis 14, Cha 17
    Skills: Hide +11, Intimidate +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Sense Motive +11, Spot +11
    Feats: Dodge, Improved Initiative, Mobility
    Climate/Terrain: Region of Dreams
    Organization: Solitary or Nightmare (1 plus 1-2 Temerits and 3-5 Derugits)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Adancement: 7-8 HD (medium)

    a creature of about human height floats over without the use of its feet. It is dressed up very much as a clown, wearing a garish uniform and bearing a wide grin. On closer examination, everything about the clown looks wrong. His head is malformed with a smile too wide and a lack of ears. Several stakes, daggers, or similar implements are pierced into its body at random intervals, letting bits of blood run down. Rather than wearing shoes, its incorporeal feet are blue and incredibly swollen. Finally, it seems that all instances of red in the creature’s clothing and makeup reflect the light like fresh paint…or blood

    Derrits are the taskmasters of dreamlings, obviously filled with constant pain (if their jerky movements are a good judge) and lash out at their underlings and even at the Relkors controlling them (an act that strangely seems to bear no consequences). Derrits rarely work on dreams themselves unless the job is important, the dreamer (or allies) have resisted previous attempts to influence dreams, or if their particular talents are needed. Derrits spend most of their time spreading nightmares for (seemingly) no reason at all other than to spread their suffering.
    Although they sometimes attempt to perform, the wracking pain of their wounds always stops the performance midway through. However, Derrits are the only dreamlings capable of making vocal noises (such as coughs, laughs, and sobs) but still cannot speak.
    Combat:
    Derrits relish combat, fighting to the death and never retreating unless there is something important to report to the Relkor. They frequently use their alter dreamscape ability knowing that they can set up cover or similar advantages faster than their opponents can unravel them. They also make frequent use of the Intimidate skill if they suspect that there is any chance of success. Derrits almost always send defeated enemies into comas unless ordered to the contrary.
    Alter Dreamscape (Ex): As a move action, a derrit can make a large change to the dreamscape of another. The geography can be slightly altered and both objects and creatures can be added or subtracted. Other changes to the environment can be made if they are in line with the power of a 4th level or lower spell. These changes last until the dreamer awakens or spends a standard action to return it to normal (if they notice the change).
    Dreamscape Fighting (Ex): The derrit deals 6d6 nonlethal damage with their attacks. Whether making ranged or melee attacks, the preferred attack of a derrit is a serrated dagger that branches…and branches…and branches. Furthermore, although no extra damage is dealt, a single successful attack could consist of anywhere from one to a hundred thrown daggers at range or swift stabs in melee.
    Influence Dreams (Su): A derrit is only capable of giving happy (DC 16), informative, sad (DC 16), prophetic (DC 16), nightmarish (DC 16), and haunting (DC 16) dreams.
    Master of Dreams (Ex): Within the region of dreams, even weapons that a dreaming creature know themselves to possess may provide no harm. Whenever the derrit would be damaged by any creature other than another dreamling, the derrit has a 20% chance of simply ignoring this damage (this is in addition to the 50% miss chance that the derrit gains for being incorporeal).

    NOTE: FEAR OF CLOWNS:
    Spoiler
    Show
    To obtain, fight a derrit


    Relkor
    Large Outsider (Incorporeal)

    Hit Dice: 10d8+40 (85 hp)
    Initiative: +7
    Speed: Fly 60 ft. (perfect)
    AC: 16 (-1 size, +3 Dex, +4 deflection), touch 16, flat-footed 13
    BAB/Grapple: +10/-
    Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
    Full Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
    Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Lord of Dreams
    Saves: Fort +10, Ref +10, Will +10
    Abilities: Str -, Dex 16, Con 16, Int 17, Wis 16, Cha 19
    Skills: Hide +15, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +16, Sense Motive +16, Spot +16
    Feats: Dodge, Improved Initiative, Mobility, Improved Toughness
    Climate/Terrain: Region of Dreams
    Organization: Conspiracy (1 and 10-20 Derrits, 30-50 Temerits, and 70-100 Derugits)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always Neutral
    Adancement: 11-16 HD (large)

    A figure completely draped in violet cloaks slowly floats about. The figure seems roughly humanoid in shape but is twice the size of a man. Spirals, sigils, and glyphs completely cover the cloaks around the figure.

    Relkors are the most powerful of all Dreamlings. Only a few exist and all of them congregate in the dreamheart, waiting for more of their mysterious portals to open up. When forced into action, they possess enough power to completely override another creature’s dreamscape and sustain it even after the dreaming creature leaves. Relkors typically reside on such dreamscapes after dragging them into the dreamheart.
    Through means unknown, relkors alone are able to communicate with lesser dreamlings. Similarly, even though they do not speak, they understand all languages and are known to sometimes write messages.
    The few beings that have peered underneath a relkor’s cloak have seen a disturbing sight. Millions of violet and crimson worms writhe endlessly around a collection of sporadically-placed, overlarge, bloodshot eyes.
    Combat:
    When a relkor enters combat, it usually does not bode well for the dreamer. Perhaps due to their frequent exposure to the dreamheart, most dreamers are about as powerless as the creatures they dream up are against them. Though they cannot eject a dreamer from their dreamscape or incorporate the dreamer into the dreamscape, just about everything else is possible, making relkors terrible foes.
    Alter Dreamscape (Ex): As a swift action, a relkor can basically wrest control of a dreamscape away from its dreamer. The relkor alters the dreamscape in a manner in line with the power of a 6th-level spell or lower. The dreamer can only erase one such alteration by succeeding on an opposed Charisma check against the relkor as a standard action. If the dreamer is defeated by the relkor, they continue extending their control over the dreamscape and it does not disappear when the dreamer awakens.
    Dreamscape Fighting (Ex): The relkor deals 10d6 nonlethal damage with their attacks. Unlike other dreamlings, a relkor’s attack has no appearance. The dreamer just suddenly sprouts wounds when hit.
    Influence Dreams (Su): A relkor can give happy (DC 24), informative, sad (DC 24), prophetic (DC 24), nightmarish (DC 24), haunting (DC 24), surreal (DC 24), and enslaving (DC 24) dreams.
    Lord of Dreams (Ex): Within the region of dreams, even weapons that a dreaming creature know themselves to possess likely provide no harm to a relkor. Whenever the relkor would be damaged by any creature other than another dreamling, the relkor has a 50% chance of simply ignoring this damage (this is in addition to the 50% miss chance that the derrit gains for being incorporeal).
    I'm try not to be too vain but this was too perfect not to sig.
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  29. - Top - End - #29
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Xenotheurgy: Far Realms magic system

    BONUS MATERIAL: MONSTERS OF THE FAR REALMS, PART 3

    Dark Mind Vine
    Large Plant

    Hit Dice: 5d8+30 (52)
    Initiative: +0
    Speed: 5 ft.
    AC: 19 (-1 size, +10 natural), touch 9, flat-footed 19
    BAB/Grapple: +3/+15
    Attack: Slam +11 melee (1d6+12)
    Full Attack: Slam +11 melee (1d6+12)
    Space/Reach: 10 ft./10 ft. (30 ft. with vine)
    Special Attacks: Burst of confusion, constrict 1d6+12, manipulative vines, improved grab
    Special Qualities:: Aberrant camouflage, Blindsight 30 ft., Damage Reduction 10/magic, fruit of knowledge, immunity to electricity, resistance to acid 10, cold 10, and fire 10, low-light vision, plant traits
    Saves: Fort +9, Ref +1, Will +0
    Abilities: Str 26, Dex 10, Con 20, Int 14, Wis 9, Cha 6
    Skills: Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (religion) +11, Knowledge (the planes) +11
    Feats: Improved Toughness, Weapon Focus (Slam)
    Climate/Terrain: Far realms
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None (see fruit of knowledge)
    Alignment: Usually neutral evil
    Adancement: 6-17 HD (Huge); 18-33 HD (Gargantuan); 34+ HD (Colossal)

    A large, twisting vine rests in front of you, reaching up into the layer. A few leaves shaped vaguely like hands grow from it and seem to wave in an unseen breeze. A few large and transparent orange fruit hang from the tree, each of which is in the rough shape of a face.

    Normally, when a creature becomes a deadman’s vine, they become disturbing but relatively harmless. When an alienist goes through the process, however, they regain some of their intelligence and even mobility, controlling the vines in a terrifying manner. The dark mind vine can move at a slow pace but prefers not to as they need no food or water
    Dark mind vines cannot speak, although they remember whatever languages they knew in life.
    Combat:
    Although they have no need for sustenance, most dark mind vines hate their current situation and lash out at others for entertainment or out of rage. Many of them have gone utterly insane, giving them even more reason to attack strangers. A few, however, have messages that they need passed on to the sane multiverse and may spare someone who agrees to pass it on.
    In battle, the dark mind vine functions very much like an assassin vine, although they have longer reach and can manipulate their grappled foes like puppets rather than constricting them.
    Aberrant Camouflage (Ex): In most situations, a dark mind vine has the worst camouflage that a creature could possibly possess. However, as they look just like inanimate deadman’s vines and fit in with the rest of the vegetation within the far realms, it is difficult to tell that the dark mind vine is a creature. It requires a DC 25 Knowledge (the planes) check or Spot check to notice that the vine is sentient. Creatures gain a +10 bonus to this check if the dark mind vine isn’t within the far realms.
    Improved Grab (Ex): To use this ability, a dark mind fine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or use its manipulative vines (but not both).
    Constrict (Ex): A dark mind vine deals 1d6+12 damage with a successful grapple check. They do not gain this benefit if they are using their manipulative vines.
    Manipulative Vines (Su): with a successful grapple check, a dark mind vine may choose to forego constrict damage and instead slink a tendril into the target’s brain through the base of the skull. This deals 1d4 Intelligence damage. Each round thereafter until the grapple is broken, the creature must make a DC 14 Will save each round or become dominated by the dark mind vine for 1 round. The dark mind vine does not deal the target constrict damage on rounds in which it is dominated.
    Burst of Confusion (Su): When a dark mind vine is reduced below half of its maximum hit points (below 26 for an average specimen), it releases a burst of confusing energies, the remnants of the alienist’s arcane energies. All creatures within 10 feet are confused, as the spell, for 5 rounds (1 round if they succeed on a DC 14 Will save).
    Fruit of Knowledge (Su): Growing from the branches of a dark mind vine are 1d8+2 fruits, the fractured remnant’s of the alienist’s mind. This fruit can be harvested easily from a dead vine or be plucked from a living vine with a successful grapple check. Whenever a fruit is plucked in this way, the dark mind vine takes 1d4 points of Intelligence damage. Any creature who eats one of the fruit may take 20 on the next Knowledge check they make, so long as it is made within the next hour.
    Blindsight (Ex): dark mind vines have no visual organs (despite close facsimiles on their fruit) but can ascertain all foes within 30 feet using sound, scent, vibration, and several other senses only possible within the far realms.

    Gatekeeper
    Medium Monstrous Humanoid

    Hit Dice: 8d8+16 (52 hp)
    Initiative: +4
    Speed: 50 ft.
    AC: 22 (+4 Dex, +5 natural, +3 deflecton), touch 17, flat-footed 18
    BAB/Grapple: +8/+11
    Attack: Halberd +11 melee (1d10+4)
    Full Attack: Halberd +11/+6 melee (1d10+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Baleful teleportation, illusory portal, open portal, ranged bull rush
    Special Qualities:: Darkvision 60 ft., dimensional shielding, mind blank, sight of the far realms
    Saves: Fort +4, Ref +10, Will +7
    Abilities: Str 16, Dex 18, Con 15, Int 20, Wis 13, Cha 16
    Skills: Bluff +14, Diplomacy +14, Hide +15, Intimidate +14, Knowledge (the planes) +16, Move Silently +15, Sense Motive +12
    Feats: Ability Focus (Lure to Oblivion), Power Attack, Improved Bull Rush
    Climate/Terrain: Far realms
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Half standard
    Alignment: Always neutral evil
    Adancement: By character level
    Level Adjustment: -

    A humanoid figure walks closer, dressed in black and white with a red symbol over its chest. Among the madness around you, this creature seems relatively sane. Even it’s face is normal, save for a second pair of ears and small mouth.

    Gatekeepers are among the sanest creatures to reside within the far realms, possessing an innate immunity to its maddening influence. Being able to teleport through it at will, they are also the closest beings to having mastered it (other than elder ones). Some think that gatekeepers are the descendants of creatures who arrived in the far realms and managed to survive out there and procreate. All gatekeepers resemble other humanoid races, ranging from overlarge gnomes to short half-orcs.
    Regardless of their origins, gatekeepers are sadistic and cruel, taking no greater joy than in leading foes through random portals and rearranging their insides in a way that the sane multiverse cannot support. Still, they are not totally unreasonable and can be negotiated with, at least in the short term. Although they have never seen it, all gatekeepers have a great fascination with the multiverse and are willing to stoop to the level of general decency to learn something new about it.
    All gatekeepers speak common and five languages specific to that gatekeeper.
    Combat:
    Gatekeepers prefer dealing with foes outside of combat, opening up a portal, disguising it as a way back home, and letting the creature walk through it. In most cases, their silver tongue is sharp enough to lure in unsure opponents.
    When forced into real combat, the gatekeeper tries using its baleful teleport on a few foes before bull rushing one through a portal and telling others to pass through before it decides to close it and isolate their ally. If pressed further, the gatekeeper tries to scatter the creatures among several layers before continuing on its way.
    If forced into a corner, the gatekeeper will walk through one of their own portals and close it behind them.
    Baleful Teleportation (Su): As a standard action, a gatekeeper can make a touch attack against an opponent to open several portals within the creature, rearranging their insides. So long as the creature is within the far realms, alien geometries allow the creature to continue living as normal, albeit with a –2 penalty to Fortitude saves.
    If the creature exits the far realms, however, they must make a DC 17 Fortitude save every hour or take 3d6 Constitution damage.
    This new arrangement of organs can only be fixed with a bloody surgical process, requiring one hour and a DC 25 heal check. A failure on this heal check slays the target.
    Dimensional Shielding (Ex): Dimensions are distorted around a gatekeeper, defending them against attacks. All attacks suffer a 20% miss chance against the gatekeeper and the gatekeeper adds their Charisma modifier to their AC as a deflection bonus.
    Illusory Portal (Su): As an immediate action, a gatekeeper may disguise a portal created via their open portal ability as a gateway into any plane of the known multiverse. Despite having never seen the multiverse before, the depictions are always realistic. Close scrutiny of the image allows for a DC 19 Will save to disbelieve the illusion.
    Mind Blank (Su): A gatekeeper is protected by a perpetual mind blank effect, as the spell.
    Open Portal (Su): As a standard action, a gatekeeper may open a planar portal, up to 10 feet wide and 10 feet tall, that leads to any layer of the far realms with which the gatekeeper is familiar. The portal is a one-way trip and lasts for 1d4+1 rounds or until the gatekeeper uses a standard action to dismiss it.
    As a standard action, the gatekeeper may ready an action to open a planar portal if charged at by an opponent. If they end up using this action, the charging opponent runs straight through the portal (no saving throw).
    Ranged Bull Rush (Su): As a standard action, a gatekeeper can bull rush opponents up to 30 feet away in any direction that the gatekeeper desires. Such a bull rush cannot push the target over 30 feet away from the gatekeeper (although it can push enemies through a portal).
    Sight of the Far Realms (Ex): A gatekeeper can see up to five hundred layers into the far realms in both directions. Furthermore, within this range, a gatekeeper takes no penalties to spot or search checks.

    Cosmic Alluvium
    Huge Ooze

    Hit Dice: 10d10+60 (115 hp)
    Initiative: -5
    Speed: 20 ft.
    AC: 3 (-2 size, -5 Dex)
    BAB/Grapple: +7/+19
    Attack: Slam +9 melee (2d6+6 plus 2d6 acid and 1 Charisma drain plus cosmic horrors)
    Full Attack: Slam +9 melee (2d6+6 plus 2d6 acid and 1 Charisma drain plus cosmic horrors)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Aberrant empowerment, acid, cosmic horrors, engulf
    Special Qualities:: Blindsight 60 ft., damage reduction 10/magic, ooze traits, immunity to acid and electricity, the way home
    Saves: Fort +9, Ref –2, Will –2
    Abilities: Str 18, Dex 1, Con 22, Int -, Wis 1, Cha 1
    Skills: -
    Feats: -
    Climate/Terrain: Far realms
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Adancement: 11-18 HD (Huge); 19-33 HD (Gargantuan); 34+ HD (Colossal)

    The slow moving creature before you looks like a silvery mass of sludge, in which can be seen a few vague images. At first, the images are reminiscent of home before you realize that the scene is terribly warped. Trees are horridly bent, grasses are bright pinks and blues, and the sky is an unnatural tone of purple.

    Every now and then, a natural portal forms between the sane world and the far realms of insanity, terribly warping the area around it. These areas are known as cerebrotic blots. The natural world rejects these portals, however, sealing away the most corrupted areas (known as the cerebrotic marrow) and slowing the flow of aberrant energies so the land can slowly heal. This healing process manifests in the far realms as a scab of sorts, a cosmic ooze of terrible power. For some desperate souls, such a creature is a ticket back home, regardless of the cost to the world.
    Combat:
    In battle, a cosmic alluvium is a mindless opponent, lurching at anything that comes within each reach. It engulfs a foe and exposes them to horrors of the far realms while it fights others. Though unintentional, a flow of aberrant energy from the natural world back into the far realms empowers nearby aberrations, allowing it to build a small entourage of followers.
    Aberrant Empowerment (Ex): All aberrations within 30 feet of the cosmic alluvium gain a +2 bonus to all attack rolls, skill checks, and saving throws. Furthermore, they gain Damage Reduction 5/-.
    Blindsight (Ex): the cosmic alluvium’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
    Corrupting Acid (Ex): A cosmic alluvium’s acid only harms and deforms living flesh. Any melee hit that the cosmic alluvium scores deals 2d6 acid damage and 1 point of Charisma drain. Similarly, if hit with a natural weapon or unarmed attack, the creature takes this damage as well.
    Cosmic Horrors (Su): Any creature that comes in contact with the cosmic alluvium experience flashes of madness from the energies that flow through it. Any creature hit by the alluvium’s melee or engulf attack must make a DC 21 Will save or be stunned for 2d4 rounds and take 1d4 Wisdom damage. The alluvium can automatically engulf a stunned opponent. The save DC is Constitution-based.
    Engulf (Ex): Despite its slow movement, a cosmic alluvium can mow down Large or larger creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The cosmic alluvium merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the alluvium, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the alluvium’s acid and cosmic horrors, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
    The Way Home (Su): When a cosmic alluvium is slain, the connection back to the sane multiverse it at risk of reopening and becoming enlarged. A portal to the multiverse is left spinning in mid-air for 1 hour, during which time natives to the far realms can’t travel through it.
    If so much as a single material creature floats through it, the previously tiny portal at the heart of the cerebrotic blot becomes a full-blown portal, allowing other creatures from the far realms to come inside. Furthermore, the radius of the cerebrotic periphery increases at a rate of 1 mile per year for 1d10 x 10 years, after which point the portal is closed and a new cosmic alluvium is created.

    NOTE: IF USING TAINT RULES
    Spoiler
    Show
    If using taint rules from heroes of horror, corrupting acid deals 1d4 points of corruption and cosmic horrors delivers 1d4 points of depravity.


    Unformed template
    Creatures that we know as pseudonatural creatures only look as sane as they do because of the material forces pounding them into a sane form. When such a creature exists in the far realms, they still possess the disposition towards becoming that creature but their form is a lot less precise.

    Sample Unformed Creature
    This creature appears as an unformed mass of charging feet that spiral around each other at the creature moves. Every now and then, a horn or spout of greenish smoke emits from the creature.
    This example uses a pseudonatural gorgon as the base creature
    Unformed Pseudonatural Gorgon
    Large Outsider
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +4
    Speed: 30 ft., swim 30 ft., burrow 30 ft.
    Armor Class: 20 (-1 size, +11 deflection), touch 20, flat-footed 20
    Base Attack/Grapple: +8/+17
    Attack: Tentacle +12 melee (1d6+7) or Slam +12 melee (1d6+7) or Bite +12 melee (1d8+7) or Claw +12 melee (1d6+7) or Sting +12 melee (1d6+7) or Gore +12 melee (1d8+7) or Tail +12 melee (1d8+7)
    Full Attack: Tentacle +12 melee (1d6+7) or Slam +12 melee (1d6+7) or Bite +12 melee (1d8+7) or Claw +12 melee (1d6+7) or Sting +12 melee (1d6+7) or Gore +12 melee (1d8+7) or Tail +12 melee (1d8+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Confusion, Regain Attack, True Strike
    Special Qualities: Alien Mind, Damage Reduction 10/magic, resistance to acid and electricity 20, Darkvision 60 ft., Far Realms Reliance, Otherworldy Form, Regain Quality, Sight of the Far Realms, Spell Resistance 18
    Saves: Fort +11, Ref +6, Will +5
    Abilities: Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
    Skills: Listen +9, Spot +8
    Feats: Alertness, Improved Initiative, Iron Will
    Environment: Far realms
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Adancement: 9-15 HD (Large); 16-24 HD (Huge)

    Combat:
    An unformed pseudonatural Gorgon quickly regains their breath weapon and called on it again every few rounds. Other than that, it alternates between using true strike and delivering confusion to those it touches. When it cannot rely on true strike any longer, it starts beating on foes using the many natural weapons at its disposal.
    Confusion (Su): the creature can use a confusion effect at will (CL 8) with a successful touch attack (DC 15 Will negates).
    Regain Attack (Ex): As a standard action, the creature can regain the use of a normal gorgon’s breath weapon or trample for 1d4 rounds.
    True Strike (Su): Eight times per day, the unformed pseudonatural gorgon may imitate the effects of a true strike spell as a standard action, using otherworldly geometry to ensure their next hit.
    Alien Mind (Ex): The unformed pseudonatural gorgon has immunity to Wisdom damage and drain as well as confusion, insanity, and phantasmal killer effects.
    Otherworldly Form (Ex): All attack rolls made against the unformed pseudonatural gorgon take a –2 morale penalty and suffer a 20% miss chance due to its unsettling and geometrically unsound form.
    Regain Quality (Ex): As a move action, the unformed pseudonatural gorgon can regain the use of a normal gorgon’s low-light vision or scent ability for 1d4 rounds.
    Sight of the Far Realms (Ex): An unformed psuedonatural gorgon can see up to eighty layers into the far realms in both directions. Furthermore, within this range, an unformed creature takes no penalties to spot or search checks.
    Far Realms Reliance (Ex): An unformed psuedonatural gorgon loses the benefits of the unformed template while not in the far realms.

    Creating an Unformed Creature
    “Unformed” is an inherited template that is automatically added to any pseudonatural creature within the far realms (referred to as the base creature). An unformed creature uses all of the base creature’s statistics and special abilities except as noted here.
    Size and Type: the creature’s size and type are unchanged but recalculate the creature’s base attack bonus and saving throws (but not skill points) as appropriate for an outsider.
    Speed: the creature gains a land speed, swim speed, and burrow speed equal to the base creature’s highest movement rate.
    Armor Class: the creature loses any natural armor it possessed but gains an equal-sized deflection bonus to AC (as normal, this does not stack with other deflection bonuses)
    [b]Attack and Full Attack:the creature may make slam, tentacle, bite, sting, claw, gore, or tail attacks, dealing appropriate damage for creatures of their size. When making a full attack, the creature is limited to the same number of attacks as normal (a creature may choose which attack forms are primary and which are secondary while making the attack).
    Special Attacks: the creature loses all special attacks of the base creature and gains the following attacks.
    Confusion (Su): the creature can use a confusion effect at will with a successful touch attack. The caster level equals the base creature’s Hit Dice and the saving throw is 10 + 1/2 the base creature’s HD + the base creature’s highest mental ability score modifier.
    Regain Attack (Ex): As a standard action, the creature can regain the use of one of the base creature’s special attacks for 1d4 rounds. They may not regain the true strike ability from the pseudonatural template in this way.
    True Strike (Su): A number of times per day equal to the base creature’s Hit Dice, the unformed creature may imitate the effects of a true strike spell as a standard action, using otherworldly geometry to ensure their next hit.
    Special Qualities: an unformed creature loses all special qualities other than darkvision and spell resistance and gains the following special qualities.
    Alien Mind (Ex): If the base creature has 10 or fewer Hit Dice, it gains immunity to Wisdom damage and drain as well as confusion, insanity, and phantasmal killer effects. Otherwise, it also gains immunity to all mind-affecting effects.
    Energy Resistance (Ex): If the base creature had energy resistance 15 or higher against acid or electricity damage (including immunities to such damage), they gain immunity to that form of damage. Otherwise, they receive double the value of the energy resistance that was granted to them by the pseudonatural template.
    Damage Reduction (Ex): If the base creature had damage reduction 10/magic or higher, they gain immunity to damage from nonmagical weapons. Otherwise, they receive double the value of damage reduction that was granted to them by the pseudonatural template (if any)
    Otherworldly Form (Ex): All attack rolls made against an unformed creature take a –2 morale penalty and suffer a 20% miss chance due to its unsettling and geometrically unsound form.
    Regain Quality (Ex): As a move action, the creature can regain one of the base creature’s special qualities for 1d4 rounds. They may not regain qualities gained through the pseudonatural template.
    Sight of the Far Realms (Ex): An unformed creature can see up to twenty layers into the far realms in both directions per Hit Dice of the base creature. Furthermore, within this range, an unformed creature takes no penalties to spot checks.
    Far Realms Reliance (Ex): An unformed creature loses the benefits of the unformed template while not in the far realms.
    Abilities: Same as the base creature
    Environment: Far realms
    Challenge Rating: Up to 11 HD, as base creature +1; 12 or more HD, as base creature +2.
    Last edited by Realms of Chaos; 2009-08-19 at 11:42 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

  30. - Top - End - #30
    Ettin in the Playground
     
    SurlySeraph's Avatar

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    Default Re: Xenotheurgy: Far Realms magic system

    Wow. This is too much for me to read through all at once, but everything I've read so far is awesome. I may have more productive comments when I finish going through this.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

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