AKASHIC SCRIPT Meteor (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour (D)
Ritual Benefit: +1 circumstance bonus on Decipher Script and Forgery checks
Once you have used this fundamental, you can read and write magical texts. This fundamental lets you decipher the magical inscriptions on books, scrolls, weapons, and the like, as well as anything written with this technique. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed text. This fundamental also allows you to write magical texts. You do not require a writing implement to do so.
This fundamental is required to create physical horoscopes and terminal schematics.
BLEEDING EARS Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates
Technique Resistance: Yes
Tama: 1
You cause your target's eardrums to rupture. The target is deafened for the duration of the technique. A deafened creature takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of failure when using techniques with verbal components.
A Heal check (DC 10 + this technique's converted level + your Akashic Ability modifier) or any affect that restores hit points automatically ends this effect.
CLINGING TERRITORY Meteor (Edict)
Level: Apprentice
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: None
Technique Resistance: No
Tama: 1
You impose your will on the ground beneath your feet, commanding it to hamper the passage of your enemies. Enemies treat the terrain within your territory as difficult terrain.
DISTORT BALANCE Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates
Technique Resistance: Yes
Tama: 1
By interfering with the target's sense of balance, you prevent it from taking actions. The target must succeed on a Will save, or be dazed for 1 round. A dazed subject is not stunned, so attackers get no special advantage against it.
HEXED HEX Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 3 rounds
Saving Throw: Will negates (object)
Technique Resistance: Yes
Tama: 1
You wrap the target in an akashic curse, interfering with their defenses. If the target is a creature, its damage reduction and energy resistances are lowered by 5 (to a minimum of 0). If the target is an object, its hardness is lowered by 5 (to a minimum of 0).
Augment: For every 2 additional tama you spend, the target's damage reduction, energy resistances, and/or hardness is lowered by an additional 5.
INDUCE FEAR Meteor (Burst) [Fear, Mind-Affecting]
Level: Apprentice
Usage Time: 1 standard action
Range: Touch
Target: One creature
Duration: 2 rounds
Saving Throw: Will partial
Technique Resistance: Yes
Tama: 1
You reach out and cause the target's brain to fill with fear. The target becomes frightened for half the duration of the technique (rounded down). The target is then shaken for the remainder of the duration. If the target succeeds on a Will save, or has more than twice as many HD as you, it is instead shaken for the entire duration. If the target succeeds on a Will save and has more than twice as many HD as you, it is unaffected by this technique.
A creature who successfully saves cannot be effected by your
induce fear for 24 hours.
Augment: For every 2 additional tama you spend, the duration of this technique increases by 1.
LENGTHEN LIMB Meteor (Boost)
Level: Apprentice
Usage Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Tama: 1
You cause one or both of your arms to swell and mutate, extending your natural reach by 5 feet.
Augment: For every 2 additional tama you spend, this technique extends your natural reach by another 5 feet.
MAGIC OF SUSTENANCE Meteor (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Target: You
Duration: Instantaneous
Ritual Benefit: +1 circumstance bonus on Fortitude saves
Upon using this fundamental, choose food, water, or sleep. You can go without the chosen necessity for one day. The fundamental manufactures the required food, water, or energy within your body. Using this fundamental to go without sleep does not free an arcane or similar caster from needing to rest to prepare their spells.
METABOLIC TEMPERATURE Meteor (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level (D)
Ritual Benefit: +1 circumstance bonus on Survival checks
By controlling your body temperature, you can withstand hot and cold environments without harm. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is not protected.
This fundamental doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
REJECT PAIN Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Technique Resistance: Yes
Tama: 1
You pull some of the pain out of your own body and force it upon your target. When you use this technique you can heal as much as 1d6 points of damage. You regain a number of hit points up to the dice result (you cannot regain more hit points than your maximum) and the target loses a number of hit points equal to twice the number of hit points you regained. Effects and abilities such as damage reduction or regeneration do not lessen or change this damage. The damage transfered by this technique has no type, so even if the target has immunity to the type of damage you took originally, the transfer occurs normally and deals hit point damage to the target.
Alternatively, you can use this technique to transfer 1 point of ability damage from yourself to the target. If you attempt to transfer ability damage to a target who is immune to ability damage, this technique automatically fails.
Augment: For every additional tama you spend, you can heal an additional 1d6 points of damage (if transferring damage) or an additional point of ability damage (if transferring ability damage).
SEE THE SUPERNATURAL Meteor (Fundamental)
Level: Apprentice
Usage Time: 1 round
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Technique Resistance: No
Ritual Benefit: +1 circumstance bonus on Astrology checks
With this fundamental, you can detect akashic auras. An akashic aura is given off by any active or permanent technique, or during the use of any akashic feat. Characters who have levels in a technician class, creatures with the akashic subtype, and creatures with the Wild Harmonic feat possess akashic auras. The amount of information revealed by the use of this fundamental depends on how long you study a particular area or subject.
1st Round: Presence or absence of akashic auras.
2nd Round: Number of different akashic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Astrology checks to determine the icon involved in each aura. (Make one check per aura; DC 15 + technique converted level, or 15 + 1/2 technician level for an effect that is not created by a technique, such as that of an akashic item.)
Akashically charged locations, multiple icons, or strong local akashic emanations may confuse or conceal weaker auras.
Aura Strength: An akashic aura's strength depends on a functioning technique's converted level or an item's technician level. If an aura falls into more than one category, this technique indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the technique ends.
Lingering Aura: An akashic aura lingers after its original source dissipates (in the case of a technique) or is destroyed (in the case of an akashic item). If this technique is used and directed at such a location, the technique indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength.
Each round, you can turn to detect akashic auras in a new area. You can tell the difference between magical and akashic auras. This technique can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
| | Faint Aura | | Moderate Aura | | Strong Aura | | Overwhelming Aura |
Technique (converted level) | | 1st-3rd | | 4th-6th | | 7th-9th | | 10th+ |
Item (technician level) | | 1st-6th | | 7th-12th | | 13th-20th | | 21st+ |
Lingering Aura | | 1d6 minutes | | 1d6x10 minutes | | 1d6 hours | | 1d6 days |
TWIST DEFENSES Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates
Technique Resistance: Yes
Tama: 1
You alter various key parts of the target's body, limiting their ability to protect themselves from physical or supernatural forces. The target takes a -3 penalty to its Armor Class and a -3 penalty on saving throws.
Augment: For every additional tama you spend, the penalties given by this technique increase by -1.
TWIST OFFENSES Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates
Technique Resistance: Yes
Tama: 1
You alter various key parts of the target's body, limiting their ability to harm others. The target takes a -3 penalty on attack rolls and damage rolls.
Augment: For every additional tama you spend, the penalties given by this technique increase by -1.
VISIONARY ENHANCEMENT Meteor (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level (D)
Ritual Benefit: +1 circumstance bonus on Spot checks
You gain darkvision out to 60 feet as well as a +2 bonus to Spot checks.
WARP FLESH Meteor (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Technique Resistance: Yes
Tama: 1
Your touch causes the target's flesh to warp and twist, damaging it and rendering it useless for most purposes. The target takes 1d4 points of Strength damage, 1d4 points of Dexterity damge, or 1d2 points of Constitution damage.
Augment: For every 2 additional tama you spend, this technique's damage increases by 1 die (+1d4 for Strength or Dexterity damage, +1d2 for Constitution damage).