Five new gaps -
Defense Abated
Level: Gap 4
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft. level)
Effect: 20-ft.-radius spread
Effect Duration: Instantaneous
Saving Throw: None
Just because something is there one moment does not mean that it needs to be there the next. Affected creatures lose 5 damage resistance and spell resistance to all damage types for every 10% reality of this threshold. This does not affect immunities. This threshold is 30% real.
Destruction
Level: Gap 4
Casting Time: 1 move action
Range: Medium (100 ft. + 10 ft. level)
Target: One creature
Effect Duration: 1 round/level
Saving Throw: Fortitude negates, see text
What is there and not there become twisted and intertwined. Each round, the target loses access to one extraordinary, supernatural, or spell-like ability, chosen randomly. It remains lost for one round and is restored at the beginning of the next round. Spellcasting and similar abilities are considered a valid ability for this threshold. The target gets a Fortitude save to resist for that round. For every 20% reality of this threshold, the target loses another ability for the round. This threshold is 20% real.
There and Not
Level: Gap 4
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft. level)
Effect: 20-ft.-radius spread
Effect Duration: Instantaneous
Saving Throw: Reflex partial, see text
Solid ground becomes a quagmire as parts of it appear and disappear, shimmering in and out of existence. A creature unable to levitate, fly, or otherwise free itself from the warped ground sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. At 60% real, all creatures trapped in the mire in the area take 1d3 fire, 1d3 cold, and 1d3 negative energy damage per caster level. At 100% real, creatures in the area must save against the unreality affecting them, destroying their person entirely. A Reflex save negates this. This threshold is 30% real.
Uncaring Gate
Level: Gap 4
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft. level)
Target: One creature
Effect Duration: Instantaneous
Saving Throw: None
To a thresholder, every point is connected to every other. It just takes knowledge of how to walk the path that connects them. The thresholder can move one creature anywhere 10 ft. of their starting location for every 10% reality of this threshold. They do not generate AoO for movement of this sort, and the creature does not need to arrive in a safe location. If this was used in response to an attack, the attack has a 50% chance of failing. This threshold is 20% real.
World Afire
Level: Gap 9
Casting Time: 1 swift action
Range: Personal
Area: 1 mile-radius spread/level
Effect Duration: Instantaneous
Saving Throw: Reflex half
The world tears, twisting and writhing as what is real and unreal merge and blend. All creatures in the area take 1d3 fire, 1d3 cold, and 1d3 negative energy damage per caster level. At 40% real, creatures that failed their save catch fire. At 70% real, creatures that failed their save are slowed for one round. At 100% real, creatures that failed their save take a -6 penalty to strength. This threshold is 20% real.