BROADBAND COMMUNICATION Moon (Fundamental) [Language Dependent]
Level: Initiate
Usage Time: 1 minute
Range: Unlimited
Effect: One communication channel
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Technique Resistance: Yes (harmless)
Ritual Benefit: +2 circumstance bonus on Listen checks
As
shortwave communication with the following exceptions. In order to connect a creature to the communication channel, you must succeed on an Astrology check. The DC for this check is based on your distance to the creature, and is given in
The Techniques.
If you are trying to connect a creature that you cannot see, the creature gets a bonus on its Will save to resist connection based on how well you know the creature. If you know the creature well, it neither gains a bonus nor takes a penalty to its Will save. If you have only met the creature in passing, it gets a +5 bonus to its Will save. If you only know the creature through secondhand information, it gets a +10 bonus to its Will save. You cannot connect a creature you don't know to a communication channel.
You cannot connect a creature on another plane to a communication channel.
COMPLEX ILLUSION Moon (Fundamental) [Illusion, Mind-Affecting]
Level: Initiate
Usage Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels); see text
Effect: One illusion
Duration: 1 hour/level (D)
Saving Throw: Will disbelief (if interacted with)
Technique Resistance: No
Ritual Benefit: +2 circumstance bonus on Disguise and Hide checks
As
simple illusion, with the following exceptions. You can create an illusion that affects three of the following five senses: sight, hearing, touch, taste, and/or smell.
FALSE SPEAR, GREATER Moon (Burst) [Mind-Affecting]
Level: Initiate
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will partial; see text
Technique Resistance: Yes
Tama: 4
Upon using this technique, you create an illusory ray and aim it at your target. The ray deals 7d6 points of damage. If the target succeeds on a Will save, the damage dealt by this technique is nonlethal.
Augment: For every additional tama you spend, this technique's damage increases by 2d6 points.
FORTUNE'S BLESSING Moon (Edict)
Level: Initiate
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: Will negates (edict)
Technique Resistance: Yes (edict)
Tama: 4
Whenever an ally within your territory attempts an attack roll, ability check, skill check, or saving throw, they may roll two dice and take the better result.
FORTUNE'S CURSE Moon (Edict)
Level: Initiate
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: Will negates (edict)
Technique Resistance: Yes (edict)
Tama: 4
Whenever an opponent within your territory attempts an attack roll, ability check, skill check, or saving throw, they must roll two dice and take the worse result.
LINKED MOVEMENTS Moon (Counter)
Level: Initiate
Usage Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Tama: 4
By tying the space around you and your target together, you can move as they move. Whenever a creature within Close (25 ft. + 5 ft./2 levels) range moves, you may move an equal number of spaces in the same direction as long as the distance you cover is less than or equal to your speed. This movement does not allow you to move through obstacles, such as walls, or difficult terrain. If you would encounter either, you stop moving and the technique ends.
LUNAR FLURRY Moon (Boost)
Level: Initiate
Usage Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Tama: 4
By temporarily speeding up the flow of time around you, you gain the ability to make multiple attacks. When making a full attack action, you may make one extra attack at your full base attack bonus, plus any modifiers appropriate for the situation. This is a haste effect.
LUNAR STEP Moon (Edict)
Level: Initiate
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: None
Technique Resistance: No
Tama: 4
By forming a thin layer of akashic energy across the surface of your territory, you allow you and your allies to walk over difficult terrain and fluids without difficulty. Allies within your territory may ignore the penalties of difficult terrain. In addition, they may treat the surfaces of liquids as if they were firm ground. (Creatures crossing molten lava still take damage from the heat because they are near it.) Allies within your territory can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If this technique is used underwater (or while partially or wholly submerged in some liquid), affected allies are borne toward the surface at 60 feet per round until they can stand on it.
SKIP THROUGH AMALA Moon (Fundamental) [Teleportation]
Level: Initiate
Usage Time: 1 minute
Range: Unlimited
Area: Up to 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Technique Resistance: Yes (harmless)
Ritual Benefit: +2 circumstance bonus on Reflex saves
This fundamental transports all creatures and objects within the technique's area through the Amala Labyrinth to a destination of your choosing. In order to teleport to a location, you must succeed on an Astrology check. The DC for this check is based on your distance to your destination, and is given in
The Techniques.
There is a delay between the completion of the technique usage and the actual transportation of 1d3+2 rounds. You are aware of the length of this delay. Only creatures and objects that are fully contained and unattached to or restrained by anything outside of the area after this delay are transported; you need not be among them. There is otherwise no weight limit or targeting restrictions for this fundamental.
This fundamental works in one of the following ways, depending if you are teleporting to an amala terminal (see
The Techniques) or not. If you are teleporting to an amala terminal, use the rules under Amala Corridor. If you not teleporting to an amala terminal, use the rules under Amala Labyrinth. You are always aware of which method you are using.
Amala Corridor: By creating a shortcut between your current location and an amala terminal, known as an Amala Corridor, you can transport yourself and others instantaneously. You can only teleport via an Amala Corridor to an amala terminal that you know; either one you created, discovered, or learned of through another method, such as a terminal schematic.
The creatures and objects transported will arrive as close to the amala terminal as conditions at the terminal allow, but never more than 50' away from it. This fundamental never places individuals into solid objects, but it may arrange individuals around solid objects if it can do so in such as way as to fit all travelers more closely to the amala terminal. The relative spacing and orientation of travelers is generally retained during their transit, minor adjustments for elevation and spacing may be made.
If the selected amala terminal no longer exists or functions, the technique fails immediately after usage. Similarly, if it is not possible to place the entire group within range of the amala terminal due to spatial limitations or obstructing objects at the terminal, the technique fails after the delay. You are aware of any cause of failure, and may try again with fewer targets, a smaller area of effect, or to a different amala terminal as necessary.
Amala Labyrinth: By diving directly into the Amala Labyrinth, you can go places you couldn't get to through an Amala Corridor. However, traversing the Amala Labyrinth takes time, and isn't without danger. You can only teleport via the Amala Labyrinth to a location you know (have been to or seen) or that you can describe with a direction and distance (or other coordinate system). You know when you have arrived at the selected destination.
Within the Amala Labyrinth you move at a rate of 60 miles per hour; moving normally in the Amala Labyrinth but much more rapidly relative to your plane of origin. Thus, you can use this fundamental to travel rapidly by teleporting into the Amala Labyrinth, moving the desired distance, and then teleporting back. This rate of movement assumes you are traveling through the Amala Labyrinth at a walking pace. A more or less strenuous pace will adjust travel times accordingly.
You do not have to move towards the destination you selected upon using the technique; you can select a new destination at any time. Selecting a new destination requires you to succeed on another Astrology check. The DC for this check is based on the distance between your current location (as if you were on your plane of origin) and the destination, and is given in
The Techniques. If you fail the check, you wander aimlessly for an hour, ultimately going nowhere. You may attempt another Astrology check at the same DC an hour later.
Creatures other than you brought along by the fundamental do not have to follow you through the Amala Labyrinth. However, unless they also know this fundamental, they can only wander aimlessly. Any creature can leave the Amala Labyrinth at any time by taking a full-round action and succeeding on a DC 15 Intelligence check. You can leave the Amala Labyrinth in a similar manner by taking a full-round action. When you leave you may choose to take all creatures and objects in a 10-ft.-radius burst centered on you with you. Creatures who know this fundamental do not have to make an Intelligence check to leave the Amala Labyrinth, but cannot take other creatures or objects with them unless they use this fundamental.
Interplanar travel is not possible with this fundamental. This is true for both the Amala Corridor and the Amala Labyrinth.
SPATIAL TENTACLE Moon (Burst) [Force]
Level: Initiate
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One space-time tentacle
Duration: 1 round/level (D)
Saving Throw: None
Technique Resistance: Yes
Tama: 4
You weave space-time into a tentacle-shaped mass. The tentacle appears at a particular point within range and can't move from that location. It attacks or grapples the opponent you designate once each round, starting with the round the technique is used. It has a reach of 20 feet (though it can’t make attacks of opportunity).
The tentacle's attack bonus is equal to your technician level plus your Akashic Ability modifer. The tentacle deals 2d8+technician level points of force damage with a successful
hit.
The tentacle's grapple check modifer is equal to its attack bonus + 4. Once the tentacle grapple an opponent, it may make a grapple check each round on your turn to deal 2d4+technician level points of force damage.
The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action).
The tentacle has 5 hit points per technician level and an AC of 10 + your technician level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.
You can never have more than one space-time tentacle at a time. If you create a second space-time tentacle, the first tentacle immediately disintegrates.
Augment: For every additional 2 tama you spend, the tentacle created by this technique deals an extra 1d8 points of force damage on an attack, and an extra 1d4 points of force damage on a successful grapple.
UN:SHACKLE Moon (Boost)
Level: Initiate
Usage Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Tama: 4
By flooding your body with akashic energies, you can temporarily throw off any effects that restrict your movement. This technique enables you to move and attack normally for the duration of the technique, even under the influence of effects that usually impedes movement, such as
paralysis,
solid fog,
slow, and
web.
In addition, this technique also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
WIDE AREA SEARCH Moon (Fundamental) [Scrying]
Level: Initiate
Usage Time: 1 minute
Range: Unlimited
Effect: One sensor mote
Duration: 1 min./level (D)
Saving Throw: Will negates (object); see text
Technique Resistance: Yes (object); see text
Ritual Benefit: +2 circumstance bonus on Spot checks
As
sensor mote, with the following exceptions. In order to create a sensor mote, you must succeed on an Astrology check. The DC for this check is based on your distance to the location, and is given in
The Techniques.
You may attempt to create a sensor mote in the location of a creature or object you know. If you do so, the creature or object may attempt a Will save. If it succeeds, the fundamental fails. The creature or object gains a bonus depending on how well you know them. If you know the creature or object well, it neither gains a bonus nor takes a penalty to its Will save. If you have only met the creature or object in passing, it gets a +5 bonus to its Will save. If you only know the creature or object through secondhand information, it gets a +10 bonus to its Will save. You cannot create a sensor mote at the location of a creature or object you don't know.
This does not prevent you from creating a sensor mote at a location you can specify though direction and distance or some other coordinate system.
You cannot use this fundamental to create a sensor mote on another plane.