LONG DISTANCE ASTROLOGY DC'S Distance | | DC |
Line of sight | | 5 |
Up to 1 mile (same village) | | 10 |
Up to 10 miles (same province) | | 15 |
Up to 100 miles (same clan's territory) | | 20 |
Up to 1,000 miles (another clan's territory) | | 25 |
More than 1,000 miles | | 30 |
Interplanar | | 35 |
ILLUSION SHELL Rather than using
simple illusion or
complex illusion to create an illusion at a particular location, you can use them to create an illusion shell. An illusion shell functions in much the same way as a regular illusion, with the following exceptions.
An illusion shell must be created on a creature or object. You must be able to touch the creature or object to create an illusion shell on it. The illusion shell follows the creature or objects motions to the best of its ability. If you created an illusion shell of a goblin and placed it on yourself, the illusion of the goblin would move its arms and legs as you do, and make expressions that match your own as closely as the illusion shell's goblin form allows. If you create an illusion shell that possesses parts that the underlying creature or object lack, the illusion shell will attempt to move them in as realistically a manner as possible, based on your knowledge. If you create an illusion shell that lacks parts the underlying creature or object possesses, the illusion shell will not attempt to compensate for the loss.
Other than in the above ways, you cannot move or change an illusion created as an illusion shell. You cannot remove an illusion shell other than by dismissing it or dispelling it.
An illusion shell can hide the true properties of the creature or object it is created on. If you created an illusion shell of a small creature and placed it on yourself, you would appear smaller. This would not change your actual size. Likewise, you could create an illusion shell of a pleasant odor, and use it to hide the fact that you have not bathed in days. This would not prevent the effects of a truly noxious stench. You cannot use an illusion shell to completely remove any of the creature's properties. You can make a creature or object appear smaller, but you can't make them invisible. You can give yourself a pleasant odor, but you can't remove your odor all together.
If you use an illusion shell to create a disguise, you get a +10 bonus on the Disguise check.
If you attempt to create an illusion shell on an unwilling creature or object, it may attempt a Will saving throw. If it succeeds, the illusion shell is negated. If a creature that would have an illusion shell created on it has Technique Resistance, it applies against the effect.
AMALA TERMINALS An amala terminal is an akashic construction that allows for direct and error free travel to its location. All amala terminals bear a unique identification that is determined by their creator, their location, and the ambient akashic conditions at the time of their creation. An amala terminal can be located anywhere a creature could have remained long enough to complete the process, be it on land, in mid-air, under water, or so on. An amala terminal resembles a prayer wheel composed of faintly glowing runes, and is visible to anyone with the ability to
see the supernatural.
Learning New Amala Terminals: Because amala terminals are instrumental for akashic travel, any city or town with a substantial technician presence will have an amala terminal hidden in an out-of-the-way place. The locations of these terminals are generally well known and widly distributed amongst the technician population, but rarely shared with non-technicians. A terminal schematic of the local terminal is a popular gift to give to technicians who have just arrived in a new town.
Private terminals also exist, but knowledge of them tends to be kept more private.
Creating Amala Terminals: Creating an amala terminal requires a simple ritual. Knowledge of an akashic teleportation technique is not required to create a terminal, but knowledge of such a technique automatically confers knowledge of the ritual. Making an amala terminal requires four successful DC 20 Knowledge (akasha) checks to set the terminal. The first check is made 15 minutes after beginning the ritual, with another check every 15 minutes until you have reached four successes. Amala terminals are unique, as much a product of location as creator, and some special or magically unique areas may require more difficult checks, a greater number of successful checks, allow a set number of failures before the process must be restarted, or be entirely unworkable.
Amala terminals may also be strengthened, becoming more difficult and time consuming to remove. Each layer of strengthening requires two additional successful checks, each at a DC equal to the previous DC to create or strengthen the terminal +2. Amala terminals can be strengthened in this fashion up to 10 additional times. The strength of an amala terminal is obvious to anyone viewing it with
see the supernatural.
If an amala terminal is ever removed, it can be remade on the same location using the standard creation above. Remade terminals are generally similar but not identical to the old terminal, and thus cannot be reached without knowledge of the updated terminal. Someone attempting to recreate the old sigil can do so, but must have a terminal schematic available for reference.
Destroying Amala Terminals: Once made, amala terminals are not especially difficult to remove. Permanently destroying an amala terminal requires a number of Knowledge (akasha) checks equal to the level of strengthening plus one.
Each check to weaken an amala terminal requires 15 minutes of ritual. The DC for these checks begins at 15, increased by 2 for each level of strengthening that the amala terminal has received. If you succeed at the check, one layer of strengthening is removed and the DC is reduced by 2 points. When the DC has been reduced to 15, a successful check destroys the amala terminal. You receive a +3 bonus to these checks if you created the amala terminal yourself.