TECHNIQUE DESCRIPTIONS The techniques available to characters are described in
The Techniques. The description of each technique is presented in a standard format. Each category of information is explained and define below.
NAME The first line of every technique description gives the name by which the technique is indexed in the Akashic Records. A technique is almost never known by other names.
ICON Beneath the technique name is a line giving the icon that the technique belongs to.
Every technique is associated with one of four icons. An icon is a distinct entity within the Akashic Records that provides techniques to the technicians who access it. Each of the icons is discussed below.
Meteor The meteor icon is associated with change, mutation, and corruption. Many meteor techniques change the state of creatures and objects or corrupt magic to the technician's own ends. While there are some meteor techniques that strengthen others, those that do tend to take something in return.
Moon The moon icon is associated with illusion and luck, as well as spatial and temporal distortion. Many moon techniques affect the minds of others. As such, most moon techniques are mind-affecting. Even those moon techniques that aren't mind-affecting tend to have mental components to them.
Star The star icon is associated with force and the direct manipulation of matter. Many star techniques produce spectacular effects, such as moving, melting, or blasting a target. Star tecniques can deal large amounts of damage.
Sun The sun icon is associated with healing, purification, and strength. Many star techniques change the physical properties of a creatures and objects, typically increasing their abilities or removing damage. The sun icon has few offensive techniques, so technicians who specialize in sun techniques are welcome everywhere.
Universal Not all techniques can be found in icons. Some of the oldest and most fundamental techniques can be found directly in the Records. Such techniques are considered to be universal.
(TYPE) Appearing on the same line as the icon is a type that places the technique into one of five categories: boost, burst, counter, edict, or fundamental.
Boost A boost is a technique that grants a bonus for the duration of your turn. Using a boost always requires a swift action, usually allowing you to use it before unleashing a standard or full-round action. Some boosts grant a bonus to attack rolls or damage rolls. Others impart additional effects, such as stun or fatigue, to your attacks or provide a bonus on a skill check, to your speed, and so on.
Burst A burst is a offensive technique best described as a magical attack. Using a burst always requires a standard action. A burst imparts some advantage or bonus over a standard attack, such as extra damage, an additional effect such as blinding a foe, and so forth. There are some bursts that have more beneficial effects, though they are rare.
Counter A counter is a defensive technique that you use to foil your opponent's actions. Using a counter always requires an immediate action that you attempt during an opponent's turn. Usually, your opponent must make a specific action, such as an attack against you, for you to use a counter.
Edict An edcit is a technique that affects the area around you, known as your territory. Unless modified by feats or class features, a technician's territory extends outwards 10 feet in every direction. Using an edict always requires a move action. An edict remains in effect until you dismiss it, use another edict, or become helpless.
Unlike with other techniques, tama spent on an edict is invested, not expended. Invested tama cannot be recovered or used to pay the tama cost of other techniques. When an edict ends, the tama invested in it returns to your tama pool.
Fundamental A fundamental is a technique that provides a utility benefit not easily placed into the other categories. Unlike other techniques, you do not have to pay tama to use a fundamental. Instead, you are limited in the number of times you can use a given fundamental per day. In this sense, fundamentals are more like regular spells. The number of times per day a technician can use a given fundamental is given on the table below.
Technician Level | | Apprentice | | Initiate | | Master |
1st-6th | | 1/day | | --- | | --- |
7th-12th | | 3/day | | 1/day | | --- |
13th+ | | At-will | | 3/day | | 1/day |
[DESCRIPTOR] Appearing on the same line as the icon and the type is a descriptor that further categorizes the technique in some way. Some techniques have more than one descriptor.
The descriptors that apply to techniques in this book are acid, cold, electricity, energy, fear, fire, force, healing, illusion, language-dependent, light, mind-affecting, scrying, sonic, and teleportation.
Most of these descriptors have no game effect by themselves, but they govern how the technique interacts with other techniques, with spells, with special abilities, with unusual creatures, and so on.
A technique with the energy descriptor gains the acid, cold, electricity, fire, or sonic descriptor based on the energy type chosen when the technique is used.
A technique with the illusion descriptor is treated as an illusion (figment) effect for purposes involving interaction with other techniques and effects.
A language-dependent technique uses intelligible language as a medium. The technique fails if the target can't understand a language the technician knows.
A mind-affecting technique only works against creatures with an Intelligence score of 1 or higher.
A technique with the scrying descriptor is treated as a divination (scrying) effect for purposes involving interaction with other techniques and effects.
A technique with the teleportation descriptor is treated as a conjuration (teleportation) effect for purposes involving interaction with other techniques and effects.
LEVEL The next line of the technique description gives a technique's level, either apprentice, initiate, or master, that defines the technique's relative strength.
Often, a rule won't ask for a technique's level but its converted level. A technique's converted level is equal to the amount of tama spent on the technique. This does not include tama spend on metakashic feats.
Because fundamentals do not require the spending of tama, the converted level of a fundamental must be calculated differently. The converted level of a fundamental is equal to 1/2 the users technician level.
COMPONENTS A technique's components are what you must do to use it. Unless otherwise noted, all techniques require a verbal component.
A verbal component is a spoken incantation. To produce a verbal component, you must be able to speak in a strong voice. A
silence spell or similar effect, such as a gag, spoils the incantation (and thus the technique). A technician who has been deafened has a 20% chance to spoil any technique with a verbal component that she tries to use.
A technician fulfils this verbal component through a special chant, known as a mantra. A technician's mantra consists of a highly repetitive string of syllables, more often than not organized around a theme. Mantras are unique to technicians, not techniques, and most technicians will use the same mantra (possibly with small changes) for every technique.
DISPLAY When a technique is used, a display may accompany the primary effect. Unless otherwise noted, all techniques produce a visual display. No technique's display is significant enough to create consequences for the technician, allies, or opponents during combat.
If multiple techniques with similar displays are in effect simultaneously, the displays do not necessarily become more intense. instead, the overall display remains much the same, though with minute spikes in intensity. An Astrology check (DC 10 + 1 per additional technique in use) reveals the exact number of simultaneous techniques in play.
A technique's visual display typically appears as a complex magic circle composed of glowing lines, runes, and smaller circles. The circle takes form as the technique is being used, and lingers for as long as the technique remains in effect.
Dispense with Displays: Despite the fact that almost every technique has a display, a technician can always chose to use a technique without the flashy accompaniment. To use a technique without any display, a technician must make a Concentration check (DC 15 + the converted level of the technique). This check is part of the action of using the technique. If the check is unsuccessful, the technique is used normally with its display.
USAGE TIME Most techniques have a usage time determined by their type. A technique that takes 1 round to use requires a full-round action. It comes into effect just before the beginning of your turn in the round after you began using the technique. You then act normally after the technique is completed.
A technique that takes 1 minute to use comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are using a technique as a full-round action, as noted above for 1-round usage times). These actions must be consecutive and uninterrupted, or the tama is lost and the technique fails.
When you use a technique that takes 1 round or longer to use, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the usage time is complete, the tama is lost and the technique fails.
You make all pertinent decisions about a technique (range, target, area, effect, version, and so forth) when the technique comes into effect.
As a supplement to the action types described on page 138 of the
Player's Handbook, this book introduces two new types of actions: the swift action and the immediate action.
Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action.
Using a quickened technique is a swift action. In addition, using any technique with a casting time of 1 swift action is a swift action.
Using a technique with a usage time of 1 swift action does not provoke attacks of opportunity.
Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time---even if it's not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed.
RANGE A technique's range indicates how far from you it can reach as defined in the Range entry of the technique description. A technique's range is the maximum distance from you that the technique's effect can occur, as well as the maximum distance at which you can designate the technique's point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following.
Personal: The technique affects only you.
Touch: You must touch a creature or object to affect it. A touch technique that deals damage can score a critical hit just as a weapon can. A touch technique threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch techniques allow you to touch multiple targets. You can touch as many willing targets as you can reach, but all targets of the technique must be touched in the same round that you use the technique.
Territory: The technique reaches as far as your territory reaches. Unless modified by feats or class features, your territory reaches as far as 10 feet away from you.
Close: The technique reaches as far as 25 feet away from you. The maximum range increases 5 feet for every two technician levels you have (30 feet at technician level 2nd, 25 feet at technician level 4th, and so on).
Medium: The technique reaches as far as 100 feet + 10 feet per technician level.
Long: The technique reaches as far as 400 feet + 40 feet per technician level.
Range Expressed in Feet: Some techniques have no standard rage category, just a range expressed in feet.
AIMING A TECHNIQUE You must make some choice about whom the technique is to affect or where the technique's effect is to originate, depending on the type of technique. The next entry in a technique description defines the technique's target (or targets), its effect, or its area, as appropriate.
Target or Targets: Some techniques have a target or targets. You use these techniques on creatures or objects, as defined by the technique itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish using the technique.
If you use a targeted technique on the wrong type of target, the technique has no effect. If the target of a technique is yourself (the technique description has a line that reads "Target: You"), you do not receive a saving throw.
Some techniques can be used only on willing targets. Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
Effect: Some techniques create things rather than affect things that are already present. Unless otherwise noted in the technique description, you must designate the location where these things are to appear, either be seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, it can move regardless of the technique's range once created.
Ray: Some effects are rays (for example,
vector arrow). You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted technique. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you're aiming at.
If a ray technique has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.
if a ray technique deals damage, you can score a critical hit just as if it were a weapon. A ray technique threatens critical on a natural roll of 20 and deals double damage on a successful critical hit.
Spread: Some effects spread out from a point of origin (which may be a grid intersection, or may be the user) to a distance described in the technique. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the effect may take. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect (unless the effect is centered on you), but you need not have line of effect (see below) to all portions of the effect.
(S) Shapeable: If an Effect line ends with "(S)," you can shape the technique. A shaped effect can have no dimension smaller than 10 feet.
Area: Some techniques affect an area. Sometimes a technique description specifies a specially defined area, but usually an area falls into on the categories defined below.
Regardless of the shape of the area, you select the point where the technique originates, but otherwise you usually don't control which creatures or objects the technique affects. The point of origin of a technique that affects an area is always a grid intersection. When determining whether a given creature is within the area of a technique, count out the distance form the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
You can count diagonally across a square, but every second diagonal counts as 2 squares of distance. If the far edge of a square is within the technique's area, anything within that square is within the technique's area. If the technique's area touches only the near edge of a square, however, anything within that square is unaffected by the technique.
Burst, Emanation, or Spread: Most techniques that affect an area function as a burst, an emanation, or a spread. In each case, you select the technique's point of origin and measure its effect from that points.
A burst technique affects whatever it catches in its area, even including creatures you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst techniques are specially described as cone-shaped. A burst's area defines how far from the point of origin the technique's effect extends.
An emanation technique functions like a burst technique, except that the effect continues to radiate from the point of origin for the duration of the technique.
A spread technique functions spreads out like a burst but can turn corners. You select the point of origin, and the technique spreads out a given distance in all directions. Figure the area the technique effect fills by taking into account any turns the effect takes.
Cone, Line, or Sphere: Most techniques that affect an area have a particular shape, such as a cone, line, or sphere.
A cone-shaped technique shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners.
A line-shaped technique shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped technique affects all creatures in squares that the line passes through or touches.
A sphere-shaped technique expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.
Territory: A territory-shaped technique effects everything within your territory. Unless modified by feats or class features, your territory expands from your square to fill a spherical area.
Other: A technique can have a unique area, as defined in its description.
Line of Effect: A line of effect is a straight, unblocked path that indicates what a technique can affect. A solid barrier cancels a line of effect, but it is not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you use a technique on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any technique you use.
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a technique's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for the purpose of determining a technique's line of effect.
DURATION A technique's Duration line tells you how long the akashic energy of the technique lasts.
Timed Duration: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the akashic energy sustaining the effect fades, and the technique ends. If a technique's duration is variable, the DM rolls it secretly.
Instantaneous: The akashic energy comes and goes the instant the technique is used, though the consequences might be long-lasting.
Permanent: The energy remains for as long as the effect does. This means the technique is vulnerable to
dispel magic.
Concentration: The technique lasts as long as you concentrate on it. Concentrating to maintain a technique is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when using a technique can also break your concentration while you're maintaining one, causing the technique to end. You can't use a technique while concentrating on another one. Some techniques may last for a short time after you cease concentrating. In such a case, the technique keeps going for the given length of time after you stop concentrating, but no longer. Otherwise, you must concentrate to maintain the technique, but you can't maintain it for more than a stated duration in any event. If a target moves out of range, the technique reacts as if your concentration had been broken.
Edict: The technique lasts as long as you will it to, and only ends when you dismiss it, when you use another technique with a duration of edict, when you become helpless, or when you fulfill a specific condition described in the edict's description.
Subjects, Effects, and Areas: If the technique affects creatures directly, the result travels with the subjects for the technique's duration. If the technique creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the technique affects an area, then the technique stays with that area for the duration. Creatures become subject to the technique when they enter the area and are no longer subject to it when they leave.
Touch Technique's and Holding the Charge: In most cases, if you don't discharge a touch technique on the round you use it, you can hold the charge (postpone the discharge of the technique) indefinitely. You can make touch attacks round after round. If you touch anything with your hand while holding a charge, the technique discharges. If you use another technique, the touch technique dissipates.
Some touch techniques allow you to touch multiple targets as part of the technique. You can't hold the charge of such a technique; you must touch all the targets of the technique in the same round that you finish using the technique.
Discharge: Occasionally a technique lasts for a set duration or until triggered or discharged.
(D) Dismissible: If the Duration line ends with "(D)," you can dismiss the technique at will. You must be within range of the technique's effect and must mentally will the dismissal, which causes the same display as when you first used the technique. Dismissing a technique is a standard action that does not provoke attacks of opportunity. A technique that depends on concentration is dismissible by its very nature, and dismissing it does not take an action or cause a display, since all you have to do to end the technique is stop concentrating on your turn.
SAVING THROW Usually a harmful technique allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw line in a technique description defines which type of saving throw the technique allows and describes how saving throws against the technique work.
Negates: The technique has no effect on a subject that makes a successful saving throw.
Partial: The technique causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as begin dealt damage rather than being killed).
Half: The technique deals damage, and a successful saving throw halves the damage taken (round down).
None: No saving throw is allowed.
(object): The technique can be used on objects, which receive saving throws only if they are akashic or if they are attended (held, worm, grasped, or the like) by a creature resisting the technique, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. (This notation does not mean that a technique can be used only on objects. Some techniques of this sort can be used on creatures and objects.) An akashic item's saving throw bonuses are equal to 2 + one-half the item's technician level.
(harmless): The technique is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.
(edict): The technique allows a saving throw only when a creature that would be affected enters its area.
Saving Throw Difficulty Class: A saving throw against your technique has a DC 10 + 1/2 your technician level + your Akashic Ability modifier (Charisma for a majo, Constitution for a mamono, Intelligence for a meister, or Wisdom for a miko).
Succeeding on a Saving Throw: A creature that successfully saves against a technique that has no obvious physical effects feels a hostile force or tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted technique, you sense the technique has failed. You do not sense when creatures succeed on saves against effect and area techniques.
Saving Throws and Mind-Affecting Techniques: If you fail your save, you are unaware that you have been affected by a technique.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the technique may deal damage to exposed items. A natural 20 (the d20 comes up 20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forgo a saving throw and willingly accept a technique's result. Even a character with a special resistance to techniques can suppress this quality.
TECHNIQUE RESISTANCE Technique resistance is a special defensive ability. If your technique is being resisted by a creature with technique resistance, you must make a technician level check (d20 + technician level) at least equal to the creature's technique resistance for the technique to affect that creature. The defender's technique resistance functions like an Armor Class against akashic attacks. The
Dungeon Master's Guide has details on spell resistance (see page 298), which is equivalent to technique resistance. Include any adjustments to your technician level on this technician level check.
The Technique Resistance line and the descriptive text of a technique description tell you whether technique resistance protects creatures from the technique. In many cases, technique resistance applies only when a resistant creature is targeted by a technique, not when a resistant creature encounters a technique that is already in place.
The terms "object," "harmless," and "edict" mean the same thing for technique resistance as they do for saving throws. A creature with technique resistance must voluntarily lower the resistance (a standard action) to be affected by a technique noted as harmless. In such a case, you do not need to make the technician level check described above.
TAMA All techniques, with the exception of fundamentals, have a Tama line, indicating the technique's cost.
The technician character class tables in
The Classes show how much tama a character has access to, depending on level.
A technique's cost is determined by its level, as shown below. Every technique's cost is noted in its description for ease of reference.
Technique Level | | Tama Cost |
Apprentice | | 1 |
Initiate | | 4 |
Master | | 7 |
Tama Capacity: Most techniques allow you to spend more than their base cost to achieve an improved effect, or augment the technique. The maximum number of points you can spend on a technique (for any reason) is your tama capacity. Characters without a technician level have a tama capacity of 1.
Technician Level | | Tama Capacity |
0th-2nd | | 1 |
3rd-4th | | 2 |
5th-6th | | 3 |
7th-8th | | 4 |
9th-10th | | 5 |
11th-12th | | 6 |
13th-14th | | 7 |
15th-16th | | 8 |
17th-18th | | 9 |
19th-20th | | 10 |
RITUAL BENEFIT All fundamentals have a Ritual Benefit line, indicating the benefit gained by the technician for having the fundamental ritually charged. More information on akashic rituals can be found lower down.
DESCRIPTIVE TEXT This portion of a technique description details what the technique does and how it works. If one of the previous lines in the description included "see text," this is where the explanation is found.
Any damage dealing technique that specifies piercing, slashing, or bludgeoning damage does not automatically overcome a creature's damage reduction.
Augment: Many techniques have variable effects based on the amount of tama you spend when you use them. The more tama spent, the more powerful the usage. How this extra expenditure affects a technique is specific to the technique. Some augmentations allow you to increase the number of damage dice, while others extend a technique's duration or modify a technique in unique ways. Each technique that can be augmented includes an entry giving how much tama it costs to augment and the effects of doing so. However, you can spend only a total amount of tama on a technique equal to your tama capacity.
Even if a technique does not have an Augment line, you can spend extra tama when using the technique. Extra tama spent in this way only serves to increase the technique's converted technique level. As with regular augmentation, you can spend only a total amount of tama on a technique equal to your tama capacity.
Augmenting a technique takes place as part of another action (using a technique). Unless otherwise noted in the Augment section of an individual technique description, you can augment a technique only at the time you use it.
Special: Some techniques grant an extra benefit to any character who learns the technique. This benefit applies as long as the technique remains on the character's list of techniques known. If a technician later removes the technique from her list of techniques known, she loses the benefit too.