Author Topic: Icon - Sun  (Read 2574 times)

Offline Hanako Tachibana

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Icon - Sun
« on: September 13, 2012, 05:47:53 PM »
SUN TECHNIQUES
APPRENTICE SUN TECHNIQUES
 Accept PainA: Transfer another's wounds to yourself.
 Calculated Fortitude: Use Astrology check in place of Fortitude save.
 Calculated Reflex: Use Astrology check in place of Reflex save.
 Calculated Will: Use Astrology check in place of Will save.
 Re:AssembleA: Repair damage to constructs, objects, and the undead.
 Re:CleanseA: Heal own ability damage.
 Re:StitchA: Heal own damage.
 Revealing Light: Cancel various concealment effects.
 Solar MightA: Temporarily increase a physical ability score.
 Solar ResistanceA: Give allies within territory energy resistance.

APPRENTICE SUN FUNDAMENTALS
 Interpret Intent: Detect the intentions of those around you.
 Scan: Learn various bits of medical information about target.
 Skeleton Key: Magically lock or unlock doors.
 Technician's Flare: Create several heatless flames to illuminate your path.
 Unanticipated Anticipation: Be alerted to intrusion upon a warded area.

INITIATE SUN TECHNIQUES
 Accept Suffering Transfer various negative conditions to yourself.
 Life Line: Prevent target from dying at -9 HP.
 Rapid NeedleworkA: Quickly heal damage.
 Refreshing LightA: Allies within territory gain fast healing.
 Re:HarmonizeA: Undo several negative conditions.
 Second Chance: Re-roll failed saves.
 Solar MindA: Temporarily increase a mental ability score.
 Solar Resistance, GreaterA: Give allies within territory energy resistance.

INITIATE SUN FUNDAMENTALS
 Free the Soul: Release target from enchantment, petrification, and other effects.
 Return the Unreturned: Restore an effect that has been dismissed or dispelled.
 Solar Traveler: Protect user from the dangers of other planes.
 Travel Warding: Prevent teleportation effects from leaving or entering warded area.

MASTER SUN TECHNIQUES
 Accept MiseryA: Transfer ability drain and energy drain to yourself.
 Brilliant LightA: Convert your weapons to brilliant energy.
 Emergency NeedleworkA: Heal yourself at the last moment.
 Re:StorationA: Heal ability damage and energy drain.
 Re:Vivify: Resurrect the freshly dead.
 Solar Protection: Protect you and your allies from death and other effects.

MASTER SUN FUNDAMENTALS
 Akashic Surgery: You can repair akashic damage.
 Outer Body: Transform your body into an outsider.
 Sociophobic/Sociophilic Warding: Create a warding that drives away or attracts creatures.
Girls do their best now and are preparing. Please wait warmly until it is ready.

Offline Hanako Tachibana

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Re: Icon - Sun
« Reply #1 on: September 13, 2012, 05:57:20 PM »
ACCEPT PAIN
 Sun (Burst) [Healing]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Touch
 Target: Living creature touched
 Duration: Instantaneous
 Saving Throw: Will half (harmless)
 Technique Resistance: Yes (harmless)
 Tama: 1
 You heal another creature's wounds, transferring some of its damage to yourself.  When you use this technique you can heal as much as 1d12 points of damage.  The target regains a number of hit points equal to the dice result, and you lose hit points equal to half that amount.  (This loss can bring you to 0 or fewer hit points.)  Effects and abilities you may have, such as damage reduction and regeneration, do not lessen or change this damage.  The damage transfered by this technique has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
 Alternatively, you can use this technique to transfer 1 point of ability damage from the target to yourself.  You cannot transfer ability damage to yourself if you are immune to ability damage.
 Augment: For every additional tama you spend, you can heal an additional 1d12 points of damage (if transferring damage) or an additional 1 point of ability damage (if transferring ability damage).

CALCULATED FORTITUDE
 Sun (Counter)
 Level: Apprentice
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 1
 You can overcome physical threats with your intense focus.  Whenever you would be required to make a Fortitude saving throw, you can instead make an Astrology check and use the result of that check to determine the save's success.  You must use this technique before you attempt the saving throw.  A result of 1 on your Astrology check is not an automatic failure.

CALCULATED REFLEX
 Sun (Counter)
 Level: Apprentice
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 1
 You can overcome physical threats with your intense focus.  Whenever you would be required to make a Reflex saving throw, you can instead make an Astrology check and use the result of that check to determine the save's success.  You must use this technique before you attempt the saving throw.  A result of 1 on your Astrology check is not an automatic failure.

CALCULATED WILL
 Sun (Counter)
 Level: Apprentice
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 1
 You can overcome physical threats with your intense focus.  Whenever you would be required to make a Will saving throw, you can instead make an Astrology check and use the result of that check to determine the save's success.  You must use this technique before you attempt the saving throw.  A result of 1 on your Astrology check is not an automatic failure.

INTERPRET INTENT
 Sun (Fundamental)
 Level: Apprentice
 Usage Time: 1 round
 Range: 60 ft.
 Area: Cone-shaped emanation
 Duration: Concentration, up to 1 min./level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +1 circumstance bonus on Sense Motive checks
 With this fundamental, you can detect the intents of those around you.  Upon using the fundamental, you must choose one type of intent to look for.  Some common intents to look for are hostility, friendliness, or inquisitiveness.  This fundamental will alert you to the presence of any creatures with the chosen intent, but not their specific location.  This fundamental can only detect active intent.  If you were looking for hostile intent, you would sense an assassin behind a door, but not a soldier assigned to guard duty.
 While under the effect of this fundamental, you can make Sense Motive checks as a free action against anyone within the cone.
 The 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.

REVEALING LIGHT
 Sun (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Will negates
 Technique Resistance: Yes
 Tama: 1
 You surround a creature with a nimbus of light, revealing its location to all.  The target sheds light as a candle, and cannot benefit from any form of concealment or invisibility.  The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

RE:ASSEMBLE
 Sun (Burst) [Healing]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Touch
 Target: Construct, undead, or object touched
 Duration: Instantaneous
 Saving Throw: Will half (harmless) (object)
 Technique Resistance: Yes (harmless) (object)
 Tama: 1
 When laying your hands on a construct, undead, or object that has at least 1 hit point remaining, you can reassemble its structure, repairing any damage it has taken.  This technique repairs 1d12 points of damage.  Constructs, undead, or objects that are immune to akashic magic cannot be repaired in this fashion.
 Augment: For every additional tama you spend, this technique repairs an additional 1d12 points of damage.

RE:CLEANSE
 Sun (Burst) [Healing]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 1
 You push akashic energies through your body, cleansing it of certain types of wounds.  You can restore 1 point of damage to a single ability score.  You cannot use this technique to heal ability drain.
 Augment: For every additional tama you spend, this technique restores an additional point of ability damage.

RE:STITCH
 Sun (Burst) [Healing]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 1
 You create threads of akashic energy and stitch your wounds closed with them.  The energy within the threads both keeps the wounds closed and speeds up the healing process.  You can cure yourself of 1d12 points of damage.  As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
 Augment: For every additional tama you spend, this technique heals an additional 1d12 points of damage.

SCAN
 Sun (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 Heal checks
 You can determine the condition of creatures within the area of this fundamental.  You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).  You are also aware if the creatures are disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.
 This fundamental sees through any effect or ability that allows creatures to feign death.  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.

SKELETON KEY
 Sun (Fundamental)
 Level: Apprentice
 Usage Time: 1 round
 Range: Touch
 Target: Lock touched
 Duration: Instantaneous
 Saving Throw: Will negates (object)
 Technique Resistance: Yes (object)
 Ritual Benefit: +1 circumstance bonus on Disable Device and Open Lock checks
 By filling a lock with akashic energy and fiddling around, you can cause the lock to lock or unlock.  In order to lock or unlock a lock, you must succeed on a technician level check (with a bonus equal to your Akashic Ability modifier).  If you are trying to lock or unlock a mundane lock, the DC for this check is the DC for the lock.  If you are trying to unlock a lock that has been locked magically, the DC for this check is the technician level of the effect locking the lock.
 You can use this fundamental to open a door or other portal that has been closed by a magical effect, but if you do you don't get to add your Akashic Ability modifier to your technician level check.

SOLAR MIGHT
 Sun (Boost)
 Level: Apprentice
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 1
 By channeling akashic energies through your body, you can temporarily boost your physical abilities.  This technique grants a +4 enhancement bonus to one of your physical ability scores, Strength, Dexterity, or Constitution, adding the usual benefits of a high ability score.
 Augment: For every 3 additional tama you spend, this technique grants a +4 enhancement bonus to another ability.

SOLAR RESISTANCE
 Sun (Edict) [Energy]
 Level: Apprentice
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Will negates (harmless) (edict)
 Technique Resistance: Yes (harmless) (edict)
 Tama: 1
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  All allies within your territory gain resistance 5 to the chosen energy type.
 Augment: For every additional tama you invest, the energy resistance granted by this technique increases by 5.

TECHNICIAN'S FLARE
 Sun (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: Up to 5 lights
 Duration: 1 hour/level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +1 circumstance bonus on Search checks
 You create up to four lights that resemble floating balls of fire (and cast light as a torch).  The lights move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.  The lights can move up to 30 feet per round.  A light winks out if the distance between you and it exceeds the technique's range.

UNANTICIPATED ANTICIPATION
 Sun (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Medium (100 ft. + 10 ft./level)
 Area: 20-ft.-radius emanation centered on a point in space
 Duration: 24 hours (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +1 circumstance bonus on Initiative checks
 This fundamental alerts you to the goings on in a specified, warded area.  Upon using this technique, you must specify a particular action.  Any creature performing the action within the warded area sounds a mental alarm that alerts you (and only you) so long as you remain within 1 mile of the warded area.  This alarm will awaken you for normal sleep, but does not otherwise disturb concentration.
 Actions such as "leaving the warded area" or "entering the warded area" are valid actions, as are actions such as "attacking another creature in the warded area," "using a technique in the warded area," or "escaping from your chains in the warded area."  You cannot specify multiple actions, so "leaving the warded area or escaping from your chains in the warded area" is not a valid action.
 Ethereal or astral creatures do not trigger the alarm.
« Last Edit: September 16, 2012, 03:55:23 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Sun
« Reply #2 on: September 13, 2012, 05:59:48 PM »
ACCEPT SUFFERING
 Sun (Burst) [Healing]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Will negates (harmless)
 Technique Resistance: Yes (harmless)
 Tama: 4
 You remove several adverse conditions affecting another creature, transferring them to yourself.  When you use this technique you may transfer the following conditions from your target to yourself: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, stunned, and/or poisoned.  You cannot transfer conditions your target isn't affected by.  If any of the conditions you transfer have a duration, the remainder of the duration is passed on to you.
 You cannot transfer a condition if you are immune to that condition.  Attempting to transfer a condition you are immune to instantly ends the technique.

FREE THE SOUL
 Sun (Fundamental) [Healing]
 Level: Initiate
 Usage Time: 1 round
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Will negates (harmless)
 Technique Resistance: Yes (harmless)
 Ritual Benefit: +2 circumstance bonus on Fortitude saves
 This fundamental frees victims from enchantments, transmutations, and curses.  This fundamental can reverse even an instantaneous effect, such as memory hacking.  For each effect to be dispelled, you make a technician level check (1d20 + technician level) against a DC of 11 + the technician level of the effect.  Success means that the creature is free of the technique, curse, or effect.  For a cursed magic item, the DC is 25.
 If the effect is one that cannot be dispelled by analysis disassemble, this fundamental works only if that technique is initiate or lower.
 If the effect comes from some permanent akashic item this fundamental does not remove the curse from the item, but it does frees the victim from the item's effects.
 Effects negated by the break enchantment spell are negated by this fundamental.

LIFE LINE
 Sun (Burst) [Healing]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: 1 round/level
 Saving Throw: Will negates (harmless)
 Technique Resistance: Yes (harmless)
 Tama: 4
 The target of this technique is unable to die from hit point damage.  For the duration of this technique, the normal limit of -9 hit points before a character dies is extended without limit.  A condition or spell that destroys enough of the target's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.
 This technique does not prevent the subject from entering the dying state by dropping to –1 hit points.  It merely prevents death as a result of hit point loss.
 If the subject has fewer than –9 hit points when the technique's duration expires, it dies instantly.
 A creature can only be affected by this technique once every 24 hours.

RAPID NEEDLEWORK
 Sun (Boost) [Healing]
 Level: Initiate
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 4
 You create threads of akashic energy and rapidly stitch your wounds closed.  The energy within the threads both keeps the wounds closed and speeds up the healing process.  You can cure yourself of 4d6 points of damage.  As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
 Augment: For every additional tama you spend, this technique heals an additional 1d6 points of damage.

REFRESHING LIGHT
 Sun (Edict) [Healing]
 Level: Initiate
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Will negates (harmless) (edict)
 Technique Resistance: Yes (harmless) (edict)
 Tama: 4
 You fold your territory around your allies wounds, compelling them to heal.  Allies within your territory gain fast healing 1.
 Augment: For every additional tama you invest, the fast healing from this technique increases by 1.

RETURN THE UNRETURNED
 Sun (Fundamental)
 Level: Initiate
 Usage Time: 1 round
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One recently dispelled or dismissed technique or effect
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +2 circumstance bonus on Astrology checks
 By providing a recently dispelled or dismissed technique or effect with energy, you can return it to normal functionality.  You restore a technique or effect that has just been dispelled or dismissed within the last round.  Provided that it had duration remaining, it resumes immediately with all its former attributes.

RE:HARMONIZE
 Sun (Burst) [Healing]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 4
 This technique immediately ends the following adverse conditions: ability damage, blinded, deafened, diseased, exhausted, fatigued, immobilized, sickened, and poisoned.
 Augment: If you spend 3 additional tama, this technique also ends the confused, dazed, dazzled, insanity, nauseated, and/or stunned conditions, and can be used even while affected by those conditions.

SECOND CHANCE
 Sun (Counter)
 Level: Initiate
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 4
 If you would fail a saving throw, you may use this technique to immediately reroll that saving throw.  You must abide by the result of the new saving throw, even if it is lower than the first.

SOLAR MIND
 Sun (Boost)
 Level: Initiate
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 4
 By channeling akashic energies through your body, you can temporarily boost your mental abilities.  This technique grants a +4 enhancement bonus to one of your mental ability scores, Intelligence, Wisdom, or Charisma, adding the usual benefits of a high ability score.
 Augment: For every 3 additional tama you spend, this technique grants a +4 enhancement bonus to another ability.

SOLAR RESISTANCE, GREATER
 Sun (Edict) [Energy]
 Level: Initiate
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Will negates (harmless) (edict)
 Technique Resistance: Yes (harmless) (edict)
 Tama: 4
 If any ally within your territory takes energy damage, this technique immediately grants all allies within your territory resistance 20 against that type of energy.  Once the energy type protected against by a particular usage of this technique is set, it can't be changed.
 Augment: For every additional tama you invest, the energy resistance granted by this technique increases by 5.

SOLAR TRAVELER
 Sun (Fundamental)
 Level: Initiate
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +2 circumstance bonus on Survival checks
 This fundamental protects you from the dangers of other planes, including extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150).
 This fundamental provides protection from the 3d10 points of fire damage that you would normally take when on a plane with the fire-dominant trait.  This fundamental allows you to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane.  You can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal your full normal hit point total.  Negative-dominant planes don't deal damage or bestow negative levels to you.
 The DM can add additional protections for a cosmology he creates.  If the campaign has an Elemental Plane of Cold, for example, this fundamental protects against the base cold damage dealt to everyone on the plane.
 The effects of gravity traits, alignment traits, and magic traits aren't negated by this fundamental, nor is the special entrapping trait of certain planes (such as Elysium and Hades).
 The fundamental does not provide protection against creatures, native or otherwise, nor does it protect against techniques, special abilities, or extreme and nonnatural formations within the plane.  This fundamental allows you to survive on the Elemental Plane of Earth, for instance, but it won't protect you if you walk into a pool of magma on that same plane.
 You can discharge this fundamental as an immediate action.

TRAVEL WARDING
 Sun (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: Medium (100 ft. + 10 ft./level)
 Area: 20-ft.-radius emanation centered on a point in space
 Duration: 24 hours (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +2 circumstance bonus on Will saves
 You create a warding that temporarily protects against interplanar intrusion.  This includes techniques and abilities that use other planes, including hop through amala, skip through amala, jump through amala, shortwave communication, broadband communication, and harmonic communication.
 Summoning and calling effects do not function within the warded area, but summoned and called creatures outside a the area can be sent inside it.
 Gate effects and other portals cannot be created within the warded area, but existing portals are unaffected by the fundamental.  Creatures on coterminous or coexistent planes (DMG 150) must retreat to the edge of the warded area and cannot enter the corresponding area on the coterminous or coexistent plane.
« Last Edit: September 22, 2012, 11:19:17 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Sun
« Reply #3 on: September 13, 2012, 06:02:10 PM »
ACCEPT MISERY
 Sun (Burst) [Healing]
 Level: Master
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Will half (harmless)
 Technique Resistance: Yes (harmless)
 Tama: 7
 You cure another creature's deep injuries, transferring some of its damage to yourself.  When you use this technique you transfer up to 7 points of ability drain or up to 7 negative levels from the target to yourself.  You cannot transfer ability drain if you are immune to ability drain.  You cannot transfer negative levels if you are immune to negative levels.  This technique cannot reverse energy drain and cannot restore levels or Constitution points lost due to death.
 Augment: For every additional tama you spend, you can transfer 1 additional point of energy drain or negative level.

AKASHIC SURGERY
 Sun (Fundamental) [Healing]
 Level: Master
 Usage Time: 1 minute
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Will negates (harmless)
 Technique Resistance: Yes (harmless)
 Ritual Benefit: +3 circumstance bonus on Heal checks
 You reach deep into the target with tendrils of akashic energy, righting what has been put wrong.  You can remove any instantaneous or permanent effect caused by a technique with this fundamental.  These effects end or are negated as soon as this technique is used.
 You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained.  Also, you can restore levels
 lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your technician level.
 You can also remove all akashic effects penalizing the subject's ability scores, heal all ability damage, and remove any ability drain affecting the subject.  This fundamental negates all forms of insanity, confusion, and so on, but it does not restore levels or Constitution points lost due to death.

BRILLIANT LIGHT
 Sun (Boost)
 Level: Master
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 7
 By charging your weapon with akashic energy from the sun icon, you give it the power to strike through nonliving matter.  You transform a single melee weapon, natural weapon, thrown weapon, or group of projectiles into a weapon with the brilliant energy special ability (DMG 224).  If this technique is used to transform arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target.  Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this technique.
 Augment: For every additional tama you spend, you may transform an additional melee weapon, natural weapon, thrown weapon, or group of projectiles.

EMERGENCY NEEDLEWORK
 Sun (Counter) [Healing]
 Level: Master
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 7
 If you would be subjected to an effect that would kill you, you may use this technique to immediately trigger a re:stitch and re:cleanse technique upon you.  Treat the techniques as if they were used with the same amount of tama you spent on this technique.  If the killing effect is one that causes harm in the way that re:stitch or re:cleanse can repair, you do not actually die, saved by the technique.  If the effect is one that those techniques cannot repair, this technique cannot prevent your death.
 Augment: You may spend additional tama on this technique to increase the effects of the triggered re:stitch and re:cleanse techniques.

OUTER BODY
 Sun (Fundamental)
 Level: Master
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 round/level (D)
 Ritual Benefit: +3 circumstance bonus on Strength checks
 You accept akashic and otherworldly energies into your body and transform.  Your size increases by two categories, your height quadruples, and your weight increases by a factor of sixty-four.  Your features shift towards those of the kami.  If you are already a kami, you features become even more kami-like.  You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision out to 60 ft., and Technique Resistance of 12 + your technician level.  These modifiers replace the normal modifiers for increasing your size.
 This fundamental doesn't change your base speed.  Determine space and reach as appropriate for your new size.
 If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process.  If you fail, you are constrained without harm by the materials enclosing you---this fundamental cannot crush you by increasing your size.
 All equipment you wear or carry is similarly enlarged by this fundamental.  Melee weapons deal more damage.  Other magical properties are not affected by this spell.  Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size.  This means that thrown and projectile weapons deal their normal damage.

RE:STORATION
 Sun (Burst) [Healing]
 Level: Master
 Usage Time: 1 standard action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 7
 By bathing yourself in the sun's akashic energies, you can purge yourself of various forms of damage.  You can restore up to 7 points permanently drained from ability scores or dispel up to 7 negative levels.  This technique cannot reverse energy drain and cannot restore levels or Constitution points lost due to death.
 Augment: For every additional tama you spend, this technique can restore an additional 1 point permanently drained from an ability core or dispel an additional negative level.

RE:VIVIFY
 Sun (Burst) [Healing]
 Level: Master
 Usage Time: 1 standard action
 Range: Touch
 Target: Dead creature touched
 Duration: Instantaneous
 Saving Throw: None; see text
 Technique Resistance: Yes (harmless)
 By taking some of your own life force and forcing it into a recently deceased creature, you can bring them back to life.  You can only use this technique within 1 round of the target's death.
 A raised creature is restored to -1 hit points (but is stable).  Any ability scores damaged to 0 are raised to 1.  Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.  While the technique closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.  Otherwise, missing parts are still missing when the creature is brought back to life.  None of the dead creature's equipment or possessions are affected in any way by this technique.
 The target's soul must be free and willing to return. If the target's soul is not willing to return, the technique does not work; therefore, a subject that wants to return receives no saving throw.  A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.  Constructs, elementals, outsiders, and undead creatures can't be raised.  The spell cannot bring back a creature that has died of old age.
 Once you have used this technique to raise a target, you can't use this technique on that target again for 24 hours.  Any tama spend on this technique can't be recovered until an hour has passed.

SOCIOPHOBIC/SOCIOPHILIC WARDING
 Sun (Fundamental)
 Level: Master
 Usage Time: 1 minute
 Range: Medium (100 ft. + 10 ft./level)
 Area: 20-ft.-radius emanation centered on a point in space
 Duration: 24 hours (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +3 circumstance bonus on Sense Motive checks
 You create a warding that functions in one of two ways.
 Sociophobic: The warding repels either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.  The kind of creature to be affected must be named specifically.  A creature subtype is not specific enough.  Likewise, the specific alignment to be repelled must be named.
 Creatures of the designated kind or alignment feel an overpowering urge to leave the warded area.  A compulsion forces them to abandon the area, shunning it and never willingly returning to it while the fundamental is in effect.  A creature that makes a successful saving throw can stay in the area but feels uncomfortable doing so.  This distracting discomfort reduces the creature's Dexterity score by 4 points.
 Sociophilic: The warding attracts either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.  The particular kind of creature to be affected must be named specifically.  A creature subtype is not specific enough.  Likewise, the specific alignment must be named.
 Creatures of the specified kind or alignment feel elated and pleased to be in the warded area.  The compulsion to stay in the area is overpowering.  If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later.  If this save fails, the affected creature attempts to return to the area.

SOLAR PROTECTION
 Sun (Edict)
 Level: Master
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Will negates (harmless) (edict)
 Technique Resistance: Yes (harmless) (edict)
 Tama: 7
 All allies within your territory are immune to all death spells, magical death effects, energy drain, and any negative energy effects.  This technique doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.  This technique does not protect against other sorts of attacks even if those attacks might be lethal.
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