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.