ACTION AT A DISTANCE Star (Fundamental)
Level: Apprentice
Usage Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature weighing up to 5 lbs./level
Duration: Concentration
Saving Throw: Will negates (object)
Technique Resistance: Yes (object)
Ritual Benefit: +1 circumstance bonus on Strength checks
This fundamental can lift an object and move it at will from a distance. As a move action, you can propel the target up to 20 feet in any direction, although the technique ends if the distance between you and the subject ever exceeds the technique's range.
A creature can negate the effect against an object it possesses with a successful Will save or if you fail to overcome its spell resistance.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The technique has an effective Strength of 10.
AKASHIC ARMOR Star (Fundamental) [Force]
Level: Apprentice
Usage Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level (D)
Ritual Benefit: +1 deflection bonus to AC
You gather a mass of akashic energy and form it into a shield and set of armor. You gain a +2 armor bonus to AC and a +2 shield bonus to AC, with an additional +1 armor and shield bonus for every 4 levels you have. Unlike mundane armor and shields, the armor and shield created by this technique entails no armor check penalty, arcane spell failure chance, or speed reduction. Since the created armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
You cannot remove the armor or the shield, though you can dispel them individually. If you dispel the armor, you lose the armor bonus to AC. If you dispel the shield, you lose the shield bonus to AC. You are automatically proficient with the armor and shield created by this fundamental.
ANALYSIS IDENTIFICATION Star (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Ritual Benefit: +1 circumstance bonus on Appraise checks
By searching the Akashic Records for information on the objects, you can uncover various bits of information. This fundamental determines all properties of a single akashic item, including how to activate those functions (if appropriate), and how many charges are left (if any). This fundamental does not function when used on an artifact.
Once you use this fundamental on an object, you cannot use it again on that object for 24 hours.
CRYSTAL SHOT Star (Burst)
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Technique Resistance: No
Tama: 1
Upon using this technique, you fire a razor-sharp shard of crystal at your target. The ray deals 1d6 points of piercing damage.
Augment: For every additional tama you spend, this technique's damage increases by 2d6 points.
EPHEMERAL BARRIER Star (Counter)
Level: Apprentice
Usage Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Tama: 1
You can coat yourself with crystalline energy, protecting your body from harm. You gain DR 5/cold iron. If you would use this ability in response to an attack, you must use this technique before damage is rolled.
Augment: For every 2 additional tama you spend, the DR from this technique increases by 5.
EPHEMERAL BLADE Star (Boost)
Level: Apprentice
Usage Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Tama: 1
You can sheathe your weapon in crystalline energy, increasing its sharpness. You gain a +1 bonus on attack rolls and damage rolls.
Augment: For every additional tama you spend, the bonus on attack rolls and damage rolls from this technique increases by 1.
EPHEMERAL WARD Star (Counter)
Level: Apprentice
Usage Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Tama: 1
You can surround yourself with a crystalline ward, making you harder to harm through physical and supernatural means. You gain a +1 bonus to AC and on all saving throws. If you would use this in response to an attack, you must use this technique before the attack roll is rolled and before you attempt any saving throws.
Augment: For every additional tama you spend, the bonus to AC and on saving throws increases by 1.
FIELD OF NEEDLES Star (Edict)
Level: Apprentice
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: Reflex half
Technique Resistance: No
Tama: 1
You fill you territory with sharp crystals. Any opponent entering, passing through, or leaving your territory takes 1d6 points of piercing damage. An opponent can only be affected by this technique once per turn. For example, an opponent who enters your territory from one location and leaves from the opposite location would only take damage from this technique once as long as all that movement took place during the same turn.
If you would move such that a creature would be considered to have entered, left, or moved through your territory, that creature is not affected by this technique. For example, you cannot force a creature to take damage from this technique by moving adjacent to them. However, techniques that would force a creature to move against its will, such as
kinetic distortion, can cause a creature to enter, exit, or move through your territory, and as such be affected by this technique.
Augment: For every additional tama you invest, this technique's damage increases by 1d6 points.
ISOLATED WORLD Star (Edict)
Level: Apprentice
Usage Time: 1 move action
Range: Territory
Area: Territory
Duration: Edict
Saving Throw: Will; see text
Technique Resistance: Yes
Tama: 1
By separating your territory from the outside world, you can create a barrier that almost nothing can cross. No creature inside your territory can attack or otherwise affect any creature outside of your territory, and no creature outside your territory can attack or otherwise affect any creature inside your territory. In effect, the boundary of your territory blocks line of effect, though not line of sight. In addition, any creature attempting to cross the boundary of your territory must succeed on a Will save.
If you would move such that a creature would be considered to have crossed the boundary of your territory, it does not have to make a Will save to cross the boundary.
PSYCHOMETRY Star (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Technique Resistance: Yes (object)
Ritual Benefit: +1 circumstance bonus on Gather Information checks
You can learn details of an inanimate object's previous owner. By searching the Akashic Records for information on the object, you can uncover various bits of information. This fundamental will tell you the previous owner's race, gender, age, alignment, and how they gained and lost the object in question. This fundamental will not identify casual users as owners. An object without any previous owner yields no information.
Once you use this fundamental on an object, you cannot use it again on that object for 24 hours.
STARLIGHT ARROW Star (Burst) [Force]
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Technique Resistance: Yes
Tama: 1
You create a ray of force that shoots forth from your hand and strikes a target within range, dealing 1d4 points of force damage.
Augment: For every additional tama you spend, this technique's damage increases by 2d4.
STEAM VECTOR Star (Burst) [Energy]
Level: Apprentice
Usage Time: 1 standard action
Range: Territory
Area: Territory
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Technique Resistance: Yes
Tama: 1
Upon using this technique, you choose acid, cold, electricity, fire, or sonic. You call forth a burst of vectors from the ground, dealing 1d6 points of damage of the chosen type to every creature within your territory.
Acid: A burst of this energy type deals an additional 1 point of acid damage per die after 1 round.
Cold: A burst of this energy type deals an additional 1 point of cold damage per die. The saving throw to negate damage from a cold burst is a Fortitude save instead of a Reflex save.
Electricity: Using a burst of this energy type provides a +2 bonus to this technique's save DC.
Fire: A burst of this energy type deals an additional 1 point of fire damage per die.
Sonic: A burst of this energy type deals 1 point less damage per die, but ignores hardness.
Augment: For every additional tama you spend, this technique's damage increases by 2d6.
STORAGE CRYSTAL Star (Fundamental)
Level: Apprentice
Usage Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One storage crystal
Duration: Instantaneous
Saving Throw: None
Technique Resistance: No
Ritual Benefit: +1 circumstance bonus on all Craft checks
You fold space and time onto itself, forming a Diminutive crystal. Do to how it was formed, the crystal is much larger on the inside than on the outside, and can be used to store objects. The maximum weight a storage crystal can contain is given on the following table.
Level | | Maximum Weight |
1st-5th | | 250 lbs. |
6th-10th | | 500 lbs. |
11th-15th | | 1000 lbs. |
16th+ | | 1500 lbs. |
If the storage crystal is overloaded or destroyed (from inside or outside), its contents spill out, unharmed. The storage abilities of a storage crystal are suppressed by an
antimagic field. Nothing can be put into or removed from a storage crystal while the crystal is inside an
antimagic field. If the crystal is destroyed while in an
antimagic field, its contents spill out as normal.
If living creatures are placed within the crystal, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a storage crystal always takes a full-round action.
The storage crystal has hardness 5, 10 hit point, and weights 1 pound, regardless of what is put inside it. You can never have more than one storage crystal at a time. If you create a second storage crystal, the first immediately disintegrates.
VECTOR ARROW Star (Burst) [Energy]
Level: Apprentice
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Technique Resistance: Yes
Tama: 1
Upon using this technique, you choose acid, cold, electricity, fire, or sonic. You create a vector of the chosen type that shoots forth from your hand and strikes a target within range, dealing 1d6 points of damage of the chosen energy type.
Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
Cold: A vector of this energy type deals an additional 1 point of cold damage per die.
Electricity: Using a vector of this energy type provides a +2 bonus on your attack roll.
Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
Augment: For every additional tama you spend, this technique's damage increases by 2d6.
VECTOR BLADE Star (Edict) [Energy]
Level: Apprentice
Usage Time: 1 move action
Range: Personal
Effect: One created melee weapon
Duration: Edict
Saving Throw: None
Technique Resistance: Yes
Tama: 1
Upon using this technique, you choose acid, cold, electricity, fire, or sonic. You fold your territory into a semisolid blade of crystalline energy of the chosen type. The blade functions like a melee weapon with the following properties depending on the chosen type.
Acid: The blade deals 1d6 points of acid damage (crit x4).
Cold: The blade deals 1d8 points of cold damage (crit 19-20/x2).
Electricity: The blade deals 1d6 points of electricity damage (crit 18-20/x2).
Fire: The blade deals 1d8 points of fire damage (crit x3).
Sonic: The blade deals 1d6 points of sonic damage (crit x2) and ignores hardness.
You are always proficient with your vector blade, which you wield as a light weapon. The wielder of a vector blade may choose to gain a bonus on her attack and damage rolls equal to her Akashic Ability modifier. If she does so, this replaces the usual benefits to her attack rolls and damage rolls she would gain from a high Strength score.
The vector blade can be broken (it has hardness 10 and 10 hit points) and breaking the blade automatically ends the effect. Releasing the blade also automatically ends the effect and returns the user's territory to normal. A vector blade is considered a magic weapon for the purpose of overcoming damage reduction. A vector blade starts with a +1 enhancement bonus.
You can use feats such as Power Attack or Combat Expertise in conjunction with a vector blade just as if it were a normal weapon. You can also choose vector blade for feats requiring a specific weapon choice, such as Weapon Specialization. Techniques or spells that upgrade weapons can be used on a vector blade.
You can always channel techniques through a vector blade, even if you are not normally capable of channeling techniques. A mamono can channel techniques through a vector blade even though
it isn't a natural weapon.
Augment: For every 2 additional tama you invest, the vector blade's enhancement bonus increases by 1. A vector blade can never have an enhancement bonus greater than +5.