Author Topic: Icon - Meteor  (Read 1292 times)

Offline Hanako Tachibana

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Icon - Meteor
« on: September 13, 2012, 01:13:33 PM »
METEOR TECHNIQUES
APPRENTICE METEOR TECHNIQUES
 Bleeding Ears: Damage target's ears, deafening them temporarily.
 Clinging Territory: Impede the motion of enemies through territory.
 Distort Balance: Distort target's sense of balance, dazing them.
 Hexed HexA: Lower target's DR and ER.
 Lengthen LimbA: Alter the length of a limb, granting reach.
 Induce Fear: Induce fear in target, causing them to flee.
 Reject PainA: Transfer your wounds to another.
 Twist DefensesA: Lower target's defensive abilities.
 Twist OffensesA: Lower target's offensive abilities.
 Warp FleshA: Warp touched creature's flesh, causing ability damage.

APPRENTICE METEOR FUNDAMENTALS
 Akashic Script: Read and write magical texts.
 Magic of Sustenance: Go without food, water, or sleep for a day.
 Metabolic Temperature: Exist comfortably in extreme temperatures.
 See the Supernatural: Identify various akashic effects.
 Visionary Enhancement: Improve your ability to see in dark conditions.

INITIATE METEOR TECHNIQUES
 Bloodshot Eyes: Damage target's eyes, blinding them temporarily.
 Enhance NervesA: Enhance your reaction time, giving you a bonus to initiative.
 Pin MusclesA: Lock target's muscles in place, removing their move action.
 Reject Suffering: Transfer various negative conditions to another.
 Stale AirA: Lower enemies' saves in territory.
 Un:Echo Copy recently used techniques.
 Un:Weave Counter techniques as they are used.
 Warp MindA: Warp touched creature's mind, causing ability damage.

INITIATE METEOR FUNDAMENTALS
 Aquamorphism: Gain the ability to breath and swim in water.
 Memory Hacking: Edit target's memories.
 Pursue Traveler: Detect the use of teleportation effects, as well as their destinations.
 Sense the Seer: Detect the use of scrying effects, as well as the seer behind them.

MASTER METEOR TECHNIQUES
 Dead Flesh: Gain some of the properties of the dead.
 Evil EyeA: Drive fear into target's heart with a glance.
 Ragged VeinsA: Cause target's veins to burst from its body, entangling it and nearby creatures.
 Reject MiseryA: Transfer energy drain and negative levels to another.
 Re:Versal: Redirect target technique upon its user.
 Un:Connected: Prevent technique use within your territory.

MASTER METEOR FUNDAMENTALS
 Meteor Crater: Transform your mind into a dangerous nightmare for those who try to enter it.
 Open Eyes: See things as they truly are.
 Variable Symbol: Affect those who trigger inscribed symbol with a technique.
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Offline Hanako Tachibana

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Re: Icon - Meteor
« Reply #1 on: September 13, 2012, 01:58:18 PM »
AKASHIC SCRIPT
 Meteor (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour (D)
 Ritual Benefit: +1 circumstance bonus on Decipher Script and Forgery checks
 Once you have used this fundamental, you can read and write magical texts.  This fundamental lets you decipher the magical inscriptions on books, scrolls, weapons, and the like, as well as anything written with this technique.  This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed text.  This fundamental also allows you to write magical texts.  You do not require a writing implement to do so.
 This fundamental is required to create physical horoscopes and terminal schematics.

BLEEDING EARS
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 1
 You cause your target's eardrums to rupture.  The target is deafened for the duration of the technique.  A deafened creature takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of failure when using techniques with verbal components.
 A Heal check (DC 10 + this technique's converted level + your Akashic Ability modifier) or any affect that restores hit points automatically ends this effect.

CLINGING TERRITORY
 Meteor (Edict)
 Level: Apprentice
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: None
 Technique Resistance: No
 Tama: 1
 You impose your will on the ground beneath your feet, commanding it to hamper the passage of your enemies.  Enemies treat the terrain within your territory as difficult terrain.

DISTORT BALANCE
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 1 round
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 1
 By interfering with the target's sense of balance, you prevent it from taking actions.  The target must succeed on a Will save, or be dazed for 1 round.  A dazed subject is not stunned, so attackers get no special advantage against it.

HEXED HEX
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature or object
 Duration: 3 rounds
 Saving Throw: Will negates (object)
 Technique Resistance: Yes
 Tama: 1
 You wrap the target in an akashic curse, interfering with their defenses.  If the target is a creature, its damage reduction and energy resistances are lowered by 5 (to a minimum of 0).  If the target is an object, its hardness is lowered by 5 (to a minimum of 0).
 Augment: For every 2 additional tama you spend, the target's damage reduction, energy resistances, and/or hardness is lowered by an additional 5.

INDUCE FEAR
 Meteor (Burst) [Fear, Mind-Affecting]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Touch
 Target: One creature
 Duration: 2 rounds
 Saving Throw: Will partial
 Technique Resistance: Yes
 Tama: 1
 You reach out and cause the target's brain to fill with fear.  The target becomes frightened for half the duration of the technique (rounded down).  The target is then shaken for the remainder of the duration.  If the target succeeds on a Will save, or has more than twice as many HD as you, it is instead shaken for the entire duration.  If the target succeeds on a Will save and has more than twice as many HD as you, it is unaffected by this technique.
 A creature who successfully saves cannot be effected by your induce fear for 24 hours.
 Augment: For every 2 additional tama you spend, the duration of this technique increases by 1.

LENGTHEN LIMB
 Meteor (Boost)
 Level: Apprentice
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 1
 You cause one or both of your arms to swell and mutate, extending your natural reach by 5 feet.
 Augment: For every 2 additional tama you spend, this technique extends your natural reach by another 5 feet.

MAGIC OF SUSTENANCE
 Meteor (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Target: You
 Duration: Instantaneous
 Ritual Benefit: +1 circumstance bonus on Fortitude saves
 Upon using this fundamental, choose food, water, or sleep.  You can go without the chosen necessity for one day.  The fundamental manufactures the required food, water, or energy within your body.  Using this fundamental to go without sleep does not free an arcane or similar caster from needing to rest to prepare their spells.

METABOLIC TEMPERATURE
 Meteor (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +1 circumstance bonus on Survival checks
 By controlling your body temperature, you can withstand hot and cold environments without harm.  You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.  Your equipment is not protected.
 This fundamental doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

REJECT PAIN
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Fortitude half
 Technique Resistance: Yes
 Tama: 1
 You pull some of the pain out of your own body and force it upon your target.  When you use this technique you can heal as much as 1d6 points of damage.  You regain a number of hit points up to the dice result (you cannot regain more hit points than your maximum) and the target loses a number of hit points equal to twice the number of hit points you regained.  Effects and abilities such as damage reduction or regeneration do not lessen or change this damage.  The damage transfered by this technique has no type, so even if the target has immunity to the type of damage you took originally, the transfer occurs normally and deals hit point damage to the target.
 Alternatively, you can use this technique to transfer 1 point of ability damage from yourself to the target.  If you attempt to transfer ability damage to a target who is immune to ability damage, this technique automatically fails.
 Augment: For every additional tama you spend, you can heal an additional 1d6 points of damage (if transferring damage) or an additional point of ability damage (if transferring ability damage).

SEE THE SUPERNATURAL
 Meteor (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 Astrology checks
 With this fundamental, you can detect akashic auras.  An akashic aura is given off by any active or permanent technique, or during the use of any akashic feat.  Characters who have levels in a technician class, creatures with the akashic subtype, and creatures with the Wild Harmonic feat possess akashic auras.  The amount of information revealed by the use of this fundamental depends on how long you study a particular area or subject.
 1st Round: Presence or absence of akashic auras.
 2nd Round: Number of different akashic auras and the strength of the most potent aura.
 3rd Round: The strength and location of each aura.  If the items or creatures bearing the auras are in line of sight, you can make Astrology checks to determine the icon involved in each aura.  (Make one check per aura; DC 15 + technique converted level, or 15 + 1/2 technician level for an effect that is not created by a technique, such as that of an akashic item.)
 Akashically charged locations, multiple icons, or strong local akashic emanations may confuse or conceal weaker auras.
 Aura Strength: An akashic aura's strength depends on a functioning technique's converted level or an item's technician level.  If an aura falls into more than one category, this technique indicates the stronger of the two.  Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the technique ends.
 Lingering Aura: An akashic aura lingers after its original source dissipates (in the case of a technique) or is destroyed (in the case of an akashic item).  If this technique is used and directed at such a location, the technique indicates an aura of dim (even weaker than a faint aura).  How long the aura lingers at this dim level depends on its original strength.
 Each round, you can turn to detect akashic auras in a new area.  You can tell the difference between magical and akashic auras.  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.

     Faint Aura     Moderate Aura     Strong Aura     Overwhelming Aura
Technique (converted level)     1st-3rd     4th-6th     7th-9th     10th+
Item (technician level)     1st-6th     7th-12th     13th-20th     21st+
Lingering Aura     1d6 minutes     1d6x10 minutes     1d6 hours     1d6 days

TWIST DEFENSES
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 1
 You alter various key parts of the target's body, limiting their ability to protect themselves from physical or supernatural forces.  The target takes a -3 penalty to its Armor Class and a -3 penalty on saving throws.
 Augment: For every additional tama you spend, the penalties given by this technique increase by -1.

TWIST OFFENSES
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 1
 You alter various key parts of the target's body, limiting their ability to harm others.  The target takes a -3 penalty on attack rolls and damage rolls.
 Augment: For every additional tama you spend, the penalties given by this technique increase by -1.

VISIONARY ENHANCEMENT
 Meteor (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +1 circumstance bonus on Spot checks
 You gain darkvision out to 60 feet as well as a +2 bonus to Spot checks.

WARP FLESH
 Meteor (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 1
 Your touch causes the target's flesh to warp and twist, damaging it and rendering it useless for most purposes.  The target takes 1d4 points of Strength damage, 1d4 points of Dexterity damge, or 1d2 points of Constitution damage.
 Augment: For every 2 additional tama you spend, this technique's damage increases by 1 die (+1d4 for Strength or Dexterity damage, +1d2 for Constitution damage).
« Last Edit: March 19, 2013, 09:45:43 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Meteor
« Reply #2 on: September 13, 2012, 02:02:20 PM »
AQUAMORPHISM
 Meteor (Fundamental)
 Level: Initiate
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +2 circumstance bonus on all Swim checks
 By subtly mutating your body, this fundamental gives you the ability to breath water as well as air, to swim as well as some sea creatures, and to withstand the dangers of deep water.  You can swim at a speed equal to your base land speed.  In addition, you are immune to the negative effects of temperature and pressure in extreme depths of water.
 Should the duration expire while you are still submerged, the technique fails slowly.  You may choose to float upward at a rate of 60 feet per round for 1d6 rounds.  If you reach the surface in that amount of time, you surface safely.  If not, your water breathing and protection from the negative effects of deep water ends.  Since dispelling a technique effectively ends it, you may also ascend in this way if the technique is dispelled, but not if it is negated by an antimagic field or similar effect.
 You can discharge this fundamental as an immediate action.

BLOODSHOT EYES
 Meteor (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates
 Technique Resistance: yes
 Tama: 4
 You cause the veins in your target's eyes to burst.  The target is blinded for the duration of the technique.  A binded creature takes a -2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks.  All checks and activities that rely on vision (such as reading and Spot checks) automatically fail.  All opponents are considered to have total concealment (50% miss chance) to the blinded character.
 A Heal check (DC 10 + this technique's converted level + your Akashic Ability modifier) or any affect that restores hit points automatically ends this effect.

ENHANCE NERVES
 Meteor (Counter)
 Level: Initiate
 Usage Time: 1 free action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 4
 You enhance your reaction time, letting you act earlier in combat.  When combat begins, before you would have to roll for initiative, you may use this technique to give yourself a +4 bonus on your initiative roll.
 Augment: For every additional tama you spend, the bonus on initiative rolls from this increases by 1.

MEMORY HACKING
 Meteor (Fundamental) [Mind-Affecting]
 Level: Initiate
 Usage Time: 1 minute
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Will negates
 Technique Resistance: Yes
 Ritual Benefit: +2 circumstance bonus on Will saves
 You dive deep into the target's mind, looking for a single memory and changing it subtly.  Upon using this fundamental, choose a single memory of the target's.  You can choose something as generic as "a time when the target was in danger" or something as specific as "the last five minutes."  The difficulty of the save depends on how well you know the memory you are looking for.
 If you were a part of the memory, the creature takes a -5 penalty on their Will save.  If you have been told about the memory or event by another person (including the target), the creature neither gets a bonus nor takes a penalty.  If you simply describe the sort of memory you are searching for, without any prior knowledge, the creature gets a +5 bonus on its Will save.  If you search for a memory that does not exist, this technique fails as if the target had succeeded on its Will save.
 Once you have found the memory, you may look through it at a rate of 1 round of real time for every minute of memory.  You may also insert, remove, or change one detail of the memory.  For example, if you looked and found a memory of the target being saved from some danger, you could replace their savior with yourself.  What guard wouldn't open the gate for the hero who saved them from goblins when they were 12?
 If you use this fundamental to insert, remove, or change details in the target's memory, traces of tampering are left behind which can be detected with see the supernatural or similar effects.

PIN MUSCLES
 Meteor (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 4
 You pin the target's muscles together, preventing them from moving normally.  The target must succeed on a Fortitude saving throw or be unable to take move actions.
 Augment: If you spend 3 additional tama, the target will be unable to take standard actions instead of move actions.

PURSUE TRAVELER
 Meteor (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: 60 ft.
 Area: 60-ft.-radius spread centered on you
 Duration: 1 hour/level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +2 circumstance bonus on Astrology checks
 You immediately become aware of any attempt to enter or exit the technique's area with a teleportation effect.  The technique's area radiates from you and moves as you move.  You know the location of every amala terminal, anchor sigil, or similar effect within the technique's area.
 If the teleporter both begins and ends their teleportation inside the area, you immediately know both their current location and the location they teleported from.  Otherwise you and the teleporter immediately make opposed technician level checks (1d20 + technician level).  If you beat or match the teleporter's result, one of the following things occurs.
 If the teleporter is using the Amala Corridor effect of the skip through amala or jump through amala fundamentals (or a similar instantaneous teleportation effect) and is teleporting out of the technique's area, you know the direction and distance the teleporter traveled and treat the location they teleported to as if there was an amala terminal there that you knew about for the purposes of teleportation.
 If the teleporter is using the Amala Corridor effect and is teleporting into the technique's area, you know the direction and distance the teleporter traveled and treat the location they came from as if there was an amala terminal there that you knew about for the purposes of teleportation.
 If the teleporter is using the Amala Labyrinth effect of the skip through amala or jump through amala fundamentals (or a similar extended teleportation effect) and is teleporting out of the technique's area, you know the location in the Amala Labyrinth that the teleporter teleported to, and could teleport to that part of the Labyrinth yourself.  In addition, you know enough about where the teleporter is going that you could follow or catch up to them inside the Labyrinth.
 If the teleporter is using the Amala Labyrinth effect and is teleporting into the technique's area, you know the direction and distance the teleporter traveled, but do not treat the location they came from as if there was an amala terminal there that you knew about for the purposes of teleportation.  You could still attempt to follow their path back through the Amala Labyrinth yourself.
 Once the duration of this technique expires, you can no longer treat locations as if there was an amala terminal there that you knew about for the purposes of teleportation.  You retain the knowledge of the direction and distance the teleporter traveled (if you got that information), as well as any other information uncovered by this fundamental.

REJECT SUFFERING
 Meteor (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 4
 You pull some of the suffering out of your body and force it upon the target.  When you use this technique you may transfer the following conditions from yourself to the target: blinded, confused, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, and/or poisoned.  You cannot transfer conditions you aren't affected by.  If any of the conditions you transfer have a duration, or would wear off naturally with time, the remainder of that duration is passed on to the target.
 You cannot transfer a condition to a target who is immune to that condition.  Attempting to transfer a condition to an immune target instantly ends the technique.

SENSE THE SEER
 Meteor (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: 60 ft.
 Area: 60-ft.-spread centered on you
 Duration: 1 hour/level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +2 circumstance bonus on Spot checks
 You immediately become aware of any attempt to observe you by means of a scrying technique or effect.  The technique's area radiates from you and moves as you move.  You know the location of every sensor mote, magical sensor, or similar effect within the technique's area.
 If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed technician level checks (1d20 + technician level).  If you beat or match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

STALE AIR
 Meteor (Edict)
 Level: Initiate
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Fortitude negates (edict)
 Technique Resistance: Yes (edict)
 Tama: 4
 By filling your territory with poisonous air, you can lower your enemies resistance to magical effects.  All enemies within your territory take a -4 penalty to all saving throws.
 Augment: For every additional tama you invest, the penalty from this technique increases by -1.

UN:ECHO
 Meteor (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: See text
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Tama: 4
 By reaching into the Akashic Records you can find the traces of a previously used technique and return it to an active state.  Upon using this technique, chose a technique with converted level less than or equal to the converted level of this technique that has been used in the last round and does not have a GP or XP cost.  Both the user and the effect must have been within this technique's range.  You use the chosen technique at the same level of augmentation (without having to spend tama, or spell slots if echoing a spell) using your technician level (use your Akashic Ability modifier to determine the technique's save DC).  You chose the technique's target and make any other choices involved in using it.

UN:WEAVE
 Meteor (Counter)
 Level: Initiate
 Usage Time: 1 immediate action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: See text
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Tama: 4
 You can undo another technician's techniques.  You must beat the other technician on an opposed technician level check (1d20 + technician level).  If you do not, the technique occurs normally.  If you succeed on the check, the other technician's technique is countered, as if you had used the counterspell action successfully.

WARP MIND
 Meteor (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 4
 Your touch causes the target's mind to warp and twist, damaging it and rendering it useless for most purposes.  The target takes 2d4 points of Intelligence, Wisdom, or Charisma damage.
 Augment: For every 2 additional tama you spend, this technique's damage increases by 1d4.
« Last Edit: September 26, 2012, 08:14:37 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Meteor
« Reply #3 on: September 13, 2012, 02:04:55 PM »
DEAD FLESH
 Meteor (Boost)
 Level: Master
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 3 rounds
 Tama: 7
 By flooding your body with the energies of the meteor icon, you temporarily halt your bodily functions.  For the duration of the technique, you have immunity to mind-affecting techniques and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or effects objects.  You do not gain the undead type.  This technique does not change the way you are affected by positive or negative energy.

EVIL EYE
 Meteor (Burst) [Fear, Mind-Affecting]
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 5 rounds
 Saving Throw: Will partial
 Technique Resistance: Yes
 Tama: 7
 You glare at the target, paralyzing it with fear.  The target becomes frightened for half the duration of the technique (rounded down).  The target is then shaken for the remainder of the duration.  If the target succeeds on a Will save, or has more than twice as many HD as you, it is instead shaken for the duration.  If the target has more than twice as many HD as you and succeeds on a Will save it is unaffected by this technique.
 If the target has less than half as many HD as you, it is placed in a catatonic coma for half the duration of the technique (rounded down).  The target is then frightened for the remainder of the duration.  While the target is catatonic, it cannot be awakened by any means short of dispelling the effect.  This is not a sleep effect, and thus elves are not immune to it.  If the target has less than half as many HD as you and succeeds on a Will save, it is instead frightened for the duration of the technique.
 A creature who successfully saves cannot be effected by your evil eye for 24 hours.
 Augment: For every 2 additional tama you spend, the duration of this technique increases by 1.

METEOR CRATER
 Meteor (Fundamental) [Mind-Affecting]
 Level: Master
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +3 circumstance bonus on Will saves
 You twist your mind into a miasma-filled nightmare.  If an enemy uses a mind-affecting technique or effect on you, the enemy becomes confused for 1 round.  (This confusion occurs whether or not the effect successfully affects you.)  A successful Will save (DC 10 + converted level + Akashic Ability modifier) negates this effect and renders that foe immune to this usage of the fundamental.

OPEN EYES
 Meteor (Fundamental)
 Level: Master
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Ritual Benefit: +3 circumstance bonus on Spot checks
 You gain ability to see all things as they actually are.  You see through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.  Further, you can focus your vision to see into the Ethereal Plane (but not into extradimensional spaces).  The range of this effect is 120 feet.
 This fundamental, however, does not penetrate solid objects.  It in no way confers X-ray vision or its equivalent.  It does not negate concealment, including that caused by fog and the like.  This fundamental does not help you see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.  In addition, this fundamental's effects cannot be further enhanced with known magic, so one cannot use this fundamental through a crystal ball or in conjunction with any scrying technique.
 In addition, while this fundamental is active you gain blindsight out to 30 feet.

RAGGED VEINS
 Meteor (Burst)
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: 3 rounds
 Saving Throw: Fortitude negates; see text
 Technique Resistance: Yes; see text
 Tama: 7
 You wrap the target in meteoric energy, causing its veins to burst out of its body and tie tie it in place.  The target takes 13d4 points of damage and is entangled.
 In addition, you can will the veins to entangle others.  Every round for the duration of this technique you can, as a move action, attempt to entangle a creature adjacent to another creature entangled by this technique.  That creature must succeed on a Reflex saving throw or be entangled in the original creature's veins.  The newly entangled creature does not take damage from this technique.  Technique Resistance does not protect against this secondary effect.
 Augment: For every additional tama you spend, this technique's damage increases by 2d4.

REJECT MISERY
 Meteor (Burst)
 Level: Master
 Usage Time: 1 standard action
 Range: Touch
 Target: Creature touched
 Duration: Instantaneous
 Saving Throw: Fortitude negates
 Technique Resistance: Yes
 Tama: 7
 You pull some of the misery out of your body and force it upon the target.  When you use this technique you may transfer up to 7 points of ability drain or 7 negative levels from yourself to the target.  If you attempt to transfer ability drain to a target who is immune to ability drain, this technique automatically fails.  If you attempt to transfer negative levels to a target who is immune to negative levels, this technique automatically fails.  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 an additional point of ability drain or an additional negative level.

RE:VERSAL
 Meteor (Counter)
 Level: Master
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 7
 You may use this technique whenever you would be targeted by a technique that only has you as a target or struck by a technique that creates a ray.  The targeted technique rebounds upon the caster, effecting them as if they were the technique's original target.  Techniques that affect an area, techniques that create an effect (other than a ray), analysis disassemble, or similar effects cannot be reflected in this way.

UN:CONNECTED
 Meteor (Edict)
 Level: Master
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: None
 Technique Resistance: No
 Tama: 7
 By cutting off the space inside your territory from the Akashic Records, you can prevent techniques, technique-like abilities, and supernatural abilities from functioning.  Nothing inside your territory can use techniques, technique-like abilities, or supernatural abilities, and nothing inside your territory can be affected by techniques, technique-like abilities, or supernatural abilities.  In addition, akashic items cannot function within your territory.
 Your territory suppresses any technique or akashic effect used within, brought into, or cast into the area, but does not dispel it.  Time spent within your territory counts against the suppressed technique's duration.
 Summoned creatures of any type and incorporeal undead wink out if they enter your territory.  They reappear in the same spot once the field goes away.  Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature.  If you use this technique in an area occupied by a summoned creature that has technique resistance, you must make a technician level check (1d20 + technician level) against the creature's technique resistance to make it wink out.  (The effects of instantaneous conjurations are not affected by your territory because the conjuration itself is no longer in effect, only its result.)
 A normal creature can enter the area, as can normal missiles.  Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that).  The technique has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures).  Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned.  These creatures' technique-like or supernatural abilities, however, may be temporarily nullified by the field.  The technique analysis disassemble does not undo this edict.
 Two or more un:connected territories sharing any of the same space have no effect on each other.  Artifacts and deities are unaffected by mortal magic such as this.
 Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
 You cannot have another edict in effect while using this technique.

VARIABLE SYMBOL
 Meteor (Fundamental)
 Level: Master
 Usage Time: 1 minute
 Range: 0 ft.
 Effect: One symbol
 Duration: 1 day/level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +3 circumstance bonus on Decipher Script and Forgery checks
 Upon using this fundamental, choose one boost, burst that affects a target, edict, or fundamental that affects a target that you know.  You must choose all details relevant to the technique's usage, excepting target (if relevant).  You must choose an amount of tama to use the technique with (though you do not actually spend or invest the chosen tama).  This amount is limited by your tama capacity.
 You scribe a powerful rune upon a surface.  When triggered, the rune does one of two things.  If you chose a boost, burst, or fundamental, the rune immediately uses the chosen technique upon the triggerer, with them as the target.  The rune will continue to use the chosen technique against triggerers until it has affected a number of targets equal to your Akashic Ability modifier.  No triggerer can be affected more than once by a given rune in a 24 hour period.  If you chose an edict, the rune immediately uses the chosen technique as if the rune was the center of a 30-foot-radius territory.  This territory and edict last for 10 minutes per technician level.
 Until it is triggered, the symbol is inactive (though visible and legible at a distance of 60 feet).  To be effective, the symbol must always be placed in plain sight and in a prominent location.  Covering or hiding the rune renders the symbol ineffective, unless a creature removes the covering, in which case the symbol works normally.
 As a default, the symbol is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.  Regardless of the trigger method or methods chosen, a creature more than 60 feet from the symbol can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune).  Once the fundamental is used, the symbol's triggering conditions cannot be changed.
 In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning.  Throwing a cover over a symbol to render it inoperative triggers it if the symbol reacts to touch.  You can't use a symbol offensively; for instance, a touch-triggered symbol remains untriggered if an item bearing the symbol is used to touch a creature. Likewise, the symbol cannot be placed on a weapon and set to activate when the weapon strikes a foe.
 You can also set special triggering limitations of your own.  These can be as simple or elaborate as you desire.  Special conditions for triggering a symbol can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities.  Intangibles such as level, class, Hit Dice, and hit points don't qualify.
 When scribing the symbol, you can specify a password or phrase that prevents a creature using it from triggering the effect.  Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune.  If the creature leaves the radius and returns later, it must use the password again.
 Akashic script allows you to identify a symbol with a DC 19 Astrology check.  Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
 The symbol can be removed by a successful analysis disassemble targeted solely on the rune.  Destruction of the surface where the symbol is inscribed destroys the symbol but also triggers it.
« Last Edit: September 26, 2012, 07:55:04 PM by Hanako Tachibana »
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