Elder Sign: Blasphemy
As a standard action, grant a creature within Close range (25ft + 5ft/HD) SR equal to your base SR gained through the Dark Resilience class feature (HD+7), as well as treating them as a Child of Zoretha for the purposes of Nondetection from the same ability. It may raise or lower its SR as a free action at any time even if it isn't its turn (except vs divine spells and effects), though you can override control of this and raise or lower this granted SR as a free action yourself. You can also track the creature, as the Status spell. This ability can be negated with a Will Save (DC 10 + 1/2 HD + Highest Mental Ability Score modifier), which it can make upon initially being affected by this ability, and every minute thereafter, and otherwise has a duration of 24 hours. You can only have a number of creatures equal to you Highest Ability Score modifier affected by this ability at any one time, and should you exceed this number, the creature that has had this effect on them the longest is released from its effects.
Elder Sign: Blood Moon
As a Standard Action number of times per day equal to HD/3, you can invoke a blood rage onto a number of targets within close range (25ft + 5ft/HD) equal to your highest mental ability score modifier. This acts as the rage spell with a duration of 1 round per HD. This ability can be negated with a Will Save (DC 10 + 1/2 HD + Highest Mental Ability Score modifier), which it can make upon initially being affected by this ability. At your option, this blood rage can prevent the targets from being able to tell friend from foe, and attack the nearest creature for the duration, though they are entitled to a Will save of the same DC to resist this urge each round.
Upon reaching 10 HD, you can invoke a much more subtle but widespread effect by spending 3 uses of this ability. This effect causes all creatures within a 300ft per HD radius area to become increasingly more irritable, paranoid, and irrational, causing them to reduce the attitude they have towards any creatures they meet by one step each hour they are affected by this ability. Should they be reduced to hostile attitude, they will seek out and attack the nearest creature and will do so until they deal damage or are knocked unconscious, and revert to unfriendly upon doing so. This ability can be negated with a Will Save (DC 10 + Highest Mental Ability Score modifier) made each hour a creature would be affected by it. This effect takes one hour of concentration to take effect and lasts Concentration + 1 hour per HD (such concentrations are full-round actions). Creatures remain affected by this ability so long as they remain within its area of effect, but upon leaving or the effect ends, the creature immediately returns to normal starting attitude. Should any creature affected by this ability be immediately within your presence (100ft), you can grant them a +5 bonus to their rolls as well as ignoring automatical failure on roles of 1. Any creature marked with your Black Sanction Elder Sign is immune to this effect, as are other Zorthians.
Upon reaching 15 HD, creatures will remain hostile until they have killed a creature, are knocked unconscious, or the effect ends
Upon Reaching 18 HD, this effect can be activated with only 1 round of concentration.
Increase the DC of these abilities by 2 during a night with a visible moon overhead.
Elder Sign: Black Sanction
As a standard action, grant a target within close range (25ft + 5ft/HD) your Black Sanction, making it Immune to damage from your Breath Weapon and Elder Signs, the ability to ignore your SR when casting beneficial spells on you (including your Divine SR), and ignore the effects of Dark Visiting. These effects last for 24 hours. This effect can be removed from any number of targets as a swift action.
Elder Sign: Tempest
A number of times per day equal to HD/2, you can cast Fog Cloud as a spell-like ability.
At 8 HD, you can instead cast Sleet Storm, though its descriptor and visual effects change to match your chosen energy affinity, and you are not slowed by its effects nor need to make balance checks.
At 10 HD, you can instead cast Solid Fog, though you are not slowed by its effects nor take the penalties it inflicts.
At 13 HD, you can instead cast Acid Fog, though its descriptor, damage, and visual effects change to match your chosen energy affinity, and you are not slowed by its effects nor take the penalties it inflicts.
At 15 HD, you can use 5 daily uses to instead cast Control Weather. You are limited in what kind of weather effects you can deploy based on your energy affinity (Summer for Fire, Winter for Ice, Autumn for Acid, and Spring for Lightning), but can employ these effects regardless of the current season.
At 18 HD, you can instead cast Storm of Vengence, though its descriptor, energy damage, and visual effects change to match your chosen energy affinity, and you are not slowed by its effects nor take the penalties it inflicts
Elder Sign: Abomination
As a Standard Action a number of times per day equal to HD/3, you can cause a single creature within close range (25ft + 5ft/HD) to be deformed and transform into an ungodly abomination. This acts as either the Polymorph spell or Baleful Polymorph spell, but with a duration of 1 round per HD, and the target is entitled to a Fortitude Save (DC 10 + 1/2 HD + Highest Mental Ability Score modifier) to negate this effect when initially affected, and at the end of each turn it has been affected. While the limits of what kind of creature a target can be transformed into remain the same as the mimicked spells, it is quite clear the assumed forms are unnatural, and aesthetically resembles the targets regular form crudely misshapen so as to achieve the intended shape.
At 8 HD, this effect lasts 1 minute per HD instead, and targets are only granted an additional save every 2 rounds instead of every round.
At 12 HD, this effect lasts 10 minutes per HD instead, and targets are only granted an additional save every minute instead of every 2 rounds.
At 15 HD, this effect becomes permanent, though you can only retain a number of creatures mimicking the effects of Polymorph equal to your Highest Mental Ability Score modifier. Targets are only granted an additional save after 24 hours have passed since the initial save, and no saves thereafter.
Elder Sign: Elements
Choose 1 spell off the Wizard/Sorcerer spell list per 3 HD you possess, which must have a level no higher than half your HD -1 and must have a descriptor matching your energy affinity. By forgoing and setting your breath weapon on cooldown, you can cast any one of those spells as a spell-like ability. Any Save DC required by the spell will be equal to the DC of your breath weapon
Elder Sign: Eons
Gain a constant +2 profane bonus to one ability score of your choice. This bonus can be changed with 1 hour of concentration. This Elder sign can be taken multiple times, and its effects stack with itself.
Target attacks itself each round as a standard action, attempting to remove a phantasmal creature burrowing into their skin. It will use any means available and viable to it to do so, but won't do anything that would outright kill themselves. Such targets believe dealing at least as much damage as your highest mental ability score will dislodge the creature, and indeed, if they inflict this much damage to themselves it will end the effect of the waking nightmare, the target believing the creature removed (only realizing when the full duration of the nightmare has elapsed that the creature was never real to begin with). If the target has no weapon or ability that can normally inflict damage to the burrowing creature/themselves, they will make an unarmed strike against themselves, dealing lethal damage as if they took the -4 penalty to do. A creature attacking themselves under this effect hit themselves automatically, but never risk taking a critical hit or death from massive damage.