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paths:devoted_path:domain:void [2023/06/01 04:33] – created elfinlockspaths:devoted_path:domain:void [2024/11/23 02:01] (current) – [Enlightenment - Relative Disjunction (Su)] elfinlocks
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 //You can call upon the cold darkness between the stars.// //You can call upon the cold darkness between the stars.//
  
-===== Primus - Guarded Mind (Ex) =====+===== Primus - Dark Void (Sp) ===== 
 +<WRAP round box> 
 +You may spend 3 [[priority:magic#mana|MP]] as a Half Action to cast Dark Void on a single creature within Medium range. This Talent draws a creature's consciousness into the space between spaces, and proves to be too much for their psyche in most cases. Creatures affected must make a Will save or fall asleep (no HD limit). However, it takes a Full Action to rouse a creature under the effect of this spell, if they are not awakened by damage. The noise of combat never wakes a creature affected by Dark Void. A creature who saves against Dark Void is [[game_systems:combat:status_conditions#stunned|Stunned]] for 1d4 rounds. 
 +</WRAP> 
 +===== Enlightenment - Relative Disjunction (Su) ===== 
 +<WRAP round box> 
 +You may spend 4 [[priority:magic#mana|MP]] to greatly increase the strength of gravity in a 30 ft. diameter area within Medium range. Creatures in the area are literally crushed to the ground by their own weight in the area. Creatures within the area and all of their equipment weigh twice as much, but their Strength remains the same, and may lead to impairment due to [[game_systems:carrycapacity|Carry Capacity]] limitations.
  
-You gain +2 insight bonus on saving throws against all mind-affecting effects.+In addition, creatures within the area are [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#fatigued|Fatigued]]. Creatures must make Fortitude save to avoid becoming [[game_systems:combat:status_conditions#stunned|Stunned]] and Prone as well. All effects except Fatigue end immediately upon exiting the area (which ends after 1d4 rounds). Flying creatures get a Reflex save to avoid the area - if they fail, they immediately crash to earth.
  
-===== Enlightenment Pierce the Veil (Su) =====+If used in conjunction with [[priority:magic:spells:tier7:reverse_gravity|Reverse Gravity]], damage taken by creatures from "falling" is doubled. This may bypass the normal falling damage cap. 
 +</WRAP> 
 +===== Zenith Nullscape (Sp) ===== 
 +<WRAP round box> 
 +By spending 7 [[priority:magic#mana|MP]] as a Full Action, you channel the void directly into the Material plane, forming a temporary pocket of nullscape with a Close (25 ft. + 5 ft./2 CL) range radius around you - this includes above and below. The Nullscape has the following effects:
  
-You can lace spells you cast with the raw madness that waits in the outer darknessActivating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also [[priority:magic:spells:tier4:confusion|confused]] for a number of rounds equal to the spell’s Tier as visions of the void cause temporary insanity.  +  * **Vacuum:** The Nullscape possesses no airCreatures that need to breathe immediately begin to suffocate as the air is forced out of them.  
- +  * **Zero Gravity:** The Nullscape possesses no gravity. Creatures who cannot Fly or teleport out are [[game_systems:combat:status_conditions#immobilized|Immobilized]]. Spells which rely on surfaces or gravity to function automatically fail within this area
-Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your caster level.+  * **Freezing Cold:** All creatures within the area feel the heat sapped from their bodies, and take 1d4 Cold damage per Caster Level every round on your turn.
  
 +You are immune to the Cold and Vacuum of your Nullscape. Additionally, you may teleport to any location in the Nullscape as a Swift Action, once per turn. This movement otherwise acts as [[priority:magic:spells:tier4:dimension_door|Dimension Door]]. The Nullscape remains for a number of rounds equal to your Caster Level. When the Nullscape ends, all displaced objects and terrain of the Material World return, unharmed and unaffected. 
 +</WRAP>
 ===== Favored Spells ===== ===== Favored Spells =====
- 
-You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner): 
  
   * [[priority:magic:spells:tier1:feather_fall|]]   * [[priority:magic:spells:tier1:feather_fall|]]