Consuming Commandment

**Descriptors:** Evil, Fleshwarp

**Class:** Eclipse, Promethean, Vizier

**Slot:** Wrists

**Saving Throw:** See text

*Your flesh produces worms that share a portion of your intellect, able to burrow into a creature and devour it from within should that creature not follow your commandments.*

Shaping this veil allows you to produce a worm from your flesh and embed it in a willing or helpless creature you can touch in a process that takes one full round. When you do so, you give that creature a spoken commandment; an action it cannot follow lest the worm placed inside it begin to consume the creature from the inside. A creature can only have a single worm produced by this veil embedded in it at a time, attempting to embed a second destroys the first.

Commandments can be as vague or as broad as you desire, but cannot be something inherently suicidal or that would immediately result in its death (such as “you cannot breathe” or “you are not allowed to move from your space”) and the creature must be physically capable of following the commandment, as per your GM’s discretion. A creature does not need to share a language with you or be able to understand the commandment; when a creature begins to take an action against your commandment, it begins to feel intense pain as the worm begins to consume them, allowing them to change their mind and choose a different course of action if they wish. Commandments must be explicitly described upon the worm being embedded in the creature, and cannot have any vague components such as “you cannot attack my allies”. In that example, you would need to define the exact creatures the creature cannot attack.

Some examples of commandments are the following: “you cannot attack me, and the creatures I designate”, “you cannot approach me”, or “you cannot target me with your magical abilities”.

Any time the creature performs an action against your commandment, or each round if the actions they are performing take more than one round, they must make a Fortitude saving throw to resist the worm consuming them from within. Should they fail, they take 1d6 points of slashing damage. This damage ignores damage reduction and hardness.

Worms embedded in a creature persist until this veil is unshaped, until the worm is surgically removed, or until you will the worm to die as a free action. If this veil is suppressed, the worm’s effects are suppressed for the duration as well. Surgically removing the worm requires 1 minute of time and a Heal check with a DC equal to 10 + the saving throw DC of this veil. The worm attempts to resist this surgery, attempting to consume the creature it is embedded within each round the surgery progresses. A successful check removes and kills the worm, and failed check does not manage to remove the worm.

**Essence:** For each point of essence invested in this veil, the damage dealt by the worm consuming the embedded creature increases by 1d6.

**Chakra Bind (Wrists):** Binding this veil to your Wrists chakra allows you to more rapidly embed worms in creatures, and allows you to embed worms in creatures who are hostile to you. Embedding a worm now only takes a standard action. Attempting to embed a worm in a hostile creature requires you to make a melee touch attack against that creature, and the creature receives a Fortitude saving throw to resist being embedded.