Aspectual Circles

An akashic spirit’s aspect alters their appearance, grants them a new form of movement, and grants themself and their volur a passive ability. Each aspect also has an embodiment effect; when the volur chooses to embody their spirit’s aspect, the spirit merges with the volur, the volur and the spirit lose the passive effects granted by the aspect, and the volur gains the embodiment ability of the aspect. The passive effects granted by an aspect and the effects of an aspects embodiment are supernatural effects.

# **Circle of the Cycle**

The circle of the cycle manifests as the cycle of life and death all living things go through. Plants grow and then decay, creatures live and then die. Spirits who manifest an aspect from this cycle gain abilities that manipulate these fundamental forces of nature.

## **Aspect of Decay**

Spirits who adopt the decay aspect take on the form of a roving pile of rot and moss. These spirits gain a climb speed of 30 feet.

*Passive*: When you or your akashic spirit are affected by a harmful effect with a duration longer than instantaneous, each round that passes is treated as if two rounds had passed when determining its duration. For effects that cause a harmful effect each round, they still only trigger that harmful effect once each round. At level 10, and again at level 20, the number of rounds that are treated as passed each round is increased by 1 (three effective rounds per round at 10, four at 20).

*Embodiment*: Your outward appearance takes on a translucent coating of moss and rot as an aura of pestilence radiates outwards from you to a radius of 25 feet + 5 feet per 2 volur levels. Your enemies inside their aura lose any immunity to diseases and poisons they might have, immunity to ability damage and drain dealt by diseases and poisons, any immunity to Fortitude saves caused by diseases and poisons, as well as any bonuses to saving throws against disease and poisons. If a creature normally immune to ability score damage or drain accrues any from a disease or poison while in this aura and then leaves the aura, they ignore the penalties caused by the damage or drain, and the damage or drain is automatically cured after 24 hours.

## **Aspect of Growth**

Spirits who adopt the aspect of growth take on the form of swirling vines dotted with luminescent flowers. These spirits gain a climb speed of 30 feet.

*Passive*: You and your spirit gain a pool of temporary hit points equal to twice your volur level. If these temporary hit points are lost, they recover at a rate of 1 per round. If you change your spirits aspect you lose these temporary hit points, but if you switch back to the aspect of growth you regain the number of temporary hit points you had when you changed your spirit’s aspect.

*Embodiment*: Vines and flowers sprout from your body and an aura of growth radiates outwards from you to a radius of 25 feet + 5 feet per 2 volur levels. Your allies within this aura (but not yourself ) gain a pool of temporary hit points equal to your volur level. If these temporary hit points are lost, they recover at a rate of 1 per round. If you stop embodying this spirit, or if an ally ends their turn outside the aura, these temporary hit points are lost, but if you embody the spirit again or the ally enters the aura, they regain the number of temporary hit points they had before they were lost in this way.

## **Aspect of Death**

Spirits who adopt the aspect of death take on the form of a swirling cloud of dark mist that blooms with images of skulls. These spirits gain a fly speed of 20 feet with perfect maneuverability.

*Passive*: You and your spirit gain a +1 insight bonus on saving throws against death effects. You and your spirit are healed by negative energy and damaged by positive energy, as if you and your spirit were an undead creature. At 3rd level, and every 3 levels thereafter, the bonus to saving throws against death effects increases by 1. If you or your spirit are suffering from any negative levels while this aspect is active, you take no penalties from them. You still die if you accrue more negative levels than your Hit Dice.

*Embodiment*: Your body is enveloped by a thin cloud of dark mist that blooms with images of terrifying creatures and you radiate an aura of death outwards from you to a radius of 25 feet + 5 feet per 2 volur levels. Your enemies inside this aura who would normally be healed by negative energy instead take damage from it, and they lose any immunity or saving throw bonuses to death effects and negative levels. If a creature normally immune to negative levels leaves this aura while suffering from any, they don’t take penalties from those negative levels, and they are automatically cured after 24 hours. If they accrue more negative levels than they have Hit Dice, they are still killed or destroyed.

## **Aspect of Life**

Spirits who adopt the aspect of life take on the form of a swirling cloud of pale mist enveloped by angelic wings. These spirits gain a fly speed of 20 feet with perfect maneuverability.

*Passive*: You and your spirit gain a +1 insight bonus on saving throws against disease and poison, and automatically stabilize when reduced to 0 Hit Points or fewer. You and your spirit are healed by positive energy and damaged by negative energy, as if you and your spirit were a living creature. At 3rd level, and every 3 levels thereafter, the bonus to saving throws against disease and poison increases by 1. Whenever you would be healed beyond your maximum Hit Points by positive energy, you gain the excess healing as temporary Hit Points for 10 minutes, to a maximum number of temporary Hit Points equal to twice your volur level.

*Embodiment*: Your body is shrouded by a swirling cloud of pale white mist enveloped by numerous small feathered wings and you radiate an aura of vitality and life outwards from you to a radius of 25 feet + 5 feet per 2 volur levels. Whenever one of your allies (excluding yourself ) inside this aura is reduced to 0 Hit Points or fewer, they automatically stabilize. Your allies inside the aura (excluding yourself ) are healed by positive energy if they would normally be damaged by it. Whenever one of your allies in the aura (excluding yourself ) would be healed beyond their maximum Hit Points by positive energy, they gain the excess healing as temporary Hit Points for 10 minutes, to a maximum number of temporary Hit Points equal to your volur level. If you stop embodying this aspect, these temporary hit points are lost.

# **Circle of the Elements**

The circle of the elements manifests as the cycle of the natural elements that makes up all aspects of reality: acid, electricity, fire, and ice. Spirits who manifest an aspect from this cycle gain a resistance to their aspected element, and grant their volur the ability to wield that element to defend themselves.

## **Aspect of Acid**

Spirits who adopt the aspect of acid take on the form of a puddle of vibrant green caustic slime. These spirits gain a climb speed of 30 feet, and their slam attack deals acid damage instead of bludgeoning damage.

*Passive*: You and your spirit gain acid resistance 5 (or an increase to your existing acid resistance). This resistance increases by an additional 3 at 3rd level, and every 3 levels thereafter.

*Embodiment*: Your flesh is coated in a layer of caustic slime that burns your foes when you are struck. Whenever a creature hits you with a non-reach melee attack, or comes into direct contact with you (such as when they make a check to use a combat maneuver on you), they take 1d4 points of acid damage, plus 1d4 points per 3 of your volur levels.

## **Aspect of Electricity**

Spirits who adopt the aspect of electricity take on the form of a swirling cloud that constantly sparks with miniature lightning bolts. These spirits gain a fly speed of 20 feet with perfect maneuverability, and their slam attack deals electricity damage instead of bludgeoning damage.

*Passive*: You and your spirit gain electricity resistance 5 (or an increase to your existing electricity resistance). This resistance increases by an additional 3 at 3rd level, and every 3 levels thereafter.

*Embodiment*: Your flesh becomes electrically charged and translucent, bolts of lightning arcing within you every time you move. Once per round as a move action, you move in a straight line up to your speed and pass through the spaces of your foes. Each creature you pass through the space of takes 1d6 points of electricity damage + 1d6 per 3 volur levels. A successful Reflex save halves this damage (DC 10 + 1/2 volur level + your Charisma modifier). You cannot end this movement inside of another creature’s space, and this movement does not provoke attacks of opportunity. You can use this movement to travel over obstacles, or even through the air, but if you do not end the movement on solid ground, you fall.

## **Aspect of Fire**

Spirits who adopt the aspect of fire take on the form of a ball of flame billowing with smoke. These spirits gain a +20 foot increase to their base movement speed, and their slam attack deals fire damage instead of bludgeoning damage.

*Passive*: You and your spirit gain fire resistance 5 (or an increase to your existing fire resistance). This resistance increases by an additional 3 at 3rd level, and every 3 levels thereafter.

*Embodiment*: You are wreathed by fire, and your body becomes slightly translucent smoke. Once per round as a move action, your body becomes flame, allowing you to move up to your speed and through the spaces of your foes. When you move through the space of a creature, they must make a Reflex saving throw (DC 10 + 1/2 volur level + your Charisma modifier) or catch fire, taking 1d6 points of fire damage + 1d6 per 3 volur levels at the beginning of each of their turns. At the end of each of that creatures’ turns, they can make a new Reflex save to end the effect, or they can make another Reflex save as a standard action. Dropping and rolling on the ground grants a +4 bonus on this save. You cannot end your movement inside the space of another creature using this ability. You can only affect a specific creature one time each round with this ability, and they cannot be set alight by this ability multiple times at once.

## **Aspect of Ice**

Spirits who adopt the aspect of ice take on the form of a prism of crystalline ice floating in a mound of snow. These spirits ignore difficult terrain imposed by snow or ice, gain the ability to walk on water as if it were solid ground, do not suffer penalties when climbing or moving across slippery surfaces, and their slam attack deals cold damage instead of bludgeoning damage.

*Passive*: You and your spirit gain cold resistance 5 (or an increase to your existing cold resistance). This resistance increases by an additional 3 at 3rd level, and every 3 levels thereafter.

*Embodiment*: Your body is coated in a bitterly cold mantle of ice that does not harm you, but risks spreading to any foe who dares make contact with you. When a creature hits you with a non-reach melee attack, or comes into direct contact with you (such as when they make a check to use a combat maneuver on you), they must make a Fortitude saving throw (DC 10 + 1/2 volur level + your Charisma modifier). If they fail, the bitterly cold mantle of ice spreads to them, imposing a -1 penalty on AC, CMD, and Reflex saves against them until the end of your next turn. This penalty worsens by -1 at levels 9, 12, 15, and 18. An individual creature can only be affected by this ability once each round.

# **Circle of the Wilds**

The circle of the wilds manifests as the cycle of animals that live in the natural world. Those that fly, those that swim, those that crawl, and those that climb. Spirits who manifest an aspect from this cycle gain abilities common to those creatures, and allow their volur to take the shape of those creatures.

## **Aspect of Avians**

Spirits who adopt the avian aspect take on the appearance of a winged animal or magical beast. These spirits gain a fly speed of 40 feet with good maneuverability.

*Passive*: You and your spirit gain a +2 insight bonus to Perception checks. At 3rd level, and every 3 levels thereafter, this bonus increases by 1.

*Embodiment*: You take on the form of a small, medium, or large winged animal or magical beast, chosen at the time this ability is used. This is a polymorph effect. You gain a fly speed of 40 feet (good), darkvision 60 feet, and two primary talon attacks appropriate to your new size (1d3 small, 1d4 medium, 1d6 large) with a reach of 5 feet. While in this shape you lose your normal limbs and natural attacks and cannot cast spells that require somatic components, but can still speak and use the abilities of any veils they have shaped. The form of the avian you take resembles any winged animal or magical beast you wish, but is obviously magical in nature. When making attacks with the talons provided by this embodiment, you may use your volur level in place of your base attack bonus (if it is higher) when determining your attack bonus, and gain a +3 insight bonus to damage rolls with these talons, increasing by 1 at 9th level, and every 3 levels thereafter.

You gain additional benefits based on the size of the chosen avian creature:

* *Small*: You gain a +2 size bonus to Dexterity, and +1 natural armor bonus.
* *Medium*: You gain a +2 size bonus to Strength, and a +2 natural armor bonus.
* *Large*: You gain a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +4 natural armor bonus.

## **Aspect of Mammalians**

Spirits who adopt the mammalian aspect take on the appearance of a four-legged animal or magical beast. These spirits gain a climb speed of 30 feet.

*Passive*: You and your spirit gain a +2 insight bonus to Acrobatics checks, and to CMD against trip and bull rush. At 3rd level, and every 3 levels thereafter, these bonuses increase by 1.

*Embodiment*: You take on the form of a small, medium, or large four-legged animal or magic beast, chosen at the time this ability is used. This is a polymorph effect. You gain a climb speed of 30 feet, darkvision 60 feet, a primary bite attack and two primary claw attacks appropriate to your new size (Bite: 1d4 small, 1d6 medium, 1d8 large. Claws: 1d3 small, 1d4 medium, 1d6 large.) with a reach of 5 feet. While in this shape you lose your normal limbs and natural attacks and cannot cast spells that require somatic components, but can still speak and use the abilities of any veils you have shaped. The form of the creature you take resembles any four- legged animal or magical beast you wish, but is obviously magical in nature. When making attacks with the bite and claws provided by this embodiment, you may use your volur level in place of your base attack bonus (if it is higher) when determining your attack bonus, and gain a +3 insight bonus to damage rolls with these bite and claw attacks, increasing by 1 at 9th level, and every 3 levels thereafter.

You gain additional benefits based on the size of the chosen creature:

* *Small*: You gain a +2 size bonus to Dexterity, and +1 natural armor bonus.
* *Medium*: You gain a +2 size bonus to Strength, and a +2 natural armor bonus.
* *Large*: You gain a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +4 natural armor bonus.

## **Aspect of Piscenes**

Spirits who adopt the piscine aspect take on the appearance of an aquatic animal or magical beast. These spirits gain a swim speed of 30 feet, and can breathe water as well as air.

*Passive*: You can breathe water as well as air, and you and your spirit gain a +2 insight bonus on Perception checks made while underwater or to see into water, and you ignore the penalties for fighting underwater, as if you benefited from the *freedom of movement* spell. At 3rd level, and every 3 levels thereafter, this bonus increases by 1.

*Embodiment*: You take on the form of a small, medium, or large aquatic animal or magic beast, chosen at the time this ability is used. This is a polymorph effect. You gain a swim speed of 30 feet, darkvision 60 feet, the ability to breathe water as well as air, and a primary bite attack appropriate to your new size plus two categories (Bite: 1d8 small, 2d6 medium, 2d8 large.) with a reach of 5 feet. While in this shape you lose your normal limbs and natural attacks and cannot cast spells that require somatic components, but can still speak and use the abilities of any veils you have shaped. The form of the creature you take resembles any aquatic animal or magical beast you wish, but is obviously magical in nature. When making attacks with the bite provided by this embodiment, you may use your volur level in place of your base attack bonus (if it is higher) when determining your attack bonus, and gain a +3 insight bonus to damage rolls with this bite attack, increasing by 1 at 9th level, and every 3 levels thereafter.

You gain additional benefits based on the size of the chosen creature:

* *Small*: You gain a +2 size bonus to Dexterity, and +1 natural armor bonus.
* *Medium*: You gain a +2 size bonus to Strength, and a +2 natural armor bonus.
* *Large*: You gain a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +4 natural armor bonus.

## **Aspect of Verminia**

Spirits who adopt the verminia aspect take on the appearance of a vermin or ooze. These spirits gain a climb speed of 20 feet and a burrow speed of 20 feet. The spirit can breathe underground, can only burrow through dirt or softer materials, and leaves visible signs of its movement when burrowing.

*Passive*: You and your spirit gain the scent ability, and gain a +2 insight bonus to Survival checks to follow a scent trail. At 3rd level, and every 3 levels thereafter, this bonus increases by 1.

*Embodiment*: You take on the form of a small, medium, or large vermin or ooze, chosen at the time this ability is used. This is a polymorph effect. You gain a climb speed of 20 feet, a burrow speed of 20 feet, and darkvision 60 feet. You can breathe underground, can only burrow through dirt or softer materials, and leave visible signs of your movement when burrowing. If you take on the form of a vermin, you gain a primary bite or sting attack, if you take on the form of an ooze you gain a primary slam attack. These natural attacks deal the following damage based on your chosen size; small 1d8, medium 2d6, large 2d8. While in this shape you lose your normal limbs and natural attacks and cannot cast spells that require somatic components, but can still speak and use the abilities of any veils you have shaped. The form of the creature you take resembles any vermin or ooze you wish, but is obviously magical in nature. When making attacks with the natural attack provided by this embodiment, you may use your volur level in place of your base attack bonus (if it is higher) when determining your attack bonus, and gain a +3 insight bonus to damage rolls with this bite attack, increasing by 1 at 9th level, and every 3 levels thereafter.

You gain additional benefits based on the size of the chosen creature:

* *Small*: You gain a +2 size bonus to Dexterity, and +1 natural armor bonus.
* *Medium*: You gain a +2 size bonus to Strength, and a +2 natural armor bonus.
* *Large*: You gain a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +4 natural armor bonus.

# **Circle of the World**

The circle of the cycle manifests as the cycle of aspects that make up the fundamental nature of the world itself: Air, Earth, Plants, and Water. Spirits who manifest an aspect from this cycle allow their volur to more easily traverse the world, and when embodied allow control over it.

## **Aspect of Air**

Spirits who adopt the aspect of air take on the appearance of a small cloud of detritus held aloft in a constant current of swirling winds. These spirits gain a fly speed of 60 feet with perfect maneuverability.

*Passive*: You gain the effects of the *glide* spell as a constant supernatural effect. At 6th level, you gain a fly speed of 20 feet with perfect maneuverability. At 9th level, and every 3 levels thereafter, this fly speed increases by 10 feet.

*Embodiment*: Your body and equipment take on the form of air, causing you to appear translucent and cloud-like. This is a polymorph effect. Your weight is reduced to 1/4, you gain a +2 size bonus to Dexterity, and you are no longer affected by winds, mundane or magical. This does not include any projectile or thrown weapons you might use in situations of strong winds. You gain the ability to cast *control winds* and *wind wall* as at-will spell-like abilities, save that their duration is concentration instead of their normal duration. You cannot concentrate on both of these spells at the same time. If you stop embodying this aspect, the effect immediately ends. At 12th level, you may additionally cast *control weather* as an at-will spell-like ability, with the above restrictions. When doing so, you can only alter the wind within the area, not other forms of weather.

## **Aspect of Earth**

Spirits who adopt the aspect of earth take on the appearance of a mass of stone and metallic ores that crawls along the ground. These spirits gain a burrow speed of 30 feet. They can breathe while underground, and gain the benefits of the earth glide ability.

*Passive*: You gain a +2 insight bonus to CMD against bull rush, overrun, reposition, and drag while you are touching the ground. At 3rd level, and every 3 levels thereafter, these bonuses increase by 1. At 6th level, you gain a burrow speed of 10 feet, the ability to breathe while underground, and the earth glide ability. This burrow speed increases by 5 feet at 9th level, and every 3 levels thereafter.

*Embodiment*: Your body and equipment take on the form of earth, causing you and your equipment to appear as if they were roughly chiseled from solid stone. This is a polymorph effect. Your weight is doubled, and you gain a +2 size bonus to Constitution. You ignore difficult terrain and movement speed reduction imposed by earth or stone based materials, such as loose gravel, mud, or quicksand, even if these effects are magical in nature. You can choose to walk across mud, quicksand, lava, or other loose earthen or stone materials as if they were solid ground. You gain the ability to cast *soften earth and stone* and *solidify earth* as at-will spell-like abilities, save that their duration is concentration instead of permanent. You cannot concentrate on both of these spells at the same time. If you stop embodying this aspect, the effects immediately end. At 12th level, you can also cast *transmute mud to rock* and *transmute rock to mud* as at-will spell-like abilities, with the above restrictions.

## **Aspect of Plants**

Spirits who adopt the aspect of plants take on the appearance of a plant crawling about on its roots. They gain a climb speed of 30 feet.

*Passive*: You and your spirit can plant yourself in fertile soil, allowing you to heal 1 hit point per minute while you are planted. If you plant yourself for at least an hour, you are considered to have consumed a day’s worth of food and water. At 3rd level, you gain a climb of 20 feet. At 6th level, and every 3 levels thereafter, this climb speed increases by 10 feet.

*Embodiment*: Your body and equipment take on the form of plants, causing you to appear as a creature formed of wood, vines, and other plantlife. This is a polymorph effect. You gain a +2 size bonus to your Constitution, you ignore difficult terrain and movement speed reduction caused by plantlife, you are not harmed or affected by areas of plants that would cause damage to you, even if the effects are magical in nature, and you do not leave tracks or a trail through areas of plant life. You can cast *thorny entanglement* and the overgrowth ability of the *plant growth* spell as at-will spell abilities, save that their duration is concentration instead of their normal duration. You cannot concentrate on both of these spells at the same time. If you stop embodying this aspect, the effects immediately end. At 12th level, you can cast *wall of thorns* as an at-will spell-like ability as well, with the above restrictions.

## **Aspect of Water**

Spirits who adopt the aspect of water take on the appearance of a globe of blue-green gel swirling with an inner vortex. They gain a swim speed of 30 feet, and can breathe water as well as air.

*Passive*: You gain the ability to breathe water as well as air, and you can speak and use the verbal components of spells while underwater without penalty. While underwater, you gain a +2 insight bonus to CMD against bull rush, grapple, and reposition. At 3rd level, and every 3 levels thereafter, these bonuses increase by 1. At 3rd level, you gain a swim speed of 20 feet. At 6th level, and every 3 levels thereafter, this swim speed increases by 10 feet.

*Embodiment*: Your body and equipment take on the form of water, causing you and your equipment to appear as water given shape and form. This is a polymorph effect. Your weight is doubled, and you gain a +2 size bonus to Dexterity. You can walk on water as if it were solid ground, and you may move through an area as small as one-fourth your space without squeezing or one-eight your space when squeezing. You gain the ability to cast *control water* and *rising water* as at-will spell abilities, save that their duration is concentration instead of their normal duration. You cannot concentrate on both of these spells at the same time. If you stop embodying this aspect, the effects immediately end. At 12th level, you can cast *wall of brine* as an at-will spell-like ability as well, with the above restrictions. When casting the spell using this ability, you may choose to have the wall be created 5 feet thicker, increasing by an additional 5 feet at 15th, and 18th level.