recursal/Fanatic-Fandom huggingface dataset:
Marks of the Reh’Tre’Herra

A powerful set of tattoos that expand “The Light of the Cores” control over the four basic elements. They were crafted and bestowed by the four Elemental Lords of the Inner Planes in a rare act of balance that was called by Illyiandia in order to combat the effects of the Dark Imari and the Shey’Reddea or “Dark One”.

Tattoo (Slotless Magic Item)

**POWER OF THE PLANES:** The bearer of the marks gains powerful control of the five elements, Fire, Water, Earth, Air and Nature. They are treated as though they have all associated blasts, composite blats, utility and infusion talents of the Water, Fire, Earth, Air and Wood elements. They gain their first element at 1st level, then another at 4th, 8th, 12th. and 16th level. Their first element is always Fire, then Water then Earth then Air and finally Wood. The tattoos can not be gained after 4th level and can only be gained by a kineticsist.

**REINCARNATION**: The marks are lost upon death, no matter if the bearer is resurrected. They travel to a new, worthy bearer upon the world.

***THE MARKS WILL FADE FOREVER IF THE BEARER IS DAMAGED BY THE DARK ONE, THEN KILLED BY ONE WHO ONCE BORE THE MARKS.***
Darkruen, Blade of Undeath

The first runic blade of Aeturnus, forged just before the Great Journey from the shards of its’ predecessor, it is the greatest weapon in the arsenal of the undead and whomever wields it is conferred to be the mortal “King of Undeath”.

Bastard Sword (Slotless Magic Item); +5 runic, vampiric, greater, vorporl, gory bastard sword; Damage: 15 points of physical, cold and unholy damage

**UNDEAD KING**: Any effect of the wielders that has a limit to the amount of hit die of undead creatures they control is increased by a multiplier of 10.

**RUNIC BLADE:** The wielder may interact with the souls stored in the blade, allowing them to use them for their own purposes. The blade steals the souls of victims it kills, and its damage can only be healed by the power of Wild or Radiant magiks.

**GRAVELICH**: The wielder, upon picking up this sword is transformed into a grave lich. They gain the template of *Lich and Dread Lich* however their phylactery is the sword, and the only way to destroy them is for another, stronger soul to take the blade up as their wielder. They also gain the *Grave Knight* template however they do not gain the *Regeneration* ability. If they become mythic, they gain both tiers AND the *Lich, Mythic* template.

**THE POWER OF DEATH**: The wielder gains the ability to cast Necromantic, Sanguine and Soul Magiks. They can spend 9 hit dice worth of souls per spell level to cast a Magik spell from these lists.

***THIS WEAPON CAN BE DESTROYED BY KILLING AND IMPALING THE ELDEST NOBLE LICH CREATED BY A WIELDER OF THE SWORD AND TAKING THE IMPALED BODY AND SWORD TO THE PLANE OF LIFE.***
Amethyst of Ethos

A bright violet amethyst, the size of a large pebble, that glows and whispers with an violet energy.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be absorbed.**

**BREAK SOUL**: The wielder can, as a swift action, kill a target within sight by killing their soul. The target must succeed a will save (DC of 45) to negate the effect.

**ABSORB SOUL**: The wielder can, as a standard action, absorb a targets soul within sight, killing the target. The soul is stored in the amethyst. A will save (DC of 45) negates this effect.

**MANIPULATION OF THE SOUL**: The wielder can, as a full round action, revive a dead creature as a though under the effects of *True Resurrection.* This effect bypasses all preexisting effects unless the soul is now an outsider or something similar.

**WORLD OF SOULS:** The wielder is under the effect of *Detect Thoughts* and *Mind Probe* spells as well *Telepathy* and *Thought Sense* universal monster abilities, however the effects can only be blocked with a will save (DC of 45) and the wielder can also see the thoughts of those they are in communication with. If the wielder dies within this gem is on their person, they are drawn into the gem and reformed (21 – character level) days level later, unless another person gains control of the gem first.

***THE AMETHYST CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
Kethta, The Reapers Scythe

A black handled *two* *handed* *scythe* with a white blade glowing with spiritual energy wisping off of its’ surface.

Material: Aetherium; Weight: 2 Pounds

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Maltheal as only deity worshiped*

Properties of the Relic: +2 Enchantment, 2d8 Slashing/Piercing Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Show an understanding of death as a character trait*

Properties of the Relic: +3 Enchantment, 2d8 Slashing/Piercing + 1d8 Cold Damage

Abilities: Call of the Reaper

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +4 Enchantment, Ghost Touch, 2d8 Slashing/Piercing + 2d8 Cold Damage

Abilities: Call of the Reaper and Reapers Touch

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Deliver death to a powerful being of at least equal cairns when it is their time*

Properties of the Relic: +5 Enchantment, Ghost Touch, Keen, 3d8 Slashing/Piercing + 2d8 Cold Damage

Abilities: Call of the Reaper, Reapers Touch, Speaker of the Dead, and Spirit Touched

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +6 Enchantment, Ghost Touch, Keen, 3d8 Slashing/Piercing + 3d8 Cold Damage

Abilities: Call of the Reaper, Reapers Touch, Speaker of the Dead, Spirit Touched, and Cull

**CALL OF THE REAPER**: A wielder of the weapon may call out to the souls of enemies within 5ft per 2 cairns of the wielder. Those that fail a will save (DC = 33 + Half Wielders Cairn Worth + Current Enhancement Bonus) are killed instantly. The wielder may use this ability once per day.

**REAPERS TOUCH**: The wielder of this weapon may touch a target as a melee touch attack, forcing them to make a fortitude save (DC = 33 + Half Wielders Cairn Worth + Current Enhancement Bonus), or be slain. This ability may be used a number of times equal to half the wielders cairns.

**SPEAKER OF THE DEAD**: The wielder of this may touch a deceased creature and summon its’ spirit or a copy of it as long as they remain touching the body. The spirit, answers provided must be truthful, although they can make a will save, (DC = 33 + Half Wielders Cairn Worth + Current Enhancement Bonus) to not answer a question instead.

**SPIRIT TOUCHED**: The wielder of this weapon is immune to death, necromancy and energy drain effects.

**CULL**: The wielder may attempt to cull a target as a full round action, once per day. The target must be within sight, and suffers two different saves, a fortitude and will (DC = 33 + Half Wielders Cairn Worth + Current Enhancement Bonus). The target also rolls twice and takes the lowest result. If either one of these saves is failed, the target dies.
The First Deed

The first contract written on Aeturnus between a devil and mortal that created a powerful pact. Those that find the deed can claim its’ power, but it ALWAYS comes at a cost. The contract is for the mortal to bring at-least their hit dice worth of souls, one of which must be at-least half their own level to their Lord every year or be dragged to Hell.

Contract (Slotless Magic Item)

**THE PRICE:** The practitioner of this pact must preform the ritual, cutting their palm and placing it upon the parchment. They then must read the pact out loud, summoning Az’Krah’Loo, and binding themselves to him for eternity. Their soul is his upon their death, and may only be resurrected with their lords permission, and even spells such as Miracle can not break the pact.

**THE REWARD**: The practitioner gains the following benefits upon completing the pact:

-Half Fiend (Devil) Template

-50% Mana reduction on spells with the [Evil], [Law], and [Fire] descriptor.

-Access to Soul Magiks

***THE DEED CAN BE DESTROYED IF AZ’KRAH’LOO IS TRICKED INTO BREAKING THE PACT.***
M'Geer

## Religious Information

### Granted Power to Faithful

Can cast use the spell Entangle as a spell like ability once per day. Creatures caught in the entangle take 1 point of damage per 2 levels of the worshiper per round caught.

## Origin

One of the few actual “created” divine beings, he was given life by the hands of Dispater in order to help the Eight enforce dominion on the Armies of Hell. He stole back a fragment of the fallen Devil Lady’s power back from the Abyss and fashioned it into M’Geer.

## Place of Power

His place of power is Plunuminum, a small island off the coast of the Shattered Isles.

## Center of Worship

The center of his worship is in Plunuminum as well.
Lullella

A small lady dressed in a silky black dress reaching to her knees. Her ashen grey skin and her serpentine amber eyes that pierce through you from under the wide brimmed white trimmed black witches hat lie to her otherwise human appearance. A sweet smile plays upon her lips and the light around her seems to fade in and out of shadow.

## Information

### Aliases

The Moonsnake, The Outer Sovereign, The Witch of the Western Moon

## Character Information

### Class

Dragon 20 [Witch 20] | [Wizard 8] Bard 8 | M8 [G]

## History

The youngest and one of the least xenophobic of her peers, she has established relations with many demi-gods and servitors across the cosmos.

## Powers

She wields considerable arcane power, and has deep connections to the Shadow and Ethereal Planes, including rumored fortresses on both.

## Relationship

She is known to be an ally of Velda, the leader of Tempest.

## Organizations

She is a member and leader of several organizations including:

The Outer Sovereign of the Ouroboros Concordance

The Witch of the Western Moon of the Witches of the Two Moons

The Magistrate of the Lunanal

An Advisor of the Tempest Demon Lord Force

A Grand Witch of the Council of Covens
Hallis, the Key

This infernal *halberd* has a black handle and a crimson blade, accented with gold trim and gold sparks coming from the blade.

**Level 1-4 (+1)**

Barbatos as only deity worshiped

**Level 5-8 (+2, Flaming and 1/day abilities)**

Summon a powerful noble devil and work for them

**Level 9-12 (+3, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+4, Flaming, Unholy, Phase Locking 1/day, 1/level and at will abilities)**

Bind the noble devil you had been working for

**Level 17-20 (+5, Flaming, Unholy, Phase Locking, 1/day, 1/level, at will and constant abilities)**

**SUMMON DEVIL**: The wielder may summon a single devil to serve them for 1 minute per level of the wielder. The devil must have hit dice equal to or lower to the wielder to be able to summon them. The wielder can use this ability once per day.

**HELL DOOR**: The wielder can use the halberd to slice open a hellish door way. This functions as either *Teleport*, *Greater* or *Plane* *Shift*. The wielder can use this ability a number of times per day equal to the wielders level.

**INFERNAL PACE**: The wielder of this weapon can grant those within 50ft of them a boost to land speed as a full round action. This infernal bonus doubles their land speed for 1 minute per level of the wielder.

**DEVILISH LOCK-DOWN**: A creature must succeed at a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) in order to cast *Teleportation* effects within 100ft of the wielder.
Parris, The Captains Gun

A black flintlock pistol with a blue barrel, and gold timming, it also has a pair of black dice engraved into the pommel.

**Level 1-4 (+1)**

Tareena as only deity worshiped

**Level 5-8 (+2, Endless Ammunition and 1/day abilities)**

Shown piracy as a character trait

**Level 9-12 (+3, Endless Ammunition, Ever-Dry, 1/day and 1/level abilities)**

**Level 13-16 (+4, Endless Ammunition, Ever-Dry, Reliable, Greater, 1/day, 1/level and at will abilities)**

Becomes a pirate lord in some fashion

**Level 17-20 (+5, Endless Ammunition, Ever-Dry, Reliable, Greater, 1/day, 1/level, at will and constant abilities)**

**PERFECT SHOT**: The wielder of this weapon can fire a single shot at a target creature or large size or smaller item within the first 3 range increments that will not miss and instantly slaying or destroying the creature or item upon a failed fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) (normal items use half their hardness to the roll). The wielder can use this ability once per day.

**GUT SHOT**: The wielder of this weapon can shoot a target as a standard action. If the attack hits, the target must make a fortitude save or be *Nauseated* for one round per level of the caster. The wielder may use this ability a number of times per day equal to their level.

**SHARK BITE**: The wielder may fire this weapon and cripple a target as a part of a single or full round attack. The target must make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be slowed as per the spell *Slow* until the damage is healed.

**ALWAYS DANGEROUS:** The wielder of this attack may fire it at targets within 5ft without provoking attacks of opportunity. Targets struck that are 5ft away take 150% the normal damage.
Asmodeus

### Domains

Evil, Law, Trickery, Magic, Fire, Nobility, Thought, Captivation, Hubris, Tactics

## Religious Information

### Granted Power to Faithful

Scribe a binding contract which compels the target to preform a task if willingly signed, once per week, only one contract at a time

## Origin

A powerful manifestation of order that came into existence during a fight between Janaria and her counterpart in the beginning, he was content to wander and observe until he saw mortals thriving in chaos, and became disgusted. So he traveled to what would become Hell to forge his army and reshape the multiverse in his ideal, and was trapped down there when Yumee seal away her fighting “children”. He has plotted to get free and rule to cosmos with an iron fist since.

## Spheres of Power and Influence

He governs deals and pacts, especially when one party gains for more than the other. He also governs nobility and royalty, tyranny being ideal.

## Plane of Power

The entirety of Hell is his plane of power.

## Herald

His herald is Nucidella, the Lord of Compulsion. A powerful devil who is bound to her master by a pact made long ago.

## Center of Worship

His center of worship is the Church of Eight in Hollandfast.
Armor of the Northern Were-Knight

Three of twelve powerful and dangerous suits of silver leather armor from an ancient kingdom complete with an armored hood in the shape of a dire wolf. They have survived several cataclysmic events and had many wearers over the ages. Some died while wearing the armor while others have ascended to the Higher Planes.

Armor (Armor Magic Item)

**DIRE LYCANTHROPY**: When the armor is put on by a Lawful Good, Neutral Good, Chaotic Good or Lawful Neutral creature whom the hide deems worthy, it merges with them and ceases to be armor. They gain the *Lycanthropy* template however with a few differences. First, they are treated as a natural born werewolf, however they are immune to silver, their DR becoming DR 10/- and their change happening as a swift action instead of a movement action. Additionally, they have a magical sense, functioning as though Detect Magic, with a range of 1 mile and only functions for spells with the [Evil] descriptor.

**BLESSING OF THE NORTHERN DRAGON**: The armor grants a bonded wearer +8 bonus to their Talent score. This can not raise their Talent above a 19. If it were to raise their Talent above 19, they gain a bonus 1 point of mana per level instead.

**WOLF HUNGER**: If an attempted wearer is deemed unworthy, or the wearer becomes unworthy, the armor attempts to consume them. It deals 2 points of Constitution damage every round, a DC 32 Fortitude save reduces this damage to 1. It takes a DC 35 Heal AND Strength check to remove the armor. If either fails, the victim is killed and consumed by the armor.

***THE HIDE CAN BE DESTROYED IF A BEARER SUCCESSFULLY CORRUPTS THE ARMOR USING THE POWER OF THE VOID AND SLAYS ANOTHER LAWFUL GOOD DIRE WEREWOLF.***
Klausen

## Origin

Another older demi-god, he is the younger brother of the Red Hood, and unlike his sister, reveled in his lycan form. Wanting more, he traveled the First World, becoming one of the Fey Lords after many additional lycan forms.

## Spheres of Power and Influence

He governs lycanthropes in all their forms.

## Place of Power

His place of power is the forests of the First World, much like his older sister.

## Center of Worship

The center of his worship is located in the forests of the First World.
Ask A Question: By Author Unknown

A ragged leather bound book with worn pages that are blank.

Book (Slotless Magic Item)

**ASK A QUESTION**: The wielder can ask single question per day while making a knowledge check and treat the check as a natural twenty. They can also ask to show what something looks like, or similar requests.

***THIS BOOK MUST BE ASKED HOW TO DESTROY ITSELF. THE ANSWER CHANGES.***
Craft Mana Vault

This feat allows the caster to make mana vaults.

### Requirements: Caster Level 15, Craft Lacrima

Benefit: These vaults hold 25% of the casters mana and regain the casters base mana every day in addition to the base mana gained by the caster. They can’t be destroyed through normal means by anyone other than the willing concentration (a full round) of the person they are bonded to.
Karnis, The Handle of War

This weapon, in its’ true form is a simple silver handle, permanently stained with blood red splatter. However it quickly changes to a blood stained, silver colored weapon that they wielder is most proficient with.

Material: Aetherium; Weight: 5 Pounds

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Kraton as only deity worshiped*

Properties of the Relic: +1 Enchantment, 1d12 Slashing/Piercing/Blunt Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Shown a thirst for war as a character trait*

Properties of the Relic: +2 Enchantment, Gory, 2d12 Slashing/Piercing/Blunt Damage

Abilities: Inspire Bloodrage

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +3 Enchantment, Gory, Impact, 3d20 Slashing/Piercing/Blunt Damage

Abilities: Inspire Bloodrage and Furious Assault

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Becomes a warlord or war hero in some fashion*

Properties of the Relic: +4 Enchantment, Gory, Impact, Furyborn, 4d20 Slashing/Piercing/Blunt Damage

Abilities: Inspire Bloodrage, Furious Assault, and Armory of War

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +5 Enchantment, Gory, Impact, Furyborn, 5d20 Slashing/Piercing/Blunt Damage

Abilities: Inspire Bloodrage, Furious Assault, Armory of War, and Draining Attacks

**Abilities**

**INSPIRE BLOODRAGE**: Once per day, the wielder may cause a number of willing targets equal to half their cairns to be under the effects of barbarians *Greater Rage* for 1 minute per 2 cairns of the wielder.

**FURIOUS ASSAULT**: A number of times per day equal to their half their cairns, the wielder can make a full round attack AND take their full movement in a single full round action. This can be either as a charge or as individual 5ft steps in between each attack.

**ARMORY OF WAR**: The wielder of this weapon may change its’ form to any weapon they are proficient with as a movement action.

**DRAINING ATTACKS**: The wielder of this weapon absorbs the weapons enhancement bonus in hit points from the target with each attack.
Aethurium

A strange black gemstone that emits a similar color light that warps around the gem. These are also known as power stones, and damage the bodies and magic of those around from the radiation emitted within it.

* Bonuses to Weapons: Deals its' damage to a struck targets mana.
* Bonuses to Armor: Immune to anything less than a Grand Cosmic Secret.
* Bonuses to Shields: Can reflect anything less than a Grand Cosmic Secret as a full round action.

Unless properly contained, any raw, worked or other piece of aethurium deals 6 points of damage to a targets mana and to their hit points (essence/ethos) in a radius equal to their own diameter every round.
Main Page

**Welcome to the The Omniverse Wiki!**A place for people to learn about the lore of the Table Top Role Playing Game universe known as the 5th Universe, one of the many worlds and universes with the greater Omniverse! Additionally the work-in-progress creation of the **Ominverse d20 Table Top Role Playing Game** as a slow conversion from Pathfinder/D&D 3.5! This system is being designed with the idea of playing a low powered shop-keeping adventure stealing candles from goblins or slaying orcs, humans and dragons... To a epic tier god-slaying, continent shattering, Kaiju throwing campaign and anything or everything in between.
The Omniverse!
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Join above!

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Category:PlaneAeturnusCosmic ForcesType of BeingRulesItems & MaterialsMagicDeitiesRules, Items, Spells, Lore and more for the current UniverseD20 PFSRD Resource
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Devil

Among the many legions of the devil species of Hell exists several race of specific types. They can be classified into eight tiers of devils in total, and are only looked at as a general law. Rare unique devils may retain their original form or the form that they achieved power in instead of evolving into more powerful kinds. Devils come in numerous shapes and sizes, often with vastly different abilities between types. However, all devils have some traits in common: telepathy (except for lemures and imps), the ability to see in absolute darkness, immunity to fire and poison, and resistance to acid and cold. Most devils can also summon others of their kind and shrug off attacks not made by silver or holy weapons.

## Dukes

The greatest of the devils; These races serve as the hands, words and laws of the Arch Devils, Champions and Lords, devils rising through the ranks can only hope to evolve into a tyrant devil as only angels have the potential to become erinyes unless Asmodeus himself intervenes. Each one is a warlord, overseer or similar position of power, ruling over aspects of an Arch Devils domain for them.

## Barons

Powerful devils that each manage a of the grand plane of Hell under the eye of a Duke of Hell.

## Knights

Devils that serve as the foot soldiers, shock troops, and specialized fighters among the legions of Hell.

## Priests

Devils that serve the religious and divine aspects of Hell such as managing mortal worship and clergy.

## Wizards

Devils that focus on elemental or magical studies for their overlords.

## Artisans

Devils that crafting items and work ethos for the rest of Hell.

## Peons

Devils that are the lowest workers of their betters.

## Dregs

The lowest form of devils that are not even seen as more than currency or potential.

## Other Creatures of Hell

These creatures are not devils but are related either as their creations or allies to them and the plane of Hell.

Half-Devils

Fiendish Creatures

### Helllisks

 Knights (11-25 Cairns)
 Dregs (2 Cairns or Less)
Divine Spells

## Sixth Circle Spells

* Casting Time: 1 Minute
* Components: Verbal, Somatic
* Range: Creature Touched
* Duration: 1 Day/Level
* Saving Throw: None
* Spell Resistance: No

This 7th level spell places a one time use rune upon the body of the creature it is cast upon. This rune is triggered as a free action by the creature, or upon falling to 0 HP and unconsciousness. Upon activation, the creature and the items they are holding are transported back to the location that the caster specified. The creature may take 1 additional creature with them if they are using it while conscious. This spell does not work across planes.
Luul'lenia, The Lustwind

This onyx studded *war fan* has a black handle and a violet and pink "blade" that makes the most pleasant noise to each individuals ears when opened.

Material: Aetherium; Weight: .5 Pounds

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Janeska as only deity worshiped*

Properties of the Relic: +1 Enchantment, 1d6 Slashing Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Earn a place in a powerful nobles court*

Properties of the Relic: +2 Enchantment, Merciful, 2d6 Slashing Damage

Abilities: Temptatious Trick

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +3 Enchantment, Merciful, 2d6 Slashing + 1d6 Anarchic Damage

Abilities: Temptatious Trick and Charming Mirage

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Create a hidden and powerful network inside a nobles court*

Properties of the Relic: +4 Enchantment, Merciful, Speed, 2d6 Slashing + 2d6 Anarchic Damage

Abilities: Temptatious Trick, Charming Mirage, and Preform the Part

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +5 Enchantment, Merciful, Speed, 3d6 Slashing + 2d6 Anarchic Damage

Abilities: Temptatious Trick, Charming Mirage, Preform the Part, and Secret Stealer

**Abilities**

**TEMPTATIOUS TRICK**: The wielder of the fan can waive it in front of their face as a full round action and distract a number of individuals equal to half their cairns, causing them to become fascinated for a number of minutes equal to the half their cairns upon a failed will save (DC = 27 + Half Wielders Cairn Worth + Current Enhancement Bonus) . If they individual critically fails the save, they are instead under a love spell akin to *Dominate Monster/Person.* The wielder may use this ability once per day.

**CHARMING MIRAGE**: A number of times per day equal to half their cairns, the wielder of the fan may wave it as a full round action and create an image as though through *Major Image* though instead of 3 rounds after concentration, it lasts a number of rounds equal to the half the cairns of the wielder. The will save to disbelieve is (DC = 27 + Half Wielders Cairn Worth + Current Enhancement Bonus).

**PREFORM THE PART**: The wielder of this weapon can grant themselves and any ally within sight a bonus to a single type of Preform check until changed as a standard action, this bonus is equal to half the cairns of the wielder.

**SECRET STEALER**: The wielder of this weapon can hear and understand the spoken word of any creature within their sight.
Combat Action Rules

## **Round Breakdown**

There are two different type of rounds: *Surprise Rounds* and *Regular Rounds*

### **Surprise Rounds**

These rounds happen before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs. Combatants who are unaware at the start of battle don’t get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

### **Regular Rounds**

A round of combat lasts for 6 seconds so there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. Each round’s activity begins with the character with the highest initiative result and then proceeds in order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on. There are several types of actions:

* **Full Round Action**: This action allows you to preform complicated or difficult tasks. It is 6 seconds of, though in some cases can be broken down into other actions.
* **Standard Action**: This action allows you to do something simple or direct, it is about 3.5 seconds of time though it could be broken down into a movement and swift action.
* **Movement Action**: This action allows you to move, it is about 1.5 seconds of time though it could be broken down into two swift actions.
* **Swift Action**: This action allows you to do something quick or easy, it is about 1 second of time.
* **Free Action**: This action is something you can do while preforming another action, such as speaking. It can last from 1 second to 6 seconds.
* **Immediate Action**: This action is similar to a free action, but can be preformed on another's turn: It is about 1 second of time.

## **Action Downgrade**

Actions can be broken down into other actions during combat.

## **Combat Bonuses and Penalties**

### **Penalties**

* **Multi-Weapon Fighting***When wielding multiple weapons (more than two), you treat one weapon as your primary hand and all others as your offhand following the penalties for two weapon fighting.*

 Off-hand weapon is light
 Two-Weapon Fighting feat
 Off-hand weapon is light and Two-Weapon Fighting feat
Invodus, the Defender

A powerful shield made from titanum that is unbreakable and negates many attacks.

*Titanum Shield* (Shield Magic Item); +5 titanum tower shield

**METALLIC SKIN**: The wielder is granted titanum skin, granting them immunity to physical attacks unless they come from vibrainium, titanum or stronger sources as long as the shield is in their possession. The shield takes 24 hours to bond to the wielder.

**UNMOVABLE OBJECT:** The wielder is unable to be moved if they do not want to.

***THIS SHIELD CAN BE SHATTERED IF USED TO BLOCK AN ATTACK FROM THE CURRENT PLATINUM KING/QUEEN***
Gurthuma, Axe of Famine

A grey handled *battle axe* that has a sickly yellow curved head, a slight buzzing sound can be heard and felt coming from it.

**Level 1-4 (+1)**

Thysis as only deity worshiped

**Level 5-8 (+2, Corrosive and 1/day abilities)**

Shown desire to cause famine as a character trait

**Level 9-12 (+3, Corrosive, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+4, Corrosive, Unholy, Vampiric, Greater 1/day, 1/level and at will abilities)**

Cause a major famine

**Level 17-20 (+5, Corrosive, Unholy, Vampiric, Greater 1/day, 1/level, at will and constant abilities)**

**CONSUMING FAMINE**: The wielder can unleash a 50ft cone of locusts to consume targets in range. Targets must make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus), or 2 points per level of the wielder is consumed from their hit points. The wielder gains half this amount of hit points back, and any hit points that exceeds the wielders total hit points are kept as temporary hit points for 1 minute per level of the wielder. The wielder can uses this ability once per day.

**FAMINE STRIKE:** The wielder can make a single melee attack as a swift action, if the target is struck, they must make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be *Exhausted*. The wielder can use this ability at number of times per day equal to their level.

**LOCUST AURA**: The wielder may unleash an aura of locusts as a full round action, forcing targets within 15ft of the caster to make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or lose 1 point of health per 2 levels of the wielder every round. Leaving and re-entering the effect forces another fortitude save. This effect lasts for 1 round per 4 levels of the wielder and moves with the wielder.

**CONSUMPTION**: The wielder of this weapon absorbs 5 points of health from a target with every attack that successfully deals damage.
Mel

### Domains

Strength, Protection, Law, Darkness, [Tactics], [Solitude], [Leadership], [Divine]

## Religious Information

### Granted Power to Faithful

Can reflect one single attack or spell per day

### Symbol of Faith

A semi circle rune with a large demonic marking in the middle

## Origin

Once the demonic son of the current Demon King, he spurned his father for his lover, Goodwitch and took on a mortal form. As punishment Brutallenal cursed him to lose the majority of his divine power and be forever cursed away from Goodwitch.

## Spheres of Power and Influence

His sphere of influence is knights and nobles in exile, specifically wrongfully exiled.

## Place of Power

His place of power is located in the Tower of Sins in Val’Anuth.

## Center of Worship

The center of his worship is also located in the Tower of Sins.
Jewel of the Sky Fire King

A fiery red and orange gem that glows with what looks like a tiny flaming bird swirling inside of it.

Gem (Slotless Magic Item)

**FIERY BOND:** The jewel bonds with the first worthy creature to pick it up. All others are burned, forcing a Fortitude save of 51 or their hand is disintegrated, even if using protection or another object/spell to pick it up. Once it is bonded, it remains with them until they die, at which point, when they do for the final time, their body turns into the gem, irregardless of its’ condition or non existence, and returns to one of the 13 sacred mountains of the fabled Phoenix King.

**KNOWLEDGE OF THE PHOENIX KING:** The gem grants the following abilities to whoever bonds with it.

There class becomes 20th level Kinetisist (Fire, fire, fire)/Monk

They gain 10 Tiers of Mythic.

***THIS GEM CAN BE DESTROYED IF THROWN INTO A PLACE OF TRUE VOID WITHOUT A HOST.***
Helnish

## Origin

The former herald of Mephestopholes, he was “promoted” when his lord betrayed Asmodeus and conspired with then current Demon King to steal the throne of Hell. Helnish has been very careful to prove his loyalty to the Lord of Hell and has been rewarded handsomely as a result.

## Spheres of Power and Influence

He governs souls and the trade of them. Any soul in Hell’s possession first passes through his hands.

## Plane of Power

His plane of power is the seventh layer of Hell, Caina.

## Herald

His herald is Azreal, the Soul Reaper, a former reaper of Maltheal who decided to enter the soul trading business

## Center of Worship

His center of worship is the Soulgate in Tallas.
Sapphire of Mana

A shining sapphire, the size of a large pebble, it whirls with various hues of azure energy.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be obliterated by a massive mana.**

**INDUCE MANA SHOCK:** The wielder can attack a target creatures mana receptacles within sight forcing them to make a will save (DC of 45) or be stunned unconscious and helpless for 1 minute per level of the wielder as a swift action.

**MANA SIGHT:** The wielder can project their sentience across the various networks of mana as a standard action, observing an area that they have knowledge of as though they were standing there. This effect lasts as long as the wielder concentrates.

**MANA CONTROL:** The wielder can, as a full round action, use the aetherial or etherial network control the effect of magic within an area, either empowering it, negating or enabling it. A will save (DC of 45) negates the active effect.

**MANA FORGED**: The wielder gains a cosmic bonus to the mental attributes equal to half their level as well as bonus to to mana or power points equal to their level times 10.

***THE SAPPHIRE CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
Energetic Diamond

A brilliant white diamond, the size of a large pebble, it vibrates with various hues of white energy.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be disintegrated.**

**ENERGETIC SHIELD**: The wielder may conjure a shield of energy as as shift action, granting them DR/None equal to their level until the next turn.

**ENERGETIC BLAST**: The wielder may force a target or item within sight to be forced to make a fortitude save (DC of 45) or be destroyed instantly as a standard action.

**IMBUE WITH ENERGY**: The wielder may grant a target touched a cosmic bonus to physical damage and physical attack rolls equal to the wielders level, and 5 bonus hit points per level of the target as a full round action. This bonus lasts for 1 minute per 2 levels of the wielder.

E**NERGETIC EMPOWERMENT:** The wielders always has a cosmic bonus to physical damage and physical attack rolls equal to their level and 10 bonus hit points per level.

***THE DIMOND CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
Marks of the Truden

A powerful set of tattoos that expand “The One of Balances” control over three mortal elements. They were crafted and bestowed by Yumee.

Tattoo (Slotless Magic Item)

**POWER OF THE DARK**: The bearer of the marks gains powerful control of the four abstract elements, Sound, Light, Aether and Time. They are treated as though they have both of the associated blasts, the composite blats, utility and infusion talents of the Sound, Light and Time elements. They gain their first element at 1st level, then another at 4th, 12th and 16th.level. Their first element is always Sound, then Light then Aether, and finally Time. The tattoos can not be gained after 8th level and can only be gained by a kineticsist.

**REINCARNATION**: The marks are lost upon death, no matter if the bearer is resurrected. They travel to a new, unholy bearer upon the world.

***THE MARKS ARE UPON THE WORLD AND TIED TO IT.***
The Starfallen Shard

The crystal heart of a dead star that fell from the heavens as a meteor.

Necklace (Neck Magic Item)

**BINARY POWER**: Any Astral Magik cast by the wielder is treated as under the Twin Spell meta-magic feat.

**SOLAR KNOWLEDGE:** The wielder is granted Astral Magiks, however they function at a +2 caster level.

***THIS NECKLACE CAN BE DESTROYED BY USING ASTRAL MAGIKS TO TELEPORT, WITH THE NECKLACE, INTO A BLACK HOLE.***
Fellnis, Axe of the King

A blood red *great axe* that is trimmed with vibrant green and radiates a sickly green energy.

**Level 1-4 (+2)**

Brutallenal as only deity worshiped

**Level 5-8 (+3, Flaming and 1/day abilities)**

Shown a lust for power as a character trait

**Level 9-12 (+4, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+5, Flaming, Unholy, Anarchic, 1/day, 1/level and at will abilities)**

Becomes a powerful individual in some fashion

**Level 17-20 (+6, Flaming, Unholy, Anarchic, 1/day, 1/level, at will and constant abilities)**

**DEMONIC POWER**: The wielder can draw in demonic power, granting them the effects of a barbarians *Greater Rage* and the *Half Demon* template for a number of minutes equal to the wielders level. The wielder can use this ability once per day.

**WREATH IN FELFIRE**: As a swift action, the wielder of this weapon can wreath the axe in felfire, causing it to deal double damage until the beginning of the wielders next turn. The wielder can use this ability a number of times per day equal to their level.

**CONSUME SOUL:** The wielder can consume the soul of those slain with the axe as a free action. The number of hit dice of the creature are added to the total within the axe.

**MAGICS MOST FEL**: The wielder of this weapon gains access to the Fel Magiks. Even if they are not a spell caster, they may spend 7 hit dice worth of souls stored in the axe per spell level of Fel Magiks to cast a spell from the list. The souls are consumed this way.
Limbo

The last of the Outer Planes to be formed from the primordial planar power of the cosmos, more as a byproduct of the Spire, the home of the Elder Goddess floating in the center of creation. It is both the inside and outside of the realm that Yumee created, both acting as a foundational pillar for the multiverse but also as a bridge between any and every of the outer and border planes. Here, everything is subdued, vibrant yet drab, loud yet muted. Sad and hopeful. It is the mixing of every quintessence across the cosmos along with the travel of mortal souls and magic that has formed this strange place.
Ring of True Stone

A thick ring with a black and white band that seems to have a stone made from various precious metals, such as gold, copper, bronze and silver.

**Level 1-4 (+1 Divine bonus to caster level when casting earth spells)**

Kah’Allur as only deity worshiped

**Level 5-8 (+2 Divine bonus to caster level when casting earth spells and 1/day abilities)**

Shown a passion for earth as a character trait

**Level 9-12 (+3 Divine bonus to caster level when casting earth spells, 1/day and 1/level abilities)**

**Level 13-16 (+4 Divine bonus to caster level when casting earth spells, 1/day, 1/level and at will abilities)**

Becomes a noble in the Metallic Assembly

**Level 17-20 (+5 Divine bonus to caster level when casting earth spells, 1/day, 1/level, at will and constant abilities)**

**BOUND EARTH:** Once per day the wielder may, as a full round action, bind an earth or metal elemental or creature with the earth or metal type as if under the effect of *Dominate Monster*. The wielder can have a number of creatures bound this way equal to their level.

**EARTH CONTROL:** The wielder of this ring may, as a standard action, may control earth as if under the effect of *Stone Shape, Transmute Mud to Rock* and *Transmute Rock to Mud.* Any save in the spell is instead (DC = Character Level + Half Character Level + weapons enhancement bonus). The wielder may use this ability a number of times per day equal to their level.

**ABSORB ACIDIC ELEMENTS**: The wielder may absorb an amount of acid damage equal to their level each round and store it in the ring. They may unleash this damage as a 60ft line, 30ft cone or 45ft burst as a full round action. Enemies can make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus) to half this damage. The limit to the amount of damage stored is equal to the wielders hit point or mana points, which ever is higher.

**TERRESTRIAL MAGIKS**: The wielder gains access to Terrestrial Magiks. Even if they are not a spell caster, they may spend 10 points of stored damage in the ring per spell level to cast a spell from that spell list.
Morbius, The Fang of the Shadow

A *dagger*, clearly made from a jagged and serrated fang of a giant serpent, the fang itself is a deep purple and the handle is wrapped in a dark green binding.

**Level 1-4 (+1)**

Silas as only deity worshiped

**Level 5-8 (+2, Silencing and 1/day abilities)**

Shown betrayal as a character trait

**Level 9-12 (+3, Silencing, Injecting, 1/day and 1/level abilities)**

**Level 13-16 (+4, Silencing, Injecting, Toxic 1/day, 1/level and at will abilities)**

Assassinate a powerful noble

**Level 17-20 (+5, Silencing, Injecting, Toxic, 1/day, 1/level, at will and constant abilities)**

**BITE OF THE VIPER:** Stab a single unaware target with your dagger as a swift action, forcing them to make both a will and fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus). If they fail either save, they are killed instantly. A wielder can only use this ability once per day.

**PROFANE VENOM:** The wielder of this weapon can use the dagger to cut through a single item or creature within reach as a full round action, the wielder must succeed a touch attack against the target. If they use the dagger to cut through an item, they can cut through any object with a Hardness of (Hardness = Character Level + Half Character Level + weapons enhancement bonus) or less. The item is damaged for 10 points of damage per level of the wielder. Creatures damage by this effect instead take 20 points of damage every round for a number of rounds equal to half the wielders level. The wielder can use this ability a number of times per day equal to their level.

**SNAKE IN THE SHADOWS**: The wielder can gain *Invisibility, Greater* until the beginning of their next turn as a full round action. The wielder must be in an area of dim light or darker.

**TRUE DISGUISE**: The wielder is immune to all effects such as *True Sight* and other effects of a similar nature.
Telmet

A small planet orbiting the sun Thallos in the Jallus System in the Vecshinda-12 Galaxy on the edge of known space, it was the first place that a deity was worshipped. Over billions of years, hundreds thousands of civilizations and races, they worshipped the sun Thallos and its' guardian Jana until in recent galactic times, the sun detonated and destroyed its' orbiting solar system.
Silas

## Origin

One of three deities spawned from the fracturing of the god Tyriel, he coalesced from the darkness locked away inside the god. He quickly and quietly slinked away to the Shadow Plane and spends much time plotting against the rest of the divine world.

## Spheres of Power and Influence

He governs betrayal, assassinations and poison. Anytime someone betrays another, he gains power.

## Plane of Power

His plane of power is on the Shadow Plane, the Harrow Crypt.

## Herald

His herald is Ymysh, a large serpent made of thousand of smalls serpents, that are in turn made of even smaller serpents.

## Center of Worship

His center of worship is in Dalmt, within the Brovisian Trade Providence.
Mesk

## Origin

The only celestial angel of his that remained in Elysium when Kraith left for Nirvana, he eventually gained enough power to become a demi-god by assassinating several demon lord candidates and stealing their power.

## Spheres of Power and Influence

He governs  poisons and assassinations, specifically ones of evil beings.

## Place of Power

His place of power is Ambrsou, a small portion of Elysium that once belong to Kraith.

## Center of Worship

His center of worship is the Wall, in the Western Kingdom.
The Echoes of Eternity

A collection of rare scrolls, books, tomes, ledgers, tablets, runes and other forms of records that detail specific events or individuals. These float below the Veil that Yumee and her throne sit upon, opening, closing, turning and changing. Each one readable at different times. It would take an individual an eon to read each and every one, yet the Tender of Echoes seems to know where and what is contained in each and every one.

* Publication 1: The Seal
* Record 2: Soulsung Records
* Diary 4: The Voices
* Volume 96: Our Heart Within Thyself
* Runic Phrase 76: The Warding
* Book 111: Book of the Damned
* Order 224: The Grand Pact
* Chronicle 227: Chronicle of the Righteous
* Novel 444: The Race Against The Darkness
* Tale 476: The Mystery of Mysteries
* Tome 559: The Tale of Her Fall, Second Edition
* Melody 566: The Song of a Hero Queen
* Trial 567: The Fall of A Man
* Note: 568: The Luck of One
* Journal 598: A Trial of Wind and Water
* Track 621: Where Lightning Struck Again
* Receipt 633: The Way
* List 643: The Death List
* Log 666: The Eternal Empire
* Tablet 674: Bound and Broken
* Marking 696: The King Risen
* Historic 722: A Blossoming of Hope
* Scroll 752: A Fate of Fire
* Ledger 843: The Rise of the Verrat