recursal/Fanatic-Fandom huggingface dataset:
Collar of Companionship

**Descriptors**: None

**Class**: Sphereshaper

**Slot**: Neck

**Saving Throw**: None

*Soft leather wraps around your neck, a gentle pulse reminiscent of a heartbeat echoing within it.*

You gain the Beastmastery sphere and the Broad Skills and Pet talents. Unless you have the Beastmastery sphere from a non-veil source you do not select a package and cannot gain one. You cannot shape this veil if you already have a familiar.

Each time you shape this veil you may change the type of familiar granted by this veil. You use your veilweaving level as your arcane spellcaster level when determining the abilities of the familiar granted by this veil, your veilweaving level as your base attack bonus when determining its attack bonus, and its Intelligence is increases as normal for a familiar (instead of the normal rules for the Pet talent). You cannot apply a familiar archetype to the familiar granted by this veil.

If this veil is suppressed your familiar dissipates until the suppression ends, after which it reappears in your space. Its corpse also dissipates if slain, and it reappears in your space if returned to life using this veil.

By spending 10 minutes in meditation and binding 1 point of essence to this veil you may return your familiar to full HP (and restore it to life, if it was slain). It is also returned to full HP (and to life, if slain) automatically when you meditate to shape your veils each day, or the next �me you shape this veil.

**Essence**: For each point of essence invested in this veil the familiar granted by this veil gains a +1 insight bonus to attack rolls, AC, and saving throws, a +2 insight bonus to damage rolls, and 5 temporary hit points. If lost, these temporary hit points recover at a rate of 1 hit point per round.

**Chakra Bind (Neck)**: Binding this veil to your Neck chakra allows your companion to take nebulous and arcane forms as well as strengthening your magical connection to it. You gain the Improved Pet talent. As a standard action you can view the world through your familiar’s senses. This persists for as long as you concentrate (a standard action each turn). You see and hear what your familiar sees, but your own body is blind and deaf while concentrating on this effect. You do not benefit from any special senses you might possess while using your familiar’s senses, instead benefitting from the familiar’s special senses. You may use this ability at any range as long as your familiar is on the same plane as you
Clouding Guise

**Descriptors:** Glamer

**Class:** Guru, Huay, Promethean, Stormbound, Vizier, Volur

**Slot:** Head

**Saving Throw:** Will (see text)

*A veil of shimmering diaphanous cloth shrouds your eyes and face, swaying in a breeze that does not seem to exist.*

When you shape this veil your eyes glow with a faint blue light, allowing you to see through the effects of magical and normal clouds, fog and mist. While in an area of cloud, fog or mist, the veil obscures your appearance as disguise self, using this veil’s saving throw in place of that of the spell. You choose the appearance taken under the effects of the veil’s disguise self ability when you shape this veil, or by spending 1 minute in meditation to change your disguise, and you may use your veilweaving modifier in place of your Charisma modifier when making Disguise checks for this ability. Additionally, you gain a +2 insight bonus to Disguise checks. You can dismiss or resume this disguise once per turn as a free ac�on.

**Essence:** For each point of essence invested in this veil, the bonus to Disguise checks granted by this veil increases by +2. If this veil is invested with 2 or more points of essence it produces a thin mist that surrounds you in a 10-foot aura. While providing no concealment, this mist allows the disguising properties of the veil to function as a constant effect.

**Chakra Bind (Head): [G8, Hu6, P6, St6, Vi6, Vo5]** Binding this veil to the Head chakra causes it to lose the glamer descriptor. Creatures interacting with your illusionary effect from the veils disguise self do not receive a Will saving throw to recognize it as an illusion. You gain the ability to change the illusionary disguise provided by this veil as a standard action that provokes attacks of opportunity. In addition, this veil and your veils without essence invested in them do not automatically have their presence revealed by detect magic, true seeing, or similar effects while you are under the effects of the disguise self produced by this veil.
Cloak Dance

You are skilled at using optical tricks to make yourself
seem to be where you are not.

**Prerequisites:** Perform (dance) 2 ranks, Stealth 7
ranks.

**Benefit:** You can take a move action to obscure
your exact position. Until your next turn, you have
concealment. Alternatively, you can take a full-round
action to entirely obscure your exact position. Until your
next action, you have total concealment.
Celestial Knight

Powerful and charismatic, celestial
knights belong to an ancient
order who learn the secrets of
mastering the stars themselves and
riding them into battle.

In addition, as long as the cavalier is adjacent to or
mounted on a champion constellation, both he and the
champion gain a +1 insight bonus on attack rolls, Reflex
saving throws, and on Diplomacy and Handle Animal
checks. The cavalier may invest essence into this ability
to increase this bonus by an additional +1 per point of
essence invested. At 3rd level, 8th level, and again at
15th level, the maximum essence capacity of this ability
increases by an additional +1.

This replaces the order class feature and the order
ability normally gained at 15th level.

gains the ability to manifest a single constellation’s champion form without paying its essence cost. This
champion must have an essence cost of 4 or less, and
be one he is capable of riding and is serviceable as
a mount (typically a quadruped), such as the Bull or
Lion. Cavaliers who live in or near primarily aquatic
environments may also choose the Fish or other aquatic
champions as appropriate. The cavalier’s champion is
treated as a mount for the purposes of all abilities and
effects that specify the cavalier’s mount, and treats the
cavalier’s levels as zodiac levels when determining its
abilities.

At 8th level, the cavalier may choose to replace his
champion with one of essence cost 6 or less, though they
must still meet all other qualifications.

This replaces the mount class feature.

### **Essence Pool**

At 2nd level every three levels thereafter,
the cavalier gains 1 point of essence.

This replaces the expert trainer class feature and the
order abilities normally gained at 2nd and 8th level.

### **Stellar Armaments**

At 6th level and every 6 levels
thereafter, the celestial knight chooses one constellation
other than the one he selected for his champion. He
gains the ability to manifest the weapon, armor, or
equipment option of that constellation without paying
its essence cost. The cavalier must choose a different
constellation each time he gains this ability.

This replaces the bonus feats class feature.
Complex Positive Admixture

**Element(s)** wood; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** varies (see text)

**Prerequisite(s)** positive admixture, any other composite energy blast

**Blast Type** energy; **Damage** see text Choose a composite energy blast you know other than positive admixture with a base burn cost of 2 or less. Complex positive admixture deals that blast’s normal damage plus 1d6 positive energy damage per 2 damage dice of the chosen blast. Positive energy damage from this blast is treated the same as from positive blast. This blast uses the aura of the modified blast, adding the light descriptor to it.
Control Flora

**School:** transmutation; **Level:** kahuna 8

**Casting Time:** 1 standard action

**Components:** V, S, DF

**Range:** close (25 ft. + 5 ft./2 levels)

**Targets:** up to 2 HD/level of flora creatures, no two of which can be more than 30 ft. apart

**Duration:** 1 min./level

**Saving Throw:** Will negates; **Spell Resistance:** no

This spell enables you to control the actions of one or more flora-based creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destructive commands are simply ignored. Flora includes plants, coral, sea sponges and other non-mobile sea-life such as anemones and sea fans.
Bound Living Veil

*The veil that makes up your physical form has become more firmly bound to reality, granting you even greater abilities.*

**Prerequisites:** Character level 2, living veil racial trait

**Benefit:** You gain the ability to bind your base veil to a chakra slot. At character level 2, you can bind your base veil to the Hands slot if you have shaped it in that slot. At 4th level, and every 2 levels thereafter, you gain access to more powerful chakra slots in the following order: Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, Body. At 9th level, you gain access to the Blood, Interface, Ring, Storm, and Voice chakra slots in this way as well.

**Special:** If you have the Composite Living Veil feat, the veil you swap in is immediately considered to be bound using this feat if you have the ability to do so.
Cloak of the Leper

**Descriptors**: Brand, Disease

**Class**: Huay, Nexus, Promethean, Stormbound, Vizier, Volur

**Slot**: Shoulders

**Saving Throw**: Fort negates

*A cloak of pestilence envelopes the target, threatening to spread and destroy the ones they love.*

This veil is a disease effect, if a creature has immunity to diseases or a bonus to saving throws against diseases, they apply to saving throws against this veil.

When you brand a creature with this veil as a standard action, they take 1d3 points of nonlethal damage. This damage bypasses any damage reduction or resistances the creature might have.

At the beginning of each of your turns, the branded creature and each of your foes within 5 feet of the branded creature must make a Fortitude saving throw. Each creature that fails the saving throw takes 1d3 points of nonlethal damage. If the branded creature passes this saving throw, the brand is removed from them. If any of the affected creatures fail this saving throw, you may move the brand to one of those creatures. This does not deal additional damage, or require a saving throw. A creature must be within the range of this brand to apply the brand to it.

**Essence**: For each point of essence invested in this veil, it deals an additional 1d3 points of nonlethal damage, and the range at which it affects creatures at the beginning of your turn increases by 5 feet.

**Chakra Bind (Shoulders): [Hu10, N10, P10, St10, Vi10, Vo8]** Binding this veil to your Shoulders chakra further empowers the plague affecting the branded creature. Whenever a creature fails a saving throw against this brand at the beginning of your turn, they are branded by a copy of the brand. This copy is treated as this veil for all purposes, including its invested essence and its bind. Creatures only roll a single saving throw against this veil at the beginning of each of your turns, even if they would be in the area of multiple copies of it. When this brand is sundered or suppressed, it is only suppressed if all of the copies of the brand have been sundered or dispelled from affected creatures. If you use a standard action to place this brand on a new creature, all creatures currently branded by the veil are unbranded. In addition, whenever a creature takes damage from this veil you can choose whether the damage is lethal or nonlethal.
Chlorophyll Blast

**Element(s)** fire, light, and wood; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** conjuration (creation) [fire, light]

**Prerequisite(s)** solar blast, wood blast

**Blast Type** physical; **Damage** half fire and half bludgeoning, piercing, or slashing

You process solar energy within your body, converting it into a burst of power. This blast deals an additional 2 damage per damage die, and infusions applied to it ignore any immunities provided to a creature by its plant traits. This is associated with the same form infusions as fire and light infusions, and the same substance infusions as fire, light, and wood blasts.
Boiling Power

Your powers with the [steam] descriptor create steam that continues to cling and burn the target. In addition, the hazy steam interferes with the vision of those affected.

**Benefit:** To use this feat, you must expend your psionic focus. The steam of your steam power continues to boil the water around the target, partially blinding it and causing additional damage to it for a short time. That creature takes damage equal to the power’s level at the start of its next turn and is dazzled. On the next turn, if one half of the base damage dealt from the boiling power feat during the previous round is equal to or greater than 1, that creature takes that much damage and remains dazzled during this round. This continues until one half of the base damage is less than 1 point. For example, if *energy ball* (level 4 kineticist) is successfully used to cause steam damage to an opponent and augmented by this feat, that opponent would take 4 steam damage and become dazzled at the start of the next round, 2 steam damage and remain dazzled on the round after, and finally 1 point of steam damage and continued vision impairment on the 3rd round after the initial attack. Afterwards, the effect dissipates without further damage or vision issues. This feat can only be used with powers that have the steam (formerly fire) descriptor and deal damage. Using this feat increases the power point cost of the power by 3.

The power’s total cost cannot exceed your manifester level. The effects of Boiling Power do not stack, but the most recent attack does replace the effect and duration of the feat’s previous applications.
Cloud Mind

**Discipline:** Telepathy [Mind-Affecting]; **Level**: Cryptic 2, gambler 2, gifted blade 2, marksman 2, psion/wilder 2, voyager 2

**Display:** None

**Manifesting Time:** 1 standard action

**Range:** Close (25 ft. +5 ft./2 levels)

**Target:** One creature

**Duration:** 1 min./level

**Saving Throw:** Will negates; **Power Resistance:** Yes

**Power Points:** 3

You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

**Augment:** This power may be augmented in one or both of the following ways.

* If you spend 6 additional power points, you may manifest this power as an immediate action.
* For every 2 additional power points you spend, this power can affect one additional creature.
* If you spend 8 additional power points, this power effects one creature per manifester level.

In addition, for every 2 power points spent on any of the above options, the power’s save DC increases by 1.

## Mythic Cloud Mind

*Mythic cloud mind* affects a number of creatures equal to your tier. Targets that succeed on the save instead suffer a 20% miss chance against you for the duration of the effect.

**Augmented:** If you expend one use of mythic power, the effect does not break when you attack a creature.
Cloud of Corrosion

**School** conjuration (creation) [metal]; **Level** druid 7, occultist 6, vanguard 6

**Casting Time** 1 standard action

**Components** V, S, M (a pinch of rust)

**Range** medium (100 ft. + 10 ft./level)

**Effect** cloud of corrosive gas spreads in 20-ft. radius, 20 ft. high

**Duration** 1 round/level

**Saving Throw** none; **Spell Resistance** no

You create a cloud of corroding energy that destroys metal. This functions as a *solid fog* spell, but in addition any non-magical objects made of iron or iron alloys within the area are destroyed, including weapons and armor. A non-magical item that is made of non-iron metal, such as mithral or adamantine, instead take 1d6 damage each round; this damage bypasses hardness.

A creature that is made of iron takes 5d6 points of damage + 1 per caster level (max +10) each round it remains in the cloud. A metallic creature that is not made of iron takes half this damage.

The cloud is heavy and thick enough that it has difficulty penetrating containers; any metal items secured in a closed container, such as a scroll box or a coin purse, are generally unaffected (unless the container is destroyed first by the *cloud of corrosion*).
Constant Vigilance

Your ability to sense aggression in your enemies has
developed into a sixth sense.

**Prerequisites:** Detect Hostility.

**Benefit:** Whenever you come within 30 feet of
a creature feeling hostility, you are entitled to a
Knowledge (martial) check to notice it as if you were
actively searching for it. You can detect hostility aimed at
yourself from any range as long as the target is observing
you in some way, even through divination magic, but
you cannot determine where it is coming from unless
you can see the source (which may require a Perception
check) or the source is within 30 feet.
Clashing Essence

*Y*our essence rushes to the forefront to aid where it is needed.

**Benefit:** You may reallocate your essence as an immediate action in response to being targeted by an attack, making a saving throw, making an attack roll, or an ally under the effect of one of your veils being in any of these situations. You may use this ability after the result of the roll is revealed.

You gain 1 point of essence.
Cloudstaff

**Aura** moderate conjuration; **CL** 8th

**Slot** none; **Price** 32,800 gp; **Weight** 3 lbs.

The head of this sky-blue staff is carved to look like a billowing cloud. It allows use of the following spells:

* *Cloudburst* (1 charge)
* *Fog cloud* (1 charge)
* *Downpour* (2 charges)
* *Gaseous form* (2 charges)

**Construction Requirements** Craft Staff, *cloudburst*, *downpour*, *fog cloud*, *gaseous form*; **Price** 16,400 gp
Control Ice

**Discipline:** Psychokinesis [Ice]; **Level** Psion/wilder 1

**Display:** Auditory

**Manifesting Time:** 1 standard action

**Range:** Medium (100 ft. + 10 ft./level)

**Area:** One nonmagical source of ice; see text

**Duration:** Concentration, up to 1 min./level

**Saving Throw:** See text; **Power Resistance:** No

**Power Points:** 1

You cryokinetically control the intensity or movements of the cold energy from one source of ice. A nonmagical ice source can be controlled if it is equal to or smaller than the maximum size of ice sample you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between different ice sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping ice from melting, animating it, or altering its size) can be made to one source of ice in a round. When your control over a source of ice lapses, that ice block immediately returns to its original state (or melts away if it has been moved to warmer waters). With this power, you can artificially keep ice from melting normally; even exposing controlled ice to scalding steam will not melt it (though completely removing the ice from water will cancel this power and allow it to melt normally).

This power also enables you to make ice move as if it were a living creature. You can animate only naturally occurring ice; if you attempt to animate ice that has been increased or decreased in size by your augmentation of this power, the ice immediately returns to its original size. An animated ice chunk moves at a speed of 30 feet. Ice that moves into warm water melts as soon as your control over it lapses.

Animated ice can enter any square, even one a creature is occupying. If animated ice enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the ice does + your key ability modifier). A successful Reflex save moves the creature to the nearest unoccupied square (if there are multiple, the creature chooses which).

If a creature begins its turn in a space occupied by animated ice, it takes the damage listed on the accompanying table. If the creature takes damage and is the same size or smaller than the ice, it may be frozen (effectively paralyzed) unless it makes a Reflex save (same DC as above). A frozen victim takes damage each round and may attempt to break free as a full-round action (Escape Artist DC 25 or Strength DC 30). If the animated ice leaves the the space of the frozen creature, it is freed automatically. A creature that has freed itself can still take damage and be frozen in subsequent rounds.

**Augment:** You can augment this power in one or both of the following ways.

* For every 2 additional power points you spend, you can increase the size of the ice you want to control by one step, up to the maximum size of ice you can control according to your manifester level.
* For every 2 additional power points you spend, you can decrease the size of the ice you want to control by one step. You can reduce a Tiny or smaller ice to nothing, melting it.
Charting the Waxing Moon

*The skies move in constant patterns - the moon disappears, but you always know where and when it will return.*

**Prerequisites:** Two Sagitta Stellaris maneuvers known, two Veiled Moon maneuvers known.

**Benefit:** Whenever you initiate a [Trail] strike, you may also expend a readied Veiled Moon maneuver to mark a space in your trail within close range of you after you finish drawing it. If you are in a Veiled Moon stance, you can instead mark a space this way for free.

At the very start of your next turn, if the marked space is unoccupied, you may spend a swift or move action to teleport to it. Whether or not you do, the mark then disappears. All intelligent creatures who can see the marked space innately understand its effect.
Control Air

**Discipline:** Psychokinesis; **Level:** Kineticist 2, marksman 3

**Display:** Mental

**Manifesting Time:** 1 standard action

**Range:** Long (400 ft. + 40 ft./level)

**Area:** 50-ft.-radius spread

**Duration:** Concentration, up to 1 min./level

**Saving Throw:** None; **Power Resistance:** No

**Power Points:** Kineticist 3, marksman 5

You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.

This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.

Powerful enough winds can cause creatures to be blown away, knocked down, or checked.

**Augment:** For every additional power point you spend, you can modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.

## Mythic Control Air

You can alter the direction of the wind to blow in any direction. You can cease concentrating on the power without ending the effect, and alter the nature of the wind in the affected area by concentrating as a swift action.
Contemplation

**Descriptors**: None

**Class**: Guru, Helmsman, Huay, Promethean, Radiant, Stormbound, Vizier

**Slot**: Headband

**Saving Throw**: None

*An aura of calming energy surrounds your brow, allowing you to patiently store your energy through meditation.*

Shaping this veil allows you to patiently store your bodily potential
to later unleash it when it is needed. As a full round action you can
enter a state of contemplative meditation, storing your potential for
later use. Until you take another action, until you roll for initiative,
or until the beginning of your next turn, you gain an insight bonus to
your AC and saving throws equal to your veilweaving modifier
(minimum +1) and any damage you take is halved (rounded down,
minimum 1).

At the start of your next turn, this energy is unleashed; during that
turn you gain an additional move and standard action. You cannot
enter meditation again during this round.
If you were meditating before rolling initiative, the energy is
harmlessly unleashed upon rolling initiative and you gain no
additional actions.

**Essence**: For each point of essence invested in this veil, the insight
bonus to AC and saving throws while meditating is increased by +1,
and you may take a 5-foot step per point of essence invested in this
veil each round you meditate.

**Chakra Bind (Headband): [Guru 12, Helmsman 14, Huay 12, Promethean 12, Radiant 9, Stormbound 12, Vizier 12]**Binding this veil to your Headband
chakra allows you to further heighten the powers of your
contemplative meditation. At the start of your next turn after
meditating, you can choose to meditate for an additional round as a
full-round action to compound your stored energy rather than
release it. If you do so, at the beginning of your subsequent turn the
compounded energy is released; granting you two additional
standard and move actions instead of only one of each.
Condemning Glare

Your pretended judgments gain some true weight,
promising true condemnation.

**Prerequisite:** Divine Judgement, conduit level 5th.

**Benefit:** When you succeed on a check to use the Divine
Judgment feat, you may also attempt to use Intimidate to
demoralize the target as a free action (including the bonus
from Divine Judgment). You may demoralize a creature
normally immune to fear or mind-affecting effects in this
way. Once per day, while the target is demoralized by this
effect, you may manifest *aversion* on that target as a psi-like ability, with a DC equal to 12 + your Charisma modifier
and a manifester level equal to your HD, ignoring normal
immunities to mind-affecting effects.

**Special:** You may not use both Condemning Glare and
Words of Salvation on the same target within a 24-hour
period.
Closed (Psion Discipline)

**Replacement Abilities:** The following discipline abilities replace the telepathy and last respite abilities of the telepathy discipline.

### **Out of the Loop (Su)**

Starting at 8th level, you can keep a creature out of the loop. To do this, you must expend your psionic focus and target a creature you can see within 50 feet. They must succeed on a DC 10 + half your psion level + your Intelligence modifier Will save or become deaf and lose all telepathic abilities for a number of rounds equal to half your class level. This is a mind-affecting effect.

### **Strike The Ignorant (Su)**

Starting at 14th level, you’re able to direct the actions of your allies to perfectly coordinate an attack against those you’ve kept out of the loop. Any creature affected by your out of the loop ability is dealt +2d8 damage by all weapon attacks from allies within a 30 foot radius of you.
Copycat Cut

**Discipline:**Shattered Mirror (Strike)

**Level:**1

**Initiation Action:**1 standard action

**Range:**Melee attack

**Target:**One creature

**Duration:**Instantaneous (see text)

With a slight shift of your stance, you mimic an attack you’ve witnessed in the last few seconds of combat. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can choose to use the result of any attack roll made by your target in their next turn in place of one of your attack rolls in your next turn. If you strike that opponent with their own attack roll, you deal an additional 2d4 points of damage. An attack made using an opponent’s attack roll does not threaten or confim critical hits.
Charm of Preservation

**Aura** faint telepathy; **ML** 3rd

**Slot** none; **Price** 250 gp; **Weight**

**Description**

This small golden charm resembles the outline of a head,
although other forms have been known to exist and in
psionic societies, they tend to be a sign of affluence among
the populace. When the wearer of this charm is slain, it
dissolves into a soft yellow nimbus that surrounds the
wearer. For one week, the wearer can be affected by the
*psionic revivify* power as if he had just died that round,
but *psionic revivify* must be channeled through specially-treated crystals similar to *cognizance crystals* that cost 5,000
gp. The psionic energy in the crystal is consumed in the
manifestation and the crystal becomes inert and has no
value. These crystals are not provided by the charm. After
being used, the charm is destroyed.

**Construction**

**Requirements** Craft Wondrous Item, *preserve psyche;* **Cost** 125 gp
Classic Rulings Binder

**Aura** faint divination; **CL** 3rd

**Slot** none; **Price** 1,000 gp; **Weight** 1 lb

**Description**

The *classic rulings binder* (often referred to as the CRB) is a common reference document for standard techniques and magical effects. Anyone who spends an hour reading the CRB is able to make Spellcraft checks to identify spells untrained, and with a +2 bonus to the check. This bonus lasts for 24 hours.

**Construction**

**Requirements** Craft Wondrous Item, *hunter's lore*; **Cost** 500 gp
Conviction Study (Archivist)

**Focused Studies:** Archivists must all choose a study of rune magic to focus their abilities. Some choose to focus their study even further, gaining a more specialized set of abilities. Archivists that choose a focused study gain their normal class features, such as bonus feats and altered script, but the focused study changes one or more of the abilities granted by their study. An archivist must take all of the replacement abilities associated with his focused study. Once a focused study is chosen, it cannot be changed.

**Associated Study**: Manipulation

**Replacement Abilities**: The following study abilities replace the celerity and spatial leap abilities of the manipulation archivist study.

### **Seek Conviction (Sp)**

At 2nd level, you can use *detect chaos*, *detect evil*, *detect good*, and *detect law* at-will. You can only use one of these at a given time.

At 8th level, you no longer need to concentrate to maintain any of these effects, though you can still only use one at a time.

### **Resist Conviction (Su)**

At 8th level, you constantly have the benefit of a *ward of conviction* script. The deflection bonus to AC and the resistance bonus to saving throws increases by +1 for every two archivist levels past 8th (maximum +8). You choose which alignment the *ward of conviction* protects against, and can change the alignment it protects you from whenever you overload a script.
Collective Power

Once per day, you can manifest a power that you do not know.

**Prerequisites:** Able to manifest 3rd level powers or higher, Collective Mind.

**Benefit:** Once per day, add one additional power of any level up to two levels lower than the highest-level power you can manifest to your powers known. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list. A different power may be chosen each day, but the one before it is lost.
Brain Lock

**Discipline:** Telepathy (Compulsion) [Mind-Affecting];
**Level:** Telepath 2

**Display:** Material and visual

**Manifesting Time:** 1 standard action

**Range:** Medium (100 ft. + 10 ft./level)

**Target:** One humanoid

**Duration:** Concentration + 1 round

**Saving Throw:** Will negates; **Power Resistance:** Yes

**Power Points:** 3

The subject’s higher mind is locked away. He stands dazed,
unable to take any actions other than those identified below.

A *brain locked* subject is not stunned, so attackers get no
special advantage against him.

A *brain locked* flyer must descend to the closest safe level
area below it. An air-breathing swimmer must make for the
surface.

Each round on its turn, the subject may attempt a new
saving throw to end the effect. This is a full-round action
that does not provoke attacks of opportunity.

**Augment:** You can augment this power in one or both of
the following ways.

* If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous humanoid.
* If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

In addition, for every 2 power points spent on either of the above options, the power’s save DC is increased by 1.

## Mythic Brain Lock

You can cease concentrating on the power without ending the effect and the duration becomes one round per level. The target is no longer dazed when you are not concentrating on it, but you can resume and cease concentrating again to use its effects on the target any number of times within the power’s duration.

**Augmented:** If you expend one use of mythic power, the duration becomes concentration plus one round per level.

**Augmented (4th):** If you expend two uses of mythic power, you add half your tier to the save each round on the subject’s turn.
Claw of Energy

**Discipline:** Psychokinesis [see text]; **Level:** Highlord 4, psychic warrior 4

**Display:** Visual

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 1 round/level

**Power Points:** 7

If you have a claw attack (either from an actual natural
weapon or from an effect such as *claws of the beast*), you
can use this power to energize that weapon. The claw attack
deals an extra 1d6 points of cold, electricity, or fire damage
(as chosen by you when you choose your active energy type)
on a successful hit. On a critical hit, it deals an extra 1d10
points of energy damage. If the claw’s critical multiplier
is x3, add 2d10 points of energy damage instead; if the
multiplier is x4, add 3d10 points of energy damage.

This power can be manifested on a claw attack that already
deals energy damage, but if the claw already deals the same
type of damage as the power, the effects stack. If this power
is manifested on a claw attack already benefiting from the
effect of the power, the newer manifestation supersedes
the older manifestation, even if both manifestations are of
different energy types.

This power’s subtype is the same as the type of energy
infused in the natural weapon.

## **Weapon of Energy**

**Discipline:** Psychokinesis [see text]; **Level**: Gifted blade 4, highlord 4, psychic warrior 4

**Display:** Visual

**Range:** Touch

**Target:** Weapon touched

**Duration:** 1 round/level

**Saving Throw:** Fortitude negates (object, harmless); **Power**

**Resistance:** None

**Power Points:** 7

As *claw of energy,* except this power can be manifested on
a touched weapon. This power’s subtype is the same as the
type of energy infused in the touched weapon.

## Mythic Claw of Energy

The additional energy damage is increased to 2d6 points of damage and you add your mythic tier to damage on critical hits made with the affected claw attack.
Control Current

**School:** transmutation [water]; **Level:** kahuna 5

**Casting Time:** 1 standard action

**Components:** V, S

**Range:** 40 ft./level

**Area:** 40 ft./level radius cylinder 40 ft. long

**Duration:** 10 min./level

**Saving Throw:** Fortitude negates; **Spell Resistance:** no

You alter water currents in the area surrounding you. You can make the current move in a certain direction or manner, increase its speed, or decrease its speed. The new current’s direction and speed persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm water up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Current Direction: You may choose one of four basic water current patterns to function over the spell’s area.

* An upflow moves from the center outward in equal strength in all directions.
* An eddy moves from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
* A gyre causes the waters to circle the center in clockwise or counterclockwise fashion.
* A jet simply causes the water to flow in one direction across the entire area from one side to the other.

Current Speed: For every three caster levels, you can increase or decrease current speed by up to 20 feet, to a maximum of 120 feet at 18th level. A gyre moving at 120 feet is considered a whirlpool.
Chronal Fission

**Discipline:**Riven Hourglass (Stance)

**Level:**5

**Prerequisites:**Two Riven Hourglass maneuvers

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

You enter a meditative trance, manipulating your personal time to react faster than you otherwise would be able to. While you maintain this stance, you may initiate a single counter each round without using an immediate action. This expends the counter as normal. You can use this stance’s effect to initiate a counter even if you have already used an immediate action this round.
Charred Angelic Wings

**Descriptors**: Steady

**Class**: Daevic, Eclipse, Helmsman, Huay, Kheshig, Lunar, Promethean, Stormbound

**Slot**: Shoulders

**Saving Throw**: Fortitude (Steady)

“*I curse you, you who flies so free. May you know the same misery as me.”*

In place of an attack, or as a standard action, you may fire off a charred feather against a creature with a fly speed within Medium range (100 feet plus 10 feet per two veilweaver levels). Treat this as a ranged touch attack, and if it hits, it deals 1d6 points of fire damage, and that creature must make a Fortitude save or have their ability to fly suppressed for 1 minute. If they are currently flying, they immediately begin to fall, and may take falling damage as a result.

Half of the damage this veil does (To include its bind effect) comes from an akashic pulse of power, and as such is not reduced by damage reduction, hardness, resistances, or immunities.

**Essence**: Each point of essence invested in this veil increases the Fortitude save DC by 1.

**Chakra Bind (Shoulders): [D10, E15, He11, Hu10, K8/11, L10/12, P10, St10]** You deal your veilweaving modifier in fire damage to creatures with a fly speed, plus an additional 2 points of damage for each essence invested in this veil.
Circular Stance

**Discipline:**Scarlet Throne (Stance)

**Level:**1

**Initiation Action:**1 swift action

**Range:**Personal

**Target:**You

**Duration:**Stance

Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and he understands that often times he may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more).
Clairsentient Talent

**Category:** Psionic

If you have psionic focus, you can be treated as having *detect psionics*active, but only effective in the space you occupy. This is a psi-like ability, and you must concentrate on it for a round to glean any more meaningful information than a ‘hunch’. This talent grants no benefit if you do not have the ability to gain psionic focus.
Clever Cat Stance

**Discipline:** Roaring Mouse (Stance); **Level:** 6

**Prerequisites:** 2 Roaring Mouse maneuvers

**Initiation Action:** 1 swift action

**Range:** Personal (see text)

**Target:** You (see text)

**Duration:** Stance

Your movements set your foes on edge, distracting them and preventing them from using their abilities to the fullest. As long as you maintain this stance, you and all allies within Close range (25 feet + 5 feet per 2 initiator levels) gain a bonus equal to your initiation modifier to AC, skill checks, and on saving throws against attacks and effects from tricked enemies. Alternatively, you can enter a reversed version of this stance. If you do so, your tricked foes within range suffer a penalty equal to your initiation modifier on AC, skill checks, and saving throws. If you exploit a foe while they are affected by this stance, the penalty does not end until the exploit is complete. You may reverse or revert this stance’s effects with a swift action, as if taking a different stance. If you do so, the previous effect immediately ends.
Cloak of the Realmwalker

**Aura** faint abjuration and divination; **CL** 5th

**Slot** shoulders; **Price** 2,200 gp (+1), 5,800 gp (+2), 11,800 gp (+3), 20,200 gp (+4), 31,000 gp (+5); **Weight** 1 lb.

This well-worn cloak appears to be made of ordinary, dull fabrics, but small slivers of cold iron twinkle within the cloth. The *cloak of the realmwalker* acts as a *cloak of resistance*. In addition, the wearer adds the cloak’s bonus as a competence bonus to Survival checks and Knowledge (geography) checks. The wearer halves the nonlethal damage taken and is immune to fatigue caused by hustling or forced marches, and her overland movement speed is increased by 50%.

**Construction Requirements** Craft Wondrous Item, *resistance*, *tireless pursuit*APG, creator’s caster level must be at least three times the cloak’s bonus; **Price** 1,100 gp (+1), 2,900 gp (+2), 5,900 gp (+3), 10,100 gp (+4), 15,500 gp (+5)
Chilling Mist Sidestep

**Discipline:** Unquiet Grave (Counter); **Level:** 8

**Prerequisites:** 3 Unquiet Grave maneuvers

**Initiation Action:** 1 immediate action

**Range:** Personal

**Target:** You

**Duration:** Special (see text)

**DESCRIPTION**

You turn into dark mist that crackles with negative energy. You may initiate this counter in response to a melee or ranged attack being made against you. Until the beginning of your next turn, you are immune to weapon damage, and spells targeted against you have a 50% miss chance. If you initiated this counter in response to a melee attack, the creature attacking you suffers 7d8 points of negative energy damage.
Control Light (Spell)

**School** evocation [darkness, light]; **Level** cleric 4, druid 4, inquisitor 4, invoker 4, nightblade 4, occultist 4, shaman 4

**Casting Time** 1 standard action

**Components** V, S, M (a pearl and a piece of obsidian, each worth at least 10 gp)

**Range** 60 ft.

**Area** 60-ft. radius centered on you

**Duration** 10 min./level (D)

**Saving Throw** none; Spell Resistance no

As you cast this spell, the gem that you hold in each hand dissolves away, the pearl staining one hand with a silvery glow, the obsidian blackening your other hand with darkness. Upon casting this spell, you designate the light level that you wish to maintain (bright light, normal light, dim light, or darkness). The lighting within 60 feet of you is changed to that light level, regardless of existing conditions. By concentrating on the spell (a standard action) you can change the lighting level this spell creates by one step in either direction.

Nonmagical sources of light or shadows do not have any effect within the area of this spell, as do magical sources of light and darkness of 4th level or lower. Any magical source of light or darkness above 4th level that would alter the lighting to a different light level than you have designated has a chance of being suppressed. You must make an opposed caster level check against the caster of the other source of light or darkness. Success means the other source of light or darkness has no effect inside the area of this spell for the remaining duration of this spell, even if the area of light or darkness is brought outside the area of this spell and later brought back in. Failure means the other spell’s effects supersede the lighting or darkness created by *control light* for the duration of the spell.

*Control light* counters or dispels any light or darkness spell of the same level or lower, such as *daylight* or *snuff*.
Complex Metascript

*You can combine your metascript effects to make brand-new effects.*

**Prerequisite**: Any two metascript feats

**Benefit**: You can now apply two metascript feats to a single casting of a runic script, instead of only one (three if you use a metascript rod). The maximum level of script you can apply both of the feats to is lowered by 1, and you use the lower of the two levels to determine to which script you can apply the feats.

For example, if you want to use both Enlarge Script and Persistent Script, you could only apply them to a script at least three levels below your maximum, as Persistent normally requires the script be at least two levels lower, which is lowered by an additional level by Complex Metascript.
Collar of Skilled Instruction

**Descriptors:** none

**Class:** Daevic, Guru, Helmsman, Lunar, Promethean, Vizier

**Slot:** Neck

**Saving Throw:** none

This Veil lends its magic to your voice, commanding the attention of those around you.

The wearer of this veil can use the aid another action to assist an ally within 10 feet on a skill or ability check. The ally must be able to hear and understand your instructions, and you take all rolls and actions as normal for the chosen aid another action.

**Essence:** For each point of essence invested in this ability you can assist one additional ally and the range increases by 5 feet. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.

**Chakra Bind (Neck): [D12/16, G14, He17, L14/16, P14, Vi14]** Binding this veil to your Neck chakra fills you with an even greater ability to coordinate your allies and share your will. When you bind this veil choose one Teamwork feat you meet the prerequisites for. As a standard action, you can grant this feat to yourself and all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels you possess. Allies do not need to meet the prerequisites of this bonus feat.
Chameleon

**Discipline:** Psychometabolism; **Level:** Cryptic 1, egoist 2, gifted blade 1, marksman 1, psychic warrior 1, sighted seeker 1, voyager 1

**Display:** Olfactory

**Manifesting Time:** 1 standard action

**Range:** Personal

**Target:** You

**Duration:** 10 min./level (D)

**Power Points:** Cryptic 1, egoist 3, gifted blade 1, marksman 1, psychic warrior 1, sighted seeker 1

Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Stealth checks.

**Augment:** For every two additional power points spent, the enhancement bonus on Stealth checks increases by 1.

## Mythic Chameleon

Add your tier to the bonus to Stealth checks. If you stand still, you can hide without cover or concealment.

**Augmented:** If you expend one use of mythic power, the duration becomes one hour per level.