Tenebris Techs

Tenebris techs harness the power of darkness and the void in order to inflict massive amounts of damage, critically disable creatures and use shadows and darkness to cloak their users.

Tier I
Fungal Dispersion (Fi): When executed, make a melee touch attack against one creature. If successful that creature takes 2 points of bleed damage and becomes a Latent Carrier of a Disease. A Fortitude save can be made to avoid the disease, but not the damage. The DC for this tech is Constitution-based.

Fungal Shroud (Fi): As long as this tech is running in the user's console, any creature that successfully strikes the user takes 1 point of bleeding damage.

Grasping Creepers  (Fi): When executed make a ranged touch attack against a single creature. If successful that creature is entangled.

Identify Illness (Fi): As ''Diagnose Disease. ''

Mold Pin (Fi): When executed make a ranged touch attack against a single creature. This tech has long range. If successful the target takes 1d6 points of acid damage and 2 points of bleed damage.

Lessen Strength (Sm): When executed one creature must make a Will save or take 1d4 points of Strength damage.

Shadow Shade (Sm): As long as this tech is running in the user's console they add their Caster level as a bonus to any Stealth Checks made in areas of normal light, dim light or darkness.

Shadow Shield (Sm): As long as this tech is running in the user's console they gain a +4 Shield bonus to AC, immunity to the magic missile spell, and a +2 circumstance bonus to all Will saves made to disbelieve illusion effects.

Shadow Sprint (Sm): As Expeditious Retreat.

Veil (Sm): The veil tech requires twice the normal amount of capacity points to maintain as other techs of it's tier. As long as this tech is running in the user's console the light level in a 40-foot radius is reduced by 1 level. Veil I cannot lower the light level of an area any lower than Dim.

Dusk Dart, Minor (Ob): When executed, the user makes a ranged touch attack against a single creature within long range, if successful this tech inflicts 1d4 points of Cold damage and 1d4 points of Negative energy damage.

Endowment of Nothingness (Ob): When executed, one beneficial effect on the target creature is negated, but not removed. Start with the ability with the highest spell level or tier. A will save negates this. The DC of this tech is Intelligence based.

Ill Fate (Ob): When executed, the next crtical confirmation roll the target makes takes a -4 penalty. This tech's duration is indefinite until it is discharged or dispelled.

Omen (Ob): When executed, the next ranged touch attack made by the user has it's critical threat range doubled. This tech's duration is indefinite until it is discharged or dispelled.

Rune of Discomfort (Ob): As long as this tech is running, the target gains a +2 bonus to all damage rolls made with melee or ranged attacks made with weapons but not Techs or Spells.

Tier II
Acid Belch (Fi): When executed the user sprays burning vomit from their mouth in a 15-foot cone inflicting 1d6 points of acid damage per caster level (max 5d6). Creatures affected by this are ''Sickened. A successful Reflex save halves this damage and prevents the sickened ''effect. The DC for this tech is Constitution-based.

Invigorating Spores (Fi): When executed energy mushrooms grow inside the target's body making them immune to sicken and fatigue for 10 minutes.

Fungal Slush (Fi): When executed, one creature is dowsed in a burst of acidic spores that slowly eat away at it's flesh. These spores inflict 5 points of damage per caster level (max. 25). A successful Fortitude save can be made to negate this damage. The DC for this tech is Constitution-based.

Remove Disease (Fi): When executed one disease effect is removed from a creature.

Illusion of the Damned (Sm): As long as this tech is running in the user's console they are considered to be a creature with the Devil Subtype and gain some of the bonuses including Resistance to Fire of 30, and +4 bonus to saves against Poison and Resistance to Acid and Cold of 10 also they gain the See in Darkness supernatural ability allowing them to see perfectly in darkness including that created by a deeper darkness effect. While this tech is active the user is vulnerable to Good and Chaotic aligned weapons. Only one illusion tech can run at any given time in the user's console.

One With Darkness (Sm): As long as this tech is running in the user's console they can act normally in the effects of a darkness, deeper darkness or hungry darkness spell in which they are in the space of. They can see normally ignoring concealment against creatures within the same darkness effect. But maintain their own concealment where applicable.

Shadowgilt (Sm): When executed on creature is coated in a shadowy skin that grants them DR 10/- as long as they are in Dim or Darker lighting conditions. Any brighter light immediately ends the effect, Otherwise it lasts for 1 minute per caster level.

Shadow Spell I (Sm): When executed copy one spell of level 1 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Blemish (Ob):  When executed one target must make a Will save or be afflicted with 1d6 points of Charisma drain, the DC for this tech is Intelligence-based.

Exhausting Armor (Ob): When executed one creature must make a Forititude save or have their encumberance threshhold increased by 1 category. Meaning if they had a light load at 100 lbs, they would instead have a medium load at 100 lbs, and if they have a medium load at 150 lbs, they would instead have a heavy load at 150 lbs. The DC for this tech is Intelligence-based.

Pain Ray (Ob): When executed the user makes a ranged touch attack against a target. If successful the target takes 3d6 points of Negative Energy damage plus +1 point of Force damage per caster level.

Sap Speed (Ob):  When executed one target must make a Fortitude save or be afflicted with 1d6 points of Dexterity drain, the DC for this tech is Intelligence-based.

Tier III
Cutting Creepers  (Fi): When executed make a ranged touch attack against a single creature. If successful that creature is entangled, and begins to bleed for 1 damage per caster level. Infection  (Fi): When executed, one creature must make a Fortitude save. If they fail any bleeding wounds they have cannot be stopped by a healing spell, and the DC to stop it with a Heal check is increased by 10.

Fungal Pod (Fi): As long as this tech is running in the user's console. Any creature that successfully strikes the user takes 1d4 points of acid damage. Also this tech increases the AC of the user by a +4 shield bonus against Ranged Attacks only.

Mold Cloud (Fi): When executed, one creature must make a Fortitude save or have all healing effects they would receive halved for 1 minute per caster level. The DC for this tech is Constitution-based.

Illusion of the Heavenly Host  (Sm): As long as this tech is running in the user's console they are considered to be a creature with the Angel Subtype and gain some of the bonuses including Resistance to Acid and Cold of 20, a +4 bonus to saves against petrification and poison and Resistance to Fire and Electricity of 10.   While this tech is active the user is vulnerable to Evil aligned weapons. Only one illusion tech can run at any given time in the user's console.

Invert Evil  (Sm): When executed one creature loses their negative energy affinity for 1 round per caster level. Undead creatures are given a Will save to negate this effect. The DC for this tech is Intelligence-based.

Rift  (Sm): When executed select one target square within 30 feet and move to that square. This is a swift action, but after execution your turn immediately ends, and any remaining actions are lost.

Shadow Spell II  (Sm): When executed copy one spell of level 2 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Confuddle (Ob):  When executed one target must make a Will save or be afflicted with 1d6 points of Intelligencedrain, the DC for this tech is Intelligence-based.

Dusk Dart, Lesser  (Ob): When executed, the user makes a ranged touch attack against a single creature within long range, if successful this tech inflicts 4d6 points of Cold damage and 4d6 points of Negative energy damage.

Negahex (Ob): When executed the user selects 1d6+2 squares. Each square must be adjacent to another of the selected squares. All creatures within the targeted squares then take 1d6 points of negative energy damage per caster level (max 10d6). A successful Will save halves this damage. The DC for this tech is Intelligence-based.

Wither (Ob):  When executed one target must make a Fortitude save or be afflicted with 1d6 points of Strength drain, the DC for this tech is Intelligence-based.

Tier IV
Field of Vines (Fi): When executed vines grow in a 15-foot burst on the target square for 1 round per caster level. Any creatures caught within must make a Reflex save or become entangled. And the area is considered to be difficult terrain for the duration. The DC for this tech is Constitution-based.

Force of the Deep (Fi): When executed, one creature per caster level has their attacks enhanced with an additional 1d8 points of Acid damage for 1 minute per caster level. Fungal Fog (Fi): When executed a cloud forms in a 20-foot radius area on the target square. Creatures caught within this cloud must make a Fortitude save or become poisoned taking 1d4 points of Constitution damage per round for as long as they stay within the range of the cloud. Each round they are allowed an additional saving throw to resist any further damage. The DC for this tech is Constitution-based.

Insulating Vines (Fi) As long as this tech is running in the user's console they are granted resistance to Cold and to Fire equal to 5 + their caster level.

Shadow Rune: Cold (Sm): Inscribing a shadow rune takes 5 minutes. Fire spells cast within 60-feet of the rune have a 40% chance to fail.

Shadow Rune: Ground  (Sm): Inscribing a shadow rune takes 5 minutes. Electricity spells cast within 60-feet of the rune have a 40% chance to fail.

Shadow Rune: Heat  (Sm): Inscribing a shadow rune takes 5 minutes. Cold spells cast within 60-feet of the rune have a 40% chance to fail.

Shadow Spell III  (Sm): When executed copy one spell of level 3 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Blood Prism (Ob): When executed one creature takes 1d4 points of negative energy damage per caster level. Then an additional target within 20-feet of the initial target takes 1d4 less damage than the previous target, and so forth until it is completely reduced. For example if the first target takes 3d4 points of damage, an additional target within 20-feet can take 2d4 points of damage, and then an additional creature within 20 feet of the second target can take 1d4 points of damage, After this damage reaches 1d4, no other targets can be selected. The same target cannot be selected more than once. A successful Will save halves this damage. The DC for this tech is Intelligence-based.

Depression (Ob):  When executed one target must make a Will save or be afflicted with 1d6 points of Wisdom drain, the DC for this tech is Intelligence-based.

Obliterate (Ob): When executed, a burst of force expodes in a target square and a 15-foot radius around that square inflicting 1d8 points of Force damage per caster level (max 10d8) to all creatures within. A successful Reflex save halves this damage. The DC for this tech is Intelligence-based.

Violent Cramps (Ob): When executed one target must make a Fortitude save or be afflicted with 1d6 points of Constitution drain, the DC for this tech is Intelligence-based.

Tier V
Fungal Thorn (Fi) When executed the user makes a ranged touch attack against a target as a thorn dripping with acid fires at the target. If successful the target takes 1d8 points of acid damage per caster level (Max 15d8).

Reverberating Vines (Fi): As long as this tech is running in the user's console they are granted Sonic and Electricity resistance equal to their caster level +5.

Witch's Wisdom  (Fi): When executed, one creature is granted a +1d6 alchemical bonus to their Intelligence, Wisdom, and Charisma ability scores for 1 round per caster level.

Illusion of the Inevitable  (Sm): As long as this tech is running in the user's console they are considered to be a creature with the Inevitable Subtype and gain some of the bonuses including regeneration 5/chaotic, and the constructed ability. While this tech is running the user is vulnerable to Chaotic aligned weapons. Only one illusion tech can run at any given time in the user's console.

Shadow Spell IV  (Sm): When executed copy one spell of level 4 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Shifting Shape (Ob): As long as this tech is running in the user's console they are granted partial concealament of 20%.

Dusk Dart  (Ob): When executed, the user makes a ranged touch attack against a single creature within long range, if successful this tech inflicts 6d8 points of Cold damage and 6d8 points of Negative energy damage.

Mark of Malice (Ob): When executed, select on target. The next energy-based damage spell that hits that target has an increased DC of +4. This is a swift action.

Negahedron (Ob): When executed choose a target square, then choose additional target squares equal to the user's caster level. These additional squares must be adjecent to at least one other square targeted by this tech. Any creature in one of those squares takes 1d6 points of negative energy damage. A successful Will save halves this damage. The DC for this tech is Intelligence-based.

Tier VI
Crushing Creepers (Fi): As Field of Vines except that creatures who fail the save also take 1d10+4 points of bludgeoning damage per round they are entangled.

Endowment of the Deep  (Fi): When executed one creature gains a +8 bonus to their Dexterity for 1 round per two caster levels.

Fungal Unity (Fi): As long as this tech is running in the user's console the user gains resistance to acid equal to their caster level +5, and also gain a bonus to saves against Poison and Disease of +4.

Doom Gaze (Sm): When executed any creature who meets your gaze must make a Will save or roll twice on their next save against a death effect and take the lower result. The DC for this tech is Intelligence-based.

Illusion of the Weeds  (Sm): As long as this tech is running in the user's console they are considered to be a creature with the Leshy Subtype and gain some of the bonuses including resistance of 20 against Electricity and Sonic, the pass without trace ability and Darkvision 60 feet. Only one illusion tech can run at any given time in the user's console.

Shadow Snuff (Sm): When executed one creature must make a Will save or die. The DC for this tech is Intelligence-based.

Shadow Spell V  (Sm): When executed copy one spell of level 5 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Kinetic Warp (Ob): As long as this tech is running in the user's console, 1/2 of all melee damage they take is inflicted to the attacker instead.

Rain of Rays (Ob): When executed, the battlefield is pelted with rays of negative energy, force, and fire. Roll a d3 for each creature in a 30-foot burst on the target square. If the result is a 1 the target takes 10d6 points of negative energy damage and must make a Will save or have their levels drained by 1d2. If the result is a 2 the target is struck by a force bolt for 15d6 points of force damage. And if the result is a 3, the target takes 1d4 points of fire damage per caster level and must make a Reflex save or catch on fire for 1 round per caster level or until extinguished each round taking an additional 1d6 points of fire damage. The DC for this tech is Intelligence-based.

Tetra Burst (Ob): When executed one creature takes 1d4 points of Fire damage, 1d4 points of Cold damage and 1d4 points of Electricity damage per caster level (Max. 15d4 each). a Reflex save halves this damage. the DC for this tech is Intelligence-based.

Tier VII
Mental Inflamation (Fi): When executed, one creature must make a Fortitude save or have their mind swell with a horrific headache that inflicts damage whenever they cast a spell equal to the level of the spell. This damage has no type and cannot be resisted. This is a disease effect. The DC for this tech is Constitution-based.

Mind Mould (Fi): When executed, one undead creature's mind becomes infested with nerve-controlling mushrooms giving the user complete control over the undead creature's actions unless the undead creature makes a successful Will save. The DC for this tech is Constitution-based. Pernicious Wounds (Fi): When executed, one creature must make a Fortitude save or have their flesh and sinew weakened and damaged severely causing them to take an additional 1d8 points of bleeding damage whenever they become subject to a melee attack.

Shadow Rift (Sm): When executed two target creatures immediately switch places. A successful Will save negates this effect if the targets are unwilling.

Shadow Spell VI  (Sm): When executed copy one spell of level 6 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Voice of the Abyss (Sm): When executed creatures within a 30-foot burst of the target square take a -4 penalty to all Will saves for 1 minute.

Astral Helix (Ob): When executed creatures in a 10-foot burst centered on the target square are struck with 1d6 force blasts each dealing 1d6 points of force damage per caster level. a Reflex save can be made to halve the damage of each of these bursts. The DC for this tech is Intelligence-based.

House of Cards (Ob): When executed target a creature or object. If a creature is targeted one random defensive spell, tech or ability they are currently under the effect of immediately ends. If an object is targeted it's hardness is reduced by 15 for 1 round per caster level.

Sigil of Discomfort (Ob): When executed, a number of targets up to the user's castle level are granted a bonus to their damage rolls made with  melee or ranged attacks equal to the user's Intelligence modifier. This only affects attacks made with weapons and not those made with Abilities, Techs or Spells.

Tier VIII
Cannibalizing Creepers (Fi): As Crushing Creepers except that the user is healed by the damage dealt to the entangled creatures for the same amount, and the damage is changed from Bludgeoning to Acid if the creature has any form of Damage Reduction unless the creature has acid resistance that exceeds the Damage Reduction.

Ignite Thoughts (Fi): When executed, a creature who uses Spell Points, Arcane Reservoir, Bardic Rounds, or other mental resources taked 1d6 points of damage for each point of these resources that they expend for 1 minute per caster level. This damage has no type and cannot be reduced or resisted by any means. A successful Will save can prevent this effect however. The DC for this tech is Constitution-based.

Shadow Snuff, Mass (Sm): As shadow snuff but affects one additional target per two caster levels. The DC for this tech is Intelligence-based.

Shadow Spell VII  (Sm): When executed copy one spell of level 7 or lower from any spell-caster list and cast it. All DCs of the spell are Intelligence-based. However a Will save can first be made to disbelieve the effects of the spell.

Death Punch (Ob): When executed the user charges an intense field of energy around their fist. They must make a melee touch attack against a creature. If successful the creature takes 1d12 points of force damage per caster level. The user then must make a CMB check using their Intelligence modifier in place of their Strength modifier. The creature is then knocked back 5 feet for each 5 points the result of the CMB check exceeds the target's CMD. If they are knocked back by at least 5 feet they become prone. Bonuses to CMB (Bullrush) can be applied to this CMB check.

Spirit Oubliette (Ob): When executed one incorporeal creature must make a Will save or be trapped in a anti-ethereal field that makes them fully affected by all weapons as if they weren't incorporeal, In addition they take 1d6+2 level drain (even if they would normally be immune to energy drain effects). The DC for this tech is Intelligence-based.

Tier IX
Dissolution (Fi): When executed, acidic spores begin to grow and multiply in the target creature unless they make a successful Fortitude save. If they fail however they take a cumulative 1d6 points of acid damage per round for 1 round per caster level. For example on the first round the creature takes 1d6, on the second round they take 2d6, on the third round they take 3d6 and so forth. The DC for this tech is Constitution-based. Scent of Dread (Fi): When executed one creature loses resistances to Cold, Fire and Acid equal to the user's caster level. There is no save for this effect.

Shadow Summoning (Sm): When executed call into being a shadow-copy of any creature that has a CR equal to or lesser than the caster level of the user. The shadow replication remains for 1 round per caster level.

Reign of Darkness (Sm): When executed one target per caster level must make a Will save or be permanently blinded unless cured, In addition all divination effects affecting the targets such as true seeing and senses such as scent and so forth are rendered inert. The DC for this tech is Intelligence-based.

Catastrophy (Ob): When executed, a burst of force slams down in 1d6+4, 50-foot lines originating at the user in any direction he chooses. Creatures caught in any of these lines take 1d8 points of force damage per caster level and a 20-foot pit is cut out in the wake of each line. A successful Reflex save halves this damage and prevents the creature from falling into the pit. The DC for this tech is Intelligence-based.

Portal of Opposition (Ob): When executed target any number of creatures. If successful a dark clone of each creature appears before them and begins to attack them. If they die, their clone vanishes. These clones cannot attack any creature other than the creature of which they are a clone of. A successful Will save negates this effect. The DC for this tech is Intelligence-based.

Tier X
Skin of the Infested (Fi): As long as this tech is running in the user's console their skin hardens and sheds as necrotic worms begins to squirm around under their skin. As long as this is running the user gains Damage Resistance 30/-, regeneration 5/fire and whenever they are struck in combat a swarm of maggots spawns near them to attack their enemies. However as long as this tech is running in the user's console they lose all immunity to bleeding effects and take a cumulative 1 point of bleed damage per round as the maggots dig out from within their flesh (for example on the first round they bleed for 1, on the second round they bleed for 2 and so forth.). This pain however grants them a +6 circumstance bonus to all Fortitude and Will saves as the pain distracted them from other ailments.

Shadow Laceration (Sm): As long as this tech is running in the user's console they can target the shadows of enemies when using any attack or ability, or a shadow in which they are standing. Any damage, conditons or other effects inflicted to these shadows are inflicted to the creatures in the shadow being targeted instead. In addition the DC for conditions and effects afflicted on the shadow are saved by the creatures within the shadow but with a DC increase of +4. Any damage dealt to the shadow is increased by 1.5x when harming the creatures within the shadow. And all attacks made against the shadow to affect creatures within the shadow are made against their Touch AC.

Dark Star (Ob): When executed the user makes a ranged touch attack against a creature, if it hits, that creature takes 1d10 Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma drain. And becomes Stunned, Nauseated, Exhausted for 1 minute and Prone.