Post by Rainbow Rage on Sept 11, 2010 18:25:07 GMT -5
Cuourgemma
When an Altium member pledges his soul into a blood gem, it stores their soul inside when they die, allowing fledgling Altium to use these to supplement their powers while they gain power. Some have found out that killing an Altium allows you to steal their powers by wielding their Cuourgemma.
When you have a Cuourgemma equipped (you can only have one equipped at a time) you get certain equip effects, you may only have one of these bonuses active at the same time.
The longer you have a Cuourgemma equipped, you can learn new abilities, even if you don't have the Cuourgemma equipped. You can have any number of these abilities activated at the same time, provided you have learned to use them. If the Cuourgemma grants a spell-like ability, use your total Hit Dice to determine caster level.
Ardor -- Betrayed by his own followers, Ardor was truly a leader to the end. He was vain to a fault and never took the field of battle without a hundred soldiers at his side.
Soulbound Possession: While Ardor is equipped, the wielder experiences heightened paranoia, and will sometimes try to distance him or herself from friends, generally getting better after periods of solitude.
Equip: [Defensive Stance] You gain a +1 insight bonus to armor class.
500 EXP: [Regeneration] (Sp; Standard; Range: Close): You call forth Ardor's regenerative powers and heal yourself or an ally within range. This works exactly as the spell Cure Light Wounds, except as noted in the range category. If your HD is 4 or higher, this functions as a Cure Moderate Wounds. If your HD is 8 or higher, it functions as a Cure Serious Wounds, at 12 or higher it is Cure Critical Wounds.
1000 XP: Regeneration 2/day
1500 XP: Defensive Stance increases to +2 and can be used even while not equipped.
2000 XP: [Altaic Barrier] (Sp; Immediate Action; Range: Close) - Use this spell if any ally of yours within range is struck by a magical attack; The attack deals less damage equal to ten times your caster level to that ally.
3000 XP: Regeneration 3/day
5000 XP: You gain a permanent +1 bonus to Constitution
Belleguere -- The arrogant mistress of battle gave up the call of protecting her citizens to pursue the hunting of those who oppose the Altium, she was widely feared across the Otherworld.
Soulbound Possession: While Belleguere is equipped, the wielder calmly objectifies and analyzes anyone who catches their attention, in an attempt to decipher if they are a threat. If the wielder notices an armed individual they will do their best to withold any and all information about themselves to not let the armed person learn any weaknesses.
Equip: [Weapon Mastery] You gain a +1 insight bonus to attack rolls with weapons.
1200 EXP: [Counter Attack] (Ex; free): Calling upon the unerring mastery of Belleguere, if an enemy hits you with a melee attack, they provoke an opportunity attack from you. You may use this ability once per day.
2000 XP: Counter Attack 2/day
3500 XP: Weapon Mastery increases to +2 attack roll, and is active even if you do not have this equipped. In addition, you gain a +2 bonus to CMD against disarm attempts.
5000 XP: [Death Stroke] (Ex; Standard) - Once per day when you successfully score a critical hit, you may use this ability. If you do, roll damage as if you had struck the enemy two additional times. If the total exceeds 50, they must roll a fortitude save DC 15 plus half your level plus your highest ability modifier or instantly die.
6000 XP: Counter Attack 3/day
7000 XP: You gain a permanent +1 bonus to Strength
Celestine One of the first to vow an oath to the Altium, Celestine met her end at the hands of Drolnevar. She had a quiver of flaming arrows which she made herself and while she lived, none of her followers dared challenge her.
Soulbound Possession: While Celestine is equipped, the wielder is filled with an overbearing sense of pride, to the point that they become quickly frustrated when others fail to perform.
Equip: [Fell Aim] You gain a +1 insight bonus to attack rolls with ranged attacks and ranged touch attacks.
500 EXP: [Lethal Aim] (Ex): You call forth Celestine's perfect aim. If you fail to confirm a critical hit with a ranged attack, you may activate this power to automatically confirm the critical hit. You may use this ability once per day.
1000 XP: Lethal Aim 2/day
1500 XP: Fell Aim increases to +2 and can be used even while not equipped.
2000 XP: [Flaming Arrows] (Sp; Standard Action; Range: Close) - You imbue up to fifty arrows the qualities of a flaming burst weapon, this effect lasts for 24 hours.
3000 XP: Lethal Aim 3/day
5000 XP: You gain a permanent +1 bonus to Dexterity
Coltrus Coltrus was slain by his own people, one of the very few. He was very lazy, even sloth-like, but was a practiced wizard and mastered several rituals
Soulbound Possession: While Coltrus is equipped, the wielder will feel generally quite relaxed, to the point they generally will hope others will take up duties in their stead.
Equip: [Unseen Servant] You can cast Unseen Servant at will.
500 EXP: [Ritual Lore] (Ex): You call forth Coltrus's vast knowledge. If you are not satisfied with a knowledge skill check, you may use this ability to re-roll the die. You may use this ability once per day.
1000 XP: Ritual Lore 2/day
1500 XP: Unseen Servants created can occupy squares adjacent to you, they can be bull rushed to get by but they have a CMD using your caster level instead of your base attack.
2000 XP: [Summon Guardian] (Sp; Full-Round Action) - As a full round action, you can emulate any Summon Monster spell that your caster level can manage. (For example, if you are level 7, you can emulate summon monster IV). You cannot summon celestial beings with these effects.
3000 XP: Ritual Lore 3/day
5000 XP: You gain a permanent +1 bonus to Intelligence
Drolnevar Drolnevar was never truly accepted amongst the Altium, constantly testing his borders, userping other members of their kingdoms and even slaying allies in cold blood. The Elves of Karandrir call him the Traitor of Traitors.
Soulbound Possession: While Drolnevar is equipped, the wielder will typically look for the easy way out of every situation. Even if it means leaving his friends in a dire predicament... or worse.
Equip: [Unbreakable Will] You gain a +1 bonus to your willpower saves.
1200 EXP: [Blightning] (Su; Standard): You call forth Drolnevar's control of the power of the shadow realm and hurl a bolt of electrical energy at the enemy. The target takes 1d6 damage per two caster levels (max 10d6 at level 20), Reflex save for half (10 plus half your level plus your highest ability modifier). Although this damage is electricity damage, it cannot be reduced by any resistance or immunity. After dealing damage to your primary target, you may elect for any number of targets within 30 feet to take half damage of the initial hit, they may also reflex save for half.
2000 XP: Blightning 2/day
3500 XP: Unbreakable Will increases to +2 Willpower, and is active even if you do not have this equipped. In addition, if you succeed on a will save, you suffer no effects from the attack, even if it has partial effect on a passed save.
5000 XP: [Sever Soul] (Sp; Swift) - As a swift action, you gain the ability to sever souls. All attacks you perform count as having the ghost touch quality and bestow a curse on the enemy that lasts for 24 hours. Each time an enemy is hit by your attacks they take a cumulative -1 penalty to attack rolls, saving throws, skill checks and ability checks. This ability lasts for one round. Each time you bestow this penalty on an enemy during this round, you heal 5 hit points and gain a +2 morale bonus to strength for each time you hit during this time. This bonus lasts a number of rounds equal to the amount of successful attacks you made during this round.
6000 XP: Sever Soul 3/day
7000 XP: You gain a permanent +1 bonus to Strength
Eidran One of the Altium that chose to live in solitude, Eidran was ever suspicious of his enemies AND his allies, and used spies and magic to constantly keep watch on them.
Soulbound Possession: While Eidran is equipped, the wielder will compulsively inspect everything, even things of little or no importance. Becoming increasingly aggitated when the fact that they are compulsively inspecting things is brought to their attention.
Equip: [Paranoia] You gain a +2 insight bonus to Perception and Sense Motive skill checks.
500 EXP: [Detection] (Ex): You call forth Eidran's abilities as a diviner, granting you the ability to detect magic and detect poison at will. In addition, once per day you can detect secret doors, as the spell.
1000 XP: Detection 2/day
1500 XP: Paranoia increases to +4 to both, and is active even if you do not have this equipped.
2000 XP: [Scrying] (Sp; one hour) - You can cast scrying, per the spell once per day.
3000 XP: Detection 3/day
5000 XP: You gain a permanent +1 bonus to Wisdom
Grol Savage and cruel, Grol used arcane magic to bolster his own strength and to hex enemies. He made every challenge to his political policies a challenge of combat and defeated everyone who dared tell him otherwise... all but one.
Soulbound Possession: While Grol is equipped the wielder will almost never refuse a challenge, sometimes going out of their way to resort to violence or challenge others to combat.
Equip: [Vitality] You gain hit points equal to half your level.
500 EXP: [Abyssal Might] (Ex): You call forth Grol's Mighty strength, once per day when you take damage you may activate this ability to gain a bonus to your next melee attack roll equal to the damage dealt to you. This attack must be made before the end of your next turn after activating this ability.
1000 XP: Abyssal Might 2/day
1500 XP: Your bonus hp from Vitality is now equal to your level and is active even if you don't have this equipped.
2000 XP: [Frenzy] (Ex; free) - At will, when you score a critical hit with a melee attack, you may make a five foot step and perform another melee attack at your highest base attack bonus. This ability can only be used once per round.
3000 XP: Abyssal Might 3/day
5000 XP: You gain a permanent +1 bonus to Strength
Karsiis Karsiis was the Altium assassin when Altium wanted to be rid of each other, his powerful anti-magic abilities proved useful. This cold-blooded killer met his ends at the hands of Grol during a botched assassination attempt.
Soulbound Possession: While Karsiis is equipped, the wielder will feel deadened emotions, particularly emotions such as remorse or regret. The wielder will become increasingly attached to Karsiis as no one else relates to the wielder's hollowness.
Equip: [Spell Resistance] You gain spell resistance equal to 5 plus your level.
500 EXP: [Drain Magic] (Su; free) You call forth Karsiis' cunning until you end your turn. Once during this turn if you successfully damage an enemy with a spell or attack, that enemy takes a -5 penalty to spell penetration rolls and the DC to resist their arcane spells is reduced by 5. In addition, if they have spell slots, they lose a random spell of their highest spell level. You may use this once per day.
1000 XP: Drain Magic 2/day
1500 XP: Your spell resistance is equal to 8 plus your hit dice and is active even if you don't have this equipped.
2000 XP: [Spell Reflection] (Su; free) - Once per day if you succeed on a saving throw against an arcane spell that targets only you, as an immediate action you may negate all effects from that spell against you and reflect it back at it's caster. The caster takes a -4 penalty to AC and Saves against the reflected spell.
3000 XP: Drain Magic 3/day
5000 XP: You gain a permanent +1 bonus to Intelligence
Pallium Nox Pallium Nox was one of the more merciful Altium, and his valley he ruled over was generally well-hidden from the others. Sadly, when he was under attack by a large clutch of Chimera, he had no one to turn to...
Soulbound Possession: While Pallium Nox is equipped the wielder will feel difficulty in being alone, sometimes literally clinging to others in times of high tension.
Equip: [Alone in the dark] You gain a +1 morale bonus to attack rolls against enemies with no allies within 20 feet of them.
500 EXP: [Blindness] (Sp; Standard) You call forth Pallium's ability to control darkness and afflict them with the blindness spell. The DC is equal to 10 plus half your level plus your highest ability modifier. If the target has more Hit dice than you do, they may attempt a save at the beginning of each turn to end the effect. If the target's HD is greater than yours by more than 4, this spell automatically fails.
1000 XP: Blindness 2/day
1500 XP: Your morale bonus to attack creatures increases to +2 and is active even if you don't have this equipped.
2000 XP: [Shroud of Darkness] (Sp; move) - Once per day when you move, you may teleport as far as twice your speed instead of moving. If you do, you create a zone of darkness, as the darkness spell, around you as a free action. You can see in this magical darkness, even if not normally able to.
3000 XP: Blindness 3/day
5000 XP: You gain a permanent +1 bonus to Dexterity
Ral Borag As madness took him, Ral Borag strode into the Boragian forest where thousands of giants waited for him, his city half-destroyed by hunger, half destroyed by the monsters, he boldly took down the entire tribe of giants in flames... unfortunately... he also took himself.
Soulbound Possession: The wielder will feel a varying lack of danger sense, from small things such as 'don't put your hand in the campfire' to being completely unable to assess an overwhelmingly powerful enemy correctly.
Equip: [Ignite] Whenever you score a critical hit with a magical attack or whenever an enemy rolls a natural 1 against any of your spells requiring a reflex save, they take additional damage equal to your caster level.
500 EXP: [Flaming Orb] (Sp; Standard; Medium) You hurl an orb of fire that deals 1d8 fire damage per two caster levels, this requires a ranged touch attack. This orb scores a critical hit on a 19-20.
1000 XP: Flaming Orb 2/day
1500 XP: You double the critical threat range on all of your spells requiring a touch attack and ignite is active even if you don't have this equipped.
2000 XP: [Fire Storm] (Sp; Standard; Long) - You create an expanse of burning fire that incinerates everything in the area. This is an exact copy of the Fire Storm spell.
3000 XP: Flaming Orb 3/day
5000 XP: You gain a permanent +1 bonus to Charisma
Shae'ir The chronomancer died suspiciously, one day her servant went to check up on her and she was gone. Several months later her corpse was found outside her castle, died of old age at the age of 20.
Soulbound Possession: Constant pangs of nostalgia, thinking of when times were better, were easier. Reluctance to think of the future and fear of death constantly plague the wielder.
Equip: [Time Alteration] You gain a +10 insight bonus to speed
500 EXP: [Astral Travel] (Sp; move) As a move action, you may cast dimension door once per day.
1000 XP: Dimension door 2/day
1500 XP: You gain the movement speed increase even if you don't have this equipped and when you take the withdraw action, you may teleport the distance instead of move.
2000 XP: [Lost in Time] (Sp; Free) - Once per day you may become Lost in Time and take 1d4 additional standard actions. None of these actions may be 'combined' to perform multiple full round actions.
3000 XP: Dimension Door 3/day
5000 XP: You gain a permanent +1 bonus to Wisdom
When an Altium member pledges his soul into a blood gem, it stores their soul inside when they die, allowing fledgling Altium to use these to supplement their powers while they gain power. Some have found out that killing an Altium allows you to steal their powers by wielding their Cuourgemma.
When you have a Cuourgemma equipped (you can only have one equipped at a time) you get certain equip effects, you may only have one of these bonuses active at the same time.
The longer you have a Cuourgemma equipped, you can learn new abilities, even if you don't have the Cuourgemma equipped. You can have any number of these abilities activated at the same time, provided you have learned to use them. If the Cuourgemma grants a spell-like ability, use your total Hit Dice to determine caster level.
Ardor -- Betrayed by his own followers, Ardor was truly a leader to the end. He was vain to a fault and never took the field of battle without a hundred soldiers at his side.
Soulbound Possession: While Ardor is equipped, the wielder experiences heightened paranoia, and will sometimes try to distance him or herself from friends, generally getting better after periods of solitude.
Equip: [Defensive Stance] You gain a +1 insight bonus to armor class.
500 EXP: [Regeneration] (Sp; Standard; Range: Close): You call forth Ardor's regenerative powers and heal yourself or an ally within range. This works exactly as the spell Cure Light Wounds, except as noted in the range category. If your HD is 4 or higher, this functions as a Cure Moderate Wounds. If your HD is 8 or higher, it functions as a Cure Serious Wounds, at 12 or higher it is Cure Critical Wounds.
1000 XP: Regeneration 2/day
1500 XP: Defensive Stance increases to +2 and can be used even while not equipped.
2000 XP: [Altaic Barrier] (Sp; Immediate Action; Range: Close) - Use this spell if any ally of yours within range is struck by a magical attack; The attack deals less damage equal to ten times your caster level to that ally.
3000 XP: Regeneration 3/day
5000 XP: You gain a permanent +1 bonus to Constitution
Belleguere -- The arrogant mistress of battle gave up the call of protecting her citizens to pursue the hunting of those who oppose the Altium, she was widely feared across the Otherworld.
Soulbound Possession: While Belleguere is equipped, the wielder calmly objectifies and analyzes anyone who catches their attention, in an attempt to decipher if they are a threat. If the wielder notices an armed individual they will do their best to withold any and all information about themselves to not let the armed person learn any weaknesses.
Equip: [Weapon Mastery] You gain a +1 insight bonus to attack rolls with weapons.
1200 EXP: [Counter Attack] (Ex; free): Calling upon the unerring mastery of Belleguere, if an enemy hits you with a melee attack, they provoke an opportunity attack from you. You may use this ability once per day.
2000 XP: Counter Attack 2/day
3500 XP: Weapon Mastery increases to +2 attack roll, and is active even if you do not have this equipped. In addition, you gain a +2 bonus to CMD against disarm attempts.
5000 XP: [Death Stroke] (Ex; Standard) - Once per day when you successfully score a critical hit, you may use this ability. If you do, roll damage as if you had struck the enemy two additional times. If the total exceeds 50, they must roll a fortitude save DC 15 plus half your level plus your highest ability modifier or instantly die.
6000 XP: Counter Attack 3/day
7000 XP: You gain a permanent +1 bonus to Strength
Celestine One of the first to vow an oath to the Altium, Celestine met her end at the hands of Drolnevar. She had a quiver of flaming arrows which she made herself and while she lived, none of her followers dared challenge her.
Soulbound Possession: While Celestine is equipped, the wielder is filled with an overbearing sense of pride, to the point that they become quickly frustrated when others fail to perform.
Equip: [Fell Aim] You gain a +1 insight bonus to attack rolls with ranged attacks and ranged touch attacks.
500 EXP: [Lethal Aim] (Ex): You call forth Celestine's perfect aim. If you fail to confirm a critical hit with a ranged attack, you may activate this power to automatically confirm the critical hit. You may use this ability once per day.
1000 XP: Lethal Aim 2/day
1500 XP: Fell Aim increases to +2 and can be used even while not equipped.
2000 XP: [Flaming Arrows] (Sp; Standard Action; Range: Close) - You imbue up to fifty arrows the qualities of a flaming burst weapon, this effect lasts for 24 hours.
3000 XP: Lethal Aim 3/day
5000 XP: You gain a permanent +1 bonus to Dexterity
Coltrus Coltrus was slain by his own people, one of the very few. He was very lazy, even sloth-like, but was a practiced wizard and mastered several rituals
Soulbound Possession: While Coltrus is equipped, the wielder will feel generally quite relaxed, to the point they generally will hope others will take up duties in their stead.
Equip: [Unseen Servant] You can cast Unseen Servant at will.
500 EXP: [Ritual Lore] (Ex): You call forth Coltrus's vast knowledge. If you are not satisfied with a knowledge skill check, you may use this ability to re-roll the die. You may use this ability once per day.
1000 XP: Ritual Lore 2/day
1500 XP: Unseen Servants created can occupy squares adjacent to you, they can be bull rushed to get by but they have a CMD using your caster level instead of your base attack.
2000 XP: [Summon Guardian] (Sp; Full-Round Action) - As a full round action, you can emulate any Summon Monster spell that your caster level can manage. (For example, if you are level 7, you can emulate summon monster IV). You cannot summon celestial beings with these effects.
3000 XP: Ritual Lore 3/day
5000 XP: You gain a permanent +1 bonus to Intelligence
Drolnevar Drolnevar was never truly accepted amongst the Altium, constantly testing his borders, userping other members of their kingdoms and even slaying allies in cold blood. The Elves of Karandrir call him the Traitor of Traitors.
Soulbound Possession: While Drolnevar is equipped, the wielder will typically look for the easy way out of every situation. Even if it means leaving his friends in a dire predicament... or worse.
Equip: [Unbreakable Will] You gain a +1 bonus to your willpower saves.
1200 EXP: [Blightning] (Su; Standard): You call forth Drolnevar's control of the power of the shadow realm and hurl a bolt of electrical energy at the enemy. The target takes 1d6 damage per two caster levels (max 10d6 at level 20), Reflex save for half (10 plus half your level plus your highest ability modifier). Although this damage is electricity damage, it cannot be reduced by any resistance or immunity. After dealing damage to your primary target, you may elect for any number of targets within 30 feet to take half damage of the initial hit, they may also reflex save for half.
2000 XP: Blightning 2/day
3500 XP: Unbreakable Will increases to +2 Willpower, and is active even if you do not have this equipped. In addition, if you succeed on a will save, you suffer no effects from the attack, even if it has partial effect on a passed save.
5000 XP: [Sever Soul] (Sp; Swift) - As a swift action, you gain the ability to sever souls. All attacks you perform count as having the ghost touch quality and bestow a curse on the enemy that lasts for 24 hours. Each time an enemy is hit by your attacks they take a cumulative -1 penalty to attack rolls, saving throws, skill checks and ability checks. This ability lasts for one round. Each time you bestow this penalty on an enemy during this round, you heal 5 hit points and gain a +2 morale bonus to strength for each time you hit during this time. This bonus lasts a number of rounds equal to the amount of successful attacks you made during this round.
6000 XP: Sever Soul 3/day
7000 XP: You gain a permanent +1 bonus to Strength
Eidran One of the Altium that chose to live in solitude, Eidran was ever suspicious of his enemies AND his allies, and used spies and magic to constantly keep watch on them.
Soulbound Possession: While Eidran is equipped, the wielder will compulsively inspect everything, even things of little or no importance. Becoming increasingly aggitated when the fact that they are compulsively inspecting things is brought to their attention.
Equip: [Paranoia] You gain a +2 insight bonus to Perception and Sense Motive skill checks.
500 EXP: [Detection] (Ex): You call forth Eidran's abilities as a diviner, granting you the ability to detect magic and detect poison at will. In addition, once per day you can detect secret doors, as the spell.
1000 XP: Detection 2/day
1500 XP: Paranoia increases to +4 to both, and is active even if you do not have this equipped.
2000 XP: [Scrying] (Sp; one hour) - You can cast scrying, per the spell once per day.
3000 XP: Detection 3/day
5000 XP: You gain a permanent +1 bonus to Wisdom
Grol Savage and cruel, Grol used arcane magic to bolster his own strength and to hex enemies. He made every challenge to his political policies a challenge of combat and defeated everyone who dared tell him otherwise... all but one.
Soulbound Possession: While Grol is equipped the wielder will almost never refuse a challenge, sometimes going out of their way to resort to violence or challenge others to combat.
Equip: [Vitality] You gain hit points equal to half your level.
500 EXP: [Abyssal Might] (Ex): You call forth Grol's Mighty strength, once per day when you take damage you may activate this ability to gain a bonus to your next melee attack roll equal to the damage dealt to you. This attack must be made before the end of your next turn after activating this ability.
1000 XP: Abyssal Might 2/day
1500 XP: Your bonus hp from Vitality is now equal to your level and is active even if you don't have this equipped.
2000 XP: [Frenzy] (Ex; free) - At will, when you score a critical hit with a melee attack, you may make a five foot step and perform another melee attack at your highest base attack bonus. This ability can only be used once per round.
3000 XP: Abyssal Might 3/day
5000 XP: You gain a permanent +1 bonus to Strength
Karsiis Karsiis was the Altium assassin when Altium wanted to be rid of each other, his powerful anti-magic abilities proved useful. This cold-blooded killer met his ends at the hands of Grol during a botched assassination attempt.
Soulbound Possession: While Karsiis is equipped, the wielder will feel deadened emotions, particularly emotions such as remorse or regret. The wielder will become increasingly attached to Karsiis as no one else relates to the wielder's hollowness.
Equip: [Spell Resistance] You gain spell resistance equal to 5 plus your level.
500 EXP: [Drain Magic] (Su; free) You call forth Karsiis' cunning until you end your turn. Once during this turn if you successfully damage an enemy with a spell or attack, that enemy takes a -5 penalty to spell penetration rolls and the DC to resist their arcane spells is reduced by 5. In addition, if they have spell slots, they lose a random spell of their highest spell level. You may use this once per day.
1000 XP: Drain Magic 2/day
1500 XP: Your spell resistance is equal to 8 plus your hit dice and is active even if you don't have this equipped.
2000 XP: [Spell Reflection] (Su; free) - Once per day if you succeed on a saving throw against an arcane spell that targets only you, as an immediate action you may negate all effects from that spell against you and reflect it back at it's caster. The caster takes a -4 penalty to AC and Saves against the reflected spell.
3000 XP: Drain Magic 3/day
5000 XP: You gain a permanent +1 bonus to Intelligence
Pallium Nox Pallium Nox was one of the more merciful Altium, and his valley he ruled over was generally well-hidden from the others. Sadly, when he was under attack by a large clutch of Chimera, he had no one to turn to...
Soulbound Possession: While Pallium Nox is equipped the wielder will feel difficulty in being alone, sometimes literally clinging to others in times of high tension.
Equip: [Alone in the dark] You gain a +1 morale bonus to attack rolls against enemies with no allies within 20 feet of them.
500 EXP: [Blindness] (Sp; Standard) You call forth Pallium's ability to control darkness and afflict them with the blindness spell. The DC is equal to 10 plus half your level plus your highest ability modifier. If the target has more Hit dice than you do, they may attempt a save at the beginning of each turn to end the effect. If the target's HD is greater than yours by more than 4, this spell automatically fails.
1000 XP: Blindness 2/day
1500 XP: Your morale bonus to attack creatures increases to +2 and is active even if you don't have this equipped.
2000 XP: [Shroud of Darkness] (Sp; move) - Once per day when you move, you may teleport as far as twice your speed instead of moving. If you do, you create a zone of darkness, as the darkness spell, around you as a free action. You can see in this magical darkness, even if not normally able to.
3000 XP: Blindness 3/day
5000 XP: You gain a permanent +1 bonus to Dexterity
Ral Borag As madness took him, Ral Borag strode into the Boragian forest where thousands of giants waited for him, his city half-destroyed by hunger, half destroyed by the monsters, he boldly took down the entire tribe of giants in flames... unfortunately... he also took himself.
Soulbound Possession: The wielder will feel a varying lack of danger sense, from small things such as 'don't put your hand in the campfire' to being completely unable to assess an overwhelmingly powerful enemy correctly.
Equip: [Ignite] Whenever you score a critical hit with a magical attack or whenever an enemy rolls a natural 1 against any of your spells requiring a reflex save, they take additional damage equal to your caster level.
500 EXP: [Flaming Orb] (Sp; Standard; Medium) You hurl an orb of fire that deals 1d8 fire damage per two caster levels, this requires a ranged touch attack. This orb scores a critical hit on a 19-20.
1000 XP: Flaming Orb 2/day
1500 XP: You double the critical threat range on all of your spells requiring a touch attack and ignite is active even if you don't have this equipped.
2000 XP: [Fire Storm] (Sp; Standard; Long) - You create an expanse of burning fire that incinerates everything in the area. This is an exact copy of the Fire Storm spell.
3000 XP: Flaming Orb 3/day
5000 XP: You gain a permanent +1 bonus to Charisma
Shae'ir The chronomancer died suspiciously, one day her servant went to check up on her and she was gone. Several months later her corpse was found outside her castle, died of old age at the age of 20.
Soulbound Possession: Constant pangs of nostalgia, thinking of when times were better, were easier. Reluctance to think of the future and fear of death constantly plague the wielder.
Equip: [Time Alteration] You gain a +10 insight bonus to speed
500 EXP: [Astral Travel] (Sp; move) As a move action, you may cast dimension door once per day.
1000 XP: Dimension door 2/day
1500 XP: You gain the movement speed increase even if you don't have this equipped and when you take the withdraw action, you may teleport the distance instead of move.
2000 XP: [Lost in Time] (Sp; Free) - Once per day you may become Lost in Time and take 1d4 additional standard actions. None of these actions may be 'combined' to perform multiple full round actions.
3000 XP: Dimension Door 3/day
5000 XP: You gain a permanent +1 bonus to Wisdom