Aesiric Echoes

In their true form, elder titans appear as otherworldly versions of giants and humanoids, except they are at least seventy-five feet tall. They are capable of assuming the form and appearance of other giants and humanoids. When they change form, their attire and the possessions on their person change size with them, returning to their normal size only if they are dropped or otherwise left behind.

The true form of this particular elder titan possesses a color-muted ashen cast. Those with the will to perceive this being for what it really is, may recognize it as a magically constructed amalgam, composed of shadowstuff given substance, form, life and power by potent ritual magic. Its attire and footwear however, appear real.

This being is one of many, created with a working knowledge and intuitive understanding of the cosmos. Over time, they have gained inestimable aggregate memories and experiences from probing the minds of the living and from consuming the remains of those who have come before.

An elder titan's true form is at least 75 feet tall.
The first of the epic spells found below, constructs a shadowy duplicate of a planetar that can provide additional spell slots for casting epic spells. Given enough time and patience, these duplicates can become legion, provided they are well protected against being slain or otherwise dispelled. The second of the following epic spells, constructs a shadowy duplicate of an "idealized" elder titan. The remaining epic spells are among those known by the duplicated elder titan. Thus far, the arcanists of the imaskari enclaves remain the most capable of producing and utilizing beings such as these.


PLANETARY ANGELIC ECHO
Illusion (Shadow)
Spellcraft DC: 23
Components: V, S, F, Ritual
Casting Time: 11 minutes
Range: 0 ft.
Effect: One duplicate of a planetar
Duration: Permanent
Saving Throw: Will disbelief (see text)
Spell Resistance: No
To Develop: 207,000 gp; 5 days; 8,280 XP. Seeds: shadow (DC 23). Factors: duplicate CR 16 creature (+22 DC), permanent (x5 DC)
Mitigating Factors: increase casting time by 10 minutes (-20 DC), thirteen additional casters each contributing a 5th-level spell slot and suffering 5d6 backlash damage (-182 DC), additional focus costing 2 gp (ad hoc -0 DC).

    This is a ritual spell requiring 13 additional spellcasters, each of which must contribute an unused 5th-level spell slot to the casting. Upon casting this spell, each of these additional casters suffers 5d6 backlash damage.
    When cast, this spell constructs a complete duplicate of an average planetar (MM 11). This duplicate remains under the primary caster's absolute command. No telepathic link exists, so the primary caster must exercise command over it in some other way in order to control it. This duplicate cannot gain or spend experience, and has no ability to become more powerful. Anyone physically interacting with this duplicate, gains a Will save to disbelieve. A successful save allows recognition of this duplicate as an amalgam of shadows. This spell duplicates only the creature, which appears wearing the spell's focus. If the duplicate is slain, it fades from existence and the spell ends.

    Focus: An appropriate amount of Large clothing costing at least 2 gp and weighing at least 4 lbs.

ANGELIC ECHO CR 16
NG Large Outsider (Angel, Good, Extraplanar);
Init +4 (+4 Dex); Senses darkvision 60 ft., low-light vision,
detect evil, see invisibility, true seeing, Listen +23, Spot +23;
Languages Abyssal, Auran, Common, Celestial, Draconic,
Infernal, Sylvan, tongues;
Aura Protective Aura;

DEFENSE
AC 32, touch 13, flatfooted 28 (-1 size, +4 Dex, +19 natural);
hp 133 (14d8+70);
Fort +16, Ref +12, Will +14;
Racial Save Modifiers +4 poison;
SR 30 (base CR + 14); DR 10/evil;
Defensive Abilities Regeneration 10;
Resist electricity 10, fire 10; Immune acid, cold, petrification;

OFFENSE
Speed 50 ft., fly 120 ft. (good);
Space 10 ft.; Reach 10 ft.;
Base Atk +14; Grp +25;
Typical Full Melee slam +20 (2d8+10);
Special Attacks Good Strike;
Planetar Spell-like Abilities (CL 17th, Cha-based DC 16 + spell level)
Constant—detect evil, detect snares and pits, discern lies, see invisibility, true seeing; At will—continual flame, greater dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day—blade barrier, flame strike, power word stun, raise dead, waves of fatigue; 1/day—earthquake, greater restoration, mass charm monster, waves of exhaustion.
Typical Cleric Spells Prepared (CL 17th, Wis-based DC 16 + spell level)
*Domain Spell. Domains: Luck and Travel.
9th—miracle* (3);
8th—extended brain spider, phase door*, stormrage;
7th—greater plane shift, extended stone body (2), greater teleport*;
6th—energy immunity (3), mislead*, ghost trap, word of recall;
5th—extended air walk, extended freedom of movement* (2), mass sanctuary (2), extended legion's shield of faith;
4th—dimension door*, renewed vigor (3), spell vulnerability (3);
3rd—mass aid, mass conviction, daylight, magic vestment* (2), greater magic weapon, refreshment;
2nd—align weapon, consecrate, cure moderate wounds, divine insight, extended longstrider*, spiritual weapon, stone fist, undetectable alignment;
1st—comprehend languages, conviction, endure elements, entropic field*, protection from possession, resurgence (2), shield of faith;
0—detect magic (6).

STATISTICS
Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22;
Feats Darkstalker, Endurance, Eschew Materials, Extend Spell, Extra Domain Spell [miracle], Steadfast Determination, Worldly Focus;
Traits Hardy, Passionate; Flaws Divine Gestures, Shaky; Skill Tricks Collector of Stories;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Concentration 17 ranks, Diplomacy 13 ranks, Escape Artist 5 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 17 ranks, Knowledge (any 11) 5 ranks, Listen 17 ranks, Move Silently 17 ranks, Search 5 ranks, Sense Motive 15 ranks, Spellcraft 17 ranks, Spot 17 ranks, Tumble 17 ranks, Use Magic Device 17 ranks;
Synergy +3 Balance, +2 Disguise (to act), +7 Diplomacy, +2 Gather Information, +2 Intimidate, +3 Jump, +2 Ride, +2 Sleight of Hand, +2 Spellcraft, +3 Spellcraft (with scrolls), +2 Survival, +3 Use Magic Device +3 (with scrolls);
Size Modifiers -4 Hide, +4 Intimidate;
SQ Change Shape;

ABILITIES
Change Shape (Su): A planetar can assume the form of any Small or Medium humanoid.
Good Strike (Su): A planetar's natural weapons, unarmed strikes and any weapons it wields are considered good-aligned for the purpose of overcoming damage reduction.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can reactivate it again as a free action on its next turn.
Tongues (Su): Angels can speak with any creature that has a language, as though using a tongues spell cast by a cleric (CL equal to their HD). This ability is always active.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
Note The entry for the planetar angel (MM 11) is modified to include a fly speed of 120 feet.


ELDER TITAN'S AESIRIC ECHO
Illusion (Shadow)
Spellcraft DC: 23
Components: F, Ritual
Casting Time: 1 immediate action
Range: 0 ft.
Effect: One duplicate of an advanced elder titan with templates
Duration: Permanent
Saving Throw: Will disbelief (see text)
Spell Resistance: No
To Develop: 207,000 gp; 5 days; 8,280 XP. Seeds: shadow (DC 23). Factors: duplicate a CR 46 creature (+82 DC), specify duplicate within CR (ad hoc +20 DC), immediate action casting time (ad hoc +35 DC), no verbal or somatic components (+4 DC), permanent (x5 DC).
Mitigating Factors: suffer 2d6 backlash damage (-2 DC), fifteen additional casters each contributing a 6th-level spell slot and suffering 42d6 backlash damage (-795 DC), additional focus costing 16 gp (ad hoc -0 DC).

    This is a ritual spell requiring 15 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting. Upon casting this spell, each of these additional casters suffers 42d6 backlash damage, while the primary caster suffers 2d6 backlash damage.
    When cast, this spell constructs a complete duplicate of an average elder titan (ELH 221) with 90 Hit Dice and the following templates: arctic, dark, primordial giant, shadow, half-janni, variable half-fey and variable half-celestial templates (see below). This duplicate remains under the primary caster's absolute command. No telepathic link exists, so the primary caster must exercise command over it in some other way in order to control it. This duplicate cannot gain or spend experience, and has no ability to become more powerful. Anyone physically interacting with this duplicate, gains a Will save to disbelieve. A successful save allows recognition of this duplicate as an amalgam of shadows. This spell duplicates only the creature, which appears wearing the spell's focus. If the duplicate is slain, it fades from existence and the spell ends.

    Focus: An appropriate amount of Colossal clothing costing at least 16 gp and weighing at least 256 lbs.

AESIRIC ECHO CR 46
N Colossal Outsider (Extraplanar);
Templates Arctic, Dark, Primordial Giant, Half-Janni,
Variable Half-Fey, Variable Half-Celestial, Shadow;
Init +26 (+3 Dex, +4 feat, +19 Int); Senses See in Darkness,
darkvision 300 ft., superior low-light vision, true seeing,
see invisibility, superior darkvision,
Listen +106, Spot +106;
Languages every language (Polyglot),
speak with animals, speak with plants;

DEFENSE
AC 72, touch 36, flatfooted 72 (-8 size, +3 Dex, +36 natural, +31 insight);
hp 2,205 (90d8+1,800);
Fort +67, Ref +66, Will +68;
Racial Save Modifiers +4 poison;
Defensive Abilities Defensive Insight, Fast Healing 2, Evasion, Uncanny Dodge;
SR 52 (base CR + 12); DR 20/epic, 5/cold iron;
Resist acid 10, cold 30, electricity 10, fire 30, sonic 5;
Immune death effects, death by massive damage,
disease, involuntary mind-affecting effects, petrification,
involuntary polymorph effects, pressure damage, vacuum damage;

OFFENSE
Speed 240 ft., fly 480 ft. (perfect), swim 195 ft.;
Space 30 ft.; Reach 30 ft.;
Base Atk +90; Grp +130;
Full Melee 2 slams +106 (3d6+24);
Special Attacks Cold Iron Strike, Epic Strike, Oversized Weapon;
Elder Titan Spell-like Abilities (CL 41st, Cha-based DC 23 + spell level)
Constant—air breathing, camouflage, dance of the unicorn, deep breath, ease of breath, endure elements, fly, freedom of breath, freedom of movement, ghost trap, invisibility purge, nondetection, protection from possession, read magic, see invisibility, speak with animals, speak with plants, sustain, swim, true seeing, water breathing; At will—air breathing, amplify, analyze dweomer, augment object, close wounds, commune with earth, commune with nature, cure critical wounds, daylight, detoxify, greater dispel magic, dispel possession, ease of breath, endure elements, fabricate, fins to feet, fly, fog cloud, freedom, freedom of breath, freedom of movement, ghost lantern, gust of wind, interplanar telepathic bond, invisibility, greater levitate, make whole, nondetection, panacea, passwall, persistent image, planar tolerance, protection from energy, protection from possession, quench, regenerate, remove curse, remove fear, restoration, resurgence, ruby ray of reversal, sending, sustain, mass swim, greater teleport, tongues, transformation of the deeps, water breathing, whispercast, wind wall; 3/day—alter fortune, commune, contact other plane, etherealness, heal, greater plane shift, greater restoration, summon monster IX, summon nature's ally IX, triadspell, vision.
Half-Celestial Spell-like Abilities (CL equals HD+1, Cha-based DC 23 + spell level)
Constant—deep breath; At will—feather fall; 3/day—create magic tattoo, favor of the martyr, ferocity of sanguine rage, heroics, owl's insight, sheltered vitality, solid fog; 1/day—effulgent epuration.
Half-Fey Spell-like Abilities (CL equals HD+1, Cha-based DC 23 + spell level)
Constant—cloak of khyber; At will—buoyant lifting; 3/day—cursed blade, faerie fire, heroics, nondetection, owl's insight; 1/day—effulgent epuration, elemental body, polymorph any object.
Shadow Spell-like Abilities (CL equals HD+1, Cha-based DC 23 + spell level)
Constant—superior darkvision; 1/day—shadow phase, shadow walk, veil of shadow.
Primordial Giant Spell-like Abilities (CL equals HD+1, Cha-based DC 23 + spell level)
At will—invisibility.
Cleric Spells Per Day (CL 46th, Wis-based DC 31 + spell level)
6/12/11/11/11/11/9/9/9/9/5/5/5/5/4/4/4
This elder titan can use divine spells as a 40th-level cleric, from the cleric spell list and from the Knowledge and Magic domains.
Epic Spells Known (9 slots, CL 46th, Wis-based DC 31 + spell level)
avert demise, avert negation, echo's urgent shadowspell (see below). 

STATISTICS
Str 59, Dex 16, Con 50, Int 48, Wis 52, Cha 36;
Feats Chain Spell, Earth Sense, Earth Spell, Easy Metamagic [Persistent Spell], Extend Spell, Heighten Spell, Insightful Reflexes, Metanode Spell, Node Spellcasting [Earth], Persistent Spell, Planar Touchstone [Catalogs of Enlightenment w/ Pride Domain Power], Practiced Spellcaster [Cleric], Quicken Spell, Rapid Spell, Repeat Spell, Reserves of Strength, Silent Spell, Still Spell, Twin Spell, Way of the Scorpion, Zen Archery;
Pathfinder Feats Additional Traits [Magical Knack (Cleric), Outlander (Missionary: miracle)], Preferred Spell [miracle];
Racial Bonus Feats Altitude Adaptation, Aquatic Spellcasting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Darkstalker, Eschew Materials, Forge Ring, Improved Initiative, Worldly Focus;
Epic Feats Epic Spellcasting, Ignore Material Components, Improved Spell Capacity (7 times), Improved Metamagic (4 times), Tenacious Magic [miracle], Multispell, Improved Heighten Spell;
Epic Racial Bonus Feats Polyglot;
Flaws Divine Gestures; Skill Tricks Collector of Stories, Shrouded Dance;
Skill Ranks Appraise 35 ranks, Balance 35 ranks, Bluff 55 ranks, Climb 25 ranks, Concentration 93 ranks, Craft (alchemy) 30 ranks, Craft (armorsmithing, blacksmithing, bowmaking, ceramics, gemcutting, glassblowing, leatherworking, structural, weaponsmithing, weaving) 10 ranks, Craft (visual arts, writing) 5 ranks, Decipher Script 35 ranks, Diplomacy 35 ranks, Disable Device 35 ranks, Disguise 45 ranks, Escape Artist 45 ranks, Gather Information 35 ranks, Handle Animal 65 ranks, Heal 30 ranks, Hide 45 ranks, Intimidate 35 ranks, Jump 25 ranks, Knowledge (religion) 90 ranks, Knowledge (arcana, dungeoneering, nature, planes) 85 ranks, Knowledge (architecture and engineering, geography, history, local, nobility and royalty, psionics) 35 ranks, Listen 85 ranks, Move Silently 45 ranks, Perform (dance) 5 ranks, Profession (navigator, tactician) 20 ranks, Profession (botanist, miner) 5 ranks, Psicraft 35 ranks, Ride 25 ranks, Search 45 ranks, Sense Motive 75 ranks, Sleight of Hand 45 ranks, Spot 85 ranks, Survival 35 ranks, Tumble 85 ranks, Spellcraft 93 ranks, Swim 25 ranks, Use Magic Device 45 ranks, Use Psionic Device 45 ranks;
Modern/Future Skill Ranks Computer Use 35 ranks, Craft (electronics, mechanical) 30 ranks, Knowledge (technology) 35 ranks, Drive/Pilot 25 ranks;
Synergy +4 Appraise (for craft skills with at least 25 ranks), +2 Appraise (for craft skills with at least 5 ranks), +10 Balance, +21 Diplomacy, +7 Disguise (to act), +5 Gather Information, +10 Jump, +7 Intimidate, +5 Knowledge (nature), +5 Psicraft, +6 Psicraft (with power stones), +8 Ride, +5 Search (secret doors, hidden compartments), +7 Sleight of Hand, +10 Spellcraft, +6 Spellcraft (with scrolls), +10 Survival (to get along), +6 Survival (to follow tracks), +5 Survival (to navigate), +4 Tumble, +6 Use Rope (to bind), +5 Use Magic Device (with scrolls).
Racial +8 Craft (all), +8 Hide, +6 Move Silently, +2 Spellcraft, +2 Survival, +8 Swim, +2 Use Magic Device;
Size Modifiers -16 Hide, +16 Intimidate;
SQ Amphibious, Change Shape, Flight, Hide in Plain Sight, Magical Knack, Master Smith, Shadow Blend.

ABILITIES
Amphibious (Ex): A titan can breathe air and water equally well.
Change Shape (Su): An elder titan can assume the form of any Small to Huge humanoid or giant. The titan retains its Oversized Weapon special attack regardless of form. If the titan uses this ability to create a disguise, it gets a +10 bonus on its Disguise check.
Cold Iron Strike (Su): This particular variable half-fey's natural weapons, unarmed strikes and any weapons it wields, are considered cold iron for the purpose of overcoming damage reduction.
Defensive Insight (Ex): An elder titan gains a +1 insight bonus to AC, that improves by 1 for every 3 racial Hit Dice it has.
Epic Strike (Su): An elder titan's natural weapons, unarmed strikes and any weapons it wields, are considered epic for the purpose of overcoming damage reduction.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Flight (Su): This particular variable half-celestial can fly as though with the fly spell, with a speed of 480 feet and good maneuverability (which improves to perfect maneuverability as a half-janni). This ability grants it a +6 circumstance bonus on Move Silently checks when flying.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Magical Knack (Su): Primordial giants use all spell-like abilities at +1 caster level.
Master Smith (Ex): Titans gain Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item and Forge Ring as racial bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.
Oversized Weapon (Ex): A titan can wield any one-handed melee weapon designed for a creature one size larger than itself, in two hands without penalty, provided it is normally proficient with a weapon of that type.
See in Darkness (Su): This shadow creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Uncanny Dodge (Ex): This shadow creature gains Uncanny Dodge, as per the rogue's class feature.

NOTES
Note Some spell-like abilities without a use limit and/or possessing a long duration were updated to constant spell-like abilities. A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.
Note The entries for the standard titan (MM 242) and elder titan (ELH 221) are modified to include the following: the Master Smith ability, a revised Oversized Weapon ability, low-light vision, the Amphibious special quality, Altitude Adaptation and Aquatic Spellcasting as racial bonus feats, a +8 racial bonus on Craft checks, Fast Healing 1, resistance to acid 10, cold 30, electricity 10, fire 30 and sonic 5, as well as an immunity to death effects, death by massive damage, petrification, involuntary polymorph effects, pressure damage and vacuum damage.

Master Smith (Ex): Titans gain Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item and Forge Ring as racial bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.
Oversized Weapon (Ex): A titan can wield any one-handed melee weapon designed for a creature one size larger than itself, in two hands without penalty, provided it is normally proficient with a weapon of that type.

Note The entry for the elder titan is modified to include the following: Darkvision out to 300 feet, a +34 racial bonus to natural armor, Spell Resistance 42, a swim speed of 120 feet, the Defensive Insight ability, the Epic Strike supernatural ability, Eschew Materials and Worldly Focus as racial bonus feats, as well as Polyglot as an epic racial bonus feat. The modified entry also reflects the following ability scores: Str 59, Dex 12, Con 47, Int 33, Wis 37, Cha 32.
Note The entry for the elder titan is modified to give its spell-like abilities a caster level of 30th, and its spellcasting ability an effective class level of 30th.
Note The entry for the standard titan is modified to include the following: Darkvision out to 120 feet, a +25 racial bonus to natural armor, a swim speed of 50 feet, Damage Reduction 10/epic and lawful, as well as the Epic Chaotic Strike supernatural ability. The modified entry also reflects the following mental ability scores: Int 25, Wis 28, Cha 28.

Epic Chaotic Strike (Su): A titan's natural weapons, unarmed strikes and any weapons it wields, are considered epic and chaotic-aligned for the purpose of overcoming damage reduction.

Note The spell-like abilities of standard titans and elder titans have been revised and amended. As a rule, any spell-like ability that mimics a spell with an XP component, has limited uses.

Standard Titan Spell-like Abilities (CL 20th, Cha-based DC 19 + spell level)
Constant—air breathing, cloak of chaos, dance of the unicorn, deep breath, ease of breath, endure elements, freedom of breath, freedom of movement, ghost trap, invisibility purge, protection from possession, see invisibility, sustain, swim, true seeing, water breathing; At will—air breathing, align weapon, amplify, augment object, chain lightning, chaos hammer, cloak of chaos, close wounds, cure critical wounds, detoxify, greater dispel magic, dispel possession, ease of breath, endure elements, greater energy surge, fins to feet, fire storm, freedom, freedom of breath, freedom of movement, gust of wind, invisibility, greater levitate, panacea, passwall, persistent image, planar tolerance, protection from possession, quench, regenerate, remove fear, restoration, resurgence, ruby ray of reversal, sustain, mass swim, transformation of the deeps, water breathing; 3/day—mass charm monster, etherealness, heroics, mass hold monster, lion's roar, greater teleport; 1/day—heal, maze, meteor swarm, greater plane shift, summon monster IX, summon nature's ally IX.
Additional Spell-like Abilities (Good or Neutral alignment)
At will—daylight, remove curse, holy smite; 1/day—greater restoration.
Additional Spell-like Abilities (Evil alignment)
At will—bestow curse, deeper darkness, unholy blight; 1/day—clenched fist.

Note The half-janni template is modified to include the following: "If the base creature has a fly speed, its maneuverability improves by one step."
Note The shadow template is modified to offer a new set of choices for the additional special abilities gained according to the base creature's Hit Dice, as follows: Darkstalker feat, Evasion, Fast Healing 2, See in Darkness, Uncanny Dodge, shadow phase (1/day), shadow walk (1/day), superior darkvision (constant), veil of shadow (1/day). These spell-like abilities have a caster level equal to the base creature's Hit Dice, with Charisma-based save DCs.
Note In a modern or futuristic setting, the following table will help address certain skill checks.

d20 Modern/Future Skillscomparable D&D 3.5 Skills
DemolitionsCraft (alchemy), Disable Device, Knowledge (architecture/engineering), Profession
InvestigateGather Information, Knowledge (varies), Search
Knowledge (art)Knowledge (local)
Knowledge (behavioral sciences)Knowledge (varies) as it corresponds to creature type
Knowledge (business)Knowledge (varies), Profession
Knowledge (civics)Knowledge (nobility/royalty)
Knowledge (current events)Knowledge (local)
Knowledge (earth and life sciences)Knowledge (dungeoneering), Knowledge (nature)
Knowledge (physical sciences)Knowledge (architecture/engineering)
Knowledge (popular culture)Knowledge (local)
Knowledge (streetwise)Knowledge (local)
Knowledge (tactics)Knowledge (varies), Profession
NavigateKnowledge (geography), Survival
RepairCraft (varies) as it corresponds to item being repaired
ResearchKnowledge (varies), Search
Treat InjuryHeal


AVERT DEMISE
Conjuration (Healing)
Spellcraft DC: 76
Components: None
Casting Time: 1 immediate action
Range: 300 ft.
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 684,000 gp; 14 days; 27,360 XP. Seeds: heal (DC 25). Factors: restore all ability drain (+6 DC), dispel all negative levels and reverse level drain suffered no more than 20 weeks ago (+2 DC), no vocal or somatic components (+4 DC), immediate action casting time (ad hoc +35 DC), change touch to target (+4 DC).

    When cast, this spell completely cures the subject of all diseases, blindness, deafness, hit point damage, temporary ability damage and ability drain. It also neutralizes poisons in the subject’s system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the subject’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. It dispels all negative levels afflicting the subject, and restores all levels drained from the subject by forces and/or creatures within the last 20 weeks. This spell does not restore levels or Constitution points lost due to death.
    Against an undead target, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.


AVERT NEGATION
Abjuration
Spellcraft DC: 112
Components: None
Casting Time: 1 immediate action
Range: 300 ft.
Target: One creature or object
Duration: 7 days, 12 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 1,008,000 gp; 21 days; 40,320 XP. Seeds: ward (DC 14). Factors: nullify antimagic field (+10 DC), nullify dampen magic (+6 DC), nullify disjoin (+10 DC), nullify mage's disjunction (+16 DC), nullify null psionics field (+10 DC), nullify otiluke's suppressing field (+6 DC), nullify unravel psionics (+16 DC), nullify vanishing weapon (+8 DC), immediate action casting time (ad hoc +35 DC), increase duration by 650% (+13 DC), no vocal or somatic components (+4 DC), dispelling resistance (+140 DC), change from touch to target (+4 DC).
Mitigating Factors: suffer 180d6 backlash damage (-180 DC).

    Upon casting this spell, the caster suffers 180d6 backlash damage. Any dispel checks made against this spell suffer a -70 penalty. Whenever the subject enters an antimagic field or null psionics field, this spell must resist the usual dispel check (1d20 + 20) made against it by that field or be suppressed by it normally.
    Provided it is not suppressed, this spell prevents antimagic field, dampen magic, disjoin, mage's disjunction, null psionics field, otiluke's suppressing field, unravel psionics and vanishing weapon from affecting the subject, the subject's attended possessions, and any other effects upon them, including this spell. This spell does not prevent antimagic field, dampen magic, otiluke's suppressing field or null psionics field, from suppressing portions of any effect that extend beyond the subject itself and its attended possessions.


ECHO'S URGENT SHADOWSPELL
Illusion (Shadow)
Spellcraft DC: 122
Components: None
Casting Time: 1 immediate action
Range: see text
Target, Effect or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: see text
To Develop: 1,098,000 gp; 22 days; 43,920 XP. Seeds: shadow (DC 23). Factors: duplicate one arcane spell up to 10th level (+45 DC), duplicated spell may be of any school (+14 DC), immediate action casting time (ad hoc +35 DC), no vocal or somatic components (+4 DC).

    Upon its casting, this spell may duplicate any single arcane spell of any school, with a total effective spell level no greater than 10th level, except that it is considered an epic spell for all intents and purposes. If the spell to be duplicated has an XP cost, then the caster must pay that cost upon casting this spell. Anyone physically interacting with the effect created by this spell, gains a Will save to disbelieve. A successful save allows one to recognize the effect as an amalgam of shadows, though its results remain unchanged.


Author's Note: When creating the aforementioned "idealized" elder titan, I purposefully avoided templates that would add more bestial features, such as claws, scales and fur. I didn't want the appearance of the "idealized" elder titan to deviate from classic sculptures one might find depicting greek or norse gods.

To keep this creature true neutral, I left out all alignment-based subtypes and abilities from the variable half-celestial and half-fey templates, while also replacing any overall spell-like abilities that had an alignment descriptor.

After creating at least fifteen "angelic echoes" using planetary angelic echo and recovering his or her spellcasting ability for the day, an epic spellcaster that has developed elder titan's aesiric echo may attempt to cast it at least twice before having to recover once again. He or she may cast it each time with a sizable bonus to its effective caster level, provided each "angelic echo" (planetar) has the necessary spells prepared in order to perform the following actions:

Round 1: All of the planetars assume Small or Medium humanoid forms, gather within 30 feet of one another and the primary epic spellcaster, and dismiss their Protective Auras.
Round 2: Each planetar casts protection from possession on itself.
Round 3: One or more planetars may cast spell vulnerability (SpC 200) on the primary epic spellcaster to reduce any spell resistance he or she might have, down to at least 17. Meanwhile, three planetars cast divine insight (SpC 70) upon themselves.
Round 4: Each planetar casts an 'extended' stone body spell.
Round 5: Each planetar casts spell vulnerability upon itself and elects to fail its save.
Round 6: At least nine planetars cast renewed vigor (PH2 123) upon everyone within 30 feet, so that all the planetars can sustain the upcoming backlash damage. Meanwhile, the three planetars with divine insight in effect upon them, cast miracle to duplicate an 'extended' 'invisibile' create magic tattoo spell (see below) upon the primary epic spellcaster. This increases his or her caster level by 3 for the next 48 hours, provided the planetars trigger the +15 insight bonus to succeed on the necessary Craft check. Finally, one planetar casts miracle to duplicate an 'extended' mass adept spirit spell (see below) targeting the primary epic spellcaster and all planetars.
Round 7: The primary epic spellcaster and each planetar activate the 'extended' mass adept spirit spell in effect upon them as an immediate action, granting all of them a +1 insight bonus to caster level (among other things) for the next two minutes. Afterwards, each planetar casts miracle to duplicate a 'repeated' mystic surge spell (see below) upon the primary epic spellcaster, in order to increase the effective caster level of the first spell he or she casts in each of the next two rounds by at least 15.
Rounds 8, 9: Each planetar helps the primary epic spellcaster cast elder titan's aesiric echo as an immediate action and suffers 42d6 backlash damage. Thanks to the Steadfast Determination feat (PH2 83), these planetars will never fail the standard saving throw required to resist death by massive damage. Before the round ends, one planetar able to do so, casts miracle to duplicate a 'chained' transmute mud to rock spell (see below) targeting all injured planetars with stone body in effect upon them. Those affected are restored to full hit points. Meanwhile, another planetar may cast cure moderate wounds on the primary epic spellcaster if he or she needs it to recover from 2d6 backlash damage.
Rounds 10, 11, 12: If the primary epic spellcaster can cast elder titan's aesiric echo up to three or four times that day, nearly all of the actions taken in rounds 7, 8 and 9 can be repeated, assuming all fifteen planetars are ready with the necessary spells available to cast.

The create magic tattoo spell (SpC 55) is listed as a 2nd-level spell for the Sorcerer and Wizard classes, which would make it the equivalent of a 3rd-level spell when modified by the Extend Spell and Invisible Spell metamagic feats (CS 61).

The mass adept spirit spell (MoI 98) is listed as a 6th-level spell for the Cleric class, which would make it the equivalent of a 7th-level spell when modified by the Extend Spell metamagic feat.

The mystic surge spell (PH2 120) is listed as a 4th-level spell for the Sorcerer and Wizard classes, which would make it the equivalent of a 7th-level spell when modified by the Repeat Spell metamagic feat (CA 82).

The transmute mud to rock spell appears as a 4th-level spell for the Blighter class (CD 23), which would make it the equivalent of a 7th-level spell when modified by the Chain Spell metamagic feat (CA 76).

The ability to duplicate any spell or effect of 7th-level or less, lies within the normal capacity of a miracle spell. In the days after using elder titan's aesiric echo to create one or more aesiric echoes, an epic spellcaster may utilize their help in casting the spell again with an even greater bonus to its effective caster level. Each aesiric echo may cast miracle a number of times, with or without metamagic modifications of its own, to duplicate a mystic surge spell modified by the Extend Spell and Earthbound Spell metamagic feats (PH2 91).

Any spell modified by the Earthbound metmamagic feat can be stored in a plot of earth or stone measuring 5 feet on a side for up to 1 hour or until triggered by the next creature that steps on its surface. If many 'earthbound' mystic surge spells were stored in the same plot, an epic spellcaster would need only step upon its surface within 1 hour of when the first spell was stored, to trigger them all at once and gain their effects long enough to cast a spell like elder titan's aesiric echo.

Lavender City Justice

Criminals and prisoners within Lavender City, are kept confined in three jail systems, deep in its undercity. They are assigned to one of the three systems based on the severity of their crime(s). All of them have a variety of curses laid upon them.

Greater curses using bestow greater curse typically include the following:
  • The target cannot cast spells, use spell-like abilities, or activate spell completion or spell trigger items.
  • One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack.)
  • The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequiste for other abilites or feats, the target loses the use of those feats as well.
Standard curses using bestow curse typically include the following:
  • The target loses access to the vanguard spells of Myth Lavender.
  • The target's spell resistance is reduced by 5.
  • The target becomes unable to tell a lie. He or she may, however, choose to avoid answering a question in order to avoid telling the truth.
A list of curses can be found here:
http://www.giantitp.com/forums/showpost.php?p=12840375&postcount=19

Violet Order Affliliation Table

THE VIOLET ORDER
AFFILIATION TABLE

Abilities Affiliation Modifier
Character Level+1/2 levels
5-12 ranks in any Knowledge skill+1/skill
13+ ranks in any Knowledge skill+1/skill
Any Metamagic, Metapsionic or
Item Creation feat
+1/feat
Lore or Bardic Knowledge class feature+1
Any feat that improves the result of Knowledge checks or any magical or psionic effect derived from a class feature or using an item+1/feat
Possesses an effective caster or manifester level derived from a class feature+1
Ability to cast a 3rd-level spell or infusion from a slot, or manifest a 3rd-level power that draws from a power point reserve+1
Ability to cast a 6th-level spell or infusion from a slot, or manifest a 6th-level power that draws from a power point reserve+1
Ability to cast a 9th-level spell or infusion from a slot, or manifest a 9th-level power that draws from a power point reserve+1
Ability to cast epic spells or infusions, or manifest epic powers+1
At least 1 rank in Use Magic Device
or Use Psionic Device skill
+1
Lacks ranks in any Knowledge skill-5 until remedied
Is Illiterate-5 until remedied
DeedsAffiliation Modifier
Spends xp creating order sponsored items or casting spells as directed by the order+1 for every 2,500 xp
Donates funds to the order+1 for every 70,000 gp
Serves in any council or other critical station within the order for a cumulative sum of years
( i.e. 1, 2, 5, 10, 25, 50, 100, 250, 500 or 1000 )
+1 for each listed anniversary
Serves as headmaster of the order+1 each year
Attains a general rank within the order they never held before
(i.e. brown, gray, blue, silver or purple)
+1 each time
Contributes knowledge of how to produce a new effect or how to create a new item+1 per contribution
Deemed most responsible for a successful mission objective+1 to one individual per objective
Provides the most crucial lynchpin intelligence or support that protects or advances the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Endures the greatest measure of personal injury whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Exposed to the greatest amount of needful mortal danger whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Volunteers a total of 60 days within a given year teaching order registered students+1 for that year
Volunteers a total of 60 days within a given year helping create order sponsored items or spells+1 for that year
Fails to perform a listed task or deed that would improve their affiliation score for one year-1 for that year
Fails to volunteer at least 20 days within a given year helping create order sponsored items and spells (unless headmaster, council member or in a critical station) -1 for that year
Fails to volunteer at least 20 days within a given year teaching order registered students (unless headmaster, council member or in a critical station)-1 for that year
Held attributable to the failure of a mission objective-1 per objective
Associated with a failed mission objective-1 per objective
Commits a reckless or negligent act that endangers the order's associated interests, lives and/or property-5 for each instance
Steals from the order or commits a deliberate act that endangers the order's associated interests, lives and/or property-15 for each instance



Affiliation Score Title: Benefits and Duties
Less than 4 No Benefit
4-9 Scholar: You can gain a bonus equal to +1 per hour spent in research (maximum +5) on your choice of one of the following skill checks: Appraise, Decipher Script, any Knowledge skill, Psicraft, Spellcraft, or Truespeak. Each time you perform research, you can choose a different skill to which to add the bonus.
10-14Initiate: You gain spell or power resistance equal to your CR + 5, or you may increase your existing spell or power resistance by 1.
15-19Adept: In order for a divination effect to perceive any given effect produced by an adept by any means, the caster of the divination effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + that effect's caster level.
20-24Agent: Your existing spell or power resistance increases by 1 and you gain a +1 bonus on caster level and manifester checks to overcome spell and power resistance.
25-29Master: The maximum benefit one may obtain as a Scholar doubles. In addition, masters receive a +2 bonus on saving throws against any effect based on symbols, glyphs, or any form of magical writing.
30-34Director: You gain the ability to cast a modified version of sending with only a standard action, as a spell-like ability with a caster level equal to your CR, to deliver a one-way message of up to 25 words to any number of creatures with an affiliation score of at least 4. Whenever you successfully cast this ability, you must wait 3d6 hours plus an additional 1d6 hours for each creature you contacted, before you can use it again.
35-39Grandmaster: For the purpose of determining your allotment of bonus slots and bonus power points, you may treat each of your mental ability scores as being two points higher than their actual value.
40-44Exarch: You gain the ability to cast pavilion of grandeur as a spell-like ability, with a caster level equal to your CR. Whenever you successfully cast this ability, you must wait 10d6 days before you can use it again.
45+Ascendant: You gain the ability to cast miracle or metafaculty at will as a spell-like ability with a caster level equal to your CR. Your affiliation score drops by 1 whenever you successfully cast one of these abilities.

Travel to Lavender City

Lavender City's flat topside typically hovers at an elevation of about 11 miles, and can be reached by any flying creature within about 14 miles of the city thanks to the effects of the Holocene Locale epic spell (see below) cast upon various objects within the city. Most of the time, a means of instantaneous extraplanar transportation, may be used to arrive anywhere at least one mile away from the city's center. However, if the city is locked down by means of a weirdstone (see below), then the point of arrival must exceed 6 miles from the city's center.


HOLOCENE LOCALE
Evocation [Air, Cold, Electricity, Fire, Water]
Spellcraft DC: 25
Components: Ritual
Casting Time: 11 minutes
Range: 750 ft.
Target: One object 
Area: 15-mile-radius emanation centered on target object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP; Seeds: conjure (DC 21), energy [weather] (DC 25). Factors: increase area by 650% (+26 DC), area centered on target object within 300 ft. (ad hoc +20 DC), dispelling resistance (+310 DC), increase range by 150% (+3 DC), no verbal or somatic component (+4 DC), permanent (x5).
Mitigating Factors: one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC), increase casting time by 10 minutes (-20 DC).

    This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. Any dispel checks made against this spell suffer a -155 penalty.
    While this spell is in effect, ambient temperatures within the area are brought within a range of 25° to 95° F, but only when they would otherwise fall outside it. Cold snaps and heat waves are neutralized within the area. In addition, naturally occurring wind speeds in the area never rise above 20 mph (moderate) and the humidity of any air in the area never falls below 1%.
    The spell also eliminates any absence or lack of air and atmospheric pressure within its area of effect, up to the point needed to match the ideal conditions for any single air breathing or amphibious creature in the spell's area, as chosen by the caster at the time of casting. This effect of the spell is additive only, and may never reduce the naturally occurring amount of air or atmospheric pressure found anywhere. If no air breathing creature is chosen or present within the area at the time of casting, then the amount of air and atmospheric pressure remain unaffected by this spell.
    The changes wrought by this spell manifest themselves immediately, and move with the area of the effect. Unattended quantities of air and water created by this spell cease to exist beyond its area of effect.

WEIRDSTONE
These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).
  • All extra-planar travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Source:Player's Guide to Faerûn

Lavender City

A flying city sculpted from purple stone, its buildings bonded to the flat topside of a hemispherical mass of the same, with a diameter of four miles and a depth of two miles. A central high tower dominates the buildings of the "skycity" that in turn, lie over the internal excavations of the "undercity" deep within the stone.

The Violet Order established and guides the city. Those wishing to join the order are encouraged to travel to Lavender City and submit an initial document to the tower, that introduces them.

Lavender City began as a large complex of subterranean chambers, excavated deep in the purple stone that lay under the Plains of Purple Dust. At some point, a member or ally of the Violet Order developed the epic spell Raise Myth Lavender and with the order's help, cast this spell from the center-most chamber. The mythal created, was then used take hold of an immense, hemispherical mass of purple stone surrounding the complex, cut it free from the surrounding stone and lift it up into the sky. The existing chambers became part of the undercity, as the topside of the flying island was eventually molded and sculpted into the city it is today. Rumors exist that the Violet Order has also recovered the Seventh Imaskarcana from a site near their city's origin, resulting in the permanent extradimensional spaces currently being used to expand the various interior spaces of the city, likely created using ancient Imaskari methods. There are roughly fifty-five to sixty thousand residents within the city, which doesn't account for travelers and traders.

The mythal laid out below is a work in progress, and may contain some errors.

RAISE MYTH LAVENDER
Evocation
Spellcraft DC: 25
Components: Ritual
Casting Time: 20 minutes
Range: 300 ft.
Target: One object (capstone)
Area: 3-mile-radius emanation centered on the target (capstone)
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP. Seeds: mythal (DC 25), transform (DC 21). Factors: area centered on target object within 300 feet (ad hoc +20 DC), dispelling resistance (+660 DC), increase area by 15740% (+625 DC), anroited effects (+70.3 DC), vanguard effects (+25.8 DC), prevalent effects (+57.025 DC), Two prevalent minor powers (+10 DC), Four keyed prevalent minor powers (+40 DC), Two prevalent medium power (+40 DC), Two limited area keyed prevalent medium power (+40 DC), Two keyed prevalent medium powers (+80 DC), Three keyed prevalent major powers (+300 DC), transform objects with a hardness of up to 92 (+46 DC), no verbal or somatic component (+4 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), capstone (-20 DC), one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC).

This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. The DC of any caster level check attempting to dispel this spell, equals 351 + this spell's caster level. When this spell is cast, the primary caster becomes fully attuned to its effects.
  • Anroited Spells and Effects: Spells and effects that "rend" the weave or produce "antimagic" or "null" effects are prevented from being cast or initially created within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spell: Unless cast or produced by a fully attuned creature, mage's disjunction is prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spells and Effects: Spells and effects with the earth descriptor are prevented from functioning within the mythal. Spells and effects produced by a fully attuned creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Anroited Energy Types: Spells and effects that deal force or sonic damage are prevented from functioning in a 80-ft.-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Vanguard Spells: Each of the following "Vanguard" spells can be activated as a standard action, with only a command thought by any creature within the mythal: silent candlelight (CL 1st), silent create water (CL 1st), silent lay of the land (CL 2nd), silent make whole (CL 3rd), silent purify food and drink (CL 1st), remove fatigue (CL 7th), silent unseen crafter (CL 5th).
  • Keyed Vanguard Spells: Each of these spells can be activated as a standard action, with only a command thought by any attuned creature within the mythal: amplify (CL 2nd), silent clearstone (CL 7th), silent resurgence (CL 3rd), silent sending (CL 11th).
  • Prevalent Spells: These spells affect all creatures within the mythal: air breathing (CL 5th), appraising touch (CL 1st), deep breath (CL 1st), detect ship (CL 5th), endure elements (CL 1st), fins to feet (CL 3rd), healthful rest (CL 1st), life's grace (CL 9th), magecraft (CL 1st), sustain (CL 7th), swim (CL 3rd).
  • Prevalent Spell: This spell affects the mythal's entire area: impede sun's brilliance (CL 1st).
  • Keyed Prevalent Spells: These spells affect all attuned creatures within the mythal: cloak of bravery (CL 10th), detect magic (CL 1st), false gravity (CL 5th), lightfoot (CL 1st), nerveskitter (CL 1st), protection from possession (CL 1st), raptor's sight (CL 1st), superior darkvision (CL 7th).
  • Keyed Prevalent Spell: This spell affects all other eligible spell effects for as long as they remain within the mythal, provided that they were produced by an attuned creature: permanency (CL 17th).
  • Limited Area Prevalent Spells: These spells affect the capstone: dimensional anchor (CL 7th), ray deflection (CL 7th).
  • Limited Area Prevalent Spell: This spell affects all creatures in an 80-ft.-radius area centered on the capstone: protection from possession (CL 1st).
  • Limited Area Prevalent Spells: These spells affect an 80-ft.-radius area centered on the capstone: acidward (CL 9th), fireward (CL 9th), shockward (CL 9th), mage's private sanctum (CL 9th).
  • Prevalent Minor Power: This power minimizes the harmful variable effects that all toxins, poisons and drugs might have on creatures within the mythal, as well as the harmful variable effects of any disease contracted within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Minor Power: This power maintains a blanket control temperature (Fr) effect that covers the entire mythal. Ambient temperatures within the area are prevented from falling below 35° F or rising above 95° F. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: This power enables any attuned creature within the mythal, to communicate telepathically with any number of other attuned creatures that are also within the mythal. This power does not impart the understanding of any language. This power has an effective caster level equal to the mythal's caster level. This power is typically used to communicate and discuss matters such as using the mythal's other powers.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a shatter effect to "sunder" all solid non-magical material crossing a 2-mile-radius boundary centered on the capstone, in such a way it smoothly carves between everything inside and outside the boundary. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power targets the entire volume of eligible matter within the mythal, that lies outside the 2-mile-radius boundary centered on the capstone, and subjects it to a soften earth and stone effect. Afterwards, what lies within the boundary can be separated from the rest more easily, by means of another power used to "spin" and "transport" it away. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a blanket earthfast (SpC 67) effect on every stone structure and rock formation in a 2-mile-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power maintains a prevalent 'greater' augment object (SBG) effect, that affects the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone. It also provides them with 30 acid, cold, electricity, fire and sonic resistance and grants them a +6 resistance bonus on all saving throws. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power utilizes a control winds effect to continually limit the speed of all mundane wind within the mythal to 20 mph (moderate). This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power maintains a blanket zone of respite (SpC 244) effect that affects a 1-mile-radius area centered on the capstone. Spells and effects produced by any attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power prevents spells and effects of the scrying subschool from targeting or perceiving anything within a 1-mile-radius area centered on the capstone. Spells and effects produced by a fully attuned creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power entitles all fully attuned creatures within the mythal to a saving throw with a bonus equal to the mythal's caster level, against any spell or effect that a mind blank effect would normally ward them against. For each spell and effect that does not allow a save, a successful Will save made as if it did, wards such a creature against it in a manner consistent with a mind blank effect, at an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket revelation (DoF 117) effect that covers the entire mythal. Spells and effects produced by an fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Major Power: This power heightens the effective spell level of any curse cast or otherwise produced by any attuned creature within the mythal to at least 9th-level, and improves its actual caster level to a minimum equal to the mythal's caster level. This power has an effective caster level equal to the mythal's caster level.
    • Any attuned creature within the mythal may spontaneously cast greater bestow curse, by losing a prepared spell or unused spell slot of equal or higher level, as if it were a 6th-level spell on their class spell list.
    • Any attuned creature within the mythal, with at least 1 rank in Spellcraft or Use Magic Device, may use spell trigger devices as if they were a cleric, sorcerer or wizard with a class level equal to the mythal's caster level, but only for the purpose of triggering greater bestow curse, as though they knew the spell.
  • Keyed Prevalent Major Power: This power of this spell automatically supports and levitates the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone.
    • The placement of otherwise "stationary" magical matter and effects that lie fully within the mythal, remain in a position relative to the second aforementioned object, but only while they are not directly interacting with a creature, object, ship, vehicle, structure, terrain or another magical effect that extends in any part, outside the mythal.
    • This power may be directed as a free or immediate action by any fully attuned creature within the mythal, to "move" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, up to 110 feet (12.5 mph) horizontally and up to 880 feet (1 mile every 6 rounds) up or down over the next round. After a specific fully attuned creature has directed the power in this manner, it may not do so again until the seed is directed to "move" by another.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the transport seed. However, they still interact with everything that moves at up to 12.5 miles an hour horizontally or up to 100 miles per hour vertically within the mythal accordingly. Anything else that lies in the mythal's path that later comes to lie fully within it, begins moving with its contents as an entire unit.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are moved.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "spin" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, clockwise or counterclockwise about the capstone's vertical axis at a maximum rate of 360 degrees every 11 hours, moving them about 5 feet per round for every mile measured from the capstone. The spinning continues as last directed, until directed otherwise.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power. However, they still interact with everything being "spun" at up to 1.7 miles per hour within the mythal relative to things outside of it.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are spun.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "stop" the things from being "moved" and "spun" for 1 round.
  • Keyed Prevalent Major Power: This power may be directed to "teleport" by any fully attuned creature that spends 10 consecutive rounds within the mythal while concentrating (DC 24) on the power as if casting a spell. If successful, that creature may trigger the mythal to shift everyone and everything (including magical effects) that lies within it to a new location on this plane or another. If the mythal currently exists on the elemental plane of earth, then this use of the power only affects a 2-mile-radius area centered on the capstone.
    • During the aforementioned 10 rounds of concentration, a harmless mental "ping" is triggered each round, in the minds of all creatures within the mythal.
    • If and when a majority of all fully attuned creatures within the mythal voluntarily withdraw their implied consent as free or immediate action during this time, then that creature's use of the power fails completely and it may not used in this fashion again by that same creature for 10 minutes.
    • Creatures, objects, ships, vehicles, structures and terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power.
    • When the teleportation effect occurs, any unwilling creature may attempt a Will save (DC 24) to remain unaffected by it along with all items in their possession. Spell resistance does not apply. Any spells or effects in the mythal that would normally prevent extraplanar travel or spells with the teleportation descriptor from functioning, are ignored.
    • The power is limited to traveling to the elemental plane of air, any prime material plane, or any plane that is coexistent with any prime material plane. The mythal always travels to a place that reflects the most popular desire among all fully attuned creatures teleported, arriving at a geographic location on that plane that reflects an averaged measure their will.
    • The mythal and its contents always arrives in a location with an atmosphere comparable to the one it left behind, a location free from solid obstructions, existing structures and objects currently being used as a means of transport. Any intervening creatures or other objects in the way of anything that arrives, are shunted to the nearest open space outside the mythal without suffering any damage.
  • Transform Seed: This seed continually transforms the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone, into dwarvencraft versions of themselves. If they are made of stone or metal, this means they gain +2 hardness, +10 hp/inch and +2 to all saves. This also prevents their substance from being changed or polymorphed from one type to another by any non-epic spell or effect.