Book of Power

This slightly larger than normal size tome is bound in sturdy black leather with the simple inscription "Power" on the cover in silver writing. Believed to have been created in 10606 YE, the Book of Power was written by The Kurgan, Richter, and Erik Stromblad in the Village of Tah on the Blackmoon. The book is composed of knowledge of the raw power that resides in all things and how to access that power. It is the immortal force that creates and propels the things on their courses. The manifestation of the immortal force is known as the Immortal Powers.

The Book of Power is said to contain every known Immortal Power. And once read completely, the book bestows one random Immortal Power on the reader. Additional powers are available if the book is available or if a master of that Tier and Power instruct the person for at least 3 months. A person who has read the book can specifically try to manifest a power previously unknown to them by practicing for at least 3 months. Once a Tier 1 power is learned, the remaining power Tiers can be practiced for at least 3 months each to attain. DM's discretion.

Immortal Powers use their own point system known as Chi Points or Chi-P (CP)

Each Tier of an ability costs as many CP as the Tier level. EX: Tier 1 = 1 CP---Tier 2 = 2 CP

CP advancement- 1/lvl

Ability advancement- 1/3 lvls = starting at 3rd level---1/3rd--1/6th--1/9th--1/12th--1/15th--1/18th

Silver Sword:
Casting Time- 1 standard action

Range- Touch

Target- Weapon Held

Duration- 1 min/lvl

Savings Throw- None

Spell Resistance- None

Tier 1 1d8 DMG---Weapon is +1---No DMG Reduction

Tier 2 --- 1d10---Weapon is +3

Tier 3 --- 1d12---Weapon is +5---Can Summon the Weapon w/o a Target

Dice progression is 1/3 lvls---1/1--1/3--1/6--1/9--1/12--1/15--1/18

Silver Sword does stack with the target's bonuses but does not stack with itself

Silver Sword manifests as a silver glowing aura around the target-If no target, a Tier 3 Silver Sword will manifest as a full silver glowing sword of the caster's favored weapon

If cast on a bow or firearm, the Silver Sword effect is active on the ammunition. Tier 3 creates ammunition

Sonic Tension:
Casting Time- 1 Full Action

Range- Caster

Duration- 1rnd/lvl

Savings Throw- None

Spell Resistance- None

Tier 1 --- d12 STR --Tier 2 --- d12 DEX -- Tier 3 --- d12 CON

-The caster can choose which ability to specialize. EX: Tier 1 can be any 1 of the 3. STR, DEX, CON--Once chosen, another ability can not be used without learning the next tier of power--EX: if you choose STR as Tier 1, it can not be used as DEX or CON

The caster imbues themselves with Immortal Power directed at one physical trait-- The appearance of the caster can change as their abilities are enhanced--EX: STR makes you bulge with new muscle-DEX makes you appear quicker and more agile-CON makes you appear more sturdy in your stance or more vibrant than usual

Cloak:
Casting Time: 1 Standard Action

Range- Caster

Duration- Tier 1/1 min/lvl---Tier 2/1 hour/lvl--- Tier 3/1 day/lvl

The caster's aura is willfully muted

Tier 1---Opponent spot check -10---Can Not be scryed---Invisible in shadow--The caster will not stand out to an observer and so they will not remember remarkable details after encountering the caster--A shadow the size of the caster must be used to become invisible

Tier 2---Can Not be detected or know alignment---Caster can choose between the physical effects and the subtle effects or both---Complete Invisibilty in light--Only the gods or Immortal Power Telepathy can find the caster

Tier 3 Can cast Screen---Can extend Cloak to 30' radius---Completely muted existence, even from the gods

Shield:
Casting Time- 1 Standard Action

Range- Caster

Duration- 1 min/lvl

Tier 1---Equals 30% HP---Takes +1 to hit

Tier 2---Equals 60% HP and 10% DMG reduction to 1 effect permanently---Takes +2 to hit

Tier 3---Equals 100% HP and 10% DMG reduction to 1 effect or stack---Takes +3 to hit

An invisible bubble of power surrounds the caster but is not substantial to anything touching the caster that does not cause harm

If the insubstantial bubble is hit by something that could harm the caster, the bubble becomes physically unbreakable at the place on the bubble hit

If elemental powers are known, the caster can imbue the bubble to attack with an elemental retribution that does half normal damage for that element

Sonic Blast:-Fire:-Spikes:-Lightning:
Casting Time- 1 Standard Action

Range- Sonc Blast/sightFire-Spikes-Lightning/400' + 50'/lvl

Target- Varies by use

Duration- instant

Savings Throw- Sonic Blast/No--- Fire-- Spikes-- Lightning/Yes

Spell Resistance- Sonic Blast/No---Fire-- Spikes-- Lightning/Yes

-Tier 1 - 1d8/lvl---Tier 2 - 1d10/lvl---Tier 3 - 1d12/lvl

--Tier 1 allows caster to control the element---EX: Sonic/Chi- Spikes/Earth/Ice- Fire- Lightning

--Each element can be used as an Area Of Effect spell or single target

--Tier 1 grants immunity to that element---Sonic Blast has no immunity

--Can manipulate 10'/lvl of the element

--Spikes impale the target if the target fails Savings Throw--Initiative -10

The caster has mastered the manipulation and manifestation of one of the building blocks of the universe

Sonic Blast/Chi/Immortal Force---A glowing white ball of energy slightly bigger than the caster's fist flies to its target around obstacles as long as the target can be seen--If the caster loses sight of the target, the ball of energy will continue on it's trajectory until it hits something

Fire---Any source of fire, magical or not, can be manipulated by the caster--If another caster uses a fire based spell or ability like fireball, the caster can counter the fireball spell by rolling higher damage with the Fire Immortal Power-- Higher damage allows the caster to extinguish the fireball or redirect the fireball

Spikes---A sudden burst of long elemental spikes poke from a surrounding surface, usually a surface the caster is touching--The spikes can be made of either Earth or Ice--The spikes remain attached to the surface they were produced on and are considered a melee attack--The caster can manipulate any earth,rocks,stones,dirt etc or any ice(not water)--Same counter effect as the Fire ability

Lightning---The caster innately controls electricity and all electric/lightning effects--Lightning crackles over the caster and can be formed into a single bolt(either from the caster or from the sky/ceiling), a chain, a ball, or as a grasp--Same counter effect as the Fire ability

Detonate:
Casting Time- 1 Standard Action

Range- Caster

Duration- Instant

Savings Throw- None/See text

Spell Resistance- None

Tier 1 - 1d8/lvl---Tier 2 - 1d10/lvlTier 3 - 1d12/lvl

--Creates a Sonic/Chi blast centered from the caster extending 30'+ 5'/lvl

--Fortitude Savings Throw DC = 15 + caster level + wisdom mod---Failure knocks the creature back 20' + 5'/per 20 DMG

--No Immunity

A silvery flash is followed by a force pushing outward from the caster in a bubble shape--Detonate effects a surface stood on as well as any objects in the area of effect--The caster can control the size of the blast, making it as small as 5' up to 5'/caster's level--The knock-back effects all objects or creatures in the area of effect

Ballistic Attack:
Casting Time- 1 Standard Action

Area of Effect- Cone attack 5' at caster, 30' + 5'/lvl at end---30' + 5/lvl distance

Duration- Instant

Savings Throw- None

Spell Resistance- None

-Tier 1 - 1d8/lvlTier 2 - 1d10/lvl---Tier 3 - 1d12/lvl

--Creates a shot of Sonic/Chi shards in a cone shape direction away from the caster

--No Immunity

One hundred points of white or silvery light flash into shards between 1"-5" in size, directly in front of the caster or directly in front of the caster's hand, then blast outward in a cone shape--The shot of shards disappear upon hitting something--Ballistic Attack affects everything

Enchant An Item:
Casting Time- 1 Full Action

Range- Touch

Target- One Item

Duration- Tier 1/1 day --- Tier 2/1 week --- Tier 3/ 1 month

Enchanted power- -Tier 1 - +1Tier 2 - +3-Tier 3 - +5

A white aura surrounds the item touched and a slight, nearly inaudible hum is intuitively heard--The item is now temporarily imbued with the caster's concentrated Immortal Force, making it now magical in nature

Dispel Magic:
Casting Time- 1 Standard Action

Range- 100' + 10'/lvl

Target or Area- One spellcaster, creature, object or 30' radius burst

Duration- Instant

Savings Throw- None

Spell Resistance- Same as Player's Handbook

Tier 1---Targeted - 1d20 + lvl, max +12 --- Check is 10+ spell caster's level

--Item magical properties are suppressed for 1d6 rnds

Area of Effect- Same effect in 30' radius --- even friends

Tier 2- 1d20 +lvl --- Max +15 --- Can affect Artifacts

Tier 3- 1d20 +lvl --- max +20 --- Can affect Deities

A magical field of nullifying energy manifests from the caster same as the spell Dispel Magic in the Player's Handbook pg. 223

Telepathy:
Casting Time- 1 Standard Action

Range- Anywhere the Mind Plane touches. If thinking beings exist there, it's in range for each tier's ability

Duration- Until full concentration is broken. Concentration Check at DM's discretion

Target- Tier 1-one thinking being

- Tier 1--Mental Communication - speech or emotion

- Tier 2--Clairvoyance and Clairaudience

- Tier 3--ESP---Full sensory perception

--Ability can be blocked by Cloak3-- Mortal wizards using non-detection spells or similar abilities have a 25% chance of failure

The power of Omniscience is gained through Immortal Telepathy--All knowing, all seeing is possible through the committed study of the mind

Heal:
Casting Time- 1 Full Action

Range- Tier 1/Self---Tier 2/Touch---Tier 3/30' Radius

Target- Tier 1/Tier 2- One creature --- Tier 3- 1 creature/3 lvls

Savings Throw- Yes

Spell Resistance- Yes

Tier 1--Same as Player's Handbook, max at 20th lvl

Tier 2--Restores negative levels

Tier 3--30' radius

--Effect cures same afflictions as Player's Handbook spell Heal

Door:
Casting Time- 1 Standard Action

Distance- within 20'.

Duration- Tier 1/One creature --- Tier 2/Wisdom Modifier=creatures effected --- Tier 3/Wisdom + Intelligence

Range- Tier 1/Same plane casted from---Tier 2/Inner planes---Tier 3/Outer planes

Creates an oblique door roughly the size of the caster--Traditionally cast on existing doorways, portals, windows, entrances, exits or even pathways

The door is not opened but rather is walked through, to instantly appear at a desired destination-- If the other side is physically impossible to appear at, the door will appear on the closest doorway, portal, window, entrance, exit or even pathway

Once the designated amount of people have crossed the threshold of the obsidian-black Immortal Door, the Door ceases to exist

Fly:
Casting Time- 1 Standard Action

Target- Self or one creature

Tier 1- Same as Player's Handbook --- Unrestricted movement

Tier 2- Triple speed--Duration- 1hr/lvl

Tier 3- Five times speed--Duration- 1day/lvl

Peter Pan, eat your heart out

Receptacle:
Casting Time- Tier 1/1 day---Tier 2/12 hours--- Tier 3/1 hour

Target- One object

Duration- Until spell stored is used as per their description

Range- Object must stay on the caster for the entire Casting Time

---Gives any object the ability to retain a magical effect, supernatural effect, spell, immortal power, psionic, chi, etc.

Tier 1- Retains one effect

Tier 2- Retains 2 effects on one object

Tier 3- Retains 3 effects on one object

With constant supervision and subconscious direction by the caster, any object can be made a vessel of magic and power--

Astral Projection:
Casting Time- Tier 1/5 rnds---Tier 2/1 Full action---Tier 3/At will

Tier 1-As the spell in the Player's Handbook--Detect Magic The double can not become physical on the same plane as the caster. The double can not leave the Astral Plane and become physical without a proper gate, portal, summoning spell, or the Immortal Power 'The Calling'

Tier 2-Astral double can leave the Astral Plane and become an incorporeal blue arua version of the caster on the same plane as the caster without the use of a gate, portal, etc--Arcane Sight

Tier 3-Astral double can physically manifest anywhere the Astral Plane touches-Duration/1 day/lvl-True SeeingThe double does not require concentration and is completely autonomous although constant mental contact is maintained. The caster experiences everything the double does while continuing at another task.

Eye Flash:
Casting Time- 1 Standard Action

Target- Caster

Area of Effect- Tier 1/Wisdom Mod---Tier 2/Intelligence + wisdom mod---Tier 3/One creature

Range- 30' + 5'/lvl

Tier 1- Can cast any Enchantment spell 0-4th lvl wizard-Scare

Tier 2- Can cast any Enchantment and Symbol spell 5-9th. Magic Jar-Lesser Planar Binding

Tier 3- Can cast Soul Bind-Trap the Soul-Maze-Temporal Stasis-Greater Planar Binding

The eyes of the caster flash silvery white and either shock, frighten, confuse, or capture the soul of the target--The color can be different depending on player's choice or DM's discretion

Absorb:
Casting Time- 1 Standard Action

Range- Personal

Target- Caster

Duration- Until expended or 10 min/lvl

Tier 1- As the spell Absorption as found in the Complete Arcane pg. 96---The caster retains the spell energy as MP---Only works on arcane and divine

Tier 2- Can absorb caster's level + intelligence mod worth of spell energy--Can absorb Psionics/Touch/Effect/Area spells--Can absorb spells cast on items

Tier 3- Can absorb Immortal Powers (Chi)

The Calling:
Casting Time- Tier 1/Until creature is contacted---Tier 2/1 Full Action or until contacted---Tier 3/Instant

Target- Tier 1/one creature---Tier 2/1 + Wisdom mod---Tier 3/Unlimited at DM's discretion

Range- Tier 1/Same plane/Astral/Ethereal---Tier 2/Inner planes---Tier 3/Outer planes

Savings Throw- Will

Emits a psychic call to various planes sometimes heard as a "melody on the wind" or an intuitive pull towards something- Contacts a being either by name or randomly and summons them to you--DC is caster level + Wisdom mod--A random creature on the planes effected can answer the call willingly and manifest for the caster

Grace Period:
An innate ability that is latent until death or destruction of the creature affected

Gives 1d3 days to be resurrected with no penalties

If the being is completely destroyed they will resurrect where they were last---If not possible, the being resurrects on a plane of similar alignment

The being affected can resurrect at a shrine or temple dedicated to the affected being