Resistance Level 0
Casting Time 1 standard action
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Psyke Resistance yes (harmless)
You imbue the subject with Warp essence that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency Effect.
Shield of Fortification Level 0
Casting Time 1 standard action
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Psyke Resistance yes (harmless)
You create a barrier from Warp essence that protects a target's vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.
Hide from Chaos Level 1
Casting Time 1 standard action
Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Psyke Resistance yes
Chaos Spawn and Daemons cannot see, hear, or smell creatures warded by this power. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent spawn creatures are automatically affected and act as though the warded creatures are not there. An intelligent Chaos spawn or Daemon gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to attack any creature (even with a psyke power), the effect ends for all recipients.
Protection from Chaos Level 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Psyke Resistance no; see text
This power wards a creature from attacks by Chaos Spawn, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures of Chaos.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any powers or effects that possess or exercise mental control over the creature (including charm effects and compulsion effects) such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this power. The effects resume when the duration of this power expires. While under the effects of this power, the target is immune to any new attempts to possess or exercise mental control over the target. This power does not expel a controlling life force (such as a possessing daemon), but it does prevent them from controlling the target. This second effect only functions against powers and effects created by chaos spawns or objects, subject to GM discretion.
Third, the spell prevents bodily contact by chaos summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not from the warp are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Psyke resistance can allow a creature to overcome this protection and touch the warded creature.
Resist Chaos Energy Level 2
Casting Time 1 standard action
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Psyke Resistance yes (harmless)
This power grants a creature limited protection from damage from Chaos energy (including natural attacks from spawn, and Psyke abilities). The subject gains resist energy 10 against Chaos Energy, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The power protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Shield Other Level 2
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Psyke Resistance yes (harmless)
This power wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the effect ends.
Deadly Juggernaut Level 3
Casting Time 1 standard action
Range touch
Target creature touched
Duration 1 minute/level
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the power, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.
Anti-corporeal shell Level 3
Casting Time 1 round
Range 10 ft.
Area 10-ft.-radius emanation centered on you
Duration 1 minute/level (D)
Saving Throw none; Psyke Resistance yes
You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter (such as disembodied Daemon's from the warp).
This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the power keeps at bay collapses the barrier.
Warp Barrier Level 4
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration 1 min./level
Saving Throw none; Psyke Resistance yes (object)
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks Warp travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities like the Warp Stalkers Warp Jump ability. The spell also prevents the use of a gate or teleportation circle for the duration of the effect.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the power is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning effect.
Lesser Psyke Shield Level 4
Casting Time 1 standard action
Range 10 ft.
Area 10-ft.-radius spherical emanation, centered on you
Duration 1 round/level (D)
Saving Throw none; Psyke Resistance no
An immobile, faintly shimmering sphere surrounds you and excludes all Psyke effects of 3rd level or lower, also increasing the Defense of all within the globe by +5. The area or effect of any such powers does not include the area of the lesser psyke shield. Such powers fail to affect any target located within the globe. Excluded effects include psyke-like abilities and psyke powers or psyke-like effects from items such as Artisan devices. Any type of power, however, can be cast through or out of the psychic globe. Powers of 4th level and higher are not affected by the shield, nor are powers already in effect when the shield is cast. The shield can be brought down by a dispel psyke power. You can leave and return to the globe without penalty.
If a given power has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser psyke shield stops it.
Shadow Projection Level 4
Casting Time 1 minute
Range personal
Target you
Duration 1 hour/level (D)
With this power, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were incorporeal. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the power is in effect.
While projecting your shadow, you gain statistics listed below, replacing your existing ones or added to you while in this state.
If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2
Banish Level 5
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one warp creature
Duration instantaneous
Saving Throw Will negates; see text; Psyke Resistance yes
This power forces a warp creature back into the warp itself if it fails a Will save. If the power is successful, the creature is instantly whisked away.
Chaos Bane Level 5
Casting Time 1 standard action
Range touch
Target or Targets you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
Duration 1 round/level or until discharged, whichever comes first
Saving Throw see text; Psyke Resistance see text
Shimmering, white holy energy surrounds you. This energy has three effects.
First, you gain a +4 deflection bonus to AC against attacks by Chaos creatures.
Second, on making a successful melee touch attack against a warp creature, you can choose to drive that creature back into the warp. The creature can negate the effects with a successful Will save (Psyke resistance applies). This use discharges and ends the effect.
Third, with a touch you can automatically dispel any one lasting effect cast by a chaos creature or any one warp effect. Saving throws and Psyke resistance do not apply to this effect. This use discharges and ends the power.
Kinetic Shield Level 5
Casting Time 1 standard action
Range 10 ft.
Area 10-ft.-radius spherical emanation, centered on you
Duration 1 round/level (D)
Saving Throw none; Psyke Resistance no
This power acts as Psychic Shield, though instead of negating spells, the Shield will absorb 25 HP worth of ranged attack damage.
Psychic Shield Level 6
This power functions like lesser psychic shield, except that it also excludes 4th-level powers and psyke effects. The Increase to Defense remains +5
Gaurds and Wards Level 6
Casting Time 3 Days
Range anywhere within the area to be warded
Area up to 200 sq. ft./level (S)
Duration 2 hours/level (D)
Saving Throw see text; Psyke Resistance see text
This powerful effect is primarily used to defend a stronghold or fortress by creating a number of wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the powerl. The power creates the following effects within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: none. Psyke Resistance: no.
Tech Locks: All doors in the warded area are locked with Tech grade locks (DC 30 to pick). Saving Throw: none. Psyke Resistance: no.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web power, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Psyke Resistance: no.
Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Psyke Resistance: yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Psyke Resistance: no.
In addition, you can place your choice of one of the following five effects.
1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: none. Psyke Resistance: no.
2. A magic mouth in two places. Saving Throw: none. Psyke Resistance: no.
3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Psyke Resistance: no.
4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Psyke Resistance: yes.
5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: yes.
The whole warded area radiates strong psychic energy.
Psyke Protection Level 6
Casting Time 1 standard action
Range touch
Targets up to one creature touched per four levels
Duration 10 min./level
Saving Throw Will negates (harmless); Psyke Resistance yes (harmless)
The subject gains a +8 resistance bonus on saving throws against Psyke abilities (but not against supernatural and extraordinary abilities).
Cleansing Flame Level 7
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 20-ft.-radius emanation centered on a creature, object or point in space
Duration 1 round/level (D)
Saving Throw Reflex for half; Psyke Resistance yes
An area 10'/level is saturated in Warp essence, burning Chaos Spawn for 2d10/2 (max 8d10) levels of Chaos energy
Purge Taint Level 7
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Target touched creature
Duration instant
Saving Throw Will negates (harmless); Psyke Resistance yes (harmless)
Purifies diseases from a target creature (DC +5 for warp diseases)
Cloak of Chaos Level 8
Casting Time 1 standard action
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Psyke Resistance yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to psyke cast by Chaos creatures, and causing Chaos creatures that strike the subjects to become confused. This power has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, the benefit of this power applies against all attacks, not just against attacks by chaos creatures.
Second, each warded creature gains Psyke resistance 25 against Psyke powers
Third, the abjuration protects from possession and mental influence, just as protection from chaos does.
Finally, if a chaos creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion power, but against the save DC of cloak of chaos).
Sanctuary Level 8
Casting Time 1 standard action
Range personal
Target you
Duration 1 minute/level
You sheathe yourself within a churning column of pure Warp essence up to 30 feet high that fills your space. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes. The cover granted by the Sanctuary does not enable you to make Stealth checks or prevent attacks of opportunity. Psyke attacks against you are unaffected unless they require attack rolls or state that they do not function without line of sight.
The sanctuary allows you to make a slam attack by forming a pseudopod of essence, inflicting damage appropriate for your size. This slam attack has a reach of 30 feet.
Witch's Disjunction Level 9
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area all warp effects and psyke items within a 40-ft.-radius burst, or one psyke item (see text)
Duration 1 minute/level
Saving Throw Will negates (object); Psyke Resistance no
All Psyke effects and psyke items (as per artisan devices) within the radius of the power, except for those that you carry or touch, are disjoined. That is, powers and psyke effects are unraveled and destroyed completely (ending the effect), and each permanent warp item must make a successful Will save or be turned into a normal item for the duration of this power. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
You also have a 1% chance per caster level of destroying an antipsyke field. If the antipsyke field survives the disjunction, no items within it are disjoined.
You can also use this power to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to witch's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all psyke abilities. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.