Group One: Desti, the Red Harbinger
The red Desti Dysha involve projecting Isho as destructive energy.
Lightning Blast [Dysha]
This is the most basic of the Desti. You project a bolt of electricity.
Prerequisite: Muadra
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 1
Benefit: You project a bolt of electricity at a single target within range. With a successful ranged touch attack, this bolt inflicts electricity damage equal to 1d6 points + 1 point per character level (maximum +5).
Stiff [Dysha]
You project a bolt of energy that can paralyze your target.
Prerequisites: Muadra, Lightning Blast, Str 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You project a bolt of energy at a single living target within range. With a successful ranged touch attack, this bolt forces your target to make a Fortitude save (DC 10 + 1/2 character level + Strength modifier). If the target fails the save, it is paralyzed for 1d3 rounds. If the target makes the save, it is slowed for 1d3 rounds. A target currently affected by Stiff cannot be affected by this feat until after the effect duration expires.
Frost Bolt [Dysha]
You impart intense cold upon your target.
Prerequisites: Muadra, Lightning Blast, Str 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You project a bolt of energy at a single living target within range. With a successful ranged touch attack, your target suffers nonlethal damage equal to 1d6 points +1 point per character level (maximum +10). The target must make a Fortitude save (DC 10 + 1/2 character level + Strength modifier) or become fatigued from frostbite and hypothermia.
Lightning Strike [Dysha]
You strike a target with a powerful blast of lightning.
Prerequisites: Muadra, Lightning Blast, Power Orb, Str 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 5
Benefit: You project a bolt of searing electricity at a single target within range. With a successful ranged touch attack, your target suffers damage equal to 1d6 points + 1 point per character level (maximum +15). Half of this damage is fire (round down). The rest of the damage is electricity. The target must also make a Reflex save (DC 10 + 1/2 character level + Strength modifier) or be stunned for 1 round.
Penetration Bolt [Dysha]
You project a bolt of energy that penetrates deep into your target's body.
Prerequisites: Muadra, Lightning Blast, Lightning Strike, Power Orb, Str 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You project a bolt of pure Isho at a single target within range. With a successful ranged touch attack, your target takes a penalty to Strength or Dexterity (your choice when making the attack) equal to 1d6 + 1 per two character levels (maximum +5). The penalty lasts for 1 minute per character level.
Group Two: Du, the Illuminator
The bright amber Du Dysha channel Isho into light or heat energy.
Orb of Light [Dysha]
The is the most basic of the Du. You create an orb of light.
Prerequisite: Muadra
Range: Touch
Provokes?: No
Isho Cost: 1
Benefit: You attach an orb of light to object, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be created on a movable object. An orb of light taken into an area of magical darkness does not function. The orb lasts for 10 minutes per character level.
Flingers [Dysha]
You create several tiny orbs of heat energy and toss them at one or more targets.
Prerequisites: Muadra, Orb of Light, Con 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: With this Dysha, you can targets up to five creatures, no two of which can be more than 15 ft. apart. You create one tiny orb of heat, plus one more tiny orb of heat for every two levels beyond 1st (two at 3rd level, three at 5th, four at 7th, and the maximum of five orbs at 9th level or higher). An orb of heat inflicts 1d4 points of fire damage. If you fling multiple orbs, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.
Quantum [Dysha]
You create an orb of intense heat.
Prerequisites: Muadra, Orb of Light, Con 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You throw an orb of intense heat at a single target within range. With a successful ranged touch attack, your target suffers fire damage equal to 1d6 points + 1 point per character level (maximum +10). An undead creature suffers fire damage equal to 2d6 points + 1 point per character level (maximum +10).
Cast Energy [Dysha]
You create an orb of searing heat and light.
Prerequisites: Muadra, Orb of Light, Fire Touch, Con 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 5
Benefit: You throw a globe of searing heat and light at a single target within range. With a successful ranged touch attack, your target suffers damage equal to 1d6 points + 1 point per character level (maximum +15). An undead creature suffers fire damage equal to 2d6 points + 1 point per character level (maximum +15), and an undead creature specifically vulnerable to bright light suffers fire damage to 4d6 points +1 point per character level (maximum +15).
Crater [Dysha]
You create an explosive orb of heat and light.
Prerequisites: Muadra, Orb of Light, Cast Energy, Fire Touch, Con 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You throw a globe of explosive heat and light at a target point within range. Upon impact, the globe explodes in a 20-ft.-radius spread. This inflicts 1d6 points of fire damage per two character levels on all creatures caught within the radius (maximum 10d6). An undead creature suffers 1d8 points of fire damage per two character levels (maximum 10d8), and an undead creature specifically vulnerable to bright light suffers fire damage to 1d10 points of fire damage per two character levels (maximum 10d10). A successful Reflex save (DC 10 + 1/2 character level + Constitution modifier) halves this damage.
Group Three: Ebba, the Sender
The yellow Ebba orbs either push or hold. These Dyshas are not force effects. They have no special ability to affect incorporeal creatures.
Power Orb [Dysha]
This is the most basic of the Ebba. You create an orb of concussive force.
Prerequisite: Muadra
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 1
Benefit: You throw an orb of concussive force at a single target within range. With a successful ranged touch attack, your target must make a Fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be knocked back 10 feet (falling to the ground if such movement is not possible). Your target's movement provokes attacks of opportunity as normal.
Force [Dysha]
You create a forceful orb of kinetic energy.
Prerequisites: Muadra, Power Orb, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You throw an orb of kinetic energy at a single target within range. With a successful ranged touch attack, your target must make a Fortitude save (DC 10 + 1/2 character level + Charisma modifier) or be pushed back 5 feet per character level (maximum 50 feet). Your target falls to the ground if such movement is not possible. Your target's movement provokes attacks of opportunity as normal.
Tumble [Dysha]
You create an orb of energy that slows your target's descent.
Prerequisites: Muadra, Power Orb, Cha 13
Range: Personal or close (25 ft. + 5 ft./2 levels)
Provokes?: No
Isho Cost: 3
Benefit: As an immediate action, you project an orb that bouys a falling creature or object. This Dysha instantly changes the rate at which the target falls to a mere 60 feet per round, and the subject takes no damage upon landing while Tumble is in effect. Tumble persists for 1 round per character level. It cannot affect a creature larger than Medium size or an object weighing more than 50 pounds.
Levitate [Dysha]
You create a bouyant aura of energy around a target.
Prerequisites: Muadra, Power Orb, Tumble, Cha 13
Range: Personal or close (25 ft. + 5 ft./2 levels)
Provokes?: No (if personal), or yes (if used at range)
Isho Cost: 5
Benefit: You create a bouyant aura of energy around a target that allows you to move the target up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff or push against a ceiling to move laterally (at one-half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable. The first attack has a -1 penalty on attack rolls, the second a -2 penalty, and so on, to maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
You cannot levitate more than 100 pounds per character level. This Dysha lasts no more than 1 minute per two character levels, or until whenever you choose to end it.
Power Hold [Dysha]
You create a ring of energy that grapples a target.
Prerequisite: Muadra, Power Orb, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You create a ring of energy that can grapple a single Large or smaller target within range. The ring gets one grapple attack per round. Its attack bonus to make contact equals 1/2 your character level + your Charisma modifier. Its grapple bonus is the same figure with a +4 modifier (as if the ring had the Improved Grapple feat). With a successful grapple check, the ring can damage its target (1d3 points of nonlethal damage), move the target up to 15 feet, or pin the target for 1 round. The ring can prevent a pinned opponent from speaking. You must use a move action each round after the first in order to direct the ring's actions (the first round you used a standard action). The ring exists for 1 round per character level, or until you choose to dispel it.
Spinner [Dysha]
You fill an area with a whirlwind of kinetic energy.
Prerequisites: Muadra, Power Orb, Shield, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 5
Benefit: You fill an 10-foot-cube area with a whirlwind of kinetic energy. Any creature entering the area must make a Reflex save (DC 10 + 1/2 your character level + your Charisma modifier) or suffer 2d8 points of damage. If the creature's space is 10-feet or less, it must make another Reflex save (same DC) or be picked up bodily and held suspended in the powerful vortex, automatically taking the indicated damage each round.
A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. By using a standard action, you can cause the vortex to move up to 30 feet in a round. A creature trapped in the vortex cannot move except to go where the whirlwind carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls.
The vortex can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. You can cause the whirlwind to eject any carried creatures as a free action on your turn, depositing them wherever the whirlwind happens to be.
The whirlwind lasts for up to 1 round per character level, or until you dispel it.
Constrictor [Dysha]
You create a ring of energy that constricts a target.
Prerequisites: Muadra, Power Orb, Spinner, Shield, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You create a ring of energy that can grapple a single Large or smaller target within range. The ring gets one grapple attack per round. Its attack bonus to make contact equals your character level + your Charisma modifier. Its grapple bonus is the same figure with a +4 modifier (as if the ring had the Improved Grapple feat). With a successful grapple check, the ring can damage its target (2d6 points of lethal damage), move the target up to 30 feet, or pin the target for 1 round. The ring can prevent a pinned opponent from speaking. You must use a move action each round after the first in order to direct the ring's actions (the first round you used a standard action). The ring exists for 1 round per character level, or until you choose to dispel it.
Group Four: Launtra, the Flow
The Dyshas of Launtra all employ the technique of running Isho over the surface of the body. The use of these Dyshas creates a slight green glow about the part of the body affected.
Fire Touch [Dysha]
The is the most basic Launtra Dysha. You wreath your hands in Isho fire.
Prerequisite: Muadra
Range: Personal
Provokes?: No
Isho Cost: 1
Benefit: You wreath your hands in Isho fire. You gain a slam attack that inflicts 1d6 points of damage plus 1d6 points of fire damage. The effect lasts for 1 round per character level, or until you dispel it.
Healer [Dysha]
You channel Isho into a living creature in order to heal it.
Prerequisites: Muadra, Fire Touch, Wis 13
Range: Living creature touched
Provokes?: No
Isho Cost: 5
Benefit: You channel Isho into living creature other than yourself. Your touch cures 1d6 points of damage + 1 point per two character levels (maximum +5). Healer has no effect on non-living creatures such constructs or the undead. You cannot heal yourself with this Dysha.
Night Eyes [Dysha]
You channeling a little Isho over the surface of your eyes.
Prerequisites: Muadra, Fire Touch, Wis 13
Range: Personal
Provokes?: No
Isho Cost: 3
Benefit: By channeling a little Isho over the surface of your eyes, you gain low-light vision for 1 hour per character level or until you dispel the effect. Your eyes faintly glow green while this Dysha is in effect.
Faint Touch [Dysha]
Your touch jolts a target with Isho.
Prerequisites: Muadra, Fire Touch, Wis 13
Range: Touch
Provokes?: No
Isho Cost: 3
Benefit: With a successful melee touch attack, you force a living creature to make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier) or being stunned for 1 round.
Quiet [Dysha]
Your surround your body with a thin sheen of Isho.
Prerequisites: Muadra, Fire Touch, Wis 13
Range: Personal
Provokes?: No
Isho Cost: 3
Benefit: By surrounding your body with a thin sheen of Isho, you gain a +10 bonus of Move Silently checks for 1 minute per character level, or until you dispel it.
Spider Grip [Dysha]
You run Isho current over your hands and feet.
Prerequisites: Muadra, Fire Touch, Wis 13
Range: Personal
Provokes?: No
Isho Cost: 3
Benefit: By running Isho current over your hands and feet, you gain a +10 bonus to Climb checks and a +4 bonus to resist being disarmed for 1 minute per character level, or until you dispel it..
Spectral Stun [Dysha]
You project an intense beam of light at a target.
Prerequisites: Muadra, Fire Touch, Orb of Light, Wis 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 5
Benefit: You project an intense beam of light at a target. With a successful ranged touch attack, your target must make a Reflex save (DC 10 + 1/2 your character level + your Wisdom modifier) or be stunned for 1 round and blinded for 1d6 rounds. If your target's save succeeds, it is dazzled for 1d3 rounds.