[Jorune d20] The Muadra and the Dyshas

Mark Chance

Boingy! Boingy!
Muadra
The muadra are of human derivation. Although similar in appearance to humans, they can learn to scuplt Isho -- a ubiquitous energy associated with life and vitality -- into a variety of forms.

Muadra Racial Traits
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level. This feat must be a Dysha feat.
* Dysha Feats: Whenever a muadra gains a new feat for level advancement or as a class feature, he may learn a new Dysha feat.
* Internal Isho: A muadra's internal Isho is a pool of points used to power Dysha feats. At each character level, a muadra gains 1d6 Isho points. He regains lost Isho points at the same rate he regains lost hit points (1 Isho point per character level for 8 or more hours sleep, or twice as much for complete bed rest for 24 hours).
* Health Affects Isho: Every five hit points of damage a muadra suffers reduces his Isho points by -1.
* Human Blood: For all effects related to race, a muadra is considered to be a human.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass muadra takes an experience point penalty, his highest-level class does not count.

Dysha Feats
There are seven groups of Dysha feats. All of these feats are powered by a muadra's internal Isho. Each Dysha feat has an associated Isho cost. If a muadra does not have sufficient Isho to power a Dysha feat, he can still use that feat, but he suffers 1 point of nonlethal damage for each Isho point he spends above his current total. Thus, it is possible for a muadra to render himself unconscious by too vigorous use of Dysha feats.

Most Dysha feats require a standard action to use. Some Dysha feats provoke attacks of opportunity when used; others do not. Individual descriptions specify. They all have visible effects, making it very difficult to use use Dysha feats without being noticed.

A muadra using rage (or affected by a similar effect) cannot use his Dysha feats. A muadra who is fatigued or exhausted also cannot use his Dysha feats. Effects which reduce an ability score to less than a Dysha feat's prerequisite make that feat unusable until the ability score is recovered.
 
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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.
 

Group Five: Gobey
The Gobey Dysha create shimmering, transluscent brown fields of energy. These Dysha are force effects and affect incorporeal creatures accordingly.

Shield [Dysha]
This is the basic Gobey Dysha. You create a shield of Isho energy.
Prerequisite: Muadra
Range: Personal
Provokes?: No
Isho Cost: 1
Benefit: You create a shield of Isho energy about the size of a tower shield that hovers in front of you. It provides a +4 shield bonus to AC. Unlike a normal tower shield, you cannot use the Isho shield for cover. The shield lasts for 1 minute per character level, or until you dispel it.

Bubble [Dysha]
You surround a target with a bubble of energy.
Prerequisites: Muadra, Shield, Int 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 5
Benefit: You surround a target with a bubble of energy. The bubble has a diameter of 5 feet, and the target creature must fit inside the bubble. The target is allowed a Reflex save (DC 10 + 1/2 your character level + your Intelligence modifier) to avoid being caught in the bubble. The bubble itself can be damaged as if it were an object with hardness 10 and 2 hit points per character level. The bubble is immobile.

Body Shield [Dysha]
You cover your body with protective Isho energy.
Prerequisites: Muadra, Shield, Int 13
Range: Personal
Provokes?: No
Isho Cost: 3
Benefit: You cover your body with protective Isho energy. This grants a +4 armor bonus to AC and DR 1/bludgeoning for 1 minute per character level, or until you dispel the effect. Body Shield imposes no armor check penalty or chance of arcane spell failure.

Wall [Dysha]
You create an immobile wall of Isho energy.
Prerequisites: Muadra, Shield, Int 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 5
Benefit: You create an immobile wall of Isho energy whose area is up to one 5-foot square per character level. The wall must form on a flat, vertical plane. The wall cannot bend or turn, and it must be continuous and unbroken when formed. The wall can be damaged as if each 5-foot section were an object with hardness 10 and 2 hit points per character level.

Shield Shatter [Dysha]
You can damage Gobey Isho structures.
Prerequisites: Muadra, Shield, Int 13
Range: Touch
Provokes?: Yes
Isho Cost: 3
Benefit: With a touch and a full round action, you can damage Gobey Isho structures formed by the Bubble, Wall, Cage, and Shield Implosion feats. The structure suffers 1d4 points of damage per character level (maximum 10d6) that ignores hardness.

Cage [Dysha]
You trap a foe in a dangerous bubble of Isho energy.
Prerequisites: Muadra, Shield, Lightning Blast, Int 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You surround a target with a dangerous bubble of Isho energy. The bubble has a diameter of 10 feet, and the target creature must fit inside the bubble. The target is allowed a Reflex save (DC 10 + 1/2 your character level + your Intelligence modifier) to avoid being caught in the bubble. The bubble itself can be damaged as if it were an object with hardness 10 and 2 hit points per character level. The bubble is immobile. When the bubble is destroyed, a creature within the bubble suffers feedback that inflicts electricity damage equal to 1d6 points + 1 point per character level (maximum +15).

Shield Implosion [Dysha]
You can trap creatures in a dangerous bubble of Isho energy.
Prerequisites: Muadra, Shield, Lightning Blast, Cage, Int 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 9
Benefit: You surround one or more targets with a dangerous bubble of Isho energy. The bubble has a diameter of 15 feet, and the target creatures must fit inside the bubble. The targets are allowed a Reflex save (DC 10 + 1/2 your character level + your Intelligence modifier) to avoid being caught in the bubble. The bubble itself can be damaged as if it were an object with hardness 10 and 2 hit points per character level. The bubble is immobile. Each round, the bubble discharges electricity that inflicts electricity damage equal to 1d6 points + 1 point per character level (maximum +15) on each creature trapped. A successful Reflex save (same DC) avoids this damage.

Group Six: Shal, the Keeper of the Ancient Order
The blue Dyshas of Shal all affect the nervous system of their living targets. All of these Dysha are mind-affecting abilities.

Faint [Dysha]
This is the basic Shal Dysha. You briefly disrupt your target's nervous system.
Prerequisite: Muadra
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 1
Benefit: You briefly disrupt your target's nervous system. The target must make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or be dazed for 1 round.

Calm Animals [Dysha]
You soothe and quiet animals.
Prerequisite: Muadra, Faint, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You soothe and quiet animals within a 15-foot radius of your target point. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this feat. All of the subjects must be of the same kind. The maximum number of Hit Dice you can affect is equal to 2d4 plus your character level. A dire animal or an animal trained to attack or guard is allowed a Will save (DC 10 + 1/2 your character level + your Charisma modifier); other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the feat's effect on the threatened creatures. Animals remained calm for up to 1 minute per character level.

Darkness [Dysha]
You temporarily blind your target.
Prerequisites: Muadra, Faint, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You temporarily blind your target by shutting down its optic nerves. A Will save (DC 10 + 1/2 your character level + your Charisma modifier) resists the effect. The creature remains blind for 1d6 rounds.

Scramble [Dysha]
You disrupt your target's ability to use Isho energy.
Prerequisites: Muadra, Faint, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You disrupt your target's ability to use Isho energy. A Will save (DC 10 + 1/2 your character level + your Charisma modifier) resists the effect. An affected target cannot use any Dysha feats for 1d6 rounds. Dysha effects already in play are not affected.

Body Freeze [Dysha]
You freeze your target's voluntary muscle-motion.
Prerequisites: Muadra, Faint, Cha 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 3
Benefit: You freeze your target's voluntary muscle-motion. The target must make a Will save (DC 10 + 1/2 character level + Charisma modifier). If the target fails the save, it falls to the ground, helplessly paralyzed for 1 round per two character levels. As a full-round action each round, the target is allowed another Will save (same DC) to shake off the Body Freeze.

Brain Blast [Dysha]
You overload the target's nervous system with a surge of Isho.
Prerequisites: Muadra, Faint, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 5
Benefit: You overload the target's nervous system with a surge of Isho. The target must make a Will save (DC 10 + 1/2 character level + Charisma modifier). If the target fails the save, it is stunned for 1 round and then sickened with pain for 1 round per character level. If the target makes the save, it is sickened for 1 round.

Craze [Dysha]
You throw the target into a wild, epileptic-type fit.
Prerequisites: Muadra, Faint, Brain Blast, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You throw the target into a wild, epileptic-type fit. The target is allowed a Will save (DC 10 + 1/2 character level + Charisma modifier) to avoid collapsing into a convulsions, falling prone. The subject can take no actions for 1 round per character level, but is not considered helpless.

Drain [Dysha]
This insidious Dysha drains your target's Isho points
Prerequisites: Muadra, Faint, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 3
Benefit: Your target loses Isho points equal to 1d6 for each of your character levels. A Will save (DC 10 + 1/2 character level + Charisma modifier) halves the Isho loss.

Senses [Dysha]
You overwhelm the target's senses with hallucinatory sensations.
Prerequisites: Muadra, Faint, Brain Blast, Deflector, Cha 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: Yes
Isho Cost: 7
Benefit: You overwhelm the target's senses with hallucinatory sensations. For 1 round per character level, the target is confused. A Will save (DC 10 + 1/2 character level + Charisma modifier) resists this Dysha.

Group Seven: Tra, the Warp Maker
The white Tra Dyshas are concerned with the ambient flow of Isho.

Deflector [Dysha]
You can deflect Dysha feats that target you. This is basic Tra Dysha.
Prerequisite: Muadra
Range: Personal
Provokes?: No
Isho Cost: 1
Benefit: You can deflect Dysha feats that target you as an immediate action. Make a level check (1d20 + character level) against DC 11 + your attack's character level. If successful, the Dysha feat used against you has no effect. Otherwise, it has its normal effect.

Inner Ear [Dysha]
You can hear sounds at a remote location as if you were actually there.
Prerequisite: Muadra, Deflector, Int 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: No
Isho Cost: 3
Benefit: You can hear sounds at a remote location as if you were actually there. You don’t need line of sight or line of effect, but the locale must be known and within range (a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees). Once you have selected the locale, the focus of your clairaudient sense doesn’t move. This feat does not allow magically enhanced senses to work through it. If the chosen locale is magically silent, you hear nothing.

Inner Eye [Dysha]
You can see at a remote location as if you were actually there.
Prerequisite: Muadra, Deflector, Int 13
Range: Medium (100 ft. + 10 ft./level)
Provokes?: No
Isho Cost: 3
Benefit: You can see at a remote location as if you were actually there. You don’t need line of sight or line of effect, but the locale must be known and within range (a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees). Once you have selected the locale, the focus of your clairvoyant sense doesn’t move. This feat does not allow magically enhanced senses to work through it. If the chosen locale is magically dark, you see nothing.

Reflect [Dysha]
You can reflect Dysha effects back at their originator.
Prerequisite: Muadra, Deflector, Int 13
Range: Personal
Provokes?: No
Isho Cost: 3
Benefit: You can reflect Dysha feats that target you as an immediate action, returning the effect to its originator. Make a level check (1d20 + character level) against DC 11 + your attack's character level. If successful, the Dysha feat used against you effects the muadra who targeted you. Otherwise, it has its normal effect on you.

Power Vine [Dysha]
You harm your body in order to regain Isho points by tapping into the ambient flow of Isho around you.
Prerequisite: Muadra, Deflector, Int 13
Range: Personal
Provokes?: No
Isho Cost: 0 (see below)
Benefit: You harm your body in order to regain Isho points by tapping into the ambient flow of Isho around you. You can recover 2 Isho points by taking 1 point of ability damage to each of your three physical ability scores: Strength, Dexterity, and Constitution. You can recover additional Isho points for a proportional cost to Strength, Dexterity, and Constitution.

Create Warp [Dysha]
You use Isho energy to warp space in a limited manner.
Prerequisite: Muadra, Deflector, Power Vine, Int 13
Range: Close (25 ft. + 5 ft./2 levels)
Provokes?: Yes
Isho Cost: 7
Benefit: You use Isho energy to warp space in a limited manner. This feat can have one of two effects when used:

1. You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of Create Warp does not provoke attacks of opportunity. If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see the feat simply fails to function.

2. You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.
 




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