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This ruleset for Akashic Mysteries introduces a new category of veils that fill in some of the gaps left by the ruleset’s lack of a cantrip-level ability for veilweavers. These rules help to diversify the abilities of veilweavers at low levels with new utility abilities that don’t require them to give up their core veils.

New Feats

Shape Minor Veils (Akashic)

Prerequisite: Con 11 or veilweaver level 1, Wis 11 or veilweaving modifier +1.

Benefit: You gain the ability to shape two minor veils each day, using your character level as your veilweaving level for these veils. If you do not have a veilweaving class, use your Wisdom as your veilweaving modifier for these veils. If you have levels in a veilweaving class, or gain any levels in such a class, use your primary veilweaving modifier for these veils.

Special: If you aren’t using the Automatic Minor Veils ruleset, this feat can be selected a second time, granting you the ability to shape an additional two minor veils each day.

If you are using the Automatic Minor Veils ruleset, you may only select this feat a second time if you have no levels in a base-class veilweaver. If you later take a level in such a class after taking this feat a second time, you automatically retrain this feat into a new feat of your choice as part of taking the level in that class.

Minor Veil Mastery (Akashic)

Prerequisite: Ability to shape at least one veil and one minor veil.

Benefit: You may shape your minor veils to the same chakras as another veil. This does not stack with other abilities that allow you to shape multiple veils to the same chakra, such as the Twin Veil feat.

New Optional Ruleset: Automatic Minor Veils

In this optional ruleset, base-class veilweavers gain the ability to shape two minor veils each day in addition to their normally shaped veils. For the purposes of this ruleset, a base-class veilweaver is any veilweaver who gains their ability to shape veils as part of their base class features, not as part of an archetype or any other optional feature.

A base-class veilweaver who multiclasses into a second base-class veilweaving class does not gain the ability to shape an additional two minor veils.

Minor Veils

Minor veils use the rules for veils for most of their functions, save that they have unique properties compared to a normal veil.

Shaping: A minor veil is not shaped using your normal allotment of shaped veils. Instead, these veils use their own allotment of shaped veils when determining how many of them you can shape. The number of minor veils you can shape is determined by your feats and class features that grant you access to these veils. You cannot shape a minor veil using your normal allotment of veils shaped per day, or vice versa.

Class: Minor veils do not belong to the veil list of any specific class. When a class feature or feat grants you the ability to shape these veils, you treat every minor veil on your veil list when determining which you can shape.

Binding: Minor veils cannot be bound to chakras.

New Minor Veils

Bangles of Roving Light

Descriptors: Light

Slot: Wrists

Saving Throw: None

Chains dotted with glowing motes of light wrap themselves around your wrists, faintly chiming and glittering as you move.

Shaping this veil creates two glowing motes of light that hover around you and move at your whim. As a free action once per turn, you can move these motes up to 100 feet. The motes are not affected by gravity, and can be suspended in the air. You do not need line of effect or line of sight to a location to move a light to it, but the light must be able to navigate to that location (treat it as a diminutive creature when determining the sizes of gaps it can fit through). These motes must stay within Medium range (100 ft. + 10 ft. per veilweaver level) of you, otherwise they are destroyed. The motes are also destroyed if this veil is sundered, dispelled, or unshaped, or if they enter an area of magical darkness. You can also choose to destroy any of your motes as free action on your turn. Once per turn as a free action, you can recreate any motes that have been destroyed. They appear in squares adjacent to you.

Each of these glowing motes of light produces bright light in a 10-foot radius, and then dim light for another 10 feet beyond that. You can change the color produced by the lights each time they are created.

Essence: Each point of essence invested in this veil increases the maximum number of motes of light you can create by one. These motes of light appear immediately after investing essence in the veil. When you remove essence from this veil, a number of motes of your choice equal to the essence invested in the veil are immediately destroyed.

Diadem of Dazing

Descriptors: Compulsion, Mind-affecting

Slot: Headband

Saving Throw: Will negates

This diadem rests softly upon your brow, filling your mind with a gentle and pleasant hum.

Shaping this veil allows you to cloud the mind of a single living creature, temporarily allowing it to take no actions. As a standard action, you can buffet the mind of a single creature within Close range (25 feet + 5 feet per veilweaver level) with psychic energies. If that creature has 2 or fewer Hit Dice, they must make a Will saving throw or be dazed until the end of their next turn. Once a creature has been successfully dazed by this veil, they become immune to its effects for 1 minute.

Essence: For each point of essence invested in this veil, the maximum Hit Dice of creatures it can affect increases by 2.

Gloves of Lashing Elements

Descriptors: Acid, Cold, Electricity, Fire

Slot: Hands

Saving Throw: None

Akasha forms bands of elemental matter entwined throughout the fabric of these gloves, lashing out to strike distant targets at your command.

When you shape this veil, choose one of the following elemental damage types: acid, cold, electricity, or fire. This veil gains that descriptor. As a standard action, you may make a ranged touch attack against a creature within 30 feet that deals 1d3 damage of the chosen damage type on a successful hit.

Essence: For each point of essence invested in this veil it deals an additional 1d3 points of damage.

Eyeglasses of Magic Sight

Descriptors: Divination

Slot: Head

Saving Throw: None

These small spectacles of bronzed and crystalline akasha allow you to focus your vision and detect magical aura.

Shaping this veil allows you to see magical auras within a short distance of you. By concentrating as a standard action, you can begin to detect magical auras within 15 feet of you. Concentrating for additional rounds increases the amount of information revealed about these auras. An aura must be in line of sight to be detected using this ability.

1st Round: Presence or absence of magical auras within range.

2nd Round: Number of different magical auras, and the power of the most potent aura or veil.

3rd Round: The strength and location of each aura. You can make Knowledge (arcana) skill checks to determine the school of magic involved in each aura, and to identify the effects of detected veils. Make one check per aura: DC 15 + spell level for spells, a DC 15 + 1/2 caster level for a non-spell effect or magic items, a DC 15 to identify a veil’s basic properties, or a DC 20 to identify a veil’s bind effects. If the aura emanates from a magic item, you can attempt to identify its properties using Spellcraft, with a DC equal to 15 + the item’s caster level.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: The power of auras depend on the spell’s spell level, item’s caster level, or the veil’s veilweaver level, as per the following table. If an aura falls into more than one category (such as a magic item producing the effects of a spell), this ability indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell or an activated ability of a veil) is destroyed (in the case of a magic item), or is sundered or dispelled (in the case of a veil). If you use this veil in the location of a lingering aura, you detect an aura strength of dim (even weaker than a faint aura). Trying to identify the effects of the source based on a dim aura increases its DC by 5 for spells and magic items, and by 10 for veils. How long a dim aura lingers depends on its sources original power:

Essence: For each point of essence invested in this veil, the range at which you can see magic auras increases by 5 feet. When 5 points of essence are invested in this veil, you are treated as if you had concentrated for 2 rounds the first round you begin concentrating. When 10 points of essence are invested in this veil, you are treated as if you had concentrated for 3 rounds the first round you begin concentrating.


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