
Tecnomante

Classe base per Pathfinder
Alchemetry Discoveries
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Amazing Alkahest: Your alkahest is an incredibly great solvent. Any alkahest solution that you create can now dissolve any inanimate object, not just a planetary metal. Otherwise, this follows all of the same rules for dissolving a planetary metal.
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Continual Carmot: Carmot that you create now provides not only preservation, but restoration as well. Any object under its effects repairs itself at a rate of 1 hit point per round. Similarly, any creature under its effects gains fast healing 1.
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Lethargic Lead: Enclosures surrounded by your cursed lead are now extremely slow, to the point where they have an equal and opposite effect to that of quicksilver. Objects and structures made from your cursed lead now experience time at a slower rate than other materials; for all purposes, they experience one round for every two normal rounds. Spaces, creatures, and objects completely enclosed by your cursed lead experience the same effect
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Mysterious Moonsteel: Moonsteel that you create is partially made out of moonbeams. It weighs nothing at all, no matter how much of it there is. Anything inside of a moonsteel enclosure is treated as being under a perpetual blink effect.
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Oefficient Orichalcum: You must be have at least 16 HD to select this discovery. Orichalcum that you create is especially great at channeling puissance in it. Circuits that are set up between a wood transformer and a battery made out of your orichalcum no longer lose an ebb to inefficiency in the transfer. In addition, your orichalcum can now hold twice the number of ebbs that the same volume could normally hold.
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Phlegmatic Phlogiston: Your phlogiston is especially pfiery! The heat aura around it radiates out an additional 5ft., and the area that would have been in the aura before now burns white-hot at a temperature of 2,000 degrees Centigrade.
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Platinum Standard: You must be have at least 16 HD to select this discovery. You can now transmute other metals into platinum with ALCH 286, but at a 10:1 ratio (that is, you only end up with 1/10 the volume you started with). The DC for platinum is 65.
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Quixotic Quicksilver: Your quicksilver's especially quick. Quicksilver's elemental time trait now applies to anything that is touching at least half a cubic foot of quicksilver (479 fluid ounces).
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Square-Cube Law: Learning this discovery allows you greater insight into the nature of three-dimensional structures. Your ALCH principles can now target any applicable body which has a volume of no more than 81 cubic feet and a weight of no more than 350,000 lb.
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Sublime Sunmetal: Sunmetal that you create is now extremely radiomantic. It produces an aura with a radius of 5ft. (plus 5ft. for every size category of the sunmetal body beyond Medium) in which its handling effect occurs. The negative levels from the sunmetal exploding are now equal to one-tenth of the ebbs channeled into it (minimum 10 negative levels).
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Very Irregular Properties: Energy exists not in a vacuum, but in conjunction with other kinds of energy. Discovering this allows you to place two ALCH 202 qualities on a given body at the same time.
Arcanodynamics Discoveries
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Bigby's Prime Analysis: This equation describes the connection between voltage and puissance. Physically conductive metal, such as copper, can now be used to transport puissance; if the metal is connected to a circuit, puissance which is placed into one part of it can be drawn out of another part of it on the same turn. Puissant flow degrades, at a rate of 1 ebb lost in every transfer for every 10ft. moved. A given circuit can only draw from one metal connection per round.
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Drawmij's Algorithm: This equation describes how geoccult poles break down in an area of radiomantic imbalance. Knowing it allows you to produce the same effect with a less drastic input; sunlight radiating out from your gold transformers now threatens to destabilize geoccult poles the same way that a sunmetal explosion does.
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Evard's Numerical Analysis: This equation describes the flow of heat into an area filled with cold energy. Cones of cold energy created with a mercury transformer no longer simply evaporate; Evard's numerical analysis tells us that the cold energy has to go somewhere, and it ends up forming a sphere with the same volume as the cone. Anyone who passes through the sphere is subject to the intial effect of the cone; the cone lasts for 1 round per ebb. It tends to flow along heat gradients, and moves at 30ft. per round towards the largest source of fire damage in the previous round or, failing that, the warmest location, inside 200ft.
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Leomund's Inequality: This equation describes a strange fluctuation that occurs when comparing a platinum transformer's action in a separate case involving quasi-deities. Knowing it allows you to have your platinum transformer input nets stop binders from contacting vestiges, as well as its normal uses.
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Melf's Special Case: This equation describes the alternation of alkalinity with acidity for the special case where a copper transformer is involved. Knowing it allows you to have your copper transformers output basic media instead of acidic media, which deals the same amount of acid damage.
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Mordenkainen's Transport Theorem: This equation describes the conservation of health on either side of a silver transformer. Knowing it allows you to redefine the assumptions most people make about them, and you discover a strange symmetry. Any negative levels which would be dealt inside of the net around an output silver transformer are now consumed and transformed into 2 ebbs each; and you can channel puissance through to an input silver transformer in order to deal out a single negative level to a target inside of the net with 5 ebbs of puissance. The negative level has a DC of 5 + 5 for every ARCD principle you know in order to remove.
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Nolzur's Identity: This equation describes the fundamental connection between puissance and life, previously only seen in wood transformers. Knowing it allows you to treat any living thing, not just plant material, as if it were appropriate to construct a wood transformer. This works just like normal, but it allows you to turn living creatures or animal matter into 'wood' transformers.
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Otiluke's Paradox: This equation describes the apparent impossibility of sound developing in silence, based on a view of sound using a model of heat flow. Knowing it allows you to ignore the silencing effect of a crystal transformer, without changing the amount of energy intake. In order to apply this equation, the ambient temperature in the crystal net needs to be above 45 Centigrade.
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Otto's Last Theorem: This equation describes the emotional aspect to fire in addition to the purely physical. Knowing it allows you to draw 1 ebb per round from individuals under a rage effect or similar condition if they are in the input net for your ice transformers.
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Tasha's Finite Decay: This equation is no laughing matter; it describes the lifespan of a radiomantic metal. While one of your lead transformers is giving off nuclear energy, it can now explode as if it were made of sunmetal.
Biollurgy Discoveries
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Artificial Fleshshape: You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to be a Construct. If you do make it a Construct, you can choose to install a cockpit inside of it, which any intelligent creature can use to operate the chassis. If you install a cockpit, the chassis loses its Intelligence score entirely, and cannot be affected with BIOY 273. Instead, any creature of a size of at least two size categories below the chassis can ride in the cockpit and operate it with a DC 10 Knowledge (arcana), Disable Device, or Ride check for one round. While operating it, the riding creature is considered entirely subsumed in the chassis, and for all intents and purposes acts as the chassis for that round. Constructs gain additional hit points based on their size categories, as described here
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Bizarre Fleshshape: You must have at least 12 HD to select this discovery. You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to have one of the following types: Plant, Ooze, Outsider, Undead, or Vermin. An Outsider has a native Plane of whatever Plane it was created on. A vermin is inherently mindless, and does not gain an Intelligence score; it can still be made sentient with BIOY 273, but it loses its mindlessness at that point.
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Genetic Gramarie: You must have at least 16 HD to select this discovery and know BIOY 381. If a chassis that you create counts as an arcanodynamic transformer or an eldrikinetic engine and breeds, its descendants inherit the principles of gramarie that have been prepared on it from those two schools.
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Heart of the Matter: You must have at least 16 HD to select this discovery, and know BIOY 340. You can use BIOY 340 to place a single 5th level graft on a chassis. This is a separate slot apart from the normal graft slots on the chassis.
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Infinite Faces: You can place any number of 0th level grafts on a chassis, instead of just one.
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Material Fleshshape: You can now choose to create a biollurgical chassis of a different type. Whenever you use BIOY 228 to create a chassis, you can choose for it to have one of the following types: Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid.
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Real Steel: The nature of metal is malleable, and the skilled artisan can mold it to his liking. Whenever you create biostructure, you can choose for it to have the statistics of iron as far as hardness and hit points per inch of thickness goes, no matter what metal went into it. Biostructure treated this way is alway considered ferrous.
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Volcanic Ventilation: In addition to the other gas processing options you have, you can choose to have biostructure that you create process sulfur dioxide.
Eldrikinetics Discoveries
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Aeronautical Savant: Any eldrikinetic engine you create which generates a fly speed can be controlled more finely; this increases the maneuverability by 1 stage, to a maximum of perfect (this even applies to a two-part engine). They also generate a flat 50 more points of Push over their normal amount (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).
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Artillery Expert: Ballistic engines that you create treat projectiles being launched as if they were one size category smaller than they actually are for the purposes of determining their speed, but one size category larger than they actually are for determining the damage that they deal.
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Badger Badger Snake: Badgerdrawn engines that you create can be pushed into a frenzy. This is a burst effect that requires 10 times the normal amount of fuel, but it causes the engine and whatever is attached to it to shapechange temporarily into a badger of the appropriate size category. The badger can take a single round of actions, under the control of whoever is controlling the engine. During this turn, its burrow speed is multiplied by 10. At the end of its action, the badger transforms back into its original shape. This is a transmutation effect.
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Electric Innovation: Lightningleap engines that you create can take advantage of the mutable nature of energy. Whenever a lightningleap engine is activated, whoever controls the engine can choose an alternate energy form from the following types: acid, cold, fire, and sonic.
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Fish out of Water: Stonefish engines that you create can now allow a vessel to leave the earth medium they travel through. By burning up 5 rounds of stone swimming from the minute normally provided, the stonefish engine can launch a vessel through the air like a Ballistic Engine (except launching the engine, as well). The Push generated for this leap is multiplied by 5 (1,000 points of Push normally available for every leap from every engine in parallel). The engine must be immersed in stone, dirt, or metal at the start of the jump.
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For the Swarm: Beeform engines that you create are now more intricate. While in bee swarm form, whoever is controlling the engine gains telepathy out to 1 mile for every 200 points of Push generated, but only with bees. They can usurp the bees' senses, as if with a sense link effect, but for every sense the bees have. They can also control all bees in the area, as if with a control plants effect, but for vermin. Both of these effects last for as long as the engine is in bee swarm form. Intelligent bees can resist the controlling effect with a Will saving throw (DC equal to the Concentration check of the engine).
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Green Energy: Any eldrikinetic engine that you create can be sustained for one round or one burst with 1 less ebb of puissance than listed in its description (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).
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Intricate Engineering: Any eldrikinetic engine that you create has its size reduced. An engine that normally requires 1 cubic foot per preparation now only requires a 6" cube per. An engine that normally requires 8 cubic feet per preparation now only requires 1 cubic foot per.
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Overclock: Any eldrikinetic engine that you create has its Push output increased by up to 20%, but its fuel requirements increase by 50% (including puissance) when you exceed its normal output.
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Size Matters Not: Any eldrikinetic engine that you create ignores the modifier to Bulk for unusually dense or heavy materials. You can treat any kind of material as being normal density for its size category.
Geoccultism Discoveries
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An Artificial Arctic: Your gold poles consume 25% less metal than normal, and are up to 10 degrees Centigrade colder than normal. You can apply the CorpsecrafterLM feat, if you know it, to your pole. This allows zombies raised with deadsnow to gain its benefits. Similarly, if you have any other feats with the [Corpsecrafter] tag, you can apply their benefits as well. You can have up to three living glaciers patrolling every 500ft. radius of your zone instead of just one. Mirror ice that you place in your arctic zone brings bad luck to anyone who breaks one of the mirror images; anyone who strikes one of the images instead of the illusive target takes a cumulative -1 luck penalty to all d20 rolls for seven days and seven nights.
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Complex Environments: You can mix three metals together in a pole, as described in GEOC 323. There must still be one master pole, and you can draw a single kind of feature from each of the other two metals. You must know GEOC 323 to select this discovery.
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Fancy Forests: Your copper poles consume 25% less metal than normal. You can place up to five light trees in the same square, two massive trees in the same square, or one massive tree and three light trees in the same square. Your ancient oaks are more perceptive than normal, and can see invisible creatures normally. They can also uproot themselves and move, with a speed of 10ft. by shambling their roots across the ground. Your heartwood now goes a step further in connecting things; if wood from one pole takes root in more than one other pole, poles which do not even contain the original wood can connected and controlled as described in the entry. If you have more than one nymph pool in your forest, stepping into one of them allows immediate transport to the other.
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Grrrreat Grasslands: Your tin poles consume 25% less metal than normal, and the dirt is extra-good for growing things; harvests increase in yield by 25%. Ghostgrass that's grown in your grasslands, if properly preserved, maintains its edible incorporeal property for up to two weeks after leaving the zone. Your lightning pools can be recharged with electricity; a single lightning bolt into the pool empowers it with three ebbs of puissance. Standing stone circles that you set up can maintain twice as many transient effects as normal: ten instead of five on any given creature.
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Just Deserts: Your iron poles consume 25% less metal than normal, and are up to 10 degrees hotter. You can choose to grow brassbrush as iron instead of copper. Firesand that you place can burn cold instead of hot if mixed with water at night; this creates a temperature of basically absolute zero while burning, which is approximately -273 Centigrade. Your mirage oases always have a pool of drinkable water in them which is sufficient for up to eight people to hydrate themselves for a day.
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Mobile Oaks: Stationary features that you previously placed can be moved by 5ft. with a 5 lb expenditure of metal as a standard action when controlling the pole, but only within the normal constraints of placement.
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Obviously an Ocean: Your silver poles consume 25% less metal than normal, and you can place living saltwater fish of your choice of up to 2 HD into your ocean zone for 5 lb apiece (after the discount). Krakenhaunts that you create conjure one duplicate creature every time they're activated. Your truewater crevices still can't be closed, but they stretch to accomodate passage of larger vessels or creatures; they can accomodate creatures of one size category larger than should be able to fit through them. Your prismatic reefs can now be built up to 100ft. above the free surface of the water.
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Sickening Swamps: Your lead poles consume 25% less metal than normal, and every square in the swamp somehow now has vines in it instead of just squares with trees. Your black lagoons can be programmed with a single metamagic feat that you know (or that a friend of yours knows, who's willing to help), which is automatically applied to Necromancy spells cast in them. This cannot have an adjustment of more than +2 to the effective spell level. Your haunted bogs are more efficient than normal; they process a soul in 1 hour instead of 2, and produce a dread wraith instead of a normal wraith. Your ignes fatui no longer need sustenance from the pole to do their thing, and can make measurements off by up to +100% or -100% the actual reading.
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Transient Poles: One of the most important discoveries, this lets a pole be fixed to a body of land instead of in space. If the land later moves, it carries the pole with it. The body of land must be entirely within the area of effect of the geoccult pole, and more importantly the pole cannot affect any land beyond the mobile body. This might not seem amazing, but it lets you have things like designer environments on flying islands or the backs of giant turtles, and so on in that fashion. You must have at least 16 HD to select this discovery.
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Wyrd Wetlands: Your mercury poles consume 25% less metal than normal, and you can place living freshwater fish of your choice of up to 2 HD into your lake zone for 5 lb apiece (after the discount). Cryptid caverns that you place are especially well hidden, as the actual knowledge of the caverns is impossible to remember; anyone who discovers the cavern is subject to an immediate suggestion to forget the existence of it (Will negates, DC 10 + 5 for every GEOC principle you know). Your healing springs now carry the full benefit of a regenerative effect, and can regrow lost limbs and other body parts. Your whisperreeds resonate when played as wind instruments, and can carry bardic music effects across any distance as well, essentially treating the second reed as the source of the music.
Heuristicism Discoveries
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Backdoor: You (and only you) no longer need to meet the Autohypnosis check required to modify triggers, responses, or control points in a circuit that you (and only you) built. You are always treated as passing these checks.
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Hidden Code: You can choose for triggers and responses that you place in your circuit to be hidden from normal view, or even appear masked as something else. Someone must beat your Autohypnosis check by 15 or more to see past this camouflage.
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Moore's Law: The number of logical decisions which an EI that you create can make in your circuits per round doubles. You can take this discovery multiple times, and it follows mathematical multiplication rules instead of D&D additive multiplicative rules.
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The Most Exotic: You must be have at least 16 HD to select this discovery, and you must know HEUR 328. Your EI's are now much more resilient than normal; they never have to make saves to avoid being destroyed when components of the circuit are destroyed or removed. They can also be as intelligent as you, instead of having a maximum Intelligence of your own Int less 2.
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Rabbit Hole: Your heuristical circuits now penetrate the fabric of space and time. If there is a portal inside the area of one of your heuristical circuits, the circuit penetrates the portal. On the other side of the portal, it spreads out in a bubble of the same size as the original size around the portal. The two bubbles are for all intents and purposes the same circuit. Information and puissance can be seamlessly transferred back and forth between them.
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Variable of Volume: If you work out the maximum volume of your circuit based on the formula of volume being equal to (4/3)*pi*radius^3, you can set up circuits which are other shapes than bubbles. This principles do not have a minimum number of preparations, and the circuit field can be formed into any shape that you like using the volume available to you. The shape must be continuous, and at no point can be less than 6 inches by 6 inches thick.
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We Are All Connected: You must be have at least 14 HD to select this discovery. Overlapping circuits that you set up can communicate with each other and connect to nodes inside of each other. Each circuit can only communicate and interact with circuits it is personally overlapping with, not other circuits further down the line.
Imachination Discoveries
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Combinatory Illusions: You can choose a new function for your illusions: combinatory. Combinatory illusions can be either static, adaptive, or programmed, but they can also be controlled with logical decisions if they are tied into a heuristical circuit. Normally they work based on their simple function, but when being manipulated they instead (obviously) act as if they were an illusion with the 'controlled' function. If whoever controls the circuit stops making decisions for the illusion, it reverts to its base behaviour.
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Extra-Real Images: Whoever said that specialization is for insects clearly didn't know what he was talking about; you double down on your illusionary homework, and are treated for the purposes of picking future illusions and for some DCs as if you knew one more IMCH principle than you actually do.
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Hard to Believe: You can choose to make an illusion outlandish, in which case it's somewhat more obvious that it's absurd (+4 to checks to disbelieve it). On the other hand, if someone falls for it, it's an even more powerful assault on their senses; they take a -2 penalty on saving throws against any fake condition it would cause, and if it ever deals damage to them, the nonlethal damage is increased by +2d6.
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Intricate Manufacturing: It's sort of like with lasers and water jets except a little more abstract. You can create illusions very carefully crafted down to the smallest detail, known as intricate illusions. An intricate illusion can only target one sense, but it's so well-built that people take a -4 penalty on any kind of check to notice the illusory nature of it. An intricate illusion takes twice as long to prepare.
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Lurid Lure: You learn a new form for your illusions: luring. This places the veil of an illusion over an area, but doesn't actually change anything about it. Anyone who fails to penetrate the illusion becomes convinced that the object or area in question is in fact disguised using an illusion. Only by testing its 'realness' for themselves are they allowed a chance at a saving skill check.
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Off the Edge of the Map: Here there be monsters! To choose this discovery, you need to have encountered a monster who has a sense that doesn't actually have a sensory component illusion for it. You can spend two days developing a new illusion sensory component tailor-made to foil that sense. With your DM, pick a skill which would normally be used in the routine use of the sense you are targetting. For example, if the sense you're targetting is the dweomersight of the balhannoth, you might choose Spellcraft as the skill normally used in the function of that sense. The sensory component you create can create any kind of sensory input normally associated with the sense you have chosen. You can pick this discovery multiple times; each time, you must have encountered a creature with a new sense that you want to foil.
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Supersensory: Illusions with just one sense are like ice cream sundaes with only one topping: depressing and filled with tears. Your illusions are way more exciting: you can make supersensory illusions, which get a free bonus sensory component you know, without having to spend any extra time adding it.
Kaleidomantics Discoveries
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Unimpeachable Pigmentation Technique: Your filters are exceptionally well stuck in space. Whenever you fix a kaleidomantic filter to a point in space (instead of to someone or something), the Strength DC to move it increases by 5 and every preparation of it can hold an additional 1,000 lb.
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Charcoal Chicanery: Whenever you construct a black filter, you can program it with an imachinary sensory component that you know. Any attempt to retrieve information from beyond the filter returns instead the illusory sensory component. This is essentially a new way to deliver an imachinary illusion, except instead of being fixed on a point in space, the illusion is based around the filter. By its nature a black filter blocks normal sensory information of all kinds, and thus this illusion works like a combination of an ablative effect and an additive effect. You prepare the illusion on top of the filter for the purposes of time use, although you can use the filter's Spot check instead of the normal key skill check for the illusion.
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Colourgami: If you're willing to do the math to work out the surface area, you can construct curved kaleidomantic filters instead of flat 2D shapes. You can join them together like normal, but any one preparation of a filter can only have one radius of curvature.
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Orange Originality: Whenever you construct an orange filter, the filter imprints itself with the first gas to contact it (or you can set a particular gas when you construct it). It becomes selective only to that kind of gas, and is completely permeable to other gases. Concentrations must be accurate to within 1,000 parts per million to trigger the filter.
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Purple Perception: Whenever you construct a violet filter, the filter imprints itself with living things it comes in contact with. Whenever you (and only you) touch the filter, you can see the face and alignment of every living creature that touched the filter in the last day, in reverse order.
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Ruby Ruination: Whenever you construct a red filter, heat that's blocked from passage is absorbed into the filter, like an ice arcanodynamic transformer. However, you cannot remove ebbs from it with a circuit or connect it to an output; instead, if the filter ever collapses it releases a fireball centered on itself, with a radius of 5ft. per ebb of heat absorbed, and dealing 1d6 fire damage per ebb. This fireball offers a Reflex save for half damage against the same DC as your mysteries. A red filter like this can store up to 1,000 ebbs of heat before it tops off; any excess heat is nullified like normal.
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Teal Telemetry: Whenever you construct a blue filter, you (and only you) can tell just by touching it the volume and pressure of water pressing on it.
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Ultramarine Ultimatum: Whenever you construct an indigo filter, protons and electrons accumulated by the filter can be recombined into their natural state. Whenever an acid is neutralized, the filter gains a number of 'proton points' equal to the damage per round the acid dealt, multiplied by the cubic feet of it neutralized. Whenever a base is neutralized, the filter gains a number of 'electron points' equal to the damage per round the base dealt, multiplied by the cubic feet of it neutralized. When the filter collapses, it spontaneously generates a volume of liquid water equal to 100 cubic feet of water for every pair of proton and electron points it's holding.
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Verdant Venom: Whenever you construct a green filter, instead of eliminating toxins you can refine them. Fluid poisons that pass through your filter are not made inert, but instead they become more concentrated; as long as there is fluid for the venomous agent to reside in, someone can use your filter to purify such a poison. Refining a fluid poison works by moving part of the fluid through the filter, and thus concentrating the poison in the rest of the fluid. At least half of the fluid must be passed through the filter, and if additional volume of fluid is added to the poison later, the refinement is lost. Refining a poison increases the save DC by 4, and it deals an additional damage die of ability damage.
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Xanthous Xception: Whenever you construct a yellow filter, you can program a single planetary metal into it as an exception. This metal can pass through the filter as if it weren't stone or metal, while the filter retains its impermeability to every other kind of stone and metal.
Yggdratecture Discoveries
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Flux Capacitor: A polarcane flux can have any number of flux traits, although only one of any given kind (for example, you can't have gravity pulling in two different directions). If you have the ability to apply flux traits to other spaces, you can place multiple such traits in them as well.
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Going Nowhere: To learn this discovery, you need to be able to join semi-spaces together with portals. You can now join a portal to a place that you haven't seen before; this works like a teleport effect, with the same chance of making a mistake in the coordinates of the point you're joining. The portal you create in the unknown space is immovable, and fixed in space once established.
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Intense Causality: To learn this discovery you must know YGGD 371. Whenever you prepare an YGGD principle, you can twist the fabric of space-time in order to cause one of the following effects:
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Reduce the time to prepare the principle by half.
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Roll the skill check twice and select the result you prefer.
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Keeper of the Keys: You can close spaces without them being destroyed permanently. You can also lock portals to semi-spaces and demiplanes, by touching it and making a Forgery check which meets or exceeds the original. In order to open the portal, a matching Forgery check needs to be made.
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Plane Sense: By touching a portal, you can tell the size of the space that it connects to and any flux traits or planar traits in effect on the other side.
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Reverse Geometry: When you set up a flux, you can choose to reverse its dimensionality. Instead of a semi-space which is bigger on the inside than the outside, this is a flux which is bigger on the outside than the inside. This counts as the flux trait; the area is actually two size categories smaller than the space it takes up in the outside world. Anything which enters into the flux is squeezed into that space as if they were in a small constrained area.
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Usurp Space: By making a Forgery check that matches or exceeds the check of a space you are inside, you become the creator of the flux for all intents and purposes, including joining that space with other spaces.
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Weird Time: To learn this discovery, you must know YGGD 371. To use it, you must be inside of a demiplane that you created with the Erratic Time trait. By spending an hour and making a Forgery check of equal or greater value to the check of the demiplane, you can reroll the Erratic Time Trait's time flow roll.