Abilities and Defects

Ninja shapeshifting

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Alter Self: When Eimin Gutaika casts this spell, Eimin Gutaika can assume the shape of any Small or Medium-size Humanoid. If the form he assumed has any of the following abilities, he gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. This works like the Alter Self spell, but the Ninja Shapeshifter can remain in the chosen form indefinitely. It can assume a new form as a standard action.

Blur: Eimin Gutaika's outline appears blurred, shifting, and wavering. This distortion grants Eimin Gutaika concealment (20% miss chance). A See Invisibility does not counteract the blur effect, but a True Seeing spell does.

Displacement: Eimin Gutaka appears to be about 2 feet away from his true location. Eimin Gutaika benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting him normally. True Seeing reveals its true location and negates the miss chance.

Hallucinatory Terrain: Eimin Gutaika makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. Eimin Gutaka need not utter a sound to cast this spell.

Illusory Script: Eimin Gutaika writes instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by Eimin Gutaika at the time of the casting can read the writing; it's unintelligible to any other character. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by Eimin Gutaika at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the True Seeing spell with the Read Magic or Comprehend Languages spell.

Illusory Wall: This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although Eimin Gutaika can see through his illusory wall, other creatures cannot, even if they succeed at their will save (but they do learn that it is not real).

Invisibility: The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If Eimin Gutaika casts the spell on someone else, neither Eimin Gutaika nor his allies can see the subject, unless Eimin Gutaika can normally see invisible things or he employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as Bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.

Invisibility, Greater: This spell functions like invisibility, except that the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Invisibility Sphere: Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Magic Aura: Eimin Gutaika alters an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind he specifies, or the subject of a spell he specifies. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Aura, Greater: If cast on an object, this spell functions as magic aura, except that if you have identified the unique spellcasting signatures of a specific individual with greater detect magic or a similar spell, Eimin Gutaika can make the magic aura appear to have been created by that individual. Alternatively, Eimin Gutaika can simply obscure all identifiers, making it more difficult to determine who cast the spell. In either case, if the object is the subject of a greater detect magic spell, any Spellcraft check made to identify the unique spellcasting identifiers of the aura automatically produce the result you chose unless the observer disbelieves the spell with a successful Will save (as with magic aura, however, detect spells don’t grant a save to disbelieve). If cast on a creature, you can make that creature register to detect spells (and spells with similar capabilities) as though it were the subject of any number of spells that you specify, when the spell is cast. Alternatively, you can make the creature register as non-magical, hiding all spell effects that he is currently affected by from such scrutiny. If Eimin Gutaika chooses to make the creature register as being the subject of one or more spells, he can also alter the unique spellcasting identifiers of those spell auras, in the same fashion as described for objects. If the target is a creature, Eimin Gutaika can also alter how the creature registers to arcane sight, making the creature appear to have or not have spellcasting or spell-like abilities, whether those abilities are arcane, divine, or psychic in nature, and the strength of the most powerful spell or spell-like ability they currently have available for use. Similarly, Eimin Gutaika can alter the way the target appears when viewed with greater detect magic, causing the last spell that he cast to seem to be any spell of your choice.

Major Image: This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Minor Image: This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

Mirror Image: This spell creates a number of illusory doubles of you that inhabits Eimin Gutaika's square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, a maximum of eight images are created. These images remain in his space and move with him, mimicking his movements, sounds, and actions exactly. Whenever Eimin Gutaika is attacked or is the target of a spell, there is a possibility that the attack targets one of his images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. Area spells affect him normally and do not destroy any of his figments. Spells and effects that do not require an attack roll affect him normally and do not destroy any of his figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If Eimin Gutaika is invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Misdirection: By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, Eimin Gutaika chooses another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Phantasmal Killer: Eimin Gutaika can create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. Eimin Gutaika sees only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes damage. If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon Eimin Gutaika. He must then disbelieve it or become subject to its deadly fear attack.

Rainbow Pattern: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), Eimin Gutaika can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected. The spell does not affect sightless creatures.

Shadow Conjuration: Eimin Gutaika uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration‘s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows Spell Resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s armor bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.

Shapeschange: This spell allows Eimin Gutaika to take the form of a wide variety of creatures. This spell can function as Alter Self, Beast Shape IV, Elemental Body IV, Form of the Dragon III, Giant Form II, and Plant Shape III depending on what form he takes. He can change form once each round as a free action. The change takes place either immediately before his regular action or immediately after it, but not during the action.

Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by Eimin Gutaika. The illusion does not create sound, smell, texture, or temperature. Eimin Gutaika can move the image within the limits of the size of the effect.

Ventriloquism: Eimin Gutaika can make his voice (or any sound that he can normally make vocally) seem to issue from someplace else. He can speak in any language he knows. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).