Opening the Soul

"Magic is your wings, your heart, your power, your fire - your crutch. Would you but cast it aside, you would see what a man could become, and how a soul can fly, untethered by the chains of arcane understanding. Come, wizard, your death awaits you."

- Belract the Untainted, Kryphaneon Forsaker

It is not uncommon, especially in Cobrin'Seil, for one forsworn of magic or indeed, simply of great stillness of soul to discover another source of power. Chakra are the result of time spent training, strengthening one's knowledge of one's own body, and truly developing oneself to a point of greater personal power.

All powers granted by Chakra are, unless otherwise stated, Supernatural abilities. A Chakra is made by spending time and XP on meditation and training.

Awakening a Chakra requires the feat, Awaken Chakra, and can be reduced in cost by the feat Great Stillness. Awakening a Chakra takes one day for every 200 XP in its XP cost, and otherwise follows all the same rules for item creation as other such feats.

The formula for working out your own Chakra is typically double the cost of the item it emulates, divided by 5.

Chilling Focus: This chakra allows the character who has it to let their inner calm flow forth, sending billowing cold from their hands, dealing 1d6 cold damage with a touch.

Prerequisites: Awaken Chakra, character must be of a lawful alignment and have the Iron Will feat. XP Cost: 2,400 XP.

Dread Lion's Main: This chakra adds an enhancement bonus to its owner's constitution score in the form of +2, +4, or +6.

Prerequisites: Awaken Chakra, character must be of at least 6th level, character must have been taken down to 9 hit points at least once by a genuinely hostile opponent. XP Cost: 1,600 XP (+2), 6,400 XP (+4), 14,400 (+6).

False Caster: This chakra allows the owner to store up to 6 spell levels in their body, which they can then cast again at any time.

Prerequisites: Awaken Chakra, character must have 5 ranks in Spellcraft and must have an intelligence or wisdom of at least 19. XP Cost: 2,400 XP.

Fortune's Balance: This chakra grants its wearer fortune and favour, as they better perceive the fates and how to shape them to their will. This is displayed in a luck bonus to hit and damage, in the form of +1, +2, +3, +4, and +5.

Prerequisites: Awaken Chakra, character must be at least 3 times the level of the luck bonus, character must have rolled two natural 1s in a row. XP Cost: 800 XP (+1), 3,200 XP (+2), 7,200 XP (+3), 12,800 XP (+4), 20,000 XP (+5).

Great Perception: This Chakra grants an +2, +4, or +6 enhancement bonus to the owner of the Chakra's Wisdom.

Prerequisites: Awaken Chakra, character must be of at least 6th level, character must been blinded, deafened, and charmed. XP Cost: 1,600 XP (+2), 6,400 XP (+4), 14,400 (+6).

Great Sufferance: This chakra renders all the hit point damage received by the character subdual.

Prerequisites: Awaken Chakra, character must have died and been brought back to life at least once. XP Cost: 96,000 XP.

Great Swiftness: This Chakra grants its wearer 10-foot reach.

Prerequisites: Awaken Chakra, character must have been struck by a creature with reach. XP Cost: 4,800 XP.

Hardened Spirit: This Chakra grants a constant Deflection bonus in the form of +1, +2, +3, +4, or +5.

Prerequisites: Awaken Chakra, character's level must be at least 3 times that of the deflection bonus, character must have been struck three times when flat-footed by a genuinely hostile opponent. XP Cost: 800 XP (+1), 3,200 XP (+2), 7,200 XP (+3), 12,800 XP (+4), 20,000 XP (+5).

Impervious Soul: This chakra grants the wearer Spell Resistance 31.

Prerequisites: Awaken Chakra, must have the Iron Will feat and the Stillness of Mind class ability. XP Cost: 53,200 XP.

Lioness' Speed: This Chakra continually grants the wearer an extra partial action, as the spell haste.

Prerequisites: Awaken Chakra, character must have lost a battle by one single blow. XP Cost: 20,000 XP.

Nature's Ally: This Chakra allows the owner to constantly pass without trace, as the spell cast by a 1st-level Druid.

Prerequisites: Awaken Chakra, character must be of a neutral alignment, character must have 5 ranks in Wilderness Lore. XP Cost: 800 XP.

oul Aflame: This chakra allows the character who has it to let their hands burst into searing, crackling flames at will, dealing 1d6 fire damage with a touch.

Prerequisites: Awaken Chakra, character must be of a chaotic alignment and have the Pyromaniac feat. XP Cost: 2,400 XP.

Speed of Thought: This chakra grants a +4 to its owner's initiative.

Prerequisites: Awaken Chakra, character must have an intelligence of 13 or better. XP Cost: 1,600 XP.

Spider's Soul: This chakra teaches the body how to produce a virulent contact poison. The owner of this chakra may, as a move-equivalent action, start producing poison, and, as a move-equivalent action, stop. This poison has a DC of 10 + half the owner's level + the owner's constitution mod, and deals 1d6 Con damage as primary and secondary damage as a touch attack.

Prerequisites: Awaken Chakra, must have received up to 10 points of ability damage from a creature's poison, which was then allowed to heal naturally. XP Cost: 4,800 XP.

Swan's Grace: This Chakra allows its owner a greater capacity for precision and stability, granting an enhancement bonus to Dexterity in the form of +2, +4, or +6.

Prerequisites: Awaken Chakra, character must have rolled a 1 on a dexterity-based check for each +2 bonus. XP Cost: 1,600 XP (+2), 6,400 XP (+4), 14,400 (+6).

The Bear's Heart: This chakra works by drawing out one's inner strength, adding an enhancement bonus to the owner of the Chakra's strength, in the form of +2, +4, or +6.

Prerequisites: Awaken Chakra, character must be of at least 6th level, character must have lost a battle of strength against an equally-matched opponent. XP Cost: 1,600 XP (+2), 6,400 XP (+4), 14,400 (+6).

True Perception: This chakra allows its owner to perceive as an extraordinary ability, using nonvisual means, all creatures and objects in a 30-foot radius, as Blindsight.

Prerequisites: Awaken Chakra, character must be naturally, permanently blind. XP Cost: 12,000 XP.

True Soul: This chakra allows its owner to better understand the ways and means of people, granting a +30 to Sense Motive checks.

Prerequisites: Awaken Chakra, character must be lawful, character must have been lied to in such a way their life was in danger. XP Cost: 7,200 XP.

Wizardbane: This chakra renders the owner's touch to be devastatingly void of magic. Any spellcaster struck with a touch attack must make a concentration check of 10 + the damage dealt + the spell's level in order to cast a spell. This magic 'scrambling' lasts for one round.

Prerequisites: Awaken Chakra, must have the Forsake Magic class ability. XP Cost: 8,400 XP.