Channeling Epic Mysteries calls for a slight modification of the basic Bokor package; spend 12 CP to upgrade the “Host of Mysteries / Ridden by the Loa” ability from one-third cost to triple effect and update the line stating that “Each +1 ECL represents a separate Mystery – an individual entity.” to “Each +1 ECL represents a separate Mystery – an individual entity. At epic levels the user may also channel one +2 ECL Epic Mystery (with up to two disadvantages and thus worth 64, 67, or 70 CP) and may channel additional Epic Mysteries by devoting two +1 ECL mysteries slots to each one.
Sadly, no matter how high their level, a Bokor will never have more than 10 +1 ECL Mystery “slots” and one +2 ECL Epic Mystery “slot” – but reaching that limit will take hitting level 55 anyway.
And now you’re done. That’s basically all the spirit channeling there is. While this does mean that an extremely high-level Binder will eventually be able to bind more Vestiges than an equally extremely high-level Bokor can channel Mysteries, Mysteries tend to be improvements on Vestiges and the Bokor package has a flat cost. You don’t NEED to keep taking “Bokor Levels” to expand on your channeling of Mysteries up to that point and you don’t need to take special feats to learn of epic mysteries.
Unfortunately, upon taking a look… the original epic level Vestiges aren’t all that interesting. Not too surprisingly, most of their abilities look a lot like spells such as Iron Body – and allowing an epic-level character to tap into a few very high level spells is not that big a trick. I’ll be using Channeling, since such entities tend to be a massive power source of their very own. Ergo, the basis of the standard Epic Mysteries is going to look something like this:
- 1 + (5 x Cha Mod) total uses, Specialized for Reduced Cost: Only for Conversion, only to the set of effects that comes with the Mystery, blatantly conspicuous, clearly shows the nature of the Mystery empowering the user (15 CP).
- Conversion to a set of ninth level spells (33 CP), Corrupted for Increased Effect (each basic spell effect gets an individual enhancement) / these may only be powered by the Channeling Uses belonging to the Mystery, if the user ceases to channel the Mystery, any remaining duration is forfeit, the user is blatantly channeling alien powers from beyond. Any save DC’s will be (23 + Cha Mod). Fortunately, since Conversion at this level is specifically limited to Gods and Epic Level Characters, these Mysteries are pretty much automatically restricted to actual epic level characters.
- Immunity to Dispelling effects (Common/Minor/Epic, Specialized and Corrupted / only to protect Innate Enchantments, Only those that come with this Mystery, 6 CP).
Depending on what disadvantages, if any, are taken this leaves 10, 13, or 16 CP for individualized abilities. I’m going to make some suggestions here, but epic level Mysteries should probably be a bit customized.
The Martyred Hero (64 CP + 2 x 3 CP Disadvantages = 70 CP: Likely disadvantages for the Martyred Hero include an obsessive hatred of a particular menace and a compulsive desire to protect the defenseless. He, she, or it, is likely to bestow Advanced Presence; not only does their presence bestow immunity to fear, but everyone will recognize the channeler as a noble and honorable hero to be trusted – and to be obeyed in emergencies.
Throughout the ages courageous men and women have faced horrors and impossible odds in the defense of others – and have fallen in that duty. For a time such heroes are hailed, songs are sung, and libations are poured – but time erodes all such recognition, and across the ages all heroes are forgotten.
Channeling The Mystery:
- Grand Renewal: L9, basically a combination of Heal and Greater Restoration with no XP Cost. The Corruption improvement allows it to affect a 30′ radius.
- Heavenly Wild Puppet Technique, L6. Upgraded to L9 with being Subdivideable and doubling the duration of the actual effect to (2 x Con + 12) rounds. The Corruption effect doubles the available duration again.
- Body of Light: (Transmutation, L6): You may infuse yourself with positive energy for one round per level. While so infused you are immune to disease, fatigue, fear, exhaustion, paralysis, poison, sickened, ability damage and drain, energy drain, death spells, magical death effects, and negative energy effects (such as from inflict spells or chill touch), gain a +4Sacred bonus to AC, and may treat any weapon you hold as a Ghost Touch weapon. As upgraded to L9 it can be invoked as an immediate action. The Corruption allows you to extend the effect to up to (Level / 5) allies within 60 feet.
- Heavenly Radiant Soul (L9) Your inspiring presence grants all your allies within 30 feet a Combat Maneuver (Pathfinder)bonus or a bonus to all bull rush, disarm, grapple, overrun, sunder, and trip checks of (Your Cha Mod x 2). This normally lasts ten minutes per level, but the Corruption extends this to one day.
The Fallen World (64 CP + 2 x 3 CP Disadvantages = 70 CP): Likely disadvantages for The Fallen World include being Blocked against using necromancy-related abilities and occasional troublesome Flashbacks to a particular worlds fall. Likely individualized powers include Mystic Mounts or Animal Companions, a Personalized Imbued Weapon like Eurynome’s Munkattingusupia? The Augmented Bonus trick to add some nature-related skills? Shapeshifting? “Aworld” is a pretty broad theme there.
Worlds end. Entropy, nearby supernova, entropy, all-devouring monsters, negative space wedgies and more all pop up pretty regularly when it comes to the multiverse. Creatures, gods, and races may escape – but planets rarely do.
Channeling the Mystery:
- Cosmic Unity: You become one with the world about you for ten minutes/level (with Corruption, for twenty-four hours). During this time…
- You may speak with any living creature. Such creatures become Friendly unless they can make a will save..
- You gain Darkvision, penetrating both normal and magical darkness, out to your normal visual range.
- You gain Scent and may Track by Scent as if you had Tracking.
- You gain Blindsight out to 120 feet.
- You gain Tremorsense out to 60 feet.
- You gain access to Commune with Nature as a constant ability.
- You gain a +4 sacred bonus to Strength, a +6 sacred bonus to Constitution, and a +8 sacred bonus to natural armor.
Is this reasonable for a ninth level spell? Comparing Abyssal Army. Fimbulwinter, Gate, Miracle. Shapechange. And various other spells… I’d say yes.
- One with the Elements: As per Energy Immunity, but you may select four types of energy to become immune to. The Corruption extends 30-point Resistance to those energy types to everyone you wish to protect with 60 feet.
- Biosphere II: As per Monstrous Regeneration, but with a 24-hour duration and a regeneration rate of 8/Round. The Corruption allows this benefit to be a “Mass” effect.
- Nature’s Fury: You may strike down aberrations, constructs, oozes, and undead. Your spells, powers, and abilities get a +4 bonus to their DCs against such targets. You ignore such creatures immunities to sneak attacks, critical hits, and precision damage and you automatically confirm critical threats against them. Finally, you get a +4 bonus to your AC and saves against such creatures attacks. The Corruption allows this benefit to be a “Mass” effect.
The Formless Horror (64 CP + 2 x 3 CP Disadvantages = 70 CP): Likely disadvantages for The Formless Horror include Accursed (repelled by daylight or various weird symbols or materials), Blocked (powers granted by entities of the (normal) outer planes), Hunted (monster hunters), Outcast (kind of pro forma for horrors from beyond), and Unluck. Likely individualized powers include Luck for Saving Throws, Awareness, Berserker, Cloaking, summoning lesser minions, and Costly.
It is hinted at in a thousand tomes, and lurks behind words like gelid, abhorrent, squamous, aberrant, cadaverous, degenerate, effervescent, faceless, fecund, cyclopean, gibbering, glutinous, tentacled, ichorous, iridescent, leprous, liquefied, lumbering, antediluvian, malignant, bilious, membranous, mesmerizing, mortifying, moldering, mutilated, nameless, octopoid, pallid, palpitating, parasitic, phlegmatic, poisonous, perambulating, protoplasmic, protuberant, pulsating, putrid, remorseless, repellent, slithering, spectral, stagnant, tenebrous, turbid, unspeakable, unnatural, vaporous, vile, wailing, wretched, gibbous, detestable, and zymotic – but oddly enough, despite these hordes of descriptive terms, no one is ever sure what it looks like.
Never mind. It’s coming to get you and it’s DISGUSTING.
Channeling the Mystery:
- (Adjective from above) Alien Form: As per Shapechange, but limited to aberrations, constructs, oozes, and undead. In exchange, however, you may project an Aura of Madness at will; this affects a 30′ radius. Enemies within this aura are affected by Confusion for one round per five levels you possess unless they make a Will save. A creature that makes its saving throw cannot be affected by your Aura of Madness again for 24 hours. This is a mind-affecting ability. The Corruption extends the duration to 24 hours.
- Wings of Madness: You may flow through alien angles and dimensions, effectively gaining a flight speed of 150 feet with perfect maneuverability, the effects of Greater Blink, and three flight-related Feats of your choice for ten minutes per level. The Corruption extends this to a full day.
- Abhorrent Tongues of the Great Priest: A 120-foot-cone mental blast. Anyone touched by the psychic tongues must succeed on a Will save or be stunned for 12 rounds. If the user cares to ask, he or she may also find out what the victims sanity tastes like. Thanks to the strain of channeling the alien mentality, you must wait five rounds between uses of this ability.
- Sphere of Ultimate Destruction. The corruption provides the +4 spell levels needed to eliminate the Saving Throw. No more than three such spheres may be called forth at any one time.
The Big Man (64 CP + 2 x 3 CP Disadvantages = 70 CP): Likely disadvantages for The Big Man include Irreverent, Obligations (picking up dependents), and Compulsive (must always test other authority figures). Likely individualized powers include Augmented Bonus to get more skills (Survival, a Martial Art, and knowledge of nature), Presence (attracts women and children), Damage Reduction, Executive, upgraded Witchcraft, and Resist.
Long, LONG, ago, when beasts spoke and men wandered in bands, what the Big Man said was what was done – but when danger threatened it was the Big Man who stood between the lesser folk of the band and the menace. Today’s shoddy imitation “Big Men” mostly lead gangs and mobs and other impromptu groups from the rear – and the savage purity of the old way is long forgotten. Yet still the Big Man lurks, a specter of lost ages ready to be called forth.
- The Noble Savage: You gain a +6 Enhancement Bonus to each of your six basic attributes (3 x L4 Attribute Enhancement from The Practical Enchanter), +8 to Natural Armor (L4 Stone Ox from The Practical Enchanter), a +5 Competence Bonus to Fortitude Saves (L4 Sidestep, from The Practical Enchanter, L4), a BAB equal to your level and +1 HP per level (L4 Divine Power), and proficiency with all Armor, Shields, and Weapons (Grand Master’s Touch, L4 variant of Master’s Touch at L1). All of these effects last for one round per level. The Corruption doubles this, and allows the time to be subdivided, with the effect starting as an immediate action and stopping at any time – although once stopped it cannot be started again for three rounds.
Should a ninth level spell be able to duplicate the effects of seven related, but not identical, fourth level spells? Lerandor’s Rule, of course, says yes. For another approach, “Mass” – effectively generating one subspell per level of the caster – is plus three or four levels (published spells are not entirely consistent on the level change), and a Greater Invocation (ability enhancement spells) would be about +2 levels – so a spell that generated up to (Level) fourth level ability enhancing spells of choice would be level nine – although it would be one per target. Is doing seven on yourself instead reasonable? Well… once again, Shapechange. Secondarily… if you want to be combative, you probably have most of those bonuses or better already at epic levels, which makes this far less effective than it might be.
- Master of Spirits: Greater Invocation of Force. Creates any Force Effect of up to Level Seven. The Corruption makes all such effects Quickened and component-free.
- Guardian Totem: Mass Heal, the Corruption allows it to be invoked as an Immediate Action – but only to counter the effects of a particular attack, spell, or ability with “special effects” up to the user. The user might thus block a tremendous blast of toxic flames with a wall of water (or with various “other” countereffects), negating up to (10 x Level, 250 Maximum) points of damage and the save versus poison it would normally inflict.
- Master of the Mysteries: Surprising Mastery Spell Template (The Practical Enchanter); Bestows Very Complex Mental Feats (L4 Base), x4 Feats (the Amplify Metamagical Theorem and Two levels of Streamline, Specialized for Double Effect/boosts can only be applied to the seven first level effects in the Initiate of the Mysteries package, +2 Spell Levels), duration of one day (+3 Spell Levels). The Corruption allows the Big Man to share one-half the (current) benefits of his Initiate of the Mysteries package with up to (Level) companions within thirty feet.
The “Standard” Epic Mysteries are kind of hard to go wrong with. After all, each of them has a set of 13’th to 14’th level equivalent spells and enough power to spam them. Admittedly, they generally aren’t the most versatile possible spells (although some of them are close) – but that’s still a ridiculous level of power.
Of course, that fits epic levels well enough. They’re all about going absurdly over the top.