Cosmic Yang Epiphany
Prerequisite: -

Your mind has reached a further plateau in its understanding of the elements, encompassing Positive Energy, one of the more esoteric facets of the Inner Planes. 

As a standard action, you may deal a number of points of Positive Energy to a creature equal to (class level + intelligence modifier), healing living things and harming the undead. A touch attack is required to use this ability on an unwilling creature.

If a creature rests long enough to benefit from natural healing within 24 hours of being subjected to this Mythos, they heal (intelligence modifier) points of ability damage, distributed as they please, in addition to the other benefits of natural healing. Multiple applications before a creature rests do not stack this ability damage healing benefit. Only creatures that are healed by Positive Energy receive this benefit. 

 



Cosmic Yin Epiphany
Prerequisite: -

Your mind has reached a further plateau in its understanding of the elements, encompassing Negative Energy, one of the more esoteric facets of the Inner Planes.

As a standard action, you may deal a number of points of Negative Energy to a creature equal to (class level + intelligence modifier), healing undead things and harming the living. A touch attack is required to use this ability on an unwilling creature.

As a standard action, you may lay hands on an object up to Huge size, or a Huge-sized chunk of a larger object, and suffuse it with increased entropy. For 24 hours, its Hardness is halved. A touch attack is required to strike an animate or otherwise attended object. Sentient objects are allowed a Will save to negate this effect.

 



Dualistic Paraelemental Understanding
Prerequisite: -

Where the four primal elemental planes border one another, four more 'paraelemental' planes exist. Your mastery of the elements has extended to these places.

Your external [Fire] and [Air] Mythos may pull in and manipulate smoke rather than fire or air, based on the principles of the Paraelemental Plane of Smoke. They function the same, save for the fact that they deal half piercing and half fire damage, rather than piercing or fire, and they fill the target's space with smoke, which provides concealment to and from that space as long as it remains, as well as forcing the target (if they breathe) to make a Fortitude save or be sickened for 1 minute. Multiple applications of the sickened condition from this Mythos stack the duration.

Your external [Air] and [Water] Mythos may pull in and manipulate ice rather than air or water, based on the principles of the Paraelemental Plane of Ice. They function the same, save for the fact that they deal cold damage, rather than slashing or bludgeoning, and that creatures that are standing in, or are soaked with, water or similar liquid, take a -3 penalty on saving throws, and to their armor class, against them.

Your external [Water] and [Earth] Mythos may pull in and manipulate acid and ooze rather than water or earth, based on the principles of the Paraelemental Plane of Ooze. They function the same, save for the fact that they deal acid damage, rather than bludgeoning, and that any damage they deal to a target is also dealt to any suit of armor the target is wearing. Any armor destroyed in this way has its value in gold pieces granted to you as Mythos Points.

Your external [Earth] and [Fire] Mythos may pull in and manipulate lava and other molten materials, rather than earth or fire, based on the principles of the Paraelemental Plane of Magma. They function the same, save for the fact that any damage they deal is fire, rather than being fire or bludgeoning, and that those that take damage from them must make a successful Reflex save or retain flecks of cooling molten material on their bodies, taking 1/4 of the original damage at the beginning of their next two turns.

 



Flowing Incarnum Inheritance
Prerequisite: The 'Blossoming Incarnum Inheritance' Mythos, and you must have opened your Crown, Feet, and Hands Chakra.

Your understanding of Incarnum progresses, opening your Brow Chakra, granting you another point of Essentia, and allowing you to shape and maintain another Soulmeld. Add the following Soulmelds to the list you may shape from: Keeneye Lenses, Mage's Spectacles, Silvertongue Mask, Truthseeker Goggles. Your Meldshaper level is equal to your class level, to a maximum of 12.

With an hour of meditation, you may spend 2,500 Mythos Points and 250xp to further increase your enlightenment if your Meldshaper level is at least 9. Your Arms Chakra opens, you gain another point of Essentia, and the number of Chakra Binds you may have at one time increases by 1. Add the following Soulmelds to the list you may shape from: Armguards of Disruption, Bluesteel Bracers, Riding Bracers, Sailor's Bracers.

With another hour of meditation, you may spend an additional 2,500 Mythos Points and 250xp to reach further into your understanding of Incarnum, provided you have a Meldshaper level of at least 12. Your Shoulders Chakra opens, you gain two more points of Essentia, and your may create and maintain one more Soulmeld at a time. Add the following Soulmelds to the list you may shape from: Adamant Pauldrons, Mantle of Flame, Pauldrons of Health, Wind Cloak.

 



Negative Quasielemental Understanding
Prerequisite: The 'Cosmic Yin Epiphany' Mythos

Where the four primal elemental planes border the negative energy plane, four 'quasielemental' planes exist. Your mastery of the elements has extended to these places.

Your external [Fire] Mythos may pull in and manipulate ash and soot instead of fire, based on the principles of the Quasielemental Plane of Ash. They function the same, save for the fact that they are deadlier against creature that are harmed by negative energy, bypassing any energy resistance of immunity they have, and inflicting a single negative level on them if they fail a Fortitude save. Creatures killed by these negative levels do not automatically rise as Wights.

Your external [Air] Mythos may generate a vacuum in air, rather than manipulating the air directly, based on the principles of the Quasielemental Plane of Vacuum. They function the same, save for the fact that they deal no damage against creatures that do not need to breathe. Against those that do, they deal nonlethal damage, but they deal 50% additional damage if the target fails a Fortitude save, as the air their body requires is torn from them.

Your external [Water] Mythos may generate pockets of extreme dryness from air or water, rather than manipulating water, based on the principles of the Quasielemental Plane of Salt. They function the same, save for the fact that they deal dessication damage, rather than bludgeoning damage, and they deal an additional 50% damage against plants and creatures with the [Water] subtype if they fail a Fortitude save.

Your external [Earth] Mythos may pull in and manipulate sand and other crumbled particulate matter, based on the principles of the Quasielemental Plane of Dust. They function the same, save for the fact that they deal slashing damage instead of bludgeoning, and that attacks made with them ignore 1/2 of the target's armor and natural armor bonuses.

 



Positive Quasielemental Understanding
Prerequisite: The 'Cosmic Yang Epiphany' Mythos

Where the four primal elemental planes border the positive energy plane, four 'quasielemental' planes exist. Your mastery of the elements has extended to these places.

Your external [Fire] Mythos may pull in and manipulate light instead of fire, based on the principles of the Quasielemental Plane of Radiance. They function the same, save for the fact that they are deadlier against creatures that are harmed by positive energy, bypassing any energy resistance or immunity they have, and dealing an additional 50% damage against them if they fail a Fortitude save.

Your external [Air] Mythos may pull in and manipulate electricity instead of air, based on the principles of the Quasielemental Plane of Lightning. They function the same, save for the fact that any damage they deal is electricity damage, rather than piercing, and that creatures composed of metal or wearing metal armor take a -3 penalty on saving throws, and to their armor class, against them.

Your external [Water] Mytos may pull in and manipulate steam instead of water, based on the principles of the Quasielemental Plane of Steam. They function the same, save for the fact that any damage they deal is half fire damage and half bludgeoning, rather than pure bludgeoning, and that attacks made with them ignore 1/2 of the target's armor and natural armor bonuses.

Your external [Earth] Mythos may pull in and manipulate metal instead of earth, based on the principles of the Quasielemental Plane of Minerals. They function the same, save that any damage reduction they grant is doubled, and any damage they deal bypasses all damage reduction.

 



Tumultuous Geokinema Assault
Prerequisite: The 'Land-Strike Wrath' Mythos
[External][Variable]

With a gesture, you pull a suitable chunk of your chosen element from your surroundings, and cause it to erupt in a grandiose display of power. This functions like a melee unarmed attack, except that it is applied in an area, at least half of which must be within the range that your [External] Mythos' can pull elements from, but may otherwise take place anywhere within that range, and it requires a full standard action to perform.

You may create a line with dimension up to 10ftx10ftx[30 + (intelligence modifier x 5)]ft, or a sphere with a diameter up to (intelligence modifier x 5)ft.

If you draw the elements to you, and create the sphere with its center point on yourself, or the line with one of its ends originating from you, this attack deals damage as normal. Otherwise, it only deals half the normal damage of your unarmed attacks.

 



Wandering The Omphalos
Prerequisite: -

Through focus on a particular element, you may slowly transcend from one Inner Plane to another, shifting planes over the course of an hour of meditation. Arriving at a precise location is impossible, though you may aim at a particular place you are familiar with, appearing only 5d100 miles away in a random direction. You may bring along up to (intelligence modifier) willing passengers, who must remain in contact with you for the entire meditative process.

Furthermore, you are protected from any and all inherent planar traits of the Inner Planes that would prove deadly to you, regardless of how you arrive there. For example, you would not take fire damage from the fact that the Elemental Plane of Fire is made of fire, although this would not protect you from an attack that deals fire damage. As another example, you can breathe on the quasielemental plane of vacuum, but could still be suffocated in a grapple. These realms are your home, and their very nature will not kill you without some external will behind them.

When you use this Mythos to shift to another plane and take passengers with you, you may extend this planar protection to them, mandating that they be considered guests among the normally inhospitable elemental planes. However, this protection only remains with them for (intelligence modifier) days, or until they leave the plane you brought them to.