Namakan Ascension and Dread Forms¶
Rules system: homebrew Sancturi system (2016-2019 documents; these forms 2019).
Lore: the practice is on Namakan Runecasting; the creatures the Dread runes call are on The Dread.
Contested
This page is named in two open questions. The Dread plane's three names: S257 calls the place the Dread come from the Yawning Void, the Yawning Madness and the Yawning Maw, sometimes in successive sentences. The page quotes each passage as written. Namakan class form lists: neither form's place among the classes is settled, and Dread is listed among no class's forms in S249, S250 or S251.
Legacy design material, not canon for play: how anything works at the table is defined by ARCS. The two forms the document titles mark "bk", shared by the Runebinder and the Runekeeper: Ascension (primary form INS), the form of spirits, memory and stored divine energy, from Runes (bk) Ascension (S256, 2019); and Dread (primary form HOR), the summoning of and merging with the Dread, from Runes (bk) Dread (S257, 2019). How to read a rune card is explained on Namakan Animate Form; the core rules are on Namakan Runecasting.
Ascension¶
The Ascension form's grid (S251) lists Energy Seeking, Spiritual Fortress and Spirit Seeking at Apprentice; Divine Energy, Memory, Spirit Communion and the minor Sigil: Spirit Link at Adept; and the major Sigil: Juxtaposition at Master. S256 adds a Radiant Power card. The number after each rune's name is its base complexity.
Energy Seeking (2)¶
PHA ARI MAN: Spirit Seeking Energy.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Cincture Rune, Ritual | Instant, Concentration | Ritual | Offense-Extra | 50% |
"This rune seeks out energies and ethereal auras on objects and creatures within 20'" (S256). While it is active the caster can gather current information by concentrating with a Standard Action; while concentration is kept up the effect persists round to round, up to 4Q rounds.
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Concentrate/focus on one target/object/creature at a time. |
| PHAS | 2 | While concentrating, all things in sight have a visible Aura. |
| PHASI | 4 | While concentrating, you can sense everything in range. |
| Inquest 5 | 1 | Adds an additional type to be detected. |
| Inquest 8 | 2 | Discerns the purpose of the magic. |
| Command 8 | 2 | By concentrating in a direction, you can detect the presence of any energies in that 10 degree arc within 300 yards. |
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | Levels of: Runic, Hollowing or Abyssal. |
| MANU | 1 | Levels of: Fae or Mithis. |
| MANUS | 2 | Levels of: Ethereal or Divine. |
| Dark 5 | 1 | Increases range to 50'. |
| Light 5 | 1 | Increases range to 50'. |
| Blood 8 | 2 | Allows you to detect held energy (spellcaster energy) of the given type greater than 20 − Q MP. |
| Oblivion 8 | 2 | Subject Rune, Ritual. Duration: 1 day. Inverts detection: blocks detection of magical energy of the given type on the subject. |
Spiritual Fortress (4)¶
MUR INS PHA: Barrier Ascension Spirit.
| Rune type | Rune duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Defense-Intra | 50% |
"This rune provides constructs a spiritual wall around an individual's spirit providing passive protection: enhancing absorption of spirit and soul harming effects and providing bonuses to saving throws. However, this insulation does come at a cost when trying to use skills that need to tap into the creature's spirit" (S256).
| MUR form | Cost | Effect |
|---|---|---|
| MUR | — | 1 Mystical Absorb, +2 all saves/defenses involving Spiritual Attrs. |
| MURU | 2 | 2 Mystical Absorb, +4 all saves/defenses involving Spiritual Attrs. |
| MURUS | 4 | 3 Mystical Absorb, +6 all saves/defenses involving Spiritual Attrs. |
| Ascend 5 | — | Auto-recharging. Takes energy directly from the writer/energy source to recharge it when needed. |
| Inquest 8 | 2 | Grants Advantage vs Illusion & Charm. |
| Command 8 | 2 | +1 extra absorb to Psychic. |
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | −3 to all actions involving Spiritual Attrs (VIT, LCK, CHA). |
| PHAS | 1 | −2 to all actions involving Spiritual Attrs (VIT, LCK, CHA). |
| PHASI | 2 | −1 to all actions involving Spiritual Attrs (VIT, LCK, CHA). |
| Blood 8 | 2 | Penalties apply to Physical attributes instead of Spiritual ones. |
| Dark 8 | 2 | +1 extra absorb to Radiant. |
| Light 8 | 2 | +1 extra absorb to Necrotic. |
Spirit Seeking (6)¶
PHA INS REP: Spirit Ascension Seek.
| Rune type | Duration | Activation | Special | Concern | Space & Cost |
|---|---|---|---|---|---|
| Cincture Rune, Ritual | Q hours | Ritual | See below | Offense-Extra | 50% |
"This rune seeks out spirits, spirit bonds and spirit fragments. It requires an existing spiritual connection to the target, which can be something which has dominion over the target or a soul fragment of the target" (S256). The target is chosen during the activation ritual. While it is active the caster can gather current information by concentrating with a Minor Action.
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Detect the closest spirit fragment or bond. |
| PHAS | 1 | Specify criteria about which fragment or bond to look for. |
| PHASI | 3 | Detect all spirit fragments or bonds. |
| REP form | Cost | Effect |
|---|---|---|
| REP | — | Detect direction and distance to one significant digit on current plane. |
| REPE | 2 | Also, sense the nature of the host. |
| REPER | 4 | Also, sense the nature of its environment through its perception, and which plane (if on another plane). |
Divine Energy (8)¶
FLE INS MAN: Change Ascension Energy.
| Rune type | Rune duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Defense-Intra | 50% |
"This rune stores divine energy. The subject can draw the energy out of this rune (depleting it) in order to replenish their own divine energy using a Standard Action" (S256).
| FLE form | Cost | Effect |
|---|---|---|
| FLE | — | Requires 200% of the stored energy amount to charge it. |
| FLEC | 1 | Requires 150% of the stored energy amount to charge it. |
| FLECT | 2 | Requires 100% of the stored energy amount to charge it. |
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | Stores up to 2Q energy. |
| MANU | 2 | Stores up to 4Q energy. |
| MANUS | 4 | Stores up to 6Q energy. |
| Blood 5 | — | The rune is powered by the subject's lifeforce. Every day the target loses 12 − Q health. |
Memory (8)¶
PHA INS SEN: Spirit Ascension Mind.
| Rune type | Rune duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Defense-Intra | 50% |
"This rune creates a clear pathway between the subject's mind in the spirit, allowing the mind access to vivid memories that may have been forgotten or dulled with the passage of time" (S256).
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Choose a single skill or event (< 2 hours). |
| PHAS | 3 | Choose a skill group or person/object. |
| PHASI | 6 | Choose 2 skill groups or place. |
| Inquest 8 | 3 | Living Rune, Ritual. Allows a runecaster to see memories from the subject. |
| Blood 5 | — | The rune is powered by the subject's lifeforce. Every day the target loses 12 − Q health. |
| SEN form | Cost | Effect |
|---|---|---|
| SEN | — | +1 to existing skills, 50% forgotten/previously known skill max. |
| SENT | 2 | +2 to existing skills, 75% forgotten/previously known skill max. |
| SENTE | 4 | +3 to existing skills, 100% forgotten/previously known skill max. |
| Deceit 5 | 1 | Inverts the result, suppressing memories or skills by the percentage amount. |
Spirit Communion (10)¶
PHA INS UNI: Spirit Ascension Join.
| Rune type | Rune duration | Activation | Duration | Special | Concern | Space & Cost |
|---|---|---|---|---|---|---|
| Cincture Rune, Ritual | Long Rest | Ritual | 1 minute | Requires Spirit | Offense-Extra | 50% |
"This rune allows communication with the dead" (S256).
| UNI form | Cost | Effect |
|---|---|---|
| UNI | — | Communicate using emotions only (Fear, Anger, Love, Hate, etc). |
| UNIS | 2 | Communicate with your own pictures and memories. |
| UNISC | 4 | Communicate by conversation in a shared language. |
| Command 5 | 1 | The caster can make a persuasion check to charm the spirit, acting as a friend. |
| Deceit 8 | 2 | The caster can make a persuasion check to deceive the spirit into thinking they are a trusted person from their former life. |
| Blood 5 | 2 | Allows the runecaster to act as a conduit between the spirit and a living individual (caster must be touching the individual). |
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | Allows communion with the recently deceased (< 48 hours). |
| PHAS | 1 | Allows communion with the deceased (< 1 year). |
| PHASI | 3 | Allows communion with an almost departed spirit (< 5 years). |
| Inquest 8 | 1 | Advantage to detect untruths. |
| Death 5 | 1 | The caster can determine the approximate amount of time that has passed since death. |
| Death 8 | 2 | The caster can see the moment and method of death. |
| Oblivion 8 | — | Allows communion with spirits deceased 5× the amount of time allowed by the PHA secondary form. |
Radiant Power (8)¶
TRA INS MAN: Transfer Ascension Energy.
| Rune type | Rune duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Living Rune, Empowered | 1 day | Empowered | Offense-Extra | 25% |
"This rune allows the bearer to empower known runes at a distance using a Minor or Standard Action" (S256).
| TRA form | Cost | Effect |
|---|---|---|
| TRA | — | (blank) |
| TRAL | 1 | (blank) |
| TRALA | 2 | (blank) |
| MAN form | Cost | Effect |
|---|---|---|
| MAN | — | (blank) |
| MANU | 2 | (blank) |
| MANUS | 4 | (blank) |
| Blood 5 | — | "Mass Empowerment of the same Rune Type??" |
Gap
The Radiant Power card is incomplete: its secondary-form effects are blank. Radiant Power is not in the S251 grid. Neither Ascension sigil's own effect is described; S258, marked for removal, gives only their words, DICIO (Spirit Link, order 5) and VENDO (Juxtaposition, order 8).
Dread¶
The Dread form's grid (S257):
| Apprentice | Adept | Master | Grandmaster |
|---|---|---|---|
| Zone of Dread: aligns the area with the Yawning Void, allowing The Dread to partially cross through. | Soulforged Abomination: merges the souls of several creatures. | Dread Rift: "Opens" (the entry breaks off) | |
| Dreadlord: allows the subject to appear as a Dreadlord and direct some Dread creatures. | Dread Gate: summons Dread Horrors. | ||
| Dreadborne: merges the subject with a Dread. | Sigil: Yawning Void (minor) | Sigil: Dark Infinity (major) |
The Dread themselves, the Cthuls, Umbars, Tyrax and Abols, and the place they come from are described on The Dread and Void. The number after each rune's name is its base complexity.
Zone of Dread (4)¶
DUC HOR POS: Pull Dread Place.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Object Rune, Empowered | 3Q turns | Empowered | Offense-Extra | 100% |
"This rune aligns the area with a subplane of the Yawning Madness, allowing certain types of The Dread to partially cross through" (S257). A Power Word (Standard Action) creates the rift at a chosen location, and a random Dread Effect is summoned there. It stays until the rune expires, the rune moves out of range, the effect is destroyed, or it is closed with a Minor Action. "The Dread Effects will not attack the object the rune is attached to since they can sense this could interrupt their fun."
| DUC form | Cost | Effect |
|---|---|---|
| DUC | — | Pulls a single random Dread effect. |
| DUCO | 4 | Pulls two random Dread effects. |
| DUCOS | 8 | Pulls three random Dread effects. |
| Oblivion 5 | 1 | The primary type of Dread can be selected (d4) with 90% accuracy (1 in 10 fails). |
| Oblivion 8 | 2 | −2 to +2 selective bonus to the d10 roll. |
| POS form | Cost | Effect |
|---|---|---|
| POS | — | Range/Area is Radius 40'. |
| POSI | 1 | Range/Area is Radius 80'. |
| POSIT | 3 | Range/Area is Radius 120'. |
Dread Effects (d4 and d10)¶
Roll d4 for the family, then d10 for the effect.
1 - Cthuls. "Cthuls are strongly attuned to Domination typed Psionics. In form, most Cthulic creatures have tentacles." Tentacles are immune to non-magical physical damage and have 3 absorb vs Crushing and Concussive, and 2 absorb vs Necrotic and Blight.
| d10 | Effect |
|---|---|
| 1-3 | Cthulic Corruption Tentacle: Range 5'. Grappling Attack: +S, Strength 16 (+3). Deals 1d8 Blight damage per hit/turn grappled and adds +1 Blight stack each turn the target remains grappled. A thick blood-red tentacle. PA 16, MA 20, Health 15. |
| 4-6 | Cthulic Shadow Tentacle: Range 5'. Grappling Attack: +S, Strength 16 (+3). Deals 1d8 Necrotic damage per hit/turn grappled and adds +1 Necrotic stack each turn the target remains grappled. A thick purplish-black tentacle. PA 16, MA 20, Health 15. |
| 7-8 | Cthulic Crushing Tentacle: Range 10'. Smashing Attack: +S. Deals 1d8+5 Crushing damage per hit. A very large and thick dark green and brown tentacle. PA 18, MA 20, Health 30. |
| 9-10 | Cthulic Mindeater Tentacle: Range 10'. Grappling Attack: +S, Strength 16 (+3). Deals 1d4 REA, ING and WILL damage per turn grappled (lost stats recovered with a Long Rest). Interrupts any casting, with disadvantage to concentration checks while grappled. "When any one of the mind stats reach 0, the target's mind collapses and they are brain-dead (permanent)." A thin long white rubbery tentacle. PA 18, MA 20, Health 20. |
2 - Umbars. Of lower intelligence than the other Dread, with "a strong natural resistance to psionics"; their own psionics "often cause Confusion, Fear, Slowing and other mentally suppressive effects." Otyughs and Umber Hulks are Umbars.
| d10 | Effect |
|---|---|
| 1, 2 | Umbric Pinch: attacks a random target within 5' every turn. Claw Attack: +S. Deals 1d8+2 Slashing. |
| 3, 4 | Umbric Clickers: a telepathic clicking noise which causes Interruption and Confusion (save ING|WIL vs 14 or Dazed) to all within 5' every turn. |
| 5, 6 | Umbric Sting: a large stinger attacks a random target within 5' every turn. Sting Attack: +S. Deals 1d8 Piercing + 1d6 Blight damage. |
| 7, 8 | Umbric Screech: a telepathic scream from antennae. All creatures in the area must save vs CHA|WILL v 16 or be feared for 1 minute, repeating the save at the end of each of their turns. |
| 9, 10 | Umbric Scythe: a large scythe-shaped appendage attacks a random arc (3 squares) within 5' every turn. Melee Attack: +S. Deals 2d6+2 Slashing damage. |
3 - Tyrax. "The Tyrax are made up of all the species of Beholders as well as many other aberrations that feature great maws and eyestalks. Their telekinetic powers are unrivalled." Eyestalks have 15 health and 18 PA and MA, are susceptible to Radiant and have very little armor. Every eyestalk makes a random Ray Attack: +S, Range 30'.
| d10 | Effect |
|---|---|
| 1 | Charm Ray Eyestalk: on hit the target must save vs CHA|WILL v 16 or attack a random target for the next 1d4 turns. |
| 2 | Paralyzing Ray Eyestalk: on hit the target must save vs STR|VIT v 16 or be stunned until next turn. |
| 3 | Fear Ray Eyestalk: on hit the target must save vs CHA|WILL v 16 or be feared for 1 minute, repeating the save at the end of each of their turns. |
| 4 | Slowing Ray Eyestalk: on hit reduces movement by 50%, and Full Actions require 2 Full Actions, Standard Actions a Full Action, Minor Actions a Standard Action; Reactions are taken at disadvantage. |
| 5 | Enervation Ray Eyestalk: deals 3d8 Necrotic damage. |
| 6 | Telekinetic Ray Eyestalk: pushes the target 30' away from the stalk. Save vs AGI|DEX vs 16 or take 1d8 Crushing and be knocked Prone. |
| 7 | Sleep Ray Eyestalk: on hit the target must save vs WILL|VIT v 16 or sleep for 1 minute. Any damage awakens them, as does a wakening Standard Action from another creature. Constructs and Undead are immune. |
| 8 | Petrification Ray Eyestalk: on hit the target must save vs AGI|VIT v 12 or be stunned, then repeat the save at the end of their turn or be turned to Stone (permanent). |
| 9 | Disintegration Ray Eyestalk: deals 4d6 Acid damage. |
| 10 | Death Ray Eyestalk: deals 6d8 Necrotic damage. |
4 - Abols. "The Abols are an ancient race born in the Yawning Madness. They appear as great worms and eels which can swim through water, air and space. … The mind of Abols is so foreign that their telepathic contact with other races often causes insanity and madness."
| d10 | Effect |
|---|---|
| 1-3 | Abolean Mindworm: a small floating semi-translucent worm attacks a random target within 5'. Worm melee attack: +S. Drains 2d8 energy, Interrupts and reduces REA, ING and WILL by 1d4 (see Abolean Telepathy Pod for the effects of the drain). PA 18, MA 20, Health 20. Immune to non-magical physical weapons. |
| 4-6 | Abolean Ooze: a puddle of dark opaque liquid appears in a 5' radius. PA 18, MA 18, Health 30. Immune to all physical damage. It automatically grapples anyone in the area (save STR|AGI vs 16 to break free); any creature moving through the area is automatically grappled. It covers the target after 4 turns (×2 per size category bigger, ÷2 per size smaller); once fully immersed the creature takes 6d8 Necrotic damage per turn until dead or free. "A creature that dies to the ooze turns into a free-moving ooze that is no longer constrained by the zone." |
| 7, 8 | Abolean Lightning Pod: purple chained lightning jumps to 3 random targets within 5'. Bolt Attack: +S, on hit 3d6 Shock damage. PA 18, MA 18, Health 20. |
| 9, 10 | Abolean Telepathy Pod: all creatures within 5' must save every turn WIL|CHA vs 14 or lose 1 REA, ING and WIL (recovered after a long rest). If any reaches 0 they go insane permanently (1d4 − 1: vegetable, 2: lunatic, 3: psychotic confusion (50% to inverse reality), 4: suicidal violence). PA 18, MA 18, Health 20. |
Dreadlord (5)¶
DUC HOR TRA: Influence Dread Transfer.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Object Rune, Empowered | 1 day | Empowered | Defense-Intra | 100% |
Placed on a creature, the rune makes it "appear as a dread of a specific type (Abols, Tyrax, Umbars or Cthuls) to other Dread creatures. It requires the soul of the type of Dread creature as a reagent when crafting the rune. This will make creatures of the same type likely to believe the creature and its allies are it's allies. For other types, it will make them automatic enemies of high priority" (S257). The check is d20 + your Dread skill level vs DC 5 + their skill level.
| DUC form | Cost | Effect |
|---|---|---|
| DUC | — | — |
| DUCO | 2 | Lower level Dread are default allies, no check. |
| DUCOS | 4 | You act as if 4 levels higher for the check. |
| Oblivion 5 | 1 | ? |
| Oblivion 8 | 2 | ? |
| TRA form | Cost | Effect |
|---|---|---|
| TRA | — | — |
| TRAL | 1 | You gain +2 to saves versus psionic effects and 2 psychic resist. |
| TRALA | 3 | If you succeed on your check by 5 or more, you are treated as a Dreadlord (with respect and fear). |
Dread Gate (8)¶
DIV HOR POS: Rift Dread Place.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Object Rune, Empowered | See below | Empowered | Defense-Intra | 100% |
"This rune is placed on a location and spawns a void rift through which pour Dread creatures. These creatures are not under your control, and the rift can only be closed by slaying the most powerful dread present (known as the rift keeper). The rift will close naturally after 1d4*[Dread Skill] hours" (S257).
| DIV form | Cost | Effect |
|---|---|---|
| DIV | — | Up to 1d4 × [Dread Skill/2] levels of Dread are summoned. |
| DIVI | 3 | Up to 1d6 × [Dread Skill/2] levels of Dread are summoned. |
| DIVID | 5 | Up to 1d8 × [Dread Skill/2] levels of Dread are summoned. |
| Oblivion 5 | 1 | ? |
| Oblivion 8 | 2 | ? |
| POS form | Cost | Effect |
|---|---|---|
| POS | — | You can select the type of Dread summoned with a 70% chance (1, 2, 3 in 10 fails). Roll a random type on failure. |
| POSI | 2 | You can select the level makeup of the group summoned. The rift keeper must take a minimum of ¼ of the total. |
| POSIT | 4 | You can select the type of Dread summoned with a 90% chance (1 in 10 fails). Roll a random type on failure. |
Dreadborne (6)¶
UNI HOR FLE: Combine Dread Transform.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Object Rune, Empowered | Permanent | Empowered | Defense-Intra | 200% |
The rune must be placed on a creature with its own soul, and needs a Dread soul in a soul vessel during inscription. "After inscription, the rune becomes a soul vessel until empowerment, afterwhich the souls will become merged. The living creature will then begin a painful transformation over the next days which will require nearly constant healing for it to survive" (S257). It is incapacitated throughout. The number of days equals the Dread's [Max Skill Level], and the damage taken is [Max Skill Level]d6 necrotic per day. Each day the target must save vs WILL 5 or go irrevocably insane.
| UNI form | Cost | Effect |
|---|---|---|
| UNI | — | The target gains a single random Dread ability. |
| UNIS | 5 | The target gains two random Dread abilities. |
| UNISC | 10 | The target gains three random Dread abilities. |
| Oblivion 5 | 1 | You may discard one ability and reroll; this causes an additional chance to go insane, save vs WILL 8. |
| Oblivion 8 | 3 | Roll an additional time and discard one ability of your choosing. |
| Command 5 | 1 | The target is compelled to obey the Dread hierarchy. |
| FLE form | Cost | Effect |
|---|---|---|
| FLE | — | The target is treated as an abomination by other dread. |
| FLEC | 2 | The target detects and is classified as a Dread of the appropriate type, though still as an outcast by their own type. |
| FLECT | 4 | The target is treated as one of their own by other dread. |
| Ascension 5 | 2 | The target can communicate telepathically with others of its kind. |
| Ascension 8 | 5 | Improves the recharge rate of Dread abilities by 100%. |
Soulforged Abomination (8)¶
PHA HOR UNI: Spirit Dread Combine.
| Rune type | Duration | Activation | Concern | Space & Cost |
|---|---|---|---|---|
| Object Rune, Empowered | Permanent | Empowered | Defense-Intra | 200% |
The rune must be placed on a living Dread creature, and up to [Max Skill Level/2] mortal souls may be attached to it. After the ritual, if the targets have survived, the rune ceases to be empowered and the souls have merged. A mental contest of WILL, CHA and VIT between the Dread and one random soul follows for every [Max Skill Level] of the Dread, over that many days. "If the Dread wins, the soul is merged (destroyed) with the dread. If one of the mortal souls wins, then the Dread gains one of their skills" (S257). A mortal who wins 3 or more times, or ½ of its max skill level (whichever is less), "becomes the prime driver (in control of the Dread)." More than one mortal soul in control "can lead to shared control or insanity (save WILL vs 10 for each competing mortal soul or go insane)."
| PHA form | Cost | Effect |
|---|---|---|
| PHA | — | When a mortal soul is destroyed, the Dread gains their [Max Skill Level] in skill points. |
| PHAS | 4 | The abomination gains 1 Max Health for every max skill level of mortal souls merged (destroyed) with the Dread (up to a maximum of S souls). |
| PHASI | 8 | Allows two Dread of the same family to be combined. |
| Oblivion 5 | 1 | Allows an additional mortal soul to be attached. |
| Oblivion 8 | 2 | Allows two additional mortal souls. |
| Command 5 | 2 | The abomination is unable to harm its creator(s). |
| UNI form | Cost | Effect |
|---|---|---|
| UNI | — | Grants mortals +2 on their contests if they are still living when the merging occurs. |
| UNIS | 1 | Grants mortal souls +1 on their contest, +4 if they are still living. |
| UNISC | 3 | Grants mortal souls +3 on their contest, +6 if they are still living. |
| Perdition 5 | 1 | The abomination is tied to its creators; its creators can always sense its location and vice versa. |
| Perdition 8 | 2 | 25% of damage taken by its creator is transferred to the abomination. |
| Command 8 | 3 | The abomination is compelled to obey its creator(s). |
Gap
The Dread Rift entry in the grid breaks off after "Opens" and has no card. The Oblivion sigil rows on the Dreadlord and Dread Gate cards are "?". Neither Dread sigil, Yawning Void or Dark Infinity, is described, and no "Dread Effect" or "Dread ability" list exists for Dreadborne to draw from beyond the Zone of Dread table.