Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to your bidding Howard Phillips: God damn you! Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects Herbert West: Religion has Part the Veil (Su): At 8th level, you can lace spells nothing to with this you cast with the raw madness that lurks in the outer —Beyond Re-Animator (2003) darkness Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity The victim may attempt a information and affected creatures know they have forgotten something, although not what or necessarily that you took the memory Creatures and magical records can negate this effect with a successful Will saving throw against DC 14 + your Wisdom modifier Affected creatures can attempt a new save 24 hours later to recall the erased memory, but they take a –4 penalty on this save This is a shapeable 4th-level transmutation spell-like ability Domain Spells: 1st—erase, 2nd—shatter, 3rd— magic circle against chaos/evil, 4th—dismissal, 5th— mark of justice, 6th—forbiddance, 7th—vision, 8th— dimensional lock, 9th—mage's disjunction Void Domain This domain previously appeared in Pathfinder Roleplaying Game: Bestiary Deities (Chapter 8): Atlach-Nacha; Azathoth, new saving throw each round to end the effect; these additional saving throws apply only to the additional confusion effect and not to the original spell effect Part the veil is a mind-affecting effect You can use this ability a number of times per day equal to 1/2 your class level Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th— greater planar binding, 9th—interplanetary teleport (page 118) Druid Druids of the Mythos are often bound to strange places like the Dreamlands The following archetype is available to any druid, but is usually applied to gnorri druids Ocean Herder (Druid Archetype) the Daemon Sultan; Great Cthulhu; Gobogeg; Hastur While the gnorri can travel above the waves, most the Unspeakable; Rhan-Tegoth; Shub-Niggurath; Yog- spend their entire lives underwater, and some gnorri Sothoth, Opener of the Way have found the ocean a source of tremendous spiritual support These gnorri have developed druidic traditions 60