About Murraghyn
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Murraghyn, Goddess of Endings and Rebirths, Solitude, and Broken Fates
Unaligned Large female sublime foo norn deity destined sorcerer 30/slayer (ankou's shadow) 20 champion/archmage 6 Deific Rank 18 (deity, fey, foo, mythic, outsider)
Initiative +124; Senses: all-around-vision, darkvision 60 ft, detect poison, greater arcane sight, greensight, low-light vision, portfolio sense, remote sensing, revelation, true seeing, x-ray vision; always know distance above or below sea level; Perception: +164; Divine Aura (18 miles, DC 65) Daze, Fright, or Resolve
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Defense
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AC 202;touch 137, flat-footed 124 (20 Armor 37 Dex 37 Insight 40 Natural - 1 Size 18 Divine 37 Deflection +4 Temple Wraps)
Special: +6 luck bonus to AC during surprise rounds (Fated)
Hit Points 6388 + 500 Temporary Hit Points
Fort +138 Ref +140 Will + 137
Special: + (Spell Level-17) Luck bonus for 1 round to all Saves when casting a personal spell over level 17, evasion, +6 saves vs traps, deities do not automatically fail saves on a natural 1
Defensive Abilities: fast healing 37, regeneration 18 (Ring) 10 (Cold iron, base); DR 45/ epic, cold iron, and slashing weapon forged in the First World by a triumvirate of norns in the presence of the Eldest Magdh]; Immune: Ability Drain, Ability Damage, Acid, Binding/Banishing Effects, Cold, Death Effects, Disease, Disintegration, Electricity (Energy Immunity Ring), Energy Drain, Fire, Flat-Footed, Force, Magic Aging, Mind-Affecting, Negative Energy, Polymorph (may use own), Paralysis, Petrification, Poison, Positive Energy Damage, Sleep, Sonic, Stunning, Surprise; Resist Electricity 40; Immortality; SR 125; When all four pieces of the Regalia are worn together, if the wearer takes elemental damage of any kind—acid, cold, fire, or electricity— they are instead healed 1 hit point for every 3 points of damage the effect would have inflicted.; absolute force seer’s bane , blur, freedom of movement, greater invisibility, mind blank, nondetection, widened undead ward, vast aroden’s spell bane
Special: Double all healing for self with any healing abilities/spells with Positive Energy traits (Sublime)
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Offense
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Speed: 240 ft; Burrow 90 ft, Fly 70 ft, Swim 210 ft, Climb 50 ft; cannot be impeded by any natural or magical force or condition
Melee
Merciful Death +164/+164/161/154/149 (15-20/x3) 2d6 + 57 + (3d6 chaotic (and -1 level to lawful) and 3d6 good (and -1 level to evil) these values tripled on critical hit and stack against LE) + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon
and
Sudden Death +164/+164/161/154/149 (15-20/x3) 2d6 + 57 +5d6 untyped energy (15d6 on crit) 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon, Any creature slain by a weapon of annihilation is utterly destroyed, leaving not even dust to mark its passing. Only the direct intervention of a major deity can revive an annihilated character.
and
Stalking Death +165/+165/162/155/150 (15-20/x3) 2d6 + 57 + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon, everdancing; legendary item abilities
and
Impending Death +165/+165/162/155/150 (15-20/x3) 2d6 + 57 + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon
And
Reaping Death +165/+165/162/155/150 (15-20/x3) 2d6 + 57 + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon, range increment 20 ft
And
Disastrous Death +164/+164/161/154/149 (14-20/x3) 2d6 + 56 +3d6 force (9d6 on crit) + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell WeaponSpell cap raised by conversion (CL 71) plus bleed damage equal to the force damage done
And
Appointed Death (#1) +158/+158/155/148/143 (14-20/x3) 2d6 + 50 + 3d6 force (9d6 on crit) 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon; piercing critical
And
Appointed Death (#2) +158/+158/155/148/143 (14-20/x3) 2d6 + 50 + 3d6 force (9d6 on crit) 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon; piercing critical
Ranged
Reaping Death +167/+167/164/157/152 (15-20/x3) 2d6 + 57 + 7d6 Sneak Attack plus Energy Drain (2 Lvls, DC 72) plus 144 enduring maximized Vampiric Touch Bespell Weapon, thrown range increment 20 ft
OR
Mass Divine Blast (40/Day) ranged touch attack against up to 90 targets within 18 miles of each other or one of these areas: 1800ft cone, 900 ft radius burst or spread, or 180 ft tall 900 ft racius cylinder +155 (56 BAB +37 Dex, +18 Divine +1 Competence -1 Size +19 Luck + 13 Epic Atk Bonus +4 morale) 55d12 untyped damage The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect. A divine shield can stop the ray.
Special: +2 morale bonus on attack and damage rolls when fighting evil-aligned creatures, +4 Insight Bonus to attack Quarry, +4 untyped bonus to all attack rolls with heavy blades until the end of round for 1 MP, destroyer, it was meant to be, slow reactions, to the victor, deities do not automatically miss on a natural 1, may perform 20 swift actions per round, 38 attacks of opportunity, multiweapon mastery universal ability, Any time you make a single attack with your primary weapon—such as attacking as a standard action or on attacks of opportunity—you may also strike with your off-hand weapon. Additionally, any time you gain an extra attack with your primary weapon—such as from the spells haste or blessing of fervor—you can also make an extra attack with your offhand weapon. This bonus does not apply if you have a speed weapon for your primary weapon only. When making a full attack with a warping weapon (impending death), you can teleport up to 60 feet between each attack as per dimension door, except that the teleporting is an immediate action that does not end your turn. There are no limits to the number of times you can teleport per round, except that each time you do so, you must follow it up with an attack against a target, all weapons and natural attacks have the ghost touch property
Space: 10 ft Reach: 10 ft
Special Attacks: Bleeding Touch (Sp): (40/Day, 9 Rounds), Death’s Embrace (Ex):, Bit of Luck (Sp): (40/Day), Tugging Strands (Su): (18/Day), Rebuke Death (Sp): (40/Day, 1d4+9 healing), Healer’s Blessing (Su):, Lore Keeper (Sp): (18/Day 70 Skill check), Remote Viewing (Sp): (18/Day), Hand of the Acolyte (Su): (40/Day), Dispelling Touch (Sp): (18/Day, CL 18), Taboo (Su): (40/Day, -4), Aura of Protection (Su): (18 rounds/Day, +4 deflection, 10 Resistance), Copycat (Sp): (40 rounds/Day), Master’s Illusion (Sp): (18 rounds, DC 56)
Spellcasting (Sorcerer, CL 71, DC 48+ Spell Level)
Cantrips—any
Lvl 1—16 14/day, any; -2 dedicated to enduring spells (see below)
Lvl 2—15 12/day, any; -3 dedicated to enduring spells (see below)
Lvl 3—15 13/day, any; -2 dedicated to enduring spells (see below)
Lvl 4—15 11/day, any; -4 dedicated to enduring spells (see below)
Lvl 5—15 1/day[/s], any; -14 converted, see below
Lvl 6—14/day, any; -1 dedicated to enduring spells (see below); -13 converted, see below
Lvl 7—14/day, any; -2 dedicated to enduring spells (see below); -12 converted, see below
Lvl 8—14/day, any; -8 dedicated to enduring spells (see below); -6 converted, see below
Lvl 9—1413/day, any; -1 dedicated to enduring spells (see below)
Lvl 10—16/day, any
Lvl 11—16 15/day, any -1 dedicated to enduring spells (see below);
Lvl 12— 16 15/day, any -1 dedicated to enduring spells (see below);
Lvl 13—16/day, any; Lvl 14—14/day, any; Lvl 15—8/day, any; Lvl 16—5/day, any; Lvl 17—5/day, any; Lvl 18—5/day, any; Lvl 19—5/day, any; Lvl 20—5 10(Ring of Wizardry XX)/day, any; Lvl 21—5/day, any; Lvl 22—5/day, any; Lvl 23—5/day, any; Lvl 24—5/day, any; Lvl 25—5/day, any; Lvl 26—4/day, any; Lvl 27—4/day, any; Lvl 28—4/day, any; Lvl 29—4/day, any; Lvl 30—3/day, any; Lvl 31—3/day, any; Lvl 32—3/day, any; Lvl 33—3/day, any; Lvl 34—2/day, any; Lvl 35—2/day, any; Lvl 36—2/day, any; Lvl 37—2/day, any
Metamagic
Quicken Spell (autoapplied)
Absolute Spell +7, Empower Spell +1, Enduring Spell +3, Extend Spell +1, Force Spell +1, Maximize Spell+1, Perfect Spell +3, Reach Spell +1,Selective Spell +1, Silent Spell +1, Still Spell +1, Vast Spell +3, Widen Spell +1
Heighten Spell, Mythic Heighten Spell, Improved Heighten Spell, Spontaneous Metamagic (swift action), Ignore Material Components (up to 15,000 gp)
Special: +18 Divine to caster level checks, All Sorcerer Spells are automatically Quickened without taking up higher level slots. All spells using higher slots are Heightened to that slot’s level. May cast 6 quickened spells a turn. May use attack of opportunity to counterspell as immediate action for as many times as she has attacks of opportunity. Spells protected by Tenacious Magic and Resilient Arcana (+8)
Caster Level Check to overcome SR: +105; it was meant to be
Enduring Spells
Constant (CL 71)—
Level 12-- absolute force seer’s bane (DC 86 CL to bypass/overcome or 26d6 electricity Spell cap raised by conversion, maximized doubled and turned to force damage: 312 Force Damage, +111 to overcome spell resistance, -6 to dispel checks)
Level 11— vast aroden’s spellbane (100 ft emanation; wall of force, prismatic sphere, prismatic wall, antimagic field, greater dispel magic, dispel magic, mage’s disjunction, forcecage, wail of the banshee, time undone, wall of suppression, cast out, trap the soul, magic jar)
Level 9—mythic resilient heroic invocation
Level 8-- enspell weapon 8 (deific maximized vampiric touch 24d6 Spell cap raised by conversion) x 8
Level 7— vast trace teleport (400ft emanation), widened undeath ward (40 ft emanation, 88 HD Spell cap raised by conversion, DC 55),
Level 6— mythic greater heroism
Level 4--freedom of movement, greater invisibility, deathless, many arms (6),
Level 3--haste, fly,
Level 2—squeeze, greensight, blur,
Level 1-- shield, jump
Special: Protected by Tenacious Magic and Resilient Arcana (+8)
Arcane Conversion: 1/round (45)
Level 8--6: Metamagic <=4, DC +4, CL +8, Spell Pen +16, Dispel DC +16, Spell Cap +16
Level 7—12, Metamagic <=3, DC +3, CL +7, Spell Pen +14, Dispel DC +14, Spell Cap +14
Level 6--13, Metamagic <=3, DC +3, CL +6, Spell Pen +12, Dispel DC +12, Spell Cap +12
Level 5--14 Metamagic <=2, DC +2, CL +5, Spell Pen +10, Dispel DC +10, Spell Cap +10
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.
Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you.
Touch of Destiny (Sp): (40/Day + 15 Insight), Fated (Su): (+5, redundant), It Was Meant To Be (Su): (2/Day), Within Reach (Su):(1/Day), Destiny Realized (Su): (Continuous or 1/Day)
Epic Bloodline (Su): When activating a bloodline power, as a swift action she can apply any metamagic feats she knows with a combined level adjustment of +7 or less. He can also trigger this ability on passive bloodline powers, spending a full-round action to apply the metamagic feats as if the power was the effect of a spell granting the passive bonus. Metamagic feats applied in this way last 30 rounds, but she can only have a single passive power boosted by metamagic feats active at one time. She can use this ability 37 times per day.
Contingency- Heal spell, activates if she gains any of the listed conditions Heal can cure/dispel (abilitydamage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned.)
Epic Spell Slots (7) DC 58: Contingent Resurrection, Epic Counterspell, Epic Mage Armor, Nailed to the Sky, Ruin, Spell Worm, Summon Behemoth
Mythic Spells (8)
Animate Construct IX, Gate, Greater Arcane Sight, Greater Dispel Magic, Heroic Invocation, Mage’s Disjunction, Wail of the Banshee, Wish
Spell-Like Abilities
Norn Spell-Like Abilities (CL 18)
Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing
At will—bestow curse (DC 50), divination, greater dispel magic, geas/quest, vision, wind walk (self only)
1/day—maze, moment of prescience, quickened phantasmal killer (DC 51), power word kill, time stop, weird (DC 56)
Deific Spell-Like Abilities (CL 88, DC 75+ Spell Level):
Domain Spell-Like Abilities:
1st DC76, at will —cause fear, comprehend languages, cure light wounds, disguise self, identify, sanctuary, true strike,
2nd DC77, at will—augury, cure moderate wounds, death knell, detect thoughts, invisibility, magic mouth, silence,
3rd DC78, at will —animate dead, borrow fortune, cure serious wounds, dispel magic, nondetection, protection from energy, speak with dead,
4th DC79, at will —confusion, cure critical wounds, death ward, detect scrying, divination, freedom of movement, imbue with spell ability,
5th DC80, at will —break enchantment, breath of life, false vision, mirage arcana, slay living, spell resistance, true seeing,
6th DC81, at will —antimagic field, create undead, find the path, heal, mislead,
7th DC82, at will —destruction, legend lore, regenerate, repulsion, screen, spell turning,
8th DC83, at will —create greater undead, cure critical wounds (mass), discern location, invisibility (mass), mind blank, moment of prescience, protection from spells,
9th DC84, at will —create demiplane (greater), foresight. heal (mass). mage’s disjunction. miracle. time stop. wail of the banshee.
Special: Maximize & Quicken auto-applied to all spell-like abilities
Channel Positive Energy (SU)
40/Day 10d6 (DC 57)
Special: Instant Channel (E), Quick Channel, Selective Channel
Lay on Hands (SU)
72/Day 35d6
Touch attack +95 35d6 Positive Damage
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Statistics
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Attributes
Str 80 (+35) Dex 84 (+37) Con 80 (+35) Int 76 (+33) Wis 78 (+34) Cha 85 (+37)
BAB +56; CMB +94; CMD 221
Special: +38 (+18 Divine +19 Luck +1 competence) to attribute checks; +6 luck bonus to CMD during surprise rounds (Fated)
Feats: Absolute Attack, Absolute Spell, Absolute Two-Weapon Fighting, Arcane Savant, Awareness, Craft Epic Magic Arms & Armor, Craft Epic Staff, Craft Epic Wondrous Items, Craft Magic Arms & Armor, Craft Staff, Craft Wand, Craft Wondrous Items, Diehard, Elephant in the Room Feats, Empower Spell, Endurance, Enduring Spell, Epic Spellcasting, Extend Spell, Force Spell, Forge Epic Ring, Forge Ring, Great Fortitude, Greater Spell Penetration, Greater Two-Weapon Fighting, Heighten Spell, Ignore Material Components, Improved Combat Casting, Improved Counterspell, Improved Critical (Scimitar), Improved Heightened Spell, Improved Metamagic X3, Instant Channel, Internalize Power, Iron Will, Legendary Merchant, Legendary Tracker, Lightning Reflexes, Magic Item Focus, Magic Item Mastery, Magic Item Specialization, Master Mage, Master Thief, Maximize Spell, Multispell X4, Mythic Heighten Spell, Mythic Improved Critical (Scimitar/ Heavy Blades), Mythic Quick Draw, Mythic Spell Lore, Mythic Spell Penetration, Mythic Weapon Focus (Sheers/ Scimitar/ Heavy Blades), Perfect Spell, Perfect Two-Weapon Fighting, Quick Channel, Quick Draw, Quicken Spell, Reach Spell, Reactive Counterspell, Selective Channeling, Selective Spell, Silent Spell, Skill Focus (Stealth), Spell Focus (All), Spell Penetration, Spontaneous Metamagic, Stealthy, Still Spell, Tenacious Magic, Toughness, Two-Weapon Fighting, Vast Spell, Wand Lore, Wand Mastery, Wand Savant x3, Weapon Focus (Heavy Blades), Weapon Focus (Heavy Blades), Widen Spell, Wield Oversized Weapons
Skills: Acrobatics +160, Appraise +186, Bluff +173, Climb +160, Craft (Boneworking) ) +150, Craft (Cloth) (BG) +151, Craft(Leather) +150, Diplomacy +175, Disable Device +184, Disguise +173, Escape Artist +172, Fly +184, Handle Animal +156, Heal +151, Intimidate +156, Kn (Arcana) +169, Kn (Dungnr) +169, Kn (Engnr) +169, Kn(Geog) +169, Kn (History) +169, Kn (Local) +170, Kn (Martial) +169, Kn (Nature) +169, Kn (Nobles) +170, Kn (Planes) +173, Kn (Religion) +169, Linguistics +151, Perception +164, Perform (Oratory) (BG) +156, Perform (Sing) +104, Profession(Soothsayer) +184, Profession(Barber) +151, Profession(Midwife) +151, Profession(Engineer) +151, Profession(Siege Engineer) +151, Ride +151, Sense motive +188, Sleight of Hand +195, Spellcraft +196, Stealth +241, Survival +152, Swim +177, Use Magic Device +188
Special: Hard to Fool, Quarry (Improved Quarry, Shadow Prey), Slayer Camouflage (Dis),Terrain Mastery (Dis), Track, Trap Sense +6, Trap Spotter, Trapfinding
Special Qualities: Archmage Arcana(Wild Arcana(/i), Champion Strike ([i]Sudden Charge) Deific Abilities ( AC Bonuses, Alter Reality, Automatic Actions, Block Sensing, Bypass Damage Reduction , Create Items, Damage Reduction, Divine Aura , Domains (Death, Fate (Luck), Healing, Knowledge, Magic, Solitude (Protection) Trickery), Domain Powers, Familiar, Grant Spells, Immortality, Immunities, Portfolio, , Possessions, Portfolio Sense, Senses, Speed, Spontaneous Casting, Remote Sensing, Resistances, Spell-Like Abilities, Spell Resistance, Saving Throws, Travel ), Mythic Basics (Bonus Hit Points, Hard To Kill, Mythic Power (15 MP), Surge 1d8, Ability Scores, Amazing Initiative, Recuperation, Mythic Saving Throws), Mythic Path Abilities( Beyond Morality, Destroyer, Fleet Warrior, Impossible Speed, Resilient Arcana, To the Victor), Mythic Spells, Mythic Tradition (Bathed in the Positive), Salient Divine Abilities (annihilating strike, automatic metamagic (x3), craft artifact, divine blast, divine spellcasting, extra domain, extra energy immunity, eldritch knowledge, increased damage reduction, increased spell resistance (x2), life drain, mass divine blast, power of luck, supreme damage reduction, supreme eldritch knowledge) , Slayer (Ankou’s Shadow) Features(Ankou’s Vision, Blood Reader, Evasion, Fast Stealth, Hard to Fool, Master Slayer, Quarry (Improved Quarry, Shadow Prey), Shadow Doubles (4 doubles, split actions, unseen servant, unfettered Shadows), Slayer Camouflage (Dis), Slayer’s Advance 2/day, Slow Reactions, Sneak Attack +7d6, Terrain Mastery (Dis), Track, Trap Sense +6, Trap Spotter, Trapfinding, Woodland Stride), Sorcerer Features(Bloodline Arcana (Destined), Destiny Realized, Eschew Materials, Fated +5, It Was Meant To Be (2/day), Touch of Destiny, Within Reach)
Gear:
Internalized items: Belt of Epic Physical Perfection +12, Headband of Epic Mental Perfection +12, Cloak of Epic Resistance +12
External gear: 2,500,000 worth of diamonds/diamond dust, Anchoring Belt, Appointed Death x2, Disastrous Death, Ebon Wayfinder, Eyes of Fire, Feet of Water, Hands of Earth, Hurricane Crown, Impending Death, Ioun Stone (Orange Prism), Ioun Stone (Pale Green Prism), Mantle of Great Stealth, Mask of Piercing Sight, Merciful Death, Orb of Epic Knowledge, Periapt of Perfidy, Reaping Death, Ring of Everlasting Life, Ring of Wizardry XX, Robe of the Master Magi, Stalking Death, Sudden Death, Vandal Bandana, Wings of Air, 2,195,401,780 gp
Wands (SL 10, CL 21) : Wand of extended aroden's spellbane, Wand of extended defensive sphere, Wand of extended delayed blast disintegrate, Wand of extended downdraft, Wand of extended duplicate, Wand of extended greater maze, Wand of extended mass hold monster, Wand of extended mass icy prison, Wand of extended summon monster IX, Wand of extended time stop, Wand of extended toxic breath, Wand of extended vorpal scythe, Wand of extended wall of nothingness, Wand of extended wall of suppression, Wand of extended winds of vengeance, Wand of extended world wave, Wand of heightened (lvl 10) interplanetary teleport, Wand of heightened (lvl 10) massacre, Wand of heightened (lvl 10) petrifying wave, Wand of heightened (lvl 10) wave of petrification, Wand of heightened (lvl 10) web of fate, Wand of heightened (lvl 10) wyrmfold, Wand of maximized red dragonfly swarm, Wand of maximized umbral strike, Wand of reach (close range) bestow malediction, Wand of reach (close range) undo, Wand of reach (long range) gate, Wand of reach (long range) inescapable shackles, Wand of reach (long range) unmind, Wand of reach (long range) wail of the banshee, Wand of reach (medium range) freedom, Wand of reach (medium range) mage's disjunction, Wand of reach (medium range) relive, Wand of reach (medium range) silent ruination, Wand of reach (medium range) transmute blood to acid, Wand of reach (short range) evulsion
Ioun Stones: dark blue rhomboid ioun stone, dark green rhomboid ioun stone, deep brown sphere ioun stone, emerald ellipsoid ioun stone x100, iridescent spindle ioun stone, lime green prism ioun stone, marble sphere ioun stone, ochre spindle ioun stone, orange prism ioun stone, pale green prism ioun stone, pale turquoise prism ioun stone, pearlescent pyramid ioun stone, scarlet and green cabochan ioun stone, tan ellipsoid ioun stone
Special: Items protected by Magic Item Mastery, Magic Item Specialization, All items were crafted/created by Murraghyn and have the properties of artifacts, Wand Lore (use own CHA mod), Wand Mastery (use own CL), all items immune to catching fire
Orb of Epic Knowledge
When commanded, this small lumpy grey orb resembling a tiny brain floats around the user’s head similarly to an Ioun stone.
While this orb is active, it adds a +20 competence bonus to all Knowledge checks and Spellcraft checks the user makes.
Market Cost +20 bonus 20*20*100 +(20*20*100*0.75) + ((20*20*100*0.5)*8) = 250,000 No Item Space *2 = 500,000 gp CL30 Requirements: craft epic wondrous items, creator must have at least 20 ranks in all core knowledge skills and in spellcraft
Mask of Piercing Sight
This mask appears as a simple tanned leather face-covering mask. When donned, the mask changes its appearance to match that of the wearer’s face and confers on the wearer the effects of the revelation and x-ray vision spells from 1001 spells at CL 40 with all values/ranges of sight doubled, thus the true seeing conferred has a range of 240 feet, the user may study a 20 foot cube with the revelation function, and the x-ray vision penetrates 32 ft/round up to 160 ft of organic animal matter, 16 ft/round up to 160 ft or organic plant matter, 8 ft/round up to 80 ft of stone, or 8 inches per round up to 80 inches of iron, steel, or other