Whitechapel, the Blinded Truth (3.5e Vestige)

Whitechapel, the Blinded Truth
Summary::Those who poke around forbidden tomes and ancient evils usually end up dead or worse, and the wise leave such things well alone. One man was to be another of the unfortunate former group when equally unspoken forces spirited him away, but they left something behind...

Level: Level::2

Binding DC: 20

Special Requirement: Must be summoned on the prime material plane.

Legend
In certain settings and upon certain worlds unspeakable eldritch evils lay sleeping just below the veil of sanity in the world. These places invoke stories such as those of Cthulthu or Yog Sothoth and in these tales the poor souls either leave all well alone or end up with an unfortunate end. Such was the story of a man named Whitechapel. The details of what he saw or how he saw it change from story to story, but they always manage to end the same; a narrow escape from a terrible fate, and the truth shrouded in mystery. And the truth is that the protagonist was real, as was his escape. But he was not fated to survive, he has delved too deep. Were it not for forces equally as alien and dangerous as the once he faced he would have and should have died there or worse, and in a sense he did. For as eldritch nightmares played tug of war on body and soul he left a fragment of himself behind. The elder evils saw this scrap, this mere fragment of humanity and sanity and found it useless, throwing it away into the nothing that surrounded reality and leaving the actual Whitechapel "alive", but not entirely whole and never entirely the same again.

Thus an echo of Whitechapel was created at the edge of existence, a pale fragment which barely knows who or what it used to be and is surrounded, and yet at the same time shielded, by terrible fiends from beyond time and space. Through binding it finds brief release from the endless piping and squamous tentacles which make up its mad existence, and it seeks nothing more than to bind itself tightly to the material world it once was part of.

Manifestation
The binder hears the monotonous piping of some distant chorus of flutes and his vision distorts until he is able to see both what is in front and what is behind him. Somewhere in the middle of here and there human hands grip at the edges and squeeze through, dropping a middle aged human with long and unkempt hair and beard and eyes wide and wild, and clearly blinded by a milky white film that seems to shift color and hue slowly. He opens his mouth to speak, but only tentacles come out waving in the air and the hissing of cold air. In spite of the alien tongue, you understand his meaning; a contract so that he may be part of his normal world again.

Sign
Your breath is always freezing cold and your eyes appear to be glassy and blind. It does not affect your vision.

Influence
You seek to remain on the material plane at all costs, and refuse to take extradimensional trips, even briefly. As such you refuse to plane shift or teleport (as it brings you to the astral plane).

Aberrant Tongue
You may speak to any aberration regardless of language (or lack of language).

Foggy Mind
Your mind simply cannot comprehend forces which would affect you mentally. You gain a saving throw every round against mind-affecting effects for as long as the duration lasts, regardless if it offered a saving throw initially or not (in which case it now offers a Will save).

Haunted
You gain an unseen servant which acts under your mental command, and moves at your speed. If destroyed it can be reformed as a free action next round. It is invisible as normal, but those who do see it (through true seeing) say its shape is anything but sane.

Safety Blinds
If exposed to a harmful effect which relies on sight (such as a gaze attack, symbol spell, and similar) you have a 50% chance of avoiding it, and a 100% chance of avoiding it if averting your eyes (as opposed to 50% as usual).

Touch of Madness
You may make a touch attack that briefly exposes the creature's mind to things beyond. They must make a Will save or become confused for 5 rounds. Once you have used this ability successfully you cannot use it again for 5 rounds, otherwise you may try again next round. This is a mind-affecting effect.