Tarot Specialization [Special

Diligent study allows you to master a tarot card and forgo its use as a focus.

Prerequisites: Tarot mage, Int 15+.

Benefit The tarot mage has studied the images and significance of a particular card with such dedication that they are burned into his her brain. The tarot mage can now cast one of the spells that requires the card without having to use it as a focus. This feat may be taken repeatedly to master the different cards, or for the same card to develop the different spells associated with it. There are some restrictions:

the tarot mage can only use this for a card that she has in hisher possession, and this can only be used to specialize with the minor arcana.

Special:

The tarot mage \ cannot use the \ feat Silent

Spell in conjunction with this specialization. For a given spell, the tarot mage must use at least one of the components.

TARpi-i[lAGE A8 APRESiiGE CLA88:

Some GMs may wish to use the tarot magic system but not incorporate a new class. In this case, the tarot mage can be used as a prestige class. We have decided to supply the GM with options. The first allows the tarot spells from System One to be incorporated into the tarot mage prestige class. The second is designed for those GMs who only want to use the core spells and not introduce a new magic system. While most of the descriptions of the tarot mage prestige class are the same for both options, when there is a difference in use, it will be noted.

ÎAR0t IjlAGE PREStiGE CLA88 PR0GRE88iOIl

Tarot Mage:

Tarot mages, those who learn to manipulate the mystic tarot cards, are a very specialized school. The tarot mage can use and create magical cards as spell foci from which she can cast spells. ShHe combines the arcane methods of both the wizard and the sorcerer. As the wizard needs his her spellbook to memorize a spell, the tarot mage needs the special cards to focus the magical energies. However, as a sorcerer is free to cast any spell known without preparing it ahead of time, so too can the tarot mage cast any spell associated with the card or combination of cards, as long as she has the appropriate level.

The tarot mage is part performer and part spell-caster. The tarot mage often uses his her knowledge of the accepted meanings of the cards and a keen sense of psychology to perform readings for interested individuals. Many a tarot mage has become famous for being able to reach into a stranger's past and then predict future events. Because of this, many seek out the tarot mage, either to inquire into the their destinies or to prevent the occult-using mage from infecting the general populace. Many cultures view the tarot mage and the mystic cards she uses with suspicion and disdain.

Wizards, sorcerers and bards are the most likely to become a tarot mage. The performance side of the tarot reading appeals to the bard, while the new and powerful path of magic lures many wizards and sorcerers. Rogues have been known to become tarot mages after studying a bit of magic. Many rogues use the gifts of the tarot mage to turn a profit and con as many subjects out of their fortunes as possible. Clerics, druids and paladins rarely become tarot mages because of the occult nature of the magic and its history, and the idea of defining and controlling nature through an image.

Hit Die: d4

Requirements: To qualify to become a tarot mage, a character must fulfill all of the following criteria. Ability to cast arcane spells of at least 3rd level. Knowledge (tarot): 5 ranks Perform (tarot reading): 3 ranks

Class Skills:

The tarot mage's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy

Class

Base

Fort

Ref

Will

Special

Level

Attack Bonus

Save

Save

Save

1

+0

+0

+0

+2

Craft Minor Arcana, Tarot Spell 1

2

+1

+0

+0

+3

Tarot Combination Specialization,

Tarot

sPel1

3

+1

+ 1

+1

+3

Tarot Spell 3

+2

+1

+1

+4

Tarot Combination Specialization,

Tarot

Spell 4

T

+2

+1

+1

+4

Craft Major Arcana, Tarot Spell 5

6

+3

+2

+2

+5

Tarot Combination Specialization,

Tarot

Spell 6

7

+3

+2

+2

+5

Tarot Spell 7

8

+4

+2

+2

+6

Tarot Combination Specialization,

Tarot

Spell 8

+4

+3

+3

+6

Tarot Spell 9

10

+5

+3

+3

+7

Tarot Combination Specialization

-S

(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (tarot) (Int), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class features:

All of the following are class features of the tarot mage prestige class.

Weapon and Armor Proficiencies: Tarot mages gain no new proficiency.

Special Abilities and Feats:

Spells: For those GMs who wish to allow the prestige class to be able to cast tarot spells (see Chapter 3, System One) as well as the normal spells, the tarot mage can learn both spell lists. However, for those who wish to stay away from the tarot spells and only use the core spells (see Chapter 3, System Two), the tarot mage learns the patterns of the cards and how they can be used to harness the arcane power.

Tarot Spell: As the tarot mage advances within this prestige class, she begins to harness more and more power with the cards. The tarot spell ability allows the tarot mage to cast spells from the appropriate level (Tarot Spell 1

can cast lst-level spells and Tarot Spell 5 can cast 5th-level spells). Of course the tarot mage must be of a high enough level to cast that level of spell. For example, a

Wiz5/Tarot Mage4 would only be allowed to cast 3rd-level spells. The only exception to this rule is if the individual has spell bonuses because of a high Intelligence or Charisma. If the above tarot mage above had an Intelligence of 18 or higher, she would be able to cast 4th-level tarot spells (due to his her Tarot Spell 4 ability), although the number of 4th-level spells would depend on the number of bonuses.

One of the major advantages of pursuing the tarot mage prestige class, even for those who cannot use System One, is that the mage learns how to focus arcane power through the tarot card and no longer requires

other material spell components or somatics. Only the focus, the card, and a verbal directive are required. With practice and experience, the tarot mage can forgo the need for the card altogether (see Tarot Combination Specialization below).

Tarot Combination Specialization: By taking this specialization the tarot mage has memorized a tarot card (System One), or a combination of tarot cards (System Two), so completely that she no longer needs the cards as a focus to cast a particular spell. If using System One, the tarot mage must designate which spell has been memorized for that particular card. For example, the Page of Swords has three spells associated with it: secrets, diplomacy, and summon small air elemental. A tarot mage, by selecting tarot combination specialization, can choose to memorize the patterns for secrets. If the mage wishes to memorize the patterns for diplomacy, she would have to take the specialization a second time.

If using System Two, the combination of cards is also restricted to one spell even when the different combinations of cards can cast multiple spells. Also, the tarot mage cannot use this to memorize the combination of more than two cards. For example, the wish spell requires five cards (a 10 of any suit and a combination of page, knight, queen and king from the four suits). This combination could not be memorized.

Note: The tarot mage cannot use the feat Silent Spell in conjunction with this specialization. At least one of the spell components must be used to cast a spell.

Examples of the Tarot Mage:

The first example shows a tarot mage class character. The player wanted to explore the world of tarot and decided to not mimic the typical battle wizard approach to spellcasting. Instead, she created Jarlanna, an elven tarot mage fascinated by the divinatory power of the mystical cards. During character creation and some solo adventures that followed, Jarlanna left the safety of the elven homeland and journeyed with a band of gypsy-like peoples. They taught her more of the tarot and told her tales of a powerful group, the Montalvo Society, that used the magical cards to predict the future and guide the world away from ultimate doom. Jarlanna discovered hints and rumors of the society's locale but has yet to find them. The society, however, has found her and placed an agent (a seemingly rough and severe fighter) in her party. The society is testing Jarlanna to determine if she should be admitted to the society.

Jalanna Graydawn

Female elf Tarot Mage5: CR 5; Medium-size humanoid (elf); HD 5d4+10 (22 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 ring of protection-, touch 14, flat-footed 12); BAB +2; Atk +4 melee (ld4+2, crit. 19-20/x2, +1 dagger); Face/Reach 5 ft. by 5 ft./5 ft.; SA Spells; SQ Elven traits; AL NG; SV Fort +3, Ref +3, Will +5; Str 12, Dex 15, Con 14, Int 18, Wis 12, Cha 14.

Languages: Common, Draconic, Elven, Gnome, Goblin, Sylvan.

Skills and Feats: Bluff +8, Concentration +6, Diplomacy +4, Knowledge (arcana) +8, Knowledge (nature) +6, Knowledge (tarot) +12, Listen +3, Perform (tarot) +10, Scry +6, Search +6, Sense Motive +54, ^ Spellcraft +12, Spot +3; Craft Minor Arcana,

Heighten Spell, Tarot Specialization (6 of Swords, progress in consciousness).

Elven Traits (Ex): Immune to sleep effects, low-light vision, +2 saves vs. Enchantment, automatically attempt Search check on secret doors within 5 ft., proficient with longsword, proficient with short-bow, longbow, composite longbow, and composite shortbow. Gear: +1 dagger, +2 ring of protection. Tarot Mage Spells Known (4/4/3/2; DC 14 + spell level): 0-level—daze, detect magic, disrupt undead, mage hand, ray of frost, read magic. 1st—boldness, charm, comfort, dedicated, intuition, moderation, success. 2nd—^anger, confidence, courage, depression, goals understood, harmony, passion, progress in consciousness, risk, struggle, tears. 3rd—action.

Tarot Cards: 2 of Wands (boldness, courage, intuition), 3 of Wands (confidence), 7 of Wands. 8 of Wands [harmony), 9 of Wands, 10 of Wands, Page of Wands, King of Wands (passion), 3 of Cups (comfort), 5 of Cups (anger, depression), 6 of Cups (tears), 7 of Cups, 8 of Cups, 10 of Cups (passion), Knight of Cups (dedicated), 3 of Swords (tears), 4 of Swords, 5 of Swords, 6 of Swords (progress in consciousness). King of Swords, Ace of Pentacles (success), 2 of Pentacles (moderation, struggle), 7 of Pentacles (action, success), Page of Pentacles (charm). The Fool (risk), The Chariot (success), The Hermit (goals understood), Death.

Description: Jalana Is a very thin elven female with long, black hair and silver eyes. She does

not smile often, holding a contemplative look on her face most of the time. When forced to travel with those she is not familiar, Jalana will keep very quiet and study the others until she knows whether to trust them or not.

Motives: Jalana seeks to improve her divinatory abilities through the use of the tarot. The rumors of the Montalvo Society have captured her interest, and she pursues the truth behind the stories.

Tactics: Jalana will attempt to use her powers to avoid conflict. If faced with hostility, she will use her enchantments to control the minds of those who wish her harm. If all else fails, she will use her few offensive spells such as tears and her dagger to counter the attack.

The second example is a tarot mage as a prestige class. Breetay's player wanted a tarot mage from the start, but in this campaign the tarot mage is a prestige class; Breetay needed experience to enter the world of the tarot mage. The player had Breetay take as many skills such as Knowledge (tarot) as possible to ready himself once he had the prerequisites. Traveling and exploring, Breetay unearthed clues to the whereabouts of some of the cards of the Marvelous Deck of Celeste but has yet to discover any.

Breetay

Male human Wiz6/Tarot Mage3: CR 9; Medium-size humanoid; HD 9d4+18 (40 hp); Init +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 bracers of armor, touch 12, flat-footed 14); BAB +4; Atk +4 melee (ld6, crit. 20/x2, +1 quarterstaff) or +8 ranged (ld4+l, crit. 19-20/x2, 10 ft., +2 dagger); Face/Reach 5 ft. by 5 ft./5 ft.; SA Spells; AL CG; SV Fort +4, Ref +4, Will +5; Str 8, Dex 14, Con 15, Int 18, Wis 10, Cha 13.

Languages: Abyssal, Common, Dwarven, Elven.

Skills and Feats: Alchemy +11, Escape Artist +4, Hide +2, Intuit Direction +1, Knowledge (arcana) +9, Knowledge (nature) +10, Knowledge (tarot) +12, Listen +4, Move Silently +4, Perform (tarot) +12, Scry +13, Sense Motive +6, Spellcraft +10, Spot +4; Brew Potion, Craft Minor Arcana, Empower Spell, Run, Scribe Scroll, Spell Mastery (charm person, levitate, lightning bolt), Still Spell, Tarot Combination Specialization (4 of Swords-Page of Swords lightning bolt), Tarot Spells 1, Tarot Spells 2, Tarot Spells 3.

Gear: +4 bracers of armor, +2 dagger, +1 quarterstaff, spell component pouch.

Wizard Spells Prepared (4/4/4/3; DC 14 + spell level): 0-level—detect magic, detect poison, flare, read magic. 1st—change self, charm person, sleep, undetectable aura. 2nd—b/ur, invisibility, knock, darkvision. 3rt—flame arrow, lightning bolt, slow.

Spellbooks: 0-level—arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mend ing, open/close, prestidigitation, ray of frost, read magic, resistance. 1st—burning hands, change self, charm person, detect undead, shield, sleep, undetectable aura.

2nd—blur, darkvision, invisibility, knock, levitate. 3 rd— flame arrow, haste, hold person, lightning bolt, slow.

Tarot Spells Known (spells cast count against wizard spells per day; DC 14 + spell level): 0-level— arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance. Is*-—burning hands, change self, charm person, shield, sleep, undetectable aura.

2nd—blur, invisibility, levitate. 3rd—flame arrow, hold person, lightning bolt.

Tarot Cards: Ace of Wands, Ace of Swords, Ace of Cups, Ace of Pentacles, 2 of Pentacles, King of Pentacles, 2 of Cups, Page of Cups, Knight of Cups, Queen of Cups, King of Cups, 2 of Wands, Page of Wands, 3 of Cups, 3 of Pentacles, 4 of cups, 4 of Pentacles, 4 of Swords, Page of Swords, 5 of Cups.

Note: If Breetay gains another level of tarot mage before he adds to his level of wizard, he will be able to cast one 4th-level spell due to his Intelligence score and Tarot Spell 4 ability.

Description: Breetay does not look the part of a wizard. While not strong, he is lean and athletic. Breetay tends to dress in rough, outdoor garb. Even the quarter-staff he carries more closely resembles a walking stick than a wizard's staff. Breetay is easy going and enjoys the company of others. He performs tarot readings to amaze and delight an audience.

Motives: Breetay adventures to gather more experience, knowledge and ability with the tarot. At times he will join a group just to enjoy the company of others, but always, he seeks more information about the Marvelous Deck of Celeste.

Tactics: Breetay is not foolish when it comes to battles. He knows his physical limitations and lets the warriors place their bodies in harm's way while he supports them with offensive spells. Afterwards, he enjoys sitting back and recounting the heroic deeds he and the others performed during the fight.

This book presents two systems using tarot cards. System One allows the PC to be more opened-ended with the magic system and may not be suitable to all GMs. The System Two converts the traditional sorcerer/wizard spells and associates them with the minor arcana.

System One:

Tarot cards have multiple meanings that the tarot mage can manipulate to react to different situations. As the tarot mage becomes more and more familiar with the powers of the cards (i.e. gains experience and levels), she is better able to manipulate the cards and develop multiple spells with them.

Major Arcana:

For game purposes, the major arcana are usually more powerful when dealing with magic cast on one's self. While there are a few major arcana that affect others, the majority of the cards are better suited to enhance the powers of the spellcaster.

A tarot mage can tap into the raw power of one major arcana card at a time. When the card is tapped, it bestows a bonus to one or more of the mage's abilities. The ability affected is determined by the card (see the BOLD ability score in the descriptions below). Note that the World card affects all of the abilities. The mage receives a +2 enhancement bonus for 1 hour + 1 hour/ class level of the tarot mage. During this time the tarot mage may use other major arcana to cast spells but may not activate another card to gain a different ability increase. The tarot mage must wait for the duration of the tap to end before tapping another card.

0. The Fool (journey, discovery, risk; affects Wisdom)

1. The Magician: (power, skill, trickery, affects Intelligence)

2. The High Priestess (compassion, emotional balance;

affects Wisdom)

3. The Empress (fertility and gain, preservation, protection; affects Constitution)

4. The Emperor (action, authority, discipline; affects Charisma)

5. The Hierophant (assuredness, divine magics; affects Charisma)

6. The Lovers (harmony, romance; affects Charisma)

7. The Chariot (success, travel; affects Constitution)

8. Justice (balance, responsibility; affects Wisdom)

9. The Hermit (goals understood, spiritual awakening; affects Wisdom)

10. Wheel of Fortune (good luck, prosperity, affects Intelligence)

11. Strength (willpower; affects Strength)

12. The Hanged Man (calm, patience; affects Wisdom)

13. Death (change, death; affects Intelligence)

14. Temperance (moderation, balance; affects Intelligence)

15. The Devil (disease, outsider, affects Intelligence)

16. The Tower (alter life; affects Strength)

17. The Star (health, regeneration, resurrection; affects Constitution)

18. The Moon (deceit, dream power, affects Dexterity)

19. The Sun (achieve goals, harmony; affects Constitution)

20. Judgment (emotional freedom, forgiveness; affects Charisma)

21. The World (completeness, success; affects Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma)

Minor Arcana:

Pentacles: Earth (corresponds to the suit of Diamonds)

The suit of the pentacles is most powerful when dealing with the physical world and the senses. This suit corresponds to the arcane schools of Conjuration and Transformation.

Ace: (health, prosperity, success) Two: (duality; moderation, struggle) Three: (growth, material gain, strife) Four: (legacy, protection, starting over, strength of mind) Five: (control weather, failure, rebirth) Six: (cooperation, duplicate riches, energy unleashed) Seven: (action, resources, success) Eight: (affect environment, charm, pleasure,) Nine: (business gains, charm, projects realized) Ten: (monetary gains, physical reward, satisfaction) Page: (charm, feeblemlnd, summon minor earth elemental)

Knight: (clairaudience, enhance physical trait, summon medium earth elemental)

Queen: (healing magic, summon huge earth elemental, vigor)

King: (physical power, resources, summon elder earth elemental)

Cups: Water (corresponds to the suit of Hearts)

The seat of Cups power is emotional control. This suit corresponds to the arcane schools of Enchantment and Illusion.

Ace: (ecstasy, emotions, love spell) Two: (marriage, emotional balance, reconciliation) Three: (comfort, healing magic, shared love) Four: (anger, emotional rewards, illusory attack) Five: (anger, depression, suffer) Six: (emotional healing, gift, tears) Seven: (dread, greed, paranoia) Eight: (emotional stability, fatigue, rest) Nine: (enjoyment, fulfillment, satisfaction) Ten: (emotional maturity, desires satisfied, passion) Page: (courage, expression, summon small water elemental)

Knight: (dedicated, motivated, summon medium water elemental)

Queen: (rejoicing, summon huge water elemental, talented)

King: (leader; persuasive, summon elder elemental)

Swords: Air (corresponds to the suit of Spades)

The most aggressive battle magic comes from the suit of Swords. At the same time, the Swords deal with intelligence and understanding. This suit corresponds to the arcane schools of Evocation and Necromancy.

Ace: (clarity, increase knowledge, insight) Two: (blast, clairvoyance, mental balance) Three: (tears, upheaval)

Four: (banishment, logic, rest after war) Five: (confusion, conquest, mental speed) Six: (emotional aid of mental effort, journey for oth ers, progress in consciousness) Seven: (good advice, spying)

Eight: (combine ideas, greater understanding, sickness) Nine: (death, deception, misery) Ten: (closed thought, disruption, success) Page: (diplomacy, secrets, summon small air elemental) Knight: (courage, defender, summon medium air elemental)

Queen: (summon huge air elemental, teacher, widow maker)

King: (military intelligence, protector, summon elder air elemental)

Wands: Fire (corresponds to the suit of Clubs)

Wands have great power of the spiritual energies. This suit corresponds to the arcane schools of Abjuration and Divination.

Ace: (good/evil energy I, outset, spiritual centering)

Two: (boldness, courage, intuition)

Three: (combining forces, confidence, hope)

Four: (good/evil energy II, peace, rest after labor)

Five: (personal doubt, rashness, spiritual doubt)

Six: (good news, harness spiritual powers, victory)

Seven: (adjust beliefs, certain success, spiritual strength)

Eight: (harmony; good/evil energy III, purpose)

Nine: (overcome, redemption, resources, spiritual strength)

Ten: (spirit mastery, spiritual growth, test by fire) Page: (inquisitive, messenger, summon small fire elemental)

Knight: (ardent investigator, spirit warrior, summon medium fire elemental)

Queen: (metaphysics, success, summon huge fire elemental)

King: (passion, spiritual advisor, summon elder fire elemental)

Spells Available with System One:

Level 0 (Cantrips) USE CANTRIPS FROM PHB

Level 1

Boldness (2 of Wands): Allies gain + 2 to Will saves but suffer - 2 penalty to AC. Allies can fight below 0 hit points.

Calm (The Hanged Man): Similar to calm emotions. Charm (8 of Pentacles or 9 of Pentacles or Page of Pentacles): Similar to charm person. Comfort (3 of Cups): Removes physical and mental pain but the target suffers a - 4 penalty from being disconnected from his her senses.

Dedicated (Knight of Cups): Target receives a +2 bonus to a Craft skill.

Diplomacy (Page of Swords): Target receives a +2 bonus to Diplomacy checks.

Emotional Rewards (4 of Cups): Target receives a +2 bonus to Wisdom score.

Enhance Physical Trait (Knight of Pentacles): Target receives a +2 bonus to either Strength, Dexterity or Constitution.

Enjoyment (9 of Cups): NPCs reaction roils gain a +3 bonus and targets receive a +2 bonus to resist fear and despair.

Good Advice (7 of Swords): Caster can ask one yes/no question.

Good/evil energy I (Ace of Wands): Good or evil-aligned bolt does ld6 damage per level to neutral targets and ld6+2 damage per level targets with opposite alignments.

Good News (6 of Wands): Shows the best possible outcome of a particular action.

Insight (Ace of Swords): Detects the alignment of others. Intuition (2 of Wands): Caster gains a +2 bonus to Sense Motive checks to detect lies.

Moderation (Temperance or 2 of Pentacles): Targets gain a +2 bonus to resist spells and situations that affect the emotions.

Personal Doubt (5 of Wands): Targets suffer -1 penalty to all rolls.

Physical Rewards (10 of Pentacles): Target gains a ld3 bonus to Strength, Dexterity or Constitution. Power (The Magician): Increases the caster's effective level by 1 for spell effects.

Protection (The Empress or 4 of Pentacles): Similar to mage armor.

Success (The Chariot or The World or 7 of Pentacles or 10 of Swords or Queen of Wands): Allies gain a +1 bonus to attacks and saving throws.

Anger (4 of Cups or 5 of Cups): Targets suffer a -1

penalty to all actions. NPCs reactions become hostile.

Balance (Justice or Temperance): Up to 3 creatures gain a +2 bonus to Will saving throws.

Clarity (Ace of Swords): Caster's senses can penetrate fog and other obstacles, or the caster gains a + 2 bonus to Listen and Spot checks.

Compassion (High Priestess): Targets can take no aggressive action toward others.

Confidence (3 of Wands): Targets gain a +2 bonus to all actions.

Cooperation (6 of Pentacles): Allows for sharing of thoughts and skills.

Courage (Page of Cups or Knight of Swords or 2 of

Wands): Targets gain a +2 bonus against fear and +2

bonus to attacks and skill checks.

Deceit (The Moon): Targets will believe the caster.

Depression (5 of Cups): Similar to emotion [despair].

Expression (Page of Cups): True emotions of targets are exposed.

Failure (5 of Pentacles): Targets suffer a -1 penalty to all rolls and may not be able to start a new action.

Goals Understood (The Hermit): Similar to augury.

Harmony (The Lovers or The Sun or 8 of Wands): Targets cannot initiate any hostilities.

Logic (4 of Swords): Target gains ld4+l points of

Intelligence for 1 hour per level.

Overcome (9 of Wands): Adds +20 to next ability or skill check.

Passion (10 of Cups or King of Wands): Lesser form of the spell, emotion.

Patience (The Hanged Man): Target gains a +2 bonus to resist effects of anger, rage or impulsiveness. Persuasive (King of Cups): Target gains ld4+l points of Charisma for 1 hour per level.

Progress in Consciousness (6 of Swords): Target gains a +4 bonus to Intelligence-based skill checks. Rashness (5 of Wands): Targets gain a +2 bonus to Strength and Constitution, a +1 bonus to Will saves but a -1 penalty to AC.

Risk (The Fool): All targets within the area of effect gain a +1 to attack and damage.

Satisfaction (10 of Pentacles or 9 of Cups): Halts 2d6 HD of creatures from taking any actions. Struggle (2 of Pentacles): Physical pain causes target to suffer -2 penalty to attacks, ability and skill checks. Tears (6 of Cups or 3 of Swords): Tears blur the vision of 3HD per level of creatures. They suffer -2 to vision related skill checks and have a 20% chance to miss foes in combat.

Vigor (Queen of Pentacles): Removes the effects of fatigue and subdual damage.

Level 3

Level 2

Action (The Emperor or 7 of Pentacles): Target gains +4 AC bonus and can take an extra partial action and

Level 4

can move a one and a half times his her normal rate. Affect Environment (8 of Pentacles): Caster is able to affect the weather within a 1-mile radius. Blast (2 of Swords): Bolt of magical force does ld6+l damage per level.

Clairaudience (Knight of Pentacles): Allows the caster to hear what is happening in a certain locale. Clairvoyance (2 of Swords): Allows the caster to see what is happening in a certain locale. Combining Forces (3 of Wands): Unites the Strength of allies within a 10-ft. radius.

Combine Ideas (8 of Swords): Unites the Intelligence of allies within a 10-ft. radius. Confusion (5 of Swords): Similar to confusion. Discipline (The Emperor): Targets gain a +2 bonus to saves verses spells that affect emotions and skills such as Bluff and Intimidate.

Discovery (The Fool): Target gains a +4 bonus to Search, Listen and Spot checks but a more vulnerable to spells that affect the senses.

Emotional Maturity (10 of Cups): Target gains a +4 bonus to Wisdom score.

Energy Unleashed (6 of Pentacles): Caster takes a number of d4 points of damage and deals an equal number of dl2 to creatures within a 25-ft. radius. Fatigue (8 of Cups): Weakens the target to the point of exhaustion.

Good/Evil Energy II (4 of Wands): Good or evil-aligned bolt does ld6 damage per level to neutral targets and ld6+2 damage per level targets with opposite alignments.

Good Luck (Wheel of Fortune): Allows the target to roll twice to perform an action.

Greed (7 of Cups): Targets become exceptionally greedy.

Healing Magic (Queen of Pentacles or 3 of Cups): Allows the caster to cast cure moderate wounds.

Health (The Star or Ace of Pentacles): Similar to remove disease.

Increase Knowledge (Ace of Swords): Target gains a +4 bonus to a specified skill.

Messenger (Page of Wands): Allows a message of 20 +5 per level characters to be sent to another individual on the same plane.

Motivated (Knight of Cups): Targets gain a +2 bonus to attacks, damage, saving throws, ability and skill checks. Pleasure (8 of Pentacles): Intense pleasure stuns the targets.

Purpose (8 of Wands): Targets gain a +3 bonus to Fortitude and Will checks and a +2 bonus to attack rolls. Rest (8 of Cups): Targets need only half the time to fully rest.

Rest after Labor (4 of Wands): Removes the effects of exhaustion and fatigue.

Rest after War (4 of Swords): Removes the effects exhaustion and fatigue and heals subdual damage. Shared Love (3 of Cups): Increases the targets' passion for a specified love interest.

Level 4

Assuredness (The Hierophant): Targets gain a +2 bonus to attacks and saving throws against fear and +2 to Bluff and Diplomacy checks.

Change (Death): Similar to polymorph other.

Deception (9 of Swords): Allows the caster to lie with impunity.

Disease (The Devil): Similar to contagion. Ecstasy (Ace of Cups): Targets' sense of euphoria prevents them from taking aggressive action. Emotion (Ace of Cups): Similar to emotion. Emotional Aid for Mental Trial (6 of Swords): After suffering a mental attack the target gains a +6 bonus to Will saves.

Emotional Balance (The High Priestess or 2 of Cups):

Target gains a +4 bonus to save versus Compulsion spells.

Emotional Stability (8 of Cups): Creates a moveable shield that provides a +2 bonus against Compulsion spells.

Hope (3 of Wands): A more powerful version of emotion [hope].

Illusory Attack (4 of Cups): Creates an illusory weapon that attacks with the caster's initiative and BAB. Inquisitive (Page of Wands): Target gains a +4 bonus to all sensory checks.

Journey (The Fool): Allows the caster to travel at twice the normal overland rate.

Mental Balance (2 of Swords): Targets gain a +4 bonus to Will saves.

Paranoia (7 of Cups): Targets become paranoid of all others.

Prosperity (Wheel of Fortune or Ace of Pentacles):

Increases the treasure and income of the target by 15%. Responsibility (Justice): Grants the target an air of dignity but also instills a sense of responsibility. Romance (The Lovers): Target falls in love with the caster.

Secrets (Page of Swords): Caster can send a secret message to a specified target.

Spiritual Centering (Ace of Wands): Negates the effects

Summon Small Air Elemental (Page of Swords):

Summons a small air elemental.

Summon Small Earth Elemental (Page of Pentacles):

Summons a small earth elemental.

Summon Small Fire Elemental (Page of Wands):

Summons a small fire elemental.

Summon Small Water Elemental (Page of Cups):

Summons a small water elemental.

Talented (Queen of Cups): Target gains a +2 bonus to all skill checks.

Trickery (The Magician): Target gains a +2 bonus to skills used to dupe others.

Willpower (Strength): Target gains a +2 to Will saves and may attempt to save again if under the effects of a spell.

Level 5

Level 6

Level 7

Level 5

Summons a Medium-size air elemental.

Summon Medium Earth Elemental (Knight of Pentacles):

Summons a Medium-size earth elemental.

Summon Medium Fire Elemental (Knight of Wands):

Summons a Medium-size fire elemental.

Summon Medium Water Elemental (Knight of Cups):

Summons a Medium-size water elemental.

Travel (The Chariot): Caster and allies can travel overland as if there were a road.

Victory (6 of Wands): Creates a circle of protection that moves with the caster and grants allies a +2 bonus to saving throws, AC and attack rolls.

Level 6

Level 7

Banishment (4 of Swords): Similar to banishment. Desires Satisfied (10 of Cups): Similar to limited wish. Dream Power (The Moon): Caster's dream image can travel around the caster's sleeping body. Emotional Freedom (Judgment): Target is immune to the effects of Compulsion spells and certain skills. Fulfillment (9 of Pentacles): Grants the target a +1 bonus to all rolls to achieve a tangible goal. Gift (6 of Cups): Creates a shadow illusion of an object. Can be used both offensively and defensively.

of many enchantment spells and can restore lost divine spellcasting ability.

Spiritual Doubt (5 of Wands): Targets suffer a -2 penalty to all actions and divine spellcasters may lose their ability to cast spells for duration of the spell. Spiritual Strength (7 of Wands or 9 of Wands): Target gains protection against the undead and necromantic magic.

Spying (7 of Swords): Similar to scrying. Strength of Mind (4 of Pentacles): Target gains a +3 bonus to Will saves versus Compulsion and Illusion spells.

Strife (3 of Pentacles): Targets suffer damage, ld4 per level, and suffer a -2 penalty to all physical actions. Teacher (Queen of Swords): Target can learn skills without finding a teacher.

Defender (Knight of Swords): Summons a guardian spirit that defends the caster.

Disruption (10 of Swords): Creates a bolt of force that does ld6 points of damage, 12d6 maximum. Duality (2 of Pentacles): Creates a material simulacrum of the target.

Duplicate Riches (6 of Pentacles): Duplicates up to 2,000 gp of coin or gems.

Feeblemind (Page of Pentacles): Similar to feeblemind. Growth (3 of Pentacles): Similar but more powerful than enlarge.

Journey for Others (6 of Swords): Same effect as journey but applies to the caster's allies as well.

Mental Speed (5 of Swords): Similar to haste but affects

Intelligence-based skills and spellcasting.

Misery (9 of Swords): Targets suffer a -4 penalty to all rolls and be stunned.

Peace (4 of Wands): Targets cannot initiate violence. Physical Power (King of Pentacles): Adds ld4+l to two of the physical abilities, Strength, Dexterity and Constitution.

Projects Realized (9 of Pentacles): Reduces the amount of time necessary to craft an item and grant the target a +4 bonus to the Craft skill being used. Rejoicing (Queen of Cups): Targets are overcome by the need to celebrate and will take no aggressive action. Resources (9 of Wands or 7 of Pentacles or King or Pentacles): Caster is made aware of the nearest treasure.

Spirit Warrior (9 of Wands): Summons a spirit that will fight the caster's enemies.

Spiritual Advisor (King of Wands): Caster contacts a spirit that will answer the caster's questions to the best of its ability.

Suffer (5 of Cups): Targets experience an emotional pain that causes physical pain, -2 penalty to all rolls and a -1 penalty for 5 rounds after the spell dissipates. Summon Medium Air Elemental (Knight of Swords):

Ardent Investigator (Knight of Wands): Creates a more powerful yet more limited version of scrying. Authority (The Emperor): Target gains a +6 bonus to Leadership.

Business Gains (9 of Pentacles): Target gains a +5 bonus to Profession skills when attempting to earn money. Certain Success (7 of Wands): Target gains a +20 bonus to his her next action.

Control Weather (5 of Pentacles): Similar to control weather.

Emotional Healing (6 of Cups): Negates the effects of 6th-level or lower Compulsion spells. Fertility and Gain (The Empress): Similar to plant growth. Love Spell (Ace of Cups): The spell forges a bond of love between two targets.

Outset (Ace of Wands): Similar to geas/quest. Outsider (The Devil): Summons up to 8 CRs of outsiders. Protector (King of Swords): Summons a powerful guardian spirit that defends the caster. Rebirth (5 of Pentacles): Similar to reincarnate. Spiritual Awakening (The Hermit): Target is able to cast certain domain spells.

Spiritual Growth (10 of Wands): Target gains ld6+l points of Wisdom. Clerics and paladins are better able to turn the undead.

Test by Fire (10 of Wands): After surviving a saving throw against fire, the target is immune to fire. Upheaval (3 of Swords): All living things within the spell's area take ld8+l per level.

Good/Evil Energy III (8 of Wands): Good or evil-aligned bolt does ld6 damage per level to neutral targets and ld6+2 damage per level targets with opposite alignments.

Greater Understanding (8 of Swords): Grants the target a temporary use of any one skill. Harness Spiritual Energies (6 of Wands): Harnesses the power from spirits to fuel extra spells. Military Intelligence (King of Swords): Allies gain a +4 bonus to initiative, attacks and AC during combat situations.

Preservation (The Empress): This spell preserves the corpse of a dead creature perfectly. Reconciliation (2 of Cups): This spell forges a friendship between enemies. Targets cannot take violent actions against one another.

Redemption (9 of wands): This spell removes the effects of curses, restores alignments and renews the link between a cleric and deity.

Regeneration (The Star): Similar to regenerate.

Summon Huge Air Elemental (Queen of Swords):

Summons a huge air elemental.

Summon Huge Earth Elemental (Queen of Pentacles):

Summons a huge earth elemental.

Summon Huge Fire Elemental (Queen of Wands):

Summons a huge fire elemental.

Summon Huge Water Elemental (Queen of Cups):

Summons a huge water elemental.

ers who will serve a specified leader. Resurrection (The Star): Similar to raise dead. Spirit Mastery (10 of Wands): Target is immune to any mind-affecting or illusory spell.

Summon Elder Air Elemental (King of Swords): Summons an elder air elemental.

Summon Elder Earth Elemental (King of Pentacles):

Summons an elder earth elemental. Summon Elder Fire Elemental (King of Wands): Summons an elder fire elemental. Summon Elder Water Elemental (King of Cups):

Summons an elder water elemental. Widow Maker (Queen of Swords): Creates a bolt of pure hatred and pain that does ld6 points of damage per level. The bolt will follow the target until it hits or the duration is spent.

Level 8

Achieve Goals (The Sun): Grants the target a +3 bonus to all rolls to achieve a tangible goal. Adjust Beliefs (7 of Wands): Caster can alter the alignment of a target.

Closed Thought (10 of Swords): Similar to mind blank. Conquest (5 of Swords): Creates a cone of energy that does 8d6 points of damage.

Divine Magics The Hierophant): The caster is able to cast a divine spell of 6th level or lower. Dread (7 of Cups): Targets suffer an overwhelming sense of fear.

Legacy (4 of Pentacles): Summons a powerful magic weapon or armor.

Marriage (2 of Cups): Two targets share the better mundane qualities that they possess. Metaphysics (Queen of Wands): Allows the caster to cast a level 6 or lower spell from any magic list.

Level 9

Alter Life (The Tower): Allows the caster to warp any living thing somewhat.

Completeness (The World): Similar but not as varied as wish.

Death (Death or 9 of Swords): Similar to slay living. Leader (King of Cups): Summons a number of fight

SPELL DE8CRiPiiorj8:

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