Willpower

Universal Tarot - Strength Level: 3

Components: V, F Casting Time: 1 action Range: touch Target One creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

SiRjETlGtH

With this spell, the caster is able to tap into the depths of resolve and determination. The target of the spell is fortified with new will. The immediate effect is the recipient gains a +2 morale bonus to all Will saves for the duration.

In addition, if the target of the spell is under any condition that was due to a missed Will save, the target may make a new saving throw (use the original DC for the effect) to shake off the effects. With this new save, the target can apply the bonus granted by this spell.

The Lovers

System Two:

The Lovers

System Two:

If the open-ended, freewheeling tarot mage does not fit within the campaign, or if the GM decides that it is too complicated to use and control, the tarot cards can also be tied to the traditional spells of wizards and sorcerers. Using this system, the minor arcana become very important. Each suit of the tarot deck corresponds to two of the arcane schools. In order to cast a spell, the tarot mage must have the appropriate combination of cards. Except for cantrips, spells need at least two cards; the first corresponds to the level of the arcane school and the second corresponds to the particular effect. For example, in order to cast magic missile, the tarot mage must have the Two of Swords and the Page of Swords. The Two of Swords allows the mage to cast a first level Evocation spell and the Page of Swords defines the evocation as magic missile.

The major arcane can be used in two ways— the major arcana can be used to augment the ability scores as outlined previously, or they can be used to cast the spells associated with them in the descriptions above. This will allow some variation in the magic system and introduce a few tarot-specific spells into the campaign. Of course, the GM may decide that the major arcana are too powerful and not allow them into the game at all. The final decision is always with the GM.

Level 0 (Cantrips): Abjur: Resistance (Ace of Wands) Conj: Ray of Frost (Ace of Pentacles) Div: Detect (Ace of Wands)

Detect Poison (Ace of Wands) Ench: Daze (Ace of Cups) Evoc: Flare (Ace of Swords) Light (Ace of Swords) lllus: Dancing Lights (Ace of Cups) Ghost Sounds (Ace of Cups) Necro: Disrupt Undead (Ace of Swords) Trans: Mage Hand (Ace of Pentacles) Mending (Ace of Pentacles) Open/Close (Ace of Pentacles) Univ: Arcane Mark (any Ace) Detect Magic (any Ace) Prestidigitation (any Ace) Read Magic (any Ace)

Level 1:

Abjur Alarm (Two of Wands, Page of Wands)

Endure Elements (Two of Wands, Knight of Wands)

Hold Portal (Two of Wands, Queen of Wands) Protection from Chaos/Evil/Good/Law (Two of Wands, King of Wands) Shield (Two of Wands, Page of Wands) Conj: Grease (Two of Pentacles, Page of Pentacles) Magic Armor (Two of Pentacles, Knight of Pentacles)

Mount (Two of Pentacles, Queen of Pentacles) Obscuring Mist (Two of Pentacles, King of Pentacles)

Summon Monster I (Two of Pentacles, Page of Pentacles)

Unseen Servant (Two of Pentacles, Knight of Pentacles)

Div: Comprehend Languages (Two of Wands, Knight of Wands)

Detect Secret Doors (Two of Wands, Queer? of Wands)

Detect Undead (Two of Wands, King of Wands) Identify (Two of Wands, Page of Wands) True Strike (Two of Wands, Knight of Wands) Ench: Charm Person (Two of Cups, Page of Cups) Hypnotism (Two of Cups, Knight of Cups) Sleep (Two of Cups, Knight of Cups) Evoc: Magic Missile (Two of Swords, Page of Swords) Floating Disk (Two of Swords, Knight of Swords) lllus: Change Self (Two of Cups, Queen of Cups) Color Spray (Two of Cups, King of Cups) Magical Aura (Two of Cups, Page of Cups) Undetectable Aura (Two of Cups, Knight of Cups) Silent Image (Two of Cups, Queen of Cups) Ventriloquism (Two of Cups, King of Cups) Necro: Cause Fear (Two of Swords,

Queen of Swords)

Chill Touch (Two of Swords, King of Swords) Ray of Enfeeblement (Two of Swords, Page of Swords)

Trans: Animate Rope (Two of Pentacles, Queen of Pentacles)

Burning Hands (Two of Pentacles, King of Pentacles)

Enlarge (Two of Pentacles, Page of Pentacles) Erase (Two of Pentacles, Knight of Pentacles) Expeditious Retreat (Two of Pentacles, Queen of Pentacles)

Feather Fall (Two of Pentacles, King of Pentacles) Jump (Two of Pentacles, Page of Pentacles) Magic Weapon (Two of Pentacles, Knight of Pentacles)

Message (Two of Pentacles, Queen of Pentacles) Reduce (Two of Pentacles, King of Pentacles) Shocking Grasp (Two of Pentacles, Page of Pentacles)

Spider Climb (Two of Pentacles, Knight of Pentacles)

Level 2:

Abjur: Arcane Lock (Three of Wands, Queen of Wands) Obscure Object (Three of Wands, King of Wands) Protection from Arrows (Three of Wands, Page of Wands)

Resist Elements (Three of Wands, Knight of Wands)

Conj: Fog Cloud (Three of Pentacles, Queen of Pentacles)

Glltterdust (Three of Pentacles, King of Pentacles) Acid Arrow (Three of Pentacles, Page of Pentacles)

Summon Monster II (Three of Pentacles, Knight of Pentacles)

Summon Swarm (Three of Pentacles, Queen of Pentacles)

Web (Three of Pentacles, King of Pentacles) Augury (Three of Wands, Queen of Wands) Detect Thoughts (Three of Wands, King of Wands) Locate Object (Three of Wands. Page of Wands) See Invisibility (Three of Wands, Knight of Wands) Hideous Laughter (Three of Cups, Page of Cups) Darkness (Three of Swords, Knight of Swords) Daylight (Three of Swords, Queen of Swords) Flaming Sphere (Three of Swords, King of Swords)

Shatter (Three of Swords, Page of Swords) lllus: Blur (Three of Cups, Knight of Cups)

Continual Flame (Three of Cups, Queen of Cups) Hypnotic Pattern (Three of Cups, King of Cups) Invisibility (Three of Cups, Page of Cups) Trap (Three of Cups, Knight of Cups) Magic Mouth (Three of Cups, Queen of Cups) Minor Image (Three of Cups, King of Cups)

Div:

Ench: Evoc:

Mirror Image (Three of Cups, Page of Cups) Misdirection (Three of Cups, Queen of Cups) Necro: Ghoul Touch (Three of Swords, Knight of Swords) Scare (Three of Swords, Queen of Swords) Spectral Hand (Three of Swords, King of Swords) Trans: Alter Self (Three of Pentacles, Page of Pentacles) Blindness (Three of Pentacles, Knight of Pentacles)

Bull's Strength (Three of Pentacles, Queen of Pentacles)

Cat's Grace (Three of Pentacles, King of Pentacles)

Darkvision (Three of Pentacles, Page of Pentacles)

Endurance (Three of Pentacles, Knight of Pentacles)

Knock (Three of Pentacles, Queen of Pentacles) Levitate (Three of Pentacles, King of Pentacles) Pyrotechnics (Three of Pentacles, Page of Pentacles)

Rope Trick (Three of Pentacles, Knight of Pentacles)

Whispering Wind (Three of Pentacles, Queen of Pentacles)

Level 3:

Abjur: Dispel Magic (Four of Wands, Queen of Wands) Explosive Runes (Four of Wands, King of Wands) Magic Circle against Chaos/Evil/Good/Law (Four of Wands, Page of Wands) Nondetection (Four of Wands, Knight of Wands) Protection from Elements (Four of Wands, Queen of Wands)

ConJ: Flame Arrow (Four of Pentacles, King of Pentacles)

Phantom Steed (Four of Pentacles, Page of Pentacles)

Sepia Snake Sigil (Four of Pentacles, Knight of Pentacles)

Sleet Storm (Four of Pentacles, Queen of Pentacles)

Stinking Cloud (Four of Pentacles, King of Pentacles)

Summon Monster III (Four of Pentacles, Page of Pentacles)

Div: Clairaudience/ Clairvoyance (Four of Wands, King of Wands)

Tongues (Four of Wands, Page of Wands) Ench: Hold Person (Four of Cups, King of Cups) Suggestion (Four of Cups, Page of Cups) Evoc: Fireball (Four of Swords, Page of Swords)

Gust of Wind (Four of Swords, Queen of Swords) Tiny Hut (Four of Swords, King of Swords) Lightning Bolt (Four of Swords, Page of Swords) Wind Wall (Four of Swords, Queen of Swords) lllus: Displacement (Four of Cups, Knight of Cups) Illusory Script (Four of Cups, Queen of Cups)

Invisibility Sphere (Four of Cups, King of Cups) Major Image (Four of Cups, Page of Cups) Necro: Gentle Repose (Four of Swords, King of Swords) Halt Undead (Four of Swords, Page of Swords) Vampiric Touch (Four of Swords, Queen of Swords)

Trans: Blink (Four of Pentacles, Knight of Pentacles) Fly (Four of Pentacles, Queen of Pentacles) Gaseous Form (Four of Pentacles, King of Pentacles)

Greater Magic Weapon (Four of Pentacles, Page of Pentacles)

Haste (Four of Pentacles, Knight of Pentacles) Keen Edge (Four of Pentacles, Queen of Pentacles)

Secret Page (Four of Pentacles, King of Pentacles)

Shrink Item (Four of Pentacles, Page of Pentacles)

Slow (Four of Pentacles, Knight of Pentacles) Water Breathing (Four of Pentacles, Queen of Pentacles)

Level 4:

Abjur: Dimensional Anchor (Five of Wands, Knight of Wands)

Fire Trap (Five of Wands, Queen of Wands) Minor Globe of Invulnerability (Five of Wands, King of Wands)

Remove Curse (Five of Wands, Page of Wands) Stoneskin (Five of Wands, Knight of Wands) Conj: Black Tentacles (Five of Pentacles, King of Pentacles)

Secure Shelter (Five of Pentacles, Page of Pentacles)

Minor Creation (Five of Pentacles, Knight of Pentacles)

Solid Fog (Five of Pentacles, Queen of Pentacles) Summon Monster IV (Five of Pentacles, King of Pentacles)

Div: Arcane Eye (Five of Wands, Queen of Wands) Detect Scrying (Five of Wands, King of Wands) Divination (Five of Wands, Page of Wands) Locate Creature (Five of Wands, Knight of Wands) Scrying (Five of Wands, Queen of Wands) Ench: Charm Monster (Five of Cups, Knight of Cups) Confusion (Five of Cups, Queen of Cups) Emotion (Five of Cups, King of Cups) Lesser Geas (Five of Cups, Page of Cups) Evoc: Fire Shield (Five of Swords, King of Swords) Ice Storm (Five of Swords. Page of Swords) Resilient Sphere (Five of Swords, Knight of Swords)

Shout (Five of Swords, Queen of Swords) Wall of Fire (Five of Swords, King of Swords) Wall of Ice (Five of Swords, Page of Swords) lllus: Hallucinatory Terrain (Five of Cups, Knight of

Cups)

Illusory Wall (Five of Cups, Queen of Cups) Improved Invisibility (Five of Cups, King of Cups) Phantasmal Killer (Five of Cups, Page of Cups) Rainbow Pattern (Five of Cups, Knight of Cups) Shadow Conjuration (Five of Cups, Queen of Cups)

Necro: Contagion (Five of Swords, Knight of Swords) Enervation (Five of Swords, Queen of Swords) Fear (Five of Swords, King of Swords) Trans: Bestow Curse (Five of Pentacles, Page of Pentacles)

Dimension Door (Five of Pentacles, Knight of Pentacles)

Polymorph Other (Five of Pentacles, Queen of Pentacles)

Polymorph Self (Five of Pentacles, King of Pentacles)

Mnemonic Enhancer (Five of Pentacles, Page of Pentacles)

Level 5:

Abjun Dismissal (Six of Wands, King of Wands) Conj: Cloudkill (Six of Pentacles, Knight of Pentacles) Secret Chest (Six of Pentacles, Queen of Pentacles)

Lesser Planar Binding (Six of Pentacles, King of Pentacles)

Major Creation (Six of Pentacles, Page of Pentacles)

Faithful Hound (Six of Pentacles, Knight of Pentacles)

Summon Monster V (Six of Pentacles, Queen of Pentacles)

Wall of Iron (Six of Pentacles, King of Pentacles) Wall of Stone (Six of Pentacles, Page of Pentacles)

Div: Contact Other Plane (Six of Wands, Page of Wands)

Prying Eyes (Six of Wands, Knight of Wands) Telepathic Bond (Six of Wands, Queen of Wands) Ench: Dominate Person (Six of Cups, King of Cups) Feeblemlnd (Six of Cups, Page of Cups) Hold Monster (Six of Cups, Knight of Cups) Mind Fog (Six of Cups, Queen of Cups) Evoc: Interposing Hand (Six of Swords, Page of Swords) Cone of Cold (Six of Swords, Knight of Swords) Sending (Six of Swords, Queen of Swords) Wall of Force (Six of Swords, King of Swords) lllus: Dream (Six of Cups, King of Cups)

False Vision (Six of Cups, Page of Cups) Greater Shadow Conjuration (Six of Cups, Knight of Cups)

Mirage Arcana (Six of Cups, Queen of Cups) Nightmare (Six of Cups, King of Cups) Persistent Image (Six of Cups, Page of Cups) Seeming (Six of Cups, Knight of Cups)

Shadow Evocation (Six of Cups, Queen of Cups) Necro: Animate Dead (Six of Swords, Page of Swords)

Magic Jar (Six of Swords, Knight of Swords) Trans: Animal Growth (Six of Pentacles, Knight of Pentacles)

Fabricate (Six of Pentacles, Queen of Pentacles) Passwall (Six of Pentacles, King of Pentacles) Stone Shape (Six of Pentacles, Page of Pentacles) Telekinesis (Six of Pentacles, Knight of Pentacles) Teleport (Six of Pentacles, Queen of Pentacles) Transmute Mud to Rock (Six of Pentacles, King of Pentacles)

Transmute Rock to Mud (Six of Pentacles, Page of Pentacles)

Univ: Permanency (Any Six and a combination of face cards of the four suits)

Level 6:

Abjur: Antimagic Field (Seven of Wands, King of Wands) Globe of Invulnerability (Seven of Wands, Page of Wands)

Greater Dispelling (Seven of Wands, Queen of Wands)

Guards and Wards (Seven of Wands, King of Wands)

Repulsion (Seven of Wands, Page of Wands) Conj: Acid Fog (Seven of Pentacles, Knight of Pentacles)

Planar Binding (Seven of Pentacles, Queen of Pentacles)

Summon Monster VI (Seven of Pentacles, King of Pentacles)

Div: Analyze Dweomer (Seven of Wands, Knight of Wands)

Legend Lore (Seven of Wands, Queen of Wands) True Seeing (Seven of Wands, King of Wands) Ench: Geas/ Quest (Seven of Cups, King of Cups)

Mass Suggestion (Seven of Cups, Page of Cups) Evoc: Forceful Hand (Seven of Swords, Queen of Swords)

Chain Lightning (Seven of Swords, King of Swords)

Contingency (Seven of Swords, Page of Swords) Freezing Sphere (Seven of Swords, Knight of Swords)

lllus: Greater Shadow Evocation (Seven of Cups, Page of Cups)

Mislead (Seven of Cups, Knight of Cups) Permanent Image (Seven of Cups, Queen of Cups)

Programmed Image (Seven of Cups, King of Cups)

Project Image (Seven of Cups, Page of Cups) Shades (Seven of Cups, Knight of Cups) Veil (Seven of Cups, Queen of Cups) Necro: Circle of Death (Seven of Swords, Queen of Swords)

Trans: Control Water (Seven of Pentacles, Page of Pentacles)

Control Weather (Seven of Pentacles, Knight of Pentacles)

Disintegrate (Seven of Pentacles, Queen of Pentacles)

Eyebite (Seven of Pentacles, King of Pentacles) Flesh to Stone (Seven of Pentacles, Page of Pentacles)

Mass Haste (Seven of Pentacles, Knight of Pentacles)

Lucubration (Seven of Pentacles, Queen of Pentacles)

Move Earth (Seven of Pentacles, King of Pentacles)

Stone to Flesh (Seven of Pentacles, Page of Pentacles)

Transformation (Seven of Pentacles, Knight of Pentacles)

Level 7:

Abjun Banishment (Eight of Wands, Page of Wands) Sequester (Eight of Wands, Knight of Wands) Spell turning (Eight of Wands, Queen of Wands) Con): Instant Summons (Eight of Pentacles, Queen of Pentacles)

Magnificent Mansion (Eight of Pentacles, King of Pentacles)

Phase Door (Eight of Pentacles, Page of Pentacles)

Power Word, Stun (Eight of Pentacles, Knight of Pentacles)

Summon Monster VII (Eight of Pentacles, Queen of Pentacles)

Div: Greater Scrying (Eight of Wands, King of Wands)

Vision (Eight of Wands, Page of Wands) Ench: Insanity (Eight of Cups, King of Cups) Evoc: Grasping Hand (Eight of Swords, King of Swords) Delayed Blast Fireball (Eight of Swords, Page of Swords)

Forcecage (Eight of Swords, Knight of Swords) Sword (Eight of Swords, Queen of Swords) Prismatic Spray (Eight of Swords, King of Swords) lllus: Mass Invisibility (Eight of Cups, Page of Cups) Shadow Walk (Eight of Cups, Knight of Cups) Simulacrum (Eight of Cups, Queen of Cups) Necro: Control Undead (Eight of Swords, Page of Swords) Finger of Death (Eight of Swords, Knight of Swords)

Trans: Ethereal Jaunt (Eight of Pentacles, King of Pentacles)

Plane Shift (Eight of Pentacles, Page of Pentacles)

Reverse Gravity (Eight of Pentacles, Knight of Pentacles)

Statue (Eight of Pentacles, Queen of Pentacles) Teleport without Error (Eight of Pentacles, King of

Univ:

Pentacles)

Vanish (Eight of Pentacles, Page of Pentacles) Limited Wish (Any Eight and a combination of face cards of the four suits)

Level 8:

Abjun Mind Blank (Nine of Wands, Knight of Wands)

Prismatic Wall (Nine of Wands, Queen of Wands) Protection from Spells (Nine of Wands, King of Wands)

Conj: Greater Planar Binding (Nine of Pentacles, Knight of Pentacles)

Incendiary Cloud (Nine of Pentacles, Queen of Pentacles)

Maze (Nine of Pentacles, King of Pentacles) Power Word, Blind (Nine of Pentacles, Page of Pentacles)

Summon Monster VIII (Nine of Pentacles, Knight of Pentacles)

Trap the Soul (Nine of Pentacles, Queen of Pentacles)

Div: Discern Location (Nine of Wands, Page of Wands) Ench: Antipathy (Nine of Cups, King of Cups) Binding (Nine of Cups, Page of Cups) Demand (Nine of Cups, Knight of Cups) Mass Charm (Nine of Cups, Queen of Cups) Irresistible Dance (Nine of Cups, King of Cups) Sympathy (Nine of Cups, Page of Cups) Clenched Fist (Nine of Swords, Queen of Swords) Telekinetic Sphere (Nine of Swords, King of Swords)

Sunburst (Nine of Swords, Page of Swords) Screen (Nine of Cups, Knight of Cups) Clone (Nine of Swords, Knight of Swords) Horrid Wilting (Nine of Swords, Queen of Swords) Etherealness (Nine of Pentacles, King of Pentacles)

Iron Body (Nine of Pentacles, Page of Pentacles) Polymorph Any Object (Nine of Pentacles, Knight of Pentacles) Univ: Symbol (Any Nine and a combination of face cards of the four suits)

Evoc:

lllus: Necro:

Trans:

Level 9:

Abjun Freedom (Ten of Wands, Knight of Wands)

Imprisonment (Ten of Wands, Queen of Wands) Disjunction (Ten of Wands, King of Wands) Prismatic Sphere (Ten of Wands, Page of Wands) Conj: Gate (Ten of Pentacles, Queen of Pentacles) Power Word, Kill (Ten of Pentacles, King of Pentacles)

Summon Monster IX (Ten of Pentacles, Page of Pentacles)

Div: Foresight (Ten of Wands, Knight of Wands) Ench: Dominate Monster (Ten of Cups, Queen of Cups)

Evoc: Crushing Hand (Ten of Swords, King of

Ill us: Necro:

Trans:

Univ:

Ill us: Necro:

Swords)

Meteor Storm (Ten of Swords, Page of Swords) Weird (Ten of Cups, King of Cups) Astral Projection (Ten of Swords, Knight of Swords)

Energy Drain (Ten of Swords, Queen of Swords) Soul Bind (Ten of Swords, King of Swords) Wail of the Banshee (Ten of Swords, Page of Swords)

Refuge (Ten of Pentacles, Knight of Pentacles) Shapechange (Ten of Pentacles, Queen of Pentacles)

Teleportation Circle (Ten of Pentacles, King of Pentacles)

Temporal Stasis (Ten of Pentacles, Page of Pentacles)

Time Stop (Ten of Pentacles, Queen of Pentacles) Wish (Any Ten and a combination of page, knight, queen and king from the four suits)

Trans:

Univ:

Black: Bpnuses to Fear-type spells and those that negatively affect the emotions. Also, any spell that involves acid (i.e. acid fog, acid arrow) receives the bonuses to cast based on the age of the dragon.

Blue: Bonuses to Illusion school spells. Also, any spell that involves electricity (i.e. shocking grasp, lightning) receives the bonuses to cast based on the age of the dragon.

Green: Bonuses to domination-type spells such as suggest/on, domination and control spells. Also, any spell that involves acid (i.e. acid fog, acid arrow) receives the bonuses to cast based on the age of the dragon.

Red: Bonuses to divination spells. Also, any spell that involves fire (i.e. burning hands, fireball) receives the bonuses to cast based on the age of the dragon.

White: Bonuses to any spell that involves cold (i.e. cone of cold, wall of ice) receives the bonuses to cast based on the age of the dragon.

Brass: Bonuses to sleep spells. Also, any spell that involves fire (I.e. burning hands, fireball) receives the bonuses to cast based on the age of the dragon.

Bronze: Bonuses to nature-type spells such as control weather, control plant, and control animal. Also, any spell that involves electricity (i.e. shocking grasp, lightning) receives the bonuses to cast based on the age of the dragon.

Copper: Bonuses to stealth related spells. Also, any spell that involves acid (i.e. acid fog, acid arrow) receives the bonuses to cast based on the age of the dragon.

Gold: Bonuses to spells such as discern lies and other spells that detect the emotions and intentions of others. Also, any spell that involves fire (i.e. burning hands, fireball) receives the bonuses to cast based

Inks and Quills:

Kraken Ink: (2,000 gp per ounce) Ink from the monstrous kraken, if harvested correctly, can carry certain magical properties for the tarot mage. To harvest the ink, the kraken must have recently died and the ink glands must be carefully removed (Dexterity check, DC 18) and preserved (Alchemy check, DC 15 or Knowledge (chemistry) check, DC 18). One kraken will yield 16 ounces of the concentrated ink. Afterwards, the tarot mage can use the ink while crafting the magical arcana. In order to take advantage of the magical benefits, a full ounce must be used to craft a single card.

When used, the kraken ink adds a +2 circumstance bonus to the Craft Minor or Major Arcana feat. Any card that has been crafted using this special ink is more powerful than normal, granting +1 effective caster level for spells cast using these cards.

These effects do not stack with the dragon scale Ink, but can stack with the special quills described below.

Dragon Scale Ink: (Price per ounce: see chart below) Alchemists have discovered how to process some of the scales of a dragon into fine ink. There is only a small portion of the scales at the base of the neck that is useful for this. Dragons younger than Adult are too immature to have the necessary scales. The age of the dragon determines the amount and potency of the Ink that can be harvested.

Tarot mages and other artists have found that the special inks synthesized by the alchemists radiate beautiful colors and seem to give off a sense of the power and stature of the dragon from which they come. The tarot mages have Incorporated the fine, magical Inks into their crafting of the arcane tarot cards. Depending on the color and the age of the dragon, the effects are different. The potency described below adds effective levels to spells cast using cards that are produced using the dragon scale Ink. Minor arcana cards need one full ounce of the ink to create the effect and major arcane need two ounces.

on the age of the dragon.

Dragon Type Age

Adult-Mature Adult Old-Very Old Anclent-Wyrm Great Wyrm

Ounces per dragon

10 12 16 20

Price per Ounce

Potency: Effective Level Increase

Tarot Decks

The Great Swan Quill: This strange and wondrous creature may not even exist. Legends persist about sightings of this magnificent bird. If legends are true, the great swan is a highly intelligent and cunning animal. It is said that the great swan can transform into any avian, thus hiding from those who would wish to kill or capture it. Years ago, a king was so bent on hunting a great swan that he ordered all birds found to be killed so that the great swan would have no way to hide. The after proclaiming this savage edict, the king died mysteriously in his bed. The great swan hunt was canceled. If a tarot mage uses a quill from the feather of a great swan, he receives a +4 circumstance bonus to the Craft Arcana roll, both minor and major.

Mystical Cards:

While any tarot card can be very special and carry magical powers, the major arcana cards most commonly possess special properties.

Simon's Magician: Some question whether there ever was a tarot mage named Simon, or if he was a creation of the hopes and desires of where the mystical art could go. When scholars of tarot magery speak of the great and powerful, Simon's name will soon surface, usually sparking a heated debate. Nevertheless, if he existed, Simon had an incredible knack with the arcana. Unfortunately all but one of his cards has been lost or destroyed. The only surviving card is the Magician. When a tarot mage activates this major arcana, he receives a +3 enhancement bonus to Intelligence, on the age of the dragon.

and if the mage casts the spell, power, the effective caster level is raised by two.

Silver: Bonuses to polymorph spells. Also, any spell that involves cold (i.e. cone of cold, wall of Ice) receives the bonuses to cast based on the age of the dragon.

Dragon Type Age

Adult-Mature Adult Old-Very Old Anclent-Wyrm Great Wyrm

Ounces per dragon

10 12 16 20

Price per Ounce

Roc Quill: The feather of this monstrous bird is useful to tarot mages in the crafting of some of the tarot cards. If using a roc quill, the tarot mage receives a +2 circumstance bonus to Craft Minor Arcana. There is no bonus for the crafting of the major arcana.

Potency: Effective Level Increase

Tyrol's Strength: Tyrel was a barbarian who became fascinated with the tarot after saving the life of a beautiful tarot mage who instructed him on the mysterious ways of ^^^^^^^^ the cards. While he quickly learned the power behind all of the cards, he was especially interested in the card of Strength. Tyrel poured his heart and soul into this major arcana. He created an entire deck, but only this one carries any special abilities beyond the normal use of the cards. When a tarot mage activates this card, he receives a +2 enhancement bonus to Strength and Constitution. In addition, the spell willpower can be cast with an effective caster level of 2 levels higher than the caster's normal level.

Kayla's Lovers: Kayla is a powerful white witch who pursued the power of the tarot to enhance her abilities to read the future and control the emotions of others. She created the major arcana card, the Lovers, to be able to cast spells that control the passions of others. When a tarot mage activates the card, he gains +3 enhancement bonus to Charisma, and the spells romance and shared love can be cast as if he were two levels higher.

Rettick's Death: Rettick was a feared and hated necromancer who used the mystical qualities of the tarot to watch the region surrounding his basalt tower and learn when and where death would come to the poor inhabitants. The Death card that he created became infused with necromantic powers and developed more influence than normal major arcana. When a tarot mage activates this card, he receives a +3 enhancement bonus to Intelligence and spells like slay living, death and other necromantic spells can be cast as if the caster were one level higher.

Tarot Decks

The GM can create virtually limitless magical tarot cards and decks and is encouraged to do so to personalize the system to his her game. Below are a few magic items that can enhance the game and provide some models for creating others.

Throughout the ages, practitioners of tarot magic have striven to produce the finest and most pow-

Deck of Tamarelle:

This deck was created by Tamarelle, a powerful and wicked tarot mage. He depicted the most vile and disturbing images to further tap into the fears, taboos and phobias of mankind. Tamarelle was reputed to be a hedonist who knew no limitations in his search for pleasure. It was said that he used many of his own exploits as Inspiration for the artwork on the cards. Histories attest that his evil and cruel nature infected the cards to such a degree that the cards themselves became evil. Over the centuries the deck was lost and the cards became separated. It Is unknown whether all of the cards still exist.

Special Qualities:

Each card in this deck drips with evil and no good can come from Its power. The cards can only be used by an evil-aligned tarot mage. When an evil tarot mage casts a spell through the card, the effective level of the caster is increased by 1 level for the purposes of duration, effect and damage. This does not allow a tarot mage to cast spells beyond his normal level.

If the cards are used to read a fortune, the evil nature of the cards will influence the reading toward an evil end. This does not mean that every reading will seem evil, but the cards will attempt to direct the subject to evil actions. For example, the subject may be led to believe that friends or allies are conspiring against him, or may be led to think that a particular good individual is cruel and deserves to be killed or punished. The power of the cards is so great that even if only one is present in a deck, it corrupts the entire deck.

Complete Deck:

GMs may want to use the search for Tamarelle's deck as a campaign starter. If so, the cards should be spread out so that only a few can be found in any one location. Also, the cards have managed to find particularly evil locations where their master and creator would be at home (slave pits, drug emporiums, houses of ill repute, etc). If the deck is made whole once again, the wielder would receive great and evil power. All Enchantment (Compulsion) [Mind-Affecting] spells are cast as if the caster were 3 levels higher in terms of duration, effects and damage; however, each month the complete deck is carried, the owner must make a Will saving throw (DC 20) or lose a bit of himself to the spirit of Tamarelle. If the owner fails three times, the spirit of Tamarelle will possess him. This should be role-played or the character may become a NPC.

who desired great, heroic power. The images on the cards depict heroic battles and great struggles. Even the cards that are normally peaceful have the battle motif, such as The Lovers that shows a knight and maiden embracing, standing before a battlefield. Jal's spirit infused with the cards and they have become almost totemlc in their power for warrior-mages. The cards are rumored to have an uncanny ability to guide those who use them toward conflict and strife.

Complete Deck:

The cards of this deck have been scattered throughout the world; many are in the possession of warrior schools and others have been lost to history. Once in a great while, an enterprising and ambitious tarot mage or collector attempts to locate all of the cards from this deck. Each time the search has lead to great adventure and horrifying dangers. Some theorize that the deck itself has created this hazardous game as a test for any who would wield It. If the deck is made whole, the possessor would receive a +2 circumstance bonus to all attack rolls and damage rolls with battle magic in addition to the bonus to effective spell levels, as noted above.

The Marvelous Deck of Celeste:

Celeste was a great wizard-cleric who, above all else, wanted to heal the world. She created a beautiful deck of gilt-edged cards. Each card in the deck has a motif of flowing water that symbolizes the spiritual forces that flow through the universe. Celeste suddenly and unexpectedly disappeared many years ago. Some claim that Celeste was a demigod or perhaps a full deity and that she rejoined the celestial body. Others say that she was killed by worshipers of a demonic cult. Still others think that she disappeared on her own to research an even more powerful healing magic.

Special Qualities:

When a tarot mage cast divine or healing magic through the cards (divine magics, harmony, emotional aid, healing magic, etc.) he receives a bonus of +2 to the effective level for duration, effects and healing ability. This does not allow the tarot mage to cast any spells that are beyond their normal level ability. A cleric who holds any of the cards from the Cup suit heals the maximum amount for his level.

erful tarot decks imaginable. Some have come closer than others. While many of these powerful decks have been lost, tarot mages and adventurers seek their locations to rediscover their lost powers.

Deck of the Warrior:

This deck was created by Jal Torgenson, a warrior-mage

Special Qualities:

The cards in this deck grant the wielder extra power when casting battle magic. A spell is considered battle magic when it directly harms an opponent or shields the caster from harm. As always, the GM has the final decision as to what qualifies as battle magic. When casting battle magic, the caster receives a bonus of +2 effective levels for spell duration, effects and damage.

Charlatan

Potions

Weapon Special Abilities

Potion

Market Price

Logic

300 gp

Overcome

300 gp

Persuasive

300 gp

Action

750 gp

Discovery

750 gp

Emotional Maturity

750 gp

Good Luck

750 gp

Healing Magic

750 gp

Increase Knowledge

750 gp

' «ff j k

Talented 750 gp

' "<f

Trickery

750 gp

Willpower

750 gp

Ring Market Price

Charlatan 1,600 gp

Power 2,000 gp

Tarot Bane 5,000 gp

Love 132,000 gp

Charlatan

Plain and unadorned, this simple ring is a great boon to those who make their livelihood deceiving others. While worn, the ring grants a +4 competence bonus to Bluff, Diplomacy, and Sense Motive skill checks.

Caster Level: 12th; Prerequisites: Forge Ring, 5+ ranks in Bluff, Diplomacy, and Sense Motive; Market Price: 1,600 gp; Cost to Create: 800 gp + 64 XP.

Complete Deck:

The cards of this deck have drifted to different parts of the world. Some are in the possession of healing orders who will not want to part with the powerful magic. This can provide interesting role-playing for a good-aligned party that wants to unify the deck. If a cleric or tarot mage possesses the complete deck, he can cast any healing spell that he knows, even if it is not a tarot spell, with a bonus of +2 levels and will always heal the maximum amount allowable for the spell.

Special Qualities:

When using any of the cards that directly relates to divination spells, the possessor can cast these spells with a bonus of +2 levels in terms of duration and effects.

Pleasurable: A pleasurable weapon is an insidious device that forces those struck with the weapon to make a Will saving throw (DC 14) or perceive the injury as intensely pleasurable. A creature so affected is, in effect, stunned for one round. An individual may suffer the effects of the weapon (i.e. fail the saving throw) only once per day; subsequent strikes do not invoke the overwhelming pleasure.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, pleasure; Market Price: +2 bonus.

Potions

The Deck of the Seen

This deck was crafted by Akiem Montalvo, a seer and sage that honed his deck to better his divination skills. It is said that Akiem saw his own death in the cards and decided to separate the deck and scatter the cards throughout the known world. After hiding the last card, Akiem was slain by a roving band of ores—his divination held true.

Weapon Special Abilities

Always found in pairs, these intricate gold rings are studded with rubies. They only have an affect when placed on the fingers of two different creatures of opposite gender (but not necessarily the same race). Both wearers must immediately make a Will save (DC 19) or fall in love with the other ring wearer. The effect lasts until the ring is removed, but a person who failed the saving throw will not willingly remove the ring.

It is possible for one wearer to fail the saving throw and the other not. If the person who made the saving throw removes the ring, another may put it on. She must make a saving throw or fall in love with the person still wearing the other ring (who is already in love with the first wearer). Such a triangle of magically-

Complete Deck:

Seers and sages have long sought the elusive tarot from Akiem's deck. The cards are somehow shielded from detection or location spells, making their discovery that much more challenging. Currently, the largest concentration of the cards from this deck is in the possession of the Montalvo Society, a brotherhood of seers who wish to emulate Akiem. The brotherhood makes use of the cards but is otherwise secretive about the tarot's importance. If an individual possesses the complete deck, he receives a +2 circumstance bonus the Scry skill checks and +2 effective levels to any divination spell, even those that are not directly related to the cards.

imposed emotion rarely has positive outcomes.

Caster Level: 12th; Prerequisites: Forge Ring, love spell; Market Price: 132,000 gp; Cost to Create: 66,000 gp + 5,280 XP.

Power

Comprised of a silver band without ornamentation, this ring grants any spellcaster wearing it the effects of a power spell. The effect lasts as long as the ring is worn.

Caster Level: 12th; Prerequisites: Forge Ring, power. Market Price: 2,000 gp; Cost to Create: 1,000 gp + 80 XP.

Tarot Bane

This platinum ring has an ornate design depicting the four suits of the tarot deck. When worn, the wearer gains a +5 competence bonus to Sense Motive skill checks and a +4 resistance bonus to Will saves against spells cast with the tarot.

Caster Level: 12th; Prerequisites: Forge Ring, 5+ ranks in Sense Motive, caster cannot utilize tarot magic; Market Price: 5,000 gp; Cost to Create: 2,500 gp + 200 XP.

Staves

Staff

Disruptor Authority

Elemental Summoning

Good and Evil

Enhancing

Warlord

Authority

Market Price

22,500 gp 3,330,750 gp 43,875 gp

56,000 gp 61,875 gp 105,975 gp

This staff is made of redwood and topped with a gold cap studded with rubies. When the staff is In use, the rubles glow faintly. It allows the use of the following spells:

authority (2 charges) charm (1 charge)

Caster Level: llth12th; Prerequisites: Craft Staff, authority, charm; Market Price: 3133,000 750 gp; Cost to Create: 1516,500 875 gp + 1,24350 XP.

Disruptor

A light oaken staff shod with steel, this staff glows an eerie green while in use. It allows the use of the following spells:

disruption (12th-level caster) (2 charges)

Caster Level: 12th; Prerequisites: Craft Staff, disruption; Market Price: 22,500 gp; Cost to Create: 11,250 gp + 900 XP.

Elemental Summoning

This long, slender staff appears to be made of gray stone and is warm to the touch. Sparks fly from the tips as Its powers are used. It allows the use of the following spells:

summon small elemental (1 charge) summon medium elemental (2 charges)

Caster Level: 12th; Prerequisites: Craft Staff, summon medium elemental, summon small elemental; Market Price: 43,875 gp; Cost to Create: 21,937 gp + 1755 XP.

Enhancing

A rough hardwood staff, this appears more like a freshly cut limb than a formal weapon. It is knotted but lacks any bark. It allows the use of the following spells:

growth (1 charge) physical power (2 charges)

Caster Level:

12th.

Prerequisites: Craft Staff, disruption; Market Price: 61,875 gp; Cost to Create: 30,937 gp + 2,475 XP.

Good and Evil

This staff is made of hardwood but is painted white on one end and black on the other. The two colors meet at a diagonal in the center of the shaft. The wielder's alignment determines the staff's effects. It allows the use of the following spells:

good/evil II (1 charge) good/evil III (2 charges)

Caster Level: 13"1; Prerequisites: Craft Staff, good/evil II, good/evil III; Market Price: 56,000 gp; Cost to Create: 28,000 gp + 2,240 XP.

Warlord

This hardwood staff is steel shod and balanced for combat. It functions as a +2/+2 quarterstaff and grants the wielder a +2 deflection bonus to AC. It allows the use of the following spells: leader (2 charges)

Caster Level: 17th; Prerequisites: Craft Staff, leader. Market Price: 105,975 gp; Cost to Create: 53,287gp + 4,215 XP.

Wands

Wand

Market Price

Charm

Enhance physical trait

Good/evil energy I (lst-level caster) Physical rewards

Good/evil energy I (5th-level caster) Action

Blast (5th-level caster)

Disease

Fatigue

Summon small elemental

Good/evil energy II -level caster)

Blast (6th-level caster)

Good/evil energy II (6th-level caster)

1 Blast (8th-level caster)

Good/evil energy II (8th-level caster) Change

Blast (10th-level caster)

Good/evil energy II (10th-level caster)

Disruption (9th-level caster) Growth

. Physical power | Summon medium elemental

¡Disruption

(12th -level caster)

Wondrous Items

Wondrous Item

Die of Random Enhancement Die of Mixed Blessings Chime of Peace Lucky Charm Scarf of Reading Tambourine of Tears War Trumpet

750 gp 750 gp

750 gp 750 gp

3,750 gp 11,250 gp

11,250 gp 11,250 gp 11,250 gp 11,250 gp

11,250 gp

13,500 gp

13,500 gp

18,000 gp

18,000 gp 21,000 gp

22,500 gp

22,500 gp

33,750 gp 33,750 gp 33,750 gp 33,750 gp

45,000 gp i

Market Price

150 gp 300 gp 6,000 gp 6,000 gp 6,000 gp 8,000 gp 91,000 gp

Chime of Peace

This brass instrument can be struck once per round, and its resonance duplicates the effects of a harmony spell in a 15-ft. radius. The spell is as if cast by a

3rd-level caster and has a Will save to negate at DC 13. When first created, the chime of peace has 50 charges.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, harmony, Market Price: 6,000 gp; Cost to Create: 3,000 gp + 240 XP; Weight: 1 lb.

Die of Mixed Blessings

Carved from the bone of a fey creature, this small six-sided die offers its possessor a chance to tempt fate. When rolled, the die grants a bless spell on an even result (2, 4, or 6) or a bane spell on an odd result (1, 3, or 5), and the die's magic is expended after one use. The effect is centered on where the die lands and can only affect the roller and her allies. The spells take effect as if cast by a 3rd-level cleric.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bless, bane; Market Price: 300 gp; Cost to Create: 150 gp + 12 XP; Weight: n/a.

Die of Random Enhancement

This small white six-sided die is imbued with a single use of enhance physical trait as a 3rd-level caster. When rolled, the die grants the roller a +2 enhancement bonus to one physical ability, as follows:

Die Result

Ability Enhanced

Strength Dexterity Constitution

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, enhance physical trait; Market Price: 150 gp; Cost to Create: 75 gp + 6 XP; Weight: n/a.

Lucky Charm

This small white rabbit's foot hangs from a slender silver chain and may be carried anywhere on the body (but it must be held to be activated). The foot allows the wield-er to use good luck on a single action once per day.

Caster Level: 5th; Prerequisites: Craft Wondrous Item, good luck; Market Price: 6,000 gp; Cost to Create: 3,000 gp + 240 XP; Weight: n/a.

Provided in this chapter is an example of tarot magic that can be placed into your campaign. The following area is a ready-to-use locale that includes description of the place, maps, and full write-ups of NPCs. It can be added to an ongoing adventure or used to lead into adventures

Scarf of Reading

Tambourine of Tears

War Trumpet

Hoodoo

Symbols:

Brief Description:

Bonus CHAPTER^: FOUL Locales

Provided in this chapter is an example of tarot magic that can be placed into your campaign. The following area is a ready-to-use locale that includes description of the place, maps, and full write-ups of NPCs. It can be added to an ongoing adventure or used to lead into adventures

Scarf of Reading

Made of the finest red silk, this scarf is worn about the head (taking a hat or helmet slot on the body). The scarf grants a +10 competence bonus to Knowledge (tarot) and Perform (tarot reading) skill checks.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 5+ ranks in Knowledge (tarot) and Perform (tarot reading); Market Price: 6,000 gp; Cost to Create: 3,000 gp + 240 XP; Weight: n/a.

Tambourine of Tears

Once per day, this instrument can be played to create a tears effect as a 10th-level caster (affecting up to 30 HD of creatures. Will save DC 15) for as long as the tambourine is played. Although the caster is immune to the effects, both enemies and allies in the area are subject to the magic.

Caster Level: 10th; Prerequisites: Craft Wondrous Item, tears; Market Price: 8,000 gp; Cost to Create: 4,000 gp + 320 XP; Weight: 1 lb.

War Trumpet itself. The presentation is based on the standards used in the Foul Locales series of sourcebooks (such as Foul Locales: Urban Blight and Foul Locales: Beyond the Walls).

Hoodoo

Made of fine polished brass, this small trumpet can invoke a military intelligence spell as from a

13t,-|-level caster when played for a full round. «

The spell centers on the trumpeter and lasts 13 rounds. A newly created war trumpet can be used 50 times before becoming a normal musical instrument.

Caster Level: 13th; Prerequisites: Craft Wondrous Item, military intelligence; Market Price: 91,000 gp; Cost to Create: 45,500 gp + 3,640 XP; Weight: 1 lb.

Symbols:

Brief Description:

This locale is set at the Lafime family farm, a place with a sordid history and mysterious happenings. For years, the farm was run (at a small profit) by Luclana Lafime, a woman rumored to practice necromancy and the black arts. Years ago, s driven by fear, f the townsfolk formed a i mob and A dragged Lucia na from her home and burnt her at the stake as a witch. Relieved to be free of the evil woman's influence, the townsfolk attempted to go about their lives. Unfortunately, Luciana Lafime did not pass on so easily; her ghost still haunts her farm and family. Soon after her death, Luclana began possessing her 14-year-old daughter, Emelina. Her revenge was swift and brutal, and now the town is cowed into submission. No one discusses Luciana (and none know she is a ghost), but all fear Emelina and her family. The farm still operates (undead servants work the fields at night), but most of the family's profits come from Emelina's divinations and tarot readings. Assisted by the spirit of her mother, she is known for her accurate (and often damning) knowledge of activities. People have traveled far and wide for an audience with Emelina, and the young woman will assist anyone for a price.

For lower-level parties, the Lafime family provides a ready source of divination magic and knowledge (Luciana makes a great spy). Higher-level PCs

Inside Doors (7): 1 y2 in. thick; Break DC 16; AC 5;

Hardness 5; 15 hp; Open Lock DC 18.

Hardness 5; 20 hp; Open Lock DC 25.

Wooden Walls: 6 in. thick; Break DC 20; AC 5; Hardness

1. Foyer

The entrance to the house has hardwood floors, with a door on either side of the room and a flight of stairs at the far end (opposite the front door). The room is 6 ft. by 15 ft. Visitors are always ushered through the door on the left (area 6). The right-hand door remains closed. There is no light illuminating the stairs, and visitors are never allowed on the second floor. The walls here are painted a deep blue, and tapestries embroidered with mystical symbols hang from the ceiling.

2. Dining Room

This 20 ft. by 15 ft. room is where Santiago and Emelina eat their meals. Like the foyer, it has hardwood floors and deep blue walls. Several candelabras sit in the corners of the room, and the two windows are covered with thick blue curtains. The dining table is hardwood stained a deep brown and has four seats. It could accommodate more, but only four chairs are present. The chairs are simple, stained wood (matching the table) without padding.

3. Kitchen

The kitchen is 20 ft. by 15 ft. Although modest, it is well-stocked. It has a wood burning stove for cooking, several countertops, and numerous shelves. Also, a door leads into the pantry. The floor of the kitchen is hardwood and dirty. A lot of muddy footprints mar the surface, trails left by the ghouls as they come and go. A character with the Track feat can determine the number of tracks (five) with a successful Wilderness Lore check (DC 20). Although jumbled, a successful Track check (DC 25) can determine that the most recent tracks lead into the pantry (if the characters are here during the day) or out sure all in town know this. She will see visitors after dark, but at a 20% increase in rates. As people are more likely to discover the ghoulish workers at night, more folk disappear when visiting the Lafimes at night than during the day.

The farmhouse is made of sturdy wood and painted tan. It has two-stories, but the upper floor only extends half the length of the first. The front door is centrally located and always a locked. A small rope hangs by the door—pulling the rope rings a bell inside the house. The backdoor is similar, but it lacks the pull rope.

are likely to possess their own divinations, and the GM may need to adjust the abilities of the "witches" accordingly. If the GM desires to use this locale as a series of encounters for the PCs to combat or overcome, it is designed for a party of four characters averaging level 11.

Location Details:

The Lafime farm rests of on 25 acres of land and grows two main crops, corn and cotton. A small garden near the farmhouse also provides food for the family, such as tomatoes, potatoes, beets, peppers and onions. The farm is located close to a small town but is avoided by the locals. The farm always has a good crop, but no one ever sees workers in the fields. Those who snoop around at night generally disappear. The fact is, the Lafime farm is worked at night by a small cadre of ghouls led by Santiago Lafime, the eldest child of the family. He has been running the farm since his father mother died 10 years ago.

The most common visitors to the farm are those seeking knowledge or divination from Emelina. As she spooks most of the locals, the most common visitors are travelers who are passing through or seeking her council. Emelina prefers daytime visitors and makes

/ square - sjeet side (if the characters are present at night).

4. Pantry

This good-sized pantry is only 3 ft. wide, but it stretches the full length of the kitchen. The floor here is packed dirt covered with straw (as much to hide the tracks of the ghouls in and out as for any other reason). Shelves stretch from floor to celling and are filled with potatoes, onions, and drying herbs. Smoked and salted meat hangs from the rafters. There is enough food stored to last the family for several months.

The back of the pantry hides a secret door (Search check, DC 20) that leads to a storage area under the stairs.

This small area is little good for anything but storage. The Lafimes have found an interesting use for it though; they keep a pack of five ghouls in this area. The ghouls have been controlled by Luciana over the years, and they serve more out of fear than anything else. The Lafimes use the ghouls as farmhands during the night. Although farming is extremely boring to the ghouls, they fear what Luciana can do to them. On more than one occasion, the ghost has threatened to have the ghouls' limbs hacked off and keep them alive and immobile for centuries. They have no doubt she is serious.

The ghouls are always hungry but they will not come out of the pantry unless their secret door is discovered. If encountered outdoors, they always try to eat the intruder. For mid-level or higher parties, the ghouls don't pose much of a challenge, they are not intended to be difficult opponents to face the party.

This 20 ft. by 15 ft. room has hardwood floors covered with thick brown rugs. The walls and ceiling are painted dark black. A large wooden table sets in the center of the room, surrounded by six wooden chairs. A chandelier made of bone hangs over the table (the bones are from animals, but that is not readily apparent) and holds numerous candles that shed light in an eerie glow. Behind the main chair, against the wall, is a stand holding an ornate mirror (for scrying).

This is the room Emellna uses to receive visitors. Although she uses the tarot cards (which are often seen as amistakenly attributed to charlatans), Emelina's magic is the real deal. She will gladly cast divination spells at the standard price for anyone with the gold to pay. Being nosy, she also tends to scry and otherwise investigate people and places and has a lot of knowledge on various subjects. As her mother spies on local people all the time (and whispers such knowledge to Emelina when no one is around), Emelina often scares people by answering their questions and then telling them private secrets about themselves.

Being unscrupulous, Emelina has been known to question lone travelers about who knows that they have come to see Emelina. Woe to those who have visited her In secret, as they are often robbed, killed, and fed to the ghouls! The black celling hides a series of murder holes that have been carefully disguised (Spot check, DC 25); see area 9 (Sentry Room) for more details.

7. Santiago's Room

Few people ever see this 20 ft. by 15 ft. bedroom, as it belongs to Santiago. Quite Spartan, the room holds a bed, a chest of drawers, and a wardrobe. The floor is hardwood and the walls painted the same blue as much of the rest of the house. The furniture holds mundane Items, mostly related to farming. The wardrobe has a false bottom (Search check, DC 20) that holds the skulls of two humans Santiago helped to kill several months ago. Also within the bottom is an ornate dagger Santiago took from one of the corpses. He thought that it must be worth money, but he has no idea that it is actually a +3 dagger.

8. Hallway

This hallway is 15 ft. long but only 6 ft. wide. A wooden rail allows those in the hallway to lean out over the stairs, if so desired. The walls are covered in old paintings of various members of the Lafime family (most now deceased). Although worthless to most, they held special meaning to Luciana (as she often spoke to the spirits of the dead). Emelina has left the pictures since her mothers' death, as she knew how much they meant to her. At the edge of the stair rail, Emelina has inscribed a glyph of warding keyed to the phrase "Anileme".

Glyph of Warding: CR 3; 5-ft. blast of acid (4d8); Reflex save DC 20 half; Search (DC 28); Disable Device (DC 28).

9. Sentry Room

This 20 ft. by 15 ft. room is used as a security precaution if things go poorly in the séance room (see area 6). The floor is covered with tile and the walls and ceiling painted black. Murder holes have been drilled into the floor, one over each of the seats in the room below (except, of course, Emelina's). Small pipes connect all the holes and allow liquid to be poured into one opening and spill out into the room below. A wood-burning stove on the far wall keeps a supply of boiling oil ready to deploy. Santiago recently rigged the contraption where he can throw a lever and dump all the oil at once. Anyone sitting in any of the five chairs below must make a Reflex save (DC 16) or suffer 2d6 points of burning damage from the super-hot liquid.

10. Emelina's Room

Once, this 20 ft. by 15 ft. room belonged to Luciana. Her daughter has taken up residence here, but she has changed very little (after all, she believes she IS Luciana). The room has hardwood floors with thick crimson rugs and matching red walls. A large four-post bed dominates the room. Emelina has two wardrobes, a chest of drawers, and a dresser in the room as well. In one corner rests a scrying mirror that belonged to Emelina's mother (Emelina does not need the mirror for her spying spell). The door to the room is protected with a glyph of warding, and only Emelina knows the pass phrase ("lina"). Luciana spends a lot of time here, unbeknownst to her daughter. Luciana carefully poisons Emelina's mind night and day, shaping her into the perfect tool for her will.

Glyph of Warding: CR 3; 5-ft. blast of sonic energy (4d8); Reflex save DC 20 half; Search (DC 28); Disable Device (DC 28).

NPCs and Creatures: Emelina Lafime

Female human Tarot Mage9: CR 9; Medium-size humanoid; HD 9d4 (22 hp); Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 leather armor, touch 12, flat-footed 13); BAB +4; Atk + melee (, crit. 20/x2, weapon); Face/Reach 5 ft. by 5 ft./5 ft.; SA Spells; AL NE; SV Fort +3, Ref +5, Will +7; Str 8, Dex 14, Con 11, Int 16, Wis 12, Cha 13.

Languages: Common, Draconic, Elven, Infernal. Skills and Feats: Bluff +9, Concentration +7, Diplomacy +9, Intimidate +7, Knowledge (arcana) +9, Knowledge (nature) +7, Knowledge (tarot) +15, Listen +3, Perform (chant, dance, drama, drums, epic, juggling, storytelling, tarot reading) +9, Sense Motive +6, Spellcraft +15, Spot +3; Alertness, Armor Proficiency (light), Combat Casting, Craft Major Arcana, Craft Minor Arcana, Craft Wand, Dodge, Improved Initiative.

Gear: +1 frost dagger, gaudy gold jewelry (200 gp), +1 leather armor, 20 masterwork bolts, masterwork light crossbow, potion of cure moderate wounds, wand of blast (9th-level caster) (5 charges), 45 gp.

Tarot Spells Known (4/5/5/4/2/1; DC 13 + spell level): 0-level—arcane mark, dancing lights, detect magic, detect poison, ghost sound, mage hand, open/close, read magic. 1st—charm, enhance physical trait, good/evil energy I, good news, power, protection.

2nd—depression, goals understood, rashness. 3rd—

blast, clairvoyance. 4th—paranoia, spying. 5^—

mental speed, summon medium fire elemental.

Tarot Cards: Ace of Wand (good/evil energy I), Knight of Wands (summon medium fire elemental), 5 of Wands (rashness), 6 of Wands (good news), 2 of Swords (blast, clairvoyance), 5 of Swords (mental speed), 7 of Swords (spying). Knight of Pentacles (enhance physical trait), 4 of Pentacles (protection), 8 of Pentacles (charm), 5 of Cups (depression), 7 of Cups (paranoia), The Hermit (goals understood), The Magician (power).

Description: With her tight corn-rolled hair, large brown eyes and light brown skin, Emelina is a stunning 20-year-old beauty. Sadly, her beauty is marred by the haunted look in her eyes and vicious smile. She dresses in black robes adorned with bones and fetishes for warding spirits. The young woman moves with a light grace and seems to flow across the ground. Always armed, she keeps her dagger concealed beneath her robes. Emelina likes to come across as mysterious and all-knowing and will answer questions cryptically, smiling all the while. When possessed, Emelina's demeanor changes completely and she behaves as her mother once did. Her eyes harden and the smiles cease; the locals have learned to avoid her when she acts in such a manner.

Motives: Emelina is a tragic case, a woman who has been possessed by the spirit of her dead mother repeatedly over the years. This has resulted in a personality disorder leaving Emelina to believe that she actually is Luciana Lafime. She is not sure how, but she believes that when her mother was burned at the stake, she became the embodiment of the witch. She puts on a façade of being Emelina, but believes she is truly Luciana. Although amused, Luciana does nothing to try and dissuade this belief—if Emelina knew she was actually being possessed, she may take steps to prevent it. Emelina gets very angry after a possession, as she believes her control slipped and she showed her "true" side. After so many years of this behavior, Emelina's goals are the same as Luciana's: gain forture, inspire fear, and garner power.

Tactics: Emelina avoids combat when possible but will not hesitate to slay if pressed. The locals talk of her dreaded powers, for many of her enemies turn up dead while she is obviously in another place with an alibi. Naturally, this is the work of her mother. Emelina uses spells to confuse, delay or injure opponents long enough to make an escape.

Ghouls (5)

CR 1; Medium-size undead; HD 2dl2 (13 hp); Init +2 (+2 Dex): Spd 30 ft.; AC 14 (+2 Dex, +2 natural; touch 12, flat-footed 12); BAB +1; Atk +3 melee (ld6+l and paralysis, crit. 20/x2, bite) and +0 melee (ld3 and paralysis, crit. 20/x2, 2 claws); Face/Reach 5 ft. by 5 ft./5 ft.; SA Create spawn, paralysis; SQ +2 turn resistance, undead; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -

Languages: Common.

Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multlattack, Weapon Finesse (bite).

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as gh

The Illustrated Key To The Tarot

The Illustrated Key To The Tarot

The pathology of the poet says that the undevout astronomer is mad the pathology of the very plain man says that the genius is mad and between these extremes, which stand for ten thousand analogous excesses, the sovereign reason takes the part of a moderator and does what it can. I do not think that there is a pathology of the occult dedications, but about their extravagances no one can question, and it is not less difficult than thankless to act as a moderator regarding them.

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