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Strange

Magic 2
Kickstarter Preview
I. G.

Onmyōdo
Cartomancy H e rbali s m

Bradley Crouch
Gary Dowell (Order #14795569)
Strange Magic 2 Kickstarter Preview
Interjection Games

TABLE OF CONTENTS
The Herbalist 1
Table: The Herbalist 3
Favored Class Bonuses 4 Back in 2014, Interjection Games kickstarted Strange
Biome Find Herbs Tables 5 Magic, which went on to become the top crunch book of
Table: Desert 5 2015. The advent of the 5th edition of Dungeons and
Biome Summary Tables 6 Dragons had left me wanting to write something small for
Table: Desert Summary 6 my next Kickstarter, if only to give me the chance to gauge
Herbs List 7 the new market without a huge commitment. Well, that's
what I wanted. What my fanbase wanted was something
The Cartomancer 10 entirely different, and who am I to say otherwise?
Table: The Cartomancer 10
Table: Tell Fortune Outcomes 13 So, here we are. We've all got sequelitis, and the only
Sidebar: Flipping Fortunes 16 prescription is more Strange Magic! Strange Magic 2
Favored Class Bonuses 16 will be a pair of 245­page (or higher) books, one for the
Cartomancer Feats 17 Pathfinder Roleplaying Game and one for 5th edition.
Cartomancer Portent Summary 21 This preview document is a snapshot of the systems that
will be expanded and cleaned up for Strange Magic 2.
The Onmyōji 22 While it only covers the PFRPG material and has little
Table: The Onmyōji 22 regard for being "pretty", it should give a good idea of
Shikigami 25 what to expect in terms of flavor and playstyle.
Table: Shikigami 25
Table: Construct Bonus Hit Points by Size 26 If you like what you see, check out the Kickstarter
Favored Class Bonuses 27 campaign right HERE.
Feats 27
Onmyōji Feats 27
Shikigami Feats 29
Onmyōji Petitions 30
Talisman Prayers 31

Legal 32

Partial Cartomancy Print­and­Play Deck 33

An Interjection Games, LLC Production

CREDITS
AUTHOR
Bradley Crouch

COVER ART
Joe Shawcross

Compatibility with the Pathfinder Roleplaying Game


requires the Pathfinder Roleplaying Game from Paizo
Inc.. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo
Inc. does not guarantee compatibility, and does not
endorse this product. (But they really should.)

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THE HERBALIST Compress (Ex): At 1st level, the herbalist learns how to
produce a compress that allows for the fast application of
While some individuals, the druids and rangers of the multiple plants with the herb descriptor. As a full­round
world, learn to coexist and be one with nature, other action, the herbalist can construct and apply a compress
individuals, the alchemists of the world, learn to harness to a willing creature, granting the target the effects of all
nature and force it to do their bidding. The herbalists of of the herbs used in the compress. At 1st level, a
the world take a path between these two extremes. maximum of two herbs can be used in the compress. At
Herbalists see the natural world as a tool to be revered, a 5th level and every 5 levels thereafter, the maximum
cornucopia of plenty that needs to be properly exercised number of herbs that can be used in a single compress
to extract full benefit from it. From the smallest shelf increases by 1, to a maximum of 6 at 20th level. This
mushroom to the greatest of flora, the herbalist knows the ability can be used once per day, plus an additional time
inner secrets of all things that grow upon this earth. per day at 3rd level and every 3 levels beyond 3rd, to a
maximum of 7 times per day at 18th level.
Role: Herbalists seek out the herbs, fruit, and fungi of
the terrain around them and use these finds to support Earthenware Jars (Su): At 1st level, the herbalist has
their allies and debilitate their enemies in combat. acquired a number of earthenware jars for the storage of
Specializing in wicked poisons, restorative effects, and the plant products. There are two types of earthenware jars:
production of supernaturally­charged food and alcohol, cultivation pots and preservation vessels.
the herbalist typically has an answer for a situation.
Cultivation pots: Cultivation pots are the means by which
Alignment: Any neutral. It is said that old married an herbalist carries her favorite plants with her no matter
couples begin to act in a similar fashion. Having been where she goes. An herbalist can plant three units of the
married to nature all their lives, herbalists must be same plant with the herb descriptor into a cultivation pot,
neutral in at least one of the two alignment axes. (Neutral a process that takes 10 minutes. Given the herbalist's
Good, Lawful Neutral, True Neutral, Chaotic Neutral, connection to nature, nature kicks itself into overdrive
Neutral Evil) and produces a fully grown plant by the next morning.
Each day, the herbalist can pick from each of her
Hit Die: d8 cultivation pots, gaining one unit of the plant held within.
This acquisition of plants is separate from that of the find
Starting Wealth: 2d4x10 (average 50 gp.) In addition, herbs class feature and need not be done at the same time.
each character begins play with an outfit worth 10gp or At any time, she may empty a cultivation pot to clear it for
less. a new plant. An herbalist begins play with 1 cultivation
pot and gains an additional cultivation pot at 3rd level
Class Skills and every 4 levels beyond 3rd to a maximum of 6
cultivation pots at 19th level.
The herbalist's class skills are Climb (Str), Craft (alchemy)
(Int), Handle Animal (Cha), Heal (Wis), Knowledge Preservation vessels: Preservation vessels are the means
(geography) (Int), Knowledge (nature) (Int), Linguistics by which an herbalist preserves her lucky findings, extra
(Int), Perception (Wis), Profession (Wis), Spellcraft (Int), plants, and plant products resulting from the execution of
Survival (Wis), Swim (Str) a recipe for another day. In short, whatever is placed into
a preservation vessel does not decay overnight like
Skill Ranks per Level: 2 + Int modifier everything else an herbalist picks and produces. A single
preservation vessel can carry a number of plants or plant
Class Features products equal to the capacity of that plant or plant
product in its entry in the Herb Log or the Recipe Book.
All of the following are class features of the herbalist. To prevent contamination, a preservation vessel can only
carry a single kind of plant or plant product; no mixing is
Weapon Proficiency: Herbalists are proficient with permitted. An herbalist begins play with 2 preservation
simple weapons and the scythe. vessels and gains an additional preservation vessel at 5th
level and every 5 levels beyond 5th for a total of 6
preservation vessels at 20th level.

Armor and Shield Proficiency: Herbalists are


proficient with light armor and shields. An herbalist
wearing armor or using a shield with which she is not
proficient incurs a percent chance equal to the item's
normal arcane spell failure chance for the contents of
each of her preservation vessels to lose their potency and
become useless overnight.

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Find Herbs (Ex): At 1st level, the herbalist has learned Bounty of Nature (Su): If and only if plants are totally
the secret to finding useful plants and unlocking their true unavailable wherever she is, the herbalist may use the
potential, wherever she may be. Just as the wizard studies entirety of her green thumb pool to produce a vast
his spellbook, the cleric prays to his deific source of quantity of plants from her cultivation pots. She produces
power, and the sorcerer simply thinks highly of himself, units of plants equal to twice the maximum capacity of
the herbalist goes through rituals of her own to acquire her green thumb pool, distributed however she wishes
power. These rituals typically begin with a lengthy ritual among her cultivation pots. This process requires one
of thanks and recognition to Mother Nature, whose hour. Using this ability forfeits her daily use of the find
bounty is the means by which all non­autotrophic life is herbs class feature should foraging for plants become a
sustained upon this earth. Nature having been praised, possibility later in the day.
the herbalist gets to work picking local flora.
Extra Cultivation (Su): As a full­round action, the
To pick plants, the herbalist must first consult her herbalist coaxes one of the plants present in one of her
surroundings to determine what "biome" she is in. cultivation pots to grow. She collects one unit of that
Biomes, large, naturally occurring communities of flora plant. This ability costs 2 green thumb points.
and fauna occupying a major habitat, are divided into
seven standard categories for the purpose of this ability: Potent Poison (Su): As a swift action, the herbalist
desert, forest, grassland, mountains, tundra, focuses upon a single recipe or plant that is treated as
underground, and wetlands. Other biomes, such as a though it were a poison or on a weapon that has been
near­barren wasteland, the jungle, a desert oasis, and the treated with a recipe or plant that is treated as though it
like do exist and special tables can easily be constructed were a poison. The DC for that poison is increased by +1.
for them using the rules for building custom biome find This ability persists for 1 minute and costs 1 green thumb
herbs tables presented in the rear of this supplement. (See point.
section Biome Find Herbs Tables for the find herbs tables,
both standard and non­standard, included in this At 7th level, the following green thumb ability becomes
supplement. Also see section Custom Biomes for available.
information on the construction of custom find herbs
tables.) Focused Foraging (Su): Whenever the herbalist rolls
on a find herbs table for any biome, she may spend 1
Once the herbalist has determined her biome, she rolls green thumb point to reroll. Unlike most rerolls, a reroll
once on that biome's find herbs table plus an additional made using this ability can itself be rerolled.
time for every 2 herbalist levels beyond 1st. She has found
the plants listed on that table and can use them in the At 17th level, the following green thumb ability becomes
manner described in the Herb Log. These plants are available.
invested with the blessing of Mother Nature herself; as
such, any attempt to use the find herbs class feature a
second time in a single day will simply result in the
acquisition of nonfunctional plants.

Plants granted the blessing of nature in this fashion tend


to decay very rapidly. As such, all plants and plant
products not stored in preservation vessels overnight will Universal Toxin (Su): As a swift action, the herbalist
denature to a useless state. focuses upon a single recipe or plant that is treated as
though it were a poison or on a weapon that has been
Recipes (Ex): Recipes are the means by which an treated with a recipe or plant that is treated as though it
herbalist produces specialized concoctions from the base were a poison. This poison can affect living creatures who
plants she finds. In doing so, the herbalist can combine are naturally immune to poison, such as high level druids
and enhance the base effects of various plants, or even and some outsiders. Creatures who are immune to poison
come up with something completely unrelated to the due to spells or magical items maintain their immunity to
individual parts of the concoction, a greater whole whose poison. This ability persists for 1 minute and costs 3 green
nature transcends the solitary unit. Given the nature of thumb points.
recipes, they are not something that all herbalists know.
As such, recipes become the primary point of Poison Use (Ex): At 5th level, the herbalist has spent
differentiation between herbalists, showing their primary enough time around poison to be trained in its use and
focus in terms of philosophy and favored biomes. At 1st cannot accidentally poison herself when applying poison
level, 2nd level, and every 2 levels beyond 2nd level, the to a blade.
herbalist learns a recipe. (See section The Recipe Book.)
Venom Immunity (Ex): At 11th level, the herbalist
Green Thumb (Su): At 3rd level, the herbalist's gains immunity to all poisons.
connection with nature grants her the ability to suggest
certain courses of action to it. The herbalist's capacity to Natural Prodigy (Su): At 20th level, the herbalist has
do so is represented by a green thumb pool, which gained a connection to the natural world that causes
refreshes every day at dawn and has a maximum capacity druids and rangers to gaze upon her with envy. The
of 1/2 the herbalist's class level + her Wisdom modifier, herbalist's green thumb pool increases by 5.
rounded down. The following green thumb abilities
are available starting at 3rd level.
2

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Ex­Herbalists

An herbalist who ceases to revere nature or changes to a


prohibited alignment loses all herbalist abilities (not
including weapon, armor, and shield proficiencies). She
cannot thereafter gain levels as an herbalist until she
atones (see the atonement spell description).

Table: The Herbalist

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Favored Class Bonuses

Instead of receiving an additional skill rank or hit point


whenever they gain a level in a Favored Class, some races
have the option of choosing from a number of other
bonuses, depending upon their Favored Classes. The
following options are available to the listed race who have
druids as their Favored Class, and unless otherwise
stated, the bonus applies each time you select the listed
Favored Class reward.

Aasimar: Add 1/6 of a recipe.

Drow: Add +1/3 to the DC of all plants that behave as


though they were poisons.

Dwarf: Add +1/2 to the herbalist's class level to


determine the duration and magnitude of effect of all
weapon oil plants.

Elf: Add 1/5 of a point to the herbalist's green thumb


pool.

Gnome: Add +1/2 to Craft (alchemy) checks made to


produce a recipe.

Goblin: Add +1/2 to Craft (alchemy) checks made to


produce a recipe.

Half­elf: Add 1/5 of a point to the herbalist's green


thumb pool.

Halfling: When cooking an herb, add +1/2 to the


herbalist's class level to determine how many can be fed,
as well as the duration and magnitude of effect.

Half­orc: Add +1/2 to the herbalist's class level to


determine the duration and magnitude of effect of all
weapon oil plants.

Hobgoblin: Add +1/2 to the herbalist's class level to


determine the duration and magnitude of effect of all
weapon oil plants.

Human: Add 1/6 of a recipe.

Kobold: Add +1/3 to the DC of all plants that behave as


though they were poisons.

Orc: Add +1/2 to the herbalist's class level to determine


the duration and magnitude of effect of all weapon oil
plants.

Puddling: Add +1/2 to Craft (alchemy) checks made to


produce a recipe.

Tiefling: Add 1/6 of a recipe.

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Biome Find Herbs Tables

Table: Desert

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Biome Summary Tables


Table: Desert Summary

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Herbs List Desert Thorn­apple (herb)


Biomes: Desert
Barbary Fig (fruit) Capacity: 4
Biomes: Desert, Grasslands Recipes: Toxic Cocktail
Capacity: 4
Recipes: none Appearance: Found in sandy washes and the like, desert
thorn­apple is an annual whose white flowers are
Appearance: Also known as the prickly pear cactus, the frequently pentagonal in shape, though they can also be
Barbary fig grows to a variable height due to the plant's round.
propensity to hybridize. Variants all sport the flattened
cactus leaves and fleshy tuna fruits. Effect: One unit of desert thorn apple can be applied to a
weapon as though it were a poison. Living creatures dealt
Effect: When one unit of Barbary fig is chewed as a damage by a weapon coated in pheasant's eye must make
standard action, the chewer gains fast healing equal to 1 + a DC 10 + 1/2 the herbalist's class level + the herbalist's
1/3 the herbalist's class level, rounded down, (max 7) for 1 Wisdom modifier Fortitude save or take 1 point of
minute. Further, consumption of a Barbary fig is Charisma damage plus an additional point of Charisma
equivalent to drinking enough water to stave off damage for every 4 herbalist levels beyond 1st.
dehydration for one day.
Elderberries (fruit)
Cholla Cactus (herb) Biomes: Desert, Forest
Biomes: Desert Capacity: 2
Capacity: 2 Recipes: Strawberry Wine
Recipes: Stabbed Eye Elixir
Appearance: Nobody has ever gotten a good look at the
Appearance: Most cholla cacti are little more than source of elderberries, as they smell far too foul for
lumps of cylindrical lobes sporting some of the densest, anyone to not try to look away.
spiniest thorns present on cacti.
Effect: When one unit of elderberries is crushed and
Effect: When one unit of cholla cactus is thrown as a rubbed onto the body of a creature, a standard action that
standard action, its needles erupt outward, dealing 1d4 is a melee touch attack, it must make a DC 10 + 1/2 the
points of piercing damage per herbalist class level to herbalist's class level + the herbalist's Wisdom modifier
everything in a 30 foot line with a DC 10 + 1/2 the Fortitude save or be nauseated by the smell. The victim
herbalist's class level + the herbalist's Wisdom modifier may make a new save every round if nauseated and is
Reflex save for half. immune to the scent for 24 hours once a successful saving
throw is made. The scent of elderberries persists for
Cinderbloom (Herb) rounds equal to the herbalist's level.
Biomes: Desert, Mountains
Capacity: 2 Flametongue (herb)
Recipes: Attuned Specifitine, Roasted Chestnuts Biomes: Desert, Underground
Capacity: 2
Appearance: This incredibly short­lived plant grows to Recipes: Elemental Cattail, Elemental Chokevine
a height of about two feet and sports a single, red bloom
with a diameter of about eight inches. Upon pollination, Appearance: A single, bright red pod rests at the end of
the entire plant bursts into flame and explodes, scattering a thin, yet rugged stalk whose outermost layers seem to be
seeds far and wide. peeling away. Not a single leaf can be found on this plant.
Given the flametongue survives by absorbing the small
Effect: When one unit of cinderbloom is crushed and amounts of primal fire magic that coalesces in volcanoes,
rubbed onto the body of a willing creature as a standard hot springs, deserts, and the like, this is none too
action, it forms an ablative layer between the recipient surprising.
and fire attacks. The recipient ignores the next 8 x the
herbalist's class level fire damage taken. This effect lasts Effect: When one unit of flametongue is minimally
for 1 minute per herbalist level. processed and applied to a metal weapon as though it
were an oil, the weapon rapidly heats to a dull red glow. A
Creosote Bush (herb) weapon glowing in this fashion sheds light as though it
Biomes: Desert were a candle. Additionally, the weapon deals additional
Capacity: 4 fire damage equal to 1 + 1/3 the herbalist's class level
Recipes: none (max 7). These effects last for 1 minute per herbalist class
level.
Appearance: Scented much like its namesake, the
creosote bush is woody and tough, as is expected of desert
flora.

Effect: When one unit of creosote bush is chewed, the


chewer is nauseated for 4 ­ 1/6 the herbalist's class level
rounds, rounded up and minimum 1, but is cured

7
of all poisons currently afflicting him.

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Needlegrass (herb) Palmer's Agave (fruit)


Biomes: Desert, Grasslands Biomes: Desert
Capacity: 4 Capacity: 1
Recipes: Stabbed Eye Elixir Recipes: none

Appearance: Needlegrass grows in tough clumps of Appearance: Radiating from a central point, palmer's
needle­thin blades that reach a height of about five agave is little more than a hemisphere of fat, pointed
inches. Covered in irritants, it is advised to wear gloves leaves when not in flower. Stems shoot up from the center
when picking the stuff. of this shrub when in flower, quickly blooming into large
bundles of six­segmented blooms that are rich in nectar.
Effect: One unit of needlegrass can be thrown as a splash
weapon, shredding creatures standing in the impact site Effect: An herbalist can brew a batch of fresh tequila in a
for 1d6 points of piercing damage per herbalist level. A mere 10 minutes. The addition of a plant that increases
successful Reflex saving throw (DC 10 + 1/2 the the herbalist's effective class level when cooked increases
herbalist's class level + the herbalist's Wisdom modifier) the number of doses of beer yielded by 1. Only one plant
reduces the damage by half. Poisons may be applied to can be added in this manner. A batch of tequila contains
needlegrass as though it were a weapon. 1d4 doses, each of which can be consumed as though it
were a potion. Each dose grants the drinker a +1
alchemical bonus to Strength and a ­1 penalty to Wisdom.
At 5th level and every 5 levels thereafter, both the bonus
and the penalty increases by 1. The benefit lasts for 1
minute per herbalist level, but the penalty lasts for 1 hour.

Tequila can be passed from the herbalist to another


creature without it losing its efficacy.

Opium poppy (herb)


Biomes: Desert
Capacity: 1
Recipes: none

Appearance: Though found in other biomes, opium Palo Verde Bark (fruit)
poppies tend to produce a greater amount of narcotic Biomes: Desert
chemicals when grown in arid regions. The opium poppy Capacity: 4
is an annual flower that produces large, green buds before Recipes: Bottled Insight, Thornpalm Elixir
blooming into beautiful pink, purple, white, or red
flowers. Appearance: The palo verde tree is waxy, to avoid
excess loss of moisture, and covered in thorns, to deter
Effect: One unit of opium poppy can be applied to a herbivores desiring its stored water. In exceptionally dry
weapon as though it were a poison. Living creatures dealt weather, the palo verde tree sheds its leaves, but
damage by a weapon coated in opium poppy must make a continues to photosynthesize due to chlorophyll found
DC 10 + 1/2 the herbalist's class level + the herbalist's directly in its bark. This gives the tree a strange green hue.
Wisdom modifier Will save or treat all opponents as
having 3% * the herbalist's class level concealment. At Effect: When one unit of palo verde bark is chewed as a
11th level, creatures under the effects of opium poppy are standard action, the chewer's body grows a number of
denied their Dexterity bonus to AC. These effects last for woody spines that deal 1d3 points of piercing damage to
rounds equal to the herbalist's class level. those who strike at the chewer with natural weapon or
while unarmed. At 5th level and every 5 levels beyond 5th,
Given its nature, opium poppy cannot be placed in a this damage increases by 1d3. This effect lasts for 1 minute
cultivation pot. per herbalist level.

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Scarlet Pimpernel (herb) Ubiquitine (herb)


Biomes: Desert Biomes: All
Capacity: 4 Capacity: 4
Recipes: Toxic Cocktail Recipes: All, Extremophilic Elixir, Heart's Blood,
Ubiquitium
Appearance: This weedy plant grows from a central root
in a starburst pattern, its leaves hugging the stem close in Appearance: Ubiquitine is thoroughly generic in
little hemispheres. It blooms are a muted orange with red appearance and needs. In fact, it is so generic that it can
in the center. grow in any biome; however, it is specific about its generic
needs. In other words, given it has become hardy enough
Effect: One unit of scarlet pimpernel can be applied to a to impose upon itself a sense of aesthetics, it only grows in
weapon as though it were a poison. Creatures dealt places that are themselves suitably generic.
damage by a weapon coated in scarlet pimpernel must
make a DC 10 + 1/2 herbalist class level + herbalist's Effect: Ubiquitine has two uses.
Wisdom modifier Fortitude save or take 1 point of
Intelligence damage plus an additional point of 1: A single unit of ubiquitine can replace a single unit of
Intelligence damage for every 4 herbalist levels beyond any other herb in a recipe. Use of two or more units of
1st. ubiquitine in this fashion will cause the concoction to be
too generic and the recipe will fail. As it is, the use of one
Specifitine (herb) unit of ubiquitine in this fashion increases the Craft DC of
Biomes: Desert, Tundra, Underground the recipe by +5.
Capacity: 4
Recipes: Attuned Specifitine, Extremophilic Elixir 2: A unit of ubiquitine can mimic the effects of any one
other herb found with it in a particular compress.
Appearance: The opposite of ubiquitine, specifitine has
an appearance that reflects its conditioning to perfectly If two plants in cultivation pots other than ubiquitine
match the environment at hand. itself ever share a biome of origin, any ubiquitine in
cultivation pots gets upset about how aesthetically
Effect: When chewed as a standard action, the chewer unpleasing its surroundings are and promptly dies.
gains resistance to the energy type that most recently
damaged the chewer (acid, cold, electric, or fire) equal to
the herbalist's class level. If two energy types tie for this
distinction, the chewer can choose. This effect persists for
1 minute.

Spider Milkweed (herb)


Biomes: Desert, Forest
Capacity: 4
Recipes: Toxic Cocktail

Appearance: Growing up to three feet in height, but


usually only somewhere in the vicinity of half of that,
spider milkweed is noted for growing an umbel heavy
enough to tip the plant over into a stooped position. This
umbel is globular in appearance and is a solid blanket of
pale green flowers with small spots white and maroon for
color.

Effect: One unit of spider milkweed can be applied to a


weapon as though it were a poison. Creatures dealt Venus Hair Fern (herb)
damage by a weapon coated in spider milkweed must Biomes: Desert, Forest, Mountains
make a DC 10 + 1/2 herbalist class level + herbalist's Capacity: 4
Wisdom modifier Fortitude save or take 1 point of Recipes: none
Constitution damage plus an additional point of
Constitution damage for every 4 herbalist levels beyond Appearance: Also known as the black maidenhair fern,
1st. the fronds of the fern are light green in color and grow
from rhizomes that creep along. The frond rachis are
black, hence its other common name.

Effect: When one unit of venus hair fern is eaten as a


standard action, it confers an alchemical bonus equal to 1
+ 1/3 the herbalist's class level (maximum +6) to saving
throws against confusion effects, sanity effects, and Will
saves to disbelieve illusions. This effect lasts for 1 minute.

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The Cartomancer There are two types of individuals who take advantage
of Fate's overly literal declamations. The first are
Fate is an integral component of most universes. If one confidence artists, schemers who make others believe
considers a universe as one would a machine, setting that Fate is a vague, inscrutable thing. Through the use
predefined endpoints for the various things for which it of smoke, mirrors, and showmanship, they entertain
is responsible would simplify those things, thus allowing their marks and claim to make Fate part of the show. The
that machine to be responsible for more and more second, and infinitely more dangerous group, take the
things. It's a fairly vicious cycle, the end result of which concept of confidence artist and point the con at the
is Fate, being optional at the beginning, is now totally universe itself. Their favored word? "Technically..." Their
necessary for the continuance of the universe as a whole. favorite expression? A disarming smile. Their name?
Cartomancers.
Having forced itself into an essential role, Fate has
copious resources to bring to bear should anything Masters of reading into the web that Fate has woven and
attempt to go against its will. After all, anything that pulling out dozens of possible scenarios that technically
threatens Fate threatens the very fabric of the universe fulfill its requirements, cartomancers are both wise, for
itself. Still, and this is the grand irony of it all, Fate itself they must know how Fate works, as well as charismatic,
must be overly literal in order to simplify its policing for they must be able to get away with the half­lies that
mechanisms, simply because Fate must spend less they spout. Cartomancers walk the razor's edge,
resources policing itself than it saves in its use. This constantly prodding at and manipulating Fate, forcing
allows for its use to be a net gain to the universe and, the cards to fall the way they wish. Does Fate respond?
thus, allows Fate to stay in its privileged role. All the time. Cartomancers are used to the backlash, and
some of their colleagues have fallen to Fate's particularly
vindictive mood swings; most cartomancers simply
Table: The Cartomancer smile and explain that it's all part of the rush. Half the
fun of a con is the chance of getting caught.

10

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Role: Cartomancers fill a fairly unique role in a party. The stories of the future told by a cartomancer's cards are
Though all creatures are eventually Fated to die, the called portents. Portents are spell­like abilities with
repertoire of a cartomancer is more interested in the associated schools of magic that come in three varieties,
random happenstances of existence than in the finality of least, lesser, and greater, reflecting the increasing power
death. Using seals, portents, and fortunetelling, a level of the fate associated with that particular card. Treat
cartomancer forces luck to proceed in the way she directs, portents as divine spells, and, by extension, a cartomancer
blanketing her immediate surroundings with layer after as a divine spellcaster. This means feats like Spell Focus
layer of divinations and necromantic curses. With a (enchantment) properly increases the DCs of portents
cartomancer in tow, if becomes when and threats are with that school, an antimagic field blocks portents, and
effectively disabled long before they stop moving. so on. A cartomancer's portents can be counterspelled by
any spell of sufficient level with the same school as the
Alignment: Any. Fate is a totally amoral entity. As such, portent being played. A spell must be at least 1st level to
those who practice its manipulation are just as likely to be counterspell a least portent, 2nd level to counterspell a
seedy con artists as they are to be snooty lawyers. lesser portent, and 4th level to counterspell a greater
portent. Similarly, when the cartomancer is forced to
Hit Die: d6 make concentration checks, calculate concentration DCs
as though least portents were 1st­level spells, lesser
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In portents were 2nd­level spells, and greater portents were
addition, each character begins play with an outfit worth 4th­level spells.
10 gp or less.
Regardless of level, a cartomancer's collection of cards
The cartomancer's class skills are Acrobatics (Dex), contains all portents. There is never any need to go
Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate hunting for portents like a wizard goes hunting for spells.
(Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Like other divine spellcasters, a cartomancer simply
Knowledge (planes) (Int), Linguistics (Int), Perception knows all of her magic innately. She may simply be unable
(Wis), Perform (Cha), Profession (Wis), Sense Motive to place more powerful portents into her "active deck",
(Wis), Sleight of Hand (Dex), Use Magic Device (Cha). explained below, until she reaches sufficient level.

Skill Ranks per Level: 4 + Int modifier Every portent has a somantic component (presenting the
card), as well as a verbal component (telling the story). A
Class Features cartomancer must have a Charisma score equal to at least
11 or higher to play least portents, at least 12 to play lesser
All of the following are class features of the cartomancer. portents, and at least 14 to play greater portents. The
Difficulty Class (DC) for a saving throw against a
Weapon Proficiency: Cartomancers are proficient with cartomancer's portent is 10 + 1/2 the cartomancer's class
simple weapons. level + the cartomancer's Charisma modifier.

Armor and Shield Proficiency: Cartomancers are A cartomancer does not use her entire card collection at
proficient with light armor. If a cartomancer uses armor once. Instead, she constructs an "active deck" that is a
or a shield with which she is not proficient, her portents subset of this collection. When setting the composition of
have a percent chance to fail equal to the arcane spell her active deck, a cartomancer must fulfill the following
failure chance of that equipment. criteria.

• No duplicate portents are allowed in an active deck.


Starting at 11th level, a cartomancer may include up to
two copies of least portents in her active deck, but can
never have duplicate lesser or greater portents in her
active deck.

• The active deck must include a number of least portents


equal to 2 + the cartomancer's class level.
Cartomancy
• The active deck must include 1 lesser portent, plus an
Overview and Deckbuilding additional lesser portent for every two cartomancer levels
beyond 1st.
A cartomancer's primary source of power stems from her
ability to manipulate fate through the use of cards. It • Starting at 4th level, the active deck must include 1
matters not whether or not the cards are meant to be greater portent, plus an additional greater portent for
divinatory in nature, or even if she is divining with a every four cartomancer levels beyond 4th.
whole deck, for it is the meaning that she gives her cards
and the story that she weaves while using them that gives A cartomancer has a maximum hand size of 2. This
the cards their power. To this end, any old deck will do, so increases by +1 at 5th level and every five levels beyond
long as the cartomancer is consistent with her 5th, to a maximum of a maximum hand size of 6 at 20th
storytelling. level.

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A cartomancer must get 8 hours of sleep and study her Hand ­ When a card is drawn, it goes to your hand. A
cards for 1 hour in order to change the composition of her card must be in your hand in order to play it. Before you
active deck. A cartomancer does not need to study her create a cartomancer, speak with your GM to determine
cards each day to refresh her daily uses of each of the whether the contents of your hand will be public
portents in her active deck. Rather, in order to refresh her information or private information. Other options, such
daily uses of her portents, a cartomancer need only get 8 as showing the contents of your hand to your party, but
hours of sleep each night. When a cartomancer refreshes keeping it hidden from the GM, are possible, but may
the daily uses of her portents, she shuffles her hand and upset people. Precisely how your group chooses to work it
discard pile into her deck, then deals out cards equal to is immaterial, so long as it works for your group and you
her maximum hand size. In essence, a cartomancer need follow it once chosen.
not study her cards at all if she is happy with her current
active deck composition. If separated from her cards, a Consistency between NPC cartomancers and PC
cartomancer cannot play portents at all. A cartomancer cartomancers is also immaterial. If your group decides to
can only change the composition of her active deck once make your hand public, there is no obligation on your
per day, and only if she has not yet played or discarded a GM's part to make a cartomancer villain play with a public
portent that day. If a cartomancer procures a new set of hand.
cards and wishes to use them, she must first create an
active deck. Given the aforementioned limitations on Maximum Hand Size ­ Unless a portent says
active deck creation, she may have to wait a day. otherwise, you cannot have more cards in your hand than
your maximum hand size, which is 2 + 1 every five class
Terminology levels.

Active Deck ­ The active deck is the deck with which you Reveal ­ To reveal a card, flip the top card of your active
play a cartomancer. The rules for constructing an active deck face­up onto the table (or other playing surface).
deck are listed above. This mechanic is usually used in two­step abilities with an
if/then approach to their functionality.
Collection ­ Your collection is the sum of all cards that a
cartomancer knows, but does not include in her active Playing Cards/Portents
deck. Remember, cartomancers begin play with all cards,
even though they do not have the ability to put all of those All cards have an activation time, detailing what kind of
cards into their active deck at 1st level. By extension, since action must be expended in order to play the card. If the
cartomancers eventually gain the ability to put a duplicate card can be played as a swift or immediate action, playing
copy of least portents into their decks, that least portent is that card does not provoke attacks of opportunity. If the
considered to be in both the active deck and in the card can be played as a move or standard action, playing
collection should only one copy be in the active deck. This that card provokes attacks of opportunity.
is true even at 1st level.
Playing a card simultaneously casts the portent contained
in the card. The two events, the playing of the card and
the casting of the portent, are separate events. To that
end, if the portent is counterspelled, fails to penetrate
Spell Resistance, fizzles due to a failed concentration
check, or otherwise finds a way to fail, all effects that
trigger from the playing of the card still function. That
being said, a card cannot be played if its portent would be
incapable of working, such as in an antimagic field.

Whenever a cartomancer plays a card that casts a greater


portent, she shuffles all lesser portents in her discard pile
into her active deck.
Discard ­ A card that goes to your discard pile without
being played is considered discarded. A card that is Whenever a cartomancer plays a card that casts a lesser
discarded, usually by the effects of a portent or as an portent, she shuffles all least portents in her discard pile
additional cost of using a seal ability, (see the seals class into her active deck.
feature) does not trigger on­play abilities. For example, a
discarded greater portent does not shuffle all lesser A cartomancer may draw a card once per round as a move
portents from the discard pile into the active deck. action.

Discard Pile ­ Cards that are played or discarded go to


the discard pile.

Draw ­ To draw a card, take the top card of your active


deck and put it into your hand. You cannot draw a card if
drawing a card would make you exceed your maximum
hand size.

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Tell Fortune (Su): Starting at 1st level, a cartomancer's


understanding of portents and fate allows her to coax the
fates surrounding an individual into action. Doing so
requires that the individual whose fortune is being told,
the mark, consents to having his fortune told, as well a
divination tool, such as dice, sticks, cards, palm reading, a
Table: Tell Fortune
crystal ball, or tea leaves. A cartomancer's collection of
Outcomes
cards counts as a divination tool. A cartomancer may not
tell her own fortune. The process of fortune telling takes 1
minute.

The cartomancer may choose whether she desires the


mark's fortune to be for good or for ill. If she desires to
give the mark a good fortune, simply roll on Table: Tell
Fortune Outcomes. If she desires to give the mark a
bad fortune, roll on Table: Tell Fortune Outcomes
and reverse the bonus shown to a cumulative penalty. For
example, rolling "+1 insight bonus to Fortitude saves"
instead applies a ­1 cumulative penalty to Fortitude saves.
The cartomancer must decide whether to make a fortune
good or bad before rolling on Table: Tell Fortune
Outcomes. As the mark gave his consent to having his
fortune told, there is no saving throw against a bad
fortune. All benefits, or penalties, granted by fortune
telling last for 10 minutes per cartomancer level. Once a
mark has had his fortune told, he may not have it told
again for 24 hours. A cartomancer may use this ability a
number of times per day equal to 3 + her Charisma
modifier, minimum 1.

Fatespinning (Su): Starting at 2nd level, a cartomancer


gains a pool of fate points, which measures her capacity to
follow and manipulate the skeins of fate. Given this sort of
work requires actual understanding of how the world
works rather than sheer force of will, the number of
points in a cartomancer's fate pool is equal to 1/2 her
cartomancer level + her Wisdom modifier.

Whenever a cartomancer spends fate points, roll once on


Table: Tell Fortune Outcomes for each fate point
expended. On a result of a natural '1', '13', or '20', roll
again as if the cartomancer is giving herself a bad fortune
using the tell fortune class feature. The penalty, or, if
lucky, the benefit, lasts for minutes equal to the
cartomancer's class level. The heightened fate class
feature applies.

By spending 1 point from her fate pool, a cartomancer can


do one of the following:

• Play a card that casts a least portent as a move action,


but only if she cast a lesser or greater portent in the same
round, or

• Play a card that casts a lesser portent as a move action,


but only if she cast a greater portent in the same round, or

• Draw a card as a swift action, or

• Reveal the top three cards of your active deck, then put
them back on top of your deck in any order. This is a
standard action.

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Seal (Su): Starting at 2nd level, a cartomancer gains Seal of the Blinking Eye
access to general expressions of fate and probability, also Cost: 2 Fate Points
known as seals. Seals require that the cartomancer Requires: Cartomancer 6
discard a card, as well as spend a number of fate points in
order to twist the power held in the discarded card to As a standard action, the cartomancer alters the
another purpose. To that end, the power of the seal is universe's record slightly in order to change her physical
dependent on the power level of the portent contained in placement in it, as the dimension door spell. The
the discarded card. By this logic, a discarded greater maximum distance she can move in this manner is
portent will have a greater effect than a discarded lesser dependent upon the power level of the discarded portent.
portent. See each individual seal for the effects elicited by
each power level of portent. The Difficulty Class (DC) for Least ­ 5 feet per two class levels
a saving throw against a cartomancer's seal is 10 + 1/2 the Lesser ­ 5 feet per class level
cartomancer's class level + the cartomancer's Wisdom Greater ­ 10 feet per class level; used as a move action
modifier. instead of as a standard action

Select a single seal listed below at 2nd level, as well as an Seal of the Cups
additional seal for every four levels beyond 2nd. Cost: 1 Fate Point

Seal of Arbitrary Possibilities As a swift action, the cartomancer grants herself a number
Cost: 2 Fate Points of temporary hit points for 1 round. The magnitude of the
Requires: Cartomancer 6 temporary hit points gained in this manner is dependent
upon the power level of the discarded portent. At 9th
As a standard action, the cartomancer reveals a number of level, the cartomancer may increase the fate point cost of
cards from the top of her active deck. Shuffle all greater this seal by +1 in order to use it as an immediate action. At
portents revealed in this way back into the cartomancer's 13th level, the cartomancer may increase the fate point
active deck. Keep these revealed cards face­up on the cost of this seal by +1 in order to use it on an ally within
table. They can be played and discarded as though they 30 feet.
were in the cartomancer's hand, but do not count toward
maximum hand size. If not played or discarded within 1 Least ­ 5 + 1/2 class level temporary hit points
round per cartomancer level, all cards left fae­up on the Lesser ­ 5 + class level temporary hit points
table in this way go to the cartomancer's discard pile. The Greater ­ 5 + 3*class level temporary hit points
number of cards revealed is dependent upon the power
level of the portent discarded; if the cartomancer's active
deck does not contain enough cards, reveal all of them.

Least ­ 1 card
Lesser ­ 3 cards
Greater ­ 4 cards; do not shuffle revealed greater portents
back into the active deck

Seal of Entropy
Cost: 2 Fate Points
Requires: Cartomancer 6

As a standard action, the cartomancer manipulates local


probability to make unlikely events unlikelier and likely
Seal of the Augury events likelier. All creatures within 30 feet of the
Cost: 4 Fate Points cartomancer, including the cartomancer herself, get a luck
Requires: Cartomancer 6 bonus to their highest saving throw and a penalty to their
lowest saving throw. Creatures that move more than 30
The cartomancer asks her deity, or Fate itself, questions, feet away from the cartomancer immediately lose the
as the augury spell. The number of questions she can ask effects of this ability, while creatures that enter this radius
is dependent upon the power level of the discarded immediately gain the effects. The magnitude of the bonus
portent. The cartomancer may ask one question per and the penalty is dependent upon the power level of the
round; if she is interrupted in between questions, the discarded portent. This ability lasts for 1 round per
remaining questions are lost. cartomancer level.

Least ­ 1 question Least ­ +1 bonus and ­1 penalty


Lesser ­ 3 questions Lesser ­ +2 bonus and ­2 penalty
Greater ­ class level questions Greater ­ +4 bonus and ­4 penalty

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Seal of Fate Respun Seal of the Read Palm


Cost: 1 Fate Point Cost: 1 Fate Point

As an immediate action, the cartomancer grants a As a standard action, the cartomancer twists the fate of a
retroactive insight bonus to the attack roll or skill check of single creature within 30 feet. Choose good or bad fortune
an ally within 30 feet. If the bonus is enough to turn the as if using the tell fortune class feature, then roll on
failure into a success, the roll suceeds. The magnitude of Table: Tell Fortune Outcomes. The number of rolls
the retroactive bonus is dependent upon the power level made on this table is dependent upon the power level of
of the discarded portent. the discarded portent. A successful Will save negates all
benefits, or penalties, of this seal; otherwise, these
Least ­ +1d3 insight bonus benefits, or penalties, last for 1 minute per cartomancer
Lesser ­ +1d6 insight bonus level. The heightened fate class feature applies to this seal.
Greater ­ +1d6 insight bonus; can be applied to a failed
saving throw Least ­ 1 roll
Lesser ­ 2 rolls
Seal of Militant Probability Greater ­ 5 rolls
Cost: 2 Fate Points
Requires: Cartomancer 10 Seal of the Swords
Cost: 2 Fate Points
As a standard action, the cartomancer adjusts the
behavior of fate to actively punish those with bad luck and As a standard action, the cartomancer twists the power of
reward those with good luck. Whenever a creature within the discarded card and uses it to lash out at a single
30 feet of the cartomancer, including the cartomancer creature within 30 feet. That creature takes an amount of
herself, rolls a natural '1' on a d20 roll, it takes force slashing damage based on the power level of the discarded
damage; similarly, whenever a creature within the same portent with a Reflex save for half damage.
area of effect rolls a natural '20' on a d20 roll, it is healed.
This healing is positive energy if applied to living Least ­ 1d6 slashing damage + an additional 1d6 slashing
creatures, negative energy if applied to undead creatures, damage for every two class levels
and repair if applied to constructs. The magnitude of the Lesser ­ 1d6 slashing damage per class level
damage and healing effects are dependent upon the Greater ­ 6 slashing damage per class level
power level of the discarded portent. This ability lasts for
1 round per cartomancer level. Seal of the Wands
Cost: 3 Fate Points
Least ­ 1 point of damage or healing per two class levels Requires: Cartomancer 10
Lesser ­ 1 point of damage or healing per class level
Greater ­ 1d4 points of damage or healing per class level As a standard action, the cartomancer pulls a wand out of
thin air. This wand persists for 1 minute before vanishing
Seal of the Pentacles and contains a single charge of the discarded portent with
Cost: 1 Fate Point a caster level equal to the cartomancer's class level. Treat
a wand containing a least portent as 1st­level, a wand
As a full­round action, the cartomancer draws power from containing a lesser portent as 2nd­level, and a wand
the discarded card, granting an ally within 30 feet an containing a greater portent as 4th­level. The Difficulty
improved ability to produce mundane equipment. The Class is calculated as is normal for a wand, which will
ally's mundane equipment production speed is multiplied likely result in a fairly large drop in DC. The portent is
by a factor that is dependent upon the power level of the treated as though it were on the spell list of any divine
discarded portent. This ability lasts for 1 day. caster for the purpose of using the wand without using the
Use Magic Device skill.
Least ­ 2x
Lesser ­ 4x Self Fortune (Su): Starting at 3rd level, the
Greater ­ 10x cartomancer has learned to get past the bias of self and
give herself a fair reading. She may now tell her own
Seal of Persistent Fate fortune using the tell fortune class feature. When telling
Cost: 1 Fate Point her own fortune, the complex fortune, heightened fortune,
and manipulate fortune class features do not expend
As a standard action, the cartomancer returns a card from additional uses of the tell fortune class feature.
her discard pile to her hand. The card returned must cast
a portent of the same power level as the discarded Complex Fortune (Su): Starting at 7th level, the
portent. cartomancer may expend an additional use of the tell
fortune class feature when telling a mark's fortune to roll
twice on Table: Tell Fortune Outcomes instead of just
once. The mark gains the benefits, and penalties, of both
rolls.

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Manipulate Fortune (Su): Starting at 9th level, the Favored Class Bonuses Favored Class Bonuses
cartomancer may expend an additional use of the tell
fortune class feature when telling a mark's fortune in Instead of receiving an additional skill rank or hit point
order to reroll a roll on Table: Tell Fortune Outcomes. whenever they gain a level in a Favored Class, some races
Rerolls cannot themselves be rerolled, nor can natural have the option of choosing from a number of other
rolls of '1', '13', and '20'. Starting at 19th level, the bonuses, depending upon their Favored Classes. The
cartomancer can reroll natural rolls of '1', '13', and '20'. following options are available to the listed race who have
cartomancers as their Favored Class, and unless otherwise
Heightened Fortune (Su): Starting at 13th level, all stated, the bonus applies each time you select the listed
benefits, and penalties, granted by the cartomancer's tell Favored Class reward.
fortune class feature are doubled. That is to say, all +1
insight bonuses are now +2 insight bonuses and all ­1 Aasimar – Add +1/6 of a seal.
penalties are ­2 penalties.
Drow – Every 6 times this bonus is selected, select a seal.
Instant Fortune (Su): Starting at 17th level, the The fate point cost of that seal is reduced by ­1, to a
cartomancer may use her tell fortune class feature as a minimum of 1.
full­round action; however, all benefits, and penalties,
granted by the fortune only last for 1 minute per Dwarf – Whenever the cartomancer casts a greater
cartomancer level. The mark must still consent to have his portent, she gains temporary hit points equal to the
fortune taken. number of times this bonus has been taken. These
temporary hit points last for 1 round.
Cyclical Fate (Su): At 20th level, the cartomancer
realizes that fate is truly cyclical. Whatever fortune is Elf ­ Add +1/3 of a point to the fate point pool.
granted to one must be taken away from another. As a
standard action, she can discard a card containing a lesser Gnome – Add +1/4 of a use to the tell fortune class
portent or a greater portent in order to draw energy from feature.
it. If the discarded portent is a lesser portent, she regains
1 fate point. If the discarded portent is a greater portent, Half­elf – Add +1/3 of a point to the fate point pool.
she regains 5 fate points.
Halfling – When using the tell fortune class feature, add
+1/8 to the bonus, or penalty, of the first roll made on
Table: Tell Fortune Outcomes.

Sidebar: Flipping Fortunes Half­orc – Whenever the cartomancer casts a greater


portent, she gets a bonus to her next weapon damage roll
When a cartomancer rolls on Table: Tell equal to the number of times this bonus has been taken.
Fortune Outcomes, the number of times a This bonus lasts for 2 rounds.
bonus can change to a penalty, then back into a
bonus again, is unlimited. That is to say, if the Hobgoblin – Add +1/2 to Intimidate and Perception
cartomancer keeps rolling natural '1's, '13's, checks.
and '20's, it can take awhile to resolve an
ability that calls for that table's use. Then Human – Add +1/4 of a least portent to the active deck.
again, such strange behavior should be
expected when fate and probability are an Kobold – Add +1/4 to the Difficulty Class of all seals if
individual's source of power. the victim is a gnome.

Orc – Whenever a portent deals bleed damage, add +1/4


to that damage.

Puddling – Add +1/4 of a use to the tell fortune class


feature.

Tiefling – Add +1/6 of a seal.

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Cartomancer Feats Declaimer of the Present

Ace in the Hole You tell your immediate surroundings how they should
be arranged, and it is so.
Portents you have already used that day become
incredibly easy to repeat. Prerequisite: Weaver of the Present,
maximum hand size of 5 or higher, Wis 17
Prerequisite: Ability to place two copies of the same
least portent into an active deck Benefit: Whenever you cast a greater portent that targets
a single creature, you may spend 3 fate points to have that
Benefit: You may spend 2 fate points to look through portent affect a second creature within 10 feet of the
your active deck for a card whose portent matches the primary target. Both creatures must be legal targets for
portent of a card in your discard pile. Reveal this card, put the portent.
it into your hand, then shuffle your active deck. This is a
move action that provokes attacks of opportunity. This Deep Association
ability can cause you to exceed your maximum hand size,
but cannot be used if your maximum hand size is already When you apply your willpower just right, you can
exceeded. absolutely assure that fortune and misfortune will
spread without fail in certain situations.
Always Another Option
Prerequisite: Fate by Association,
You have access to more fate at once than the average heightened fortune class feature
cartomancer, but have trouble converting it to more
generic forms when you're fully loaded with the stuff. Benefit: When spreading fate with the Fate by
Association feat, you affect creatures within 20 feet of the
Prerequisite: Cartomancy class feature targeted creature. Additionally, creatures within 5 feet of
the targeted creature are not entitled to a Will save to
Benefit: Your maximum hand size is increased by +1. negate the spread.
When the number of cards in your hand is greater than or
equal to your newly­modified maximum hand size, the Normal: When spreading fate with the Fate by
fate point cost of your seals is increased by +1. Association feat, you affect creatures within 10 feet of the
targeted creature. All those affected are entitled to a Will
Bottom­up Design save to negate the spread.

Decks you build focus on variety at the expense of large Detail­oriented


effects.
Nearly all practitioners of divinatory showmanship
Prerequisite: Cartomancy class feature claim that the insights they gain from a single palm are
legion. For a very select few, this is not a Beowulfian
Benefit: When building an active deck, you may choose boast, but rather a totally honest statement.
to reduce the number of lesser portents in the deck by ­1.
If you do, the number of least portents in that deck is Prerequisite: Fortuneteller,
increased by +2. complex fortune class feature

Concatenated Sacrifice Benefit: Whenever you tell a mark's fortune using the
tell fortune class feature, roll an additional time on
The realization was sudden. If a seal requires portents as Table: Tell Fortune Outcomes.
fuel, how many least portents would make a lesser
portent? The answer, it turns out, is three. Efficient Seal

Prerequisite: Efficient Seal, Extra Seal, Having used a particular seal over and over again, you
maximum hand size of 4 or higher have learned how best to manipulate fate in the precise
manner required to elicit the effects of that seal.
Benefit: Whenever you use a seal, you may discard three
least portents and treat it as though you discarded a lesser Prerequisite: Know at least 3 seals
portent. Similarly, you may discard three lesser portents
and treat it as though you discarded a greater portent. Benefit: Choose a seal you know. The fate point cost of
Using this ability increases the fate point cost of the seal that seal is reduced by ­1, to a minimum of 1.
by +1.
Special: You can gain this feat multiple times. Each time,
select another seal to which this feat has not been applied.

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Extra Seal Forced Reading

Drawn to the utility of seals in the manipulation of fate, Most fortunetellers receive a more­or­less steady custom.
you have taken it upon yourself to master more of them Those who don't weren't very good at telling the future.
than the average cartomancer. For those with a chronic inability to get willing
customers, there are a few ways to get around it. This is
Prerequisite: Seals class feature one of the less subtle ways.

Benefit: You gain one additional seal. You must meet all Prerequisite: Instant fortune class feature
of the prerequisites for this seal.
Benefit: You no longer require a mark's consent when
Special: You can gain this feat multiple times. Each time, using the instant fortune class feature. If you do not have
select another seal that you do not know. the mark's consent, you must succeed on a melee touch
attack in order to grab hold of a part of the mark's body
Fast Seal for a moment in order to take a reading. If this melee
touch attack fails, you provoke attacks of opportunity. The
Seals are, by their very nature, quite inefficient, but that mark is entitled to a DC 10 + 1/2 your cartomancer level +
inefficiency can allow a seal to be used very quickly once your Charisma modifier Will save to negate the benefits
fate is already shifting to make way for a portent of granted by, and the penalties imposed by, your reading.
great power.
Fortunate Dealer
Prerequisite: Recycler of Fate
You are capable of eliminating the negative effects of fate
Benefit: You may use a seal as a swift action if you have upon yourself.
already cast a greater portent in the same round. Seals to
which you have applied the Efficient Seal feat do not have Prerequisite: Lucky Dealer,
their fate point cost reduced when used quickly in this maximum hand size 4 or larger
manner.
Benefit: Penalties imposed upon you by rolls on Table:
Fate by Association Tell Fortune Outcomes are insight bonuses instead.
They are still treated as penalties for the purpose of
A powerful cartomancer learns not only how to influence duration reduction by the Lucky Dealer feat and are
the fate of others based on the fortunes she tells, but also spread as penalties by the Fate by Association feat.
how to spread that individual's awakened luck or
misfortune to others. Normal: Penalties imposed upon you by rolls on Table:
Tell Fortune Outcomes are penalties.
Prerequisite: Fortuneteller,
manipulate fortune class feature Fortuneteller

Benefit: As a standard action, you can expend a use of Whether it is palms, tea leaves, crystal balls, entrails,
your tell fortune class feature to spread all bonuses, and dissection of owl pellets, the examination of the flight
penalties, that your rolls on Table: Tell Fortune formation of a flock of birds, the examination of birth
Outcomes have caused to a single creature within 30 defects, astrology, or tarot, you have done it.
feet to all other creatures within 10 feet of that creature. It
does not matter whether these bonuses or penalties are Prerequisite: Tell fortune class feature, Cha 15
the result of the tell fortune class feature, the seal of the
read palm, or the random happenstances that occur to Benefit: You can use the tell fortune class feature two
you whenever you spend fate points; they all spread. Each additional times per day.
creature to which the bonuses and penalties are being
spread is entitled to a DC 10 + 1/2 your cartomancer level Special: You can take this feat multiple times. Its effects
+ your Charisma modifier Will save to negate their stack.
spread. Once spread, the bonuses and penalties last for
rounds equal to your Charisma modifier. Greater Seal Focus

You direct some of the excess fate liberated in the


creation of seals to ensure that your seals go through and
hit their intended target like a ton of unlucky bricks.

Prerequisite: Seal Focus

Benefit: Add +1 to the Difficulty Class for all saving


throws made against your seals. This stacks with the
bonus granted by Seal Focus.

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Lucky Dealer Repetition of History

You are capable of mitigating the negative effects of fate History, being the record of the fate that alters the
upon yourself. present as it occurs, is doomed to repeat itself in much
the same way that a crochet needle follows the same path
Prerequisite: Fatespinning class feature, Cha 15, Wis 15 again and again to produce a scarf. With a little
coercion, you can easily call up this repetition when it
Benefit: Penalties imposed upon you by rolls on Table: suits you.
Tell Fortune Outcomes that were triggered by
spending fate points last for 1 round per class level. Prerequisite: Student of the Loom

Normal: Penalties imposed upon you by rolls on Table: Benefit: Once per day, you can play a card containing a
Tell Fortune Outcomes that were triggered by least or lesser portent from your discard pile as though it
spending fate points last for 1 minute per class level. were in your hand. On­play effects, such as all least
portents in the discard pile shuffling into your active deck
Mighty Fortune when a card containing a lesser portent is played, are not
triggered.
When you mess with fate, the response is particularly
strong. Seal Focus

Prerequisite: Manipulate fortune class feature Though generic and inefficient, your seals are big,
garish, and particularly hard to ignore, much like most
Benefit: All bonuses, and penalties, granted by the tell other obvious manifestations of Fate.
fortune class feature are increased by +1. This does not
apply to rolls on Table: Tell Fortune Outcomes that Prerequisite: Seals class feature
were triggered by spending fate points.
Benefit: Add +1 to the Difficulty Class for all saving
Morning Rush throws made against your seals.

Some cartomancers, such as you, just live for that first Shaper of the Present
mark of the day.
You are adept at spreading the least of your portents far
Prerequisite: Cartomancy class feature, and wide.
ability to place a greater portent into your active deck
Prerequisite: Student of the Loom,
Benefits: When you shuffle your discard pile and hand cartomancy class feature,
into your active deck and draw new cards at the beginning maximum hand size 3 or higher, Wis 13
of the day, you draw until you have cards in your hand
equal to two greater than your maximum hand size. Benefit: Whenever you cast a least portent that targets a
Whenever you have no cards in your hand, it is a full­ single creature, you may spend 1 fate point to have that
round action to draw a card rather than a move action. portent affect a second creature within 10 feet of the
primary target. Both creatures must be legal targets for
Normal: When you shuffle your discard pile and hand the portent.
into your active deck and draw new cards for the
beginning of the day, you draw until you have cards in
your hand equal to your maximum hand size.

Recycler of Fate

Seals, being a fairly inefficient way to use the power of


Fate, can have part of their wasted energy reclaimed by
savvy cartomancers.

Prerequisite: Seals class feature Student of the Loom

Benefit: Whenever you use a seal, return a card Fate is merely the loom that weaves the fabric we know
containing a least portent from your discard pile to your as history. You are determined to learn its secrets.
hand. This ability can cause you to exceed your maximum
hand size, but cannot be used if your maximum hand size Prerequisite: Fatespinning class feature
is already exceeded.
Benefit: The size of your fate point pool is increased by
+3 points.

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Three Card Monty Portent Targeting


"Heads, I win. Tails, you lose." Portents have a very simple targeting system: they target a
single creature in range. If the range is self, the only legal
Prerequisite: Cartomancy class feature, target is you; otherwise, go crazy. Sometimes, the target
ability to place a greater portent into your active deck radiates an aura after being affected, but, for the purpose
of targeting, a single creature acts as the epicenter of the
Benefit: You gain a Monty deck. A Monty deck is built portent.
from cards in your collection, much like your active deck,
and can be altered whenever you alter your active deck. A
Monty deck must contain two least portents and a lesser
portent. All of these portents must be able to target
individuals other than just you. Once per day as a
standard action that provokes attacks of opportunity,
spread the Monty deck face­down in front of the person
who is playing a target creature within 30 feet. That
person picks a card. If he picks the lesser portent, you cast
it on the target as a free action. If he picks one of the least
portents, reveal the rest of the cards and cast both of the
least portents on the target as a free action. Once used, set
the Monty set aside. It's its own separate thing. Do not
put it in the discard pile.

Top­down Design

Your active deck focuses on large, powerful effects at the


expense of variety.

Prerequisite: Cartomancy class feature, ability to place


a greater portent into your active deck

Benefit: When building an active deck, you may choose


to increase the number of greater portents in the deck by
+1. If you do, the number of least portents and lesser
portents allowed in that deck are each reduced by ­2 and
the first greater portent you play each day does not trigger
on­play effects.

Weaver of the Present

Your portents are the thread with which you weave a


tiny part of the tapestry of Now.

Prerequisite: Shaper of the Present,


maximum hand size 4 or higher, Wis 15

Benefit: Whenever you cast a lesser portent that targets


a single creature, you may spend 2 fate points to have that
portent affect a second creature within 10 feet of the
primary target. Both creatures must be legal targets for
the portent.

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Cartomancer Portent Summary

Least Portents

The Aegis ­ Grant an ally resistance equal to your level to an energy type.
The Avenger ­ Deal damage equal to your level to an enemy that has recently damaged an ally.
The Bull ­ Grant an ally an enhancement bonus bonus to a single ability score.
The Charmed ­ The target must roll multiple times and take the worst when attacking you.
The Crone ­ Grant yourself a retroactive bonus to a single Knowledge check.
The Dice ­ Store a d20 roll for later use.
The Expert ­ Grant an ally a retroactive bonus to a single attack roll or skill check.
The Fatespin ­ If Fate has penalized you, draw a card, then play it if it's a least portent.
Guilt ­ Whenever the target attacks you, it takes damage equal to the base damage of its weapon.
The Hero ­ The target must roll multiple times and take the best on its next attack.
The Hex ­ The target takes a penalty to a single ability score.
The Maiden ­ Nearby allies of the target gain a suite of luck bonuses.
The Manacles ­ The target can only use one­handed equipment.
The Mountebank ­ The target is healed of ability damage.
The Necromancer ­ An ally who has been recently dealt damage gains 3 + your level temporary hit points.
The Needles ­ The target becomes slower each time it moves, eventually becoming helpless.
The Poultice ­ The next source of bleed damage dealt to the target is reduced by an amount equal to your level.
The Pox ­ Whenever the target takes damage, it bleeds.
The Sanction ­ The target cannot give his belongings to others.
The Spark ­ The target takes 1d4 points of fire damage per level and is fatigued.
The Transfusion ­ You heal the target for 1d6 per level, but take damage equal to the amount healed.
The Undeterred ­ An ally that has recently failed a saving throw get a luck bonus to that save.
The Whispers ­ The target becomes confused.
The Wild ­ The target becomes enraged, gaining a morale bonus to Strength and Constitution, but taking a penalty to
AC.

Lesser Portents

The Alchemist ­ The target is entangled.


The Comrades ­ You take half the damage the target receives, and vice versa.
The Conflagration ­ You burst into flames, dealing 1d6 + 1/2 level fire damage to nearby creatures each round.
The Dampening ­ The next spell to target your target is countered if it is of the chosen school.
The Edict ­ The target must make a concentration check to cast any spell of a chosen school.
The Equilibrium ­ The target's next d20 roll is automatically 21 ­ his last d20 roll.
The Klutz ­ Whenever the target misses with an attack roll, it takes damage equal to the weapon's base damage.
The Poles ­ If the target's next d20 roll is odd, it is treated as a natural '1'; else, it is treated as a natural '20'.
The Sanitarium ­ The target is healed of 1d4 points of damage per level, as well as 1 point of ability damage to each
score.
The Shock ­ The target takes 1d4+1 points of force damage per level. If this kills it, it detonates, dealing damage equal to
your class level in a 10­foot burst.
The Tourniquet ­ A target dealt damage in the last round is healed for an amount equal to your level and gains damage
reduction for 1 round.
The Transmutation ­ All physical damage dealt to the target is your choice of slashing, piercing, or bludgeoning.
The Trial ­ The target rerolls a d20 roll.
Vigilance ­ You have a bonus to initiative in the first round of combat.
The Voices ­ Draw up to your maximum hand size.

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The Onmyōji Alignment: Any.

Onmyōdō can be best described as an occult tradition Hit Die: d6


grounded in the natural world. To the onmyōji,
practitioners of onmyōdō, the world is awash in spirits, Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
some the souls of the ancestors, others spirits who tend to addition, each character begins play with an outfit worth
and guide the development of the natural world. 10 gp or less.
Onmyōji are uniquely suited to act as an emissary to this
world of spirits, taking their advice and applying it to The onmyōji's class skills are Bluff (Cha), Craft (any) (Int)
the mortal world. This makes the onmyōji a powerful Diplomacy (Cha), Heal (Wis), Linguistics (Int),
diviner, and having the favor of mighty spirits is itself a Knowledge (arcana) (Int), Knowledge (nature) (Int),
valuable asset when danger rears its ugly head. Knowledge (planes) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Str), Sense Motive (Wis), Survival
Role: Through a personal bond with the spirits of the (Wis), and Use Magic Device (Cha).
world, an onmyōji and his shikigami minion offer
powerful area support through the use of special Skill Ranks per Level: 4 + Int modifier.
talismans, as well as the ability to petition for the aid of
powerful spirits.
Table: The Onmyōji

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The following are all class features of the onmyoji. Spiritual Beacon: As a swift action, the onmyōji may
increase the radius of a single o­fuda talisman within 60
Weapon Proficiency: The onmyōji is proficient with all feet by 5 feet. This is an enhancement bonus. This effect
simple weapons, the kukri, the double chicken saber, the lasts for the duration of the talisman. An onmyōji must be
tonfa, the monk’s spade, and the naginata. at least 7th level to use this ability.

Armor and Shield Proficiency: Onmyōji are not If the onmyōji is at least 14th level, he may increase the
proficient with any kind of armor, but are proficient with radius of two o­fuda talismans within 60 feet instead.
shields, but not tower shields. If wearing armor or using a
shield with which he is not proficient, the spirit point cost Buffered Talisman: As an immediate action, the onmyōji
of the onmyōji’s petitions increases by +1 and the may grant a single active talisman temporary hit points
duration of his talismans is reduced by half. equal to three times his Wisdom modifier. This effect lasts
for the duration of the talisman. An onmyōji must be at
Aid of the Minor Kami (Sp): Just as an onmyoji is the least 11th level to use this ability.
spirit world's envoy to the realm of mortals, the onmyoji
uses his shikigami's connections with the minor spirits of By spending 2 points from his spirit pool, an onmyōji can
the spirit world to receive their aid without the need to do one of the following.
petition them formally. Each morning when he
replenishes his spirit pool, the onmyoji selects two wizard Spiritual Beacon, Greater: As a swift action, the onmyōji
cantrips and two cleric orisons. He retains knowledge of may increase the radius of a single o­fuda talisman within
the chosen spells until the next time he uses this ability, at 60 feet by 10 feet. This is an enhancement bonus. This
which point he promptly forgets them before choosing a effect lasts for the duration of the talisman. An onmyōji
new set of orisons and cantrips. If the onmyoji is within must be at least 11th level to use this ability.
20 feet of his shikigami, he may cast any of the chosen
spells at will with a caster level equal to his onmyoji level. If the onmyōji is at least 16th level, he may increase the
radius of two o­fuda talismans within 60 feet instead.
The range of this ability will scale with the Hit Dice of the
shikigami, much like the "connection" abilities on the pet Lingering Blessing, Mass: As a swift action, the onmyōji
itself. may increase the remaining duration of all active
talismans within 60 feet by 5 rounds. There is no limit to
Shikigami how high the remaining duration of a talisman can go in
this fashion. An onmyōji must be at least 13th level to use
An onmyoji begins play with a shikigami, a kami that has this ability.
been bound to his service that resides in an origami paper
vessel. Full details for the onmyoji's shikigami begin on Spiritual Talisman: As a swift action, the next talisman
page 4. the onmyōji places this round does not deduct from his
daily uses of the talismans class feature. An onmyōji must
If a shikigami is dismissed, lost, or dies, it can be replaced be at least 17th level to use this ability.
1 week later through a specialized ritual that costs 200 gp
per onmyōji level. The ritual takes 8 hours to complete. O­fudamori: When placing an o­fuda talisman, the
onmyōji may treat it as an omamori talisman for the
Spirit Pool (Su): At 1st level, an onmyōji gains a pool of purpose of its prayer. In all other respects, it is still an o­
spirit points, a measure of his ability to petition the spirit fuda talisman. This ability can only be used if the o­fuda's
realm for aid. The number of points in an onmyōji's spirit prayer is compatible with both o­fuda and omamori
pool is equal to his Charisma modifier, plus an additional talismans. An onmyōji must be at least 20th level to use
2 for every three onmyōji levels he possesses. this ability.

By spending 1 point from his spirit pool, an onmyōji can The spirit pool is replenished each morning after 8 hours
do one of the following. of rest or meditation; these hours do not need to be
consecutive.
Reach of the Spirits: As a swift action, the onmyōji may
increase his reach by 5 feet per onmyōji level for the
purpose of placing talismans. This effect lasts for 1 round.

Lingering Blessing: As a swift action, the onmyōji may


increase the remaining duration of a single talisman
within 60 feet by 5 rounds. There is no limit to how high
the remaining duration of a talisman can go in this
fashion.

Iron Talismans: As a swift action, the onmyōji may


increase the hardness of all active talismans within 60
feet by an amount equal to his Wisdom modifier. This is Susano­o, brother of the sun goddess Amaterasu and
an enhancement bonus. This effect lasts for 1 round. An one of Japan's four major storm gods
onmyōji must be at least 5th level to use this ability.

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Talismans (Su) O­fuda: O­fuda talismans were originally designed to


ward entire households at once, keeping out evil spirits
Onmyōji are known for their connection with the spirits and bad luck, or promoting fortune and cheer within its
that populate the world, and one of the most iconic boundaries. Taken out of its traditional home and made a
interactions with them is the manufacture of talismans tool for the adventuring onmyōji, o­fuda talismans are the
fueled by the supernatural power of these spirits. gold standard for area warding. When an o­fuda talisman
Talismans are small tokens, usually made of cloth, paper, is placed on a solid surface in an unoccupied 5­foot square
or wood, that have been decorated with glyphs showing the onmyōji threatens, a standard action, it affects a 10­
the provenance of its source of power, and filled with one foot radius centered on the talisman. Once placed, an o­
or more prayers that give that power direction. fuda becomes affixed to that surface and cannot be moved
unless it is destroyed or its duration ends.
An onmyōji begins play with two prayers for which he
meets all of the prerequisites. (See Section: Onmyoji Omamori: Omamori talismans were originally designed
Prayers) At 3rd level and every two onmyōji levels for personal protection, and this translates well to the
thereafter, he gains an additional prayer for which he adventuring profession. When an omamori talisman is
meets all of the prerequisites. placed on a creature occupying a square the onmyōji
threatens, a standard action, it affects just that creature. If
Talismans come in two flavors: o­fuda and omamori. the creature is not a willing recipient, then the onmyōji
must make a melee touch attack. If successful, the
When placing a talisman (see the individual listings for o­ talisman is affixed to the subject and cannot be removed
fuda and omamori talismans), the onmyōji selects a single unless it is destroyed or its duration ends. A failed melee
prayer that he knows that is compatible with the chosen touch attack provokes attacks of opportunity, but does not
type of talisman. For its duration, the talisman elicits the consume a daily talisman use.
chosen prayer's effect.
Petition Spirits (Su): An onmyōji enjoys a solid
To place a talisman, an onmyōji must have one hand free rapport with the spirit world. The various kami know the
and a Wisdom score equal to at least 10 + 1/2 the onmyōji's name, and many are willing to render
minimum level of the prayer added to the talisman. Each assistance when asked respectfully and with appropriate
day, an onmyōji can place a number of talismans equal to ritual. At 2nd level and every two onmyōji levels
his onmyōji level + his Wisdom modifier. thereafter, the onmyōji selects one petition for which he
meets all the prerequisites. Unless stated otherwise, an
Both o­fuda and omamori talismans never allow saving onmyōji cannot select an individual petition more than
throws. A talisman of any kind has hardness equal to the once.
onmyōji's Wisdom modifier and hit points equal to three
times the onmyōji's class level. Melee attacks made To use a petition, an onmyōji must have a Charisma score
against an o­fuda talisman are automatically successful, equal to at least 10 + 1/2 minimum level of that petition.
while melee attacks made against an omamori talisman
are automatically successful if the subject of the talisman The Difficulty Class (DC) for a saving throw against an
is willing to have its talisman struck; otherwise, the attack onmyōji’s petition is 10 + 1/2 the onmyōji’s class level +
is made against the touch AC of the subject +2. Ranged the onmyōji’s Charisma modifier.
attacks are made against an AC of 9 if the target is an o­
fuda talisman or an omamori talisman worn by a willing
subject, or made against the touch AC of the subject +2 if
the subject is unwilling.

O­fuda talismans take damage from area of effect


abilities, such as the fireball spell, as normal, while
omamori talismans only take damage from area of effect
abilities if the subject either rolls a natural “1” on his
saving throw or intentionally fails its saving throw.

If a talisman is reduced to 0 hit points, it is destroyed and


its effects end immediately; otherwise, a talisman has a
duration of 3 rounds + 1 round per onmyōji level.

(Left and above): Amaterasu emerging from Ama­no­


Iwato (the "Heavenly Rock Cave"), returning sunlight to
the world

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Shikigami A shikigami is a Tiny Construct with a Strength score of 6,


a Dexterity score as listed on the table below, no
A shikigami is a kami, usually summoned by and bound Constitution score, and a score of 10 in Intelligence,
to an onmyōji, inhabiting lavishly­folded origami paper as Wisdom, and Charisma. It has a base land speed of 20
an anchor to the physical world. Though a spirit, a feet, a fly speed of 30 feet with perfect maneuverability,
shikigami's paper vessel is what allows it to interact with and a natural slam attack. A shikigami cannot also
the world at large, and is considered a construct for the function as a familiar.
purpose of effects that depend on its type. A shikigami's
Hit Dice, base attack bonus, and base save bonuses are Levels of different classes that are entitled to shikigamis
dependent upon its master's onmyōji level, and the stack for the purpose of determining any shikigami
progression of these quantities as it relates to its master's abilities that depend on the master's level.
onmyōji level is given on Table: The Shikigami.
If a shikigami is dismissed, lost, or dies, it can be replaced
1 week later through a specialized ritual that costs 200 gp
per onmyōji level. The ritual takes 8 hours to complete.

Table: The Shikigami

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Master's Class Level: This is the character's onmyōji Share Talismans (Su): If within 20 feet of its master, a
level. shikigami may place talismans, using any prayer that its
master knows. Talismans placed in this fashion deduct
HD: This is the total number of 10­sided (d10) Hit Dice from the onmyōji's daily allotment. Further, their
the shikigami possesses. As a shikigami is a construct, it duration is based on the shikigami's Hit Dice rather than
does not gain a Constitution modifier. the onmyōji's class level; all other effects are based on the
onmyōji's class level.
BAB: This is the shikigami’s base attack bonus. A
shikigami’s base attack bonus is equal to its Hit Dice. Speak with Master (Ex): A shikigami and the master can
Shikigami do not gain additional attacks using their communicate verbally as if they were using a common
natural weapons for a high base attack bonus. language. Other creatures do not understand the
communication without magical help.
Fort Save: This is the shikigami's base Fortitude saving
throw modifier. Spirit Pool (Su): Itself a spiritual being, a shikigami has a
pool of spirit points, a measure of its ability to influence
Reflex Save: This is the shikigami's base Reflex saving the world in strange and miraculous ways. The number of
throw modifier. points in a shikigami's spirit pool is equal to the number
of Hit Dice it possesses.
Will Save: This is the shikigami's base Will saving throw
modifier. A shikigami may use any spirit pool ability, such as iron
talismans, that its master knows, but can only affect
Skills: This lists the shikigami’s total skill ranks. A talismans it has placed itself.
shikigami can assign skill ranks to any skill, but it may not
have the necessary appendages to use some skills. A The spirit pool is replenished whenever its master's spirit
shikigami receives a number of skill ranks equal to 2 + its pool is replenished.
Intelligence modifier per HD. A shikigami cannot have
more ranks in a skill than it has Hit Dice. Shikigami skill Powerful Bond (Ex): If the master is 2nd level or higher,
ranks are set once chosen, but can be resassigned if a the range of the shikigami's linked endurance, origami
shikigami is lost or dismissed and a new one is bound to form, and share talisman abilities, as well as its master's
the onmyōji. aid of the minor kami class feature, increases by +5 feet
for every Hit Die the shikigami possesses beyond the first.
The shikigami's class skills are Escape Artist (Dex), Fly
(Dex), Knowledge (nature) (Int), Knowledge (planes) Improved Evasion (Ex): If the master is 5th level or
(Int), Knowledge (religion), (Int), Perception (Wis), and higher, when subjected to an attack that normally allows a
Stealth (Dex). Reflex saving throw for half damage, a shikigami takes no
damage if it makes a successful saving throw and half
Feats: This is the total number of feats possessed by a damage even if the saving throw fails.
shikigami. Shikigami can select any feat that they qualify
for, but they must possess the appropriate appendages to Bulky Spirit (Ex): If the master is 9th level or higher, treat
use some feats. Shikigami feats are set once chosen, but the shikigami as though it were one size category larger
can be reassigned if a shikigami is lost or dismissed and a for the purpose of bonus hit points granted to a construct
new one is bound to the onmyōji. based on its size. If the master is 15th level or higher, treat
the shikigami as though it were two size categories larger
Dex: This is the shikigami's Dexterity score. instead.

Special: This includes a number of abilities gained by all


shikigami as they increase in power. Each of these
Table: Construct Bonus Hit
bonuses is described below.
Points by Size

Linked Endurance (Su): If within 20 feet of its master, a


shikigami gains hardness equal to its master's Wisdom
modifier.

Origami Form (Ex): A shikigami is held in an origami


shell that is made to look like a type of animal. A
shikigami can be made to look like any kind of familiar,
but is always Tiny regardless of the size of the thing it is
made to look like. If within 20 feet of its master, a
shikigami grants its master the same bonus a wizard gets
for having a familiar of that type. In addition, the
shikigami has the natural attacks of the creature whose
shape into which it is folded.

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Favored Class Bonuses Feats


Feats
Instead of receiving an additional skill rank or hit point Onmyōji Feats
whenever they gain a level in a Favored Class, some races Onmyoji Feats
have the option of choosing from a number of other Aid of the Arcane
bonuses, depending upon their Favored Classes. The
following options are available to the listed race who have Your shikigami is fairly popular among the kami
onmyōji as their Favored Class, and unless otherwise responsible for tending the world's arcane weave.
stated, the bonus applies each time you select the listed Harnessing this unexpected aid, you find yourself
Favored Class reward. capable of tapping deeper into this weave than can the
average onmyoji.
Aasimar – Add +1/3 of a round to the duration added to
talismans by the lingering blessing and lingering blessing, Prerequisite: Aid of the minor kami class feature
mass spirit pool abilities.
Benefit: Your aid of the minor kami class feature allows
Drow – Add +1/3 to size of the onmyōji's spirit pool. you to select an additional wizard cantrip whenever you
replenish your spirit pool.
Dwarf – Add +1/2 to the shikigami's hardness.
In addition, you may cast magic missile 1/day as a spell­
Elf ­ The onmyōji's shikigami adds +1/6 of a bonus feat. like ability with a caster level equal to your onmyōji level.
It must meet all of the prerequisites of this bonus feat. If
the shikigami is lost, destroyed, or dismissed, its Normal: The aid of the minor kami class feature grants
replacement gains this benefit. knowledge of two wizard cantrips and two cleric orisons.

Gnome – Every 5 times this bonus is selected, choose a Aid of the Earth
petition. Whenever the onmyōji uses the chosen petition,
if his shikigami is within 60 feet, he heals the shikigami Every rock, every tree, and every blade of grass has its
for points of damage equal to his Charisma modifier. own attendant spirit. Your shikigami knows most of
them by name. This happy coincidence allows you to
Half­elf – Add +1/6 of a bonus feat. The onmyōji must draw upon the might of the earth itself, if in a fairly
meet all of the prerequisites of this bonus feat. roundabout fashion.

Halfling – Add +1/4 to initiative checks when within Prerequisite: Aid of the minor kami class feature
arm's reach of the shikigami.
Benefit: Your aid of the minor kami class feature allows
Half­orc – Every 3 times this bonus is selected, you to select a druid orison whenever you replenish your
successfully placing an omamori on an unwilling creature spirit pool.
deals 1 point of bleed damage. This damage stacks with
other bleed effects. In addition, you may cast create flame 1/day as a spell­
like ability with a caster level equal to your onmyōji level.
Hobgoblin – Add +2 to the hit points of talismans placed
by the onmyōji. Normal: The aid of the minor kami class feature grants
knowledge of two wizard cantrips and two cleric orisons.
Human – Every 7 times this bonus is selected, add +5 feet
to the radius of effect of the onmyōji's o­fuda talismans. Aid of the Minor Deity

Kobold – Add +1/3 to the number of talismans the A fair number of kami become their own distinct entity in
onmyōji can place daily. the minds of mortals. The god of a local hot spring,
locally notable, but regionally unimportant, is a prime
Orc – Every 3 times this bonus is selected, successfully example.
placing an omamori on an unwilling creature deals 1 point
of bleed damage. This damage stacks with other bleed Prerequisite: Aid of the minor kami class feature
effects.
Benefit: Your aid of the minor kami class feature allows
Puddling – Add +1/6 to both the size of the onmyōji's you to select an additional cleric orison whenever you
spirit pool and the number of talismans he can place replenish your spirit pool.
daily.

Tiefling – Creatures who damage a talisman under the In addition, you may cast cure light wounds 1/day as a
effects of the iron talismans spirit pool ability in melee spell­like ability with a caster level equal to your onmyōji
take damage equal to half the number of times this level.
favored class bonus has been selected.
Normal: The aid of the minor kami class feature grants
knowledge of two wizard cantrips and two cleric orisons.

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Aid of the Minstrel Extra Prayer

Being immortal creatures, many kami pick up an art of You have been asked for many ridiculous talismans over
some sort to while away the time. A minor spirit the course of your career.
responsible for making sure the grass in a single small
field grows properly may take up weaving little baskets Prerequisite: Talismans class feature
from blades of grass, while others take up music. Your
shikigami is familiar with many such minor kami, and Benefit: You gain one additional talisman prayer. You
their skills are yours for the asking. must meet all of the prerequisites for this talisman prayer.

Prerequisite: Aid of the minor kami class feature Special: You can gain Extra Prayer multiple times.

Benefit: Your aid of the minor kami class feature allows Favored of the Great Kami
you to select an additional bard cantrip whenever you
replenish your spirit pool. A powerful kami spirit has taken a shine to you for some
reason, and it takes less asking to get her to help you.
In addition, you may cast charm person 1/day as a spell­
like ability with a caster level equal to your onmyōji level. Prerequisite: Petition spirits class feature

Normal: The aid of the minor kami class feature grants Benefit: Choose a single petition that you know. The
knowledge of two wizard cantrips and two cleric orisons. spirit point cost of that petition is reduced by ­1, to a
minimum of 1.
Ally of the Kami
Glowing Spirituality
The kami like you, and tend to bend over backwards to
ensure you stay safe. It is easy for the kami to take notice of your actions when
your soul glows like a lighthouse in the midst of a fog.
Prerequisite: Extra Petition, spirit pool class feature
Prerequisite: Onmyōji level 10th, petition spirits class
Benefit: The size of your spirit pool increases by +3. feature

Special: You can gain Ally of the Kami multiple times, Benefit: Choose an ability granted by the spirit pool class
but cannot gain Ally of the Kami more times than you feature, such as iron talismans. Whenever you use that
have gained Extra Petition. Its effects stack. ability, you gain 1 temporary spirit point. This temporary
spirit point lasts until the end of your turn.
Extra Aid
Petition the Minor Kami
Your shikigami's connections with the minor kami of the
spirit world are fairly extensive. You are adept at formally leveraging your shikigami's
connections.
Prerequisite: Aid of the Arcane OR Aid of the Earth OR
Aid of the Minor Deity OR Aid of the Minstrel Prerequisite: Gift of the arcane petition OR gift of the
earth petition OR gift of the minor deity petition OR gift
Benefit: You may cast each of the spell­like abilities of the minstrel petition
granted by the Aid of the Arcane, Aid of the Earth, Aid of
the Minor Deity, and Aid of the Minstrel feats an Benefit: The first "gift" petition you use each day, gift of
additional time per day. the arcane, gift of the earth, gift of the minor deity, or gift
of the minstrel, has its spirit point cost set to 0.
Extra Petition
Improved Shikigami
You have forged more relationships with powerful kami
than your peers have. Though you may have outright captured it in a shell of
paper, you care for your shikigami. After all, it’s your
Prerequisite: Petition spirits class feature most constant ally.

Benefit: You gain one additional petition. You must meet Prerequisite: Onmyōji level 8th, shikigami class feature
all of the prerequisites for this petition.
Benefit: Your shikigami gains a bonus feat. It must meet
Special: You can gain Extra Petition multiple times. all of the prerequisites of this feat. If your shikigami is lost
or dismissed, its replacement gains a bonus feat once it is
bound to you.

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Shikigami Feats Shikigami Feats


Friends in High Places

Bejeweled Spirit The onmyōji speaks of some kami as though they were
gods. For you, that "god" is simply the old guy who lives
You’re one of those spirits who likes gold. down the block, and he owes you a favor.

Prerequisite: Must be a shikigami Prerequisite: Spirit pool class feature, must be a


shikigami, master must have the petition spirits class
Benefit: You can wear an item in the neck slot. feature

Normal: A shikigami cannot wear or wield equipment. Benefit: Choose one petition that your master knows.
You may use this petition as though you were an onmyōji
Best Friends in High Places whose class level is equal to your Hit Dice. You do not
need to meet the prerequisites of the petition.
The mortals have made a huge story out of that time
Ame­no­Uzume­no­Mikoto danced in the nude to get Special: You may take this feat multiple times. Each
Amaterasu to quit moping and come out of a cave. You time, choose a different petition that your master knows.
were there, and it was hilarious!

Prerequisite: Friends in High Places

Benefit: Choose one petition that you know. The


Difficulty Class of all saving throws called for by that
petition increases by +2. In addition, you treat your
effective onmyōji level as though it were +2 higher for the
purpose of the chosen petition.

Bountiful Influence

You can maintain a link with your master at a greater Raijin, god of lightning, thunder, and storms
range.
Powerful Spirit
Prerequisite: Powerful bond ability
As a spirit yourself, your spirit pool is not a measure of
Benefit: Treat your Hit Dice as though it were +2 higher how powerful your connection with the spirit world is,
for the purpose of the powerful bond ability. but how powerful you are yourself. Luckily for your
onmyōji, you're kind of a big deal. Unluckily for yourself,
Exceptional Spirit you’re not a big enough deal to have gotten out of being
bound to a piece of paper in the first place.
You are better, faster, or stronger than the average
spirit. Prerequisite: Spirit pool class feature, must be a
shikigami
Prerequisite: Must be a shikigami
Benefit: The size of your spirit pool increases by +2. In
Benefit: Choose an ability score other than Constitution. addition, your maximum hit points increase by +2.
You gain a +2 insight bonus to the chosen ability score.
Special: You can take this feat multiple times. Its effects
Special: You can gain Exceptional Spirit multiple times. stack.
Each time, choose a different ability score.
Selfish Spirit

Omamori are used to protect individuals, but the most


important individual is yourself!

Prerequisite: Share talismans class feature, must be a


shikigami

Benefit: Whenever you place an omamori on yourself, if


you are within 20 feet + 5 feet/HD of your master, the
duration of that omamori is based on your master's
onmyōji level.

Normal: The duration of talismans you place is based on


Daikokuten, conspicuously hammerless member of the your Hit Dice.
Seven Lucky Gods

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Onmyōji Petitions Raijin's Thunderclap [electricity]


Range: 120 ft.
Aegis of the Sworn Defender Target: one creature
Range: personal Casting Time: 1 standard action
Target: you Cost: 1 Spirit Point
Casting Time: 1 immediate action Duration: instantaneous
Duration: 1 round or until discharged, see text
Cost: 1 Spirit Point A peal of lightning strikes the target, dealing 1d4 points of
electric damage per onmyōji level with a Reflex save for
A shield of pure spiritual energy springs up in front of the half damage. Starting at 10th level, creatures that fail their
onmyōji, granting him temporary hit points equal to twice Reflex save against this petition are shaken for 1 round.
his onmyōji level. The next time the onmyōji takes
damage, the shield absorbs what it can, then falters and Reborn in Spring
vanishes, ending the petition immediately. If, while this Range: 30 ft.
petition is active, the onmyōji is dealt more damage from Target: one willing creature
a single source than the number of temporary hit points Casting Time: 1 standard action
granted by this petition, the spirit point cost of all Cost: 1 Spirit Point
petitions increases by +1 for 1 round. Duration: 1 minute

Leaves and twigs sprout from the body of the subject,


healing the subject for points of damage equal to the
onmyōji's class level immediately and granting fast
healing 1. This fast healing increases by +1 for every four
levels the onmyōji possesses. Unliving creatures, such as
undead and constructs, are immune to this petition.

Fūjin's Wake
Range: 30 ft.
Target: all allies in a 30­ft.­radius burst centered on the
onmyōji
Casting Time: 1 standard action
Duration: 1 minute/level
Cost: 1 Spirit Point

A gust of wind from Fūjin's windbag grants all allies in the


area of effect a +10­foot bonus to base land speed. This is
an enhancement bonus. In addition, when an affected ally
charges, it gets a bonus to its next damage roll made that
round equal to half the onmyōji's class level. This bonus
to base land speed increases by +5 feet for every five levels
the onmyōji possesses.

Kami of the Morning Dew


Range: 60 ft.
Target: one willing creature
Casting Time: 1 standard action
Duration: 1 minute
Cost: 1 Spirit Point

The onmyōji asks for the aid of nearby nature spirits. A


strange being, about the size of a child's doll and
composed entirely of hovering dewdrops, appears in the
space occupied by the subject. The next time the subject
takes damage, the dew­being explodes in a spray of fine
mist, healing that ally for 1d8 points of damage, plus an
additional 1d8 points of damage for every two class levels
the onmyōji possesses. After the dew­being explodes, this
petition ends immediately. If the duration of the petition
expires naturally, the dew­being explodes, healing the
subject.

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Talisman Prayers Kubosa

Byouki Heyu Nearly everyone wants to be rich! Those who don't have
taken vows, but if they hadn't, they, too, would want to
Wishing that people stay healthy is all well and good, be rich.
but, let's face it: people get sick. Accordingly, there's a
talisman for that. O­fuda: none

O­fuda: All allies in the area have fast healing 1. This fast Omamori: The subject gains a competence bonus equal to
healing increases by +1 at 8th and 16th level. the onmyōji's class level to Profession skill checks made to
earn a living. The duration of this talisman's effect is 24
Omamori: The subject has fast healing 2. This fast hours.
healing increases by +1 for every six onmyōji levels the
onmyōji possesses. Protection from Antipodes

Choju "Evil" really is a subjective concept. As society becomes


more complicated, the various dichotomies by which
Longevity is a common desire, and choju talismans "evil" can be defined expands, and the idea of a
reportedly help to extend life. "yakuyoke", or avoidance of evil, talisman becomes
harder to define.
O­fuda: The maximum hit points of all allies in the area
increases by an amount equal to the onmyōji's class level. O­fuda: Each ally in the area gains a +2 deflection bonus
to AC against creatures whose alignment opposes the
Omamori: The subject's maximum hit points increases by ally's alignment on one or more alignment axis. True
an amount equal to the onmyōji's class level. neutral allies treat Lawful Good, Chaotic Good, Lawful
Evil, and Chaotic Evil as opposed alignments. This
Dampen Elements deflection bonus to AC increases by +1 at 8th level and
every five levels thereafter.
A word of warding can reduce, or even negate, the
damaging power of the elements. Omamori: The subject gains a +2 deflection bonus to AC
and a +2 resistance bonus to saving throws against
O­fuda: When placing the talisman, choose acid, cold, creatures whose alignment opposes the ally's alignment
electric, fire, force, or sonic. All allies in the area have on one or more alignment axis. True neutral allies treat
resistance equal to the onmyōji's class level against the Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil
chosen energy type. as opposed alignments. These bonuses increase by +1 at
8th level and every five levels thereafter.
Omamori: The subject has resistance equal to the
onmyōji's class level against acid, cold, electric, fire, and Spirit Amplifier
sonic damage.
Rather than protect, some talismans promote the
Ganko­sa efficacy of the spirits themselves.

Though stubbornness may seem to be a particularly odd O­fuda: Petitions that deal damage or heal damage deal
thing to promote, and it is, an individual who is stubborn or heal an additional point of damage for every three
enough will simply refuse to lay down and die. omamori levels the omamori possesses if the subject is in
the area.
O­fuda: All allies in the area have a +2 resistance bonus
to saving throws. This bonus increases by +1 for every six Omamori: Petitions that deal damage or heal damage
onmyōji levels the onmyōji possesses. deal or heal an additional point of damage to the subject
for every two omamori levels the omamori possesses.
Omamori: The subject has a +2 resistance bonus to
saving throws. This bonus increases by +1 for every four Spirit Promoter
onmyōji levels the onmyōji possesses, to a maximum of a
+5 resistance bonus to saving throws at 12th level. At 16th Kami are drawn to certain special talismans in much the
level, the subject also has a +1 morale bonus to saving same way moths are drawn to a flame.
throws.
O­fuda: none

Omamori: The subject gains 1 temporary spirit point, but


only if the subject has a spirit pool. As soon as this
temporary spirit point is spent, the talisman's effect ends
immediately. The temporary spirit point lasts for the
duration of the talisman.

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OPEN GAME LICENSE Version 1.0a 8. Identification: If you distribute Open Game Content You must clearly
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Portent Legend The Aegis

Power Level Power Level: least


School: abjuration
least Activation Time: Standard
Range: 30 feet
lesser Spell Resistance: yes (harmless)

greater Effect: Choose acid, cold, electric,


fire, or sonic. The subject of this
portent has resistance equal to your
cartomancer level against the chosen
energy type. This portent lasts for
rounds equal to your cartomancer
level.

The Crone The Charmed

Power Level: least Power Level: least


School: divination School: necromancy [curse]
Activation Time: Immediate Activation Time: Swift
Range: Self Range: Self
Spell Resistance: yes (harmless) Spell Resistance: no

Effect: You gain a competence bonus Effect: The next time a creature
equal to half your cartomancer level, attacks you, it must roll twice and take
rounded down and minimum 1, to a the worse result. At 11th level, it must
failed Knowledge skill check instead roll three times and take the
retroactively. If the bonus is enough to worst result. This portent lasts for
turn the failure into a success, the roll rounds equal to your cartomancer
succeeds. level or until discharged.

The Dice The Expert

Power Level: least Power Level: least


School: divination School: evocation
Activation Time: Standard Activation Time: Standard
Range: Self Range: Self
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: Roll a d20, then record the result. Effect: An ally within 30 feet can
At any point during the duration of this draw from this portent as an
portent, you may use that roll for a single immediate action to gain a +1
ability check, attack roll, initiative check, competence bonus to a failed attack
saving throw, or skill check, using the roll or skill check retroactively. If the
recorded result in place of a roll. This bonus is enough to turn the failure
portent lasts for rounds equal to your into a success, the roll succeeds. At
cartomancer level or until the recorded roll 8th level and every four levels beyond
is used once. 8th, this bonus increases by +1, to a
maximum of +5 at 20th level. This
If cast in the same round as a greater portent lasts for rounds equal to your
portent, the recorded result can be used to cartomancer level or until an ally
replace a roll that has already been made. draws from the portent.

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The Alchemist The Aegis

Power Level: lesser Power Level: least


School: conjuration School: abjuration
Activation Time: Swift Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes (harmless)

Effect: The subject is entangled for Effect: Choose acid, cold, electric,
rounds equal to your cartomancer fire, or sonic. The subject of this
level. A successful Reflex save halves portent has resistance equal to your
the duration. cartomancer level against the chosen
energy type. This portent lasts for
rounds equal to your cartomancer
level.

The Crone The Charmed

Power Level: least Power Level: least


School: divination School: necromancy [curse]
Activation Time: Immediate Activation Time: Swift
Range: Self Range: Self
Spell Resistance: yes (harmless) Spell Resistance: no

Effect: You gain a competence bonus Effect: The next time a creature
equal to half your cartomancer level, attacks you, it must roll twice and take
rounded down and minimum 1, to a the worse result. At 11th level, it must
failed Knowledge skill check instead roll three times and take the
retroactively. If the bonus is enough to worst result. This portent lasts for
turn the failure into a success, the roll rounds equal to your cartomancer
succeeds. level or until discharged.

The Dice The Expert

Power Level: least Power Level: least


School: divination School: evocation
Activation Time: Standard Activation Time: Standard
Range: Self Range: Self
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: Roll a d20, then record the result. Effect: An ally within 30 feet can
At any point during the duration of this draw from this portent as an
portent, you may use that roll for a single immediate action to gain a +1
ability check, attack roll, initiative check, competence bonus to a failed attack
saving throw, or skill check, using the roll or skill check retroactively. If the
recorded result in place of a roll. This bonus is enough to turn the failure
portent lasts for rounds equal to your into a success, the roll succeeds. At
cartomancer level or until the recorded roll 8th level and every four levels beyond
is used once. 8th, this bonus increases by +1, to a
maximum of +5 at 20th level. This
If cast in the same round as a greater portent lasts for rounds equal to your
portent, the recorded result can be used to cartomancer level or until an ally
replace a roll that has already been made. draws from the portent.

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The Avenger Guilt

Power Level: least Power Level: least


School: evocation School: necromancy [curse, force]
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: This portent can only target a Effect: Whenever the subject attacks
creature that successfully dealt you, it takes force damage equal to the
damage to one of your allies in the last base damage of the weapon used to
round. The subject takes slashing make the attack with a Will save to
damage equal to your cartomancer negate. This portent lasts for rounds
level with no saving throw allowed. equal to your cartomancer level.

If cast in the same round as a greater


portent, this portent deals double
damage with a Fortitude save for half
damage.

The Hero The Pox

Power Level: least Power Level: least


School: divination School: necromancy [disease]
Activation Time: Swift Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: The next time the subject Effect: Whenever the subject takes
attacks, it must roll twice and take the damage, pustules on its body rupture,
best result. At 11th level, it must dealing 1 point of bleed damage.
instead roll three times and take the Multiple hits increase the bleed
best result. This portent lasts for damage, to a maximum of 1+1/3 the
rounds equal to your cartomancer cartomancer's class level. Bleeding can
level. be stopped by a successful DC 15 Heal
check or through the application of
any spell that cures hit point damage.
Creatures who are immune to either
critical hits or disease are immune to
this portent. This portent lasts for
rounds equal to your cartomancer
level.

The Maiden The Mountebank

Power Level: least Power Level: least


School: transmutation School: conjuration (healing)
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: The subject projects an aura Effect: This portent cures 1 point of
with a radius of 10 feet that grants a temporary ability damage to one of
+1 luck bonus to AC to her allies. At the subject's ability scores. The
5th level, the subject's aura also grants amount cured increases by +1 at 5th
a +1 luck bonus to skill checks. At 11th level and every five levels beyond 5th,
level, the aura also grants a +1 luck to a maximum of 5 points of
bonus to saves. At 17th level, the aura temporary ability damage at 20th
also grants a +1 luck bonus to damage level.
rolls. This portent lasts for rounds
equal to half your cartomancer level,
rounded down and minimum 1.

Gary Dowell (Order #14795569)


The Avenger Guilt

Power Level: least Power Level: least


School: evocation School: necromancy [curse, force]
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: This portent can only target a Effect: Whenever the subject attacks
creature that successfully dealt you, it takes force damage equal to the
damage to one of your allies in the last base damage of the weapon used to
round. The subject takes slashing make the attack with a Will save to
damage equal to your cartomancer negate. This portent lasts for rounds
level with no saving throw allowed. equal to your cartomancer level.

If cast in the same round as a greater


portent, this portent deals double
damage with a Fortitude save for half
damage.

The Hero The Pox

Power Level: least Power Level: least


School: divination School: necromancy [disease]
Activation Time: Swift Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: The next time the subject Effect: Whenever the subject takes
attacks, it must roll twice and take the damage, pustules on its body rupture,
best result. At 11th level, it must dealing 1 point of bleed damage.
instead roll three times and take the Multiple hits increase the bleed
best result. This portent lasts for damage, to a maximum of 1+1/3 the
rounds equal to your cartomancer cartomancer's class level. Bleeding can
level. be stopped by a successful DC 15 Heal
check or through the application of
any spell that cures hit point damage.
Creatures who are immune to either
critical hits or disease are immune to
this portent. This portent lasts for
rounds equal to your cartomancer
level.

The Maiden The Mountebank

Power Level: least Power Level: least


School: transmutation School: conjuration (healing)
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: The subject projects an aura Effect: This portent cures 1 point of
with a radius of 10 feet that grants a temporary ability damage to one of
+1 luck bonus to AC to her allies. At the subject's ability scores. The
5th level, the subject's aura also grants amount cured increases by +1 at 5th
a +1 luck bonus to skill checks. At 11th level and every five levels beyond 5th,
level, the aura also grants a +1 luck to a maximum of 5 points of
bonus to saves. At 17th level, the aura temporary ability damage at 20th
also grants a +1 luck bonus to damage level.
rolls. This portent lasts for rounds
equal to half your cartomancer level,
rounded down and minimum 1.

Gary Dowell (Order #14795569)


The Hex The Manacles

Power Level: least Power Level: least


School: necromancy [curse] School: transmutation
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: Choose an ability score. The Effect: The hands of the subject of
subject takes a ­1 penalty to the this portent are bound together at the
chosen ability score for rounds equal wrist. He may only wield weapons,
to your cartomancer level. A shields, wands, and other wieldables
successful Will save negates. The as though he had one less arm. A
penalty imposed by this portent successful Will save negates this
increases by ­1 at 3rd level and every portent; otherwise, it lasts for rounds
four levels beyond 3rd, to a maximum equal to your cartomancer level.
of ­6 at 19th level. The subject cannot
have an ability score go below 1 in this
fashion.

The Spark The Needles

Power Level: least Power Level: least


School: evocation (fire) School: conjuration
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: The subject's body ignites Effect: Whenever the subject moves,
from within, taking 1d4 points of fire it takes a cumulative ­5­foot penalty to
damage per cartomancer level with a base land speed with a Reflex save to
Fortitude save for half damage. On a negate. This penalty persists for the
failed Fortitude save, the subject is duration of the portent. If the subject's
fatigued for 1d4 rounds. base land speed is ever reduced to 0, it
is rendered helpless. This portent lasts
This portent instead deals 1d6 points for rounds equal to your cartomancer
of fire damage per cartomancer level if level or until the portent has caused
cast in the same round as a greater the subject to be helpless for 1 round.
portent.

The Necromancer The Poultice

Power Level: least Power Level: least


School: necromancy School: conjuration (healing)
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: This portent can only target Effect: The next source of bleed
an ally who has been dealt damage in damage dealt to the subject of this
the last round. The subject gains portent is reduced by an amount equal
temporary hit points equal to 3 + your to your cartomancer level. This
cartomancer level, rounded down. portent lasts for rounds equal to your
These temporary hit points persist for cartomancer level.
rounds equal to your cartomancer
level.

If cast on yourself, this portent grants


additional temporary hit points equal
to your Charisma modifier.

Gary Dowell (Order #14795569)


The Hex The Manacles

Power Level: least Power Level: least


School: necromancy [curse] School: transmutation
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: Choose an ability score. The Effect: The hands of the subject of
subject takes a ­1 penalty to the this portent are bound together at the
chosen ability score for rounds equal wrist. He may only wield weapons,
to your cartomancer level. A shields, wands, and other wieldables
successful Will save negates. The as though he had one less arm. A
penalty imposed by this portent successful Will save negates this
increases by ­1 at 3rd level and every portent; otherwise, it lasts for rounds
four levels beyond 3rd, to a maximum equal to your cartomancer level.
of ­6 at 19th level. The subject cannot
have an ability score go below 1 in this
fashion.

The Spark The Needles

Power Level: least Power Level: least


School: evocation (fire) School: conjuration
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: The subject's body ignites Effect: Whenever the subject moves,
from within, taking 1d4 points of fire it takes a cumulative ­5­foot penalty to
damage per cartomancer level with a base land speed with a Reflex save to
Fortitude save for half damage. On a negate. This penalty persists for the
failed Fortitude save, the subject is duration of the portent. If the subject's
fatigued for 1d4 rounds. base land speed is ever reduced to 0, it
is rendered helpless. This portent lasts
This portent instead deals 1d6 points for rounds equal to your cartomancer
of fire damage per cartomancer level if level or until the portent has caused
cast in the same round as a greater the subject to be helpless for 1 round.
portent.

The Necromancer The Poultice

Power Level: least Power Level: least


School: necromancy School: conjuration (healing)
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: This portent can only target Effect: The next source of bleed
an ally who has been dealt damage in damage dealt to the subject of this
the last round. The subject gains portent is reduced by an amount equal
temporary hit points equal to 3 + your to your cartomancer level. This
cartomancer level, rounded down. portent lasts for rounds equal to your
These temporary hit points persist for cartomancer level.
rounds equal to your cartomancer
level.

If cast on yourself, this portent grants


additional temporary hit points equal
to your Charisma modifier.

Gary Dowell (Order #14795569)


The Sanction The Fatespin

Power Level: least Power Level: least


School: necromancy [curse] School: evocation
Activation Time: Standard Activation Time: Swift
Range: 30 feet Range: Self
Spell Resistance: yes Spell Resistance: yes (harmless)

Effect: The subject is cursed by a Effect: This portent can only be used
selfish spirit and cannot give or lend if you received a penalty from Table:
any of its belongings to another Tell Fortune Outcomes in the last
creature. In addition, the subject gains round. Reveal the top card of your
a +4 insight bonus to CMD against the deck. If it contains a least portent, you
steal and disarm combat maneuvers. may play it as a free action; otherwise,
If the subject becomes helpless, others put the card into your hand. This
may take his belongings and his bonus portent can cause you to exceed your
to CMD is suppressed for the duration maximum hand size.
of his helplessness. A successful Will
save negates; otherwise, this portent If cast in the same round as a greater
lasts for rounds equal to your portent, you may play the revealed
cartomancer level. card if it contains a least portent or a
lesser portent.

The Undeterred The Whispers

Power Level: least Power Level: least


School: divination School: enchantment [mind­affecting]
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: This portent can only target Effect: The subject becomes confused
an ally that failed a saving throw in with a Will save to negate. Each round
the last round. The subject gains a +2 on its turn, the subject may attempt a
luck bonus to the save he last failed, new saving throw to end the effect.
Fortitude, Reflex, or Will, for 2 This portent lasts for rounds equal to
rounds. At 11th level, the duration of half your cartomancer level, rounded
this portent increases to 4 rounds. down and minimum 1.

If used in the same round as a greater


portent, the subject instead gets a +2
luck bonus to all saves.

The Bull The Transfusion

Power Level: least Power Level: least


School: transmutation School: conjuration (healing)
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes

Effect: Choose Strength, Dexterity, or Effect: The subject is healed for 1d6
Constitution. The subject gains a +2 points of damage per cartomancer
enhancement bonus to the chosen level. You take damage equal to the
ability score. At 4th level and every amount healed in this fashion.
four levels beyond 4th, this bonus
increases by +1, to a maximum of +6 You only take damage equal to half
at 16th level. This portent lasts for the amount healed by this portent if it
rounds equal to your cartomancer is cast in the same round as a greater
level portent.

Gary Dowell (Order #14795569)


The Sanction The Fatespin

Power Level: least Power Level: least


School: necromancy [curse] School: evocation
Activation Time: Standard Activation Time: Swift
Range: 30 feet Range: Self
Spell Resistance: yes Spell Resistance: yes (harmless)

Effect: The subject is cursed by a Effect: This portent can only be used
selfish spirit and cannot give or lend if you received a penalty from Table:
any of its belongings to another Tell Fortune Outcomes in the last
creature. In addition, the subject gains round. Reveal the top card of your
a +4 insight bonus to CMD against the deck. If it contains a least portent, you
steal and disarm combat maneuvers. may play it as a free action; otherwise,
If the subject becomes helpless, others put the card into your hand. This
may take his belongings and his bonus portent can cause you to exceed your
to CMD is suppressed for the duration maximum hand size.
of his helplessness. A successful Will
save negates; otherwise, this portent If cast in the same round as a greater
lasts for rounds equal to your portent, you may play the revealed
cartomancer level. card if it contains a least portent or a
lesser portent.

The Undeterred The Whispers

Power Level: least Power Level: least


School: divination School: enchantment [mind­affecting]
Activation Time: Immediate Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: This portent can only target Effect: The subject becomes confused
an ally that failed a saving throw in with a Will save to negate. Each round
the last round. The subject gains a +2 on its turn, the subject may attempt a
luck bonus to the save he last failed, new saving throw to end the effect.
Fortitude, Reflex, or Will, for 2 This portent lasts for rounds equal to
rounds. At 11th level, the duration of half your cartomancer level, rounded
this portent increases to 4 rounds. down and minimum 1.

If used in the same round as a greater


portent, the subject instead gets a +2
luck bonus to all saves.

The Bull The Transfusion

Power Level: least Power Level: least


School: transmutation School: conjuration (healing)
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: yes

Effect: Choose Strength, Dexterity, or Effect: The subject is healed for 1d6
Constitution. The subject gains a +2 points of damage per cartomancer
enhancement bonus to the chosen level. You take damage equal to the
ability score. At 4th level and every amount healed in this fashion.
four levels beyond 4th, this bonus
increases by +1, to a maximum of +6 You only take damage equal to half
at 16th level. This portent lasts for the amount healed by this portent if it
rounds equal to your cartomancer is cast in the same round as a greater
level portent.

Gary Dowell (Order #14795569)


The Poles The Trial

Power Level: lesser Power Level: lesser


School: divination School: divination
Activation Time: Standard Activation Time: Immediate
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: no

Effect: The subject's next d20 roll is Effect: The subject rerolls its last d20
treated as a natural 1 if the number roll. This portent must be cast before
shown on the die is odd or a natural it is known whether or not the original
20 if the number shown on the die is roll was successful.
even. This portent lasts for 2 rounds.

The Comrades The Edict

Power Level: lesser Power Level: lesser


School: abjuration School: abjuration
Activation Time: Standard Activation Time: Standard
Range: 60 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: The subject takes only half damage Effect: Choose a school of magic. If
from all wounds and attacks (including the subject tries to cast a spell from
those dealt by special abilities) that deal hit the chosen school of magic, he must
point damage. The amount of damage not make a DC 10 + the spell's spell level +
taken by the warded creature is taken by your cartomancer level concentration
you. Similarly, you only take half damage check or fail to cast the spell. Each
from all wounds and attacks that deal hit time the subject fails to make this
point damage. The amount of damage not concentration check, its DC is reduced
taken by you is taken by the warded by ­4. A successful concentration
creature. If you and the subject of the spell check ends the portent. This portent
move out of range of each other, the lasts for rounds equal to your
portent ends; otherwise, this portent lasts cartomancer level.
for rounds equal to your level.

The Wild The Wild

Power Level: least Power Level: least


School: enchantment (compulsion) School: enchantment (compulsion)
[emotion, mind­affecting] [emotion, mind­affecting]
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: The subject flies into a rage, Effect: The subject flies into a rage,
gaining a +1 morale bonus to Strength gaining a +1 morale bonus to Strength
and Constitution, but taking a ­1 and Constitution, but taking a ­1
penalty to AC. At 5th level and every penalty to AC. At 5th level and every
six levels beyond 5th, the morale six levels beyond 5th, the morale
bonuses and the AC penalty increase bonuses and the AC penalty increase
by +1 and ­1, respectively, to a by +1 and ­1, respectively, to a
maximum of a +4 morale bonus to maximum of a +4 morale bonus to
Strength and Constitution with a ­4 Strength and Constitution with a ­4
penalty to AC at 17th level. This penalty to AC at 17th level. This
portent lasts for rounds equal to your portent lasts for rounds equal to your
cartomancer level. cartomancer level.

Gary Dowell (Order #14795569)


The Conflagration The Klutz

Power Level: lesser Power Level: lesser


School: evocation [fire] School: transmutation [curse]
Activation Time: Standard Activation Time: Standard
Range: Self Range: 30 feet
Spell Resistance: yes Spell Resistance: yes

Effect: You burst into flames, dealing Effect: Whenever the subject misses
1d6+1/2 your cartomancer level points with an attack roll, it takes damage
of fire damage to all creatures within equal to the base damage of the
10 feet with a Reflex save to negate. weapon with which it attacked. At 11th
Creatures who begin their turn within level, the subject also takes a ­2
10 feet of you take 1d6+1/2 your penalty to attack rolls. This portent
cartomancer level points of fire lasts for rounds equal to your
damage with no saving throw allowed. cartomancer level or until the subject
This portent lasts for rounds equal to scores a critical hit.
your cartomancer level.

This portent's initial damage does not


allow saving throws if it is used in the
same round as a greater portent.

The Sanitarium The Tourniquet

Power Level: lesser Power Level: lesser


School: conjuration (healing) School: conjuration (healing)
Activation Time: Standard Activation Time: Immediate
Range: 30 feet Range: 30 feet
Spell Resistance: yes (harmless) Spell Resistance: no

Effect: The subject is healed for 1d4 Effect: This portent can only target a
points of damage per cartomancer creature that has been dealt damage
level, as well as for 1 point of in the last round. The subject is healed
temporary ability damage to each of a number of points of damage equal
ability score. This portent heals with to your cartomancer level and gains
positive energy if the subject the DR X/­, where X is half your
living, negative energy if the subject is cartomancer class level, rounded
undead, and repair if the subject is a down, for 1 round. Since undead are
construct. This portent does not allow powered by negative energy, this
for spell resistance when used on a portent deals damage to them instead
construct. of curing their wounds. An undead
creature can attempt a Will save to
take half damage.

Vigilance The Voices

Power Level: lesser Power Level: lesser


School: divination School: divination
Activation Time: Immediate Activation Time: Standard
Range: Self Range: Self
Spell Resistance: yes (harmless) Spell Resistance: yes (harmless)

Effect: This portent can only be used Effect: Draw cards until you have
when rolling for initiative. In the first reached your maximum hand size.
round of combat, your place in
initiative order is set as though you
had a bonus to your initiative roll that
is equal to your cartomancer class
level. In all subsequent rounds of
combat, you act in initiative order as
dictated by your unmodified initiative
roll.

Gary Dowell (Order #14795569)


The Shock The Equilibrium

Power Level: lesser Power Level: lesser


School: evocation [force] School: divination
Activation Time: Standard Activation Time: Swift
Range: 30 feet Range: 60 feet
Spell Resistance: yes Spell Resistance: yes

Effect: The subject is pelted by the Effect: The subject does not roll its
small mishaps of countless alternate next d20 roll. Instead, it is treated as
realities, taking 1d4+1 points of force having rolled a 21 ­ its last d20 roll. A
damage per cartomancer level with a successful Will save negates;
Reflex save for half. If this portent otherwise, this portent lasts for
kills the target, its timeline detonates, rounds equal to the cartomancer's
dealing force damage equal to your class level or until discharged.
cartomancer level to creatures in a 10­
foot radius with no saving throw
allowed.

The Dampening The Transmutation

Power Level: lesser Power Level: lesser


School: abjuration School: transmutation
Activation Time: Standard Activation Time: Standard
Range: 30 feet Range: 30 feet
Spell Resistance: no Spell Resistance: yes

Effect: Choose a school of magic. The Effect: Choose bludgeoning, piercing,


next time a spell is cast upon or affects or slashing. All bludgeoning, piercing,
the subject, if its school is the chosen or slashing damage dealt to the
school, the entire spell is countered. subject is converted to the chosen
This portent lasts for rounds equal to damage type. This portent lasts for
your cartomancer level. rounds equal to your cartomancer
level.

Gary Dowell (Order #14795569)

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