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Fate Sphere

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Fate.png

You command cosmic forces including luck, destiny, and alignment.

Consecration

As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Motif

Less precise than divination, but more proactive, (motif) talents give an auspician a glimpse at the pattern of Fate’s tapestry and allow her to nudge one or two threads in a direction she chooses. Unless otherwise noted, a talent with the (motif) tag is cast as a standard action on a target with a range of touch and costs one spell point. A successful Will save negates the effect. While they normally have a duration of 1 hour per level, the target can also discharge a (motif) talent as an immediate action to gain an instantaneous or short-lived benefit, after which the effect ends. A given creature can never have more than one instance of a particular (motif) talent active on them at a time; a second casting at a higher caster level replaces the first, while a second casting at an equal or lower level has no effect.

When you gain the Fate sphere, you do not automatically gain any motifs.

Word

As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:

Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. The target of this word gains a +1 sacred or profane bonus (choose one) to attack rolls, AC, and saving throws. This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment.

If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

Base Talents[edit]

Fate Talents (Consecration)

These talents grant you additional consecrations.

Consequences

(Consecration)

While this consecration is in effect, any creature in the area that attacks any other creature (whether in the area or not) takes untyped damage equal to your caster level. For purposes of this effect, an attack includes any non-harmless spell, spell-like ability, sphere effect, or supernatural ability targeting a hostile creature or whose area of effect includes a hostile creature.

You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

Divine Force

(Consecration)

You may fill an area with the influence of a power you are connected to. Enemies within this area suffer one of the following detriments, chosen at random (Fortitude negates):

  1. blind 1 round
  2. deaf 2d4 rounds
  3. staggered 1d4 round
  4. sickened 1d4 round
  5. dazed 1 round
  6. shaken 1d4 round

As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions.

Divine Pressure

(Consecration)

You may spend a spell point to fill an area with an enduring presence of an alignment type you are connected to (chaotic, evil, good, or lawful). Choose an end of the alignment spectrum (chaotic, evil, good, or lawful) and one of the following: deafened, exhausted, or sickened. You must choose an alignment that you possess.

Any creature of the opposed alignment (evil for good, lawful for chaotic, etc.) who enters or begins their turn inside the consecration must make a Fortitude saving throw or suffer the chosen status ailment until they leave the area of the consecration or the consecration ends. As this power is cosmic in origin, it can affect undead and constructs, even though they are usually immune to effects requiring a Fortitude saving throw.

If you are true neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (chaotic evil, chaotic good, lawful evil, and lawful good) suffer the ill effects.

You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

Judgement

(Consecration)

You may spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated.

Example judgements include “No one can attack”, “everyone must trade fairly”, etc. If your judgement would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgement.

For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed a Will save to negate this requirement and allow itself to act normally. If a creature succeeds at their saving throw, they become immune to that judgement for the rest of its duration.

You must always follow your own judgement.

You must concentrate to maintain this consecration, to maximum of 1 minute per caster level. You may always spend a spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

Reveal Alignment

(Consecration)

You may spend a spell point to create a consecration that reveals the alignment of all creatures inside it. While this consecration is in effect, the alignment of all creatures within the area is plain to any who observe them. How this manifests is unique to each observer—some might see a good creature with a halo and an evil creature with horns, while others might hear musical themes and chords evoking an alignment—but however it does the interpretation is unambiguous in the observer’s mind. (A GM may provide only the alignment, leaving the exact signs each PC perceives up to their players.) An observer must still be able to sense a creature in order to discern its alignment, usually with sight but also with senses like blindsense.

You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Reversal

(Consecration, Curse)

While this consecration is in effect, any time a creature within the area rolls a natural 1 or natural 20, you may change the roll into the opposite. This does not require an action, but may only be used once per round. Converting a natural 20 to a natural 1 is a curse effect and may be negated with a successful Will save.

You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Tug Fate

(Consecration)

For as long as this consecration is in effect, any creature within the area who rolls a 10 on an attack roll, initiatitive roll, skill check, ability check, or saving throw receives either a +4 luck bonus or a -4 penalty to their roll (your choice).

This does not apply when the creature takes 10; only a d20 roll will do. This bonus and penalty increase by 1 per 2 caster levels. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Undo Harm

(Consecration)

While this consecration is in effect, every creature within the area regains 5 hit points plus 1 hit point per caster level at the the beginning of their turn, but only up to the amount of damage they have taken since their last turn and since you created this consecration. If a creature has taken enough damage to kill or destroy them, this consecration has no effect on them. This stacks with fast healing and, as it is a cosmic in origin rather than positive energy, affects non-living creatures such as undead and constructs.

If you take this talent a second time you may spend a spell point to cause the consecration to reverse negative conditions in addition to damage. While this consecration is in effect, any creature suffering from bleed damage, or the blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shakened, sickened, or stunned conditions is cured of one of these conditions of their choice at the end of their turn. For every 10 caster levels, each affected creature is cured of one additional condition. This effect can only remove effects that have been inflicted since the end of the sufferer’s last turn and since you created this consecration.

If you spend a spell point when you create this consecration it only affects your allies.

You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Fate Talents (Consecration Modifiers)

Bound Consecration

When using a consecration, you may choose to have the area remain in place rather than move with you.

Alternatively, you may apply a consecration to an object with a touch. The area of effect is centered on the object and moves with it (as normal, choose one corner of the object’s space to be the center of the consecration). You must make this choice when you first use the consecration.

Greater Consecration

You may spend an additional spell point when using a consecration to double the effected area, creating an aura with a 40 ft radius instead of a 20 ft radius.

Greater Serendipity

When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

Fate Talents (Motif)

These talents grant you motifs

Judgment

(Motif)

You may grant a motif that heightens the target’s discernment. It requires only a full-round action for the target to make a Sense Motive check to get a hunch about a situation and a swift action to make a Perception check to intentionally search for a stimulus.

The target may discharge this effect to automatically pinpoint all invisible creatures within close range until the end of his turn.

Justice

(Motif)

You may grant a motif that enforces balance.

Any time a hostile creature deals damage to the target, the target gains a +1 insight bonus to attack and damage rolls against that enemy for one round. This bonus increases by +1 for every 10 caster levels.

The target may discharge this effect when an enemy deals damage to them to shift up to half the damage to the enemy who dealt the damage. A successful Fortitude save negates this effect and the target still takes the full damage. The target may discharge this effect even if the damage they take would normally reduce them below 0 hit points, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.

Strength

(Motif)

You may grant a motif that enhances a target’s might and will.

The target gains a +2 insight bonus to CMB and CMD, as well as to Strength checks and Strength-based skill checks. This bonus increases by +1 for every 4 caster levels.

When another creature attempts and fails to demoralize the target or targets them with a fear effect that they successfully resist, the target may discharge this effect to make the other creature frightened until the end of their next turn, or shaken for one round with a successful Will save.

Temperance

(Motif)

You may grant a motif that protects against the whims of luck.

When the target rolls a natural 1 on a saving throw or attack roll, they may reroll it. If the new roll is also a natural 1, this effect does not allow them to reroll again, though the motif’s discharge effect may allow them to.

The target may discharge this effect to reroll a single saving throw they have just made but before the results of that roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll.

The Chariot

(Motif)

You may grant a motif that ensures the target is always able to act. The target gains a +2 insight bonus on saving throws against effects that would prevent them from acting (such as dazing or paralysis) or make them staggered. This bonus increases by +1 for every 10 caster levels.

The target may discharge this effect to ignore one such effect for a number of rounds equal to your casting ability modifier, and may do so even when they would otherwise not be able to take an immediate action, such as when dazed or nauseated.

The Devil

(Motif)

You may grant a motif that allows the target to recognize the greatest threat to their goals. As a free action once per round they may assess an opponent they can see. The target learns the enemy’s approximate CR:

Enemy’s CR Result
4+ lower than the target’s level Trivial
1–3 lower than the target’s level Easy
Equal to the target’s level Fair fight
1–3 higher than the target’s level Difficult
4+ higher than the target’s level Overwhelming

For every five caster levels, the target may use this an additional time per round. The target may discharge this effect to gain a +2 insight bonus to AC and attack rolls against any enemy they have assessed using this motif ’s benefit for one round per caster level. This bonus increases by +1 for every 4 caster levels.

The Empress

(Motif)

You may grant a motif that subtly improves the target’s ability to make their own fate. The target gains a floating pool of bonus points they can use throughout the duration of this motif. This pool has 1 point, plus 1 point per caster level when you first grant the motif. The target may spend up to 1 point for every 5 caster levels (minimum 1) to gain an insight bonus to an attack roll, weapon damage roll, skill check, ability check, or saving throw equal to the points they spend.

The effect does not end if they spend all of these points, but they can no longer spend them. The target may discharge this effect to gain an insight bonus equal to +5 plus +1 for every 4 remaining points to any one attack roll, skill check, ability check, or saving throw.

The Fool

(Motif)

You may allow a target to surrender themselves to fate.

The target takes a -3 penalty to all saving throws, but rolls each saving throw twice and chooses the better roll. This penalty decreases by 1 for every 10 caster levels.

The target may discharge this effect to roll a saving throw three times and choose the best roll (with the same penalty). The target may also end this motif as a free action with no further effect.

The Hanged Man

(Motif)

You may allow the target to benefit from their sacrifices.

Each round as a free action the target may decide to gain a +2 insight bonus to two of Fortitude, Reflex, and Will saving throws and a -2 penalty to the other, or to gain neither bonus nor penalty. This choice remains until they decide to change it. This bonus (but not the penalty) increases by 1 for every 10 caster levels.

The target may discharge this effect to take damage equal to their HD (to a maximum of your caster level) and gain half this amount (minimum 1) as an insight bonus to a single saving throw, attack roll, CMB check, skill check, or ability check.

The Hermit

(Motif)

You may improve a target’s ability to work alone.

The target can use the aid another action to aid themselves as a swift action. The bonus they gain from doing so is equal to +3 instead of +2, and increases by +1 for every 5 caster levels. In any round they do so, they may not benefit from another creature aiding them.

The target may discharge this effect to treat all enemies as flanked as long as none of the target’s allies threaten the enemy. This effect lasts one round per caster level.

The Hierophant

(Motif)

You may grant a motif that allows the target to subsume themselves in the group.

The target gains an aura with a radius of 30 ft. that gives allies other than the target a +2 insight bonus to saving throws against mind-affecting effects. This bonus increases by +1 for every 5 caster levels.

The target may discharge this effect when an ally within close range takes damage to shift up to half the damage the ally takes to themselves. The target may discharge this effect even if the damage their ally would take would normally reduce them below 1 hit point, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.

The Lovers

(Motif)

You may grant a motif that empowers a target when near its allies.

The target gains an insight bonus to saving throws equal to the number of allies adjacent to them, up to a maximum of 2 + 1 per 5 levels. The target may discharge this effect when they take damage to shift up to half the damage they take to a willing ally within close range. The target may discharge this effect even if the damage they take would normally reduce them below 0 hit points, and even if it would kill them outright. Damage is transferred after the effects of damage reduction, energy resistance, immunity and similar effects. The damage transferred is empathic in nature and cannot be further reduced, divided, or transferred.

The Magician

(Motif)

You may grant a motif that helps the target make the most of their current circumstances.

The target gains a +2 insight bonus to attacks of opportunity and untrained skill checks. This bonus increases by +1 for every five caster levels.

The target may discharge this motif to roll initiative and take a standard action or move action in a surprise round when they would not normally be able to or to take a full-round action or a standard action and a move action in a surprise round when they would normally be able to take only a standard action or a move action. This does not cause a surprise round to occur if it would not normally. The target may discharge this motif even when they are flat-footed.

The Moon

(Motif)

You may grant a motif that protects the target’s subconscious and allows them to project their mind onto attackers. The target gains a +2 insight bonus to saving throws against mind-affecting effects. This bonus increases by +1 for every 10 caster levels.

The target may discharge this effect when they are the target of a mind-affecting spell, spell-like ability, supernatural ability, or sphere effect to force the effect’s user to make a saving throw against the effect’s DC. On a failed save, the target is unaffected by the effect, while the effect’s user suffers the effects of a failed save. On a successful save, the target is affected by the effect as normal. (If the effect would not normally have a DC, calculate it as if it did using the normal rules for that type of effect.)

The Star

(Motif)

You may grant a motif that gives guidance in difficult circumstances. The target gains a +2 insight bonus to Armor Class against attacks of opportunity. This bonus increases by +1 for every 5 caster levels.

The target may discharge this effect to avoid provoking attacks of opportunities for one round per level.

The Sun

(Motif)

You may grant a motif that ensures a glorious dawn after the darkest night.

Whenever the target is below 50% of their maximum hit points, they roll twice on all saving throws and take the better result.

The target may discharge this effect when they are below 50% of their maximum hit points and succeed on a saving throw against a non-harmless effect to regain a number of hit points equal to the caster level + your casting ability modifier and gain an insight bonus to armor class and saving throws equal to your casting ability modifier for 1 round.

The Tower

(Motif)

You may grant a motif that lets the target focus the vagaries of time on a creature or object.

The target’s unarmed strikes, natural attacks, and manufactured weapons ignore a number of points of damage reduction and hardness up to 5 + 1 per 4 caster levels.

The target may discharge this effect when struck by a manufactured weapon and after taking damage (if any). The weapon takes 1d4 untyped damage per caster level, ignoring hardness. A successful Reflex save halves the damage, but nonmagical items take the full damage regardless of the result. If the weapon’s wielder has evasion, that ability does not apply to this saving throw.

The Wheel

(Motif)

You may grant a motif that empowers the target almost at random. Roll 1d4 when you grant the motif. The target gains a +1 insight bonus to rolls indicated on the table below. This bonus increases by +1 for every 10 caster levels.

d4 Bonus
1 Attack and damage rolls
2 Saving throws
3 Initiative and Skill checks
4 Concentration checks, CMB checks, and CMD

In addition, for every 10 caster levels, roll an additional 1d4, applying the bonus to that category as well. Bonuses from rolling the same result more than once stack. The target may discharge this effect to gain an insight bonus to a single d20 roll equal to twice the sum of the d4 rolls. They must choose to do so before rolling.

The World

(Motif)

You may grant a motif that enhances the target’s ability to succeed in all their endeavors whenever they commit their efforts.

Whenever they take 10 or take 20 on a skill check, they gain a +2 insight bonus to the result. This bonus increases by +1 for every 5 caster levels.

The target may discharge this effect to take 15 (as if they were taking 20) on any skill check without spending additional time, so long as they could normally take 20 with that skill and are trained in it. At 10th caster level, when the target discharges the effect they may take 15 on a skill check without spending additional time even if they aren’t trained in the skill. At 20th caster level, when the target discharges the effect they make the check as though they had ranks in the skill equal to their HD (to a maximum of your caster level). The insight bonus from this motif applies to this skill check.

Fate Talents (Motif Modifiers)

Pair of Myths

By spending an extra spell point you can simultaneously apply two motifs you possess to a target. The effects of each talent is resolved separately and the durations are tracked separately. You must pay the motifs’ spell point cost, although other costs (such as for metamagic) are only incurred once.

Fate Talents (Word, Boon)

These talents grant you additional words to boost your allies.

Align Word

(Word)

You may spend a spell point to apply this word to an object or weapon.

If placed on an object, it counts as a divine focus for all purposes.

If placed on a weapon, it becomes chaotic, evil, good, or lawful, as you choose, overcomes that type of damage reduction, and deals an additional 2d6 damage to creatures of the opposite alignment.

This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Bless

(Word)

When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.

Borrow Luck

(Word)

When a creature within range fails a saving throw, skill check, or ability check, or misses with an attack, you may spend a spell point as an immediate action to allow them to reroll the saving throw, skill check, ability check, or attack roll.

However, starting after the reroll, they take a -4 penalty to that category of roll until they fail another such saving throw or check or, if they reroll an attack roll, until they miss with another attack. Failing the rerolled saving throw or check or missing with the rerolled attack does not end this effect, nor does deliberately failing a saving throw, failing a saving throw against a harmless effect, or attacking an object or ally.

Conjunction

(Word)

When an ally within range fails a saving throw, you may spend a spell point as an immediate action to allow them to reroll it using your modifier.

Alternatively, when you fail a saving throw, you may spend a spell point as an immediate action to reroll it using the modifier of an ally within range.

If they or you still fail, whatever effect required your ally to make that saving throw affects your ally and you as if both of you had been the target, had been in its area of effect, or were subject to its ongoing effect.

If the saving throw was to end an ongoing effect and a failure has no penalty other than the effect remaining, you (if your ally rerolled the saving throw) or your ally (if you rerolled the saving throw) are affected by it until the end of your next turn.

Exorcism

(Word)

As a standard action, you may spend a spell point to place this word on a target suffering from a mind-affecting, curse, or possession effect and make a magic skill check.

If you succeed, the effect ends and you may spend a spell point to learn the name and creature type and subtypes of the effect’s originator, along with why it placed the target under the effect. The description of the reason for placing the target under the effect is specific but no more than one short sentence. (For example, “He killed my father,” is generally appropriate, but “I hate him,” is not because it is not specific enough.)

If the target is affected by more than one such effect, you may either choose a specific one you are aware of to remove or select one at random. You may not attempt to remove a given effect with this talent more than once per day.

Freedom

(Word)

You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain this ability, to a maximum of 1 round per caster level. You may spend an additional spell point as a free action to allow this ability to continue for 1 round per caster level without concentration.

The target may move and attack normally, even when under the influence of magic and effects that would otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.

Malice

(Curse, Word)

You may place this word on a creature, who then designates a victim within range that is entitled to a Will save to negate the effect. This is a curse effect only on the victim, while it is harmless to the attacker. Once per round when the attacker deals damage to or succeeds on a combat maneuver check against the victim the attacker gains a +1 bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to your casting ability modifier. This bonus increases by +1 for every 10 caster levels. Multiple bonuses from a single instance of this word stack with each other, up to your casting ability modifier, but not from other instances of the same word.

Only direct damage gives the attacker this bonus; ongoing damage such as from acid arrow does not. As a swift action the attacker may change victims; if the new victim succeeds on their Will save the effect ends.

You may choose to instead place this word on a single creature, in which case it gains the bonus once per round when any other creature deals damage to or succeeds on a combat maneuver check against them.

This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Metaphysical Cloak

(Word)

Choose an alignment within one step of your own on each axis. The target of this word is treated as this alignment instead of their own for all purposes unless they succeed on a Will saving throw. This does not change its actual alignment, and so does not influence the target’s actions or cause it to violate any code of conduct it might have. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 hour per caster level without concentration.

Perfect

(Word)

You may spend a spell point to place a word on a creature that enhances its existing strengths. Choose an ability score. The target gains a +1 bonus to ability checks and skill checks based on that ability score. In addition, the target is granted a benefit for the chosen ability score as detailed below.

Ability Score Bonus
Strength The target does not provoke attacks of opportunity when performing a bull rush, overrun, or trip maneuver. If the target can already perform one of these combat maneuvers without provoking an attack of opportunity, they instead gain a +2 bonus to CMB checks to perform that maneuver. This bonus increases by +1 for every 4 caster levels.
Dexterity The target gains a +10 ft. bonus to all movement speeds and whenever they move the first square is not considered threatened by any enemy. This bonus increases by +5 ft. for every 5 caster levels.
Constitution The target gains 1 temporary hp each round, plus 1 temporary hp for every 5 caster levels. Each round the new temporary hp replaces the previous round’s.
Intelligence The target treats all untrained skills as though they had one skill rank in them, and gains a +2 bonus bonus to all trained skills. This bonus increases by +1 for every 5 caster levels.
Wisdom The target can make either a Perception or Sense Motive check as a free action once per round and gains a +1 bonus to initiative checks. This bonus increases by +1 for every 5 caster levels.
Charisma The target may perform a demoralize maneuver as a swift action (or a free action once per round if they can already do so as a swift action) and attempt to influence a creature’s attitude using Diplomacy in 1 round by taking a -10 penalty.

This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Fate Talents (Word, Curse)

These talents grant you additional words to hinder your enemies.

Borrow Trouble

(Curse, Word)

When a creature within range succeeds on a saving throw, skill check, or ability check, or hits with an attack, you may spend a spell point as an immediate action to force them to reroll the saving throw, skill check, ability check, or attack roll.

However, starting after the reroll, they gain a +4 bonus to that category of roll until they succeed on another such saving throw or check or, if they reroll an attack roll, until they hit with another attack. Succeeding on the rerolled saving throw or check or hitting with the rerolled attack does not end this effect.

Classify

(Word)

You may spend a spell point to force a target creature to state their name, the kind of creature they are (typically their creature type, subtypes, or both), where they came from, why they are where they are, and where they are going. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.

A successful Will saving throw negates this effect. This is a mind-affecting compulsion effect and creatures that do not speak any languages (including telepathy) are immune to it.

Curse

(Word)

When an enemy within range is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to force that target to make the roll twice and take the lower result.

You must use this word before the roll in question is made.

Enmity

(Curse, Word)

You may spend a spell point as a standard action to place a word on a target debilitating them more severely the less similar their outlook on life is to yours. The effect of this word depends on the number of steps away its alignment is from your own. A target with the same alignment as you is unaffected, while all others are affected as follows:

Steps Effect
1 Sickened one minute
2 Staggered one round
3 Blind one round
4 Dazed one round

These effects are cumulative and consecutive; for example, if a chaotic evil creature were affected by an enmity word produced by a lawful good creature, it would be dazed for one round, then blind for one round, then staggered for one round, and finally sickened for one minute.

As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions.

A successful Will save negates this effect, but targets with an especially strong alignment aura opposing your alignment (such as chaotic or good for a lawful evil caster) take a penalty to their save: strong, -1; overwhelming, -2.

If a target has multiple alignment auras, the penalty is determined by the strongest one.

Harm

(Word)

Whenever the target of this word suffers damage, they suffer an additional amount of damage equal to 1/2 your caster level (minimum: 1). This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this word to continue for 1 round per caster level without concentration.

Mercy

(Word)

You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.

Pain

(Word)

The target suffers debilitating pain.

The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level.

For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.

Subvert Weapon

(Curse, Word)

You may spend a spell point to place a curse upon a weapon that causes it to turn against its wielder. The next time it is used to make an attack, the attack automatically hits the wielder. At 10th level, the attack automatically threatens a critical hit.

An attended or magic weapon is entitled to a Will saving throw to negate this effect. This word itself does not obviously modify the weapon, so unless alerted by other means (such as detect magic or the divine use of the Divination sphere) the wielder cannot attempt to deal nonlethal damage.

This curse remains up to 1 hour per caster level or until discharged.

Truth

(Word)

The target cannot speak deliberate or intentional lies (Will negates).

They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Villainy

(Curse, Word)

You may place this word on a creature marking them as a villain regardless of their actual role in fate’s story. A successful Will save negates this effect. While this word is in effect, any of your allies may use their smite, challenge, or similar ability that requires marking a particular adversary, or a class feature that only affects a particular alignment, even if the target would not normally be affected by the ability (such as a neutral creature by a paladin’s smite evil). When this word’s effect ends, so does the effect of these abilities.

You may also, as a free action even when it isn’t your turn, spend a spell point to allow an ally to use such an effect without spending a daily use or to give an ally without one of these abilities or who choose not to use that ability a +1 bonus to attack and weapon damage rolls against the target of this word. This bonus increases by +1 for every 3 caster levels.

This effect lasts as long as you concentrate, but you may always spend an additional spell point to allow the effect to endure for 1 round per caster level without concentration.

Fate Talents (Word, Effect)

These talents grant you additional words to affect your surroundings.

Close

(Word)

Rather than targeting creatures, this word targets doors, chests, windows, and other objects that can open or close.

You may spend a spell point and speak a word that magically holds shut a door, gate, chest, window, or shutter of wood, metal, or stone. The portal closes and, if a lock is present, becomes locked. The DC to open the lock or force open the portal both increase by 10. Once the opening or portal has been forced or picked open, this effect ends.

Open

(Word)

Rather than targeting creatures, this word targets doors, chests, and other objects that can open or close.

You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock’s Disable Device DC or the door’s Stuck DC. If the check is successful, the portal unlocks and opens.

This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.

Fate Talents (Word Modifiers)

Echoing Word

When using a word, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum: 1). Every target must be affected by the same word.

Resounding Word

You may place words on targets within medium range.

You may take this talent twice. The second time it is taken, increase the range from medium to long.

Advanced Talents[edit]

Fate Talents (Consecration)

These talents grant you additional consecrations

Entropic Aura

(Advanced, Consecration, Curse)

Prerequisites: Fate sphere, Death sphere, 10th caster level or higher.

You may spend a spell point to create a consecration that makes healing difficult. All fast healing and regeneration possessed by creatures in the area of this consecration is suppressed, and all effects within the area that would heal hp damage or restore ability damage or drain are halved.

In addition, any damage dealt to creatures in the area (including you) is difficult to heal, even after this consecration ends. Half of it may be healed normally. The rest cannot be healed naturally (including by fast healing). Other effects can heal the damage only if the effect’s originator succeeds on a Heal skill check against a DC of your MSD + your casting ability modifier. This DC increases by 8 unless it is made within an area infused with positive energy, such as produced by a consecrate spell or ritual.

You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Undying Obstinance

(Advanced, Consecration)

Prerequisites: Fate sphere, Life sphere, 15th caster level or higher.

You may spend a spell point to create a consecration filled with positive energy that sustains the living beyond what their bodies can withstand. While this consecration is in effect, no living creature becomes disabled or dying within its area, nor do creatures die from loss of hit points. This does not protect creatures from these effects once this consecration ends or they leave the area, nor does it protect them from death from other causes.

This counts as a Life talent for the purpose of talents, drawbacks, or other abilities that change who you can affect with Life talents or abilities.

You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per two caster levels without concentration.

Fate Talents (Consecration Modifiers)

Consecrated Ground

(Advanced)

Prerequisites: Fate sphere, Bound Consecration, 5th caster level or higher.

When you use a consecration that remains in place using Bound Consecration, you may spend three spell points to allow the effect to continue for 2 hours per caster level without concentration. You may take this talent a second time at 10th level, which allows you to spend three spell points to make the effect permanent.

Fate Talents (Geas)

Geas

(Advanced)

Prerequisites: 10th caster level or higher.

You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer hit dice than your caster level. A geas is a magical command that compels the target to carry out some service or to refrain from some action or course of activity, as declared when the geas is placed. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The target is allowed a Will save to negate this effect.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.

If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a geas that you placed on a target as a standard action.

Greater Geas

(Advanced)

Prerequisites: Geas, 10th caster level or higher.

Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer hit dice than your caster level.

In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.

Mark of Judgment

(Advanced)

Prerequisites: Geas, Greater Geas, 10th caster level or higher

Your geas gains a permanent duration, as well as a more immediate effect. If the target breaks the geas even once, it immediately suffers a permanent -8 penalty to all ability scores or another punishment of equal strength designated at the time of casting. This punishment may only be removed if the geas is removed, whether or not the target returns to obeying the geas.

Fate Talents (Motif)

These talents grant you motifs

Death

(Advanced, Motif)

Prerequisites: Fate sphere, one other (motif) talent, 5th caster level or higher.

You may grant a motif that allows a target to preserve and, ultimately, change the other motifs they bear. While this motif is active, whenever the target discharges a (motif) talent other than Death there is a 50% chance that it does not end.

The target may discharge this effect to immediately bring one other (motif) talent you or they know into effect with a duration equal to this motif ’s remaining duration. Granting this motif costs two spell points.

The High Priestess

(Advanced, Motif)

You may grant a motif that extends the benefits of other motifs affecting a target to their allies. When you use this ability, choose a motif currently affecting the target to link this motif to. The target’s allies gain the normal effect as long as they are within 30 ft. of the target.

When the target discharges the chosen motif, they may either choose a different motif affecting the target to link this motif to or discharge this motif as part of the same action to grant all allies within 30 ft. of them an insight bonus to saving throws equal to half your caster level for one round.

If the target discharges the chosen motif but it does not end (such as if they also have the Death motif), they may not choose a different motif to link to this motif (it instead remains linked to the chosen motif), but may discharge this motif.

Fate Talents (Motif Modifiers)

No results

Fate Talents (Word)

These talents grant you additional words

Atonement

(Advanced, Word)

Prerequisites: 10th caster level or higher.

You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.

By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.

Restore Class or Magic: A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion.

Redemption/Temptation: You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally.

Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.

Elude Fate

(Advanced, Word)

Prerequisites: Fate sphere, 10th caster level or higher.

You may spend three spell points to place a word on a creature that protects it from a single doom. Choose a set of circumstances. If the circumstances would kill the target of this word the target is instead left at 1 hit point and the word ends.

In order for this word to function, the circumstances must be sufficiently specific. For example, “death at the hands of an orc,” “death in an ambush,” “death by fire,” or “death caused by the Telekinesis sphere” would be acceptable; “death by hit point damage” or “death at the hands of an enemy” would not. The GM is the ultimate arbiter both of what is sufficiently specific (though if a set of circumstances is ruled to not be, the caster does not spend spell points) and of whether a particular death meets the specified conditions.

This word lasts 1 hour per caster level or until discharged.

Fate Talents (Word Modifiers)

Compel Possessor

(Advanced, Curse)

Prerequisites: Fate sphere, Exorcism, Mark of Judgment, 15th caster level or higher.

When you successfully remove an effect or possessor using the Exorcism word, you may spend 3 spell points and one hour to bind the spirit of the target’s possessor. The originator of the effect or possession is placed under the effect of your geas or Mark of Judgment (your choice), regardless of its distance from you.

Execration

(Advanced)

Prerequisites: Fate sphere, at least one curse (word) talent, 10th caster level or higher.

When you spend a spell point to allow a curse (word) talent to continue without concentration, you may spend an additional 2 spell points to increase the duration to permanent. A permanent curse cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well as spells such as break enchantment, limited wish, remove curse, miracle, or wish.

You may remove a permanent curse that you placed on a target as a standard action as long as the target is within range of your (word) talents.

Drawbacks[edit]

Sphere-specific drawbacks grant the target an extra talent in their prerequisite sphere. A creature does not gain this bonus talent until they gain the sphere-specific drawback’s prerequisite sphere. A sphere-specific drawback may be removed by spending a talent of the correct type, in essence ‘paying back’ the talent gained from the drawback.

Mythogogy

You may not create word or consecration effects. You may only select (motif) talents and talents that augment (motif) effects.

You must select a (motif) talent with the bonus talent gained from this drawback.

You must already possess the Neutrality drawback to select this one.

You cannot gain this drawback if you also have the Sanctified Body or Tongue of Ages drawbacks.

Neutrality

You lack a strong connection to any alignment type. You cannot use the hallow word.

Personal Fate

You may only target yourself with your words.

Reverberations

Your (word) talents emit a susurrating voice announcing the name of the word to all creatures within 15 ft. of the target when it is used and for its duration. Their effects are suppressed in a region of magical silence.

You must select a (word) talent with the bonus talent granted by this drawback.

Sanctified Body

Your (consecration) talents affect only you, and you may not select Greater Consecration.

You cannot gain this drawback if you also have the Mythogogy or Tongue of Ages drawbacks.

Tongue of Ages

You may not create consecration or motif effects. You may only select (word) talents and talents that augment (word) effects.

You cannot gain this drawback if you also have the Sanctified Body or Mythogogy drawbacks.


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, Michael Uhland, Douglas Schaub, John Little, Case Hayes

Kobold Quarterly, Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!.

Path of War, © 2014, Dreamscarred Press; Author Christopher Bennet

Path of War: Expanded, © 2016, Dreamscarred Press; Authors: Christopher Bennet, Anthony Altovilla, Jade Ripley

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Pathfinder Player Companion: Alchemy Manual, © 2014, Paizo Inc.; Authors: Jason Nelson, Patrick Renie, and David N. Ross.

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Horror Adventures, © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.

Pathfinder Roleplaying Game Pathfinder Unchained, © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen RadneyMacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Campaign, © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.

Psionic Bestiary, © 2013, Dreamscarred Press; Authors: Andreas Ronnqvist, Jeremy Smith, Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton, Michael McCarthy, Dale McCoy.

Psionic Bestiary, © 2014, Dreamscarred Press; .

Psionics Augmented, © 2013, Dreamscarred Press; .

Psionics Expanded, © 2012, Dreamscarred Press; .

Psionics Unleashed, © 2010, Dreamscarred Press; .

Spheres of Power, © 2014, Drop Dead Studios; Authors: Adam Meyers, Tyler Keene, Ryan Ricks, Owen Stephens

Spheres of Power: Expanded Options, © 2015, Authors: Adam Meyers, J Gray, James Mars, Michael Sayre & Douglas Schaub

The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.

The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.

The Auspician’s Handbook, © 2018, Drop Dead Studios; Author: Jeff Collis

The Battlemage’s Handbook, © 2017, Drop Dead Studios; Author: Andrew J. Gibson

The Destroyer’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle

The Diviner’s Handbook, © 2016, Drop Dead Studios; Author: Derfael Oliveira

The Enhancer’s Handbook, © 2016, Drop Dead Studios; Author: Marcus Dirr

The Geomancer’s Handbook, © 2015, Drop Dead Studios; Author: Derfael Oliveira

The Illuminator’s Handbook, © 2016, Drop Dead Studios; Author: Amber Underwood

The Player’s Guide to Skybourne © 2016, Drop Dead Studios; Author: Adam Meyers, Mike Myler, and David Silver

The Nyctomancer’s Handbook, © 2018, Drop Dead Studios; Author: Steven Loftus

The Shapeshifter’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle

The Telekinetic’s Handbook, © 2015, Drop Dead Studios; Author: Amber Underwood

Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.

Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

Ultimate Psionics, © 2013, Dreamscarred Press; .

Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors: Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Worlds of Power, © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard Cramer, and Alexander Corrin

Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark Peterson, based on original material by Gary Gygax.

Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Bat, Mobat from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick.

Crypt Thing from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Roger Musson.

Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.

Dark Stalker from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.

Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.

Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.

Demodand, Slime from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Demon, Nabasu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White.

Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith.

Forlarren from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone.

Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Genie, Marid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Hangman Tree from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene.

Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters.

Jubilex from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Mite from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes.

Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes.

Mongrelman from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Poltergeist from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.

Rot Grub from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Scarecrow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Roger Musson.

Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White.

Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Troll, Ice from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Russell Cole.

Troll, Rock from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene.

Vegepygmy from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger.

Yellow Musk Creeper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie Fiore.

Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie Fiore.

Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie Fiore.

Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Zombie, Juju from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

The Auspician’s Handbook, © 2018, Drop Dead Studios, authors: Jeff Collins, Adam Meyers

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.