Spell Examples for Casters
Cartomancy Spells
Alter Spells:
Fortify the Tower
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Alchemist from the deck and touching it to the target's armor the Cartomancer is able to bolster the strength of the armor. The target's armor gains a bonus to PR of 1 per 3 spell levels until the duration of the spell expires.
Rage of the Fates
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Warrior and Jhang stacked together in the right hand the Cartomancer is able to instill in the target the raw rage of a berzerker. For the duration of the spell the target receives a bonus to his Brawl skill of +1 per 3 spell levels.
Secret of the Archmage
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
Holding The Wizard and Phandir in his right hand, the Cartomancer speaks a brief incantation, increasing the chances of a target's spells to be successfully cast. This spell increases the MR of the target by +1 per 5 spell levels until the spell ends.
Spirit of the Battlemage
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
The Cartomancer draws The Wizard and The Warrior from the deck, holds them bottom to bottom, then touches them to the forehead of the target. Once this is done the Cartomancer speaks a brief incantation and the magic takes effect. The target receives a bonus to Attack mode spells of +1 per 3 spell levels for the duration of the spell.
The Artful Dodger
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Wizard and Talisandre from the deck and shuffling them over and over the Cartomancer is able to enhance the target's ability to defend itself. The target gains a bonus to CR of +1 per 3 spell levels only for defensive purposes until the spell expires.
The Way of the Warrior
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
By drawing The Warrior from the deck and placing it over the heart of the target the Cartomancer is able to enhance the target's ability to fight and defend. The target gains a bonus to CR of +1 per 5 spell levels until the end of the spell.
Attack Spells:
Circle of Fate
Duration: 1 round per 2 spell levels
Range: Personal
Base Difficulty: -2 (level 2 base)
When this spell is cast the Cartomancer shuffles the deck rapidly then appears to throw the deck into the air. The Cartomancer is then surrounded by a whirling cloud of razor sharp Zodar cards. For the duration of the spell any enemy in melee range of the caster takes 1 hp of damage per 2 spell levels while within melee range. Attackers also take a penalty of -1 per 3 spell levels on rolls to hit the Cartomancer due to the obscuring effect of the whirling cards.
Curse of the Dark Moon
Duration: Instant
Range: 50 feet
Base Difficulty: -1 (level 1 base)
The Cartomancer draws forth Zar from the deck and points the face of the card towards the target, speaking a brief dark prayer. Upon doing so the face of the card becomes a momentary rift into the The Shadowrealm from which issues a small cloud of unhallowed spirits. These spirits surround the target briefly, moaning in agony and ripping at the very lifeforce of the target, dealing 1 hp of damage per spell level before being drawn back into the card.
Fist of Fate
Duration: 1 round per spell level
Range: Personal
Base Difficulty: -1 (level 1 base)
By drawing The Alchemist from the deck and enfolding it in his right hand the Cartomancer brings into being a spiked battle gauntlet made up of tiny metal Zodar cards. The Cartomancer uses his Brawl skill when attacking with the gauntlet which deals 1 hp of damage per spell level on each hit. The Cartomancer is also able to use the gauntlet to parry armed attacks without the usual -5 penalty for a bare or gloved hand.
Look Behind You!
Duration: 1 round
Range: 50 feet
Base Difficulty: -1 (level 1 base)
This spell is cast by the Cartomancer drawing The Assassin from the deck, showing it to the target, then drawing his thumb sideways across his throat. Once this is done a shadowy figure briefly appears behind the target, driving a shadowy blade into the target's back. The target takes 1 hp of damage per spell level from the spell and may also be distracted for 1 round if it does not make a WIL check vs. 1/2 the spell level. If the target fails the WIL check it takes a -1 penalty per 3 spell levels to all actions for 1 round due to the distraction.
Purifying Light of the Twin Suns
Duration: Instant
Range: 50 feet
Base Difficulty: -1 (level 1 base)
By drawing The Greater Sun and The Lesser Sun from the deck and pointing them towards the target the Cartomancer is able to burn and potentially blind the target. Two balls of light appear momentarily in front of the target, burning the target for 1 hp of damage per spell level. The balls of light also create an amount of light equal to 1 level of magnitude per 3 spell levels which may blind the target and may have additional effects on creatures sensitive to bright light.
Wrath of the Reaper
Duration: Instant
Range: 50 feet
Area of Effect: 4 foot radius
Base Difficulty: -5 (level 1 base -4 area)
When this spell is cast the Cartomancer draws The Reaper from the deck and throws it to the target location. The card lands face up and an avatar of The Reaper rises from the card and swings its scythe around in a wide circle before disappearing back into the card. All targets in the area of effect take 1 hp of damage per spell level as the ghostly scythes tears through them. The card flies back to the deck after The Reaper disappears into the card.
Heal Spells:
Blessing of the Lesser Sun
Duration: Instant
Range: Touch
Base Difficulty: -5 (level 5 base)
By touching The Lesser Sun and The Mystic to a wound, the Cartomancer is able to heal minor wounds with a warming light. This spell will heal up to 5 hp of damage.
Caress of the Shadowlands
Duration: Instant
Range: Touch
Base Difficulty: -8 (level 8 base)
By holding Zar in the palm of the left hand, speaking a brief incantation to the dark, then touching the target the Cartomancer is able to open a large wound on the target as the tissue dissolves away. The target of the spell takes 8 hp of damage and suffers a -3 penalty to all actions for 1 round due to the intense pain of the flesh dissolving.
Dance of the Drunken Wanderer
Duration: Instant (but see below)
Range: Touch
Base Difficulty: -10 (level 10 base)
By flipping The Wanderer between the fingers of his left hand and touching Zar to the target the Cartomancer is able to inflict the target with Spinning Sickness. The disease takes effect immediately and will run its normal course in 1-4 days. The target will immediately begin suffering the attacks of double vision and vertigo, taking a -5 penalty to all actions as well as risking falling down due to extreme dizziness (Roll vs. CON at -5 each round to avoid falling if not laying down).
Turn of a Friendly Card
Duration: Instant
Range: Touch
Base Difficulty: -10 (level 10 base)
By placing Drome upon the breast of a wounded individual, the healing nature of the Amber Moon fills the target, soothing wounds of up to 10 hp of damage and relieving pain. Some who have been near death when healed this way claim to have experienced odd dreams, including visions of possible futures and images of what might have happened if they had died. Side-effects of this sort are rare, however (GM's choice, or 1-in-10 chance), and Rahastrans regard them as a gift from the Zodar.
Unweaving the Black Strands of Fate
Duration: Instant
Range: Touch
Base Difficulty: -10 (level 10 base)
By placing Zar upside down upon the chest of a diseased individual then covering it with Phandir the Cartomancer is able to reverse the effects of disease or parasitic infestation. The spell is able to cure a disease or parasitic infestation of level 10 or lower, immediately removing all negative effects although the affected individual may need to rest to recover all their strength.
Reveal Spells:
Card of Concealment
Duration: 2 minutes
Base Difficulty: -2 (level 1 base -1 duration)
This spell uses the properties of the card, The Mystic, to make a Zodar deck or any small item virtually undetectable when hidden on the Cartomancer's person. Anyone trying to steal or search for a concealed item does so at a -1 penalty per spell level to their PER.
Enfolded by the Shadows
Duration: 2 minutes
Range: Personal
Base Difficulty: -2 (level 1 base -1 duration)
By intoning a brief incantation and touching the target with The Charlatan the Cartomancer is able to enhance the target's ability to avoid detection when hiding. Shadows, light, and texture seem to fill in where needed penalizing anyone trying to find the target by decreasing their PER by -1 per spell level.
Fate's Finger for the Fortunate
Duration: 2 minutes
Range: 50 feet
Base Difficulty: -2 (level 1 base -1 duration)
By taking Phandir from the deck and placing it briefly over his eye or the eye of the target the Cartomancer is able to enhance the ability to locate devices designed to harm those who trigger them. For the duration of the spell the recipient gains a bonus to PER of +1 per spell level in regards to finding traps of all sorts.
Hand of Destiny
Duration: 1 minute
Range: Self
Base Difficulty: -5 (level 5 base)
Rahastrans use this spell all the time, as it is as much a part of their belief system as anything else. By laying out two cards and divining their meaning, a skilled Cartomancer can determine his destiny. In game terms, this is the PC asking the GM "What is likely to be my best course of action?" The level of the spell should be used as a ruler in deciding how accurate and helpful the insight will be. For example, a 5th level divination might yield only general information, such as, "The future is obscure, but it seems that subtlety is the best course of action." For a 10th level divination the result might be more specific, as in "Signs indicate that deceit would yield greater fortune than direct action." A 20th level divination might yield more detailed information, like "Fortune would shine on sneaking into the tower in disguise", while at 30th level the GM might really get specific, as in "Use a spell to hide your life-essence and enter the necromancer's tower in the guise of undead."
Led by the Lesser Sun
Duration: 5 minutes
Range: 60 feet
Base Difficulty: -6 (level 1 base -4 duration -1 range)
By speaking a brief incantation and holding The Lesser Sun to the forehead the Cartomancer is able to grant the target the ability to see clearly in complete darkness for up to 60 feet (double this distance in partial darkness or shadow).
Luck of the Draw
Duration: 5 rounds
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty: -1 (level 1 base)
The Cartomancer is granted luck during combat by drawing Talisandre from the deck and keeping it in the palm of his hand. For the duration of the spell, attacks that target the Cartomancer seem to always miss their mark. Once this spell has absorbed 2 hp of damage per spell level or exceeds its duration the Cartomancer's luck returns to normal and the spell ends.
Testing the Truth
Duration: 1 minute
Range: 50 feet
Base Difficulty: -1 (level 1 base)
By drawing upon the Charlatan and tapping it twice, the Cartomancer has an increased chance to tell if a person around him is lying. While the spell is in effect the Cartomancer receives a bonus to opposed rolls to detect lies of +7.
To See the Unseen
Duration: 4 minutes
Range: 50 feet
Base Difficulty: -4 (level 1 base -3 duration)
By taking The Charlatan and holding it to his forehead upside down the Cartomancer is able to see invisible, astral, and spirit entities of any sort. While this spell is in effect it grants the Cartomancer a bonus to his PER of +1 per 3 spell levels.
Ward Spells:
Armored by Fate
Duration: 1 minute
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty: -1 (level 1 base)
When this spell is cast the Cartomancer becomes covered by copies of the Zodar cards which act as armor for the duration of the spell. The cards shift and move to fill in areas that are exposed by damage, absorbing 2 hp of damage per spell level. Once the cards have absorbed this damage or the spell reaches its duration the cards vanish from around the Cartomancer.
Bastion of the Mind
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By pulling The Mystic from the deck and touching it to the target's forehead the Cartomancer is able to provide protection against magics that control the mind. This spell provides protection against spells of the Influence mode. The target of the spell receives a bonus of +2 per spell level to all resistance rolls vs. Influence mode spells.
Bridging the Gap
Duration: 1 minute
Range: Touch
Area of Effect: 2 feet wide, 70 feet long wall (barrier)
Base Difficulty: -3 (level 1 base -2 area)
This unusual use of the Defend mode allows the Cartomancer to create a bridge across chasms, pits, and the like. The Cartomancer draws The Wanderer from the deck and places it before the edge of the obstacle to be crossed. A bridge of Zodar cards springs forth across the obstacle and connects with the opposite side. This bridge can support any amount of weight however it can be dispelled if it takes damage exceeding it's rating. The bridge has a PR of 1 per 3 spells levels and can absorb 2 hp of damage per spell level before collapsing.
Circle of Unfletching
Duration: 1 minute
Range: Touch
Area of Effect: 5 foot radius
Base Difficulty: -1 (level 1 base)
By drawing forth Talisandre and The Wizard the Cartomancer is able to touch the target and create an area that is proof against arrows for the duration of the spell. The spell creates a zone of luck around the target that alters probability for arrows, twisting them above or to the side of the zone. The spell grants a PR of 2 per spell level and also absorbs 2 hp of damage per spell level from any arrows that exceed the PR.
Curse of the Black Wizards
Duration: 1 minute
Range: Touch
Base Difficulty: -2 (level 2 base)
The Cartomancer draws Zar and The Wizard from the deck and holds them in his left hand face-to-face then touches the target. Once touched the target is hexed with a susceptibility to Attack mode spells, receiving 1 additional hp of damage per 2 spell levels when affected by an Attack mode spell.
Defanging the Black Viper
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
To use this spell the Cartomancer shuffles the Zoday deck, ending with Drome face up on the top and The Assassin face down on the bottom, then touches the target with the deck. For the duration of the spell the target is protected against the effects of any poison. The target receives a bonus of +16 to resistance rolls against poison. Furthermore, if the poison does damage the target also gains a PR of 2 per spell level and is able to shrug off 2 hp of damage per spell level from any poison that exceeds the PR of the spell.
House of Cards
Duration: 1 minute
Range: Touch
Area of Effect: 10 feet high, 10 feet wide wall (barrier)
Base Difficulty: -1 (level 1 base)
By drawing forth Drome from the deck and moving it from left to right in front of him the Cartomancer is able to conjure into being a wall composed of translucent Zodar cards. The wall has a PR of 1 per 3 spell levels and is able to absorb 2 hp of damage per spell level before collapsing. This spell can be useful to block pursuit in hallways and tunnels, giving the Cartomancer and his allies a running start.
Protection of the Greater Sun
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By drawing The Greater Sun and touching it to the target the Cartomancer causes the target to be limned by bright light. This light is especially onerous to demons and while the spell is in effect the target is protected from the attacks of demons. The spell provides protection from demons, granting the target a PR of 2 per spell level and can absorb 2 hp per spell level of damage that exceeds the PR of the spell.
Sanctuary of Drome
Duration: 1 minute
Range: Touch
Area of Effect: 7 foot radius hemisphere (barrier)
Base Difficulty: -3 (level 1 base -2 area)
Drawing upon the power of Drome, the Cartomancer brings forth an area of protection around himself and those close to him. The barrier has a PR of 1 per 3 spell levels and can absorb 2 hp of damage per spell level before collapsing. This spell is useful when retreat is not immediately available, allowing the Cartomancer and his allies to heal, cast other spells, and prepare for the continuing battle.
The Wizard's Trump
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By holding The Wizard and The Archon in his hand, the Cartomancer is protected from Attack mode spells and becomes very difficult to harm with such magics. This dweomer provides protection against spells of the Attack mode, providing a PR of 2 per spell level and absorbing 2 hp of damage per spell level that exceeds the PR of the spell.
This message was last edited by the GM at 00:49, Fri 11 Mar 2011.