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Auspex (Ah-s-pecks)

Auspex

Emissaries of destiny, Auspex wield the power of Tarot to manipulate the fate of themselves and their enemies.
 
Role: An Auspex plays a dual role between a supporter and offensive mage class, with their abilities dependent on the cards in their deck.
 
Alignment: Any
 
Hit Dice: D8
 
Starting Wealth: 3d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
 
Class Skills: The auspex’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha)
 
Skill Ranks Per Level: An auspex gets 4 + their Intelligence modifier per level.


Class Features


Weapon and Armor Proficiencies: Auspices are proficient with simple weapons, as well as hand crossbows, glaives, whips, and short swords. An auspex is also proficient with light armor. She can cast auspex spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an auspex wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass auspex still incurs the normal arcane spell failure chance for arcane spells received from other classes.
 
Spells: A auspex casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an auspex must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an auspex’s spell is 10 + the spell level + the auspex’s Charisma modifier.
Like other spellcasters, an auspex can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score.
A auspex’s selection of spells is extremely limited. A auspex begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new auspex level, she gains one or more new spells, as indicated on Table: Auspex Spells Known. (Unlike spells per day, the number of spells a auspex knows is not affected by her Charisma score; the numbers on Table: Auspex Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the auspex has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered level thereafter (6th, 8th, and so on), an auspex can choose to learn a new spell in place of one she already knows. In effect, the auspex loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An auspex may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, an auspex need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Cantrips: Auspex's can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Auspex under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
 
Bespeak: At 1st level, the auspex gains access to a unique cantrip; Bespeak. It does not take up a slot of one of her cantrips known, as noted on Table: Auspex under “Spells Known.” The effects of the spell are as follows:
Bespeak
School divination; level auspex 0
Casting Time 1 standard action
Components: V, M (the Wild Tarot)
Range: Self
Duration: 1 round
Description
As you cast this spell, you must simultaneously draw the top card of your deck, and declare a request for an omen regarding a person, relationship, challenge, or idea. The top card of your deck is used, and the DM will relay whether you intuit a good omen or a bad omen concerning your target subject. This does not count as a card draw action. Subsequent draws on the same subject may not be taken again for 24 hours.
 
The Wild Tarot: At 1st level, an auspex gains a deck of tarot cards with unique abilities. When she finishes an 8-hour rest, she must shuffle all the cards that make up her deck to refresh the Fates and provide guidance for the day.
As a standard action, the auspex may draw from the top of the deck and reveal a card. Use the auspex card list to determine the effect that activates from the card. The auspex table shows how many draw actions she can perform per day. The auspex regains all of her draw actions when she finishes an 8-hour rest.
After they draw a card, the card disappears from your deck and may not be drawn again until after they complete an 8-hour rest. Cards that disappear go into a discard pile. When they take an 8-hour rest, the auspex may shuffle their discard pile into their main deck. Additionally, some class abilities allow the auspex to pull cards out of her discard pile and place them back into her draw deck.
 
Starting Deck: At 1st level, the auspex has constructed the beginnings of a wild tarot deck, made up of 8 cards. The deck starts with the following cards:
  • I of Adversaries

  • The Ally

  • The Companion

  • I of Constructs

  • I of Elementals

  • The Familiar

  • Additionally, the auspex adds any two cards from the first level cards list. This forms their initial deck of eight cards.
    Many of the cards in the auspex's card list feature spell-like effects, or give her the ability to cast a spell. While these cards manifest in ways similar to a spell, they do not require verbal, somatic, or material spell components. Additionally, spells that normally require concentration do not require concentration when cast via a card. Card effects that require a saving throw use your spell save DC.
    Whenever the auspex gains a level in this class, she may pick up to two cards to add to her deck, and/or remove up to two cards from it. Each card added must be of a card level less than or equal to the max card level shown in the auspex table, and must not already exist in their deck.
     
    Scrying: At 2nd level, the auspex gains the ability to scry her wild tarot deck. When the auspex spends at least 10 minutes studying her deck, she sees glimpses of the future. The auspex may reveal a number of cards from the top of the deck equal to her card draws, though these draws do not count towards her numbers of draws per day. Then, in any order, place each revealed card on either the top or bottom of the deck. They may use this feature three times per day.
     
    Fate's Hand: At 3rd level, the auspex may create a Fate’s Hand.To create a Fate's Hand, after an 8-hour rest, draw cards to your maximum hand size, and place them face up next to your deck. When taking the draw action, instead of drawing a card from your deck, you may instead play a card from your Fate’s Hand, acting as if it were drawn from the top of your deck. Your maximum hand size starts at three cards. At level 7, and every four levels thereafter until level 19, your maximum hand size increases by one.
     
    People Reader: At 4th level, the auspex uses her talent for reading tarot cards to read people. The auspex gains a bonus to Sense Motive and Spellcraft skill checks equal to her Charisma modifier.
     
    Altered Outcome: At 5th level, the auspex gains the power to reverse the tide of bad fortune. As a swift action, she may discard the top card from her deck to reroll any attack roll, ability check, or saving throw she has just made. This feature may only be used once per roll, and they must take the results of the second roll. The auspex may choose to use this feature after determining whether or not the roll was successful. Performing this action does not use one of their draw actions. The auspex may use this ability two times per day. At level 9, and every fourth level thereafter until level 17, you gain one additional use of this ability per day.
     
    Convergent Return: At 6th level, the auspex has begun to feel a flicker of connection with the Fates themselves. The auspex is able to return expended cards to her deck. As a swift action, the auspex may expend one or more uses of this feature. For each use expended, they reshuffle one expended card back into their deck. The auspex has one use of this ability at 6th level, and gains a second use at 8th level, and every second level thereafter, until level 18.
     
    Shared Destiny: At 10th level, an auspex can share the effects of their tarot cards with allies. As a part of the normal card draw action, the auspex can allow one of her allies to use her deck's power. The auspex chooses a willing creature within 30 feet of her. That creature activates the effect of the card expended as if they had used it themselves. The auspex may take this action a number of times per day equal to 1 + their Charisma modifier.
     
    Card Summon: At 14th level, the auspex can summon any card from her deck. As a free action, the auspex can summon any card in her deck to her Fate's Hand. To summon a card, the auspex searches their deck for the card of their choice. After summoning a card, thus auspex must reshuffle their deck. The auspex may only perform this action once per day.
     
    Limitless Draw: At 17th level, the auspex always has cards to draw. When they roll initiative and have no cards left in their deck, they randomly shuffle 4 used cards to form a new draw deck. The auspex can only use this ability once per day.
     
    Embodiment of Destiny: At 20th level, the auspex may now effortlessly call on the power of her deck. Instead of their normal draw action, they may draw two cards instead, fully resolving the first card draw before the second card.

     


    LevelBase Attack BonusFortitudeReflexWillSpecialCard DrawsMaximum Card Level
    1000+2Bespeak, Starting Tarot, Wild Tarot21st
    2+100+3Scrying31st
    3+2+1+1+3Fate's Hand (3 Cards)32nd
    4+3+1+1+4People Reader32nd
    5+3+1+1+4Altered Outcome 133rd
    6+4+2+2+5Convergent Return 143rd
    7+5+2+2+5Fate's Hand (4 Cards)43rd
    8+6/+1+2+2+6Convergent Return 244th
    9+6/+1+3+3+6Altered Outcome 244th
    10+7/+2+3+3+7Convergent Return 3, Shared Destiny54th
    11+8/+3+3+3+7Fate's Hand (5 Cards)54th
    12+9/+4+4+4+8Convergent Return 455th
    13+9/+4+4+4+8Altered Outcome 355th
    14+10/+5+4+4+9Card Summoner, Convergent Return 565th
    15+11/+6/+1+5+5+9Fate's Hand (6 Cards)65th
    16+12/+7/+2+5+5+10Convergent Return 665th
    17+12/+7/+2+5+5+10Altered Outcome 4, Limitless Draw66th
    18+13/+8/+3+6+6+11Convergent Return 776th
    19+15/+9/+4+6+6+11Fate's Hand (7 Cards)76th
    20+16/+10/+5+6+6+12Embodiment of Destiny86th
     

    Auspex Spells Known


    Level0th1st2nd3rd4th5th6th
    1st42-----
    2nd53-----
    3rd64-----
    4th642----
    5th643----
    6th644----
    7th6542---
    8th6543---
    9th6544---
    10th65542--
    11th66543--
    12th66544--
    13th665542-
    14th666543-
    15th666544-
    16th6665542
    17th6666543
    18th6666544
    19th6666554
    20th6666655
     

    Auspex Spells Per Day


    Level1st2nd3rd4th5th6th
    1st1-----
    2nd2-----
    3rd3-----
    4th41----
    5th42----
    6th43----
    7th431---
    8th542---
    9th543---
    10th5441--
    11th5442--
    12th5543--
    13th55431-
    14th55542-
    15th55543-
    16th555431
    17th555442
    18th555543
    19th555554
    2-th555555
     

    Auspex Cards

    Level 1 Cards


    I of Aberrations
    Blinding Spittle: You gain the ability to spit sticky spittle as a large glob of phlegm becomes lodged in your throat. As a free action, you can spit the glob at a point you can see within 15 feet. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a Reflex saving throw or be blinded until the end of your next turn. If you do not spit the glob within one minute of gaining the feature, you are forced to swallow it, inflicting 1d4 acid damage on yourself, and losing the ability to spit it.
     
    I of Adversaries
    Reversed Polarities. For the next minute, gravity is warped within a 5 foot radius around you. Any Large or smaller creature that ends its turn within the radius, or that is within the radius when you end your turn, must make a Fortitude saving throw. On a failed save, the creature is pushed 10 feet away from you and is knocked prone.
     
    The Ally
    Helpful Boon: Before the end of your turn, as a free action, choose a creature within 30 feet of you to immediately regain a number of hit points equal to 1d8 + your Charisma modifier. This ability has no effect on Undead or Constructs. The healing increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
     
    The Barbarian
    Rage: You immediately enter a barbarian rage, gaining all of the benefits listed in the barbarian's Rage feature, using your Auspex level instead of barbarian level to determine the bonuses bestowed by your Rage. Additionally, when you attack with a melee weapon, you may use your Charisma modifier for both attack and damage rolls, instead of your Strength modifier. After drawing this card, you may take a melee attack action as a swift action before the end of the turn.
     
    I of Beasts
    Spider Legs: For four hours, you act as if under the spell Spider Climb, gaining a climb speed equal to your overland movement speed, save that you only need to use your feet to move upon surfaces, allowing you to leave your hands free.
     
    I of Celestials
    Divine Regeneration: Before the end of your turn, choose a creature within 30 feet of you. For 1 minute, at the start of each of your turns, they regain a number of hit points equal to your Charisma modifier.
     
    The Cleric
    Healing Daylight: Before the end of the turn, as a swift action, you can cause a 30 foot sphere of daylight to erupt from your hand. Anytime in the next minute, as a standard action, you can extend the sphere to Channel Positive Energy, as if you were a Cleric of a level equal to your Auspex level.
     
    The Companion
    Heroic Companion: As you draw this card, choose a creature within 30 feet. For 1 minute, they are immune to fear effects and gain temporary hit points equal to your Charisma modifier at the start of each of your turns, to a maximum number of temporary hit points equal to your Auspex level.
     
    I of Constructs
    Constructed Shield: An animated shield materializes from the illustration on your card. The shield leaps in front of you and hovers in your space to protect you from incoming attacks, giving you a +4 Shield bonus to AC. After 1 minute, the shield disappears.
     
    I of Elementals
    Elemental Burst: Before the end of the turn, as a free action, you may cast one of the following spells, increasing the DC to match the level of a spell at your highest card level: Burning Hands, Shocking Grasp, or Snowball.
     
    The Familiar
    Summon Familiar: A familiar materializes and will aid you for 8 hours. You may name the familiar while it is present. If you do, whenever this card comes up again, the same familiar in the same form will return to aid you. To determine which familiar appears, roll a 1d8





































    Result Familiar
    1 Owl
    2 Cat, Common
    3 Octopus, Blue-Ringed
    4 Crab, King
    5 Devil, Imp
    6 Pseudodragon
    7 Wyrm, Caligraphy
    8 Dweomercat Cub

    I of Humanoids
    Inspiring Leader: For 1 minute, as a swift action, you may inspire an ally within 30 feet of you. That ally gains +4 on their next attack roll.
     
    The Monk
    For the next hour, you gain up to two of the effects below:
    Monk Feet - Your speed is increased by 10 feet.
    Slow Fall - As an immediate action, you can ignore 10 feet of falling damage for every two Auspex levels you have, with a minimum of 10 feet.
    Ki-Imbued - Your weapon attacks are treated as magical for the purpose of overcoming damage reduction.
    Monastic Reflexes - You gain a bonus equal to your Charisma modifier on Reflex saving throws.
     
    I of Monstrosities
    Two-Headed. A second head grows out of your shoulders. The head is a perfect facsimile of your own, but the eyes rove independently. The head is silent, but you automatically tap into its senses. For the next four hours, you gain a +4 bonus to Perception checks, and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
     
    I of Plants
    Plant Growth: Before the end of your turn, choose a point within 90 feet of you. Weeds and vines sprout from the 30-ft square of ground centered on that point, turning the area into difficult terrain. A creature in the area where the plants sprout must make a Reflex saving throw or become entangled by the plants. A creature entangled by the plants can use a standard action to make a CMB check or Escape Artist check against your spell save DC. On a success, it frees itself. After 1 minute, the conjured plants wither away.
     
    The Rogue
    Numerous Faces: For the next hour, your appearance and your voice change, similar to the effects of the Disguise Self spell. You determine the specifics of the changes, including your skin type, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another humanoid race, though none of your game statistics change. Your clothing and equipment aren’t affected by this change. You gain a +4 bonus on Intimidation, Diplomacy and Bluff and Disguise checks made to convince others of your new identity. Alternatively, you can forgo this transformation and instead become invisible for the next hour. The invisibility ends if you cast a spell or make an attack.
     
    I of Undead
    Undead Fortitude: You are instilled with the unquenchable stamina of a zombie and gain the Undying feature for 4 hours. While this effect is active, if damage reduces you to 0 hit points, you do not fall unconscious, instead you may continue fighting until the end of your next turn. If you are not healed by the end of your next turn, you fall unconscious and lose the Undying feature.
     
    The Wizard
    Mage Bolts: As an immediate action, you cast the spell Magic Missile. You cast this spell with a caster level equal to your class level. You must target a creature with this spell. If there are no valid targets, under normal circumstances you are a valid target. In the rare scenario there are no valid targets, the spell fizzles.

    Level 2 Cards


    II of Aberrations
    Helper: You grow an extra arm. The arm creates a hole in any armor you are wearing, which disappears along with the arm at the end of the effect. This arm is controlled by a separate consciousness, but will follow your orders precisely. If given a melee weapon, you can command it to attack as a swift action, using your Charisma modifier in place of a Strength or Dexterity modifier for the attack roll. Alternatively, you may give the arm a shield and receive the bonuses of the shield, even if you are not proficient in shields. It is not possible for the arm to attune to an item you give it. This effect lasts for one hour.
     
    II of Adversaries
    Osarks’s Revenge: For 1 minute, you become charged with electricity. Whenever an enemy hits you with a melee attack, you may, as an immediate action, send a bolt of lightning at the attacker, forcing them to make a Reflex saving throw. On a fail, they take 4d8 points of lightning damage.
     
    The Artificer
    Enhanced Weapons: Before the end of your turn, you imbue five weapons within 30 feet of you with the Technology of Magic. This manifests itself in a multitude of ways; a longbow may magically acquire a scope; a hammer, wicked buzzsaw blades; a flail's striking heads may elongate and sharpen. For the next minute, the weapons are considered magical and gain a +1 bonus to attack and damage rolls; this bonus stacks with other effects to a total bonus of +4.
     
    The Bard
    Inspire Courage: You gain the bard's Inspire Courage Bardic Performance feature, using your Auspex levels in place of your Bard levels when determining the effects of the ability. You can use the ability for a number of rounds equal to 4 + your Charisma modifier. Any unexpended uses at the end of your next rest are lost.
     
    II of Beasts
    Twisting Talons: Your fingers transform into wickedly sharp three-inch talons. These talons count as simple weapons that you are proficient in. Your talons have the following statistics:
    Auspex Talons: Melee Weapon
    Attack: reach 5ft., one target.
    1d8 + Strength modifier slashing damage. The Auspex gains the Rend special quality
     
    If this card is drawn by a 8th or higher level auspex, the talons instead deal magical slashing damage. The Talons last for eight hours.
     
    II of Celestials
    Calming Presence: Once within the next minute, you may cast the Calm Emotions spell, affecting all creatures within a 30 ft sphere.
     
    II of Constructs
    Marvelous Clockwork Animals: Gears form from the artwork on this card, unfold, and shape into three whirring automatons. The automatons come as an Owl, a Weasel, and a Cat, and they share the statistics of their animal counterparts. As a standard action you can pick up an automaton, wind its clockwork, and whisper a command into its mechanical ear. It will follow your directions as best as possible for 1 minute. After the minute ends, the magic of the automaton's clockwork expires, and the creature no longer functions. If you still have an unused automaton after 8 hours, it disappears.
     
    The Druid
    Wild Shape: You immediately activate the Druid's Wild Shape ability, using your auspex level instead of your Druid level to determine the effects of the ability. While you are in beast shape, you have the added restriction that you may not take the draw card action.
     
    II of Elementals
    Elemental Gust: Before the end of your turn, you may immediately cast one of the following spells at your current card level: Flaming Sphere, Gust of Wind, or Acid Arrow as a free action.
     
    I of Fey
    Healing Sparks: For 1 minute, at the start of each of your turns you may point your finger and fire a pastel-colored bubble at a creature within 60 feet. The bubble drifts toward the creature and pops in an explosion of healing magic, restoring 1d4 + Charisma modifier hit points to that creature.
     
    The Fighter
    Vicious Blade: For 1 minute, your weapon gains the keen enchantment. In addition, you may take an additional swift action on your turn twice before the duration of this card ends.
     
    I of Giants
    Giant Strength: You gain the strength of a Hill Giant. Your base Strength score becomes 21 (+5) for 1 hour.
     
    II of Humanoids
    Commander's Strike: For 1 minute, as a swift action, you may rally an ally. That ally may spend an immediate action to make one weapon attack against a foe within range.
     
    II of Plants
    Spore Blight: Spore sacs erupt from along your arms. You have control over these sacs, and may use a swift action to release a spore cloud at a creature you can see within 120 feet. A targeted creature must make a Fortitude saving throw. A target suffers 1d8 negative energy damage and 1d8 acid damage or half that much on a successful save. You may use this feature four times. After using spore blight four times, or eight hours pass, your arms return to normal. If the auspex draws this card has access to 4th level cards, the damage increases to 2d8 for each type; at 6th level cards, the damage increases again to 4d8.
     
    The Wild Oracle
    Aura Sight: For the next one hour, as a swift action, you may see the auras of creatures around you. Auras indicate a creature's general disposition towards you.
    Blue: The creature views you favorably and is willing to aid you.
    Green: The creature intends you no harm and is not attempting to deceive you.
    Yellow: The creature is wary of your intentions, and may be hiding something from you.
    Red: The creature intends you harm.
     
    Flashing Colors: The creature is currently taking action to harm you, or your allies.
     

    Level 3 Cards


    III of Aberrations
    Eye Stalk: After you draw this card, an eye stalk emerges from an exposed area of your flesh. You may determine where this stalk appears. It extends one foot and gives you the ability to see 360 degrees with darkvision out to a range of 120 feet. The additional eyesight grants you +2 dodge bonus to Armor Class, and makes you immune to flanking and to the blind condition. The eye stalk sticks around for 8 hours.
     
    III of Adversaries
    Alpha’s Dismay: Before the end of your turn, as a free action you point at a creature you can see within 30 feet of you. The creature makes a Will saving throw or loses the ability to use one of their racial or class features for the next 24 hours. The feature lost is determined by the Dungeon Master. If a creature has no specific features, such as an animal with no special qualities, it instead loses an instinct or survival skill inherent to its species.
     
    III of Beasts
    Pack Tactics: Before the end of the turn, as a swift action, you grant the Improved Outflank feat to up to six creatures within 60 feet of you for 1 minute. They do not need to meet the prerequisites to gain the benefits of this feat.
     
    III of Constructs
    Carpet of Flying: As you draw this card, it transforms into a small Carpet of Flying. This carpet is 3 feet x 5 feet and can carry up to 200 pounds with a flying speed of 80 feet, or up to 400 lbs with a flying speed of 40 feet. The carpet moves according to your spoken directions provided you are within 30 feet of it. The carpet lasts for 1 hour.
     
    I of Dragons
    Wing Attack: Gigantic 20 foot phantasmal dragon wings sprout from your shoulders. As a standard action, you may beat your winds creating tremendous wind forces. Each creature within 10 feet of you must make a Reflex saving throw or take 2d6 bludgeoning damage and be knocked prone. As part of this action, you may immediately fly up to half of your speed. The wings last 1 minute.
     
    III of Elementals
    Elemental Storm: Before the end of your turn, you may cast one of the following spells at your current card level: Sleet Storm, Fireball, or Lightning Bolt as a free action.
     
    II of Fey
    Blink Dog Teleport: Immediately, and as a move action once per turn, after drawing this card, you may magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 40 feet. This effect lasts for 1 round per Auspex level.
     
    I of Fiends
    Gravitation: As a free action before the end of your turn, you can cause up to 12 creatures that you can see within 60 feet to immediately fly upward as if gravity was reversed. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the effect. You can elevate the creatures up to 40 feet off the ground. You keep the creatures in the air for one full turn, dropping them to the ground automatically at the end of your next turn, at which time they each take falling damage.
     
    II of Giants
    Chieftain's Frenzy: You immediately grow to double your current size. This newfound size bestows a +4 bonus on Strength skill checks and ability checks, and adds one damage die on successful melee attacks, but does not otherwize change your size category. This effect lasts for 1 minute.
     
    II of Monstrosities
    Grip of Horror: Tentacles erupt from your torso. As a swift action, you may command these tentacles to grapple a Large or smaller creature within 10 feet of you. You gain a bonus to your CMB equal to your Charisma modifier. If the grapple is successful, you don’t gain the grappled condition. This grapple maneuver does not provoke attacks of opportunity. The tentacles last for 1 minute.
     
    I of Oozes
    Oozing Terrain: Before the end of your turn, choose a point that you can see within 120 feet. The ground within a 30- foot radius from that point takes on the properties of an ooze. Creatures sink into the terrain like it is quicksand. They must make a Reflex saving throw at the start of their turn or become grappled by the terrain, taking 2d6 acid damage. If a creature has failed two of these saving throws in a row, they become engulfed, and take 3d6 acid damage at the end of each of their turns and gain the pinned condition. An engulfed creature can still attempt to escape by succeeding on a Reflex saving throw.
     
    The Paladin
    Aura of Protection: After drawing this card and for 4 hours afterwards, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. If you are 18th or higher level, the range increases to 30 feet.
     
    The Sorcerer
    Wild Magic Surge: When you draw this card, your spells become infused with the chaotic energies of wild magic. For 1 minute, whenever you cast a spell, roll d100, and consult the Wild Magic Effects Table
    Table: Wild Magic Effects

























































    % Rolled Wild Magic Effect
    01-19 The spell rebounds on its caster with normal effect. If the spell cannot affect the caster, it simply fails.
    20-23 A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per caster level.
    24-27 The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time, the targets are blinded and must succeed at concentration checks (DC = 15 + spell level) to cast spells.
    28-31 The spell affects a random target or area. Randomly determine a target from among those in range of the spell or center the spell at a random place within range of the spell. To generate the direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate the range randomly, roll 3d6 and multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or 80 feet for long-range spells.
    32-35 The spell functions normally, but no material components are consumed. The spell is not expended from the caster’s mind (the spell slot or prepared spell can be used again). If the spell is cast from an item, the item does not lose charges. The effect does not count against an item’s or spell-like ability’s use limit.
    36-39 The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a Heal spell.
    40-43 The spell does not function. Instead, a Deeper Darkness effect and a Silence effect cover a 30-foot radius around the caster for 2d4 rounds.
    44-47 The spell does not function. Instead, a Reverse Gravity effect covers a 30-foot radius around the caster for 1 round.
    48-51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this as a Glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
    52-59 Nothing happens. The spell does not function. Any material components are used up, the spell or spell slot is used up, an item the spell is cast from loses charges, and the effect counts against an item’s or spell-like ability’s use limit.
    60-71 Nothing happens. The spell does not function, but no material components are consumed. The spell is not expended from the caster’s mind (the spell slot or prepared spell can be used again). If the spell is cast from an item, the item does not lose charges. The effect does not count against an item’s or spell-like ability’s use limit.
    72-98 The spell functions normally.
    99-00 The spell functions strongly. Targets take a –2 penalty on saving throws against the spell. The spell has the maximum possible effect, as if cast with the Maximize Spell feat. If the spell is already maximized with this feat, there is no further effect.

    II of Undead
    Death Ward: You may cast the Death Ward spell twice in the next minute. The caster level for the spell is equal to your Auspex level.
     
    The Warlock
    Eldritch Orbs: Six globes of black eldritch energy begin swirling around you. The orbs last for 4 hours or until expended. Once per turn, as a swift action, you can expend one of the globes to perform one of the following actions:
  • Send the orb to a point you can see up to 120 feet away. You may close your eyes and see through the orb. While looking through the orb, you have darkvision out to a distance of 120 feet. The orb evaporates at the end of your turn.

  • Fire the orb at a creature within 60 feet, make a ranged spell attack against that creature. On a hit, you deal 2d10 + your Charisma modifier force damage.

  • Harvest the eldritch energy of one orb to cast the spell Shield on yourself. The caster level for the spell is equal to your Auspex level.



  • Level 4 Cards


    IV of Adversaries
    Explosive Bead: When you draw this card, it transforms into a Bead of Force, save that the DC of the Bead is equal to your 4th level spell save or 16, whichever is higher. It transforms back after use, or when 8 hours has passed, whichever occurs first.
     
    IV of Beasts
    Elephant Friend: When you draw this card, it transforms into an Elephant in an unoccupied square that it can fit in within 30 feet. The Elephant comes equipped with a saddle that allows you to ride it and it follows your commands. The Elephant will defend itself if attacked, but is not combat trained, cannot be commanded to attack, and flees from danger if able, unless you have access to 6th level cards, in which case the Elephant is combat trained and can be commanded to enter combat. The Elephant lasts for a number of hours equal to your Charisma modifier or until its hit points are depleted, in which case it disappears in a burst of gray mist.
     
    The Blood Hunter
    Rite of the Oracle: This card requires you to sacrifice your blood to fuel its magic. Immediately upon drawing, you must lose 1d8 hit points, otherwise the card has no effect. When you do so, a weapon you are holding becomes imbued with power. This weapon now deals an additional 2d8 points of psychic damage, which ignores all weakness and resistances of creatures who are not mindless. After imbuing your weapon, you may make an immediate attack with it as a free action. The weapon holds the energy for 1 minute, but you can extend the duration by another minute by cutting yourself with the weapon and losing another 1d8 hit points.
     
    II of Dragons
    Fire Breath: You immediately use Fire Breath, exhaling superheated gas in a 90-foot cone. Each creature in that area must make a Reflex saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.
     
    IV of Elementals
    Elemental Wall: Before the end of your turn ends after drawing this card, you can cast Control Water, Fire Shield, Ice Storm, or Wall of Stone as a free action at your highest card level.
     
    III of Fey
    Fey Flight: Before the end of your turn, you may touch up to six willing creatures. Each creature touched gains a fly speed of 60 feet (perfect maneuverability) for 10 minutes. When the effect ends, any target still in the air immediately begins falling.
     
    II of Fiends
    Best Fiends: Before the end of your turn after drawing this card, as a free action you can attempt to charm any one humanoid you can see within 30 feet. That creature must make a Will save or be affected by Dominate Person for 10 minutes. After the effect ends, the creature become aware that it was charmed and that you were the cause
     
    III of Giants
    Cloud Giant’s Strength: You gain the strength of a Cloud Giant. Your Strength score becomes 27 (+9) for the next hour.
     
    III of Humanoids
    Butcher’s Wisdom: For the next minute,you reveal your opponents' weaknesses telepathically to your allies. All allies within 30 feet of you may add your highest base attack bonus to their weapon damage rolls. Additionally, you know the damage, vulnerabilities, and resistances of all creatures within 60 feet of you.
     
    II of Oozes
    Corrosive Blood: Drawing this card transforms your blood into acid (this doesn't cause you any harm). For the next minute, any adjacent creature that hits you with a non-reach melee attack that deals slashing or piercing damage must make a Reflex save or take 4d6 points of acid damage. A successful save halves the damage. If they fail their save, the weapon they used to make the attack also takes the same amount of damage.
     
    III of Plants
    Apple-Thing: When you draw this card, you may transform into an apple tree for one minute, as the spell Tree Shape. While in this form, you may throw a poisoned apple at a creature within 30 feet as a ranged touch attack. On a hit, that creature takes 1d4 points of bludgeoning damage, and must make a Fortitude save or become poisoned, taking 2d4 points of Constitution damage and 1d4 points of Constitution damage on their turn until they succeed their save against the poison.
     
    III of Undead
    Undead Flesh: You gain DR/silver equal to your Auspex level for 1 hour, and you count as an undead for the purposes of all spells and abilities.
     

    Level 6 Cards


    V of Adversaries
    Killer’s Lament: Once within the next hour, you can cast Greater Restoration as a spell-like ability
     
    III of Celestials
    Aura of Impenetrability: When you draw this card, all Aberrations, Outsiders, and Undead within 30 feet of you must immediately make a Will saving throw or have their overland speed and any Fly speed they have be reduced to 0 feet for 1 minute, causing them to be unable to move. At the start of their turn, if an affected creature is no longer within 30 feet of you, its movement speed returns to normal. This doesn't affect the creature's ability to attack, its other movement speeds, or ability to move through other means, such as teleportation magic
     
    III of Dragons
    Sleep Breath: Upon drawing this card, you immediately breathe out sleeping gas in a 60 foot cone. Each creature in the area must succeed a Fortitude save or fall asleep for 10 minutes. The creature wakes if they take damage or if some takes a standard action to rouse them.
     
    III of Fiends
    Blood War Gaze: For 1 minute after drawing this card, your eye glaze into black spheres. As a swift action, you may target one creature within 30 feet. If that creature can see you, it must make a Will save or be paralyzed until the beginning of your next turn. A creature who succeeds on this save is immune to its effects for 24 hours.
     
    IV of Humanoids
    Weave of Protection: As you draw this card, a weave of arcane symbols creates a protective sphere around you and your companions. For one minute, all allies within 15 feet of your roll twice and take the better result on saving throws against spells and magical effects. Additionally, when an affected creature succeeds on a saving throw against a spell or magical effect to only take half damage, they instead take no damage.
     
    III of Monstrosities
    Chilling Gaze: For the next 5 rounds after drawing this card, you may focus your gaze on a creature within 30 feet as a standard action. If the target is not averting their gaze, they must make a Fortitude save or take 6d6 points of damage and become paralyzed for 1 minute. A paralyzed creature can make a new save on its turn to end the effect, and a creature who succeeds their save becomes immune to the effect for 24 hours. Creatures immune to cold are also immune to the paralyzation effect.
     
    The Mystic
    Spectral Form: Upon drawing this card, you and all your gear become incorporeal for 10 minutes. While in this Spectral Form, you gain a fly speed equal to ½ your overland speed and you can no longer take the Draw Card action. While in this form, you can attempt to peer into the minds of those around you, as the Detect Thoughts spell, cast at your highest card level.
     
    III of Oozes
    Paralyzing Goo: When you draw this card, a toxic blast of black goo erupts from your hand, which you can direct to a creature within 60 feet. You must succeed a ranged touch attack to hit that creature, although if the creature is within 30 feet, you roll twice and take the better result on that attack roll. On an initial hit, the black goo deals 6d6 points of Acid damage and hardens on the target, trapping them unless they make a Strength check (DC 10 + ½ Auspex level + Charisma modifier). A creature who fails their check is paralyzed for 1 minute, and continues to take 6d6 points of acid damage for each round they are trapped. The creature can attempt a new Strength check or an Escape Artist check each round to attempt to escape.
     
    IV of Plants
    Shambling Form: When you draw this card, you take the form of a Shambling Mound, as if using Plant Shape II, for 1 minute, save that you also gain the Shambling Mounds hit points (67). While in this form, you cannot transform back or draw additional cards, unless you are reduced to 0 hit points, which transforms you back to your original form. If you are transformed back due to being reduced to 0 hit points, any excess damage transfers to your original form.
     
    The Ranger
    Ranger Senses: For 1 minute, you gain the effects of True Seeing, to a range of 120 feet.

    Level 6 Cards


    IV of Aberrations
    Anti-Magic Cone: A 3rd eye emerges from your forehead, much larger than your normal eyes. For the next minute, you may project a 90-foot cone of anti-magic, as Antimagic Field. At the start of each of your turns, you decide whether or not to emit the cone. The direction you are facing determines the direction of the cone
     
    VI of Adversaries
    Omni’s Dark Bargain: When you draw this card, for the next minute you are transformed into a greasy, hairy, daemonic monstrosity with wings and a dark aura. While transformed, you gain a Fly speed of 60 feet (average maneuverability), your Strength score becomes 21 (if lower), you roll twice and take the better result on all Charisma checks and Charisma based skill checks. When making a full-attack action, you may make an additional attack at your highest base attack bonus. Whenever you deal damage with a melee attack, you deal an additional 2d12 points of negative energy damage and you gain that much temporary hit points. When you transform, you may make a Darker Bargain, causing the transformation to last 10 minutes instead, but at the end of that transformation, you are exhausted for 8 hours.
     
    IV of Celestials
    Exalt: When you draw this card, all non-hostile creatures within 120 feet of you are filled with celestial power and become Exalted until the end of your next turn. Exalted creatures are immune to charm and fear effects and roll twice and take the better result on attack rolls, ability checks, and saving throws. Additionally, any hostile creatures within 120 feet must make a Will save or take 4d6 points of holy damage.
     
    IV of Constructs
    Armor of Thanaloc: When you draw this card, an animated gray and bronze plate armor materializes out of thin air and encases your body with perfect fitting invulnerable armor. If you are already wearing armor, it vanishes for the duration of the effect. While the effect is active, you take half damage (before any other resistances are applied) from fire, cold, electricity, and force, as well as bludgeoning, piercing, and slashing damage from non-magical sources. The armor lasts for 4 hours or until you choose to dismiss it.
     
    The Designer
    Cosmic Design: When you draw this card, you may have it duplicate any other card or any spell effect of 6th level or lower. This card cannot be summoned with the Card Summon feature.
     
    The Developer
    Quick Fix: When you draw this card, you can select any ongoing spell-effect on a creature (including the ongoing effect of another card), and transform that effect into another effect of your choice of an equal level that has the same target conditions and is of the same school, or the same area if the spell didn’t have a target (For example, you could change a Shield spell into a Wave Shield spell). If used on a creature to change a positive spell into a negative spell (such as Bestow Insight to Compulsive Liar) that creature gains an immediate saving throw against the new effect.
     
    IV of Dragons
    Soul of the Five Headed-Dragon: You summon a presence of a frightful dragon who grants you the ability to use one of its five heads to make an immediate attack from one of the following attacks:

    • Black Dragon - You breathe acid in a 120-foot line that is 10 feet wide. Each creature in the line takes 10d8 acid damage unless they make a Reflex save for half damage.

    • Blue Dragon - You breathe lightning in a 120-foot line that is 10 feet wide. Each creature in the line takes 10d8 electricity damage unless they make a Reflex save for half damage.

    • Green Dragon - You breathe out poisonous gas in a 90-foot cone. Each creature in the area must make a Fortitude save or take 10d6 points of acid damage.

    • Red Dragon - You breathe fire out in a 90-foot cone. Each creature in the area must make a Reflex save or take 10d6 points of fire damage.

    • White Dragon - You breathe an icy blast in a 90-foot cone. Each creature in the area must make a Reflex save or take 10d6 points of cold damage.


    The Dungeon Master
    Protection of the Author: When you draw this card, you can end any one ongoing effect on any creature within sight, including positive effects on enemy creatures. Alternatively, you can use this card to cause any creature who has died within 1 round to return to life (even if that creature didn’t leave behind a corpse). That creature either returns to life at their current hit points, or at a negative amount equal to 1 higher than their Constitution score (1 hit point away from death), whichever is higher. If the creature died from ability damage, they return to life with an amount of ability damage to remain at 1 of their ability scores. This card cannot be summoned with the Card Summon feature.
     
    IV of Fey
    Hag’s Glare: When you draw this card, you are compelled to target a creature within 30 feet. The creature must make a Will saving throw or become frightened. If it fails that saving throw it must make a new Will saving throw (with the -2 penalty from being frightened), or immediately have their hit points drop to 0.
     
    IV of Fiends
    Burning Vision: Your eyes glow bright red. As a swift action on your turn, you may release a beam of fiery energy from both eyes at a single target as a ranged touch attack. On a hit, that creature takes 5d10 points of fire damage and ignites in extra hot fire, taking 2d6 points of fire damage until extinguished.
     
    IV of Giants
    Lightning Strike: For the next 5 rounds, as a standard action, you can hurl a giant magical lightning bolt at a square within 500 feet. Each creature within 10 feet of that square must make a Reflex saving throw or take 12d8 points of electricity damage. A successful save halves the damage.
     
    IV of Monstrosities
    Medusa’s Petrifying Gaze: When you draw this card, until the end of your next turn, whenever a creature starts its turn within 30 feet of you, if that creature can see you and you are not incapacitated and can see that creature, it must make a Fortitude save. If it fails the save by 5 or more, it is instantly turned to stone, as if petrified by the petrifying gaze of a medusa. Otherwise, that creature begins to slowly turn to stone, becoming entangled. An entangled creature must make another save the following turn or become completely petrified, with a success ending the effect.
     
    IV of Oozes
    Restorative Slime: When you draw this card, you can choose a creature within 60 feet to coat in a column of gelatinous cube. The goo is completely restorative, mending wounds, instantly salving burns, and revitalizing fortitude. The creature heals 100 hit points and heals all fatigue and exhaustion, and curse any active poisons afflicting the creature.
     
    IV of Undead
    Frightful Presence: A terrifying totem of a Ravener surrounds your body. For 1 minute, as a swift action, you can cause any number of creatures who can view you to become frightened for 1 minute unless they make a Will saving throw. A frightened creature can make a new saving throw at the end of each of its turns, but does not become immune to this ability and risks becoming frightened again if it continues to observe you.


    Level 1Level 2Level 3Level 4Level 5Level 6
    I of AberrationsII of AberrationsIII of AberrationsIV of AdversariesV of AdversariesIV of Aberrations
    I of AdversariesII of AdversariesIII of AdversariesIV of BeastsIII of CelestialsVI of Adversaries
    The AllyThe ArtificerIII of BeastsThe Blood HunterIII of DragonsIV of Celestials
    The BarbarianThe BardIII of ConstructsII of DragonsIII of FiendsIV of Constructs
    I of BeastsII of BeastsI of DragonsIV of ElementalsIV of HumanoidsThe Developer
    I of CelestialsII of CelestialsIII of ElementalsIII of FeyIII of MonstrositiesThe Designer
    The ClericII of ConstructsII of FeyII of FiendsThe MysticThe Dungeon Master
    The CompanionThe DruidI of FiendsIII of GiantsIII of OozesIV of Giants
    I of ConstructsII of ElementalsII of GiantsIII of HumanoidsIV of PlantsIV of Monstrosities
    I of ElementalsI of FeyII of MonstrositiesII of OozesThe RangerIV of Oozes
    The FamiliarThe FighterI of OozesIII of Plants-IV of Undead
    I of HumanoidsI of GiantsThe PaladinIII of Undead-IV of Dragons
    The MonkII of HumanoidsThe Sorcerer--IV of Fey
    I of MonstrositiesII of PlantsThe Warlock--IV of Fiends
    I of PlantsThe Wild OracleII of Undead--IV of Giants
    The Rogue----IV of Monstrosities
    The Undead----IV of Oozes
    The Wizard----IV of Undead

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