Classic Portents

Classic Deck Summaries

Least Portent Summaries

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

Lesser Portent Summaries

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

Greater Portent Summaries

  • The Accident - Target creature who critically fumbled in the last round takes 1d6 damage/level.
  • The Charge - Nearby allies reroll base damage on the charge. Whenever a nearby ally charges, you reveal a card and keep revealed least portents.
  • Conformity - You control the target's next turn.
  • The Cycle - If the top card of your active deck is the same power level as a portent you cast, draw that card.
  • Deception The target has total concealment which is only partially penetrated by true seeing.
  • The Downfall - The target takes damage based on how much damage it has already taken, max 6 damage per level.
  • The Future - Four least portents are laid out in front of you. These are not in your hand, but may be played as though they were.
  • The Glory - The target, who has recently killed another creature, gains a morale bonus to saves against fear, poison, and disease, plus a bonus to damage rolls.
  • Hope - A dying creature is healed for 1d8+1 points of damage per level.
  • The Link - If the target is killed, its killer dies.
  • The Paragon - The target has an insight bonus to a skill equal to your level.
  • The Presence - Allies within 30 feet roll two dice and take the highest on all d20 rolls for 1 round.
  • The Prism- Choose an energy type. All energy damage dealt to the target is of that energy type.
  • The Ward - Choose multiple schools of magic. The next spell to affect your target is countered if it is of one of the chosen schools.
  • The Withering - The target is poisoned and takes Constitution damage, later drain, each round.

Least Portents

The Aegis

Power Level: least
School: abjuration
Associated Poker: two of hearts
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: Choose acid, cold, electric, fire, or sonic. The subject of this portent has resistance equal to your cartomancer level against the chosen energy type.

The Avenger

Power Level: least
School: evocation
Associated Poker: three of hearts
Activation Time: 1 immediate action
Duration: instantaneous
Range: 30 feet
Spell Resistance: no

Effect: This portent can only target a creature that successfully dealt damage to one of your allies in the last round. The subject takes slashing damage equal to your cartomancer level with no saving throw allowed. If cast in the same round as a greater portent, this portent deals double damage with a Fortitude save for half damage.

The Bull

Power Level: least
School: transmutation
Associated Poker: four of hearts
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: Choose Strength, Dexterity, or Constitution. The subject gains a +2 enhancement bonus to the chosen ability score. At 4th level and every four levels beyond 4th, this bonus increases by +1, to a maximum of +6 at 16th level.

The Charmed

Power Level: least
School: necromancy [curse]
Associated Poker: five of hearts
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: personal
Spell Resistance: no

Effect: The next time a creature attacks you, it must roll twice and take the worse result. At 11th level, it must instead roll three times and take the worst result.

The Crone

Power Level: least
School: divination
Associated Poker: six of hearts
Activation Time: 1 immediate action
Duration: instantaneous
Range: personal
Spell Resistance: yes (harmless)

Effect: You retroactively gain a competence bonus equal to half your cartomancer level, rounded down (minimum 1), to a failed Knowledge skill check. If the bonus is enough to turn the failure into a success, the roll succeeds.

The Dice

Power Level: least
School: divination
Associated Poker: seven of hearts
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: personal
Spell Resistance: yes (harmless)

Effect: Roll a d20, then record the result. At any point over the duration of this portent, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll.

If cast in the same round as a greater portent, the recorded result can be used to replace a roll that has already been made, but has yet to resolve.

The Expert

Power Level: least
School: divination
Associated Poker: eight of hearts
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: personal
Spell Resistance: yes (harmless)

Effect: An ally within 30 feet can draw from this portent as an immediate action to gain a +1 competence bonus to a failed attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds. At 8th level and every four levels beyond 8th, this bonus increases by +1, to a maximum of +5 at 20th level.

The Fatespin

Power Level: least
School: evocation
Associated Poker: nine of hearts
Activation Time: 1 swift action
Duration: instantaneous
Range: personal
Spell Resistance: yes (harmless)

Effect: This portent can only be used if you received a penalty from Table: Tell Fortune Outcomes in the last round. Reveal the top card of your deck. If it is a least portent, you may play it as a free action; otherwise, put the card into your hand. This portent can cause you to exceed your maximum hand size.

If cast in the same round as a greater portent, you may play the revealed card if it is a least portent or a lesser portent.

Guilt

Power Level: least
School: necromancy [curse, force]
Associated Poker: ten of hearts
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Whenever the subject attacks you, it takes force damage equal to the base damage of the weapon used to make the attack with a Will save to negate.

The Hex

Power Level: least
School: necromancy [curse]
Associated Poker: Jack of hearts
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Choose an ability score. The subject takes a -1 penalty to the chosen ability score for the duration. A successful Will save negates. The penalty imposed by this portent increases by -1 at 3rd level and every four levels beyond 3rd, to a maximum of -6 at 19th level. The subject cannot have an ability score go below 1 in this fashion.

The Hero

Power Level: least
School: divination
Associated Poker: Queen of hearts
Activation Time: 1 swift action
Duration: 1 round/level, or until discharged
Range: 30 feet
Spell Resistance: no

Effect: The next time the subject attacks, it must roll twice and take the better result. At 11th level, it must instead roll three times and take the best result.

The Maiden

Power Level: least
School: evocation
Associated Poker: King of hearts
Activation Time: 1 standard action
Duration: 1 round + 1 round/2 levels
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: The subject projects an aura with a radius of 10 feet that grants a +1 luck bonus to AC to her allies. At 5th level, the subject's aura also grants a +1 luck bonus to skill checks. At 11th level, the aura also grants a +1 luck bonus to saves. At 17th level, the aura also grants a +1 luck bonus to damage rolls.

The Manacles

Power Level: least
School: enchantment (compulsion) [mind-affecting]
Associated Poker: two of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: One of the subject's arms ceases to function. He may only wield weapons, shields, wands, and other wieldables as though he had one less arm. A successful Will save negates.

The Mountebank

Power Level: least
School: conjuration (healing)
Associated Poker: three of diamonds
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: This portent cures 1 point of temporary ability damage to one of the subject's ability scores. The amount cured increases by +1 at 5th level and every five levels beyond 5th, to a maximum of 5 points of temporary ability damage at 20th level.

The Necromancer

Power Level: least
School: necromancy
Associated Poker: four of diamonds
Activation Time: 1 immediate action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: This portent can only target an ally who has been dealt damage in the last round. The subject gains temporary hit points equal to 3 + your cartomancer level, rounded down.

If cast on yourself, this portent grants additional temporary hit points equal to your Charisma modifier.

The Needles

Power Level: least
School: conjuration (creation)
Associated Poker: five of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Whenever the subject moves, it takes a cumulative 5-foot penalty to base land speed with a Reflex save to negate, to a minimum base land speed of 5 feet. This penalty persists for the duration of the portent.

The Poultice

Power Level: least
School: conjuration (healing)
Associated Poker: six of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: The next source of bleed damage dealt to the subject is reduced by an amount equal to your cartomancer level.

The Pox

Power Level: least
School: necromancy [disease]
Associated Poker: seven of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Whenever the subject takes damage, pustules on its body rupture, dealing 1 point of bleed damage. Multiple hits increase the bleed damage, to a maximum of 1 + 1/3 the cartomancer's class level. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage, rounded down. Creatures that are immune to either critical hits or disease are immune to this portent.

The Sanction

Power Level: least
School: necromancy [curse, mind-affecting]
Associated Poker: eight of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: The subject is cursed by a selfish spirit and cannot give or lend any of its belongings to another creature. In addition, the subject gains a +4 insight bonus to CMD against the steal and disarm combat maneuvers. If the subject becomes helpless, others may take his belongings and his bonus to CMD is suppressed for the duration of his helplessness. A successful Will save negates.

The Spark

Power Level: least
School: evocation (fire)
Associated Poker: nine of diamonds
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject's body ignites from within, taking 1d8 + your cartomancer level points of fire damage with a Fortitude save for half damage. On a failed Fortitude save, the subject is fatigued for 1d4 rounds.

The Transfusion

Power Level: least
School: necromancy (healing)
Associated Poker: ten of diamonds
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject is healed for 1d6 points of damage per cartomancer level. You take damage equal to the amount healed in this fashion.

You only take damage equal to half the amount healed by this portent, rounded down, if it is cast in the same round as a greater portent.

The Undeterred

Power Level: least
School: divination
Associated Poker: Jack of diamonds
Activation Time: 1 immediate action
Duration: 2 rounds + 2 rounds/11 levels
Range: 30 feet
Spell Resistance: no

Effect: This portent can only target an ally that failed a saving throw in the last round. The subject gains a +2 luck bonus to the type of save he last failed — Fortitude, Reflex, or Will — for the duration. If used in the same round as a greater portent, the subject instead gains a +2 luck bonus to all saves.

The Whispers

Power Level: least
School: enchantment (compulsion) [mind-affecting]
Associated Poker: Queen of diamonds
Activation Time: 1 standard action
Duration: 1 round + 1 round/2 levels
Range: 30 feet
Spell Resistance: yes

Effect: The subject becomes confused with a Will save to negate. Each round on its turn, the subject may attempt a new saving throw to end the effect.

The Wild

Power Level: least
School: enchantment (compulsion) [emotion, mind-affecting]
Associated Poker: King of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

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


Lesser Portents

The Alchemist

Power Level: lesser
School: conjuration (creation)
Associated Poker: two of clubs
Activation Time: 1 swift action
Duration: 1 round/level, see text
Range: 30 feet
Spell Resistance: no

Effect: The subject is entangled for the duration. A successful Reflex save halves the duration.

The Comrades

Power Level: lesser
School: abjuration
Associated Poker: three of clubs
Activation Time: 1 standard action
Duration: 1 round/level
Range: 60 feet
Spell Resistance: yes

Effect: The subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Similarly, you only take half damage from all wounds and attacks that deal hit point damage. The amount of damage not taken by you is taken by the warded creature. If you and the subject move out of range of each other, the portent ends.

The Conflagration

Power Level: lesser
School: evocation [fire]
Associated Poker: four of clubs
Activation Time: 1 standard action
Duration: 1 round + 1 round/3 levels
Range: personal
Spell Resistance: yes

Effect: You burst into flames, dealing 1d6 + 1/2 your cartomancer level, rounded down, points of fire damage to all creatures within 10 feet with a Reflex save to negate. Creatures that begin their turn within 10 feet of you take 1d6 + 1/2 your cartomancer level, rounded down, points of fire damage with no saving throw allowed.

This portent's initial damage does not allow saving throws if used in the same round as a greater portent.

The Dampening

Power Level: lesser
School: abjuration
Associated Poker: five of clubs
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: 30 feet
Spell Resistance: no

Effect: Choose a school of magic. The next time a spell is cast upon or affects the subject, if its school is the chosen school, then the entire spell is counterspelled.

The Edict

Power Level: lesser
School: abjuration
Associated Poker: six of clubs
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Choose a school of magic. If the subject attempts to cast a spell from the chosen school of magic, it must make a DC 10 + the spell's spell level + your cartomancer level concentration check or fail to cast the spell. No resources are expended by a spell that fails to cast in this manner. Each time the subject fails to make this concentration check, its DC is reduced by 4. A successful concentration check ends the portent.

The Equilibrium

Power Level: lesser
School: divination
Associated Poker: seven of clubs
Activation Time: 1 swift action
Duration: 1 round/level, or until discharged
Range: 60 feet
Spell Resistance: no

Effect: The subject does not roll its next d20 roll. Instead, it is treated as having rolled a natural 21 its last d20 roll. A successful Will save negates.

The Klutz

Power Level: lesser
School: transmutation [curse]
Associated Poker: eight of clubs
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: 30 feet
Spell Resistance: yes

Effect: Whenever the subject misses with an attack roll, it takes damage equal to the base damage of the weapon with which it attacked. Starting at 11th level, the subject also takes a -2 penalty to attack rolls. This portent ends when the subject scores a critical hit.

The Poles

Power Level: lesser
School: divination
Associated Poker: nine of clubs
Activation Time: 1 standard action
Duration: 2 rounds, or until discharged
Range: 30 feet
Spell Resistance: yes

Effect: The subject's next d20 roll is treated as a natural 1 if the number shown on the die is odd or a natural 20 if the number shown on the die is even.

The Sanitarium

Power Level: lesser
School: conjuration (healing)
Associated Poker: ten of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: The subject is healed for 1d4 points of damage per cartomancer level, as well as for 1 point of temporary ability damage to each ability score. This portent heals with positive energy if the subject the living, negative energy if the subject is undead, and magically repairs constructs. This portent does not allow spell resistance when used on a construct.

The Shock

Power Level: lesser
School: evocation [force]
Associated Poker: Jack of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject is pelted by the small mishaps of countless alternate realities, taking 1d4+1 points of force damage per cartomancer level with a Reflex save for half. If this kills or destroys the target, its timeline detonates, dealing force damage equal to your cartomancer level to creatures in a 10-foot radius with no saving throw allowed.

The Tourniquet

Power Level: lesser
School: conjuration (healing)
Associated Poker: Queen of clubs
Activation Time: 1 immediate action
Duration: instantaneous
Range: 30 feet
Spell Resistance: no

Effect: This portent can only target a creature that has been dealt damage in the last round. The subject is healed of a number of points of damage equal to your cartomancer level and gains DR X/, where X is half the amount healed, rounded down, for 1 round. Since undead are powered by negative energy, this portent deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

The Transmutation

Power Level: lesser
School: transmutation
Associated Poker: King of clubs
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: Choose bludgeoning, piercing, or slashing. All bludgeoning, piercing, or slashing damage dealt to the subject is converted to the chosen damage type.

The Trial

Power Level: lesser
School: divination
Associated Poker: Ace of hearts
Activation Time: 1 immediate action
Duration: instantaneous
Range: 30 feet
Spell Resistance: no

Effect: The subject rerolls its last d20 roll. This portent must be cast before it is known whether or not the original roll was successful.

Vigilance

Power Level: lesser
School: divination
Associated Poker: Ace of diamonds
Activation Time: 1 immediate action
Duration: see text
Range: personal
Spell Resistance: yes (harmless)

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

The Voices

Power Level: lesser
School: divination
Associated Poker: Ace of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: personal
Spell Resistance: yes (harmless)

Effect: Draw cards until you have reached your maximum hand size.


Greater Portents

The Accident

Power Level: greater
School: necromancy [curse]
Associated Poker: two of spades
Activation Time: 1 immediate action
Duration: instantaneous
Range: 60 feet
Spell Resistance: no

Effect: This portent can only target a creature that critically failed an attack roll in the last round. The subject takes 1d6 points of damage per cartomancer level with no saving throw allowed.

The Charge

Power Level: greater
School: enchantment [emotion, mind-affecting]
Associated Poker: three of spades
Activation Time: 1 standard action
Duration: 1 round/level
Range: personal
Spell Resistance: no

Effect: Whenever an ally within 60 feet hits while charging, he may roll damage twice and take the higher result. If an ally is granted multiple attacks on the charge, this portent only benefits the first attack.

Starting at 13th level, the ally instead rolls damage twice and adds the resulting base damage die rolls together. Each time an ally within range charges, reveal the top card of your active deck. If it is a least portent, you may put it into your hand; otherwise, put it on the bottom of your active deck.

Conformity

Power Level: greater
School: enchantment (compulsion) [mind-affecting]
Associated Poker: four of spades
Activation Time: 1 standard action
Duration: 1 round
Range: 60 feet
Spell Resistance: yes

Effect: The subject of this portent is compelled to do whatever you say. You dictate all actions it performs on its next turn. If told to cast a specific spell or use a specific ability, the subject merely wastes its action if it cannot use that spell or ability for any reason. A successful Will save negates.

The Cycle

Power Level: greater
School: divination
Associated Poker: five of spades
Activation Time: 1 swift action
Duration: 1 round/level
Range: personal
Spell Resistance: no

Effect: Whenever you cast a portent, reveal the top card of your active deck. If its portent is of the same power level as the portent you just cast, put it into your hand; otherwise, put it on the bottom of your deck. Whenever you put a card into your hand in this fashion, you are healed of 1d4 points of damage.

Deception

Power Level: greater
School: illusion (glamer)
Associated Poker: six of spades
Activation Time: 1 standard action
Duration: 1 round/level
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: The subject benefits from a 50% miss chance as though it had total concealment. Unlike actual total concealment, this portent does not prevent enemies from targeting the creature normally. True seeing penetrates most, but not all, of the glamer, reducing the miss chance to 20%.

The Downfall

Power Level: greater
School: necromancy [death]
Associated Poker: seven of spades
Activation Time: 1 standard action
Duration: instantaneous
Range: 60 feet
Spell Resistance: yes

Effect: The subject of this portent takes damage equal to its maximum hit points to its current hit points, to a maximum of 6 damage per cartomancer level. A successful Fortitude save halves this damage. This portent cannot reduce the subject's hit points to less than 1.

The Future

Power Level: greater
School: divination
Associated Poker: eight of spades
Activation Time: 1 standard action
Duration: see text
Range: personal
Spell Resistance: no

Effect: Reveal the top card of your deck. If it is a least portent, place the card in front of you; else, put it on the bottom of your deck. Repeat until you have placed five least portents in front of you. These portents may be cast as though they were in your hand, but do not count toward your maximum hand size. If not cast within 1 minute per cartomancer level, discard all cards put in front of you in this manner.

The Glory

Power Level: greater
School: transmutation
Associated Poker: nine of spades
Activation Time: 1 immediate action
Duration: 1 minute/level
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: This portent can only target a creature that killed another creature in the last round. The subject gains a +1 morale bonus to saves against poison, fear, and disease, as well as to damage rolls. This bonus increases by +1 at cartomancer level 8th and every four levels thereafter. Additionally, the subject gains temporary hit points equal to your cartomancer level.

Hope

Power Level: greater
School: conjuration (healing)
Associated Poker: ten of spades
Activation Time: 1 immediate action
Duration: instantaneous
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: This portent can only target a creature that has been reduced to below 0 hit points, but has not been killed. The subject is healed for 1d8+1 points of damage per cartomancer level.

The Link

Power Level: greater
School: necromancy
Associated Poker: Jack of spades
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: 60 feet
Spell Resistance: no

Effect: If the subject is killed, the creature that killed it must make a Fortitude save or die. The creature making the save against death treats this as a death effect. The initial subject does not.

The Paragon

Power Level: greater
School: transmutation
Associated Poker: Queen of spades
Activation Time: 1 standard action
Duration: 1 minute/level
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: Choose a skill. The subject gains an insight bonus to that skill equal to your cartomancer level.

The Presence

Power Level: greater
School: divination
Associated Poker: King of spades
Activation Time: 1 swift action
Duration: 1 round + 1 round/10 levels
Range: personal
Spell Resistance: no

Effect: Whenever an ally within 30 feet would roll a d20, he instead rolls two dice and takes the higher result.

The Prism

Power Level: greater
School: abjuration
Associated Poker: Ace of spades
Activation Time: 1 standard action
Duration: 1 round/level
Range: 60 feet
Spell Resistance: yes

Effect: Choose acid, cold, electric, fire, or sonic. All acid, cold, electric, fire, and sonic damage dealt to the subject is converted to the chosen energy type.

The Ward

Power Level: greater
School: abjuration
Associated Poker: black (or monochrome) Joker
Activation Time: 1 standard action
Duration: 1 round/level, see text
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: Choose one school of magic. Whenever a spell is cast upon or affects the subject, if its school is one of the chosen schools, the entire spell is countered. At 9th and 17th level, choose an additional school of magic. Each time a spell is countered in this fashion, the remaining duration of this portent is reduced by rounds equal to the countered spell's spell level.

The Withering

Power Level: greater
School: necromancy [poison]
Associated Poker: red (or color) Joker
Activation Time: 1 standard action
Duration: 1 round/level
Range: 60 feet
Spell Resistance: no

Effect: Each round at the beginning of its turn, the subject takes 1 point of Constitution damage with a Fortitude save to negate. At 11th level, this increases to 2 points of Constitution damage. At 17th level, this portent deals Constitution drain instead of damage. This portent ends immediately if the subject makes two consecutive Fortitude saves.


Systems by Interjection Games
Strange Magic 1
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Breakdancer Cantor Harmonicist Maestro
Composition Feats Intros and Outros Melodies
Ethermagic
Ethermagus Ethermancer Etherslinger
Ethermagic Feats Ethermagic Items Alteration Mani. Bestow Mani.
Blast Mani. Genesis Mani. Voidmeld Mani. Greater Mani.
Truenaming
Truenamer Scion of Discordia Truemagic Feats Truenaming Items
Heart and Mind Artifice Far-Flung Spheres Realized Vision
Strange Magic 2
Cartomancy
Cartomancer Wildcard Cartomancy Feats
Classic Portents Deathdealer Portents Poker Card Equiv.
Herbalism
Gourmend Herbalist Naturalist
Herbalism Feats Gour/Herb Tables Naturalist Tables Biome Summ. Tables
The Herb Log The Recipe Book Microcosms
Onmyodo
Onmyoji Shikigami Ascendent Warrior Poet
Onmyodo Feats Shikigami Feats Friendship Feats
Petitions Talismans Poetry Book
Other Systems
The Assassin
The Assassin Techniques Assassin Feats
The Primordial Dancer
The Primordial Dancer Dances List Prim. Dancer Feats
The Reaper
The Reaper Soulsown Talents
Runesmithing
Runesmith Runesmithing Feats Equipment Runes Projection Runes
The Triggerman
Triggerman Triggerman Feats Triggerman Techniques
Get Strange Magic 1 Get Strange Magic 2
Get The Assassin Get The Prim. Dancer Get The Reaper Get Runesmithing
Get The Triggerman
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