Deathdealer Portents

Deathdealer Deck Summaries

Least Portent Summaries

  • The Antibody - Subject gains a +2 insight bonus to one saving throw; can be played from the discard pile.
  • The Boils - Place face-up when drawn. Taking damage adds counters, max cartomancer level. Deal acid damage equal to twice the number of counters when played; Fortitude halves.
  • The Burden - Subject is fatigued for cartomancer level rounds; Fortitude negates
  • The Carrier - First melee hit taken each round deals random ability damage to the attacker; Fortitude negates
  • The Cauterization - Subject takes 1d8 fire damage and is no longer bleeding, dazzled, confused, or shakened. If cast the round it is drawn, damage is minimized or maximized, as desired.
  • The Doom - Subject rolls twice and takes the worse result on its next attack roll, ability check, or skill check; can be played from the discard pile.
  • The Festering - Subject takes the lesser of the amount of damage it took last round or 1d4 + your cartomancer level. If cast the round it is drawn, deal an additional 1d8 points of damage.
  • The Fever - The subject takes a -2 penalty to one saving throw; can be played from the discard pile.
  • The Grave - Subject's next source of magical healing is halved unless the caster succeeds on a caster level check. If cast the round it is drawn, +2 to caster level check DC.
  • The Hunger - Subject gains fast healing 3 + cartomancer level for 1 round the next time it reduces a creature of sufficient power to 0 or fewer hit points.
  • Immunity - Subject rolls twice and takes the better result on its next saving throw against a poison, disease, or curse.
  • The Mad Alchemist - Two or more weapons on a creature's person become poisoned, each dealing 1d4 points of Strength damage with a Fortitude save to negate.
  • The Madness - The subject is confused; Will negates.
  • The Malady - Subject takes damage to random ability scores with a Fortitude save to reduce to a single point of random ability damage.
  • The Mortician - The subject gains a +2 or larger enhancement bonus to natural armor bonus to AC, but takes a 5foot penalty to all forms of movement.
  • The Nosferatu - Whenever the subject deals damage, you gain a temporary hit point. If cast the round it is drawn, the subject gains half cartomancer level temporary hit points for 1 round.
  • The Panic - The subject's base land speed increases by +10 feet. In the first round of effect, the subject's movement does not provoke attacks of opportunity from creatures in spaces it threatened when this was cast.
  • The Pustules - Whenever the subject takes damage, all other creatures within 5 feet take 1d3 acid damage.
  • The Terror - The subject inflicts the shakened condition with its melee attacks. Will negates.
  • Timidity - Creatures whose HD do not exceed your cartomancer level are dazed for 1 round;Will negates.
  • The Tolling Bell - Your next portent gains +2 to its DC if least or +1 to its DC if lesser or greater; up to three damage dice may be rerolled.
  • The Vaccine - Ability drain inflicted upon the subject is ability damage instead. If cast the round it is drawn, the subject is immune to all sources of 1point ability damage.
  • The Wager - Choose three least portents in your discard pile, then cast one chosen at random.

Lesser Portent Summaries

  • The Bones - A number of sources of 10 or less bludgeoning, piercing, or slashing damage dealt to the subject are entirely negated instead.
  • The Deathrattle - If the subject dies, the nearest enemy within 30 feet takes 1d6 fire damage per cartomancer level; Fortitude negates.
  • The Defiance - Place face-up when drawn. Taking damage adds counters, max cartomancer level. Gain temporary hit points that last for 1 round equal to twice the number of counters.
  • The Harvest - Place face-up when drawn. Dying creatures add counters, max cartomancer level. Heal the subject of 1d6 points of damage for each counter.
  • The Infested - The subject is staggered with a Fortitude save to negate.
  • The Leper - The subject is nauseated with a Fortitude save to negate.
  • The Mad Apothecary - Two or more weapons on a creature's person become poisoned, each dealing 1d4 points of Strength and Dexterity damage with a Fortitude save to negate.
  • The Polarity - The next source of positive energy to affect the subject is negative energy instead, and vice versa.
  • The Pyre - Summon one or more Small fire elementals.
  • The Recursion - Reveal cards from the top of your deck until you reveal two least portents. Put one in your hand. All revealed portents that are stronger the turn they are drawn are treated as though they were drawn this round.
  • The Scythe - Place face-up when drawn. Dying creatures add counters, max cartomancer level. Subject takes 1d6 points of slashing damage for each counter.
  • Spite - The subject takes 1d6 + cartomancer level points of damage. Cast as a free action if discarded.
  • The Survivor - The subject gains DR 3/X or better. X is slashing, piercing, or bludgeoning.
  • The Tether - The subject and another creature are tethered and must make a Will save or lose their action if they attempt to move more than 30 feet apart.
  • The Undertaker - A corpse explodes, dealing 1d6 points of bludgeoning damage per level in a 10-foot radius with a Reflex save to negate.

Greater Portent Summaries

  • The Apocalypse - Cast two or more least portents in your hand upon yourself, but put them back into your hand after casting them.
  • The Convergence - Place face-up when drawn. Playing lesser portents adds counters, maximum 4. Return a least portent in the discard pile to your hand for each counter, exceeding maximum hand size if necessary.
  • Hysteria - When played, put face-up in front of you with counters. Remove a counter as a swift action to confuse a creature for 1 round; Will negates.
  • The Mass Grave - Teleport to a square containing the corpse of a creature.
  • The Outbreak - Hurl a glob of goo each round, dealing 3d6 points of damage and 1 point of Strength damage.
  • The Pendulum's Descent - Search your deck for a least portent and lesser portent, then put them face-up in front of you where they may be played as though they were in your hand.
  • The Plague - The subject takes 1d6 acid damage per cartomancer level, Fortitude halves, and 1 point of Constitution damage for each "1" rolled for damage.
  • The Purgation - May only be played if a creature saved against a portent last round. Throw a flask of alchemist's fire for each cartomancer level.
  • The Revenant - The subject is treated as undead in addition to its other creature types.
  • Rigor Mortis - The subject gains DR 3/-, increasing as nearby creatures die.
  • The Sleeper - The subject falls asleep with a Fortitude save to negate.
  • The Swindler - Cast a 2nd-level spell from the wizard spell list.
  • The Theft - The subject takes 1d4 points of damage per cartomancer level, Fortitude halves, and you gain that many temporary hit points.When their duration elapses, they convert to healing.
  • The Undoing - If the subject has been cursed, diseased, and poisoned in the last minute, it dies instantly with a Fortitude save to negate.
  • The Wraith - The subject becomes incorporeal, but loses this effect at the end of a round which it interacts strenuously.

Least Portents

The Antibody

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

Effect: Choose Fortitude, Reflex, or Will. The subject gains a +2 insight bonus to the chosen saving throw. If the antibody is in your discard pile, you may discard a lesser portent as a move action to cast the antibody on up to two different subjects.

The Boils

Power Level: least
School: transmutation [acid]
Associated Poker: three of hearts
Activation Time: 1 standard action
Duration: 8 hours, or until discharged
Range: personal
Spell Resistance: yes

Effect: When you draw this portent, place it face-up in front of you. It is not in your hand, but may be played as though it were. Whenever you take damage, put a counter on this portent, to a maximum number of counters equal to your cartomancer level. The next creature to hit you in melee takes points of acid damage equal to twice the number of counters on the boils when you play it. A successful Fortitude save halves.

The Burden

Power Level: least
School: necromancy
Associated Poker: four of hearts
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject is fatigued for rounds equal to your cartomancer level with a Fortitude save to negate.

The Carrier

Power Level: least
School: necromancy [disease]
Associated Poker: five of hearts
Activation Time: 1 standard action
Duration: 1 minute/level
Range: personal
Spell Resistance: yes

Effect: The first time you are hit in melee each round, your attacker takes 1 point of ability damage to a random ability score with a Fortitude save to negate. (To determine a random ability score, roll 1d6. 1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5:Wisdom, 6: Charisma.)

The Cauterization

Power Level: least
School: evocation [fire]
Associated Poker: six of hearts
Activation Time: 1 swift action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject takes 1d8 points of fire damage with no saving throws allowed and loses the bleed, dazzled, confused, and shakened conditions.

When you draw this portent, reveal it. If you cast it the same round you drew it, you do not roll for fire damage, but instead choose to deal 1 or 8 fire damage.

The Doom

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

Effect: As an immediate action, you force the subject to roll twice and take the worse result on its next attack roll, ability check, or skill check.

If The Doom is in your discard pile, you may discard a lesser portent as a swift action to cast the doom on up to two different subjects.

The Festering

Power Level: least
School: necromancy
Associated Poker: eight of hearts
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: The subject takes points of damage equal to the lesser of the amount of damage it took last round or 1d4 + your cartomancer level. There is no saving throw. When you draw this portent, reveal it. If you cast it the same round you drew it, you deal an additional 1d8 points of damage to the subject.

The Fever

Power Level: least
School: necromancy [curse]
Associated Poker: nine of hearts
Activation Time: 1 move action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: no

Effect: Choose Fortitude, Reflex, or Will. The subject takes a -2 penalty to the chosen saving throw. If the fever is in your discard pile, you may discard a lesser portent as a move action to cast the fever on up to two different subjects.

The Grave

Power Level: least
School: necromancy [death]
Associated Poker: ten of hearts
Activation Time: 1 standard action
Duration: 1 round/level, or until discharged
Range: 30 feet
Target: creature in range
Spell Resistance: yes

Effect: The next source of magical healing to affect the subject is halved, rounded down, unless the caster succeeds on a DC 10 + your cartomancer level caster level check.

When you draw this portent, reveal it. If you cast it the same round you drew it, the DC of the required caster level check increases by +2.

The Hunger

Power Level: least
School: necromancy [death]
Associated Poker: Jack of hearts
Activation Time: 1 standard action
Duration: 1 minute/level, or until discharged
Range: 30 feet
Spell Resistance: yes

Effect: The next time the subject reduces a creature whose number of Hit Dice is at least half the subject’s character level to 0 or fewer hit points, the subject gains fast healing equal to 3 + your cartomancer level for 1 round.

Immunity

Power Level: least
School: transmutation
Associated Poker: Queen of hearts
Activation Time: 1 standard action
Duration: 1 minute/level, or until discharged
Range: 30 feet
Spell Resistance: yes

Effect: The subject rolls twice and takes the better result on its next saving throw against a poison, disease, or curse effect.

The Mad Alchemist

Power Level: least
School: conjuration [poison]
Associated Poker: King of hearts
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: Up to two weapons on the subject’s person become coated in a vile substance, dealing 1d4 points of Strength damage on a successful hit with a Fortitude save to negate. Once an affected weapon applies this effect, it is discharged for that particular weapon. For every six cartomancer levels the caster possesses, an additional weapon can be coated. If unused, the coating evaporates after 1 hour.

The Madness

Power Level: least
School: enchantment (compulsion) [mind-affecting]
Associated Poker: two of diamonds
Activation Time: 1 standard action
Duration: 1 round + 1 round/6 levels
Range: 30 feet
Spell Resistance: yes

Effect: The subject is confused with a Will save to negate.

The Malady

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

Effect: The subject takes 1 point of ability damage to a random ability score, plus an additional point of damage to a random ability score for every three cartomancer levels you possess. On a successful Fortitude save, the subject only takes 1 point of ability damage to a random ability score. (To determine a random ability score, roll 1d6. 1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma.)

The Mortician

Power Level: least
School: transmutation
Associated Poker: four of diamonds
Activation Time: 1 standard action
Duration: 1 minute/level
Range: 30 feet
Spell Resistance: yes

Effect: The subject gains a +2 enhancement bonus to its natural armor bonus to AC, increasing by +1 for every four cartomancer levels you possess, to a maximum of +5 at 12th level; however, the subject takes a 5-foot penalty to all forms of movement, to a minimum of 5 feet.

The Nosferatu

Power Level: least
School: necromancy
Associated Poker: five of diamonds
Activation Time: 1 standard action
Duration: 1 minute/level
Range: 30 feet
Target: creature in range, but not self
Spell Resistance: yes

Effect: Whenever the subject deals damage, you gain 1 temporary hit point that lasts for 2 rounds. If a source of damage deals damage to multiple creatures, this triggers multiple times. These temporary hit points stack with themselves, to a maximum of one-half your cartomancer level, rounded down. You cannot target yourself. When you draw this portent, reveal it. If you cast it the same round you drew it, your subject gains temporary hit points equal to one-half your cartomancer level, rounded down, for 1 round.

The Panic

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

Effect: The subject gains a +10-foot bonus to base land speed. In addition, for the first round of this portent’s effect, the subject’s movement does not provoke attacks of opportunity from creatures whose spaces it threatened when this portent was cast upon it.

The Pustules

Power Level: least
School: transmutation [acid]
Associated Poker: seven of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Target: creature in range
Spell Resistance: yes

Effect: Whenever the subject takes damage, pustules on its body erupt, dealing 1d3 points of acid damage to all other creatures within 5 feet.

The Reprieve

Power Level: least
School: necromancy
Associated Poker: eight of diamonds
Activation Time: 1 swift action
Duration: 1 round
Range: 30 feet
Target: creature in range
Spell Resistance: yes

Effect: The subject gains temporary hit points equal to 3 + your cartomancer class level that last for 1 round. If all of these temporary hit points are expended before their duration expires, you take points of damage equal to the number of temporary hit points granted by the reprieve.

The Terror

Power Level: least
School: necromancy [emotion, fear, mind-affecting]
Associated Poker: nine of diamonds
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Target: creature in range
Spell Resistance: yes

Effect: Whenever the subject deals damage in melee, its target is shaken for 1 round with a Will save to negate. Applying the shakened condition multiple times on the same creature through the use of this portent does not create a stronger fear condition.

Timidity

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

Effect: The subject is dazed for 1 round with a Will save to negate. Creatures with more Hit Dice than your cartomancer level are immune. When you draw this portent, reveal it. If you cast it the same round you drew it, creatures with more Hit Dice than your cartomancer level are not immune, but have a +4 bonus to their saving throw instead.

The Tolling Bell

Power Level: least
School: divination
Associated Poker: Jack of diamonds
Activation Time: 1 swift action
Duration: 1 round, or until discharged
Range: personal
Spell Resistance: no

Effect: If the next portent you play this round has a power level of least, you gain a +2 bonus to its Difficulty Class; if its power level is lesser or greater, you gain a +1 bonus to its Difficulty Class. In addition, if the portent rolls damage dice, you may reroll up to three of them, but must accept the new result, even if it is worse.

The Vaccine

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

Effect: Whenever the subject would take ability drain, it takes ability damage instead. When you draw this portent, reveal it. If you cast it the same round you drew it, your subject is immune to all effects that inflict exactly 1 point of ability damage, but not drain.

The Wager

Power Level: least
School: divination
Associated Poker: King of diamonds
Activation Time: 1 standard action
Duration: instantaneous
Range: personal
Spell Resistance: no

Effect: You can only play The Wager if three or more least portents are in your discard pile. Take three least portents from your discard pile aside and choose one at random. Cast the randomly-chosen portent as a free action, then return the three portents to your discard pile.


Lesser Portents

The Bones

Power Level: lesser
School: transmutation
Associated Poker: two of clubs
Activation Time: 1 standard action
Duration: 1 minute/level, or until discharged
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: Whenever a source of bludgeoning, piercing or slashing damage would deal 10 or less damage to the subject, it is entirely negated. After negating a number of sources of damage equal to 1 + one-third the cartomancer’s level, rounded down, this portent ends immediately.

The Deathrattle

Power Level: lesser
School: evocation [fire]
Associated Poker: three of clubs
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: no

Effect: Whenever the subject dies or is destroyed, the nearest enemy within 30 feet takes 1d6 points of fire damage per cartomancer level with a Fortitude save to negate. If two enemies are equidistant, you choose which one to target.

The Defiance

Power Level: lesser
School: necromancy
Associated Poker: four of clubs
Activation Time: 1 swift action
Duration: instantaneous
Range: personal
Spell Resistance: yes
Effect: When you draw this portent, place it face-up in front of you. It is not in your hand, but may be played as though it were. Whenever you take damage, put a counter on this portent, to a maximum number of counters equal to your cartomancer level. You gain temporary hit points equal to twice the number of counters on the defiance when you play it. They last for 1 round.

The Harvest

Power Level: lesser
School: necromancy [death]
Associated Poker: five of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes
Effect: When you draw this portent, place it face-up in front of you. It is not in your hand, but may be played as though it were. Whenever a creature within 60 feet dies, put a counter on this portent, to a maximum number of counters equal to your cartomancer level.

The subject, living or dead, is healed for 1d6 points of damage for each counter on the harvest when you play it.

The Infested

Power Level: lesser
School: necromancy [disease]
Associated Poker: six of clubs
Activation Time: 1 standard action
Duration: 1 round + 1 round/6 levels
Range: 30 feet
Spell Resistance: yes

Effect: The subject is staggered with a Fortitude save to negate.

The Leper

Power Level: lesser
School: necromancy [disease]
Associated Poker: seven of clubs
Activation Time: 1 standard action
Duration: 1 round + 1 round/8 levels
Range: 30 feet
Spell Resistance: yes

Effect: The subject is nauseated with a Fortitude save to negate.

The Mad Apothecary

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

Effect: Up to two weapons on the subject’s person become coated in a vile substance, dealing 1d4 points each of Strength and Dexterity damage on a successful hit with a Fortitude save to negate. Once an affected weapon applies this effect, it is discharged for that particular weapon. For every six cartomancer levels the caster possesses, an additional weapon can be coated. If unused, the coating evaporates after 1 hour.

The Polarity

Power Level: lesser
School: conjuration
Associated Poker: nine of clubs
Activation Time: 1 standard action
Duration: 1 minute/level, or until discharged
Range: 30 feet
Spell Resistance: yes

Effect: The next source of positive energy or negative energy to affect the subject is treated as negative energy or positive energy instead, respectively. If the subject’s anatomy allows it, this changed energy results in healing. (Positive energy heals the living, negative energy heals the undead.)

The Pyre

Power Level: lesser
School: conjuration (summoning)
Associated Poker: ten of clubs
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Effect: one or more summoned creatures
Spell Resistance: yes

Effect: You summon a Small fire elemental in an unoccupied square within range. It may act immediately and is treated as though it were summoned by the summon monster II spell. For every six cartomancer levels you possess, you summon an additional Small fire elemental.

Starting at 9th level, elementals summoned with the pyre deal 2d6 points of fire damage to creatures that destroy them in melee.

The Recursion

Power Level: lesser
School: divination
Associated Poker: Jack of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: personal
Spell Resistance: no

Effect: Reveal cards from the top of your active deck until you reveal two least portents. Put one into your hand, then the rest on the bottom of your active deck in any order.

When you draw this portent, reveal your hand. All revealed portents that have an enhanced effect if the cast the turn they’re drawn are treated as though they were drawn this round.

The Scythe

Power Level: lesser
School: conjuration
Associated Poker: Queen of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: yes

Effect: When you draw this portent, place it face-up in front of you. It is not in your hand, but may be played as though it were. Whenever a creature within 60 feet dies, put a counter on this portent, to a maximum number of counters equal to your cartomancer level.

Make a melee attack roll against the subject with an attack modifier of your cartomancer level + your Wisdom modifier, dealing 1d6 points of slashing damage for each counter on the scythe when you play it on a successful hit.

Spite

Power Level: lesser
School: evocation
Associated Poker: King of clubs
Activation Time: 1 standard action
Duration: instantaneous
Range: 30 feet
Spell Resistance: no

Effect: The subject takes 1d6 + your cartomancer level points of damage with no saving throws allowed. If this portent is discarded, you immediately cast it as a free action.

FAQ: Getting "Cute" with Spite: Not all effects that place portents in the discard pile are considered to be a discard effect. We define discarding as any effect that causes a portent to enter the discard pile without casting/playing it. As such, The Monty Shuffle is considered a discard effect, so a Monty deck with spite in which the least portents get cast can fire off all three once spite enters the discard pile from The Monty Shuffle.

The Survivor

Power Level: lesser
School: transmutation
Associated Poker: Ace of clubs
Activation Time: 1 standard action
Duration: 1 minute/level
Range: 30 feet
Spell Resistance: yes (harmless)

Effect: The subject gains your choice of DR 3/slashing, DR 3/piercing, or DR 3/bludgeoning. The damage reduction granted by this portent increases by +1 for every five cartomancer levels you possess.

The Tether

Power Level: lesser
School: enchantment
Associated Poker: Ace of hearts
Activation Time: 1 standard action
Duration: 1 round/level
Range: 30 feet
Spell Resistance: yes

Effect: The subject tethers another creature (the tethered) within 30 feet to himself. If either the subject or the tethered attempts to move more than 30 feet away from the other, it must succeed on a Will saving throw or lose the remainder of its action immediately. This portent has no effect while subject and tethered are more than 30 feet away from each other.

The Undertaker

Power Level: lesser
School: transmutation
Associated Poker: Ace of Diamonds
Activation Time: 1 swift action
Duration: 1 round
Range: 60 feet
Spell Resistance: yes

Effect: This portent may only target the corpse of a creature in range that died in the last round. All other creatures within 10 feet of the subject take 1d6 points of bludgeoning damage per cartomancer level with a Reflex save to negate.


Greater Portents

The Apocalypse

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

Effect: Reveal up to two least portents from your hand, cast them upon yourself, and put them back into your hand. Starting at 13th level, reveal up to three least portents from your hand instead.

The Convergence

Power Level: greater
School: divination
Associated Poker: three of spades
Activation Time: 1 free action
Duration: instantaneous
Range: personal
Spell Resistance: no

Effect: When you draw this portent, place it face-up in front of you. It is not in your hand, but may be played as though it were. Whenever you play a lesser portent, put a counter on this portent, to a maximum of 4. Return a least portent from your discard pile to your hand for each counter on the convergence when you play it. You may exceed your maximum hand size.

Hysteria

Power Level: greater
School: enchantment (compulsion) [mind-affecting]
Associated Poker: four of spades
Activation Time: 1 standard action
Duration: 1 minute/level, or until discharged; see text
Range: personal
Spell Resistance: yes

Effect: When you play hysteria, put it face-up in front of you, then put counters on it equal to 2 + one-third your cartomancer level, rounded down. As a swift action, you may remove a counter from hysteria to confuse a creature within 60 feet for 1 round with a Will save to negate. When the last counter is removed from hysteria, or when its duration expires, put it in your discard pile.

The Mass Grave

Power Level: greater
School: conjuration (teleportation)
Associated Poker: five of spades
Activation Time: 1 swift action
Duration: instantaneous
Range: 60 feet
Spell Resistance: no

Effect: You teleport to a space in range as the dimension door spell; however, your destination must contain the corpse of a creature that is, at smallest, one size category smaller than you are.

The Outbreak

Power Level: greater
School: necromancy [disease]
Associated Poker: six of spades
Activation Time: 1 standard action
Duration: 1 round + 1 round/3 levels
Range: personal
Spell Resistance: no

Effect: Immediately upon casting this portent and again at the beginning of each of your turns, you may hurl a glob of infected matter at a creature within 60 feet as a free action, dealing 3d6 points of damage and 1 point of Strength damage on a successful ranged touch attack. Creatures that are immune to disease are immune to this portent.

The Pendulum’s Descent

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

Effect: Search your active deck for a lesser portent and a least portent, reveal them, and place them face-up in front of you, then shuffle your active deck. These portents are not in your hand, but may be played as though they were.

The Plague

Power Level: greater
School: conjuration [acid, disease]
Associated Poker: eight of spades
Activation Time: 1 standard action
Duration: instantaneous
Range: 60 feet
Spell Resistance: no

Effect: Pestilence buffets the subject, dealing 1d6 points of acid damage per cartomancer level with a Fortitude save for half damage. In addition, for each natural “1” rolled for damage, deal 1 point of Constitution damage to the subject. There is no saving throw against this ability damage.

The Purgation

Power Level: greater
School: conjuration (creation)
Associated Poker: nine of spades
Activation Time: 1 standard action
Duration: instantaneous
Range: personal
Spell Resistance: no

Effect: This portent may only be played if a creature successfully made a saving throw against one of your portents in the last round. You throw a flask of conjured alchemist’s fire for each cartomancer level you possess. These flasks cannot be stockpiled.

The Revenant

Power Level: greater
School: necromancy
Associated Poker: ten of spades
Activation Time: 1 standard action
Duration: 1 day
Range: personal
Spell Resistance: no

Effect: The subject is treated as undead in addition to its other creature types.

Rigor Mortis

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

Effect: The subject gains DR 3/-. Each time a creature within 60 feet of the subject dies or is destroyed, the damage reduction granted by rigor mortis increases by +1 for 2 rounds, to a maximum of DR X/-, where X is one-half your cartomancer level, rounded up.

The Sleeper

Power Level: greater
School: enchantment (compulsion) [mind-affecting]
Associated Poker: Queen of spades
Activation Time: 1 standard action
Duration: 1 hour
Spell Resistance: yes

Effect: The subject falls asleep with a Fortitude save to negate.

The Swindler

Power Level: greater
School: as chosen spell; see text
Associated Poker: King of spades
Activation Time: 1 standard action
Duration: instantaneous
Range: personal
Target: you
Spell Resistance: no

Effect: Choose a 2nd-level spell from the wizard spell list. You cast it as a free action with a caster level equal to your cartomancer level and Wisdom as your key ability.

Starting at 13th level, you choose a 2nd-level or 3rd-level spell from the wizard spell list instead.

The Theft

Power Level: greater
School: necromancy
Associated Poker: Ace of spades
Activation Time: 1 standard action
Duration: instantaneous
Range: 60 feet
Spell Resistance: no

Effect: The subject takes 1d4 points of damage per cartomancer level with a Fortitude save for half. You gain temporary hit points equal to the amount of damage dealt. These temporary hit points last for 1 minute. When their duration elapses, you are healed for points of damage equal to your remaining temporary hit points, if any.

The Undoing

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

Effect: If the subject has been cursed, diseased, and poisoned in the last minute, it dies instantly with a Fortitude save to negate.

You must be at least 10th level to put the undoing in your active deck.

The Wraith

Power Level: greater
School: necromancy
Associated Poker: color joker
Activation Time: 1 standard action
Duration: 1 round/level
Range: 60 feet
Spell Resistance: yes (harmless)

Effect: The subject becomes incorporeal. If the subject attacks or casts a spell/portent/spell-like ability that does not target itself, this portent ends at the end of the subject’s turn.

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