PDA

View Full Version : [Class/Magic] Cartomancy (Seeking Help With Cards)



Fax Celestis
2008-10-02, 06:20 PM
Hokay, I’ve gotten the Cartomancer pretty much down pat by this point. The problem is, I’m running into issue coming up with the cards, which are to the cartomancer as domains are to a cleric or spells to a wizard.

That being said, help would be nice. I’ve included the cards I’ve got at the bottom of the class: there’s a particular format I’d like for them, which I’ll cover with the cards themselves.
[hr]
Cartomancers draw the energy of fate itself when casting their magics, bringing pure destiny into being with sweeps of their hands. However, Fate is a fickle mistress, and even the most skilled cartomancers occasionally err. Still, a trained cartomancer is capable of amazing magical feats, some that others are entirely incapable of.

http://img.photobucket.com/albums/v216/FaxCelestis/Tarot_by_Vhea.jpg
Class Features
HD: d6

Skills: A cartomancer chooses two skill sets. 4 + Int skill points per level, x4 at first level. In addition, Cartomancers always treat cartomancy as a class skill

Prowess: A cartomancer gains two prowess per level.

Proficiencies: A cartomancer is proficient with all simple weapons and light armor, but not shields.

Cartomancy: A cartomancer may perform divinations using the cartomancy skill. See the skill description. Further, a cartomancer may use his deck to cast spells. These are arcane spells, not spell-like or supernatural abilities (though see the Cartomancy skill for further information on this topic).

To cast a spell using a card from his deck, a cartomancer must make a cartomancy check. Each card possesses a number of spells available from it, from both the face up and reversed positions. Each spell possesses its own casting DC. On a successful check, the cartomancer affects his intended target as desired.

On a failed check, where the difference between the result and the check is five or less, the cartomancer's spell activates but the cartomancer takes a number of nonlethal damage equal to twice the spell's effective level. Damage resistance and similar damage-reducing effects do not apply against this damage.

On a failed check, where the difference between the result and the check is six or greater, the cartomancer's spell fails and the cartomancer takes a number of nonlethal damage equal to twice the spell's effective level. This damage is instead lethal damage if the cartomancer fails the check by ten or more. Damage resistance and similar damage-reducing effects do not apply against this damage.

The base save DC for a cartomancer's spells is equal to 10 + 1/2 his Cartomancer level (round down) + his Charisma modifier. See the cards for description of individual spells.

A cartomancer is not affected by arcane spell failure chance in light or no armor or by light shields. He is still affected by arcane spell failure in heavier armor or with a heavier shield. A cartomancer cannot use spells while in an antimagic field or a similar effect (unless he casts a spell as an extraordinary ability; see the Cartomancy skill for details). Casting a spell is a standard action unless otherwise noted in the description of the spell. For the purposes of determining spell effects, a cartomancer's caster level is equal to his ranks in the Cartomancy skill -3 or his cartomancer level, whichever is lower. A cartomancer does not need to make a Concentration check while casting when threatened. Instead, the DC of the spell he is currently trying to cast increases by 2 per threatening opponent.

Personal Tarot: A character whose first character level (not including racial class progressions) is that of the cartomancer class receives a personal deck of cards to use with his class abilities. Any and all cartomancer class features are fueled by these cards, and without a deck, a cartomancer cannot use them. A character who takes a level of cartomancer after taking levels in other classes (besides racial classes) does not receive a deck and must purchase one. A cartomancer who loses his deck must purchase or find a new one. Decks generally cost around 100 gp and require 24 hours to "attune" themselves to the user. Most cartomancers use the Levantine Set, though other sets are known to exist.

Hand: A cartomancer prepares specific cards at the beginning of the day to cast his spells from. This starts out as two cards, but as the cartomancer's prowess increases, so does his hand size. The number of cards a cartomancer can have in his hand--that is, have prepared--increases by one at third level and again each three levels thereafter (sixth, ninth, twelfth, fifteenth, and eighteenth). A cartomancer can cast spells from the face up and reversed versions of each card he has in his hand.

Adept Shuffling (Ex): Due to many hours spent practicing with their cards, cartomancers tend to have very lithe and fluid hand movements. They receive a competence bonus on Legerdemain checks equal to one-half their class level.

Manipulate Personal Fate (Su): A cartomancer understands how to manipulate their own fate through their cartomancy to a minor degree. A fourth level cartomancer receives a +1 insight bonus to saving throws.

Deck Alteration (Ex): A cartomancer who finds unique tarot cards can augment his existing deck. He may mix and match new cards he finds from alternate decks or that he acquires alone into one cohesive deck. The only requirements are that the final deck be at least forty cards, and that there are no duplicate cards.

Manipulate The Cards (Su): A cartomancer of 7th level understands how his cards intertwine with the powers of fate. He may change the range of any spell cast through his cards by one step (touch to close, close to medium, medium to long, and vice versa) by increasing the DC of the spell by 10.

Scrying (Sp): A cartomancer can use the scrying spell as a spell-like ability once per day. This functions exactly the same as a regular scrying spell, except that it has no material component and uses the cartomancer's cards as a focus.

Pull From The Deck (Ex): A cartomancer of 10th level can randomly pull a card he did not prepare at the beginning of the day from his deck and cast a spell from it as a standard action. He receives a +5 inherent bonus on the check to cast this spell, but must designate his intended target and roll his check before pulling the card. The spell cast is the maximum unmodified spell possible within the range of the check. If a card is selected randomly that the cartomancer prepared at the beginning of the day, roll again.

Stacking The Deck (Su): A cartomancer of 14th level can trade any card he did not prepare at the beginning of the day for one he did prepare as a swift action. This ability is usable once per day at fourteenth level, and increases by one use each three levels after.

Expanded Cartomancy (Su): A cartomancer of 11th level can use the Cartomancy skill to cast any spell of the Divination school as long as it is also of the Scrying subschool. This requires ten minutes and has a check equal to 15 plus three times the highest spell level it is available at. This uses a caster level equal to the minimum level the spell is castable at for a wizard.

Cartomancer Progression
{table=head]Level | BAB | Fort | Ref | Will | Special | Hand Size
1st | +0 | +0 | +2 | +2 | Cartomancy, Personal Tarot | 2
2nd | +1 | +0 | +3 | +3 | Adept Shuffling | 2
3rd | +1 | +1 | +3 | +3 | - | 3
4th | +2 | +1 | +4 | +4 | Manipulate Personal Fate | 3
5th | +2 | +1 | +4 | +4 | Deck Alteration | 3
6th | +3 | +2 | +5 | +5 | - | 4
7th | +3 | +2 | +5 | +5 | Manipulate The Cards | 4
8th | +4 | +2 | +6 | +6 | Scrying | 4
9th | +4 | +3 | +6 | +6 | - | 5
10th | +5 | +3 | +7 | +7 | Pull From The Deck (1/day) | 5
11th | +5 | +3 | +7 | +7 | Expanded Cartomancy | 5
12th | +6/+1 | +4 | +8 | +8 | - | 6
13th | +6/+1 | +4 | +8 | +8 | Pull From The Deck (2/day) | 6
14th | +7/+2 | +4 | +9 | +9 | Stacking The Deck (1/day) | 6
15th | +7/+2 | +5 | +9 | +9 | - | 7
16th | +8/+3 | +5 | +10 | +10 | Pull From The Deck (3/day) | 7
17th | +8/+3 | +5 | +10 | +10 | Stacking The Deck (2/day) | 7
18th | +9/+4 | +6 | +11 | +11 | - | 8
19th | +9/+4 | +6 | +11 | +11 | Pull From The Deck (4/day) | 8
20th | +10/+5 | +6 | +12 | +12 | Stacking The Deck (3/day) | 8[/table]

Cartomancers and the Cartomancy Skill
Cartomancers receive a unique use of the Cartomancy skill which allows them to cast spells from a tarot card they have prepared in their hand. See the card descriptions to learn more about spells available. Situational modifiers may be applied at the cartomancer's discretion, which are as follows:

{table=head]Modification | DC Change
Cast spell as a spell-like ability | +4
Cast spell as a supernatural ability | +14
Cast spell as an extraordinary ability | +21
Change casting time to a swift action | +10
Change casting time to a full-round action | -3
Lengthen range of spell 1 step* | +10
Shorten range of spell 1 step** | -3[/table]

*personal to touch, touch to close, close to medium, medium to long; requires the Manipulate the Cards ability

**long to medium, medium to close, close to touch, touch to personal; requires the Manipulate the Cards ability

Cartomancy Feats
Augmented Cartomancy
Prerequisites: Hand Size of four cards

Benefit: You may modify your spell DCs using the following methods while casting spells from a tarot card:

{table=head]Effect | DC Change
Multiply all variable, numeric effects by 1.5 | +6
Maximize all variable, numeric effects | +12
Increase save DC by 3 | +9[/table]

Cartomantic Shaping
Prerequisites: Hand Size of four cards

Benefit: You may modify your spell DCs using the following methods when casting spells from a tarot card:

{table=head]Effect | DC Change
Change shape to 10' sphere | +5
Change shape to 15' burst centered on you | +5
Increase radius by 5' | +5
Spell affects an additional target within 10' radius of target | +10 per target[/table]

Extra Card
Prerequisites: Deck Alteration class feature

Benefit: Your Hand Size increases by one.

Normal: Your hand size is determined by your cartomancer level.

Cartomancy (Cha; Trained Only)
Check: You can use this skill to read tarot cards to predict the future and perform other divinations. Your caster level for uses of this skill is 1/2 your HD.

Action: Most uses of this skill take ten minutes.

Try Again: Tarot cards don't like being asked the same question twice. Trying a failed Cartomancy check is impossible under most circumstances--at the very least, you must wait a day before attempting again.

Synergy: If you have five or more ranks in Use Magic Device, you receive a +2 synergy bonus to Cartomancy checks.

Special: Cartomancy can be used to make money in a fashion similar to the Profession skill. See the Profession skill for more details. Cartomancy is also unique in that you cannot use items or magic to increase your skill with it. Only your Charisma modifier, synergy bonuses, and ranks in the skill apply when using this skill. Using this skill requires the use of a tarot deck.

{table=head]Uses | Action | DC
"Predicting the future" via reading a tarot spread | 10 minutes | 15
Analyzing the subject of a spread via reading a tarot spread | 10 minutes | 18
Casting guidance as a spell-like ability | 2 minutes | 20
Casting augury as a spell-like ability | 10 minutes | 22
Casting locate object as a spell-like ability | 10 minutes | 23
Casting divination as a spell-like ability | 20 minutes | 24
Casting locate creature as a spell-like ability | 10 minutes | 24
Casting a spell from a tarot card* | Usually 1 standard action | Varies; see cards[/table]
*requires the ability to cast spells from a tarot card, usually gained by the Cartomancer class.

Predicting the future: This is a vague inclination towards a specific answer of a question. The DM should feel free to make up something that could be meaningful or could be totally impossible.

Analyzing a target: One who analyzes a target using this skill gains a +4 circumstance bonus on Sense Motive checks against them for 24 hours. The target to be analyzed doesn't necessarily need to be present, but the user does need to know who they are and have at least met them once.

Add the Cartomancy skill to the following base class skill lists: Archivist, Bard, Beguiler, Binder, Factotum, Hexblade, Spellthief, Warlock.

Add the Cartomancy skill to the following prestige class skill lists: Argent Retriever, Ardent Dilettante, Auspician, Cognition Thief, Dark Scholar, Divine Oracle, Dracolexi, Dragon Prophet, Dread Witch, Dweomerkeeper, Entropomancer, Fatemaker, Fatespinner, Fochlucan Lyrist, Fortune's Friend, Jordain Vizier, Loredelver, Loremaster, Luckstealer, Master of Masks, Prestige Bard, Sand Shaper, Sea Witch, Silver Key, Spymaster, Tainted Scholar, Temple Raider of Olidammara, Visionary Seeker, Yathrinshee.

Also, the Luck and Fate domains make this a class skill.

Cartomancy Cards
Format:
Card Name
Granted Power: Granted powers should be on par with domain powers. Variables should be based upon hand size.

You may cast the following spells from *Card Name* while it is in the upright position:

Three spells for face up, three spells for reversed. Format as follows:

Spell Name
School
Base DC: 15 + (equivalent spell level, if applicable * 3)
Level: Equivalent spell level
Range: Shorter ranges preferred, with longer ranges in the effect increments.
Target: Target
Duration: Shorter durations preferred, with longer durations in the effect increments
Saving Throw: As normal per spells
Spell Resistance: Almost always yes
Effect: The effect of the spell, at its most fundamental
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell.

Completed cards:
I: The Wheel of Fortune
Granted Power: While The Wheel of Fortune is in your hand, you gain a number of luck rerolls equal to your hand size that may be used at any time on any roll, even after the roll is seen but before the results are applied.

You may cast the following spells from The Wheel of Fortune while it is in the upright position:

1

2

Seal Fate
Abjuration
Base DC: 30
Level: 5
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: Seal fate ensures that the creature in question does not find any way to cheat death. The creature must have died within 1 round of using this spell. The soul of the dead creature cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. However, their soul remains free to go the afterlife, they are simply barred from ever returning to life.
Effect Increment: For each 6 points you increase the DC by, the number of rounds allowed between the use of this spell and the creature's death increases by 1, and its effective level increases by 1.

You may cast the following spells from The Wheel of Fortune while it is in the reversed position:

1

2

Revivify
Conjuration (Healing)
Base DC: 30
Level: 5
Range: touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
Effect: Revivify reverses a creature's death fortune. The creature touched must have died within 1 round of using this spell. This spell functions like raise dead, except the creature effected receives no level, Constitution, or spell loss and has -1 hit points (but is stable).
Effect Increment: For each 6 points you increase the DC by, the number of rounds allowed between the use of this spell and the creature's death increases by 1, and its effective level increases by 1.

II: The Phoenix
Granted Power: While The Phoenix is in your hand, you gain fire resistance equal to twice your hand size.

You may cast the following spells from The Phoenix while it is in the upright position:

Light
Evocation [Light]
Base DC: 15
Level: 0
Range: Close (25' + 5'/2 levels)
Target: One creature, object, or point in space
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell illuminates a 5' radius area as the light spell.
Effect Increment: For each 2 points you increase the DC by, the radius increases by 5', and its effective level increases by 1.

Firebolt
Evocation [Fire]
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: One creature or object
Duration: Instantaneous
Duration Increment: None
Saving Throw: Reflex negates
Spell Resistance: No
Effect: A bolt of fire springs from your fingertips and strikes your intended target, dealing 1d4 points of fire damage.
Effect Increment: For each 3 points you increase the DC by, this cardspell deals an additional 1d4 points of fire damage, and its effective level increases by 1.

Healing Touch
Evocation (Healing)
Base DC: 18
Level: 1
Range: Touch
Target: One touched creature
Duration: Instantaneous
Duration Increment: None
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No
Effect: The creature you touch is cured of minor wounds, and it heals 1d4 hit points.
Effect Increment: For each 3 points you increase the DC by, this cardspell heals an additional 1d4 points of damage, and its effective level increases by 1.

You may cast the following spells from The Phoenix while it is in the reversed position:

Darkness
Evocation [Darkness]
Base DC: 15
Level: 0
Range: Close (25' + 5'/2 levels)
Target: One creature, object, or point in space
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell creates shadowy illumination in a 5' radius area as the darkness spell.
Effect Increment: For each 2 points you increase the DC by, the radius increases by 5', and its effective level increases by 1.

Touch of Death
Necromancy [Death]
Base DC: 30
Level: 5
Range: Touch
Target: One touched creature
Duration: Instantaneous
Duration Increment: None
Saving Throw: Fortitude partial
Spell Resistance: No
Effect: The creature you touch is instantly slain on a failed save. On a successful save, it takes 2d6 points of damage.
Effect Increment: For each 3 points you increase the DC by, this cardspell deals an additional 1d6 points of damage on a successful save, and its effective level increases by 1.

Deep Freeze
Conjuration [Cold]
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: 15' radius
Duration: 5 rounds
Duration Increment: For each 3 points you increase the DC by, the duration increases by 2 rounds.
Saving Throw: Fortitude half
Spell Resistance: No
Effect: This spell creates a field of utter cold surrounding the caster. Anything entering the field from outside immediately notices a severe drop in temperature.

Each round, all creatures within the field of cold must succeed on a Fortitude save or take 1d6 points of cold damage. Any still liquid immediately begins to freeze. The caster of this spell and any objects in his immediate possession are immune to this spell's effects. The field of cold follows the caster if he moves.
Effect Increment: For each 3 points you increase the DC by, you may increase the radius of the effect by 5 feet or increase the damage each round by 1d4 points of cold damage. In either instance, the effect level of this spell increases by 1.

III: The Dragon
Granted Power: While The Dragon is in your hand, you gain the Wild Empathy ability, except that the ability is only usable on creatures of the Dragon type, and the bonus is based off of your Cartomancer level.

You may cast the following spells from The Dragon while it is in the upright position:

1

2

3

You may cast the following spells from The Dragon while it is in the reversed position:

1

2

3

IV: The Thief
Granted Power: While The Thief is in your hand, you gain a competence bonus on Hide and Move Silently checks equal to your Hand size.

You may cast the following spells from The Thief while it is in the upright position:

Unseen Hand
Transmutation
Base DC: 15
Level: 0
Range: Close (25' + 5'/2 levels)
Target: One object
Duration: Concentration
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: You point your finger at an object of up to 5 lbs. and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Effect Increment: For each point by which you increase the DC, you can lift an additional 5 lbs., and its effective level increases by 1.

Invisibility
Illusion (Glamer)
Base DC: 21
Level: 2
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)
Effect: You become invisible, as the spell.
Effect Increment: For each three additional points you add to the DC, you may make a single attack and remain invisible, and its effective level increases by 1.

Silence
Illusion (Glamer)
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: 10' radius zone of silence
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: Will negates or none; see text
Spell Resistance: Yes; see text
Effect: Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
Effect Increment: For each three points by which you increase the DC, the radius of this spell's effect increases 5', and its effective level increases by 1.

You may cast the following spells from The Thief while it is in the reversed position:

Active Senses
Divination
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: Upon completion of this spell, you gain a +4 competence bonus to Listen and Spot checks.
Effect Increment: For each two points by which you increase the DC, the competence bonus increases by 1.

Alarm
Abjuration
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: One point in space
Duration: 1 hour
Duration Increment: +1 hour/+2 DC
Saving Throw: None
Spell Resistance: Yes
Effect: This spell acts like alarm, except as noted above.
Effect Increment: For each three points by which you increase the DC, the radius of this spell's effect increases 5', and its effective level increases by 1. By increasing the DC 5 points, this spell extends into coexistent planes as well.

Second Sight
Divination
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: You gain 60' darkvision for the duration of this spell.
Effect Increment: By increasing the DC two points, you gain the ability to see in magical darkness as well, and the effective level of this spell increases by one. By increasing the DC four points, you gain the ability to see invisibility, as the spell, and the effective level of this spell increases by one. By increasing the DC one point, you gain low-light vision.

V: The Warrior
Granted Power: While The Warrior is in your hand, you gain a bonus on attack rolls equal to half your hand size, rounded down.

You may cast the following spells from The Warrior while it is in the upright position:

Might
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: None (Harmless)
Spell Resistance: No
Effect: The touched creature gains a +3 enhancement bonus to Strength.
Effect Increment: For each two points by which you increase the DC, the enhancement bonus granted by this spell increases by 1, and its effective level increases by 1.

Agility
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: None (Harmless)
Spell Resistance: No
Effect: The touched creature gains a +3 enhancement bonus to Dexterity.
Effect Increment: For each two points by which you increase the DC, the enhancement bonus granted by this spell increases by 1, and its effective level increases by 1.

Resilience
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: None (Harmless)
Spell Resistance: No
Effect: The touched creature gains a +3 enhancement bonus to Constitution.
Effect Increment: For each two points by which you increase the DC, the enhancement bonus granted by this spell increases by 1, and its effective level increases by 1.

You may cast the following spells from The Warrior while it is in the reversed position:

Weakness
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The touched creature takes a -2 penalty to Strength, to a minimum score of 3.
Effect Increment: For each two points by which you increase the DC, the penalty inflicted by this spell increases by 1, and its effective level increases by 1.

Clumsiness
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: Will negates

Spell Resistance: Yes
Effect: The touched creature takes a -2 penalty to Dexterity, to a minimum score of 3.
Effect Increment: For each two points by which you increase the DC, the penalty inflicted by this spell increases by 1, and its effective level increases by 1.

Frailty
Transmutation
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 minute
Duration Increment: +1 minute/+3 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The touched creature takes a -2 penalty to Constitution, to a minimum score of 3.
Effect Increment: For each two points by which you increase the DC, the penalty inflicted by this spell increases by 1, and its effective level increases by 1.

VI: The Mage
Granted Power: While The Mage is in your hand, you gain a competence bonus on Knowledge (Arcana) and Spellcraft checks equal to your hand size.

You may cast the following spells from The Mage while it is in the upright position:

Detect Magic
Divination
Base DC: 15
Level: 0
Range: 60'
Target: Cone-shaped emanation
Duration: Concentration, up to 1 min/level
Duration Increment: +1 minute/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: You detect magical auras, as the detect magic spell.
Effect Increment: For each four additional point by which you increase the DC, you treat yourself as having concentrated for one additional round for the purposes of determining this spell's effects, and the spell's effective level increases by 1.

Magebolt
Evocation [Force]
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Duration Increment: None
Saving Throw: None
Spell Resistance: Yes
Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
Effect Increment: For each four points you increase the DC by, you shoot an additional missile, and this spell's effective level increases by 1.

3

You may cast the following spells from The Mage while it is in the reversed position:

Dispel
Abjuration
Base DC: 21
Level: 3
Range: Close (25' +5'/2 levels)
Target: One spellcaster, creature, or object; or 20' radius burst
Duration: Instantaneous
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell acts as the dispel magic spell, targeted version only.
Effect Increment: By increasing the DC by three, you can use the area dispel version of dispel magic. By increasing the DC by four, you can use the counterspell version of dispel magic. For each four points you increase the DC by, you gain a +1 competence bonus on your dispel check.

Break Enchantment

3

VII: The Priest
Granted Power: While The Priest is in your hand, .

You may cast the following spells from The Priest while it is in the upright position:

1

2

3

You may cast the following spells from The Priest while it is in the reversed position:

1

2

3

VIII: Judgement
Granted Power: While Judgement is in your hand, .

You may cast the following spells from Judgement while it is in the upright position:

1


Summon Celestial
Conjuration (Summoning)
Base DC: 18
Level: 1
Range: 30'
Duration: 2 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: This spell summons an extraplanar creature as the summon monster I spell, except it may only summon creatures with a good subtype.
Effect Increment: For each three additional point by which you increase the DC, summon celestial may summon a creature of the next level step that is good. For example, if you increase the DC by six, you may summon a creature as the summon monster III spell.

3

You may cast the following spells from Judgement while it is in the reversed position:

1

2

Holy Judgment
Evocation [Good]
Base DC: 30
Level: 5
Range: See target
Target: All evil creatures within a 15-ft. radius burst centered on you (+2 dc/+5' radius)
Duration: Instantaneous
Duration Increment: None
Saving Throw: Fort halves
Spell Resistance: Yes
Effect: Each evil creature caught in the area of Holy Judgment is struck by an overwhelming amount of positive energy. Holy Judgment deals 10d6 positive energy damage to each creature struck this way. A successful fortitude save halves this damage.
Effect Increment: For each three additional points by which you increase the DC, increase the damage dealt from Holy Judgment by 10 and its effective level increases by 1.

afroakuma
2008-10-02, 06:44 PM
I'll set aside some proect time tonight to work on these. If you have any ideas you want filled out, PM me. Otherwise you might end up with the Jigglypuff, Tamale, Ninja and Nuclear Fallout cards. :smallamused:

Fax Celestis
2008-10-02, 06:46 PM
To be honest, nigh anything can be a tarot card. Of course, only about 40 of them will be the actual "Levantine Set". Others will be from obscure/forgotten/broken/racial sets.

afroakuma
2008-10-02, 06:48 PM
Still. "Tamale?"

Fax Celestis
2008-10-02, 06:51 PM
Still. "Tamale?"

Well, okay. Food is probably a bad choice. Try and keep them semiserious?

afroakuma
2008-10-02, 06:51 PM
Just one question before I get on this: is it up to three spells on each facing, or always three on each?

ocato
2008-10-02, 06:53 PM
I might have overlooked this, but do you have to prepare a card as face-up or face-down or do you swap it as an action? Also, I assume the cards are held in your hand and not facedown/faceup on a table or something, because that'd be goofy. Also, I'm presuming you must hold the cards in your hand to cast from them, presumably using at least one hand? Or is it more like a spellbook?

Overall it's interesting, but not really my style.

Fax Celestis
2008-10-02, 07:07 PM
Just one question before I get on this: is it up to three spells on each facing, or always three on each?

Always three.

I might have overlooked this, but do you have to prepare a card as face-up or face-down or do you swap it as an action? Also, I assume the cards are held in your hand and not facedown/faceup on a table or something, because that'd be goofy. Also, I'm presuming you must hold the cards in your hand to cast from them, presumably using at least one hand? Or is it more like a spellbook?

More like a spellbook, though most Cartomancers like to keep their cards readily available anyway, if only for Stacking The Deck/Pull From The Deck. Cards do not need to be prepared face-up/reversed: the direction is really only there for the Pull From The Deck ability and potential upcoming feats (ie: +1 DC to spells cast from reversed cards, etc.).

Thane of Fife
2008-10-02, 07:11 PM
Why not use the cards of the real Tarot deck?

That's what... 78 cards? With each one straight and reversed, it seems like that would be enough.

streakster
2008-10-02, 07:12 PM
I like this! If I can, I'll work some cards up this weekend.

Fax Celestis
2008-10-02, 07:22 PM
Why not use the cards of the real Tarot deck?

That's what... 78 cards? With each one straight and reversed, it seems like that would be enough.

I'd rather keep the real world and D&D as separate as possible, though it may certainly be easier to use the Rider-Waite.

ForzaFiori
2008-10-02, 07:25 PM
when a cartomancer prepares his hand, he chooses the cards, right?

and then pull from the deck draws a random one?

making sure I understand.

Fax Celestis
2008-10-02, 07:25 PM
when a cartomancer prepares his hand, he chooses the cards, right?

and then pull from the deck draws a random one?

making sure I understand.

Yes, exactly.

afroakuma
2008-10-02, 07:46 PM
Single card. These are work, eh?


The Emperor
Granted Power: Three times per day you may grant yourself or an ally a morale bonus on any one roll equal to your hand size.

You may cast the following spells from The Emperor while it is in the upright position:

Daze
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 15
Level: 0
Range: 10 ft.
Range Increment: 5 ft.
Target: One humanoid
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This effect clouds the mind of a humanoid creature of 4 HD or less, so that it takes no action.
Effect Increment: Increasing the DC of this spell by 3 increases the HD limit of the creature by 1 and the range by 5 ft, and this spell's effective level increases by 1.

Charm person
Enchantment (Charm) [Mind-Affecting]
Base DC: 18
Level: 1
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 hour
Duration Increment: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell charm person.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 1 hour and the effective level of the spell by 1. Increasing the DC of this spell by 5 increases the duration by 4 hours, but not the effective level of the spell.

Dominate person
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 30
Level: 5
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 day
Duration Increment: 1 day
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell dominate person.
Effect Increment: Increasing the DC of this spell by 4 increases the duration by 1 day and the effective level of this spell by 1. Increasing the DC of this spell by 3 increases the save DC by 2.

You may cast the following spells from The Emperor while it is in the reverse position:

Disguise self
Illusion (Glamer)
Base DC: 18
Level: 1
Range: Personal
Target: Self
Duration: 10 min.
Duration Increment: 10 min.
Saving Throw: Will negates (others, harmless)
Spell Resistance: Yes (harmless)
Effect: As the spell disguise self.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 10 min. and the effective level of the spell by 1. Increasing the DC by 4 allows you to target another willing creature instead of yourself at touch range.

Invisibility
Illusion (Glamer)
Base DC: 21
Level: 2
Range: Personal or touch
Target: You or a creature/object weighing no more than 100 lb.
Duration: 1 minute
Duration Increment: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Effect: As the spell invisibility.
Effect Increment: Increasing the DC of this spell by 1 increases the duration by 1 minute. Increasing the DC of this spell by 2 increases the allowable weight to be concealed by 100 lbs.

Misdirection
Illusion (Glamer)
Base DC: 21
Level: 2
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 hour
Duration Increment: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell misdirection.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 1 hour. Increasing the DC of this spell by 2 increases the effective level of this spell by 2.

Fax Celestis
2008-10-02, 07:56 PM
Single card. These are work, eh?


The Emperor
Granted Power: Three times per day you may grant yourself or an ally a morale bonus on any one roll equal to your hand size.

You may cast the following spells from The Emperor while it is in the upright position:

Daze
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 15
Level: 0
Range: 10 ft.
Range Increment: 5 ft.
Target: One humanoid
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This effect clouds the mind of a humanoid creature of 4 HD or less, so that it takes no action.
Effect Increment: Increasing the DC of this spell by 3 increases the HD limit of the creature by 1 and the range by 5 ft, and this spell's effective level increases by 1.

Charm person
Enchantment (Charm) [Mind-Affecting]
Base DC: 18
Level: 1
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 hour
Duration Increment: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell charm person.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 1 hour and the effective level of the spell by 1. Increasing the DC of this spell by 5 increases the duration by 4 hours, but not the effective level of the spell.

Dominate person
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 30
Level: 5
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 day
Duration Increment: 1 day
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell dominate person.
Effect Increment: Increasing the DC of this spell by 4 increases the duration by 1 day and the effective level of this spell by 1. Increasing the DC of this spell by 3 increases the save DC by 2.

You may cast the following spells from The Emperor while it is in the reverse position:

Disguise self
Illusion (Glamer)
Base DC: 18
Level: 1
Range: Personal
Target: Self
Duration: 10 min.
Duration Increment: 10 min.
Saving Throw: Will negates (others, harmless)
Spell Resistance: Yes (harmless)
Effect: As the spell disguise self.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 10 min. and the effective level of the spell by 1. Increasing the DC by 4 allows you to target another willing creature instead of yourself at touch range.

Invisibility
Illusion (Glamer)
Base DC: 21
Level: 2
Range: Personal or touch
Target: You or a creature/object weighing no more than 100 lb.
Duration: 1 minute
Duration Increment: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Effect: As the spell invisibility.
Effect Increment: Increasing the DC of this spell by 1 increases the duration by 1 minute. Increasing the DC of this spell by 2 increases the allowable weight to be concealed by 100 lbs.

Misdirection
Illusion (Glamer)
Base DC: 21
Level: 2
Range: 25 ft. + 5 ft./2 levels
Target: One humanoid
Duration: 1 hour
Duration Increment: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell misdirection.
Effect Increment: Increasing the DC of this spell by 2 increases the duration by 1 hour. Increasing the DC of this spell by 2 increases the effective level of this spell by 2.



When you come up with unique spells, it can be. :P

streakster
2008-10-02, 08:05 PM
Afroakuma - is that who I think it is?

afroakuma
2008-10-02, 08:14 PM
Oh, quiet you. That was a tester. Give me time, I threw that together in a few minutes.

and streakster: not sure. Who are you thinking of?

Edit: no. Otherwise Lightning Bolt would be there.

Fax Celestis
2008-10-02, 08:16 PM
I'm kidding. :smalltongue:

afroakuma
2008-10-02, 08:17 PM
So am I. :smallbiggrin: Don't worry, I'll crack off a better one while listening to two countries' candidates not answer questions.

ShneekeyTheLost
2008-10-02, 09:17 PM
A word of warning: Skill checks are very easily breakable. Basing an entire class's abilities on a skill check (Cartomancy) will be widely open to abuse. A simple item to grant +10 to Cartomancy shouldn't be too expensive to work up, for example, even non-slotted.

streakster
2008-10-02, 09:23 PM
Edit: no. Otherwise Lightning Bolt would be there.

Oh, that's not what I thought. It seemed to fit Lelouch...:smallsmile:

Shneeky, Cartomancy is immune to items and magic boosts, I think. Fax is smart that way.

Innis Cabal
2008-10-02, 09:25 PM
A word of warning: Skill checks are very easily breakable. Basing an entire class's abilities on a skill check (Cartomancy) will be widely open to abuse. A simple item to grant +10 to Cartomancy shouldn't be too expensive to work up, for example, even non-slotted.

Ya...because Truenaming is really broken

The class is fine, not one I'd play, but good work none the less Fax, one of your things that dosn't make me recoil

dman11235
2008-10-02, 09:25 PM
I'm going to say one thing: DON't HAVE IT BE A SKILL CHECK!!! Take a lesson from the Truenamer. Please, think of my brain.

That is all.

Okay, it's not all: a suggested replacement: check is class level+cha, and if you want to miscellaneous bonuses granted by class levels. You could even go so far as to add 1/2 other levels to make it not so unfriendly to multi-classing.

EDIT: @above: yes it is. It's the most broken magic system in the game. It just doesn't work at all. You either are so bad an expert of the same level is as useful or you blow away everything by having at will spells that are as powerful as similar leveled spells. Sometimes more so. And Gate at will is kinda overpowered. And yes, for all intents and purposes, they get them at will. The DC climb is negligible when you have a +500 truenaming check. Actually, you can get an item that grants any type of bonus, so it's theoretically arbitrarily high, you just need the money to get all those items.

Fax Celestis
2008-10-02, 09:58 PM
Special: Cartomancy can be used to make money in a fashion similar to the Profession skill. See the Profession skill for more details. Cartomancy is also unique in that you cannot use items or magic to increase your skill with it. Only your Charisma modifier, synergy bonuses, and ranks in the skill apply when using this skill. Using this skill requires the use of a tarot deck.

Read it again.

afroakuma
2008-10-02, 10:07 PM
I may be a little slow in posting cards with new spells; only just finished adding the last Inexorable, and I owe the world some slaad. :smalltongue:

mabriss lethe
2008-10-02, 10:15 PM
You might want to read Steven Erikson's Malazan Books of the Fallen. Something similar to the Deck of Dragons, or the Fatid, might be an interesting way to model the deck. The Deck is arranged in Houses (Light, Dark, Shadow, Life, Death, etc.) and the Unaligned (those that have no House.) there are several positions in each house, a king, a queen, a knight, a magus, and usually one or two more. Thes positions also double as titles for certain characters in the stories. The Knight of High House Dark is more than a card. It's also a title given to Anomander Rake, a really F-ing scary guy.

Mr.Bookworm
2008-10-02, 10:36 PM
I like it.

Did you get the idea while reading the Tome of Magic, by any chance? It seems similar to the classes in there.

Also, I haven't checked out the numbers yet, but have you checked to make sure that this won't run into Truenamer-style problems with skill checks? Also, as another poster suggests, maybe you should specifically mention that items granting a bonus to Cartomancy checks are impossible? I missed the part about it being impossible.

How about this for a card?



The Madness
Granted Power: You gain a penalty to your Will save equal to half the number of cards in your hand, rounded up. A number of times per day equal to half the number of cards in your hand, rounded down (minimum one), you may automatically succeed on a Will save or a Wisdom-based skill check.

You may cast the following spells from The Madness while it is in the upright position:

Mind Choke
Enchantment (Mind-Affecting)
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
Effect: A silvery hand streaks out from your pointed finger, and enters the targets head (or the place where it's brain is located). The target take 2d4 psychic damage and is dazed for one round. On a successful save, the target takes 1d4 damage and is not saved.
Effect Increment: You may increase the DC by 6 to change the status effect on a unsuccessful save to stunned. You may increase the DC by 9 to change the status effect on a unsuccessful save to paralyzed. If you choose either of these options, on a successful save, the target is still dazed.

Abyssal Whispers
Illusion (Phantasm)
Base DC: 42
Level: 9
Range: Close (25' + 5'/2 levels)
Target: One creature with a Intelligence score of 3 or above
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
Effect: You make the target hear soft whispers that drive it insane to the point of death. The target must make a Will save, or die instantly. If the target makes the save, it is still affected by a Insanity spell, and take 10d6 damage.
Effect Increment: Every 1 point increase of the DC adds 1 to the DC of the save.

Hysteria
Enchantment (Mind-Affecting, Compulsion)
Base DC: 30
Level: 5
Range: Close (25' + 5'/2 levels)
Target: One creature with a Int score
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target becomes gripped by mortal fear of you. It can do nothing but run away in a straight line from you. It only moves in anything but a straight line if it encounters a impassable obstacle, and it will take foolhardy risks to get away from you, such as jumping across a wide chasm in plate armor. The target cannot attack, takes a -5 on all defenses and a -3 penalty to skill checks. It's speed is increased by ten feet for the duration of the spell.
Effect Increment: By increasing the DC by 1, you can increase the DC by 1, or the duration by one round.

These spells may be cast from the Madness while it is in the reversed position:

Spell Name
School
Base DC: 15 + (equivalent spell level, if applicable * 3)
Level: Equivalent spell level
Range: Shorter ranges preferred, with longer ranges in the effect increments.
Target: Target
Duration: Shorter durations preferred, with longer durations in the effect increments
Saving Throw: As normal per spells
Spell Resistance: Almost always yes
Effect: The effect of the spell, at its most fundamental
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell.

Spell Name
School
Base DC: 15 + (equivalent spell level, if applicable * 3)
Level: Equivalent spell level
Range: Shorter ranges preferred, with longer ranges in the effect increments.
Target: Target
Duration: Shorter durations preferred, with longer durations in the effect increments
Saving Throw: As normal per spells
Spell Resistance: Almost always yes
Effect: The effect of the spell, at its most fundamental
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell.

Spell Name
School
Base DC: 15 + (equivalent spell level, if applicable * 3)
Level: Equivalent spell level
Range: Shorter ranges preferred, with longer ranges in the effect increments.
Target: Target
Duration: Shorter durations preferred, with longer durations in the effect increments
Saving Throw: As normal per spells
Spell Resistance: Almost always yes
Effect: The effect of the spell, at its most fundamental
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell.


I'll make some more spells later.

EDIT: Any particular reason Cartomancers have a good Reflex save, by the way?

ocato
2008-10-02, 11:01 PM
Maybe I'll play, you know, for funsies.

http://img.photobucket.com/albums/v215/steele_savagery/artcard.jpg
The Artificer
Granted Power: For the purposes of Use Magic Device, you may treat any spell as if it were on your spell list so long as its spell level is equal to half your hand size (rounded down) or lower.

You may cast the following spells from The Artificer while it is in the upright position:

Magic Vestment
Transmutation
Base DC: 24
Level: 3
Range: Touch
Target: Clothing, Armor, or shield
Duration: 1 hour
Saving Throw: None (harmless)
Spell Resistance: None (harmless)
Effect: You imbue a suit or armor, shield, or piece of clothing with a +1 enhancement bonus to armor
Effect Increment: You may increase the difficulty check for casting the spell by 3 in order to extend the duration of the spell by 2 hour and increase the bonus to armor by 1. You may increase the effect in this way one time for every two cards in your hand up to a maximum of four increases.

Magic Weapon
Transmutation
Base DC: 18
Level: 1
Range: Touch
Target: Weapon
Duration: 1 hour
Saving Throw: None (harmless)
Spell Resistance: None (harmless)
Effect: You imbue a weapon with a +1 enhancement bonus to attacks and damage.
Effect Increment: You may increase the difficulty check for casting this spell by 3 in order to increase the duration of the spell by 1 hour for every card in your hand.

Major Creation
Conjuration
Base DC: 30
Level: 5
Range: Close
Target: Object Created
Duration: See Chart
Saving Throw: None
Spell Resistance: None
Effect: You create a nonmagical, unattended object of nonliving, vegetable, or mineral (stone, crystal, metal, or the like) nature. The volume of the item created cannot exceed 1 cubic foot.
Effect Increment: You may increase the volume of the item created by 1 cubic foot by increasing the difficulty check for the spell by 3.

{table]Hardness and Rarity Examples|Duration
Vegetable Matter|8 Hours|
Stone, crystal, base metals|4 hour|
Precious metals|80 minutes|
Gems|40 minutes|
Rare metals|4 rounds[/table]

You may cast the following spells from The Artificer when it is face down:

Inflict Light Damage
Transmutation
Base DC: 18
Level: 1
Range: Close
Target: Construct touched
Duration: Instant
Saving Throw: None
Spell Resistance: yes
Effect: Does 1d8+1 damage to construct touched.
Effect Increment: You may increase the difficulty check for casting this spell by three in order to increase the damage done by this spell by 1. You may not increase the damage of the spell by more than 1d8+5 in this way.

Shatter
Evocation
Base DC: 21
Level: 2
Range: Close
Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instant
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: yes (object)
Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 5 pounds are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 20 pounds. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Rusting Grasp
Transmutation
Base DC: 27
Level: 4
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See Text
Saving Throw: None
Spell Resistance: No
Effect: Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell. You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around. Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

Callos_DeTerran
2008-10-02, 11:30 PM
As I've already mentioned I adore the idea behind this class a lot. But now I have a question...how does one simulate drawing the cards without using cards? Or what sort of deck would be proper to use?

A thought Fax...if you want to step back away from tarot cards (something I agree and disagree with since Tarot cards can be very flavorful) then maybe come up with a deck for the Three Dragon Ante game deck since it's very D&Dy and suitable for something like this.

Kurald Galain
2008-10-03, 04:48 AM
Overall this seems to play like a warlock, only more subtle rather than aggressive, and with the nice bonus of getting to change your powers per day.

I find the Adept Shuffling ability rather out of place, both in crunch (why would a caster get a bonus to thieving skills?) and in fluff (shuffling cards really isn't good training for a pickpocket).

Perhaps I'm reading this wrong, but it seems to me that a 1st-level cartomancer has a decent chance of knocking himself out when attempting to cast a light spell, and a 1-in-20 chance of killing himself outright when doing a firebolt?

More recommended reading material for card-based magic is the Amber series by Roger Zelazny. Note that neither that nor Malazan actually has people casting from cards, but they do have cool decks. And rulles for painting your own cards.

Rigon
2008-10-03, 05:07 AM
i would suggest Gambler or Black Jack as card... with bard spells. loaded die to change results of rolls. ace in sleeve to use a standard action as a free action (once).

Beastmaster would be a good card too... with summon monster spells. animal empathy with animals, magical beasts... mind control for the same creatures.

Dungeon card with different dungeon hazards... web, illusions dealing damage on failed save (lava river), triggered damage on one enemy when it enters a marked spot (spontaneous trap), short (3-5 turns) duration summoning of 3-5 "typical dungeon monsters" (call for encounter).

Familiar card which grants a familiar and with spells to change the familiar (like from raven to imp).

i also suggest that you do humor trading card games. because... they have tons of cards.

Fax Celestis
2008-10-03, 09:49 AM
Perhaps I'm reading this wrong, but it seems to me that a 1st-level cartomancer has a decent chance of knocking himself out when attempting to cast a light spell, and a 1-in-20 chance of killing himself outright when doing a firebolt?

Well, let's take a look at it. Let's assume a first-level Cartomancer drops a 16 into his Charisma and 4 points into Cartomancy, like he should. This'll give him a +7 modifier on his check, meaning he'll roll 8-27. So, yes, at first level, it can be a little dangerous.

At second level, he gets his UMD synergy and puts another point in Cartomancy. Now he's rolling 11-30.

At third level, he gets a cloak of charisma +2 and another point in Cartomancy. Now he's rolling 13-32.

By the time he's fifth level, he's rolling 15-34, and is throwing out unaugmented cantrips with no chance of failure.

afroakuma
2008-10-03, 09:57 AM
Generally, I think Fax got the balance right on this compared to truenaming. There might be some concerns despite Cartomancy's disclaimers at higher levels, but I think the only real difficulty is in building new cartomancy spells. Old spells are fairly easy to scale, and domain powers are fairly easy to balance.

Person_Man
2008-10-03, 10:09 AM
1) Very interesting fluff. I could definitely see a niche of players wanting to play this.

2) I'm not a fan of the "sometimes it works, sometimes it doesn't" Truenamer Skill mechanic. I'd make them a unique class ability fueled by points, like the PrC seen in later splat books. You get X points per encounter. You cannot spend more points in a round then your Cartomancy class level. Spending additional points can quicken, extend, etc, your card effects.

But I'll fully admit that's really a personal style thing, and not a flaw with what you've written.

3) For card ideas, how about this:

Scribe Card (1st level ability): You may transcribe a spell from the Wizard/Sorcerer, Wu Jen, Beguiler, Cleric, domain, etc (any spell list which doesn't have oddly balanced spells, like Holy Sword for Paladins) spell lists onto one of your cards. If a spell appears on multiple lists, you must use the highest spell slot. Scribing costs the same as a Wizard scribing into a spellbook. At 1st level you get X cards for free. You can cast a maximum spell level of Y. However, to cast a spell, you must make a Cartomancy check of (Figure out math that only makes it work roughly 50% of the time. Or if you want to go with my point system, make it more difficult to cast.)

Only spells with a material component cost of 1 gp or less and no xp cost may be cast. In addition, you may only have Z cards/spells active at any given time (starts at 1, increases over levels).

In this fashion, you open up the class to the imagination of the player. You can use basically anything 3.5 that isn't scaled for a PrC or slow caster, but you are limited in how you cast them.

potatocubed
2008-10-03, 10:57 AM
I've literally only just glanced at it, but I see one thing:

The very first card, the Great Wheel (?), gives you [hand size] rerolls. Is that rerolls per day, per encounter, per sentence...? I suspect per day, but if so you might want to clarify it.

[/nitpick]

streakster
2008-10-03, 08:57 PM
Hmm. Tried my hand. DC's are iffy.


http://madman.batterimannen.com/data/media/1/concept_arts_009.jpg
The Monsters' Nightmare
Granted Power: You gain a bonus to Intimidation equal to your hand size. You may also make Intimidate checks on even mindless undead.

You may cast the following spells from this card while it is in the upright position:

Manifest Fangs
Transmutation
Base DC: 18
Level: 1
Range: Personal
Target: One Willing Creature
Duration: One Hour
Duration Increment: +1 hour/2 DC
Saving Throw: None
Spell Resistance: No
Effect: Subjects's teeth are transformed into bestial fangs. This bite attack does not hamper the use of the mouth in any way. The bite attack deals 1d4 damage (1d6 if target is large, 1d3 if target is small.) This is treated as a natural weapon.
Effect Increment: A DC increase of 3 increases the die size by one step - 1d3 to 1d4, 1d4 to 1d6, and 1d6 to 1d8. An increase of 3 allows the fangs' damage to be treated as Evil-aligned for the purposes of damage reduction. Any augment increases the caster level of the spell by one.

Blood Feeder
Necromancy
Base DC: 24
Level: 3
Range: Personal
Target: One Willing Creature's Natural Weapon
Duration: One Hour
Duration Increment: +1 hour/2 DC
Saving Throw: None
Spell Resistance: No
Effect: One natural weapon is enchanted with an ominous glimmer. The wielder of this weapon heals 1/4 of the base damage done with this weapon to a living creature, rounded down.
Effect Increment: A DC increase of 3 increases the healing done by this ability to 1/2 base damage. A DC increase of 3 changes the damage done by a weapon enchanted with this ability to negative energy. Any augment increases the caster level of the spell by one.

Return
Necromancy
Base DC: 30
Level: 5
Range: Personal
Target: One Willing Creature
Duration: One Round
Duration Increment: +1 round/1 DC
Saving Throw: None
Spell Resistance: No
Effect: When brought below -1 hp while this power is active, you are brought to -1 hp and automatically made stable. This occurs once per casting of this spell.
Effect Increment: For each 3 points by which you increase the DC, you increase the hp total you are brought back to by 1. Any augment increases the caster level of the spell by one.

The following spells may be cast from this card while it is reversed:

Slaying Touch
Necromancy
Base DC: 15
Level: 0
Range: Touch
Target: One Undead Creature
Duration: Instantaneous
Duration Increment: None.
Saving Throw: Reflex.
Spell Resistance: Yes.
Effect: The target takes 1d6 damage. If this power brings an undead creature below 0 hp, the creature dissolves completely, and cannot be reanimated without the use of a spell such as limited wish.
Effect Increment: For each 3 points by which you increase the DC, you add an additional 1 damage. Any augment increases the caster level of the spell by one.

Haunting Laughter
Necromancy
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: One Undead Creature
Duration: 1d4 rounds or one round.
Duration Increment: None.
Saving Throw: Will partial.
Spell Resistance: Yes.
Effect: All undead creatures targeted by this spell must make a Will save or become frightened for 1d4 rounds. A successful save results in the creature merely becoming shaken for one round. This ability affects even mindless undead and those immune to fear.
Effect Increment: For each 3 points by which you increase the DC, you may affect an additional undead creature. By increasing the DC by 9 points, you may also affect aberrations, monstrous humanoids, and outsiders, though this spell does not bypass any immunity to fear effects they might have. Any augment increases the caster level of the spell by one.

Devour Spirit
Necromancy
Base DC: 30
Level: 2
Range: Personal
Target: One Undead Creature
Duration: 1 minute.
Duration Increment: 1 minute/2 DC.
Saving Throw: Will partial.
Spell Resistance: Yes.
Effect: As part of this spell, make a single melee attack with a natural weapon against one undead creature. If this attack brings the creature to below 0 HP, you devour its spirit. Doing this prevents the body from being reanimated, and grants you temporary HP equal to the creature's hit dice. If the creature fails its Will save, it also gives you one of the creature's special qualities, attacks, or feats, chosen by the DM, which lasts for the duration of this spell. You may choose whether or not to accept the attack, quality, or feat offered after learning what it is.
Effect Increment: For each 3 points by which you increase the DC, you gain an additional 1 temporary HP. Any augment increases the caster level of the spell by one.


So, what do you think? I know it's a bit off on the DC's, like I said. Those'll need fixed.

jcsw
2008-10-04, 08:17 AM
Thought I'd give it a try


Fate and the Lady
Granted Power: You may take 10 on Cartomancy checks even when rushed or stressed, such as during combat.

You may cast the following spells from Fate and the Lady while it is in the upright position:

Certainty of the Destined
Universal
Base DC: 27
Level: 4
Range: Personal
Target: Personal
Duration: 2 rounds
Saving Throw: None (Harmless)
Spell Resistance: No (Personal)
Effect: You may take 10 on any one type of d20 roll which is specified upon casting of the spell. Examples include "Bluff Checks", "Strength Checks" or "Melee Attack Rolls"
Effect Increment: +3: Increases duration by one round, +3: You may take 10 on an additional, different type of d20 roll.

Know Your Fate
Divination
Base DC: 33
Level: 6
Range: Personal
Target: Personal
Duration: 5 rounds
Saving Throw: None (Harmless)
Spell Resistance: No (Personal)
Effect: Name a type of d20 roll, such as "Bluff Checks", "Strength Checks" or "Melee Attack Rolls" then roll d20. The next time you would make a check of the type you named, use that roll. If you so wish, you may not take any actions that would require any of the type of checks you named.
Example: You cast Know your Fate, naming Ranged Attack Rolls, and roll a two. You may thus decide not to take any actions that would involve making ranged attack rolls for the duration of the spell, but if you do, you must use the result rolled when casting the spell.
You may not use luck rerolls from any source when using this spell, you may not take 10 for the roll(s) you named for the duration of the spell.
Effect Increment: +6: You may name an additional type of d20 roll, roll separate d20s for each type.

Calculated Risk
Divination
Base DC: 39
Level: 8
Range: Personal
Target: Personal
Duration: Instantaneous
Saving Throw: None (Personal)
Spell Resistance: No (Personal)
Effect: Draw a card from your deck at random, remove Fate and the Lady from your hand (and back into your deck). You may then cast any spell on the card you drew as part of this spell. (You must still make a separate skill check for that spell, you can no longer use Fate and the Lady's granted power on this check)
Effect Increment: +3: You may draw an additional card, but you still pick only one card to add into your hand and cast from, return all other cards to your deck.

You may cast the following spells from Fate and the Lady while it is in the reversed position:

Smirk of the Lucky
Conjuration
Base DC: 33
Level: 6
Range: Melee Touch
Target: One creature touched
Duration: 1 minute
Saving Throw: Will (Harmless)
Spell Resistance: No (Harmless)
Effect: The target gains a single action point. The action point fades after the duration of the spell is over if it is not spent. You may not cast this on the same target until after the spell's duration is over
Effect Increment: +2: Gain an additional action point, +6: Duration becomes ten minutes

One in a Million Chance
Universal
Base DC: 42
Level: 9
Range: Melee Touch
Target: One creature touched
Duration: 1 minute
Saving Throw: Will Negates
Spell Resistance: Yes
Effect: Name a type of d20 roll, such as "Bluff Check", "Strength Check" or "Melee Attack Roll". The next time the target makes such a check during the duration, any roll of 11 or above becomes a natural 20, while any roll of 10 or below becomes a natural one. The target of this spell automatically understands the effects of this spell.
Effect Increment: +3: Duration becomes ten minutes

Luck of the Draw
Universal
Base DC: 39
Level: 8
Range: Personal
Target: Personal
Duration: Instantaneous
Saving Throw: None (Personal)
Spell Resistance: No (Personal)
Effect: Shuffle all the cards in your hand into your deck, and draw that number plus one into your hand. After which, if you have drawn Fate and the Lady, return that card into your deck.
Effect Increment: +9 Draw an additional card, in addition, you do not need to return Fate and the Lady should you draw it.

The upright side represents fate, destiny and absolute certainty, while the reversed side represents luck, chaos and uncertainty.
eCookie to anyone who gets the reference.

Fax Celestis
2008-10-05, 11:34 PM
3) For card ideas, how about this:

Scribe Card (1st level ability): You may transcribe a spell from the Wizard/Sorcerer, Wu Jen, Beguiler, Cleric, domain, etc (any spell list which doesn't have oddly balanced spells, like Holy Sword for Paladins) spell lists onto one of your cards. If a spell appears on multiple lists, you must use the highest spell slot. Scribing costs the same as a Wizard scribing into a spellbook. At 1st level you get X cards for free. You can cast a maximum spell level of Y. However, to cast a spell, you must make a Cartomancy check of (Figure out math that only makes it work roughly 50% of the time. Or if you want to go with my point system, make it more difficult to cast.)

Only spells with a material component cost of 1 gp or less and no xp cost may be cast. In addition, you may only have Z cards/spells active at any given time (starts at 1, increases over levels).

In this fashion, you open up the class to the imagination of the player. You can use basically anything 3.5 that isn't scaled for a PrC or slow caster, but you are limited in how you cast them.

I'd rather make that a feat, but I see where you're going with this.

Also, new cards:

III: The Traveler
Granted Power: While The Traveler is in your hand, you are treated as if you are under the effects of the endure elements spell.

You may cast the following spells from The Traveler while it is in the upright position:

The Long Road
Transmutation
Base DC: 18
Level: 1
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Duration Increment: None
Saving Throw: None (harmless)
Spell Resistance: No
Effect: The touched creature is immune to fatigue and the negative effects associated with long-distance travel (such as penalties for traveling at a forced march).
Effect Increment: For each 3 points you increase the DC, the duration of this spell increases by one hour, you may affect an additional target, and this spell's effective level increases by one.

Shillelagh
Transmutation
Base DC: 18
Level: 1
Range: Touch
Target: Nonmagical wooden club or quarterstaff touched
Duration: 1 minute
Duration Increment: For each three points you increase the DC, the duration extends for one minute
Saving Throw: Will neg (object)
Spell Resistance: No
Effect: Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Effect Increment: For each four points you increase the DC, the enhancement bonus provided by this spell increases by 1, and this spell's effective level increases by 1.

Mending
Transmutation
Base DC: 15
Level: 0
Range: 10'
Target: One object of up to 1 lb.
Duration: Instantaneous
Duration Increment: None
Saving Throw: Will negates (object)
Spell Resistance: No
Effect: Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Effect Increment: For each point you increase the DC, the maximum weight of the object increases by 1 lb.

You may cast the following spells from The Traveler while it is in the reversed position:

Sunstroke
Evocation [Fire]
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Duration Increment: Increasing the DC by ten or more increases the duration to 1 minute/level
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: The targeted creature becomes fatigued
Effect Increment: If you increase the DC by six, this spell exhausts instead of fatigues its target. For each four points you increase the DC, you may target one additional creature within range and the spell's effective level increases by 1.

Quickstep
Transmutation
Base DC: 21
Level: 2
Range: Personal
Target: You
Duration: 1 minute/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: While this spell is in effect, you gain a +10' enhancement bonus to all modes of movement you currently possess.
Effect Increment: For each three points you increase the DC, the bonus provided by this spell increases by +5', and the spell's effective level increases by one.

Lethargy
Transmutation
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Duration Increment: Increasing the DC by six or more alters this spell's duration to 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target takes a -10' penalty to all modes of movement. A creature who's fly speed is reduced to 0 falls, and a creature with no modes of movement above 0' is immobilized and cannot move from its current square.
Effect Increment: For each three points you increase the DC, the penalty increases by 5', and this spell's effective level increases by 1.

IX: Battle
Granted Power: While Battle is in your hand, your maximum hit point total increases by an amount equal to twice your hand size.

You may cast the following spells from Battle while it is in the upright position:

Bladesharp
Transmutation
Base DC: 18
Level: 1
Range: Touch
Target: Weapon touched
Duration: 1 minute
Duration Increment: For each point you increase the DC by, the duration increases by one minute.
Saving Throw: Fort negates (harmless; object)
Spell Resistance: No
Effect: The touched weapon gains an effective +1 enhancement bonus to attacks and damage, as if it were enchanted.
Effect Increment: For each 4 points by which you increase the DC, the enhancement bonus provided by this spell increases by 1. Increasing the DC by 4 alters he duration from minutes to hours. For each three points you increase the DC of this spell, the effective level of this spell increases by one.

Regeneration
Transmutation (Healing)
Base DC: 30
Level: 5
Range: Touch
Target: Creature touched
Duration: 1 round
Duration Increment: For each two points you increase the DC of this spell, it lasts an additional round.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The touched creature gains Fast Healing 1 for the duration.
Effect Increment: For each three points you increase the DC, the amount of Fast Healing provided increases by 1, and the effective level of the spell increases by one.

Shield
Conjuration[Force]
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: For each point you increase the DC of this spell, it lasts an additional round.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +3 shield bonus to AC for the course of this spell.
Effect Increment: For each three points you increase the DC of this spell, the shield bonus increases by one, and the effective level of the spell increases by one. Increasing the DC by 2 also causes this spell to make you immune to magic missiles.

You may cast the following spells from Battle while it is in the reversed position:

Armorblight
Transmutation
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: 1 armored opponent
Duration: 1 minute
Duration Increment: For each two points you increase the DC, the duration of this spell increases by 1 round
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: The target of this spell must have an armor bonus to AC gained from wearing actual armor (not through, say, bracers of armor. The target suffers double Arcane Spell Failure and double Armor Class Penalties for the duration of the spell. His speed for all forms of movement is also halved.
Effect Increment: By increasing the DC of this spell by 3, you can also deny the target their Dexterity bonus to Armor Class. For each three points you increase the DC, the effective level of this spell increases by one.

Blade Curse
Necromancy
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: One opponent
Duration: 1 minute
Duration Increment: For each two points you increase the DC of this spell, the duration increases by one minute.
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: The target of this spell suffers a -2 penalty to AC.
Effect Increment: For each two points by which you increase the DC, the penalty to Armor Class increases by one. If you increase the DC by five, the penalty also applies to the target's Attack Bonus. For each three points by which you increase the DC, the effective level of this spell increases by one.

Thunderburst
Evocation [Sonic]
Base DC: 21
Level: 2
Range: 10' radius
Target: Burst, centered on you.
Duration: Instantaneous
Duration Increment: None
Saving Throw: Reflex negates
Spell Resistance: No
Effect: All creatures within the area of effect other than yourself must make a Reflex save or fall prone.
Effect Increment: For each four points by which you increase the DC, the radius of this spell increases by 5' and its effective level increases by one.

X: Thunderstorm
Granted Power: While Thunderstorm is in your hand, you gain resistance to electrical damage equal to twice your hand size.

You may cast the following spells from Thunderstorm while it is in the upright position:

Lightning Bolt
Evocation [Electricity]
Base DC: 24
Level: 3
Range: 30'
Target: Line
Duration: Instantaneous
Duration Increment: None
Saving Throw: Ref half
Spell Resistance: Yes
Effect: Creatures in the effect of this spell take 2d6 damage. Creatures who succeed on the Reflex save take half damage.
Effect Increment: For each three points you increase the DC, this spell either deals an additional 1d6 points of damage or increases its range by 10'. In addition, for each three points you increase the DC of this spell, its effective level increases by one.

Thunderclap
Evocation [Sonic]
Base DC: 24
Level: 3
Range: 10' radius
Target: Burst, centered on you
Duration: Instantaneous or one round; see text
Duration Increment: None
Saving Throw: Fort, Ref, and Will partial; see text
Spell Resistance: Yes
Effect: All creatures other than the caster in the area of effect must make Fortitude, Reflex, and Will saves. Creatures who fail the Fortitude save are permanently deafened. Creatures who fail the Reflex save fall prone. Creatures who fail the Will save are stunned for one round.
Effect Increment: For each three points you increase the DC, the radius of this spell increases by 5', and its effective level increases by one.

Electrojolt
Evocation [Electricity]
Base DC: 15
Level: 0
Range: Close (25' +5'/2 levels)
Target: One creature
Duration: Instantaneous
Duration Increment: None
Saving Throw: Reflex negates
Spell Resistance: Yes
Effect: The target of this spell takes 1d4 points of electrical damage.
Effect Increment: For each three points you increase the DC of this spell, the damage increases by 1d4. For each four points you increase the DC, you may add a second target. For each four points you increase the DC, the effective level of this spell increases by one.

You may cast the following spells from Thunderstorm while it is in the reversed position:

Thundershield
Abjuration [Electricity]
Base DC: 21
Level: 2
Range: Personal
Target: You
Duration: 1 round per level
Duration Increment: Increasing the DC of this spell by 5 alters the duration from rounds per level to minutes per level.
Saving Throw: Ref half; see text
Spell Resistance: No
Effect: You gain Resist (Electricity) 5 for the duration of this spell.
Effect Increment: For each three points by which you increase the DC, the resistance provided by this spell increases by 5. For each six points you increase the DC, this spell deals 1d6 points of electrical damage to creatures who attack you in melee with a non-reach weapon. A successful Reflex save halves this damage. For each three points you increase the DC, this spell's effective level increases by one.

Energize
Abjuration
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: Instantaneous
Duration Increment: None
Saving Throw: None
Spell Resistance: Yes (harmless)
Effect: The touched creature is cured of fatigue and exhaustion.
Effect Increment: Increasing the DC of this spell by 2 allows you to remove dazing and sleep. Increasing the DC of this spell by 5 allows you to remove stunning, paralysis and deafness.

Alacrity
Transmutation
Base DC: 21
Level: 2
Range: Personal
Target: You
Duration: 1 round/level
Duration Increment: INcreasing the DC by 6 allows you to increase the duration from rounds per level to minutes per level.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +2 enhancement bonus to Dexterity and a +10' enhancement bonus to your land speed.
Effect Increment: For each three points you increase the DC of this spell, you may either increase the bonus to Dexterity by one or increase the bonus to land speed by 10'.

XI: Tiamat
Granted Power: While Tiamat is in your hand, you gain a bite attack that deals 1d6 points of damage (1d4 for a Small creature, 1d8 for a Large creature).

You may cast the following spells from Tiamat while it is in the upright position:

Breath of Tiamat
Evocation [Acid, Cold, Electricity, Fire, Sonic]
Base DC: 21
Level: 2
Range: 15' cone
Target: breath weapon emanating from you.
Duration: Instantaneous
Duration Increment: None
Saving Throw: Ref half
Spell Resistance: No
Effect: Creatures caught within the effect of your breath weapon take one point of acid, cold, electricity, fire, and sonic damage.
Effect Increment: For each three points you increase the DC, the amount of damage from each kind of energy increases by one point. Increasing the DC by 6 or more alters the shape of this spell from a 15' cone to a 30' cone. For each four points you increase the DC, the effective level of this spell increases by one.

Corrupting Touch
Necromancy [Evil]
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: Instantaneous
Duration Increment: None
Saving Throw: WIll half
Spell Resistance: No
Effect: A non-evil creature whom you touch as part of this spell takes 1d6 points of damage. A good creature takes an additional 1d6 points of damage.
Effect Increment: For each three points you increase the DC, the damage dealt to non-evil creatures increases by 1d6, and the extra damage to good creatures likewise increases by 1d6. For each point you increase the DC, you gain an equal bonus to your attack roll for the touch attack made as part of this spell. For each three points you increase the DC, this spell's effective level increases by one.

Dragonscale
Abjuration [Force]
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round/level
Duration Increment: Increasing the DC by 6 or more increases the duration of this spell to minutes per level instead of rounds.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +2 deflection bonus to AC.
Effect Increment: For each three points you increase the DC of this spell, the deflection bonus provided increases by one. For each two points by which you increase the DC, you gain 3 points of Spell Resistance. For each three points you increase the DC, this spell's effective level increases by one.

You may cast the following spells from Tiamat while it is in the reversed position:

Elemental Reaving
Necromancy
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level
Duration Increment: None
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target takes a -5 penalty to one elemental resistance of your choice, to a minimum of 0. If the target does not possess that resistance, your spell is wasted.
Effect Increment: For each three points you increase the DC by, the target's penalty increases by 3. If you increase the DC by 6, the penalty also applies to the target's Spell Resistance, if any. For each four points you increase the DC, the effective level of this spell increases by one.

Lifegreed
Necromancy [Death, Evil]
Base DC: 24
Level: 3
Range: 10' radius
Target: Burst centered on you
Duration: Instantaneous
Duration Increment: None
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: Dying creatures within the radius of the spell who fail a Fortitude save die immediately.
Effect Increment: For each three points you increase the DC by, you may either increase the radius 5' or gain 5 temporary hit points for each creature slain in this fashion. In either instance, the effective level of this spell increases by one.

Dragonsight
Divination
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round/level
Duration Increment: Increasing the DC by 5 or more changes the duration from rounds to minutes.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +4 bonus to Listen and Spot checks.
Effect Increment: For each two points you increase the DC, the bonus to Listen and Spot increases by 1. For each 3 points you increase the DC, you may also gain either low-light vision or darkvision. For each five points you increase the DC, you gain blindsense 5' or increase the blindsense granted by the augmented version of this spell by 5'. For each three point you increase the DC, the effective level of this spell increases by one.

XII: Bahamut
Granted Power: While Bahamut is in your hand, you gain two claw attacks that deal 1d4 points of damage (1d3 for a Small creature, 1d6 for a Large creature).

You may cast the following spells from Bahamut while it is in the upright position:

Breath of Bahamut
Evocation [Force]
Base DC: 24
Level: 3
Range: 30' line
Target: breath weapon emanating from you
Duration: Instantaneous
Duration Increment: None
Saving Throw: Ref half
Spell Resistance: No
Effect: Creatures caught within the effect of your breath weapon take 3d6 points of force damage.
Effect Increment: For each three points you increase the DC, the amount of damage increases by 1d6. Increasing the DC by 5 or more alters the shape of this spell from a 30' line to a 60' cone. For each four points you increase the DC, the effective level of this spell increases by one.

Righteous Touch
Necromancy [Good]
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: Instantaneous
Duration Increment: None
Saving Throw: Will half
Spell Resistance: No
Effect: A non-good creature whom you touch as part of this spell takes 1d6 points of damage. An evil creature takes an additional 1d6 points of damage.
Effect Increment: For each three points you increase the DC, the damage dealt to non-good creatures increases by 1d6, and the extra damage to evil creatures likewise increases by 1d6. For each point you increase the DC, you gain an equal bonus to your attack roll for the touch attack made as part of this spell. For each three points you increase the DC, this spell's effective level increases by one.

Dragonscale
Abjuration [Force]
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round/level
Duration Increment: Increasing the DC by 6 or more increases the duration of this spell to minutes per level instead of rounds.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +2 deflection bonus to AC.
Effect Increment: For each three points you increase the DC of this spell, the deflection bonus provided increases by one. For each two points by which you increase the DC, you gain 3 points of Spell Resistance. For each three points you increase the DC, this spell's effective level increases by one.

You may cast the following spells from Bahamut while it is in the reversed position:

Dragonsight
Divination
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 round/level
Duration Increment: Increasing the DC by 5 or more changes the duration from rounds to minutes.
Saving Throw: None
Spell Resistance: No
Effect: You gain a +4 bonus to Listen and Spot checks.
Effect Increment: For each two points you increase the DC, the bonus to Listen and Spot increases by 1. For each 3 points you increase the DC, you may also gain either low-light vision or darkvision. For each five points you increase the DC, you gain blindsense 5' or increase the blindsense granted by the augmented version of this spell by 5'. For each three point you increase the DC, the effective level of this spell increases by one.

Aura of Courage
Abjuration
Base DC: 18
Level: 1
Range: 10' radius
Target: Emanation centered on you
Duration: 1 minute/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: All allies within the radius of this effect are immune to Fear.
Effect Increment: For each 3 points you increase the DC, the radius of this effect increases by 10'. For each 5 points you increase the DC, allies affected by this aura also gain a +1 morale bonus to saving throws.

Revivify
Conjuration (Healing)
Base DC: 33
Level: 6
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell restores a creature to life who died within one round of this spell's casting, as if affected by a raise dead spell, including level loss.
Effect Increment: For each four points you increase the DC, this spell can affect creatures who have been dead for one additional round. If you increase the DC by 9 or more points, the raised creature does not suffer any level loss.

XIII: Foresight
Granted Power: While Foresight is in your hand, you gain an insight bonus on Reflex saves equal to your hand size.

You may cast the following spells from Foresight while it is in the upright position:

Detect Evil
Divination
Base DC: 18
Level: 1
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: Concentration, up to 10 min/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like detect evil except as noted here.
Effect Increment: For each five points you increase the DC, the duration needed to gain further information decreases by one.

Detect Good
Divination
Base DC: 18
Level: 1
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: Concentration, up to 10 min/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like detect good except as noted here.
Effect Increment: For each five points you increase the DC, the duration needed to gain further information decreases by one.

Detect Magic
Divination
Base DC: 15
Level: 0
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: Concentration, up to 1 min/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like detect magic except as noted here.
Effect Increment: For each five points you increase the DC, the duration needed to gain further information decreases by one.

You may cast the following spells from Foresight while it is in the reversed position:

Detect Law
Divination
Base DC: 18
Level: 1
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: Concentration, up to 10 min/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like detect law except as noted here.
Effect Increment: For each five points you increase the DC, the duration needed to gain further information decreases by one.

Detect Chaos
Divination
Base DC: 18
Level: 1
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: Concentration, up to 10 min/level
Duration Increment: None
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like detect chaos except as noted here.
Effect Increment: For each five points you increase the DC, the duration needed to gain further information decreases by one.

See Invisibility
Divination
Base DC: 21
Level: 2
Range: 60' cone
Target: cone-shaped emanation originating from you
Duration: 1 min/level
Duration Increment: Increasing the DC by 5 or more increases the duration to 10 minutes/level
Saving Throw: None
Spell Resistance: No
Effect: This spell functions like see invisibility except as noted here.
Effect Increment: For each five points you increase the DC, the range of this spell increases by 5'.

Lastly, really appreciate some of the cards made by you guys. I'll definitely be doing some (minor) editing on them and tossing them in the mix.

thegurullamen
2008-10-06, 12:19 AM
The flavor.....the...the FLAVOR!!!!!!!!!

Okay, geek moment aside, I am still working out the math. Is there an idiot's guide to how these things can scale? Just a rough idea of what we can expect to be able to squeeze out in terms of power at any given level?

Glyphic
2008-10-06, 12:21 AM
In addition to the above's question, are card supposed to stay viable at all levels, having some lower level, and higher level effects or a really neat power?

Fax Celestis
2008-10-06, 12:33 AM
The flavor.....the...the FLAVOR!!!!!!!!!

Okay, geek moment aside, I am still working out the math. Is there an idiot's guide to how these things can scale? Just a rough idea of what we can expect to be able to squeeze out in terms of power at any given level?

Well, take the formula involved here: 15 + 3*Equivalent Spell Level.

That means the DC for a Timestop, nomally castable at 17th level as a 9th level spell, is going to be DC 42.

A dedicated cartomancer will start with an 18 Charisma and boost it 5 times with stat increases to 23. Couple this with a cloak of charisma +6 to get a Charisma score of 29. We'll also assume that the cartomancer pulls another +1 Charisma from somewhere (wish, maybe), for an even 30. This gives him a +10 Cha mod.

At 17th level, he should also have 20 ranks in Cartomancy, and have the synergy bonus from having 5 ranks in UMD. So 22+10+2=34.

A cartomancer focused in this way will have a roll of 35-54. In order to get off the (unaugmented) Timestop, he'll need to roll an 8 or higher: a 35% chance of failure. If he were to augment it (say, to get another round of apparent time for +3 DC), he'd need to roll an 11 or higher, a 50% chance of failure.

Of course, he'll be able to throw out augmented cantrips with no issue: The same 35-54 range equates the ability to throw a 7d4 firebolt on a 2 or better, or to pop eight magebolts on the same roll.


In addition to the above's question, are card supposed to stay viable at all levels, having some lower level, and higher level effects or a really neat power?

Not necessarily. I mean, some of the cards are going to have spells that a fresh cartomancer can't even dream to cast. Others, however, are going to be nigh-useless to an experienced or master cartomancer as the spells for them just aren't as effective anymore.

jcsw
2008-10-06, 06:25 AM
Well, take the formula involved here: 15 + 3*Equivalent Spell Level.

That means the DC for a Timestop, nomally castable at 17th level as a 9th level spell, is going to be DC 42.

A dedicated cartomancer will start with an 18 Charisma and boost it 5 times with stat increases to 23. Couple this with a cloak of charisma +6 to get a Charisma score of 29. We'll also assume that the cartomancer pulls another +1 Charisma from somewhere (wish, maybe), for an even 30. This gives him a +10 Cha mod.

At 17th level, he should also have 20 ranks in Cartomancy, and have the synergy bonus from having 5 ranks in UMD. So 22+10+2=34.

A cartomancer focused in this way will have a roll of 35-54. In order to get off the (unaugmented) Timestop, he'll need to roll an 8 or higher: a 35% chance of failure. If he were to augment it (say, to get another round of apparent time for +3 DC), he'd need to roll an 11 or higher, a 50% chance of failure.

Of course, he'll be able to throw out augmented cantrips with no issue: The same 35-54 range equates the ability to throw a 7d4 firebolt on a 2 or better, or to pop eight magebolts on the same roll.



Not necessarily. I mean, some of the cards are going to have spells that a fresh cartomancer can't even dream to cast. Others, however, are going to be nigh-useless to an experienced or master cartomancer as the spells for them just aren't as effective anymore.

Of course, someone might merely go cartomancer half the way and use Exemplar to boost it the rest of the way. Or even cheesier: Take a one level dip in Marshal to allow you to add your charisma modifier to your Cartomancy twice. Of course, even this is equal to or less cheesy as spamming DMM using nightsticks, so it's hardly broken compared to... say DMM cleric.

EDIT: To illustrate: Illumnian Cartomancer 15/Marshal 1/Exemplar 1. Start with 18 Cha, put in 5 stat increases, Item of +6, take the right runes (or whatever they were called, I forgot (illumnian racial feature)) for a +2 to Cha based Skill Checks. And your wish. 30 Cha.
20 Ranks,+10 Cha, +10 Cha to Cha (Marshal Aura), +2 UMD bonus, +2 (Illumnian), +3 Skill Focus,+1 Illiterate Trait, +4 Exemplar, +10 (Take 10, skill mastery). For a total of 62.

EDIT2: Unless the text under your description of the cartomancy skill means even feats can't add to it... Which makes it less like a skill and more like a Caster Level + Cha check

streakster
2008-10-06, 09:43 AM
Another one.



The Key
Granted Power: While The Key is in your hand, you may use the Open/Close spell as a spell-like ability a number of times per day equal to your hand size, with a caster level equal to your hand size.

You may cast the following spells from The Key while it is in the upright position:

Gates of Pearl and Gold
Conjuration
Base DC: 24
Level: 3
Range: Touch
Target: Unoccupied Square
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell calls up a high, white iron gate with golden locks, such as might be found on an opulent mansion. This gate is considered to composed of adamantine, and is also considered an artifact. From behind the gate shines a brilliant light - treat the gate as though under the effect of the daylight spell. The gate crumbles away at the end of this spell. The gate cannot be moved.
Effect Increment: None.

Key of Light and Laughter
Conjuration
Base DC: 24
Level: 3
Range: Touch
Target: Gate of Pearl and Gold
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell unlocks the gate called by the Gates of Pearl and Gold spell. The gate now functions as though the center of a Magic Circle against Evil spell. This also resets the duration of the gate to the duration of this spell, if it would be higher.
Effect Increment: If you increase the DC by 6, all good creatures within the effects of the Magic Circle against Evil gain Fast Healing 1 as long as they remain in the circle.

Open the Gates of Rejoicing
Conjuration
Base DC: 30
Level: 5
Range: Touch
Target: Unlocked Gate of Pearl and Gold
Duration: Instant
Saving Throw: Will Negates
Spell Resistance: Yes
Effect: This spell throws open the Gates of Pearl and Gold. All good-aligned creatures within the effects of the Magic Circle against Evil around the gate are transported to any Good-aligned plane of the caster's choice. The caster may also designate a number of non-evil willing creatures equal to her Charisma modifier within the effect of the Daylight spell surrounding the gate to come as well.
The caster may choose a certain spot on the plane to arrive at. The creatures transported by this spell arrive together within 500 miles of that point.
Effect Increment: For every 3 you increase the DC by, you may lower the inaccuracy of your arrival by 25 miles.

The following spells may be cast from The Key while it is reversed:

Gates of Blood and Iron
Conjuration
Base DC: 24
Level: 3
Range: Touch
Target: Unoccupied Square
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell calls up a high, black iron gate with crimson locks, such as might guard a cemetery. This gate is considered to composed of adamantine, and is also considered an artifact. Behind the gate lurks a ominous darkness - treat the gate as though under the effect of the deeper darkness spell. The gate crumbles away at the end of this spell. The gate cannot be moved.
Effect Increment: None.

Key of Tears and Flame
Conjuration
Base DC: 24
Level: 3
Range: Touch
Target: Gates of Blood and Iron
Duration: 1 minute
Duration Increment: For each 1 point you increase the DC by, the duration increases by 1 minute.
Saving Throw: None
Spell Resistance: No
Effect: This spell unlocks the gate called by the Gates of Blood and Iron spell. The gate now functions as though the center of a Magic Circle against Good spell. This also resets the duration of the gate to the duration of this spell, if it would be higher.
Effect Increment: If you increase the DC by 6, this also causes any creature adjacent to the outer edge of the circle to take 1d6 fire damage each round on the beginning of your turn.


Release the Evil Hordes
Conjuration (Summoning)
Base DC: 33
Level: 6
Range: Touch
Target: Unlocked Gates of Blood and Iron
Duration: 2 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: This spell summons 1d3 random monsters from the Summon Monster V list, save that they must be evil. The monsters may be summoned to any point within the gate's Deeper Darkness effect.
Effect Increment: For each three additional point by which you increase the DC, the monsters will come from the next list. For example, if you increase the DC by six, the creatures will come from the Summon Monster VII spell list.


Seriously, you can't stop making these things!


The Rambler
The Rambler is Fate's darling - and the universe will bend itself in knots to help him.
Granted Power: While The Rambler is in your hand, you will find three meals a day, as though they were created with the create food and water spell.

You may cast the following spells from this card while it is in the upright position:

Find Weapon
Divination
Base DC: 18
Level: 1
Range: 5 ft.
Duration: 1 minute.
Duration Increment: 1 minute/2 DC
Saving Throw: None
Spell Resistance: No
Effect: You happen across a weapon of a type you specify. This weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it is lost again. If you ask for a weapon that requires ammunition, you will also find 3d6 pieces of nonmagical ammo.

The weapon you find will be slightly magical due to Fate's destiny-handling. It is considered magic for the purpose of overcoming damage reduction.
Effect Increment: Each 5 DC increase will result in a +1 enhancement bonus to the found weapon.

Sudden Shelter
Divination
Base DC: 27
Level: 4
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 2 hours.
Duration Increment: 2 hours/2 DC
Saving Throw: None
Spell Resistance: No
Effect: You find a cottage, hut, or other small dwelling nearby and ready to use, of the sort provided by the spell Secure Shelter (with the alarm spell and unseen servant benefit not included).
Effect Increment: For each 3 points you increase the DC by, increase the area of the cottage by 10 sq. ft. For each 3 points you increase the DC by, either the alarm or unseen servant benefit are added to the shelter.


Aimless Wanderings
Divination
Base DC: 33
Level: 6
Range: Personal
Target: Willing creature
Duration: 10 min.
Duration Increment: 10 min./2 DC
Saving Throw: None
Spell Resistance: No
Effect: As the spell Find the Path.
Effect Increment: By increasing the DC by 9 points, you may find a path to a spot on another plane. This will fail if there is no way to access that plane from yours.

You may cast the following spells from this card when it is reversed.

Stumbling Assault
Evocation
Base DC: 27
Level: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Duration Increment: 1 round/2 DC
Saving Throw: Will partial.
Spell Resistance: Yes.
Effect: You may perform a bull rush, disarm, or trip attempt on one creature in range. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, and you use your Charisma modifier as your base attack bonus, and to replace your Strength and Dexterity modifiers. A failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but spell resistance applies normally.

If the target fails its will save, it is not aware that it was the victim of a spell. It assumes that it naturally tripped, dropped its weapon, or stumbled.
Effect Increment: For every 2 points you increase the DC by, you gain a bonus +1 to bull rush, trip, or disarm attempts.

Bumbling Pursuit
Abjuration
Base DC: 27
Level: 4
Range: Personal
Target: One creature
Duration: 1 minute
Duration Increment: 1 minute/2 DC
Saving Throw: Will partial.
Spell Resistance: Yes.
Effect: While this spell is active, every door you close behind you is affected by the hold portal spell.
Effect Increment:You may also increase the DC by 3 to be able to choose one square you move through each turn that this effect lasts - this square is treated as though it contained caltrops (this is actually merely sharp rocks, thorns, etc).

Humbling Illness
Necromancy
Base DC: 24
Level: 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creature touched
Duration: 1 hour
Duration Increment: 1 hour/2 DC
Saving Throw: 2 Will saves.
Spell Resistance: Yes.
Effect: The subject, if it fails its will save, develops some sort of illness - a blinding headache, a cough, a flu - that grants a –4 penalty on attack rolls, saves, ability checks, and skill checks.

If the target fails its second will save, it is not aware that it was the victim of a spell. It assumes that it got ill naturally.

AstralFire
2008-10-06, 09:54 AM
Yo, streaks, you accidentally left in a reference to the Gates of Pearl and Gold in Key of Tears and Flame.

They sound cool though.

streakster
2008-10-06, 09:58 AM
Yo, streaks, you accidentally left in a reference to the Gates of Pearl and Gold in Key of Tears and Flame.

They sound cool though.

Thank you! Hate when I miss something when making the copypasta...

Fax Celestis
2008-10-06, 10:51 AM
EDIT2: Unless the text under your description of the cartomancy skill means even feats can't add to it... Which makes it less like a skill and more like a Caster Level + Cha check

This is correct.

ocato
2008-10-06, 12:40 PM
Did you have any thoughts on the cards submitted? I was just curious if/where we fit into the general idea/theme of your class.

Fax Celestis
2008-10-06, 12:42 PM
Lastly, really appreciate some of the cards made by you guys. I'll definitely be doing some (minor) editing on them and tossing them in the mix.

Already taken care of, Ocato. :smalltongue:

ocato
2008-10-06, 01:50 PM
Ocato has no need for puny words and futile sentences! He will post willy-nilly regardless of how unnecessary it is! GRAR

Fax Celestis
2008-12-09, 10:18 AM
May I question something about your baby? The base DC for the 1d4 firebolt is 18. The base DC for the 1d4 electro-jolt is 15. Given the prevalence of fire immunity/resistance shouldn't fire be easier to use than electricity? Is this just a mistake? Is this on purpose? As someone truly interested in the class I'm curious (and don't wanna necromance the cartomancer thread itself with the question)

I actually don't have an...wait, I do have an answer for that. The firebolt cardspell was based upon the Kelgore's firebolt spell in PHB-II originally, but I took out the weird half-no-SR stuff. But, since it was based on a first-level spell, the basic DC for it was 18. Meanwhile, electrojolt was based upon the acid splash spell, with a type change and the addition of the multiple targets feature. But, being based on a 0th level spell, it made the basic DC 15.

But you're right, those should probably be reversed.

SilentNight
2008-12-09, 11:55 PM
This looks simply amazing looking forward to the final product.

WaterTengu
2008-12-11, 01:58 PM
i love your idea of the cartomancer. may i ask if you need any help? i have a few friends who work as tarot readers.

Fax Celestis
2008-12-11, 05:31 PM
i love your idea of the cartomancer. may i ask if you need any help? i have a few friends who work as tarot readers.

The Cartomancer can always use more cards. The basic premise behind their generation is given in the thread itself.

WaterTengu
2008-12-11, 06:32 PM
The Cartomancer can always use more cards. The basic premise behind their generation is given in the thread itself.

ok, are there any in particular that are giving you a problem. because i would think that the "weird" cards in a tarot deck (all non-pentacles/swords/cups/staves) should be included in the normal card deck for a beginning player.

UserClone
2008-12-11, 06:44 PM
Those are called the "High Arcana" in real life, IIRC. May provide some insight as to why starting characters don't (and probably shouldn't) get them.

Fax Celestis
2008-12-11, 07:14 PM
Actually, the Cartomancer isn't using the traditional Rider-Waite deck, for the expressed reason that I don't like using real-world mythology wholesale in a fantasy game. For that same reason, when I make D&D Zodiac rules, I'll use a new zodiac rather than the traditional European one.

That being said, the deck so far doesn't have major or minor arcana: there's just cards, each with a meaning. Probably the closest approximations to a real-world deck would be Everway's deck.

Starsinger
2008-12-11, 07:22 PM
Actually, the Cartomancer isn't using the traditional Rider-Waite deck, for the expressed reason that I don't like using real-world mythology wholesale in a fantasy game. For that same reason, when I make D&D Zodiac rules, I'll use a new zodiac rather than the traditional European one.

That being said, the deck so far doesn't have major or minor arcana: there's just cards, each with a meaning. Probably the closest approximations to a real-world deck would be Everway's deck.

Have you considered basing it off the Tarokka deck from Ravenloft? Or at least having a Tarokka themed adaption? Because I'd love a Vistani Cartomancer.

Fax Celestis
2008-12-11, 07:24 PM
Have you considered basing it off the Tarokka deck from Ravenloft? Or at least having a Tarokka themed adaption? Because I'd love a Vistani Cartomancer.

Is the Tarokka deck OGL? If so, no problem, certainly. If not, then no.

UserClone
2008-12-11, 07:25 PM
I like the cards and system from the Harrow deck by...Paizo, I think it was. You should take a peek.

Fax Celestis
2008-12-11, 07:34 PM
I like the cards and system from the Harrow deck by...Paizo, I think it was. You should take a peek.

I'm looking at the download right now, but I don't see a system license, or even a copyright page. Is there one on the physical copy?

Roland St. Jude
2008-12-12, 05:47 PM
Sheriff: I moved some specific posts here by request of Fax. Hopefully, I got all of them that matter and they fit here seamlessly; if not, blame him.

Yes, this revived the thread, don't report me.No seriously, don't. I'm just going to look the other way.

Eighth_Seraph
2008-12-13, 06:44 PM
Ooh. I likes this class. Good flavor, good roleplaying opportunities, good power balance.

Here's a quick word of advice learned through hard experience in the Avatar project: ban any and all items that grant bonuses to Cartomancy, short of artifacts or other major McGuffins. That Ring of Cartomancy +10 is totally worth 50% of any Cartomancer's income.

Also, a good augment to the class might be a Craft Card feat, maybe using UMD or Spellcraft for the creation checks. Would have to be fairly complicated to avoid abuse, though.

Fax Celestis
2008-12-13, 07:25 PM
Ooh. I likes this class. Good flavor, good roleplaying opportunities, good power balance.

Here's a quick word of advice learned through hard experience in the Avatar project: ban any and all items that grant bonuses to Cartomancy, short of artifacts or other major McGuffins. That Ring of Cartomancy +10 is totally worth 50% of any Cartomancer's income.

Also, a good augment to the class might be a Craft Card feat, maybe using UMD or Spellcraft for the creation checks. Would have to be fairly complicated to avoid abuse, though.

The Cartomancy skill specifically prohibits the use of items to boost your checks with it, so no worries there.

Craft Card will be forthcoming, certainly, but I'd like to get more cards for it first.

Eighth_Seraph
2008-12-13, 08:07 PM
Alright, I'll do what I can with card abilities, though I'll leave it up to you to fill in blanks and set DCs.

For the Dragon card, I get the feeling that it would be appropriate for the upright position to be a "Dragonesque ability" roster. That means using the classics: breath attack, frightful presence, scales/claws/fangs/wings. Reversed position is tougher; maybe an "In case of dragons" sort of thing. Immunity to element, Immunity to frightful presence, undetectability (similar to Hide from Undead, maybe), Smite Dragons. Just throwing stuff out there for you.

Also, if you want to round out the Mage, you could put in Color Spray or some other prismatic effect on the upright side (I get the feeling that we're talking about a stereotypical blaster to characterize this card). Mordankeinen's Disjunction would serve nicely on the reverse side.

The Priest could be a general "healer" card, which would distinguish it from the Judgment, which is the "destroy the infidel" card. If that sounds good to you, you could make the Priest's granted power similar to Lay on Hands, or else an ability that heals xd4 damage each round that the cartomancer touches something. Card abilities on the upright side might include Lay on Hands (if you didn't like it as a granted power), Remove Disease (If you can do that without retching), Cure X Wounds, some sort of Dragon Disciple-esque healing aura, the Heal spell, Protection from/Magic Circle against Evil, Holy Aura, Hallow, or any other relevantly good-aligned effect. On the reverse side; Unholy Blight, Unhallow, Horrid Wilting, or any undead-creation effect would work well. Debuffs could fit too, if you'd like.

Not terribly original ideas, but they would work to fill in the necessities of a class so clearly built around being able to do a little bit of everything in a pinch.

As for new cards, how about the Ingot or the Scaffold, based around repairing and destroying objects (Mending and its ilk on one side, Shatter and similar effects on the other). There is also the obligatory illusion-based card (the Fool, maybe, or Mirage).

I dunno if you're actually taking these card names from some source, but there's a whole lot of untapped potential. I can think of specific abilities for cards if you'll tell me the card's name and what the abilities should revolve around.

EDIT: It may be good idea to move all those cards in post #38 over to the OP, too.

Glooble Glistencrist
2008-12-13, 08:38 PM
Are we supposed to be using all new spells, or a combination of new and exisiting spells?

Fax Celestis
2008-12-13, 08:38 PM
Are we supposed to be using all new spells, or a combination of new and exisiting spells?

Either-or.

Glooble Glistencrist
2008-12-13, 08:39 PM
I'll try and work some up then. :smallsmile:

WaterTengu
2008-12-14, 12:34 AM
i shall use whatever time i have to work on this. i really want to see this project completed.

Gralamin
2008-12-14, 12:52 AM
Wow, this is quite a class. What can I do to help...

Expanded Cartomancy should be moved above Stacking The Deck.

General: Many of the increment effects say "effective level increases by 1". Since the save DC is based off of your Cartomancy ranks/Cartomancer level, what purpose does this have? Making it harder to dispel, and apply to bypass level based effects?

Wheel of Fortune: Looks good so far, but I really don't know what spells it should have. Perhaps one to transfer some of your luck rerolls to an ally?

The Phoenix: Looks like a pretty solid set. Note that Healing touch means PCs will be healed completely between encounters, which isn't a bad thing necessarily. DCs seem about right, though its a bit odd that a level 1 Cartomancer with 18 Charisma has a 45% chance of screwing up a 1st level effect.

The Dragon: I'd imagine one side would give characters aspects of a dragon: Flight, Breath Weapon, and frightful presence. The reversed version would help nullify a dragon: Energy Resistance, anti-flight spells, and anti-fear.

The Thief: I have to wonder if this card is going a bit too far. It kinda replaces a lot of what a thief can do. Then again, your HISB-Rogue is full of situational awesome.

The Warrior: Good symetery here.

The Mage: The normal position seems to be Iconic spells, if so I'd make the third one fireball.
The reversed position seems to be ways to break magic, so the third ability could be some kind of counterspell thing.

The Priest: For a granted power, I'd go with either something to help healing, or a turn undead type ability. (I'd defiantly have turn undead in there). The reversed version should emphasize "The Necromancer" in my opinion. Spells to control, heal, and create undead.

Judgement: Hard to say what to do here. It seems to be your "holy" category. Perhaps a discern lies effect, or a detect evil?

*Notes someone mentioning post 38*

The Traveler: Love it. Flavorful and effective.

Battle: Like this as well, very well done.

Thunderstorm: Electrojolt seems to be better then firebolt, and its a lower level. Might want to check that.
Stray capitals in Alacrity (Duration increment)

Tiamat: Now we're getting interesting. Tiamat's Breath is pretty useless unless you plan on including minion types. 5 damage +5 damage per 3 points isn't that good. Otherwise, it seems rather good.

Bahamut: I like how its different, but still similar to Tiamat. Well done.

Foresight: I have to say, its nice to have a huge amount of detection in one card.

As for making cards, If I get an Idea, I'll pop in with it. In fact, starting to have an idea right now, do you have anything in the works like an Archivist's Dark Knowledge ability? If not, I think spells based on similar principles could work well here.

Knaight
2008-12-14, 01:33 AM
The Wolf
Front
When the Front of The Wolf is up all allies gain +4 to flanking instead of +2.

Phantom Pack
Illusion
Base DC: 24
Level: 3
Range: Short
Target: One enemy creature.
Duration: 1 round/level
Saving Throw: Will
Spell Resistance: Yes
Effect: All creatures attacking the targeted creature gain +6 flanking bonus, furthermore effects that require flanking(such as sneak attack) can be targeted on the creature. This does not stack with normal flanking, but does replace it if the bonus is higher.
Effect Increment: 1 additional allied creature affected per +2 to DC.

Inspiring Growl
Conjuration (Cure)
Base DC: 21
Level: 2
Range: Short
Target: All allied creatures within range
Duration: 1 round/level
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Effect: All targets gain 1d8+cha temporary hit points.
Effect Increment: Increase die type by one per 3 additional DC.

Wolf's Trip
Enchantment
Base DC: 30
Level: 5
Range: Touch
Target: Up to 6 allied creatures.
Duration: 1 round/level
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Effect: The targets gain +4 to trip attempts, which do not provoke an attack of opportunity, furthermore if they succeed everyone within reach may make an AoO.
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell.



Back
The caster is treated as if they had the Track or Alertness feat, and scent.

Glowing Tracks
Evocation
Base DC: 21
Level: 2
Range: Special (Vision)
Target: The tracks left by 1 group of up to 6 people.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Effect: Any tracks left by up to 1 group of people glow within vision of the caster, reducing the DC of finding them by 15.
Effect Increment: Adding 3 DC increases the duration to 1 minute/level, adding 6 DC increases the duration to 1 hour/level, and adding 9 DC increases the duration to 1 day/level.

Pinpoint Location
School
Base DC: 27
Level: 4
Range: Medium
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Effect: All invisible creatures within medium range are treated as visible to the caster. They can still hide.
Effect Increment: Adding 6 to the DC changes the target to self and up to 5 other creatures within close range.

Distinct Scent
Enchantment
Base DC: 33
Level: 6
Range: Touch
Target: One enemy.
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes
Effect: The target now has a distinct scent, and can be located to a pinpoint location within 100 miles, as well as being easy to trace. This requires the scent ability, and recognition of the scent.
Effect Increment: Increasing the DC by 3 doubles the range of the scent. In this case two doublings is a quadrupling and not a tripling, meaning that DC +3 would be 200 miles, DC +6 would be 400 miles, DC +9 800 miles, etc.

These aren't very good, feel free to modify them.
EDIT: Actually, reviewing this again I think I was being too generous. The card is crap, give the word and the post is gone.

Jasdoif
2008-12-14, 01:51 AM
Well, okay. Food is probably a bad choice. Try and keep them semiserious?....I apologize in advance if your idea of "semiserious" is not the same as mine, but once I saw this line I was compelled to act.

The Fryer
Granted Power: While the Fryer is in your hand, you and all objects in your immediate possession gain fire resistance equal to twice your hand size.

You may cast the following spells from the Fryer while it is in the upright position:

Grease Spray
Conjuration (Creation)
Base DC: 21
Level: 2
Range: 15 ft
Target: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Effect: Creates a spray of extremely hot grease, dealing 2d6 points of scalding damage. The grease quickly dematerializes, leaving no trace. At your option, you may produce a particular type of oil you are familiar with, and choose that oil absorbed by powdered or fibrous substances remains. In this case, the oil quickly assumes the temperature of the surrounding substance, and leaves a detectable scent.
Effect Increment: For each 3 points you increase the DC by, the spell deals another 1d6 points of damage and its effective spell level increases by 1.

Caramelize
Evocation
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: One creature or object
Duration: Two rounds (D)
Saving Throw: Fortitude half
Spell Resistance: Yes
Effect: The target is seared by flames flickering all over its surface, taking 2d6 points of fire damage each round. The fire will cause sugars to caramelize, but will not further burn them.
Effect Increment: For each 3 points you increase the DC by, the spell deals another 1d6 points of damage each round and its effective spell level increases by 1.

Combat Batter
Conjuration (Creation)
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: One minute or until discharged
Saving Throw: Reflex negates
Spell Resistance: Yes
Effect: Coats the target creature in a peculiar batter. If the target creature has fire resistance, whenever it takes fire damage (above the amount of its resistance), it takes acid damage in the amount of its fire resistance. Resistances to acid apply normally to this acid damage. If the creature has no fire resistance or is immune to fire damage, there is no effect. The spell can convert a total of 60 points of damage in this fashion; once this total is reached the spell ends.
Effect Increment: For each 3 points you increase the DC by, the spell's conversion potential increases by 20 points and its effective spell level increases by 1.


You may cast the following spells from Fryer while it is in the reversed position:

Create Water
Conjuration (Creation)
Base DC: 15
Level: 0
Range: Close (25' + 5'/2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: This cartomancy spell functions as the create water (http://www.d20srd.org/srd/spells/createWater.htm) spell, except it only produces up to one gallon of water (base).
Effect Increment: For each point you increase the DC by, the spell's capacity increase by one gallon. For each 3 points the DC is increased by in that fashion, its effective level increases by 1.

Flour Power
Conjuration (Creation)
Base DC: 18
Level: 1
Range: 15'
Range Increment: +5'/+2 DC
Target: Ten-foot-radius burst
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
Effect: This spell creates a burst of flour from the target point, which lingers in the air for one round. While the density is too low to provide concealment, it does have noticeable gaps where invisible creatures or objects are, reducing total concealment from invisibility to mere concealment during that one round. Once the round is past, the flour leaves a layer on the ground, which counts as firm ground for the purpose of detecting or tracking creatures (see the Track feat).

Protection from Ovens
Abjuration
Base DC: 21
Level: 2
Range: Touch
Target: Willing creature touched
Target Increment: +1 willing creature touched/+3 DC
Duration: One minute
Duration Increment: +1 minute/+3 DC
Saving Throw: None
Spell Resistance: No
Effect: The target creature(s) are protected from environmental heat. This has two effects. First, the creature(s) are protected from high temperatures, as the endure elements (http://www.d20srd.org/srd/spells/endureElements.htm) spell for hot environments only. Second, the creature(s) gain fire resistance 60 against fire damage from ambient or natural sources. It does not apply to fire damage caused by magical effects, nor to any form of attack.

Neek
2008-12-14, 03:30 AM
I can't help but contribute...

Thus Spake Zarathushtra...

There are but two cards in the set of the first prophet: Wyrd, that of righteous order, the pinnacle of the righteousness, and Druj, that of plague-spreading lies, the depths to which the greatest evil festers.

The card Wyrd is brilliant, almost blinding, to view. It is lined with silver lace and illuminated with the finest golden inks. Its image is of a host of angels, and a bright light before a kingdom within the heavens. The card Druj is horrifying, and seems to glow with an unholy brightness. It is drawn and lined with ash, forever smudged over images of a chaotic realm of darkness and cold, and the depth of its image sits a figure, merely looking at fills the soul with anger and pain. It is inked with blood that bleeds forever from the card.

Each card is potent and projects an powerful aura, and each utilizes the aura in its spells. On one side, you can help yourself, on the other, you can wield great harm. One for good. One for evil.

Wyrd
Granted power: When this card is drawn, you project an Aura of Good equal to your cartomancer level. You gain an insight bonus equal to one half your caster level on Diplomacy checks. If an evil creature draws this card, the aura projected is magical, but chaotic (not in the alignment sense) to anyone who beholds it and you gain no benefit from this card being drawn.

When drawn, Wyrd glows as per the light spell with a fierce, piercing white line. Any effect that uses the aura from the Wyrd card can be increased by 10' by increasing the DC by 12.

You may cast the following spells from Wyrd while it is in the upright format:

Only the Righteous May Speak
Enchantment (Compulsion) [Mind Effecting] [Good]
Base DC: 24
Level: 3
Area: 20' emanation
Target: Self
Duration: 1 minute/caster level
Saving throw: Will negates
Spell resistance: Yes
Effect: You create a circle of Truth that silences those who speaks lies.
Effect increase: For each three points that you increase the DC, your caster level is considered 1 higher in determining the DC of this spell or increases the duration by 1 minute (caster's choice).

The Wyrd card can repel the hurt that evil brings when it speaks against the very nature of the righteous order, else it holds it tongue.

A creature that is within the emanation, or those who enter it, find it difficult to speak any deliberate or intentional lies. Each creature is required to make a saving throw when caught within the emanation, or when first enters it. Affected creatures are aware of this effect, but not the severity of it. Creatures cannot avoid to answer the question nor can they evasive. If a creature leaves this area, they are free to speak as they wish.

If a creature fails its saving throws, and it speaks a deliberate or intentional lie, it is silenced for the duration of this spell before the words leave its very throat, and remains silenced even if it leaves the area.

Lesser Burst of Righteousness
Conjuration (Healing) [Good]
Base DC: 35
Level: 5
Area: 20' emanation
Target: Self
Duration: 5 rounds (D, see text)
Saving throw: Will negates (harmless, see below)
Spell resistance: Yes
Effect: The aura powers good creatures, but hampers the evil.
Effect increase: For each 3 points you increase the DC, the duration lasts an additional 2 rounds.

The Wyrd card holds powerful positive energy. By utilizing the Lesser Burst of Righteousness, you send out a constant surge of energy outward. Any ally caught within the positive burst heals 1d4 hit points instantly. In addition, the ally receives a +2 sacred bonus on AC and a +2 resistant bonus on saving throws against an evil creature. An ally caught within the burst cannot be possessed or controlled by an evil creature; this effect does not apply if the ally is evil.

If an evil creature is caught within the positive energy burst, it takes 1 hit point of damage, and suffers a -1 sacred penalty on AC and a -1 penalty on saving throws.

If a creature leaves the aura, the effects of Lesser Burst of Righteousness remain with it until the spell is dismissed. If it re-enters the aura, it does not heal or receive damage, nor do the bonuses or penalties stack. If a creature saves against this effect, it is immune to the effect for its duration.

The burst can be ended prematurely; as long as it has 5 rounds remaining, the surge heals 4d4 hit points of damage on allies, and causes 2d4 hit points of damage on evil creatures within the 20' emanation. For each round less than 5 remaining, the amount of damage healed and dealt is reduced by 1d4.

The Words of the Prophet
Abjuration [Good]
Base DC: 52
Level: 9
Area: 20' emanation
Target: Self
Duration: Immediate
Saving throw: Will negates (harmless, see below)
Spell resistance: Yes
Effect: The aura projected by Wyrd is terrible against those who defy order, and a boon for those who exemplify it.
Effect increase: For each 3 points you increase the DC, your caster level is considered 1 higher in determining the DC of this spell.

A creature caught within the emanation will either suffer divine wrath or help from above:
A good creature, or a creature who has just made a good act (within the past day) receives a +4 sacred bonus to AC and a +4 resistance bonus on saves for 1 day and gains the effects under Protection from Evil.
An evil creature, or a creature who has just made an evil act (within the past day), suffers a -2 sacred penalty on attack rolls, skill checks, and ability checks and is struck blind for one day.

You may cast the following spells from Wyrd while it is in the reversed position:

The Light of the Righteous
Evocation [Good]
Base DC: 24
Level: 3
Range: Short (25' + 5' per caster level)
Target: 1 creature
Duration: Immediate
Saving throw: Will negates
Spell resistance: Yes
Effect: You strike one creature with the power of light.
Effect increase: For each three points that you increase the DC, the damage done by this spell is increased by one die. For an additional six points that you increase the DC, this effect can be changed to another creature in range.

The Wyrd card can rain destruction down upon the wicked. The target must be either evil or undead, and is flooded with a blinding white light. They are immediately struck blind for 2d4 rounds and take 3d6 damage as positive energy surges through them.

If casted on a good creature that is blinded (such as through the Blindess/Deafness spell), it cures them of blindness for 2d4 rounds.

Greater Burst of the Righteous
Evocation [Good]
Base DC: 35
Level: 5
Area: 20' emanation
Target: Self
Duration: 5 rounds
Saving throw: Will negates
Spell resistance: Yes
Effect: You send out a surge of positive energy that harms the wicked.
Effect increase: For each three points that you increase the DC, the duration is increased by 2 rounds.

The Wyrd card holds powerful positive energy. By utilizing the Greater Burst of Righteousness, you send out a constant surge of energy outward. Any evil creature caught within the emanation, or enters it, suffers as though struck with a Symbol of Pain for the duration of this spell. In addition, they are considered blinded for the duration of the spell.

If any ally is caught within the Greater Burst of Righteousness, it heals 1 hp of damage, and receives a +2 sacred bonus on AC and a +2 resistance bonus on saving throws.

If a creature leaves the aura, the effects of Lesser Burst of Righteousness remain with it until the spell is dismissed. If it re-enters the aura, it does not heal or receive damage, nor do the bonuses or penalties stack. If a creature saves against this effect, it is immune to the effect for its duration.

The burst can be ended prematurely; as long as it has 5 rounds remaining, the surge causes 4d4 hit points of positive energy damage on evil creatures, and heals 2d4 hit points of damage on good creatures within the 20' emanation. For each round less than 5 remaining, the amount of damage dealt and healed is reduced by 1d4.

The Unhallow Shall not Prevail
Enchantment (Compulsion) [Mind Effecting] [Good]
Base DC: 52
Level: 9
Area: 20' emanation
Target: Self
Duration: 1 round/caster level
Saving throw: Will negates (partial)
Spell resistance: Yes
Effect: You turn evil creatures.
Effect increase: For each three points that you increase the DC, the duration is increased by 1 round.

Righteous light emanates and explodes around in a 20' radius. The presence of this righteous light causes any evil creature to flee from your immediate presence. This effect functions similar to a Turn Undead check, however applies to both evil creatures and undead (despite that mindless undead are immune to mind-effecting ability, this spell still effects them). To evil creatures, it has different effects:
You make a turning check (1d20 + Charisma). This determines the most powerful evil creature you can effect.
For turning damage, you do 2d6 + 1/2 Cartomancer level + Charisma bonus for turning damage. That's how many HD of evil creatures are effected by the turning attempt.
Evil creatures flee from your presence. They are considered frightened and flee from your presence for 10 rounds (1 minute). If they cannot fear, they left immobile, and panicked. If you have twice as many levels as the evil creature has HD, the evil creature is struck blind as per the spell Blindess.

Random NPC
2008-12-14, 05:34 AM
Time for OP.

The Fickle Archmage

Arguably, one of the most powerful cards available to Cartomancers. It is said that only 13 cards of the Fickle Archmage exist in the world and perhaps as many as 20 more in the multi-universe. This card represents the caprice of the fates: they give fortunes as easy as they take them away.

This card contains powerful spells, but it's in its nature to change the spell and turn it into a lesser one.


Granted power

The Fickle Archmage grants the Cartomancer the ability to re-roll any d20 a number of times per day equal to her Hand size. You cannot use this ability more than once per turn. However, there is a 25% chance you receive a penalty to your roll equal to your Hand size and a 5% chance you receive a bonus to your roll equal to your Hand size.

You may cast the following spells from the Fickle Archmage while it's in the upright position.


Mage's Disjunction
Abjuration
Base DC: 42
Level: 9th
Range: Close (25ft. + 5ft. /2 levels).
Target: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No.
Effect: As the spell Mage's Disjunction. However, there is a 75% chance your spell becomes lesser. The effect instead becomes the spell Dispel Magic.
Effect Increment: For each point you increase the DC by, you lower the possibility of turning into a lesser spell by 5%.

Time Stop
Transmutation
Base DC: 42
Level: 9th
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time)
Saving Throw: No
Spell Resistance: No.
Effect: As the spell Time Stop. However, there is a 75% chance your spell becomes lesser. The effect instead becomes the spell Haste.
Effect Increment: For each point you increase the DC by, you lower the possibility of turning into a lesser spell by 5%.

Wish
Universal
Base DC: 42
Level: 9th
Range: See text.
Target: See text.
Duration: See text.
Saving Throw: See text.
Spell Resistance: Yes.
Effect: As the spell Wish. Range, target, duration and saving throw are explained in the spell entry for Wish. Since this spell is too powerful, it's impossible to cast the spell. The Wish spell has a 100% chance it becomes lesser. The effect instead becomes the spell Prestidigitation. You still have to pay the XP component, even if the result is its lesser form, however, in such case you only pay 1/4th of the minimum XP cost (1250 XP)
Effect Increment: For each point you increase the DC by, you lower the possibility of turning into a lesser spell by 5%.


You may cast the following spells when the Fickle Archmage is inverted.

Dispel Magic
Abjuration
Base DC: 24
Level: 3rd
Range: Medium (100 ft. + 10 ft./level)
Target:One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.
Effect: As the spell Dispel Magic.
Effect Increment: For every 3 points you increase the DC by, you increase the maximum caster level by 1

Haste
Transmutation
Base DC: 24
Level: 3rd
Range: Personal
Target:You
Duration: One round/level
Saving Throw: None
Spell Resistance: No.
Effect: As the spell Haste.
Effect Increment: For every 3 points you increase the DC by, you increase duration by 1 additional round.

Prestidigitation
Universal
Base DC: 15
Level: 0
Range: 10 ft
Target:See Text
Duration: 1 hour
Saving Throw: See Text
Spell Resistance: No
Effect: As the spell Prestidigitation.
Effect Increment: For every 3 points you increase the DC by, you increase the duration by 1 additional hour.

Fax Celestis
2008-12-14, 01:17 PM
This is awesome. I love you guys.

Gralamin
2008-12-14, 04:42 PM
Probably needs to be edited down a bit but here's a card:

The Tome
Granted Power: While The Tome is in your hand, you gain a competence bonus to all knowledge checks equal to your hand size.

You may cast the following spells from The Tome while it is in the upright position:

Tactics
Transmutation and Divination*
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: All creatures sharing a race in a 20' radius burst
Duration: 5 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: You and your allies receive a +1 bonus to hit the target until the end of the effect.
Effect Increment: For every eight points you increase the DC by, the bonus increases by one, and this spell's effective level increases by 1.

Puissance
Transmutation and Divination*
Base DC: 21
Level: 2
Range: Close (25' + 5'/2 levels)
Target: One Creature
Duration: 5 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: You and your allies receive a +1 bonus to saving throws against the targets abilities.
Effect Increment: For every six points you increase the DC by, the bonus increases by one, and this spell's effective level increases by 1.

Foe
Transmutation and Divination*
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: All creatures sharing a race in a 20' radius burst
Duration: 5 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: When an attack hits the target, it deals +1d6 damage.
Effect Increment: For every four points you increase the DC by, and one bonus die of damage, and this spell's effective level increases by 1.

You may cast the following spells from The Tome while it is in the reversed position:

Dread Secret
Transmutation and Divination*
Base DC: 27
Level: 4
Range: Close (25' + 5'/2 levels)
Target: One Creature
Duration: 1 round
Duration Increment: +1 round/+8 DC
Saving Throw: None
Spell Resistance: No
Effect: Target is dazzled
Effect Increment: For every six points you increase the DC by, this spell's effective level increases by 1. Increasing the DC by six causes the target to be dazed instead. Increasing the DC by twelve causes the target to be stunned instead.

Foreknowledge
Transmutation and Divination*
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: One Creature
Duration: 5 rounds
Duration Increment: +1 round/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: Allies receive a +1 bonus to AC (including touch and flat-footed) against attacks made by the target.
Effect Increment: For every six points you increase the DC by, this spells bonus increases by one, and this spell's effective level increases by 1.

Omniscience
Divination
Base DC: 30
Level: 5
Range: Close (25' + 5'/2 levels)
Target: One Creature
Duration: 1 round
Duration Increment: +1 round/+10 DC
Saving Throw: None
Spell Resistance: No
Effect: for the duration of this spell, you may cast any spell, except this one, available from The Tome as an immediate action - even the upright position spells. Spells cast this way have +5 added to there DC.
Effect Increment: For every six points you increase the DC by, this spell's effective level increases by 1. If you increase the DC by six points, you may take the immediate action after the ability has been resolved - possibly changing the outcome, but this must be done before any other action is taken. If you increase the DC by twelve points, you may use this at any point in the round, possibly changing something that has already happened.

*If double spell schools is not allowed, use the first school.

MythMage
2008-12-14, 06:17 PM
This is a pretty cool thing to base class abilities off of. In the past, I've told my friends that such a thing would be a good idea. :smallsmile:


A note: the bonus provided by Pulling From the Deck shouldn't be inherent. Inherent bonuses are only for ability scores, and only for permanent bonuses at that. You could just leave it unnamed, since there's already no risk of unwanted bonuses stacking with it.


Why the backlash damage for failed effects? How does that even make sense with the concept, considering no other casting class can accidentally kill itself with a basic spell just from dumb luck?

Eighth_Seraph
2008-12-14, 07:47 PM
While tarot is not something I generally approve of, I have an idea for a minor BBEG if I ever get to run a game again.

The Feather
Granted Power: While The Feather is in your hand, you gain a bonus to Jump checks equal to half your hand size (rounded down). Also, you treat any fall as if it were ten feet shorter for the purposes of falling damage.

You may cast the following spells from The Feather while it is in the upright position:

Weightless Form
Transmutation
Base DC: 21
Level: 2
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: You suddenly become light as a feather, your feet barely touching the floor as the slightest breeze moves you. You are able to walk on surfaces that would not normally support your weight, such as thin ice, mud, or still water as if it were solid ground. You also gain +10 bonus to Jump and Climb checks and are affected as if by the Feather Fall spell.

However, your weightlessness incurs a -10 penalty to all trip, bull rush, and Strength checks, and you are considered two size categories smaller for any effect determined by weight.
Effect Increment: For every two points added to the DC, increase the duration of this spell by one minute and the bonus to Jump and Climb checks by +2.

Light Step
Transmutation
Base DC: 18
Level: 1
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: Your feet become extremely nimble and flighty, reducing the effects of your passing. You gain a +4 enhancement bonus to Move Silently checks. The DC of Survival checks made to track your footsteps also increases by 4.
Effect Increment: For every two points added to the DC, increases the bonus to Move Silently by +1 and the DC of Survival checks to track you by 1.

Waft
Transmutation
Base DC: 24
Level: 3
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: You allow yourself to be surrounded in wind and waft along the air as a feather. You gain a fly speed of 10 feet with perfect maneuverability for the duration of this spell. Alternatively, you may choose to create a magical wind behind you that lets you fly 100 ft. as a full-round action, with poor maneuverability, for as long as you wish during the spell's duration.
Effect Increment: For each 5 points by which you increase the DC, the fly speeds granted increase by 5 ft and 20 ft., respectively.

You may cast the following spells from The Feather while it is in the reversed position:

1

2

3

I'll finish this up later, probably tomorrow. I'm still deciding whether the reversed side should be based around "Make things heavy" or "Control the environment by making things light".

PS - It takes a lot more work to make a single card than I thought it would. Rock on for getting as far as you did, Fax.

Zeta Kai
2008-12-14, 08:34 PM
Wow, a flood of creativity has just flowed into this thread today. The crops will be good here, come harvest-time. :smallbiggrin:

Neek
2008-12-15, 10:27 PM
I've renamed Asha to Wyrd, and Druj to Trug--to give the names a more Germanic feel. Each card has been given an additional global effect by increasing the casting DC. These cards are supposed to be balanced against each other, but I'm sure I might have to increase the casting DC.

Trug
Granted power: When this card is drawn, you project an Aura of Evil equal to your cartomancer level. You gain an insight bonus equal to one half your caster level on Bluff checks. If a good creature draws this card, the aura projected is magical, but chaotic (not in the alignment sense) to anyone who beholds it and you gain no benefit from this card being drawn.

When drawn, Trug glows as per the light spell with an insidious light. Any effect that uses the aura from the Trug card can be increased by 10' by increasing the DC by 12.

You may cast the following spells from Trug while it is in the upright format:

The Voice of the Daevas
Enchantment (Compulsion) [Mind Effecting] [Evil]
Base DC: 24
Level: 3
Area: 20' emanation
Target: Self
Duration: 1 minute/caster level
Saving throw: Will negates
Spell resistance: Yes
Effect: The aura you project turns truth into lies, friends against each other.
Effect increase: For each three points that you increase the DC, your caster level is considered 1 higher in determining the DC of this spell or increases the duration by 1 minute (caster's choice).

The Trug card can spark evil within people, cause lies, and spark havoc that tears apart friendships, and pits brother against brother.

A person caught within the emanation, or those who enter it, hear whispers of countless demons in its ears, telling him that his friends are out to hurt him, that their words are lies. Each creature is required to make a saving throw when caught in the emanation, or when first enters it. When a creatures sees the action of another creature, or hears the words of another creature, it believes that there is an alterior motive behind it that's antibeneficial to the creature. Its allies becomes enemies, and is compelled to attack them. Afflicted creatures are unaware of this effect.

A creature that leaves the emanation must make another Will save or be shaken.

Ahriman's Presence
Necromancy [Evil]
Base DC: 35
Level: 5
Area: 20' emanation
Target: Self
Duration: 5 rounds (D, see text)
Saving throw: Will negates
Spell resistance: Yes
Effect: The aura projected powers evil creatures, but harms good creatures.
Effect increase: For each 3 points you increase the DC, the duration lasts an additional 2 rounds.

The Trug card is a source of powerful negative energy. By casting Ahriman's presence, you strengthen your aura with negative energy.

Any ally caught within this aura of negative energy receives a +2 deflection bonus on AC, and a +2 resistant bonus on saving throws against spells cast by a good creature. An ally caught within the emanation cannot be controlled by a good creature; this effect does not apply if the ally is good.

If a good creature is caught within the emanation, the creature takes a -1 penalty roll on AC and a -1 penalty saves. In addition, they are drained for 1d4 hit points of damage. The damage goes to the caster, who gains that many additional hit points. These hit points can raise the caster's hit points beyond his own, but the caster only benefits from a number of hit points equal to his caster level. These hitpoints are lost when the spell ends.

If a person leaves the aura, the effects of Ahriman's Presence remain with him until the spell is dismissed. If he re-enters the aura, neither the bonuses nor penalties stack and the creature does is drained of any more hit points. If a creature saves against this effect, it is immune to the effect for its duration.

The burst can be ended prematurely; as long as it has 5 rounds remaining, the surge causes 4d4 hit points of damage on all creatures. For each round less than 5 remaining, the amount of damage dealt is reduced by 1d4.

Fall Headlong Into Hell
Evocation [Evil]
Base DC: 52
Level: 9
Area: 20' emanation
Target: Self
Duration: Immediate
Saving throw: Will negates
Spell resistance: Yes
Effect: The aura projected by Trug bursts, giving the good a glimpse of hell, and the boon goes to the wicked.
Effect increase: For each 3 points you increase the DC, your caster level is considered 1 higher in determining the DC of this spell.

A creature caught within the emanation suffers horribly, but if he is already on the road to hell, only grows stronger. While one man's mouth pours out ash, his eyes bleed, and to his feet burn hot coals, and above freezing winds, another one will find himself imbued with the very energy of hell.

A creature within the emanation will either suffer from hell's wrath, or be an agent of it:
A good creature, or a creature who has made a good act (within the past day) is struck blind and mute for one day. It takes 2d6 cold damage and 2d6 fire damage.
An evil creature, or a creature who has made a good act (within the past day) is empowered. It gains +2 profane bonus on AC and a +2 profane bonus on saves for 1 day. During this period, their weapon does an additional +2 unholy damage.


You may cast the following spells from Trug while it is in the reversed position:

Eaters of Filth
Transmutation [Evil]
Base DC: 24
Level: 3
Range: Short (25' + 5' per caster level)
Target: 1 creature
Duration: Immediate
Saving throw: Will negates
Spell resistance: Yes
Effect: This spell brings a curse upon its target, making them sickened to all food, even the ones they crave
Effect increase: For each three points that you increase the DC, the damage done by this spell is increased by one die. For an additional six points that you increase the DC, this effect can be chained to another creature in range.

The Trug can deny sustenance and bring only coals and filth for food. The target must be able to eat and be good.

When cast, the target's stomach fills with hot coals and filth. They are sickened for 1 hour and take 1d4 points of fire damage. For the next day, no real food will suffice the character's hunger--only spoiled meat, rotting plants, dirty water, and feces are craved by the target. No matter what they eat, after eating, they are sickened for 10 minutes

Ahriman's Will
Enchantment (Compulsion) [Mind-Affecting] [Evil]
Base DC: 35
Level: 5
Area: 20' emanation
Target: Self
Duration: 3 rounds
Saving throw: Will negates
Spell resistance: Yes
Effect: You control good creatures to do your bidding.
Effect increase: For each three points that you increase the DC, the duration is increased by 1 round.

The holder of the Trug card wields powerful negative energy. By the Ahriman's Will, you seethe with negative energy. Any good creature caught within the emanation, or enters it, must make a saving throw or be under the will of the caster, like a Command spell, for the duration of Ahriman's Will.

If an ally is caught within Ahriman's Will, they receive a +2 profane bonus on AC and +2 resistance bonus saving throws.

If a creature leaves the emmenation, the effects of Ahriman's Will remain with it until the spell is dismissed. If it re-enters the aura, the bonuses do not stack. If a creature saves against this effect, it is immune to the effect for its duration.

The burst can be ended prematurely; as long as it has 5 rounds remaining, the surge causes all enemies within the emanation to be panicked.

The Good Cannot Walk Before Me
Transmutation [Evil]
Base DC: 52
Level: 9
Area: 20' emanation
Target: Self
Duration: 1 round/caster level
Saving throw: Will negates (partial)
Spell resistance: Yes
Effect: The world around you dies and whithers as you surge with negative energy.
Effect increase: For each three points that you increase the DC, the duration is increased by 1 round.

Wherever you walk, plants wilt. People shriek as boils spread across their face. Disease and pestilence is at your heart--and nothing else will preveil.

Within the emanation, fire burns out as a strong wind, plants wilt and die. Any creature or plant, but not undead or constructs, take 1d6 unholy damage per round within the emanation. Any creature caught within the emanation, or enter the emanation, must make a Will save or are considered to be panicked, like the fear spell.

If a creature successfully saves, it is immune to the fear effect

The ground where you walk in a radius of 100 feet is burnt as though the fires of hell destroyed it--no creature will go near it, no plant will grow on it. This land is considered unahllow and radiates of evil. It takes 10d10+caster level years before nature takes over again.

Fax Celestis
2008-12-16, 07:44 PM
Minor edit to the failure mechanic.

Eighth_Seraph
2008-12-16, 09:32 PM
Er, Fax, are you planning to place any of the newly completed cards in the OP at some point? Or would you prefer to finish the Levantine set yourself?

Fax Celestis
2008-12-16, 10:55 PM
Er, Fax, are you planning to place any of the newly completed cards in the OP at some point? Or would you prefer to finish the Levantine set yourself?

I'm going to. I just haven't gotten around to it yet.

Jasdoif
2008-12-17, 02:08 AM
The PoltergeistGranted Power: While the Poltergeist is in your hand, your AC against physical incorporeal attacks increases by twice your hand size, to a maximum of your normal AC. Your touch AC is unaffected.

You may cast the following spells from the Poltergeist while it is in the upright position:

Ghostly Sound
Illusion (figment)
Base DC: 15
Level: 0
Range: Close (25' + 5'/2 levels)
Duration: 1 round
Duration Increment: +1 round/+2 DC
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Effect: As the ghost sound (http://www.d20srd.org/srd/spells/ghostSound.htm) spell, except as noted here.
Effect Increment: For each 3 points you increase the DC by (including increases to the duration), its effective level increases by 1.

Hand Beyond Sight
Conjuration (creation)
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Duration: Concentration, up to one minute
Duration Increment: up to +1 minute/+2 DC
Saving Throw: None
Spell Resistance: No
Effect: As the unseen servant (http://www.d20srd.org/srd/spells/unseenServant.htm) spell, except as noted here. It responds to mental commands given as part of the concentration required to maintain the spell. Also, its effective Strength score is only 1, meaning it can lift 10 pounds, drag 50 pounds, or exert 10 pounds of pressure.
Effect Increment: For each 3 points you increase the DC by, its effective Strength score increases by 1 point, thus increasing its capacity for lifting, dragging and exerting.

Spook
Necromancy [Fear, Mind-Affecting]
Base DC: 18
Level: 1
Range: Close (25' + 5'/2 levels)
Target: One living creature of 5HD or less; see effect increment
Duration: 1 round; see effect increment
Saving Throw: Will partial
Spell Resistance: Yes
Effect: The targeted creature becomes frightened for one round. If it succeeds on a Will save, it is instead shaken for one round, though this effect cannot worsen a preexisting fear condition. Creatures with 6 or more hit dice are unaffected.
Effect Increment: For each 3 points you increase the DC by; the duration of the frightened condition increases by one round (the shaken duration does not increase), the maximum number of hit dice increases by two, and its effective level increases by 1.

You may cast the following spells from Poltergeist while it is in the reversed position:

Detect Phantoms
Divination
Base DC: 18
Level: 1
Range: 60'
Target: Cone-shaping emanation originating from you
Duration: Concentration, up to 10 minutes/level
Saving Throw: None
Spell Resistance: No
Effect: This spell functions similarly to detect undead (http://www.d20srd.org/srd/spells/detectUndead.htm), except it detects creatures with the incorporeal subtype and there is no risk of being stunned by an overwhelming aura.
Effect Increment: For each five points you increase the DC by, the duration needed to gain further information decreases by one.

Tag Specter
Transmutation
Base DC: 24
Level: 3
Range: Close (25' + 5'/2 levels)
Target: One incorporeal creature
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This spell partially exposes an incorporeal target to corporeal nature, negating its 50% chance to ignore damage from magical effects. It still cannot be damaged by nonmagical attack forms. A creature under the effect of this spell is aware that it is affected in this way, and may attempt to act on this information. If the creature moves farther away than the spell's range, the spell ends.
Effect Increment: For each 3 points you increase the DC by, the spell's effective level increases by one.

Censure Spirits
Evocation
Base DC: 27
Level: 4
Range: 60'
Target: Sphere-shaped burst centered on you
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
Effect: Incorporeal creatures within the target area take 4d6 points of damage, and are dazed for 1 round. A successful Will save halves the damage and negates the dazed effect. This spell is not subject to an incorporeal creature's 50% chance to ignore damage from a corporeal source.
Effect Increment: For every 3 points you increase the DC by, the spell deals +1d6 damage and its effective level increases by 1.

Collin152
2009-01-04, 08:26 PM
I'm late to the party, but I'll contribute.
Here's two cards, one rather literal, one more figurative.

The Death

Granted Power: While The Death is in your hand, you gain a bonus to Saving Throws against Death Effects and Fear Effects equal to your hand size.

You may cast the following spells from The Death while it is in the upright position:


Slay Living
Necromancy
Base DC: 30
Level: 5
Range: Touch
Target: Living Creature touched
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: yes
Effect: You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage

Requiem
Necromancy
Base DC: 24
Level: 3
Range: Personal.
Target: You
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Saving Throw: none
Spell Resistance: no
Effect: For every dead creature within 30 feet that has died within the past minute, you gain a +4 Morale bonus to attack rolls, saving throws and skill checks
Effect Increment: For every three points by which you increase the DC, you gain benefits from corpses from 10 feet further away who have been dead up to an additional minute longer.

Deathwatch
Necromancy
Base DC: 18
Level: 1
Range: 30 feet
Area: Cone-shaped emanation
Duration: 1 minute
Duration Increment: 1minute/+1 DC
Saving Throw: None
Spell Resistance: no
Effect: You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

You may cast the following spells from The Death while it is in the facedown position.

Animate Dead
Necromancy
Base DC: 27
Level: 4
Range: Touch
Target: One or more dead creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: You may raise up to 8 HD worth of Zombies or Skeletons from dead creatures under your control. You can’t control more than four times your own hit dice at any time.
Effect Increment: For every three points by which you increase the DC, you can raise an additional 2 HD of undead.

Speak with Dead
Necromancy
Base DC: 24
Level: 3
Range: Touch
Target: One dead creature
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Saving Throw: Will negates
Spell Resistance: no
Effect: You may restore a semblance of life to a corpse in order to ask it questions. You may ask two questions, though it may resist the spell with a Will save, as if it were alive. It must be sufficiently intact to speak.
Effect Increment: For every two points by which you increase the DC, you may ask an additional two questions.

Gentle Repose
Necromancy
Base DC: 21
Level: 2
Range: Touch
Target: Corpse touched
Duration: One Day
Duration Increment: 1 Day/+3 DC
Saving Throw: Will negates (Harmless)
Spell Resistance: yes (Harmless)
Effect: You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead.


The Hanged Man


Granted Power: While The Hanged Man is in your hand, you can gain a bonus to Saving Throws against Fear Effects equal to your hand size.

You may cast the following spells from The Hanged Man while it is in the upright position:

Calm Emotions
Enchantment
Base DC: 21
Level: 2
Range: Close
Area: 20 ft radius spread
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: yes
Effect: Creatures caught in the spread have their emotions suppressed, and are unable to take violent actions. This spell suppresses Morale bonuses, Fear Effects, and the Confused condition.

Captivate
Enchantment
Base DC: 21
Level: 2
Range: Close
Target: Any number of creatures
Duration: Up to 1 Hour
Saving Throw: Will negates
Spell Resistance: yes
Effect: If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. You may cease speaking after the first round, but the spell ends if you take any action.

Prayer
Enchantment
Base DC: 24
Level: 3
Range: 40 feet
Area: 40ft burst centered on you
Duration: 1 round
Duration Increment: 1 round/+2 DC
Saving Throw: None
Spell Resistance: yes
Effect: Your allies within the area receive a +1 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks, and foes within the area receive a -1 penalty to the same rolls.
Effect Increment: For every three points by which you increase the DC, the bonus to allies increases by 1, and the penalty to foes increases by 1. This also raises the effective spell level by 1.

You may cast the following spells from The Hanged Man while it is in the facedown position:

Mania
Enchantment
Base DC: 36
Level: 7
Range: Close
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: yes
Effect: The target is gripped by unspeakable terror at some ambiguous fate, driven permanently insane (as the spell, Insanity), and is always considered to be shaken. Effects that remove Fear Effects also remove the insane condition.

Murderous Rage
Enchantment
Base DC: 24
Level: 3
Range: Close
Target: One living creature
Duration: Concentration
Saving Throw: Will Negates
Spell Resistance: yes
Effect: The creature affected is gripped with intense hatred, attacking the nearest living creature with deadly force. The creature also gains a +2 Morale Bonus to Strength and Constitution, a +1 Morale Bonus to Will Saves, and a -2 penalty to AC.
Effect Increment: Increases of DC equate augmentations to the spell. A 3 DC increase indicates about one effective spell level. Augments should also increase the effective caster level of the spell

Freedom of Movement
Abjuration
Base DC: 27
Level: 4
Range: Personal
Target: You
Duration: 10 minutes
Duration Increment: 10 minutes/+3 DC
Saving Throw: None
Spell Resistance: no
Effect: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin

ZeroNumerous
2009-02-07, 08:13 PM
The Fool
Granted Power: You gain a bonus on Bluff and Sense Motive checks equal to your Hand Size.

Fool's Sight
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 21
Level: 2
Range: Touch
Target: One touched creature
Duration: 1d4 minutes
Duration Increment: 1d4/+3 DC minutes
Saving Throw: Will Save Negates; See Text
Spell Resistance: Yes
Effect: The touched creature perceives other creatures radically different while under the Fool's Sight. Allies appear as flesh-eating zombies and enemies appear as helpful allies of the same race as the target. For the duration, the target becomes Shaken in the presence of it's original allies and becomes Helpful to it's original enemies.

If a creature is dealt damage, lethal or otherwise, this effect immediately ends. Otherwise, a creature may make a Will Save every round while under this effect to end it.

Lies Given Form
Illusion (Image)
Base DC: 18
Level: 1
Range: 100ft
Duration: 10 minutes
Saving Throw: Will Save to Disbelief
Effect: You conjure a visual illusion of a given object, creature, person or force as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the abilities' range.
Effect Increment: You can add either sound, smell, texture, or temperature to the image for +3 to the DC per added effect.

Fool's Dance
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 39
Level: 8
Range: Touch
Target: Creature touched
Duration: 1 round
Duration Increment: 1 round/+3 DC.
Saving Throw: None
Spell Resistance: Yes
Effect: The subject feels an undeniable urge to riverdance and begins doing so, complete with foot shuffling and shoe-clicking even if the target lacks shoes. The spell effect makes it impossible for the subject to do anything other than prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds.

---

Caught In The Act
Enchantment (Compulsion) [Mind-Affecting]
Base DC: 18
Level: 2
Range: Personal
Target: You
Area: 20ft Radius Emanation
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Saving Throw: Will negates
Spell Resistance: No
Effect: Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each creature is allowed a saving throw upon entering it, but the effect stays until the duration expires even if the creature levels the emanation. A creature understands that it cannot lie while inside the emanation, and thus can avoid answering any questions that it would like to lie about.

See The Hidden
Divination
Base DC: 21
Level: 3
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Effect: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Sight of the Innocent
Divination
Base DC: 33
Level: 6
Range: Personal
Target: You
Duration: 1 minute
Duration Increment: 1 minute/+3 DC
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
Effect: You gain the ability to see all things as they actually are. You see through normal and magical darkness, notices secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the Ethereal Plane (but not into extradimensional spaces). The effect range conferred is 120 feet.

Knaight
2009-02-26, 11:51 PM
Another from me, although its probably not going to be very good. I'm better at aspect items.

The Eye
Granted Power: When The Eye is in your hand you gain a +2 bonus on spot and search checks.
You can cast the following spells from The Eye while it is in the upright position.
Invisibility Sense
Divination
Base DC: 18
Level: 1
Range: Close
Target: All within range.
Duration: 1 round.
Duration Increment: 1 round + 1 round per additional DC.
Saving Throw: Will
Spell Resistance: Yes
Effect: All invisible creatures in range are sensed by the cartomancer. The cartomancer can't see them but does know where they are. Attacks against them still suffer miss chance as normal.

See Invisible
Divination
Base DC: 24
Level: 3
Range: Close
Target: All within range
Duration: 1 round
Duration Increment: 1 round + 1 round per additional DC.
Saving Throw: Will
Spell Resistance: Yes
Effect: The cartomancer gains the ability to see all invisible creatures within range, as if they were visible.

Dispel Invisibility
Divination
Base DC: 30
Level: 5
Range: Close
Target: Cone
Duration: Instantaneous
Duration Increment: N/A
Saving Throw: Will
Spell Resistance: Yes
Effect: The cartomancer dispels any invisibility effects on all enemies within the cone. Allies are unaffected.

The following spells can be cast when the card is in the reverse position.

Fade
Illusion
Base DC: 21
Level: 2
Range: None
Target: Self
Duration: 1 round
Duration Increment: 1 round + 1 round per additional DC
Saving Throw: None
Spell Resistance: None
Effect: The caster gains a +10 bonus to hide checks, and can make an immediate hide check as if they were not being looked at.

Vanish
Illusion
Base DC: 27
Level: 4
Range: None
Target: Self
Duration: 1 round
Duration Increment: 1 round + 1 round per additional DC
Saving Throw: None
Spell Resistance: None
Effect: The caster turns invisible.

Mass Vanish
Illusion
Base DC: 30
Level: 5
Range: Touch.
Target: 2 targets, + 1 per additional DC
Duration: 1 round
Duration Increment: 1 round + 1 round per additional DC
Saving Throw: None
Spell Resistance: None
Effect: All targets turn invisible.


I like the mental image of this card, but not the effects. It probably needs heavy modification, like I said, I'm bad at this.

Eldrys
2009-04-10, 07:12 PM
Can you make a prestige class for this so a cartomancer can be like Gambit?

zarakstan
2009-08-07, 05:32 PM
One thing: on the mage card Dispel's DC should be 3 higher or the level should be 1 lower

P.S. Is it all right to necropost on your d20r threads Fax?

P.P.S. I think I am going to start working on some cards for this guy!

Knave
2009-08-07, 06:19 PM
I've thought about this whole deck thing... Why 40 cards? With 6 spell+ the "domain", thats 240 spells, 40 domains... that's a LOT, considering that you won't be using more than 10 cards. Also, I like the cartomancy skill, and that it introduces an element of luck into the class, but being able to cherry pick cards from the beginning... I really think that part of the flavor goes against the premise of "tarot user".

So, suggestion1:
- Go with a smaller number of cards (either 21+1, like the major arcana, or some number around 20... some "magical" numbers you could justify for use could be 21(3*7), 24(3*8), 25(5*5) and maybe 27(3^3))
- Get higher starting hand size (around 4-5 for starters), but draw them randomly at the beginning of a day (they can decide to draw them reversed, but have to decide that before drawing... they can also decide to shuffle a card into the deck reversed already, of course).
- Possibly lower the number of spells a card gives to 4


This would need some adjustments (you'd need to give a cap on active card auras, for example... or maybe you could decide at the beginning of the day to use X cards as auras and the rest for spell casting), but it'd make the class far more interesting to play, and more in theme with the actual practice of tarot (and a bit more random... but with more options). Some new class features, like the ability to reverse cards, would also need to be added. With lover deck size and the ability to redraw your hand as a full turn action (later lowered into normal/move action) this wouldn't be half as random as it sounds (especially after a while when your hand size and your options increase). Smaller deck size=less cards needed at hand. That's good imo.

Regardless, I think something you should do with the cards is to be more... methodical. If you really want a huge number of cards (and "at least 40" is huge, imo), I think the best point to start from would be to think about what the cards would be used to describe. Real Tarot is never, ever straight interpretation (the fool doesn't really mean a fool, for example), so a line as for what the card is associated with would be also quite flavorful.

Anyway, to get to the point, it'd be better if you made a framework first (what cards need to be done), and then fill it out, instead of throwing them together then slapping a number on it. My suggestion is to try doing thematic "houses".

Examples:

- Creatures (usually one/type). Each creature has a more "meta" meaning. For example, "The Skeleton" means something hidden in the past, a dark secret or painful memory. It could also represent plain undead, or just as a plain Skeleton as well. As a kind of "polish" each race should have some different race in the place of their own (i.e. "orc" usually means "enemy, a tasteless/simple brute" things like that, however THEY would have an "elf" instead, which carries the meaning "enemy/tree hugging hippy").
- Archetypes. You already started this one (thief, priest, etc...). These, again, can have meta meanings ("Archer" can mean independence, focusing on a goal, and precision).
-Universal forces. Like elements, but include "meta" things like Void and Fortune. Again, these should be represented by metaphors, like Space(card 0 in this suit) could represent Void, emptyness, and the understanding that comes from knowing nothing (kinda like how the Fool functions in normal tarot).

So yeah, things like that. I'll write up a list for each when I get the time.

vampire2948
2009-08-07, 07:22 PM
I love the idea of this class, and would certainly like to use the finished product in a game or two. And I shall try my hand at writing a few cards later.

However - I think I keep missing something each time I read through Fax's first post.

If I were to play a card, and cast a spell through it, do I lose that card? Or do I lose the ability to cast that spell again for the day? Or can I cast it again at will?

Sorry for my lack of understanding, and thank you in advance for helping,

Vampire2948,

Fax Celestis
2009-08-07, 07:23 PM
You can cast it as long as you can make the check.

vampire2948
2009-08-07, 07:26 PM
You can cast it as long as you can make the check.

Thank you for the speedy reply. I shall get working on some cards now... sleep can wait :smallsmile:


First card made. Wow, these things take more time than I thought.

This card is intended to help Cartomancers fight in mounted battles, both as, and against, mounts. Hope it is okay!

The Lance

The Lance
Granted Power: Whilst this card is in your hand, you gain proficiency with lances and a +2 misc bonus to rolls to hit and to AC whilst using a lance when mounted.
You may cast the following spells from The Lance while it is in the upright position:


Fine Weaponry
Transmutation
Base DC: 24
Level: 4th
Range: Close (25 ft + 5 ft/2 levels)
Target: One melee weapon
Duration: 1 hour + 30 mins for every two cards in your hand
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, object)
Effect: This spell provides a +1 enhancement bonus on one weapon. (maximum +5). This effect does not stack with other spells that have the same effect. Such as magic weapon, and greater magic weapon. But it does stack with magic item enhancement bonus, in the same way as those two spells.
Effect Increment: For each four points you increase the DC by, this spell's effect increases by +1. (maximum +5)
For each additional four points you increase the DC by, this spell effects another weapon within range.


Strengthen Mount
Transmutation
Base DC: 21
Level: 3
Range: Touch
Target: Creature touched
Duration: 2 min / card in hand
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell grants one creature, which must be serving as a mount for you or an ally for the duration of the spell, a +2 enhancement bonus to constitution, strength and all ride checks made by its rider. This spell ends if the rider should no longer be riding, or conscious.
Effect Increment: For each additional six points you increase the DC by, this spell's duration adds another 2 mins / card in hand other than 'The Lance'
For each four additional points you increase the DC by, this spell adds another +2 to ride checks for its rider for the duration.


Burst of Speed
Conjuration
Base DC: 21
Level: 2
Range: Touch
Target: Creature touched
Duration: 1 min / card in hand
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: This spell grants your touched mount the ability to use Dimension Door once, with an altered range of (200 ft. + 40 ft./mount HD). Once the dimension door has been cast, the spell's effect ends.
When the mount decides to use this ability is entirely up to the mount. Unintelligent mounts such as horses might decide to use it to flee, or to catch up to an enemy, or even to avoid a missile attack. Intelligent mounts can be directed to use it as the rider wishes.
Effect Increment: For each three additional DC points you increase the range by an additional 50 ft.
For each further eight additional DC points you increase the number of uses of Dimension Door by one. (maximum three)


You may cast the following spells from The Lance while it is in the reversed position:


Scare Mount
Necromancy
Base DC: 18
Level: 1
Range: Close (25 ft + 5 ft / card in hand)
Target: Mount
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This spell gives you the ability to cause a mount within range to become frightened. If the subject succeeds on the will save, it fails its next ride check within three rounds. If the subject fails, it immediately throws off its rider (if possible) and runs at full speed from the caster for 1d4 rounds. Only effects a creature of HD 6 or less.
Effect Increment: For each 2 additional DC points you increase the HD limit by 1.
For each further 4 additional DC points you increase the time the mount spends fleeing by 1d4.


Charm Mount
Enchantment
Base DC: 21
Level: 2
Range: Close (25 ft + 5 ft / card in hand)
Target: Mount
Duration: 1 min / card in hand
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This spell functions like Charm Monster, with the exception that it can only be cast on a creature that is currently serving as a mount, and that the only commands that can be given are: 'Halt', 'Flee', 'Remove Rider', 'Move' (to location indicated by pointing) and 'Jump'.
Effect Increment: For each six additional DC points, this spell effects another mount.
Both mounts are controlled seperately. Maximum of four mounts controlled through one casting.


Summon Mount
Conjuration
Base DC: 30
Level: 5
Range: 10 ft
Target: Self
Duration: 1 hour / card in hand
Saving Throw: Will Negates (HarmlesS)
Spell Resistance: Yes
Effect: This spell functions like Mount, with the exception that it summons a single mount within 10 feet of the caster, and that this mount can have a single permanent (for the duration of its existance) buff on it, chosen from the following:
Protection from Energy (any type)
Expeditious Retreat
Bear's Endurance
Bull's Strength
Blur
Heroism

All buffs are as if they were cast by a Sorceror/Wizard of caster level equal to the number of cards in your hand. Even if this number were less than the amount required to cast the spell.
If, for any reason, causes the spell to not function - then treat the number of cards in your hand as equal to the lowest caster level possible for that spell to be cast by a Sorceror/Wizard.
Effect Increment: For every six additional DC points, you may add an additional buff to the mount from the above list.


I've ideas for other cards - I'll write those later.

I tried to give each side of the card a different flavour. The first one is focused around buffing yourself, and the other about removing the advantage of mounts from your enemies. I think this fits with the way you've made the other cards.

Anyway...can't wait to see this class finished!


Vampire2948,

zarakstan
2009-08-08, 02:53 PM
Oh one thing of note when the card is in the reverse position it should do opposite things, i.e. the fool in the reverse position should give you insight . . .

Siosilvar
2009-08-08, 03:04 PM
With apologies if it's stepping on Phoenix's toes too much. About half-finished.

White Moon
Granted Power:

You may cast the following spells while White Moon is face-up.
Touch of LightEvocation [Healing]
Base DC: 19
Level: 1
Range: Touch
Target: Touched creature
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes
Effect: The touched creature emits white light in a 5 foot radius. Additionally, it heals 1 hit point for every 3 rounds it is under the effects of Touch of Light.
Effect Increments: By increasing the DC by 3 points, Touch of Light lasts for an extra minute, the radius of light increases by 5 feet, and its effective level increases by 1.
PurityAbjuration
Base DC: 18
Level: 1
Range: Close (25 feet + 5 feet/2 levels)
Target: One willing creature
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Effect: Purity grants the target a +1 resistance bonus on all saving throws. This effect is doubled against poison and fear.
Effect Increments: By increasing the DC by 3 points, Purity grants another +2 resistance bonus on all saving throws and its effective level increases by 1.
For every 2 points by which you increase the DC, Purity's duration increases by 1 minute.
By increasing the DC by 3 points, you may affect up to four additional targets. This boost increases Purity's effective level by 1.
Spell #3

You may cast the following spells while White Moon is face-down.
Empty MoonIllusion
Base DC: 24
Level: 3
Range: Personal
Target: You
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
Effect: Empty Moon turns you invisible, as the spell, and creates an area of magical darkness around you with a radius of 10 feet.
Effect Increments: By increasing the DC by 3 points, the radius of darkness increases by 10 feet, Empty Moon lasts two rounds longer, and its effective level increases by 1.
If you increase the DC by an additional 6 points, the darkness cannot be penetrated farther than 10 feet by even magical vision.
Spell #2
Spell #3

Eldan
2009-08-19, 03:55 PM
Planar Tarot Set

Let's see if I can get this right... (I'll try and make a full set based on all the factions) I went with a slightly different theme from your cards: upright, the cards should portray virtues of a faction, while reversed, they represent moral weaknesses. It will be hard to find some virtues for some factions, though.

Here's number one. Not entirely certain about the balancing, especially on "Howl of Pandemonium".

The Bleak Cabalist

This card shows an old man, his face marked by the hardships of a long live. He wears a simple brown robe. Before his bare feet lie a broken crown and a shattered sword. The black sign of an empty helmet, adorned with several curved blades looms behind him.

Granted Power: While The Bleak Cabalist is in your hand, you gain an insight bonus equal to your hand size to all saving throws against mind-affecting effects.

You may cast the following spells from The Bleak Cabalist while it is in the upright position:

Compassion
Abjuration
Base DC: 21
Level: 2
Range: Short (25ft.+5 ft./2 levels)
Target: One creature
Duration: 5 minutes
Duration Increment 1 minute/+2DC
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Effect: The subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
Effect Increment: If you increase the DC by +6, you also share all mental ability damage the subject takes and increase the effective spell level by 2.

Alleviation
Enchantment (Good, Mind affecting)
Base DC: 27
Level: 4
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Effect: The caster reaches deep into the creatures mind to find painful, traumatic memories and dulls their effects. The creature must be willing for this spell to take effect. After being cured, the creature falls into a deep, nightmare-troubled slumber which lasts for at least twelve hours. After reawakening, the creature is cured from all non-supernatural insanity and loss of mental ability scores that is not caused by supernatural effects.
Effect Increment: Increasing the DC by 12 also allows this spell to heal magical insanity, such as caused by the insanity or feeblemind spells, and all magically-caused damage to mental ability scores, and increases the effective spell level by 2.

Introspection
School
Base DC: 24
Level: 3
Range: Personal
Target: Self
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: none
Spell Resistance: Yes
Effect: Whenever you are the target of a mind-affecting spell or effect of level 1 or lower, you are automatically aware of the spells effects, and that you are affected by it, whether you made your saving throw or not.

Effect Increment: For every 3 points you increase the DC by, it's effective level is increased by 1 and increase the maximum level of spells it is effective against by 1.


You may cast the following spells form the Bleak Cabalist while it is reversed:

Desperation
Enchantment (Compulsion, Mind-affecting)
Base DC: 21
Level: 2
Area: 15 ft. cone
Target: All creatures in cone
Duration: 1 minute
Duration Increment: +1 minute/+2 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Targets are affected as if by the Crushing Despair spell.
Effect Increment: For every 2 points you increase the DC by, the lenght of the cone increases by 5 feet.

Meaninglessness
Enchantment (Mind-affecting, Compulsion)
Base DC: 24
Level: 3
Range: Short (25 ft. +5 ft./2 levels)
Target: 1 humanoid creature
Duration: 1 round
Duration Increment: +1 round/+2 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target is overcome with absolutely devastating despair and the impression that everything it is doing is utterly meaningless. It is held as if bby hold person, with the exception that it can make a single five foot step every turn, lie down prone, stand up from being prone and talk to itself in a low whisper (it can, however, not use any other actions that are dependent on talking, such as casting a spell with a verbal component, alarm other creatures or use bardic music.)
Effect Increment: You can increase this spells DC by 6 points to change it's target from one humanoid creature to one living creature, which also increases it's effective spell level by 2.

Winds of Pandemonium
Evocation (Air)
Base DC: 33
Level: 6
Area: 30 ft. cone
Target: Living creatures in the cone
Duration: 1 round
Duration Increment: +1 round/2 DC
Saving Throw: Will partial, fortitude partial
Spell Resistance: Yes
Effect: All creatures in the cone are affected as if by a gust of wind spell. Additionally, they must make a fortitude save or be deafened and a will save or suffer as if from the confusion spell for the duration of the spell. All sonic or language-dependent effects of lower level than Winds of Pandemonium made by creatures in the area are countered unless their caster succeds on a caster level check against 20+spell level.
Effect Increment: For every +3 ponts you increase the DC by, the cone's lenght increases by five feet. You can also increase this spells level for 5 points of DC per level.


The Dustman


This card shows a humanoid of indeterminate gender and race in a grey robe, head shaven bald, feet bare. The face appears skeletally thin and a heavy amulet of black metal, shaped like a skull with downward-pointing blades. In one hand he is holding a broken hourglass, lying on it's side, sand falling to the floor.

Granted Power: You gain a resistance bonus equal to your hand size on all saving throws against death spells and effects, as well as all effects and spells that drain levels.

You may cast the following three spells from the Dustman while it is in the upright position:

Asceticism
Abjuration
Base DC: 27
Equivalent Spell level: 4
Range: Touch
Target 1 creature
Duration: 10 minutes
Duration Increment: +10 min/+4 DC
Saving Throw: Fortitude negates (harmless)
[b]Spell Resistance:[/b Yes
Effect: For the duration of the spell, the target becomes immune to all diseases and poisons. Further, it does not need to drink or eat while under the duration of the spell, and if it had suffered any penalties for not doing so before coming under it's effect, these penalties are supressed for the spell's duration. This spell also supresses all fatigue and exhaustion the target is under. If it becomes fatigued or exhausted during the spell, these effects are supressed until it ends.

The Dead Truce
Abjuration
Base DC: 18
Level: 1
Range: Personal
Target: Self
Duration: 1 round
Duration Increment: +1 round/DC
Saving Throw: Will negates (harmless)
Spell Resistance: No
Effect: While under the effect, undead creatures can not attack you, as if you were under the effect of a sanctuary spell. Undead creatures may attempt a will saving throw to break the spell. Mindless undead have a -4 to their save against this spell.
Effect Increment: For every three points you increase the DC by, increase the DC of the will save by 1.

Deathsense
Divination
Base DC: 21
Level: 2
Range: Touch
Target: 1 corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Effect: By touching the corpse that has died no more than 24 hours ago, you instantaneously determine the cause of death. In the case of murder, you will know the method used, but neither the exact weapon (if one was used), nor the culprit (e.g. you would know "ingested arsenic" or "a knife between the ribs", but not "the king's advisor poisoned him" or "an assassin hired by his neighbour did it")
Effect Increment: If you increase the DC by 10, you can relive the last minute of the creature's life instead. This requires ten minutes of uninterrupted, undisturbed meditation on your part.


You can cast the following spells from the Dustman while it is in the reverse position:

Serenity
Enchantment (Compulsion, Mind-affecting)
Base DC: 21
Level: 2
Range: Short
Target: All creatures in a 25 ft. radius burst.
Duration: Concentration, up to one round/level
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The targets are affected as if by a Calm Emotions spell.

Oblivion
Conjuration
Base DC: 36
Level: 7
Range: Touch
Target: 1 corpse touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: None
Effect: By touching the corpse of a creature deceased not more than one minute ago, you send it on to True Death instead to it's afterlife. The creature's soul can make a will save as the creature in life, but without any boni from equipment or spells.
If it fails the save, the creature can not be resurrected by any means short of divine intervention, nor does it's soul arrive in it's afterlife.
Effect Increment: For every three points you increase the DC by, increase the spell's DC by one and it's effective spell level by one. For every five points you increase the DC by, the creature's death can be one more minute in the past.

Death
Necromancy [Death]
Base DC: 30
Level: 5
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Fortitude negates
Effect: You must succeed on a melee touch attack against the target creature. If successul, it must make a fortitude saving throw or die.


The Fated

This card shows a man of middle age, climbing an almost vertical cliff as a storm brews behind him. He is looking steadily upwards while climbing, a determined look on his face. A careful observation shows that he is standing on the hand of another climber with is left foot.

Granted Power: While the Fated is in your hand, you gain a bonus equal to twice your hand size on all Bluff, Diplomacy, Legerdemain and Survival checks.

You may cast the following spells from The Fated while it is in the upright position:

Volition
Abjuration
Base DC: 30
Level: 5
Range: Personal
Target: Self
Duration: 1 minute
Duration Increment 1 minute/+2DC
Saving Throw: None
Spell Resistance: Yes (harmless)
Effect: While under the effect of volition, you gain the ability to resist effects that determine your fate or dominate your personality: you gain a +4 resistance bonus on all saves against compulsion effects and spells. Furthermore, you can make a save against such an effect or spell even if normally no save would be allowed, such as against a geas.
While you are under the effect of any compulsion spell, you can make another save each day, if the spell extends that long.
Effect Increment: For every 2 points you increase the DC by, the bonus to saves increases by +1.


Determination
Enchantment (Mind affecting)
Base DC: 21
Level: 2
Range: Personal
Target: Self
Duration: 1 minute
Duration Incement +1 minute/2 DC
Saving Throw: None
Spell Resistance: Yes
Effect: While under the effect of this spell, you gain all the effects of the Diehard feat.
Effect Increment: For every 2 points you increase the DC by, your hit points can be reduced by one more point before you die (i.e. if you increase the DC by 2 points, you can be reduced to -11.)

Ambition
Transmutation
Base DC: 21
Level: 2
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: The next skill check you make before the end of your next turn gains a +5 competence bonus.
Effect Increment: For every 2 points you increase the DC by, increase the competence bonus by +1.


You may cast the following spells form The Fated while it is reversed:

Arrogance
Enchantment (Compulsion, Mind-affecting)
Base DC: 21
Level: 2
Range: Close
Target: 1 living creature
Duration: 10 minutes
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target is overcome by arrogance and a sense of self-importance and invulnerability. While under the effect of this spell, the caster can ask it a single question: the creature will automatically blurt out a true answer, or at least answer to the best of it's knowledge. However, the answer will be coloured in a way that makes the creature look especially favourable.
Effect Increment: For every 6 points you increase the DC by, you may ask another question, and the effective spell level increases by 2.


Ruthlessness
Necromancy
Base DC: 24
Level: 3
Range: Touch
Target: Living Creature touched
Duration: Instantaneous/1 minute, see text
Duration Increment: +1 round/+2 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect:
The caster must succeed on a melee touch attack, which deals 2d6 points of damage. He gains temporary hit points equal to the damage he deals. However, he can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear at the end of the spell.
Effect Increment: For every three points the DC is increased by, the spell deals and gives an additional 1d6 points of damage.

Selfishness
Enchantment (Compulsion, Mind-affecting)
Base DC: 24
Level: 3
Close:
Target: 1 humanoid creature
Duration: 1 round
Duration Increment: +1 round/2 DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: The target is overcome with extreme selfishness: it can not use the aid another action while under the effect of the spell, cast a spell that is directly beneficial for another creature but not himself or use a magic item to help others. (This includes potions.) Also, he can not give any item in his position away or lay it down while under the effect of the spell.



The Xaositect


This card shows a man of undeterminable age in a yellow and red jester's motley, making a handstand. His clothes are torn and soiled, his hair and beard long and dirty. Brown and broken teeth are bared as the man seems to snare angrily at a rock on the street which is carved in the shape of a ram's skull. He is holding a pair of dice in one hand.

Granted Power: While the Xaositect is on your hand, you gain a luck bonus equal to your hand size to search check. You also gain a number of luck rerolls equal to one half your hand size, rounded down, which you may spend to reroll any d20.

You may cast the following spells from the Xaositect while it is in the upright position:

Versatility
Universal
Base DC: 15
Level: 0
Range: 10 ft.
Target: See text
Duration: 1 hour
Duration Increment +1 hour/4 DC
Saving Throw: See Text
Spell Resistance: No
Effect: This spell works as the spell prestidigitation
Effect Increment: None

Luck
Enchantment (Mind-affecting)
Base DC: 21
Level: 2
Range: Personal
Target: Self
Duration: 1 minute
Duration Increment: +1 minute/3DC
Saving Throw: None
Spell Resistance: Yes
Effect: You gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill and ablity checks for the duration of the spell. Also, while the spell is active, all your rolls of 19 caount as automatic successes and all your natural 2s as automatic failures.
Effect Increment: For every 3 points you increase the DC by, the luck bonus increases by 1, to a maximum of 5. This also increases the spell level by one.

Unpredictability
Enchantment (Mind-affecting)
Base DC: 21
Level: 2
Range: Personal
Target: Self
Duration: 1 minute
Duration Increment: +1 minute/3DC
Saving Throw: None
Spell Resistance: Yes
Effect: You gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill and ablity checks for the duration of the spell. Also, while the spell is active, all your rolls of 19 count as natural 20s and all your rolls of 2 count as natural 1s.
Effect Increment: For every 3 points you increase the DC by, the luck bonus increases by 1, to a maximum of 5. This also increases the spell level by one.

When the Xaositect is in the reversed position, you can cast the following spells from it:

Madness
Enchantment (Compulsion, Mind-affecting)
Base DC: 18
Level: 1
Range: Close (15 ft.)
Target: 1 living creature
Duration: 1 round
Duration Increment: +1 round/2DC
Saving Throw: Will negatves
Spell Resistance: Yes
Effect: You cause one target creature to become confused, as the spell.

Incomprehensibility
Enchantment (Compulsion, Mind-affecting)
Base DC: 24
Level: 3
Range: Personal
Target: All creatures in a 15 ft. radius burst
Duration: 1 minute
Duration Increment: +1 minute/3DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: All creatures in the target area lose the ability to speak in comprehensible sentences, no matter the language. By succeeding on a DC 15 bluff check, they can convey simple messages (usually two word orders such as follow me, go there, but not complex instructions. All language dependent spells and spells with vocal components have a 20% chance to fail.
Effect Increment: None

Delusion
Illusion (Phantasm, Mind-affecting)
Base DC: 21
Level: 2
Range: Short
Target: 1 creature
Duration: 1 minute
Duration Increment: +1 minute/3DC
Saving Throw: Will negates
Spell Resistance: Yes
Effect: If the subject fails it's save, it perceives a purely mental illusion of any object or creature of up to one ten-foot-cube in size as completely real. The illusion can move and act, but consists of only auditory and visual effects. When trying to touch, smell, taste or otherwise perceive the phantasm with any other sense, the subject automatically disbelieves the illusion.
Effect Increment: By increaseing the DC by +3 each, you can add any of the following components to the illusion: tactile, thermal, chemosensory. This also increases the effective spell level and caster level by one. For every 2 points you increase the DC by, the illusion's size can be up to one ten-foot-cube larger.

deuxhero
2009-08-19, 07:57 PM
For The Priest you might want divination spells (if you going for The Priestess) or [Law] spells (The Hierophant)

Eldan
2009-08-20, 02:58 PM
Added a second card, The Fated. Feedback would really be welcome.

Fax Celestis
2009-08-20, 03:24 PM
I'll look at them tonight.

Eldan
2009-08-21, 01:57 AM
Thanks. I'll just continue making more. My current goal is one per day.

A question, though: how big should a set be? There are, after all, fifteen factions, which seems larger than your set. I could split them in two or three without too much problem, perhaps along the lines of the faction war into lawful/chaotic/neutral.


Oh, another thing: is there any mechanic that gives any significance to a card being upright or reversed? Because when reading through the skill and the class, it seems to be pure fluff. Is that correct?

Just an idea, though I'm notoriously bad at balancing: make the cartomancer choose which way around a card is when preparing and make it a swift action to switch.

Fax Celestis
2009-08-21, 09:54 AM
A question, though: how big should a set be? There are, after all, fifteen factions, which seems larger than your set. I could split them in two or three without too much problem, perhaps along the lines of the faction war into lawful/chaotic/neutral. I'd rather have too many than too few, honestly.


Oh, another thing: is there any mechanic that gives any significance to a card being upright or reversed? Because when reading through the skill and the class, it seems to be pure fluff. Is that correct?

Just an idea, though I'm notoriously bad at balancing: make the cartomancer choose which way around a card is when preparing and make it a swift action to switch.As of right now, beyond the Pull From The Deck feature, there isn't any purpose behind upright and reversed. However, leaving it in allows for feats that give +1 DC to spells cast from upright cards, etc.

Eldan
2009-08-21, 10:11 AM
I see. I was just wondering.

Hmm. Out of curiosity, what would you think of cards that influence other cards? Like, a card that had a spell that allowed you to draw another one from the deck, or maybe improved others while you held it? Not that I intend to make one (wouldn't really be fitting for this set), but just for throwing around ideas.

Fax Celestis
2009-08-21, 11:02 AM
I see. I was just wondering.

Hmm. Out of curiosity, what would you think of cards that influence other cards? Like, a card that had a spell that allowed you to draw another one from the deck, or maybe improved others while you held it? Not that I intend to make one (wouldn't really be fitting for this set), but just for throwing around ideas.

Well, I'm actually thinking about making an Apprentice card, who has a bunch of cantrips on it and has a granted ability of granting a 5 minus hand size bonus on cartomancy checks (specifically noting that it overrides the no-bonus clause of cartomancy). This way, you get a bonus at lower levels, but once you hit about 5th level, it's useless.

Eldan
2009-08-21, 03:16 PM
Could you voluntarily lower your hand size by just drawing less cards, though? Would be interesting: less flexibility for more strenght.

Eldan
2009-08-21, 04:38 PM
Sorry for the double-post, but I put up number 3, the xaositect, though it still needs a sixth spell.

The Witch-King
2009-08-21, 11:10 PM
Awesome class! I came up with some cards--I hope you like them!

The Black Portal



The Black Portal

Granted Power: After at least 4 hours of rest, you spend 15 minutes performing rituals honoring the powers of the starry night, which grants you one of the following bonuses until you do a different set of rituals (though only once per day).

The Black Incantation: Your spells have +2 DC & +2 bonus to overcome Spell Resistance vs. Outsiders.

Communion of Darkness: You may apply either +3 DC or one free metamagic feat to any spell you cast of the Darkness or Shadow subschools.

Song of the Aether Sea: Any creature of the aquatic subtype you summon gains the amphibious special quality, flight at its ordinary rate of movement and cold immunity.

You may cast the following spells from The Black Portal while it is in the upright position:

Call of the Lunar Dragons
Conjuration (call)
Base DC: 40
Level: 8
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: The spell calls forth from the moon Lunar Dragons: either one of up to 24 HD or up to three of whose total HD are not more than 24. Specific ones may be requested by name. Use stats for Wyverns with the following modifications: immunity to cold damage, burrowing (20'), no need to breathe.

Once the lunar dragons arrive, the caster must negotiate what task they should do & what they get in return. The following table gives an idea of the cost in money, items, etc.
Time Required Payment
up to 1min/lvl 100gp / HD
up to 1hr/lvl 500gp / HD
up to 1day/lvl 1,000 / HD
Difficulty Modifier
Matches Alignment 50% less
Non-hazardous 50% less
Very Dangerous 100% more
Suicidal no deal
When the task is complete, the lunar dragons inform the caster of their deeds & then return home.

Music of the Celestial Spheres
Conjuration (Summoning)
Base DC: Special
Level: 8
Range: Personal
Target: You
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
Effect: You gain access to the granted power and spells of any one unprepared card of your choice with one of the following words in its name: Moon, Planet, Star, Comet, (A)ether or Night. The DC of the spell is equal to that of the highest DC spell on that card. You only gain access to the card's power and spells for the duration of this spell.
Effect Increment: For each point by which you increase the DC, you increase the number of rounds of duration by three, and its effective level increases by 1.

The Gateway Opens
Conjuration (Creation)
Base DC: 45
Level: 9
Range: Medium (100 ft. + 10 ft./level)
Duration: 3 rounds per caster level
Saving Throw: None
Spell Resistance: No
Effect: Opens a portal to a different plane of existence that is 5’ to 20’ wide. Creatures on both sides can see through & can travel freely through the opening. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, the gate functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may cast the following spells from The Black Portal while it is in the reverse position:

Dismissal
Abjuration
Base DC: 30
Level: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
Effect: This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Dispel Outsider
Abjuration
Base DC: 30
Level: 5
Range: Touch
Target: You and a touched creature from another plane
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text
Effect: A shimmering dark radiance surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by Outsiders.

Second, on making a successful melee touch attack against an extraplanar creature, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an extraplanar creature. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel outsider. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Banishment
Abjuration
Base DC: 35
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Effect: A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Black Moon


Black Moon

Granted Power: Gain low-light vision, darkvision, and blindsense.

You may cast the following spells from Black Moon while it is in the upright position:

Black Moon Missile
Evocation (Shadow) [Force]
Base DC: 15
Level: 1
Range: Medium (100 ft. + 10 ft./level).
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Effect: A missile of dark magical energy darts forth from your fingertip and strikes its target, dealing 1d6+1 points of force damage. Each missile requires a ranged touch attack to hit. Inanimate objects are not damaged by the spell. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for the touch attack.
Effect Increment: For every 6 DC you add to the difficulty of casting this spell you gain an additional missile up to the maximum of five missiles. Two missiles make this a 3rd level spell; three missiles make it a 5th level spell; four missiles make it a 7th level spell and all five missiles make it a 9th level spell.

Black Moon Tentacles
Conjuration (Creation)
Base DC: 30
Level: 4
Range: Medium (100 ft. + 10 ft./level)
Target: 20-ft.-radius spread
Duration: 1 round/level
Duration Increment:
Saving Throw: None
Spell Resistance: No
Effect: As the spell Evard's Black Tentacles
Effect Increment: For each 6 points you increase the DC by, the radius increases by 5', and its effective level increases by 1.

Shadow Walk
Illusion (Shadow)
Base DC: 30
Level: 5
Range: Touch
Target: Up to one touched creature/level
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Effect: As the spell Shadow Walk.
Effect Increment: Increasing the DC of this spell by 4 increases the duration by 1 hour and the effective level of this spell by 1.

You may cast the following spells from Black Moon while it is in the reverse position:

Shadow Lock
Abjuration
Base DC: 30
Level: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: 50' radius around a designated spot.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Effect: Travel to or from the Shadow world by any means is blocked within the spell's radius. Illusion (shadow) spells do not function within the spell's radius.

Dark of the Moon
Abjuration
Base DC: 35
Level: 6
Range: Touch
Target: One lycanthrope.
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Effect: The power of the moon is withdrawn from the touched lycanthrope. It is no longer able to change to either its animal or hybrid forms and if it already changed, it immediately reverts to its humanoid form. The lycanthrope cannot change forms until the duration of the spell has ended. A fortitude save negates this but the lycanthrope still loses its damage reduction even if it makes the save. Lycanthropy is not contagious during the spell's duration. Should the lycanthrope fail the fortitude save, it may make another save in the next round. If it makes this second save, the duration of the spell is cut in half.
Effect Increment: Increasing the DC of this spell by 6 increases the duration by 1 round and the effective spell level by one.

Withdraw Shadows
Abjuration
Base DC: 30
Level: 3
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Effect: As the spell Dispel Magic, but it only works against Shadow, Darkness and Illusion spells and spell-like effects but with a +10 to the roll.

Green Moon


Green Moon

Granted Power: The Cartomancer may summon a pseudonatural creature to serve as a familiar for as long as this card is in his or her hand. Summoning the pseudonatural familiar takes the usual 24 hours and uses up magical materials that cost 100 gp and henceforth the pseudonatural familiar acts as any other familiar (the cartomancer picks the species of his or her familiar as usual and it gains the pseudonatural template). If the Green Moon card should leave the Cartomancer's hand, the pseudonatural familiar returns to whence it came but the Cartomancer suffers no other penalty and should the Cartomancer return the Green Moon card to his or her hand, he or she may resummon the pseudonatural familiar without penalty or waiting a year but must gain pay the 100 gp for reagents.

You may cast the following spells from Green Moon while it is in the upright position:

Animate Plants
Transmutation
Base DC: 36
Level: 7
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
Effect: As the spell Animate Plants

Regenerate
Conjuration (Healing)
Base DC: 36
Level: 7
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Effect: As the spell Regeneration

Tree Stride
Conjuration (Teleportation)
Base DC: 30
Level: 5
Range: Personal
Target: You
Duration: 1 hour/level or until expended; see text
Saving Throw: None
Spell Resistance: No
Effect: You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.

Type of Tree Transport Range

Oak, ash, yew 3,000 feet
Elm, linden 2,000 feet
Other deciduous 1,500 feet
Any coniferous 1,000 feet
All other trees 500 feet

You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.

You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

You may cast the following spells from Green Moon while it is in the reverse position:

Contagion
Necromancy [Evil]
Base DC: 20
Level: 3
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Effect: As the spell Contagion.

Insect Plague
Conjuration (Summoning)
Base DC: 25
Level: 5
Range: Long (400 ft. + 40 ft./level)
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
Effect: You summon a swarm of locusts. Additional swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
Effect Increment: For each +9 DC you gain an additional swarm and the spell is counted as being three levels higher until you reach the maximum of six swarms at the effective level of 18.

Living Wall
Conjuration (Creation) (Evil)
Base DC: 40
Level: 8
Range: 15 yards
Area of Effect: 10' thick by 50' tall by 40' long
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Effect: This spell creates a living wall of flesh, muscle and bone. The living wall cannot be cut through except by weapons of +3 enchantment or higher. The living wall has eyes and so long as the caster and the living wall are on the same plane of existence, he sees what the living wall sees.


Constellations


Constellations

An idea I'm working on: Constellations can be assembled from cards with the word "Star(s)" in the title. A Constellation is a group of cards that count as one card in your hand: however, each and every spell in the Constellation is +3 to cast up to +15 for the maximum of five cards in the Constellation.


EDIT: I meant to do one card--I did three. I'm going to sleep now. :)

vampire2948
2009-08-31, 05:47 PM
Deck Alteration (Ex): A cartomancer who finds unique tarot cards can augment his existing deck. He may mix and match new cards he finds from alternate decks or that he acquires alone into one cohesive deck. The only requirements are that the final deck be at least forty cards, and that there are no duplicate cards.

Maybe i've the wrong idea, but.. shouldn't it be at most?

I'm going to use a Cartomancer as an NPC for an upcoming campaign. Should be pretty interesting :)

Eldan
2009-08-31, 06:14 PM
Holy ****, I totally forgot this thing over the exams last week. I'll post more cards tomorrow.

Eldan
2009-09-02, 05:54 PM
Added The Dustman and finished the Xaositect, though I'm not exactly happy with both: Bad Luck is unoriginal, and I don't like having added a save or die spell to the dustman.

Zovc
2009-09-08, 03:24 PM
Just spitting some ideas out, I'll look through this thread after I learn more about how this works--then I'll posisbly try making these into cards.

The Fool
The Beggar
The Psychic (Since you're incorporating Psionics from the get-go)

The Diviner (/Oracle?)
The Diviner
Granted Power: You get a bonus equal to your hand size on Cartomancy checks to cast augury as a spell-like ability. You take one less minute to cast augury as a spell-like ability for each card in your hand.

You may cast the following spells from The Diviner while it is in the upright position:

1

2

3

You may cast the following spells from The Diviner while it is in the reversed position:

1

2

3(on second thought, this could quite possibly overlap with The Wheel of Fortune quite a lot. I think the wheel is more flavorful, too.)

The Trapper
The Druid

The Blind Man
The Hanged Man (/The Martyr, or both)

The Unicorn
The Satyr
The Dryad

Honestly, any archetype that is prominent in a campaign's history should have its own card. For example, a society whose primary form of entertainment for years has been an arena should have "The Gladiator" and/or "The Arena." On that note, how do you feel about general locations? What about specific locations?

The Church
The Inn
The Gray Woods

Milskidasith
2009-12-10, 08:01 AM
Ok, this is just... I don't even know what this is. At level 2, you can revive your allies on a good check, but you can fail to deal 1d4 damage. I just don't see the point of a skill based system, especially if the common ways to boost skills are banned. Even further... the hand abilities are insane. Reroll *number of cards in your hands* time on any roll? How did that not get mentioned? At level one, you get two rerolls on ANY roll. That's more powerful than most classes.

Fax Celestis
2009-12-10, 01:07 PM
Ok, this is just... I don't even know what this is. At level 2, you can revive your allies on a good check, but you can fail to deal 1d4 damage. I just don't see the point of a skill based system, especially if the common ways to boost skills are banned.The banning of skill boosters is actually a major balance point for this class.


Even further... the hand abilities are insane. Reroll *number of cards in your hands* time on any roll? How did that not get mentioned? At level one, you get two rerolls on ANY roll. That's more powerful than most classes.That's PER DAY, not PER ROLL.

Look, I appreciate your help, but if you're going to do so, I need constructive criticism, not just criticism.

Lappy9000
2009-12-10, 01:38 PM
Oh, by the way Fax, our local cartomancer is hungry for some more cards. In order to keep to the Alpha, which of the completed cards would you suggest, in addition to the ones you've already written (if any)?

Or, should I give her a couple of the unofficial ones, and give'em a test run?

GideonRiddle
2009-12-10, 01:38 PM
Just finished reading through this and I must say wow...

I have never wanted to use a class more than this one.

Near as I can tell the class is balanced nicely.

Tried to think of cards to submit but as they appeared in my head I read a post that had that idea already. But I'll think on it.:biggrin:

Milskidasith
2009-12-10, 02:04 PM
The banning of skill boosters is actually a major balance point for this class.

Look, I appreciate your help, but if you're going to do so, I need constructive criticism, not just criticism.

It was incredibly vague. Please don't act hostile towards me because the card didn't specify whether it was per day or per roll. Hand size rerolls per day is still incredibly powerful.

Fax Celestis
2009-12-10, 04:07 PM
I'm just trying to say that, yes, I appreciate what you're doing. But just saying "omg its broken" without saying "this part and that part are broken" isn't going to help me fix it at all.

Zovc
2009-12-10, 04:43 PM
Some thoughts glancing at your cards.

Mage, Reversed
-True Sight/Arcane Sight/Detect Magic
Priest, Upright
-Bless
Priest, Reversed
-Bane
-Doom
Judgment, Upright/Reversed?
-True Sight?

Milskidasith
2009-12-11, 12:48 AM
I'm just trying to say that, yes, I appreciate what you're doing. But just saying "omg its broken" without saying "this part and that part are broken" isn't going to help me fix it at all.

I don't know how much clearer than I can be at saying that getting 2 to 9 rerolls per die roll/per day (the wording is vague, so I took it as per die roll) is very powerful.

Also, the skill based system is rather bad. At level 2 you can have a good chance of failing to do 1d4 damage (DC 18 check), but have a chance at reviving your ally from the dead. Plus, you have a chance at failing to do basically anything level relevant with it.

Finally, the "hand size" bonuses for having cards need to specify if that is your max hand size or current hand size.

sidhe3141
2010-01-15, 12:32 AM
Girl Genius

The Device
Granted Power: While The Device is in your hand, you get a +2 competence bonus to Craft, Use Magic Device, and Use Psionic Device checks.

You may cast the following spells from The Device while it is in the upright position:

Analyze
Divination
Base DC: 18
Level: 1
Range: Touch
Target: One magic or psionic device
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Effect: You instantly know the abilities and any activation methods of the targeted device.

Clockwork Universe
Divination
Base DC: 18
Level: 1
Range: You
Duration: 1 minute per level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Effect: You may add a +1 insight bonus to any single roll except a Cartomancy or Truespeech check.
Effect Increment: For each three points by which you increase the DC, you may add the bonus to another roll and increase the spell's level and effective caster level by one.

Forge Ectoplasm
Conjuration (Creation)
Base DC: 18
Level: 1
Range: 10 feet
Effect: One creature
Duration: 1 minute per level
Effect: You may create an astral construct with a level equal to this spell's level. The construct acts as you direct, and dissipates when the spell ends.
Effect Increment: For each three points by which you increase the DC, you may raise the spell's level and effective caster level by one.

You may cast the following spells from The Device while it is in the reversed position:

Jam Construct
Evocation
Base DC: 24
Level: 3
Range: Touch
Target: One construct
Duration: One round per level
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: The target is effectively stunned for the duration of the spell.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.

Corrode
Transmutation
Base DC: 24
Level: 3
Range: Short (25 ft. + 5 ft./2 levels)
Target: One metallic object
Duration: Instantaneous
Saving Throw: Fort negates (object)
Spell Resistance: Yes (object)
Effect: The targeted object takes 1d6 damage per spell level.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.

World of Flux
Conjuration
Base DC: 18
Level: 1
Range:You
Area: Close sphere-shaped emanation (radius 25 ft. + 5 ft./2 levels)
Duration: 1 minute per level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
Effect: You may force any creature to take a -1 luck penalty to any single roll made while it is in the effect of this spell. If the creature saves against or resists this effect, it is immune only for the round it does so, but may continue to save or resist on subsequent rounds.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one, and apply a penalty to an additional roll.



The Whirlwind
Granted Power: While The Whirlwind is in your hand, you may treat your natural and manufactured weapons as anarchic for a number of rounds per day equal to your hand size.
You may cast the following spells from The Whirlwind while it is in the upright position:

Summon Chaos Creature
Conjuration (Summoning) [Chaos]
Base DC: 18
Level: 1
Range: 10 ft.
Effect: One creature
Duration: One minute per level
Effect: You may summon any generic creature with the Chaotic subtype with a challenge rating equal to or less than your caster level. The creature is initially unfriendly toward all nearby creatures, and acts independently of you.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.

Hand of the Earth
Conjuration (Creation) [Earth]
Base DC: 21
Level: 2
Range: You and close (25 ft. + 5 ft. per level, see text)
Target: You and one Medium or smaller creature
Duration: One round per level.
Saving Throw: Reflex negates each round
Spell Resistance: Yes
Effect: A large stone hand reaches out of the ground and clutches at both you and a foe. The hand cannot be destroyed, follows both targets wherever they go, and makes a grapple attempt each round at +5. At the end of each round that the hand is grappling, it inflicts 1d6 points of crushing damage per spell level.
Effect Increment: For each three points by which you increase the DC, you may add the bonus to another roll and increase the spell's level and effective caster level by one.

Fixating Melody
Illusion (Pattern) [Sonic, Mind-Affecting]
Base DC: 18
Level: 1
Range: 50 feet
Target: All creatures in range
Duration: 1 round per level
Saving Throw: Will negates each round
Spell Resistance: Yes
Effect: A beautiful song fills the air, fascinating all creatures that hear it.
Effect Increment: For each three points by which you increase the DC, you may raise the spell's level and effective caster level by one.

You may cast the following spells from The Whirlwind while it is in the reversed position:

Smite Summon
Abjuration
Base DC: 18
Level: 1
Range: Touch
Target: One natural weapon, manufactured weapon, or unarmed attack
Duration: One round per level
Saving Throw: Fort negates
Spell Resistance: Yes
Effect: The next time the targeted weapon touches an extraplanar creature, the creature takes 1d6 damage per spell level.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.

Stone Rest
Transmutation
Base DC: 18
Level: 1
Range: You
Target: You
Duration: One round per level (D)
Saving Throw: None
Spell Resistance: No
Effect: You sink into the ground for the duration of the spell. You may not move from the point where you enter the ground, but the ground where you have entered is indestructible for as long as you are in it. You regain one hit point per spell level each round for the duration of this spell, but can only detect events around you by means of a tremorsense-like ability. When the spell ends, you surface. If there any creature occupies the space where you surface, both you and the other creature are knocked prone adjacent to that space.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.

Maddening Cacophony
Illusion (Pattern) [Mind-Affecting, Sonic]
Base DC: 18
Level: 1
Range:You
Area: Close sphere-shaped emanation (radius 25 ft. + 5 ft./2 levels)
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
Effect: Each creature in the emanation takes a -1 morale penalty to AC and to all rolls until the spell ends.
Effect Increment: For each three points by which the DC is increased, you may raise the spell's level and effective caster level by one.