Sunteți pe pagina 1din 16

Witch

Witch
A New Class for 13
th
Age, by D. Jon Mattson
While wizards use carefully studied symbology and an occult
grammatical system to work magic, and sorcerers draw
intuitively upon the icons' power and the magic hidden within
their own blood, witches tread a different, less direct path to
arcane mastery. rue, they often study occult lore, and some
even manage to learn a few wizard spells. rue, it is not
uncommon for a witch to have a magical birthright that sets her
forth on her !ourney or an une"pected link to one or more of the
icons. #ut the witch sees each of these systems and links as a
mere tool $ one in a much larger toolbo" that is well worth
e"ploring. #eyond these basic starting points, the witch looks
for the magical connections that these methods share and that
bind all things, and she calls upon those beings that understand
such phenomena better than she does. %he does not limit herself
to one narrow system, but pragmatically accepts each gift of
arcane learning that &ate and the other occult powers send her
way.
'n time, the witch learns many useful tricks $ spells, of course,
but also he"es. he latter can be used with greater fre(uency,
by deferring the arcane cost to another time $ or another being.
)ost critically, by sensing the strands of &ate, she tries to work
with them, instead of against them, taking the subtle path of
least resistance to achieve her goals. %adly, this may bring her
to the attention of other beings that take an interest in &ate, as
well as those e"otic powers that she calls upon, from time to
time, in pursuit of lore. &or the witch, this is a small price to
pay, to gain a deeper understanding of the most hidden
workings of the universe.
Overview
Play Style* Witches come from many walks of life, but all
have an insatiable appetite for occult secrets. With such secrets
comes power but how that power is wiele varies !reatly
between witches of ifferent temperaments. "ome follow what
is often calle the White #ath an focus on blessin!s, life an
healin!. $thers follow what is sometimes calle the %lack #ath
an, while they are not uniformly evil, they o certainly spen a
lot of their time honin! curses an estructive charms. Many try
to follow a more moerate &rey #ath, healin! an estroyin!
with no bias, beyon their nees of the moment an their
morality. 'hese often feel a connection to the natural worl an
may be mistaken for ruis, althou!h it is not uncommon for a
witch of any sort to feel at home in the wil.
(n terms of comple)ity, witches are ri!ht up there with bars
an wi*ars. 'heir spell use is a bit more restrictive than that of
a wi*ar an, thus, ar!uably somewhat easier to mana!e
althou!h the subtlety of their approach may seem a bit trickier to
those who are use to simply blastin! problems out of the way.
'heir he)es are similar to battle cries, in some respects, but may
re+uire more ecision makin!, since they are base on other
people's rolls, rather than the witch,s own. -or those who en.oy
tacklin! situations from une)pecte an!les an usin! several
subtle steps, rather than one bi! e)plosion, to ruin foes, the
witch has much to offer.
Ability Scores* Witches rely heavily on their own self/
confience an their ability to enforce their will on others,
throu!h persuasion an intimiation0 inee, a clever witch
unerstans that the threat of power sometimes ne!ates the nee
to actually e)ercise it. As a result, Charisma is an invaluable
asset to any witch.
1our secon/choice ability epens a !oo eal on the sort of
witch you want to play. A stuious witch tens to be (ntelli!ent,
while a more intuitive one relies on Wisom. Any sort can
benefit from a !oo De)terity score, which helps you avoi
trouble, or a !oo Constitution score, which helps you survive
the trouble you couln,t avoi. 'he latter is also inicative of
the sort of supernatural tou!hness that many witches ten to
aopt, almost incientally, over time.
Normally, witches !ain a 23 class bonus to Charisma or
Constitution, as lon! as it isn4t the same ability you increase
with your 23 racial bonus. 5avin! sai that, check out the
)ystic an +ccultist talents, below, for two ways that you can
fu!e this.
Races* 6lves ten to make ecent witches, especially of the
&rey variety 7or %lack variety, for Drow8, but humans an half/
elves more often emonstrate the sort of obsessive interest in
secrets that leas one to the craft. "ome orc tribes have a
traition of %lack witchcraft, which half/orcs with a vinictive
streak may aopt. "imilarly, some !nome clans have a traition
of &rey witchcraft, which those with an interest in the natural
worl an9or subtle trickery may appreciate.
Backgrounds* Capricious be!uiler, celebrate meium, faerie
miwife, (nitiate of the 'hrice/'ol 'ale, mystery cultist,
obsessive alchemist, occult seeker, reclusive herbalist, repentant
emonolo!ist, spirit whisperer, stuent of nature, tribal
soothsayer, unsettlin! hermit, villa!e wise/woman, wanerin!
fortune/teller, wily swamp ha!.
Icons* 'he path a witch follows 7if any8 usually etermines
potential icon connections. 'hose who follow the White #ath
are favore by the &reat &ol Wyrm, the #riestess, an, to a
lesser e!ree, the Archma!e. 'hose who follow the &rey #ath
ten to feel an affinity for the 6lf :ueen, the #rince of "haows,
an, in particular, the 5i!h Drui. 'hose who follow the %lack
#ath often ali!n themselves with the Diabolist, the ;ich <in! or
'he 'hree, but selom more than one of these. A witch who
follows no particular path typically feels no stron! connection to
a particular icon, either. %ut that oesn,t mean that one or more
icons on,t have an interest in her.
Gear
At =
st
level, a witch usually has an athame 7ritual knife80 some
other simple melee weapon, such as a staff that oubles as a
walkin! stick0 some well/worn, often rune/stitche clothes0 a
pouch of ritual components an9or fortune/tellin! trinkets0 an
other paraphernalia su!!este by her back!rouns. (f she is
e)pectin! trouble 7an what witch oesn,t>8, she may possess a
moest ran!e weapon an wear very basic li!ht armor, such as
/ Witch = /
a leather .erkin, which she pra!matically remove from a corpse
or receive as payment for services renere. 'he latter will
probably en up with runes on it, at some point, as well. A city/
bre witch may wish to skip the scruffy armor, in favor of a
revealin! !own 7or artfully embroiere tunic8, which implies a
hi!her social stanin! than she actually possesses.
Wise witches, who believe that -ortune favors the prepare,
start with 3? !p. #assionate witches, who place their trust in the
whims of -ate, start with =@ ) =A !p.
Armor
Most witches aren4t keen on wearin! bulky, restrictive armor
practical woosy clothes or be!uilin! !owns are more their
style. "till, when one makes a habit of !ettin! into an!er,
puttin! a little leather between valuable flesh an harm4s way is
simply a wise precaution. As previously note, some witches
tolerate li!ht armor for the safety it brin!s0 others prefer to make
an impact with impressive clothin! an try to avoi !ettin!
swun! at, in the first place.
Witch Armor and AC
Base Attack
Type AC Penalty
None =A B
,ight 11 -
5eavy =3 3
"hiel 2= 3
Weapons
Many witches are of the opinion that if you have reache the
point where you have to walk up an hit somethin! with a bi!
stick, then you have probably one somethin! wron!. (f a
witch4s allies are etermine to pursue this course, then she will
usually be content to stan back an bolster them or weaken
their enemies with spells an he)es. 5avin! sai this, most
witch spells are not particularly !oo at ealin! irect ama!e,
so some witches become surprisin!ly aept at usin! their ritual
knives, walkin! staves an ceremonial spears forC less arcane
purposes.
Witch Melee Weapons
One-Handed Two-Handed
Small
=D a!!er =@ staff
Light or Simple
=@ shortswor =E spear
Heay or Martial
=E 73 atk8 lon!swor ==A 73 atk8 !reatsworF
Witch !anged Weapons
Thrown Cross"ow Bow
Small
=D a!!er =D han crossbow B
Light or Simple
=@ .avelin =@ 7= atk8 li!ht =@ 73 atk8
crossbowF shortbowF
Heay or Martial
B =E 7G atk8 heavy =E 7D atk8
crossbowF lon!bowF
F A witch nees one free han to cast spells 7but not he)es8. (t4s
easy to !et a han free from a weapon you4re !oo with, like a
staff or a spear, for the time it takes to cast a spell0 however, if
you take a penalty for usin! a two/hane weapon, the penalty
applies to your spells, as well.
Basic Attacks
Melee Attack
At-Will
TargetH $ne enemy
AttackH "tren!th 2 ;evel vs. AC
HitH W6A#$N 2 "tren!th ama!e
MissH Dama!e e+ual to your level
Ranged attack
At-Will
TargetH $ne enemy
AttackH De)terity 2 ;evel vs. AC
HitH W6A#$N 2 De)terity ama!e
MissH B
Witch Stats
(nitiative, AC, #D, MD, 5it #oints, Iecovery Dice, -eats, an some 'alents are level epenent.
A"ility Bon#s 23 Charisma or Constitution 7ifferent from racial bonus8
$nitiatie De) mo 2 ;evel
Armor Class 7li!ht armor8 == 2 mile mo of Con9De)9Wis 2 ;evel
Physical %e&ense =A 2 mile mo of "tr9Con9De) 2 ;evel
Mental %e&ense == 2 mile mo of (nt9Wis9Cha 2 ;evel
Hit Points 7@ 2 Con mo8 ) ;evel moifier 7see level pro!ression chart8
!ecoeries 7probably8 E
!ecoery %ice 7=@ ) ;evel8 2 Con mo
Backgro#nds E points, ma) ? in any one back!roun
$con !elationships G points
Talents G
'eats = per ;evel
Witch Level Progression
Spells Leel-(p
Witch )
st
*
rd
+
th
,
th
-
th
A"ility %amage Bon#s
Leel Total Hit Points Total 'eats He.es leel leel leel leel leel Bon#ses &rom A"ility Score
;evel = 7@ 2 C$N mo8 ) * = aventurer 3, up to =
st
level 3 ability moifier
;evel 3 7@ 2 C$N mo8 ) / 3 aventurer 3, up to =
st
level G ability moifier
;evel G 7@ 2 C$N mo8 ) + G aventurer G, up to G
r
level = 3 ability moifier
;evel D 7@ 2 C$N mo8 ) 0 D aventurer G, up to G
r
level D 2= to G ability moifier
Abilities
;evel ? 7@ 2 C$N mo8 ) 1 D aventurer G, up to ?
th
level G 3 2 ) ability moifier
= champion
;evel @ 7@ 2 C$N mo8 ) )3 D aventurer D, up to ?
th
level ? 2 ) ability moifier
3 champion
;evel J 7@ 2 C$N mo8 ) )2 D aventurer D, up to J
th
level G G 2= to G 2 ) ability moifier
G champion abilities
;evel E 7@ 2 C$N mo8 ) )0 D aventurer ?, up to J
th
level @ * ) ability moifier
G champion
= epic
;evel K 7@ 2 C$N mo8 ) 23 D aventurer ?, up to K
th
level D G * ) ability moifier
G champion
3 epic
;evel =A 7@ 2 C$N mo8 ) 2/ D aventurer @, up to K
th
level J 2= to G * ) ability moifier
G champion abilities
3 epic
Class Featres
(n combat, the witches of 13
th
Age have two ifferent types of
powers to choose from, as they avance in levelH he)es an
spells. $ut of combat, they have access to ritual ma!ic.
!e"es
A he) is a ma!ical curse or blessin!, often tie to the workin!s
of -ate. Witches often use he)es to weaken an emorali*e
their opponents0 however, a fair number of he)es can be use to
bolster an inspire their allies. 5e)es are tri!!ere in a manner
similar to fle)ible melee attacks but with two critical
ifferences. -irst, a he) is tri!!ere by a roll mae by someone
else, not the witch 7usually, an attack roll or savin! throw, but a
few he)es use ifferent rolls8. "econ, usin! a he) counts as a
stanar action, taken urin! the ne"t turn the witch !ets, after
the tri!!erin! roll 7no waitin! aroun until a later turn, or you
miss your chance8. (n practice, this means that the witch will
keep an eye an everyboy,s rolls, between her turns, an then,
on her own turn, cast a he) that can be tri!!ere by one of those
rolls 7her choice as to which one, if several are !oo caniates
for a he)8. Naturally, the he) must be tar!ete on whoever
mae the tri!!erin! roll which means that, without an
appropriate 'alent 7see .e" )aster, below8, a witch cannot
usually tar!et herself with he)es. 'his also means that the witch
is typically limite to one he) per turn, no matter how many
eli!ible tar!ets she has, althou!h a hanful of talents an spells
allow you to fu!e this, a little.
Althou!h ma!ical, he)es on4t count as spells. Lnlike spells,
they on4t force the witch to suffer opportunity attacks from
en!a!e enemies, an they can4t be cancelle by effects that can
cancel spells 7althou!h, at the &M,s iscretion, they can
sometimes be nullifie by effects that cancel curses or blessin!s,
as appropriate8. 5e)es that re+uire an attack roll use Charisma.
5e)es are at/will powers an, thus, can be use repeately,
sub.ect to only two restrictions. -irst, an appropriate tri!!erin!
roll must occur, as previously note no usable roll means no
he), this turn. An remember that the he) must be use as soon
as possible, on the witch,s first turn, after she witnesses the
tri!!erin! roll. "econ, no sin!le creature, frien or foe, can be
affecte by the same witch with the same he) more than once
per ay. $nce you have successfully curse a particular foe
with a particular he), that foe can no lon!er be affecte by you
with that same he) until at least one ay has passe. "ame foe,
ifferent he) is fine. Different foe, same he) is fine. %ut not
same foe, same he). A!ain, this also applies to a specific
beneficial he) affectin! a specific ally 7incluin! the witch,
herself, if she is somehow able to tar!et herself8.
As with talents, spells, powers an the like, he)es have a lar!e
number of feats that can be taken to tweak their effects. Note
that Aventurer an Champion feats have been inclue even
for he)es that cannot be taken at the Aventurer an Champion
tiers, since this classification ties in with the number of feats of
each type that can be taken, at any !iven level, an also affects
the orer in which the feats must be learne, i.e. Aventurer
before Champion, Champion before 6pic.
Spells
Witches use arcane spells that function like those of other
spellcastin! classes. "ome spells are aily, some rechar!e, an
others are at/will. 'heir spell/base attacks use Charisma. (n
!eneral, witches ten to rely on subtle spells that enchant an
elue foes, rather than flashy attack spells0 however, they have
a few of the latter, as well, mostly at hi!her level. "ome spells
are note as bein! curses. 'his has no automatic mechanical
effect but may become relevant, if some story event or
phenomena interacts in an unusual way with curses an
blessin!s 7&M4s iscretion8.
As usual, witch spells have a lar!e number of feats that can be
taken to tweak their effects. Note that Aventurer an
Champion feats have been inclue even for spells that cannot
be taken at the Aventurer an Champion tiers, since this
classification ties in with the number of feats of each type that
can be taken, at any !iven level, an also affects the orer in
which the feats must be learne, i.e. Aventurer before
Champion, Champion before 6pic.
(tility Spell
When you choose spells urin! a full heal/up, instea of takin! a
stanar spell, you can choose to !ive up a spell slot to
memori*e the utility spell at the same level. When you take the
utility spell, you !ain access to a ran!e of useful non/combat
spells of the level you memori*e it or below. 'he variety of
utility spells you have to choose from increases as you !ive up
hi!her/level spell slots. 1ou cast all utility spells at the level of
the spell slot you !ave up for them. "ee pa!es =?A to =?3, of
13
th
Age, for the spells an feats that are available 7this is e)actly
the same as the wi*ar spell/!roup of the same name8.
Rital Magic
Witches can cast spells as rituals 7see pa!e =K3 of 13
th
Age8.
Champion Feat* 1ou can cast full rituals by usin! all your
actions, each roun, to focus on the ritual, for =G 2 = rouns.
As with stanar rituals, your fast rituals are not meant to
replace combat spells0 they4re a means of ac+uirin! an
improvisin! wonrous ma!ical effects, rather than a means of
inflictin! ama!e an conitions.
Class #alents
Choose three of the followin! class talents. Note that +uite a
few of these o not play well with others, so be careful that you
o not pick two that are mutually e)clusive.
Arcane Stdies
/ou can0t take this talent, if you have the .e" )aster talent.
1ou can choose one spell from the wi*ar spell list, of your own
level or lower, as an e)tra spell you know how to cast. 1ou can
even improve that spell by takin! its feats, up to your tier, if it
has any. 'his spell is a bonus spell, not inclue in your witch
class count. Note that you nee not use this talent to access the
wi*ar4s utility spell, since that is alreay available, throu!h
your class features, as note above. 5avin! sai this, if you
want to use your bonus spell to prepare utility spell, to save on
witch spell slots, you may o so.
Adventurer Feat* 1ou can use your Charisma as the ability
score that provies the spell4s attack an ama!e bonus 7if any8.
$ther ability score references remain unchan!e. 1ou also !ain
three cantrips of your choice from the wi*ar list0 you can cast
them like a wi*ar who lacks the 1antrip )astery talent.
Coven Witch
1ou have a knack for performin! ritual ma!ic an receive a 23
bonus on any relate skill rolls. (f you assist someone else in
performin! ritual ma!ic, you can apply this bonus to that
person,s skill rolls, instea. Note that this oes not stack with
itself, if you have several people who possess this talent all
workin! to!ether the total bonus is still 23. 5avin! sai this,
you are particularly aept at !ettin! people to work to!ether an
at turnin! the resultin! syner!y into soli, useful results.
Whenever you are involve in a !roup performin! ritual ma!ic,
either as the primary caster or .ust as an assistant, you set a
minimum roll result, which is base on the number of people
involve, up to a ma)imum of J. When makin! any relate
rolls, a natural roll of = still counts as = some ba stuff .ust
can,t be avoie. 5owever, any other natural roll that is e+ual to
or lower than your minimum, can be re/rolle, at your
iscretion. 1ou have to keep the secon result, even if it is
lower. -or e)ample, if your !roup consists of five people, any
natural result of 3 ? coul be re/rolle. 1ou woul have to
keep the secon roll, thou!h, even if it fell in the 3 ? ran!e.
Adventurer Feat* When you work with other people who have
this talent, your bonuses o stack, after a fashion. 'he bonus
starts at 23, as usual, an is increase by 2= for each e)tra
person, after the first, who possesses this talent, up to a
ma)imum of 2?. -urthermore, when workin! in a !roup, you
can benefit from a total of up to K people, instea of J.
$vil $%e
/ou can0t take this talent, if you have the 2entle 2aze talent.
1ou ten to cast harmful he)es +uickly an easily. $nce per
battle, when a tri!!erin! roll woul allow you to use a harmful
he) a!ainst an enemy, you can o so, at the start of your ne)t
turn, as a +uick action, instea of a stanar action. 1ou are still
limite to castin! one he) per turn, but you can now use your
stanar action to o somethin! else. (n aition, any time you
try to fri!hten or intimiate someone, you receive a 2= bonus on
any relate Charisma/base skill rolls. 1ou,re .ust that creepy.
Adventurer Feat* 1our one +uick he) per battle oes not count
towar your limit of one he) per turn. (n other wors, you can
cast a secon he), as a stanar action, urin! the same turn that
you cast your +uick he), as lon! as you have two ifferent
tri!!erin! rolls to work with.
Champion Feat* 1our one +uick he) per battle oes not even
use your +uick action, on your ne)t turn. (n fact, the he) kicks
in at the same time as the roll that tri!!ers it effectively,
allowin! you to cast it out of turn an instantaneously. (f the
he) somehow prevents your opponent,s action from bein!
complete 7by killin! him, for e)ample8, then that action
automatically fails.
Gentle Ga&e
/ou can0t take this talent, if you have the 3vil 3ye talent.
1ou ten to cast beneficial he)es +uickly an easily. $nce per
battle, when a tri!!erin! roll woul allow you to use a beneficial
he) on an ally, you can o so, at the start of your ne)t turn, as a
+uick action, instea of a stanar action. 1ou are still limite
to castin! one he) per turn, but you can now use your stanar
action to o somethin! else. (n aition, any time you try to
comfort or persuae someone, you receive a 2= bonus on any
relate Charisma/base skill rolls. 1ou,re .ust that likeable.
Adventurer Feat* 1our one +uick he) per battle oes not count
towar your limit of one he) per turn. (n other wors, you can
cast a secon he), as a stanar action, urin! the same turn that
you cast your +uick he), as lon! as you have two ifferent
tri!!erin! rolls to work with.
Champion Feat* 1our one +uick he) per battle oes not even
use your +uick action, on your ne)t turn. (n fact, the he) kicks
in at the same time as the roll that tri!!ers it effectively, lettin!
you cast it out of turn an instantaneously. -urthermore, the roll
that tri!!ers the instantaneous he) receives a 23 bonus 7which
chan!es the total, as usual, not the natural roll8. (f this turns an
otherwise unsuccessful roll into a successful one, then the
tri!!erin! action succees, with your help.
!e" Master
/ou can0t take this talent, if you have the Arcane %tudies talent.
(ncrease the number of he)es you know by one. 'he bonus he)
can be from your hi!hest possible level.
Adventurer Feat* $nce per battle, you can use a beneficial he)
to help yourself. (n this case, one of your own rolls, of the
appropriate type, becomes the tri!!er, an the he) can be cast
urin! your ne)t turn, as a stanar action. 1ou still cannot
affect yourself with the same he) more than once per ay.
Champion Feat* When you use a beneficial he) on yourself, it
also helps one nearby ally.
M%stic
/ou can0t take this talent if you have the +ccultist talent.
1ou are rawn, more than most witches, to an intuitive, natural
practice of the craft. (f you wish, you can a your 23 class
bonus to Wisom, instea of Charisma or Constitution, as lon!
as you in,t use your 23 racial bonus to increase Wisom.
Also, choose two of the followin! three bonusesH
A 1our witch he)es an ma!ic are now base on your
Wisom, rather than your Charisma. Any time an element
of the witch class refers to Charisma, you can replace that
element with a reference to Wisom.
B 'ake two aitional points of back!rouns. 1ou can use
these aitional points to raise a back!roun that has
somethin! to o with reams, fey, mytholo!y, nature or
reli!ion, up to the usually impossible ratin! of 2@.
C 'ake a sin!le point of relationship with the &reat &ol
Wyrm, the 6lf :ueen, the 5i!h Drui, or the #riestess.
A the point to a relationship you alreay have, up to your
normal ma)imum, or start a new one positive, conflicte,
or ne!ative.
Occltist
/ou can0t take this talent if you have the )ystic talent.
1ou are rawn, more than most witches, to a cerebral, stuious
practice of the craft. (f you wish, you can a your 23 class
bonus to (ntelli!ence, instea of Charisma or Constitution, as
lon! as you in,t use your 23 racial bonus to increase
(ntelli!ence. Also, choose two of the followin! three bonusesH
A 1our witch he)es an ma!ic are now base on your
(ntelli!ence, rather than your Charisma. Any time an
element of the witch class refers to Charisma, you can
replace that element with a reference to (ntelli!ence.
B 'ake two aitional points of back!rouns. 1ou can use
these aitional points to raise a back!roun that has
somethin! to o with alchemy, emons, history, ma!ical
lore, or runes, up to the usually impossible ratin! of 2@.
C 'ake a sin!le point of relationship with the Archma!e, the
Diabolist, the ;ich <in!, or 'he 'hree. A the point to a
relationship you alreay have, up to your normal
ma)imum, or start a new one positive, conflicte, or
ne!ative.
Path o' the Black Witch
/ou can0t take this talent, if you have taken either of the other
two 45ath of...4 witch talents.
$nce per battle, when an opponent !ets a natural = on an attack
roll or savin! throw, you can treat this as a tri!!erin! roll for
any harmful he) that you possess, i!norin! its usual tri!!erin!
conition. -urthermore, you can use the he) of your choice
a!ainst that foe, even if you have alreay one so, that ay. 'his
special use of the he) simply oesn,t count a!ainst the usual
once/per/ay restriction, in any way. -ate must be backin! your
play.
Adventurer Feat* $nce per ay, you can re/roll your
relationship ice with the Diabolist, the ;ich <in! or 'he 'hree.
Champion Feat* $nce per ay, you can affect a specific foe
with a specific harmful he), one e)tra time. (n other wors,
even if you have affecte that foe with the same he), earlier
toay, you can o it a!ain. -urthermore, any attack roll mae
for a repeate he) allowe either by this feat or the talent,s
main ability receives a 23 bonus, since you are alreay attune
to that opponent.
Epic Feat* 1ou !ain an aitional relationship point with the
Diabolist, the ;ich <in! or 'he 'hree.
Path o' the Gre% Witch
/ou can0t take this talent, if you have taken either of the other
two 45ath of...4 witch talents.
%ecause of your affinity with nature, you !ain two e)tra points
that must be use to create or a to an appropriate back!roun,
e.!. reclusive hermit of the ;ost Male, witch of the Wil Woo,
enthusiastic naturalist, Wolf clan shaman. (f you are ain! to
an e)istin! back!roun, it still cannot e)cee 2?. (n aition,
your crit ran!e when fi!htin! beasts an plants e)pans by =.
Adventurer Feat* $nce per ay, you can re/roll your
relationship ice with the 6lf :ueen, the 5i!h Drui or the
#rince of "haows.
Champion Feat* $nce per ay, you can affect a specific tar!et,
frien or foe, with a specific he), beneficial or harmful, one
e)tra time. (n other wors, even if you have affecte that tar!et
with the same he), earlier toay, you can o it a!ain. Note that,
unlike the Champion -eat attache to the other two N#ath of...N
talents, this one !rants no e)tra bonus to the repeate he). 1our
versatility is its own rewar.
Epic Feat* 1ou !ain an aitional relationship point with the 6lf
:ueen, the 5i!h Drui or the #rince of "haows.
Path o' the White Witch
/ou can0t take this talent, if you have taken either of the other
two 45ath of...4 witch talents.
Whenever you use a beneficial he) to ai an ally, the tar!et also
heals a number of lost hit points e+ual to your Charisma
moifier 7ouble at ?
th
level, triple at E
th
level8. -urthermore,
any beneficial he) you cast that affects an ally,s savin! throws,
in any manner, !rants an e)tra 2= bonus on the ne)t save rolle
7only8, as lon! as it comes up before the be!innin! of your ne)t
turn.
Adventurer Feat* $nce per ay, you can re/roll your
relationship ice with the Archma!e, the &reat &ol Wyrm or
the #riestess.
Champion Feat* $nce per ay, you can affect a specific ally
with a specific beneficial he), one e)tra time. (n other wors,
even if you have affecte that ally with the same he), earlier
toay, you can o it a!ain. -urthermore, if the tar!et of the
repeate he) is currently bein! force to make saves a!ainst a
harmful save ens effect, the ne)t such save receives a 2=
bonus.
Epic Feat* 1ou !ain an aitional relationship point with the
Archma!e, the &reat &ol Wyrm or the #riestess.
Soothsa%er
1ou can rea the fortune of another character, usin! cars, tea
leaves, rune stones, entrails or whatever your particular metho
re+uires. 'his takes a few minutes an your full attention, so it
is efinitely not a combat option. Ioll two Ofortune iceP a @
an a 3A. At some point urin! the ay, when the sub.ect is
involve in battle an the escalation ie,s value e"actly e+uals
the @ fortune roll, the sub.ect can use the 3A fortune roll. 5e
can either use it in place of one of his own attack, savin! throw
or skill rolls 7before rollin! a 3A8, or he can force an enemy to
use it 7a!ain, before that enemy makes its normal 3A roll8. (n
the latter case, the roll must somehow involve a irect
interaction with the sub.ect, which usually means an attack roll
but coul be a skill roll that is mae to somehow cause mischief
for the sub.ect. (n any event, the 3A fortune roll becomes the
natural result of the replace roll, in every respect. 'he fortune
ice can only be use once, in this manner, an, if they are not
use by the en of the ay, they are simply waste. 'here is no
limit as to how many times you can use this talent, beyon the
amount of time an number of sub.ects you have available0
however, any !iven sub.ect can have only one reain! per ay.
Adventurer Feat* 'he 3A fortune roll can be use whenever the
escalation ie e+uals or e)cees the @ fortune roll 7they o not
have to be e)actly e+ual8. (f the sub.ect wishes, he can stall its
use, ain! a moifier, when the 3A fortune roll is finally use,
e+ual to the ifference between the escalation ie value an the
@ fortune roll. Note that this is a bonus to the total, not a
moification to the natural value. -or e)ample, if the @ fortune
roll is 3, an the 3A fortune roll is use when the escalation ie
hits ?, then a moifier of G applies to the final total. $bviously,
the sub.ect will want this moifier to be positive, if applie to
his own roll, or ne!ative, if applie to an enemy roll.
Spirit(Sight
1ou can see an hear spirits clearly, even if they are uner some
form of invisibility effect 7althou!h, in the latter case, they
appear as little more than !lowin! mist8. "pirits inclue all
incorporeal unea but also all elemental an nature/relate
entities that lack a tan!ible form. Asie from the obvious
benefit this talent provies in combat, it also allows you to
communicate with !hosts an other spirits that are often ifficult
to interact with, assumin! that they wish to communicate with
you 7fairly likely, !iven the novelty of the situation, from the
spirit,s point of view8. Note that the usefulness of this talent
an, especially, its associate feats is hi!hly epenent on the
presence an nature of spirits in your campai!n, so you mi!ht
want to check with your &M, about that, before eciin! to
become a meium.
Adventurer Feat* "pirits ten to be impresse that you can
observe them. 1ou receive a 23 bonus on any Charisma/base
skill roll mae to interact with them 7usually, for iplomacy or
intimiation8. -urthermore, you can now !et a !eneral sense of
any messa!e a spirit is tryin! to convey, even if you cannot
speak its lan!ua!e.
Champion Feat* 'he crit ran!e of your spells an he)es
e)pans by 3, when you tar!et a spirit.
Epic Feat* When ealin! with spirits, your Charisma/base skill
roll bonus is now 2G, an the crit ran!e of your spells an he)es
e)pans by another = 7to 2G8.
Witch)s Familiar
'his functions in e)actly the same manner as the Wizard's
&amiliar talent 7see pa!e =DK of 13
th
Age8, with one flavor/
relate ifferenceH if you wish, you can use your familiar as your
focus for accessin! spell lore, instea of stuyin! a spellbook or
some other inanimate source. A!ain, this is primarily a flavor
thin!, not a mechanical avanta!e or rawback althou!h a &M
who is incline to prevent a wi*ar from switchin! spells, when
he oes not have access to his spellbook, mi!ht place a similar
restriction on a witch who mana!es to lose her familiar.
*
st
Level !e"es
Fate Relents
TriggerH A nearby ally rolls a natural ? or less on a save.
4&&ectH 'he tri!!erin! ally !ains a 2= bonus on all saves, until
the en of the battle.
Adventurer Feat* 'he bonus increases to 23 for eath saves. (n
aition, once urin! the battle, the tar!et can re/roll a sin!le
eath save. 5e must keep the secon result, even if it is lower.
Champion Feat* (f the tar!et is staggered, the bonus increases
by =, becomin! 23 or 2G, as appropriate.
Epic Feat* 'he ability to re/roll a sin!le eath save now applies
to any one save. -urthermore, the re/roll !ets an e)tra 23 bonus
7brin!in! the total to 2D or 2?, as appropriate, for that one roll8.
Fortne Favors the Bold
TriggerH A nearby ally rolls a natural =@2 on an attack roll.
4&&ectH 'he tri!!erin! ally !ains a 23 bonus to AC, until the en
of the battle.
Adventurer Feat* 'he bonus also applies to #D.
Champion Feat* 'he bonus also applies to MD.
Epic Feat* 'he bonus increases to 2G. (f the tar!et is staggered,
the bonus becomes 2D.
Lingering +o,t
TriggerH A nearby enemy rolls a natural o miss, with
anythin! other than a no/frills, basic attack.
4&&ectH 'he tri!!erin! enemy,s confience in its own abilities is
momentarily shaken. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus MD
.it* 'he tar!et is hampered 7save ens, ==28.
)iss* Lntil the en of your ne)t turn, attacks the tar!et makes
that are not no/frills, basic attacks suffer a 3 penalty.
Adventurer Feat* Durin! any turn in which the tar!et misses
with an attack roll or fails a skill check, the save to ne!ate the hit
effect becomes har 7=@28, instea of normal 7==28.
(mmeiately thereafter, it returns to normal. (n aition, the
uration of the miss effect is now easy save ens 7@28.
Champion Feat* Any time the tar!et fails the save a!ainst the
hit effect, it suffers psychic ama!e e+ual to your level. 'he
ama!e cannot reuce the tar!et,s hit points below =. 'his only
applies if the he) initially hit 7it is not part of the miss effect8.
Epic Feat* 'he psychic ama!e note uner the Champion feat
is also cause by any faile attack roll or skill check, as lon! as
the tar!et is uner the influence of the he). A!ain, this only
applies if the he) initially hit, an it cannot reuce the tar!et,s hit
points below =.
Lre o' the Grave
TriggerH A nearby enemy,s natural roll is e+ual to or less than
the escalation ie,s value, when makin! an attack roll or
savin! throw.
4&&ectH 'he tri!!erin! enemy,s life force is subtly isrupte,
reucin! its ability to shru! off in.ury an brin!in! it ever
closer to eath,s oor. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus #D
.it* 'he tar!et is vulnerable to all attacks 7save ens, ==28.
)iss* Lntil the en of your ne)t turn, all of the tar!et,s
efenses are reuce by =.
Adventurer Feat* 'he save to ne!ate the hit effect is now har
7=@28. (n aition, the uration of the miss effect is now easy
save ens 7@28.
Champion Feat* 'he hit effect now inclues the miss effect, i.e.
the tar!et is vulnerable an has all efenses reuce by = 7har
save ens, =@28. (n aition, the save to ne!ate the miss effect is
now normal 7==28.
Epic Feat* Anyone who scores a critical hit on the tar!et can
choose to o triple ama!e, instea of ouble ama!e0 however,
claimin! this benefit reuces the ifficulty of the ne)t save mae
a!ainst the he) to easy 7@28. 'his option only applies if the he)
initially hit 7it is not part of the miss effect8.
Snatched Glor%
TriggerH A nearby enemy scores a critical hit on one of the
witch,s allies or on the witch, herself.
4&&ectH 'he ne)t critical hit score by the tri!!erin! enemy,
urin! this battle, is treate as a miss, instea. Ie!arless of
what the ie actually rolls, treat it as a natural =, in every
respect, an the &M shoul feel free to escribe some weir
event that turns a potential eathblow into an os/efyin!
fumble. (f the tar!et possesses the ability to moify natural
ie rolls, the natural = can be altere, as usual, at least makin!
the final result less embarrassin!. An yes, the effect of this
he) stacks with that of #alancing the %cales. $uch.
Adventurer Feat* 'he tri!!er broaens, so that the he) can also
be use on a nearby enemy who rolls a natural o hit, with
anythin! other than a no/frills, basic attack.
Champion Feat* (f the he),s effect comes up urin! the battle,
ruinin! one of the tri!!erin! enemy,s crits, the tar!et is
momentarily thrown off its strie, for obvious reasons. Lntil the
en of its ne)t turn, it is hampered, an it also receives a /3
penalty on all attacks an efenses.
Epic Feat* Lntil the he),s effect comes up, urin! the battle,
ruinin! one of the tri!!erin! enemy,s crits, the tar!et,s crit ran!e,
for all attacks, e)pans by an amount e+ual to the current value
of the escalation ie. (n effect, it becomes more an more
likely, with each passin! turn, that the he) will kick in,
snatchin! efeat from the .aws of victory.
#he Wheel #rns
TriggerH A nearby enemy scores a critical hit on one of the
witch,s allies or on the witch, herself.
4&&ectH Whenever anyone attacks the tri!!erin! enemy, the crit
ran!e of the attack e)pans by an amount e+ual to the current
value of the escalation ie. 'his continues until the tar!et
makes a har save 7=@28, a critical hit is score on the tar!et,
or the battle ens, whichever comes first.
Adventurer Feat* 'he tri!!er broaens, so that the he) can also
be use on a nearby enemy who reuces one of the witch,s allies
to less than = hit point.
Champion Feat* While this he) is in effect, the ne)t critical hit
score a!ainst the tar!et eals triple, instea of ouble, ama!e.
Epic Feat* 'here is no lon!er a save a!ainst this effect, nor is it
limite to .ust this one battle. 'he tar!et is curse until someone
scores a critical hit a!ainst it, in this or some future battle or,
of course, until it ies. <arma will not be enie. Note that this
he) cannot stack with itself, so the tar!et cannot be affecte by
it, a!ain, until the first one has run its course.
*
st
Level Spells
Be'ddle
6anged %pell
!echarge ==2 after battle
TargetH $ne nearby enemy with DA hp or fewer
AttackH Charisma 2 ;evel versus MD
HitH 'he tar!et is confused until the en of your ne)t turn.
5at#ral 4en MissH 'he tar!et is dazed until the en of your
ne)t turn.
3
rd
level spell 'ar!et with @D hp or fewer.
7
th
level spell 'ar!et with K@ hp or fewer.
8
th
level spell 'ar!et with =@A hp or fewer.
9
th
level spell 'ar!et with 3@@ hp or fewer.
Adventurer Feat* 'he rechar!e check is now @2.
Champion Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht.
Epic Feat* $n a hit, the confused effect is now save ens 7==28.
Bewitch
1lose:;uarters %pell
!echarge =@2 after battle
TargetH $ne nearby creature with DA hp or fewer.
%pecial* 'his spell cannot be cast urin! combat or on a tar!et
that has rolle initiative to fi!ht.
AttackH Charisma 2 ;evel versus MD
HitH 'he tar!et is fascinate an wants nothin! more than to
!a*e upon you, soakin! in your wors an presence. (t will
stan about, oin! nothin! of conse+uence, for as lon! as you
o, up to a ma)imum of about five minutes. (f you leave, or
if the tar!et senses hostility, irecte towar it or one of its
allies, the effect ens immeiately. While enchante in this
manner, the tar!et receives a D penalty on any rolls mae to
perceive its surrounin!s but a 2D bonus on any rolls mae to
perceive anythin! to o with you 7so, you, best leave any
unerhane ealin!s to your less !lamorous allies8.
MissH No effect. 'he spell is not etectable by most others,
unless you miss by D2 or roll a natural =, in which case the
tar!et an its allies knows what you trie to o an will
usually be an!ry about it.
3
rd
level spell 'ar!et with @D hp or fewer.
7
th
level spell 'ar!et with K@ hp or fewer.
8
th
level spell 'ar!et with =@A hp or fewer.
9
th
level spell 'ar!et with 3@@ hp or fewer.
Adventurer Feat* 'he rechar!e check is now ==2.
Champion Feat* (f the tar!et is attacke, while uner the hit
effect, it is confused, until the en of its ne)t turn.
Epic Feat* 'he ?/minute uration no lon!er applies. 'he effect
lasts inefinitely, until you leave, the tar!et senses hostility, or
one of you falls unconscious. Note that causin! the tar!et to
suffer harm from starvation, thirst, or an e)tene stay in a
ama!in! environment efinitely counts as an act of hostility.
+isorient
6anged %pell <1urse=
!echarge ==2 after battle
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus #D
HitH When attemptin! to isen!a!e, the tar!et must make a har
save 7=@28, instea of a normal save. Anyone attemptin! to
isen!a!e from the tar!et can o so with an easy save 7@28,
instea of a normal save, as lon! as no other enemies are
involve. 'he benefit oes not apply, when someone nees to
isen!a!e from other enemies, at the same time0 however, in
this case, the tar!et oes not count as one of the enemies an,
thus, oes not apply the usual = penalty to the isen!a!e roll.
-inally, the tar!et can no lon!er automatically intercept
enemies but must make a normal save 7==28 to o so. "ave
ens, for all effects 7==28.
MissH As for hit, but the effect automatically faes at the en of
your ne)t turn.
3
rd
level spell 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht.
7
th
level spell 'he tar!et receives a = penalty when makin!
attacks of opportunity, an anyone makin! an
attack of opportunity a!ainst the tar!et receives
a 2= bonus.
8
th
level spell 'he attack now tar!ets the lowest of the enemy,s
MD or #D.
9
th
level spell 'he moifiers that apply to attacks of
opportunity 7?
th
level benefit8 are now 293.
Adventurer Feat* 'he rechar!e check is now @2.
Champion Feat* 'he tar!et must now make a har save 7=@28 to
intercept enemies, rather than a normal save. -urthermore, if the
tar!et rolls a natural ? or less on such an attempt, the foe that it
fails to intercept can make a free basic melee a!ainst it, while
runnin! past.
Epic Feat* $n a hit, the effect is now har save ens 7=@28.
Moment o' Silence
6anged %pell
!echarge ==2 after battle
TargetH $ne nearby ally
4&&ectH A dazed effect on the tar!et automatically ens
7incluin! an effect that oesn4t re+uire a save8.
3
rd
level spell Also works a!ainst weakened.
7
th
level spell Also works a!ainst confused.
8
th
level spell 'ar!et up to two nearby allies.
9
th
level spell 'ar!et up to =D2= allies, incluin! yourself.
Adventurer Feat* Also works a!ainst fear.
Champion Feat* (f 7an only if8 the spell removes a ne!ative
conition from an ally, that ally can immeiately take his rally
action, as a free action. (f it4s his secon or subse+uent rally, he
still nees to roll a save to !et it to work.
Epic Feat* -or the remainer of the battle, the ally receives a
bonus on savin! throws a!ainst any of the conitions this spell
tar!ets 7base on its level8. 'his bonus is e+ual to your
Charisma moifier 7minimum 2=8.
Soothing #och
1lose:;uarters %pell
!echarge =@2 after battle
TargetH 1ou or one ally you are ne)t to
4&&ectH 'he tar!et can heal, usin! a recovery.
3
rd
level spell 'he tar!et can also immeiately roll a save
a!ainst each save ens effect that afflicts him.
7
th
level spell (f the tar!et of the spell is an ally with less than
= hit point, that ally receives a number of bonus
@, on his recovery roll, e+ual to your Charisma
moifier 7minimum =@8.
8
th
level spell 'he tar!et can now spen two recoveries,
instea of one, if he wishes.
9
th
level spell (f the tar!et takes avanta!e of the G
r
level
effect to make any saves, the first such save
receives a 2? bonus.
Adventurer Feat* 'he tar!et as 2=D healin! per point on the
escalation ie.
Champion Feat* 'he rechar!e check is now ==2.
Epic Feat* 'he e)tra healin! is now 2=@ per point on the
escalation ie, an any =s on these ice are re/rolle 7but only
once, so if a ie comes up = a secon time, it counts8.
-e"
6anged %pell <1urse=
!echarge =@2 after battle
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus MD
HitH Choose oneH attack rolls, skill checks, or savin! throws.
Whenever the tar!et makes a roll of the chosen type, it must
roll two ice an take the lower result. 'his counts as its
natural roll, in every respect. An easy save 7@28 ens this
affect, but even this roll is affecte by the curse, if you chose
savin! throws.
MissH As for hit, but the effect automatically ens at the
be!innin! of your ne)t turn. Note that a miss oes not benefit
from the ?
th
an K
th
level improvements an, thus, never
affects more than one type of roll.
3
rd
level spell 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht.
7
th
level spell $n a hit, choose two options, instea of oneH the
tar!et,s rolls of both types are affecte.
8
th
level spell 'he attack now tar!ets the lowest of the enemy,s
MD or #D.
9
th
level spell $n a hit, the tar!et,s rolls of all three types are
affecte 7you on,t nee to choose one or two8.
Adventurer Feat* 'he rechar!e check is now ==2.
Champion Feat* $nce per battle, when the tar!et !ets less than
a natural @ on a roll affecte by the spell, you can turn that result
into a natural =. (mprovise a further curse that shows how the
tar!et,s attempt backfires horribly. "ee 1urse of 1haos, on pa!e
J3 of 13
th
Age, for curse/relate tips an restrictions.
Epic Feat* $n a hit, the curse is now save ens 7==28.
Winter)s Caress
1lose:;uarters %pell
!echarge =@2 after battle
TargetH $ne enemy en!a!e with you
AttackH Charisma 2 ;evel versus #D
HitH 3@ 2 Charisma col ama!e. $n a natural even roll, you
can make this attack, a!ain, on your ne)t turn, without re/
castin! the spell. 1ou can benefit from this repeately, as
lon! as you keep makin! even rolls0 however, if your turn
ever !oes by without you makin! this attack, the effect ens,
once an for all.
MissH Col ama!e e+ual to your level. $n a natural even roll,
you can repeat this attack, as note above.
3
rd
level spell D@ 2 Charisma col ama!e.
7
th
level spell ?E 2 Charisma col ama!e.
8
th
level spell EE 2 Charisma col ama!e.
9
th
level spell =A=A 2 Charisma col ama!e.
Adent#rer 'eatH When your winter's caress attack roll is a
natural even hit, if the tar!et is staggered after takin! the
ama!e, it is also dazed until the en of your ne)t turn.
Champion Feat* 'he rechar!e check is now ==2.
Epic Feat* 'he aventurer feat conition is now weakened,
instea of dazed, an its uration is now easy save ens 7@28.
.
rd
Level !e"es
Balancing the Scales
TriggerH A nearby enemy rolls a natural o hit, with anythin!
other than a no/frills, basic attack.
4&&ectH 'he ne)t time the tri!!erin! enemy !ets a natural = on an
attack roll, it somehow mana!es to strike itself or one of its
allies, instea of its opponent 7which also means that it oes
no miss ama!e to that opponent8. 'he attack eals normal
ama!e, with all of its unusual sie effects, if any. 'he &M
chooses whether the victim is the tri!!erin! enemy, itself, or a
lo!ical ally, !iven the e)pecte ran!e of the attack0 however,
havin! a he)e non/mook strike a mook, instea of itself,
woul probably be cheap enou!h to warrant ra**in! from the
players.
Adventurer Feat* (f the victim of the acciental hit is the
tri!!erin! enemy, itself, then it becomes hesitant to use its full
power, for a moment. Lntil the en of its ne)t turn, it is
hampered an also receives a /3 penalty on all attack rolls. $n
the other han, if the victim of the acciental hit is an ally of the
tri!!erin! enemy, it is momentarily cau!ht off/!uar, as you
mi!ht e)pect. Lntil the en of its ne)t turn, it is consiere to
be confuse, with the tri!!erin! enemy that struck it bein! its
preferre tar!et.
Champion Feat* 'he he),s effect broaens. (t still causes an
acciental hit on a natural =, but it now also oes so on any
natural attack roll that is less than the current value of the
escalation ie.
Epic Feat* 'he acciental hit is automatically consiere to be a
crit, takin! the phrase Oyin! of embarrassmentP to a whole new
level.
+eadman)s Ga&e
TriggerH A nearby enemy rolls any natural o result 7success
or failure8, when makin! a ran!e attack or vision/relate
skill check.
4&&ectH 'he tri!!erin! enemy,s eyes clou over, eerily,
impairin! its vision. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus #D
.it* 'he tar!et is dazed 7save ens, ==28. 'he usual /D
penalty also applies to vision/relate skill checks.
)iss* 'he tar!et is a**le an suffers a 3 penalty on attack
rolls an vision/relate skill checks, until the en of your
ne)t turn.
Adventurer Feat* 'he miss uration is also save ens 7==28.
Champion Feat* (f the tar!et has =AA hit points or less, it must
make two successful saves, instea of one, to remove the dazed
conition 7but not the a**le conition8. 'hese successes nee
not be consecutive.
Epic Feat* As lon! as the tar!et is dazed, it can only attack
opponents with whom it is en!a!e, i.e. it loses all ability to
affect thin!s at a ran!e beyon a few feet. -urthermore, its AC
an #D receive a /3 penalty.
Lad% Lck Smiles
TriggerH A nearby ally fails a savin! throw, with a naturally
even roll, for a save ens effect.
4&&ectH 'he tri!!erin! ally can immeiately roll a save a!ainst
every save ens effect that currently afflicts him.
Adventurer Feat* 6ach save !ains a 2= bonus.
Champion Feat* 'he bonus increases to 23.
Epic Feat* 'he bonus is e+ual to the value of the escalation ie,
for the first save rolle 7minimum 2G8. -or any other saves, it
remains at 23.
Sccess Breeds Sccess
TriggerH A nearby ally,s attack hits, with a natural even roll.
4&&ectH 'he tri!!erin! ally !ains temporary hit points e+ual to
the current value of the escalation ie plus your Charisma
moifier. At ?
th
level, ouble your Charisma moifier, for
this purpose0 at E
th
level, triple it.
Adventurer Feat* (f the tar!et is staggered, ouble the
temporary hit points.
Champion Feat* (f the tar!et,s current hit point total is e+ual to
or less than twice the number on the escalation ie, he can
choose to use the points for healin!, instea of !ainin!
temporary hit points. 'his oes not use a recovery.
Epic Feat* 'he tar!et can choose to share the hit points with you
or one other nearby ally. 6ach character claims half of the hit
points, roppin! fractions. 'he option to !ain temporary hit
points or to heal, as !rante by the Champion -eat, is mae for
each character, iniviually they on,t nee to choose the same
option.
#oil and #ro,le
TriggerH Nearby enemy4s attack misses, with a natural o roll.
4&&ectH 'he tri!!erin! enemy is assaile by uncertainty an
visions of failure, which torment it an cause it to secon/
!uess its own actions. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus MD
.it* #sychic ama!e rolle on a number of @ e+ual to the
escalation ie,s value, e.!. D@, if the escalation ie is
sittin! at D. 'his ama!e cannot reuce the tar!et,s hit
points below =. (n aition, until the en of your ne)t turn,
if the tar!et misses with one of its attacks, it takes half the
ama!e that attack woul have ealt, rounin! own 7but
suffers no non/ama!in! special effects8.
)iss* #sychic ama!e e+ual to either your level or twice the
escalation ie4s current value, whichever is lower. A!ain,
this ama!e cannot reuce the tar!et,s hit points below =.
Adventurer Feat* $n a hit, the effect that causes the tar!et to
ama!e itself, when it misses, is now save ens 7==28.
Champion Feat* $n a miss, the psychic ama!e is increase by
your Charisma moifier. $n a hit, this bonus is ouble or
triple, if you are E
th
level or hi!her an it also applies to any
ama!e that the tar!et oes to itself.
Epic Feat* $n a hit, the tar!et is susceptible to on!oin! ama!e,
as lon! as the he) persists. Any such ama!e is increase by
half a!ain, roppin! fractions, re!arless of its ori!inal source.
.
rd
Level Spells
$nthralling Whispers
1lose:;uarters %pell
%aily
TargetH =G 2 = nearby enemies, in a !roup, each with =AA hp
or fewer
AttackH Charisma 2 ;evel versus MD
HitH 'he tar!et is stunned 7save ens, ==28. (f the tar!et is
attacke in any manner 7hit or miss8, it instantly overcomes
this conition. -urthermore, you must use a stanar action,
urin! each of your turns, to maintain this effect, speakin!
soothin! wors. $nce you stop oin! this, each tar!et
automatically makes its save, at the en of its ne)t turn.
MissH 'he tar!et is dazed until the en of your ne)t turn. (f the
tar!et is attacke in any manner 7hit or miss8, it instantly
overcomes this conition.
7
th
level spell 'ar!ets with =?A hp or fewer.
8
th
level spell 'ar!ets with 33? hp or fewer.
9
th
level spell 'ar!ets with DAA hp or fewer.
Adventurer Feat* Lp to 3@ nearby enemies, in a !roup, can
now be affecte. Alternatively, you can eliberately focus on a
sin!le tar!et, in which case you !et a 23 bonus on the attack roll.
Champion Feat* 'he spell is now rechar!e =@2 after battle.
Epic Feat* $n a hit, the stunned conition is now har save ens
7=@28. As usual, attackin! the tar!et ens the effect instantly.
False Li'e
1lose:;uarters %pell
%aily
TargetH 1ou
4&&ectH 1ou !ain 3=A 2 3? temporary hit points. (n aition, as
lon! as you have at least = temporary hit point remainin!, you
!ain resist ne!ative ener!y =A2.
7
th
level spell 'emporary hp Q G=A 2 GJ0 resist Q =32.
8
th
level spell 'emporary hp Q D=A 2 ?A0 resist Q =D2.
9
th
level spell 'emporary hp Q ?=A 2 @30 resist Q =@2.
Adventurer Feat* 1ou can now cast the spell on a willin! ally
that you are ne)t to, instea of on yourself.
Champion Feat* Lnintelli!ent unea, such as skeletons an
*ombies, perceive the tar!et to be like themselves. 'hey will
not attack the tar!et, unless attacke first, as lon! at least =
temporary hit point remains.
Epic Feat* 'he spell is now rechar!e =@2 after battle.
Glorios Fate
1lose:;uarters %pell
%aily
TargetH Lp to G nearby allies 7not incluin! you8
4&&ectH 6ach affecte ally can a the escalation ie,s value to
ama!e rolls an skill checks, as well as to attack rolls. (f an
ally is sufferin! from a conition, such as fear, that prevents
him from ain! the escalation ie to attack rolls, then he is
prevente from ain! it to other rolls, as well. 'his effect
lasts until the en of your ne)t turn.
7
th
level spell A the escalation ie to eath saves, as well.
8
th
level spell A the escalation ie to all saves, as well.
9
th
level spell A the escalation ie to any an all 3A rolls.
Adventurer Feat* 'he tar!et is all visible allies <including you=.
Champion Feat* (f the effect faes before the escalation ie
reaches @ and before the combat ens, you have a chance of
rechar!in! the spell, after the battle. 'he rechar!e number is
e+ual to == 2 whatever number the escalation ie shows, when
the effect ens 7=D2, for e)ample, if the escalation ie shows G8.
Epic Feat* 'he effect no lon!er automatically faes, one turn
after the spell is cast. (nstea, at the en of your ne)t turn after
castin! the spell, an each of your turns, thereafter, roll a @. (f
the result is e+ual to or less than the value on the escalation ie,
the effect ens. (t automatically ens when the battle is over.
Restless Slm,er
6anged %pell <1urse=
!echarge =@2 after battle
TargetH $ne nearby enemy with =AA hp or fewer
AttackH Charisma 2 ;evel versus MD
HitH 'he tar!et falls unconscious 7har save ens, =@20 it also
ens if the tar!et takes =A2 ama!e8.
MissH 'he tar!et is dazed until the en of your ne)t turn.
7
th
level spell 'ar!et with =?A hp or fewer.
8
th
level spell 'ar!et with 33? hp or fewer.
9
th
level spell 'ar!et with DAA hp or fewer.
Adventurer Feat* 1ou can tar!et multiple enemies0 however,
you must split up the allowable hit points between them 7for
e)ample, at ?
th
level, you coul affect two J? hp enemies8. 1ou
must tar!et nearby enemies with the current lowest hit points
first, an you on4t !et to choose the e)act tar!ets 7e)cept in the
case of ties8. (f ain! a creature woul e)cee the spell4s hit
point ma)imum, that enemy can4t be a tar!et.
Champion Feat* $n a hit, urin! the first turn after the tar!et
awakens, it is confused.
Epic Feat* Durin! every turn that it sleeps, the tar!et suffers
horrific ni!htmares an takes psychic ama!e e+ual to your
level. 'his ama!e never causes the tar!et to awaken, but it
cannot reuce the victim to less than = hit point.
Serpent)s /iss
1lose:;uarters %pell <1urse=
%aily
TargetH $ne enemy en!a!e with you
AttackH Charisma 2 ;evel versus #D
HitH 3A 2 Charisma on!oin! poison ama!e. $n a natural even
roll, you can make this attack, a!ain, on your ne)t turn,
without re/castin! the spell. 1ou can benefit from this
repeately, as lon! as you keep makin! even rolls0 however, if
your turn ever !oes by without you makin! this attack, the
effect ens, once an for all. Iepeate hits on the same tar!et
o not cause the on!oin! poison ama!e to stack 7only use
the hi!hest value, at any !iven time80 however, a tar!et can be
poisone, a!ain, after successfully savin! a!ainst a prior
poisonin!.
MissH =A on!oin! poison ama!e. $n a natural even roll, you
can repeat this attack, as note above.
7
th
level spell GA 2 Charisma on!oin! poison ama!e0 =?
on!oin! on a miss.
8
th
level spell D? 2 Charisma on!oin! poison ama!e0 3A
on!oin! on a miss.
9
th
level spell @A 2 Charisma on!oin! poison ama!e0 GA
on!oin! on a miss.
Adventurer Feat* $n a hit, the poisone tar!et suffers a =
penalty on attack rolls an efenses. 'his counts as a lesser
form of the weakened conition, for purposes of stackin!,
immunities, an so forth, an it lasts until the tar!et saves
a!ainst the on!oin! ama!e.
Champion Feat* 'he spell is now rechar!e =@2 after battle,
instea of aily.
Epic Feat* $n a hit, the tar!et must make two successful saves,
instea of one, to en the on!oin! ama!e, althou!h these
successes nee not be consecutive. 'he first successful save
reuces the on!oin! ama!e by =A0 the secon successful save
ens the effect completely.
Shadow Mart%r
1lose:;uarters %pell
%aily
TargetH 1ou
4&&ectH 1ou con.ure an illusionary ouble that remains close to
you, mirrorin! your actions. Any time you are attacke, a
natural o hit strikes the ima!e, instea, causin! it to vanish.
(t reappears at the start of your ne)t turn. 'he spell lasts until
either the battle ens or three ima!es have been estroye,
whichever comes first.
7
th
level spell Lp to four ima!es.
8
th
level spell Lp to five ima!es.
9
th
level spell Lnlimite ima!es 7the spell only ens when the
battle oes8.
Adventurer Feat* While an ima!e is present, it interferes with
any attacker,s aim, !rantin! you a 2= bonus on AC an #D.
Champion Feat* 'he spell is now rechar!e =@2 after battle,
instea of aily. Durin! a battle in which no ima!es are
estroye, the rechar!e is ==2, instea.
Epic Feat* 'he AC9#D bonus, from the Aventurer feat,
increases to 23. -urthermore, you can en the spell instantly to
turn a critical hit a!ainst you into a normal hit. 'his counts as
estroyin! an ima!e, for purposes of the Champion feat.
0
th
Level !e"es
As Lck Wold !ave 1t
TriggerH A nearby ally fails an attack roll, savin! throw or skill
check, with a natural even roll.
4&&ectH Note the ifference between the number the tri!!erin!
ally neee an the total that he actually rolle. 'he ne)t
time the ally nees to make the same sort of roll, urin! the
same battle 7or same five/minute interval, out of battle8, he
receives a bonus on that roll e+ual to the ifference. -or
e)ample, an ally makes an attack a!ainst an AC of =K but
rolls a total of =3, so he blows it by J. Lner the effects of
this he), the ne)t time he makes an attack roll, urin! the
same battle, he receives a karmic bonus of 2J.
Adventurer Feat* 'he bonus applies to the ne)t roll of the same
type that the ally makes, even if it occurs in a ifferent battle or
beyon the usual five/minute limit0 however, it must be use
before the ne)t full rest, or it is lost.
Champion Feat* 'he bonus can be use on the ne)t 3A roll the
ally makes, even if it is not of the same type0 however, if the roll
is of a ifferent type, the bonus is halve, roppin! fractions.
Note that this is optionalH the ally can choose to keep the bonus,
at its full value, to use on a later roll of the same type, if he
wishes. 6ither way, the ecision to use or retain the bonus must
be mae before the ie is rolle.
Epic Feat* (f the ally wishes, the bonus can be applie to the
natural roll, rather than to the total, increasin! the chance of
!ettin! a crit an possibly tri!!erin! other results that come
from natural rolls0 however, the bonus is then halve, roppin!
fractions 7or +uartere, if this is combine with the benefit of the
Champion feat8. A natural roll of !reater than 3A is treate as
3A. 'he ecision to take avanta!e of this option must be mae
before the ie is rolle.
Chain o' Chaos
TriggerH Nearby enemy4s attack misses, with a natural o roll.
4&&ectH A subtle mental nu!e throws the tri!!erin! enemy off/
balance an causes it to lose track of the tactical situation.
Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus MD
.it* 'he tar!et is confused 7save ens, ==28.
)iss* 'he tar!et is dazed, until the en of your ne)t turn.
Adventurer Feat* (f you wish, a miss can cause the tar!et to
become hampered, instea of dazed, which also has a small
chance of e)tenin! the uration of the effect, since it then
becomes easy save ens 7@28.
Champion Feat* (f the tar!et has =AA hit points or less, it must
make two successful saves, instea of one, to remove the
confused conition. 'hese successes nee not be consecutive.
Epic Feat* (f the confuse tar!et successfully ama!es one of its
own allies, that ally becomes a le!itimate tar!et for this he). (n
effect, there is now a secon tri!!erH a nearby enemy is ama!e
by anyone who is alreay sufferin! from the effects of this he).
Fever +ream
TriggerH A nearby enemy rolls a natural o result 7success or
failure8 on any savin! throw.
4&&ectH 'he tri!!erin! enemy,s stren!th rains away, its muscles
be!in to ache, an it starts to feel va!uely nauseous. Make
the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus #D
.it* 'he tar!et is weakened 7save ens, ==28.
)iss* Lntil the en of your ne)t turn, the tar!et,s attacks each
cause = less point of ama!e. (f you are at least E
th
level,
they cause 3 less points of ama!e, instea 7but cannot
rop the total below A, of course8.
Adventurer Feat* While the tar!et is weakened, its #D is also
reuce by 3. 'his also applies to any resistance the tar!et
possesses0 e.!. Iesist -ire =@2 becomes Iesist -ire =D2.
Champion Feat* While weakened, the tar!et cannot benefit
from crits. Any critical hit the tar!et scores is treate as a
normal hit, instea.
Epic Feat* 'he effect becomes conta!ious, but only to your
enemies. (f the weakened tar!et touches one of your other
enemies 7to heal it, for e)ample8 or en!a!es the same opponent
as one of your other enemies, the secon enemy becomes a
le!itimate tar!et for this he). (n effect, there is now a secon
tri!!erH a nearby enemy comes into close pro)imity with anyone
who is alreay sufferin! from the effects of this he).
-ision o' +oom
TriggerH A nearby enemy, with current hit points no !reater
than twice your own, rolls a natural o miss, when attackin!
you, or a natural o failure, when makin! a save a!ainst one
of your he)es or spells.
4&&ectH 'he tri!!erin! enemy is shaken by a sense that its oom
is at han. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus MD, with a 23 bonus if the
tar!et is staggered
.it* 'he tar!et is weakened until the en of its ne)t turn. $n
its ne)t turn, if it is unen!a!e, it oes not attack an
moves away from you at top spee. (f it is en!a!e, the
tar!et attempts to isen!a!e, as its first action, an moves
away if it succees. (f it fails, it moves away as its secon
action 7rawin! opportunity attacks8. (n either case, it will
not attack unless it has no options for escape. After the en
of its ne)t turn, it more or less snaps out of it an can
behave as it wishes0 however, it receives a /= penalty on
attacks mae a!ainst you 7save ens, ==28.
)iss* 'he tar!et is momentarily unsettle an incline to
fi!ht more efensively. Durin! its ne)t turn, it receives a
/3 on attack rolls an will not use any ability that woul
lower its efenses, in any manner.
Adventurer Feat* $n a hit, the fear effect is now easy save ens
7@28. 'he tar!et is weakened an behaves as escribe above on
each of its turns, until it makes the save. After that, it can act as
it wishes but suffers a /3 penalty 7instea of /=8 on attacks rolls
that tar!et you, until it makes a secon save 7==28.
Champion Feat* 'he tar!et,s hit points can now be up to triple
your own, an the save to throw off the initial fear effect is now
normal 7==28, instea of easy.
Epic Feat* $n a hit, any time you, personally, ama!e the
fri!htene tar!et, with any type of attack, it takes e)tra psychic
ama!e e+ual to your level plus your Charisma moifier. 'his
benefit only lasts until the tar!et makes its first save an is no
lon!er sufferin! from the initial fear effect.
0
th
Level Spells
Fee,lemind
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus MD
HitH 3D ) =A 2 Charisma psychic ama!e, an the tar!et must
roll ==A, at the start of each of its turns, to see what curse
effect it suffers from, urin! that turn 7easy save ens, @28H
= Q no effect0 3 D Q dazed0 ? J Q hampered0
E K Q stunned0 =A2 Q confused.
MissH #sychic ama!e e+ual to your level, an the tar!et is
hampered until the en of your ne)t turn.
8
th
level spell $n a hit, the psychic ama!e is GD ) =A 2 Cha,
an the curse is save ens 7==28. $n a miss, a
your Cha moifier to the psychic ama!e.
9
th
level spell $n a hit, the psychic ama!e is DD ) =A 2 Cha,
the curse is save ens 7==28, an the tar!et as
2= to each =A effect roll. $n a miss, a 3)
your Cha moifier to the psychic ama!e.
Adventurer Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht. (n aition, this can now be cast as
a close/+uarters spell, if you wish.
Champion Feat* 'he spell is now rechar!e =@2 after battle,
instea of aily. (f the psychic ama!e kills the tar!et,
renerin! the curse moot, the rechar!e is ==2.
Epic Feat* (ncrease the number of tar!ets to =G nearby
enemies, in a !roup.
Lightning Arc
1lose:;uarters %pell
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus #D. (f the tar!et is wearin!
metal armor or is compose of metal, 23 to the attack roll.
HitH =A=A 2 Charisma li!htnin! ama!e, an the tar!et is
dazed until the en of your ne)t turn. (f there is a secon
enemy ne)t to the tar!et, make this free attack a!ainst that
enemyH
Attack* Charisma 2 ;evel versus #D. (f the tar!et is wearin!
metal armor or is compose of metal, 23 to the attack roll.
.it* ?=A 2 Charisma li!htnin! ama!e, an the tar!et is
dazed until the en of your ne)t turn.
)iss* 5alf ama!e.
MissH 5alf ama!e.
8
th
level spell 3E ) =A 2 Cha li!htnin! ama!e0 seconary
attack 3E ) ? 2 Cha li!htnin! ama!e.
9
th
level spell GE ) =A 2 Cha li!htnin! ama!e0 seconary
attack GE ) ? 2 Cha li!htnin! ama!e.
Adventurer Feat* (f the seconary attack hits, make another free
attack a!ainst an enemy that is ne)t to the tar!et of that attack.
'his can even be the ori!inal tar!et, of the primary attack, but
only if no other eli!ible tar!et is available. 'he attack roll an
hit9miss effects are as per the seconary attack. 6ven if this
thir attack hits, the arc ens 7on,t make a fourth attack8.
Champion Feat* 'he spell is rechar!e =@2 after battle, instea
of aily. (f the primary attack misses, the rechar!e is ==2.
Epic Feat* A natural even hit also eals =A on!oin! li!htnin!
ama!e, for the primary attack, or ? on!oin! li!htnin! ama!e,
for a seconary attack. Lntil the tar!et saves a!ainst this
on!oin! ama!e, it is also dazed.
-ampiric #och
1lose:;uarters %pell
%aily
TargetH $ne enemy en!a!e with you
AttackH Charisma 2 ;evel versus #D
HitH G=A 2 Charisma ne!ative ener!y ama!e, an you !ain
temporary hit points e+ual to the ama!e cause. $n a
natural even roll, you can make this attack, a!ain, on your
ne)t turn, without re/castin! the spell. 1ou can benefit from
this repeately, as lon! as you keep makin! even rolls0
however, if your turn ever !oes by without you makin! this
attack, the effect ens, once an for all. Ie!arless of how
many times you hit with this attack, your temporary hit points,
at any !iven moment, cannot e)cee a ma)imum of GA.
MissH Ne!ative ener!y ama!e e+ual to your level, an you !ain
temporary hit points e+ual to one/half the ama!e cause,
roppin! fractions. $n a natural even roll, you can repeat this
attack, as note above.
8
th
level spell ?=A 2 Charisma ne!ative ener!y ama!e0
ma)imum ?A temporary hit points.
9
th
level spell J=A 2 Charisma ne!ative ener!y ama!e0
ma)imum JA temporary hit points.
Adventurer Feat* When your vampiric touch attack roll is a
natural even hit, if the tar!et is staggered after takin! the
ama!e, it is also vulnerable 7easy save ens, @28.
Champion Feat* 'he spell is now rechar!e =@2 after battle,
instea of aily.
Epic Feat* 'he save to overcome the vulnerable conition, from
the Aventurer feat boost, is now normal 7==28, instea of easy.
(n aition, for as lon! as the tar!et remains vulnerable, it
cannot !ain the full benefits of any healin! effects. 5alve any
hp the tar!et recovers, from any source, roppin! fractions.
Wings o' Shadow
1lose:;uarters %pell
%aily
TargetH 1ou
4&&ectH 1ou can fly until the en of the battle 7or for five
minutes8. 1our spee oes not increase appreciably, but you
can move in three/imensions. Amon! other thin!s, this
means that you can fly over creatures with which you are not
en!a!e, without bein! intercepte or takin! opportunity
attacks from them. 'he usual en!a!ement an isen!a!ement
rules apply, when you make melee attacks a!ainst enemies on
the !roun. When you make a melee attack a!ainst another
flyin! creature, however, instea of en!a!in! that tar!et, you
can choose to swoop past an remain unen!a!e, sufferin! a
3 attack penalty.
8
th
level spell 1ou can now cast the spell on a willin! ally that
you are ne)t to, instea of on yourself.
9
th
level spell When you cast the spell, you can choose one of
the followin! boostsH the effect lasts for an hour
or you can tar!et =D 2 = nearby creatures, for
the normal uration.
Adventurer Feat* While flyin!, you !ain a 2? bonus to
isen!a!e checks. 'his is reuce to 23, if the enemy you are
tryin! to isen!a!e from can also fly.
Champion Feat* $ut of combat, the spell,s uration is triple,
i.e. to fifteen minutes or three hours, as appropriate.
-urthermore, your spee is increase, so that you can now travel
five miles, in fifteen minutes, or si)ty miles, in three hours.
Epic Feat* 'he spell is now rechar!e =@2 after battle, instea of
aily. (f it is cast as a K
th
level spell, without claimin! either of
the benefits note above, the rechar!e is ==2.
Withering
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus #D
HitH 3D ) =A 2 Charisma ama!e, an the tar!et is weakened
7easy save ens, @28.
MissH Dama!e e+ual to your level, an the tar!et suffers a 3
penalty on all attacks an efenses, until the en of your ne)t
turn.
8
th
level spell $n a hit, the ama!e is GD ) =A 2 Charisma,
an the curse is save ens 7==28. $n a miss, the
ama!e is e+ual to your level 2 your Charisma
moifier, an the attack9efense penalty is G.
9
th
level spell $n a hit, the ama!e is DD ) =A 2 Charisma,
the curse is save ens 7==28, an, while the
tar!et is weakened, it also lowers any ama!e
that it causes by = point. $n a miss, the ama!e
is e+ual to your level 2 ouble your Charisma
moifier, an the tar!et is weakened until the
en of your ne)t turn 7this replaces the
attack9efense penalty8.
Adventurer Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht. (n aition, this can now be cast as
a close/+uarters spell, if you wish.
Champion Feat* 'he spell is now rechar!e =@2 after battle,
instea of aily. (f the ama!e kills the tar!et, renerin! the
curse moot, the rechar!e is ==2.
Epic Feat* $n a hit, the tar!et is now stunned, until the en of
your ne)t turn, an receives no save a!ainst the effect, urin!
that time. After that, it is weakened an be!ins makin! saves, as
usual.
2
th
Level !e"es
+omino $''ect
TriggerH A nearby ally !ets a natural 3A on an attack roll.
4&&ectH 'he tri!!erin! ally can immeiately make a basic attack,
as a free action.
Adventurer Feat* 'he free basic attack,s roll !ets a bonus e+ual
to your Charisma moifier.
Champion Feat* (f the free basic attack also hits with a natural
3A, then the tri!!erin! ally can choose another nearby ally 7even
you8. 'hat person can also immeiately make a basic attack, as
a free action. 'his pattern continues until someone rolls
somethin! other than a natural 3A or until all nearby allies have
ha one e)tra attack 7no one person can !et more than one free
attack8.
Epic Feat* 'he he) now tri!!ers on a natural =K or 3A. An,
yes, this also applies to the benefit provie by the Champion
feat.
Shattered Shield
TriggerH A nearby enemy is harme by an attack to which it is
normally resistant.
4&&ectH 'he tri!!erin! enemy,s resistance is temporarily
breache. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus #D
.it* 'he tar!et,s resistance to the ener!y type in +uestion
rops by =A 7har save ens, =@28. -or e)ample, Iesist
-ire =@2 woul become Iesist -ire @2.
)iss* 'he tar!et,s resistance to the ener!y type in +uestion
rops by ? 7easy save ens, @28. -or e)ample, Iesist -ire
=@2 woul become Iesist -ire ==2.
Adventurer Feat* $n a hit, the resistance is ne!ate completely,
until the tar!et makes its save. -urthermore, if the resistance is
normally ==2 or less 7so the /=A penalty woul have effectively
ne!ate it, anyway8, the tar!et actually becomes vulnerable to
the ener!y type in +uestion.
Champion Feat* 1ou form a weir sort of mystical connection
with the tar!et, !ainin! the resistance that it loses. -or e)ample,
if its Iesist -ire =@2 is ne!ate, by a hit, you !ain Iesist -ire
=@2. (f its Iesist -ire =@2 is reuce to Iesist -ire ==2, by a
miss, you !ain Iesist -ire ?2. When the tar!et recovers its
resistance, you lose it. 'his oes not stack with any resistance
you alreay possess but, if better, can temporarily replace it.
Epic Feat* 'he tar!et must make two successful saves, instea
of one, to re!ain its resistance 7with either a hit or a miss8.
'hese successes nee not be consecutive. -urthermore, by usin!
a stanar action, you can transfer any resistance you have
!aine 7from your Champion feat8 to a nearby ally or reclaim it,
for yourself, if you transferre it, earlier.
Spite)s Repl%
TriggerH A nearby enemy hits you, with a natural o roll.
4&&ectH "o stron! is your will an your esire for reven!e that
the tri!!erin! enemy partakes in some of the pain it cause
you. Make the followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus lowest of #D or MD
.it* 'he tar!et takes ama!e e+ual to half the ama!e it
cause you, with the tri!!erin! attack, roppin! fractions.
'his ama!e is of the same type an cannot be blocke by
any form of resistance. -urthermore, if the tri!!erin!
attack causes on!oin! ama!e or any other save ens
effect, the tar!et suffers fully from that effect whenever you
o 7on your turn, at e)actly the same time8. (t !ets no saves
of its own but is completely at the mercy of your success or
failure.
)iss* #sychic ama!e e+ual to your level, which cannot
reuce the tar!et,s hit points below =. An, yes, this coul
theoretically cause more immeiate ama!e than a hit,
althou!h that is unlikely 7an woul have no on!oin!
effects, in any event8.
Adventurer Feat* $n a hit, the tar!et now takes ama!e e+ual to
the full ama!e it cause you, with the tri!!erin! attack.
Champion Feat* $n a hit, you can choose to stren!then the
mystical connection between you an the tar!et. (f you o, you
become vulnerable to each other,s attacks for the remainer of
the battle. Note that this only affects the two of you, not any
allies on either sie.
Epic Feat* As usual, on a hit, if the tri!!erin! attack causes any
save ens effect, the tar!et suffers as you o, until you save
a!ainst that effect. After that, however, the tar!et must now
start makin! its own saves, on its own turn, to en the effect, on
itself this is not automatic, when you succee. 'hus, the tar!et
will always be affecte for at least one turn lon!er than you
7more, if it keeps failin! saves8.
2
th
Level Spells
Binding #horns
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus #D
HitH =? 2 Charisma on!oin! ama!e, an the tar!et is both
dazed an stuck 7save ens all effects, ==28.
MissH 'he tar!et is stuck an suffers a 3 penalty on all attack
rolls 7easy save ens all effects, @28.
9
th
level spell $n a hit, the tar!et must now make two
successful saves, instea of one, althou!h these
successes nee not be consecutive. 'he first
successful save ens the on!oin! ama!e an
removes the dazed conition0 the secon
successful save removes the stuck conition,
enin! the effect completely.
Adventurer Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht. (n aition, this can now be cast as
a close/+uarters spell, if you wish.
Champion Feat* $n a hit, every time the tar!et fails a save
a!ainst this spell, the number re+uire for future saves mae
a!ainst it increases by 2=. 'his caps at the e+uivalent of a har
save, =@2, after five failures.
Epic Feat* (ncrease the number of tar!ets to =G nearby
enemies, in a !roup.
Cloak o' Shadows
1lose:;uarters %pell
%aily
TargetH 1ou
4&&ectH 1ou receive a 2G bonus on AC an #D. Any time an
enemy successfully hits you with a melee attack that tar!ets
AC or #D, the attacker suffers G@ 2 Charisma ne!ative
ener!y ama!e, but the bonus rops by =. $nce the bonus
hits 2A, the effect ens. $utsie of battle, the bonus
automatically rops by = per minute.
9
th
level spell 'he AC9#D bonus increases to 2D, which
inirectly increases the uration of the spell, as
well. (n aition, the ne!ative ener!y ama!e
increases to D@ 2 Charisma.
Adventurer Feat* While uner this effect, the first time you are
staggered, the bonus increases by 2=.
Champion Feat* $nce, while uner this effect, you can choose
to !ive up some of your life force to stren!then the efense.
;ose G@ hit points 7D@ hit points, for the K
th
level version8 an
increase the bonus by 2=.
Epic Feat* 1ou can now cast the spell on a willin! ally that you
can see, instea of on yourself.
Fortne)s Favor
1lose:;uarters %pell
%aily
TargetH Lp to D visible allies 7not incluin! you8
4&&ectH 6ach affecte ally receives one Ofortune ieP a special
3A. Lntil the en of the battle, whenever a character with a
fortune ie has to make any kin of 3A roll, he can choose to
roll both a normal ie an his fortune ie, keepin! whichever
one he wishes. 'he result on the chosen ie becomes his
natural roll, in every respect. $nce rolle, a fortune ie is
e)pene, whether or not its result is the one that is use.
3"ception* (f the normal ie an the fortune ie roll e"actly
the same number, the fortune ie can be retaine 7treat it as if
the ally ha never chosen to use it8.
9
th
level spell 'he tar!et is now up to 7 visible allies <one of
which can be you=.
Adventurer Feat* (f the fortune ie rolls a natural number that is
less than or e+ual to the escalation ie,s current value, it is not
e)pene but can be retaine, to be use for a later roll, urin!
the same battle.
Champion Feat* When an ally with a fortune ie uses a
stanar action to rally, he can choose to !ive up the fortune ie,
without usin! it. (f he oes so, he can re/roll up to three of his
recovery ice, use in the rally, althou!h he must keep the
secon result, in each case, even if it is lower.
Epic Feat* 'he spell is now rechar!e =@2 after battle, instea of
aily.
3ightmare Stalker
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus MD
HitH 'he tar!et believes that it is bein! attacke by a
ni!htmarish abomination, which is an amal!am of all of its
worst fears, oubts an memories 7save ens, ==28. No one
else can see this horror. At the be!innin! of each of the
tar!et,s turns, it is OattackeP by the ni!htmare. 'he tar!et is
free to attack the ni!htmare but cannot harm it, an there is no
chance of isen!a!in!, even via teleportation, since the foe is
entirely in the victim,s hea. Note that none of this takes any
effort on your part, after the spell is cast, but the &M shoul
feel free to keep you involve, by lettin! you roll each
ni!htmare attack, a!ainst the tar!et, as followsH
Attack* Charisma 2 ;evel versus MD
.it* E=A psychic ama!e, an the tar!et is vulnerable to all
attacks, until the be!innin! of its ne)t turn. Note that your
Charisma moifier oes not a to this ama!e.
)iss* D=A psychic ama!e, an the tar!et is istracte, until
the be!innin! of its ne)t turn, sufferin! a = penalty on
attack rolls.
MissH #sychic ama!e e+ual to your level, an the tar!et is
vulnerable until the en of your ne)t turn.
9
th
level spell 'he ni!htmare attacks with uncanny accuracy,
benefitin! from an e)tra 23 bonus on its attack
rolls. (n aition, its ama!e increases to
=A=A, on a hit, or ?=A, on a miss.
Adventurer Feat* (f the initial attack roll misses, so that the
ni!htmare never manifests, you can attempt to rechar!e the
spell, after battle, on an ==2.
Champion Feat* 6ach time the ni!htmare attacks the tar!et an
hits, the number re+uire to save a!ainst the spell increases by
2=. 'his caps at the e+uivalent of a har save, =@2, after five
successful hits.
Epic Feat* 6ach time the ni!htmare scores a hit, the tar!et is
dazed, as well as vulnerable, until the be!innin! of its ne)t turn.
4
th
Level !e"es
Bond o' Angish
TriggerH A nearby enemy rolls a natural o hit, when attackin!
you, or !ets a natural result e"actly e+ual to the escalation
ie,s value, on any 3A roll.
4&&ectH 1ou form a psychic bon with the tri!!erin! enemy,
causin! it to suffer whenever you are hurt. Make the
followin! attack a!ainst it.
Attack* Charisma 2 ;evel versus lowest of #D or MD
.it* Whenever you suffer hit point loss, for any reason, the
tar!et takes psychic ama!e e+ual to one/half of that
amount, roppin! fractions 7save ens, ==28.
)iss* As per a 5it, e)cept that the effect lasts only until the
en of your ne)t turn.
Adventurer Feat* $n a hit, the psychic ama!e sustaine by the
tar!et is now e+ual to the full ama!e you take 7i.e. it is not
halve8.
Champion Feat* 'he save to ne!ate the hit effect is now har
7=@28. (n aition, the uration of the miss effect is now easy
save ens 7@28.
Epic Feat* $n a hit, you literally share ama!e with the tar!et,
thereafter. Any hit point ama!e you take is halve 7rounin!
up8, with the other half 7rounin! own8, !oin! to the tar!et.
'he tar!et,s ama!e is no lon!er automatically psychic but is of
the same type you take, i!norin! any resistances. Note that, as
with most feats, this one is optional you can choose to i!nore it
an !ive up the protection, to cause full ama!e to the tar!et, if
you like 7althou!h this ecision must be mae as soon as the hit
is score with the he)8.
1 Am Legend
TriggerH A nearby ally !ets a natural =K2 on an attack roll.
4&&ectH 'he tri!!erin! ally can e)pen a recovery to re!ain a
aily power or spell 7race/ or class/base8.
Adventurer Feat* 'he he) can now be tri!!ere by an attack
roll, savin! throw or skill check, an it nee not occur urin!
combat. 'he &M shoul feel free to veto the use of this he),
when it comes to unnecessary rolls 7in particular, skill checks8,
mae .ust for this purpose. Nice try, but -ate oesn,t roll that
way.
Champion Feat* 'he he) can now tri!!er on natural =E2.
Epic Feat* (f the tri!!erin! roll is a natural 3A, the ally can
e)pen two recoveries to re!ain two aily powers or spells0
however, at least one of these must be of a level lower than the
ma)imum the ally can access 7any ability that has no effective
level is also fine8.
4
th
Level Spells
Ct the #hread
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus #D
HitH E=A ) the current value of the escalation ie, an the tar!et
is vulnerable 7har save ens, =@28. Note that your Charisma
moifier oes not a to this ama!e. (n aition, if the
tar!et rops below = hp from this attack, or rops below = hp
before it saves a!ainst the vulnerable effect of this attack, it
simply ceases to e)ist, vanishin! completely. Any save ens
or other such non/instantaneous effects that the tar!et
ori!inally create, on other combatants or on the environment,
also en, in that moment. $n the ne!ative sie, any treasure
that it may have been carryin! vanishes with it.
MissH D=A ) the current value of the escalation ie, an the
tar!et is vulnerable until the en of your ne)t turn.
Adventurer Feat* (f the spell misses, it becomes rechar!e =@2
after battle, instea of aily.
Champion Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht.
Epic Feat* While the tar!et is vulnerable, the crit ran!e of any
attack mae a!ainst it e)pans by G, instea of 3, once the value
on the escalation ie is D2.
$%e,ite
1lose:;uarters %pell
%aily
TargetH 1ou
4&&ectH $nce per turn, you can meet the !a*e of an enemy,
tar!etin! it with a etrimental he), as a +uick action. 1ou can
use the remainer of your turn normally, even to cast another
he), if a ifferent eli!ible tar!et is available. Note that you
must still meet the tri!!erin! conitions for the O+uickeneP
he). 'his effect lasts until the battle ens, your rop below =
hit point, or you roll a natural = on any attack roll, savin!
throw or skill check 7inicatin! that -ate has withrawn its
favor8 whichever comes first.
Adventurer Feat* -or the uration of the spell, on any !iven
turn, you can pass on your O+uickeneP he) option an use your
+uick action to focus your attention on an enemy that you have
alreay he)e. Lntil the be!innin! of your ne)t turn, that
enemy receives a G penalty on any savin! throws it must make
a!ainst your he)es.
Champion Feat* 1ou can now use your O+uickeneP he)es to
benefit allies, rather than .ust hiner enemies 7tri!!erin!
conitions still apply, of course8.
Epic Feat* -or the uration of the spell, every one of your he)es
now has an e)tra tri!!erin! conitionH a nearby enemy gets a
natural roll e(ual to or less than the current escalation die
value, when making any d>? roll.
Shared Fate
6anged %pell <1urse=
%aily
TargetH $ne nearby enemy
AttackH Charisma 2 ;evel versus MD
HitH Choose one nearby ally 7which can be you8. $nce urin!
the battle, if that ally,s hit points rop below =, for any reason,
the tar!et instantly takes ama!e e+ual to half of its normal
hit points 7which will probably kill it, if it is staggered8.
MissH No effect on the tar!et, but you can attempt to rechar!e
the spell, after battle, on an ==2.
Adventurer Feat* 'he tar!et of the spell oesn4t have to be
nearby, .ust in line of si!ht. (n aition, this can now be cast as
a close/+uarters spell, if you wish.
Champion Feat* $n a miss, the rechar!e is now @2.
Epic Feat* $n a hit, the tar!et also be!ins to suffer from
any etrimental save ens effects that currently afflict the
chosen ally. (nstea of rollin! saves a!ainst any such
effects, on its own turn, the tar!et simply uses the same
results that the ally .ust !ot, on his last turn 7that is, the
tar!et automatically succees, .ust after the ally oes, but
automatically fails until then8.

S-ar putea să vă placă și