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    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
    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
    Spoiler
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    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)
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    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.
    Last edited by Fax Celestis; 2008-12-26 at 02:42 PM.

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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
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    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.

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    Still. "Tamale?"
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    Quote Originally Posted by afroakuma View Post
    Still. "Tamale?"
    Well, okay. Food is probably a bad choice. Try and keep them semiserious?

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    Just one question before I get on this: is it up to three spells on each facing, or always three on each?
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    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.
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    Quote Originally Posted by afroakuma View Post
    Just one question before I get on this: is it up to three spells on each facing, or always three on each?
    Always three.
    Quote Originally Posted by ocato View Post
    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.).

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    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.
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    I like this! If I can, I'll work some cards up this weekend.
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    Quote Originally Posted by Thane of Fife View Post
    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.

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    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.
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    Quote Originally Posted by mf11 View Post
    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.

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    Single card. These are work, eh?

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    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.

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    Quote Originally Posted by afroakuma View Post
    Single card. These are work, eh?

    Spoiler
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    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

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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    Afroakuma - is that who I think it is?
    Quote Originally Posted by true_shinken View Post
    Ya know, Strife, I'm really happy for you and I'mma let you finish, but streakster made one of the the best analogies of all time. Of all time.
    The perfect fighter fix.
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    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.
    Last edited by afroakuma; 2008-10-02 at 08:15 PM.
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    I'm kidding.

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    So am I. Don't worry, I'll crack off a better one while listening to two countries' candidates not answer questions.
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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    Quote Originally Posted by afroakuma View Post
    Edit: no. Otherwise Lightning Bolt would be there.
    Oh, that's not what I thought. It seemed to fit Lelouch...

    Shneeky, Cartomancy is immune to items and magic boosts, I think. Fax is smart that way.
    Last edited by streakster; 2008-10-02 at 09:24 PM.
    Quote Originally Posted by true_shinken View Post
    Ya know, Strife, I'm really happy for you and I'mma let you finish, but streakster made one of the the best analogies of all time. Of all time.
    The perfect fighter fix.
    Hey, the magnificent Shades of gray made me the cool paladin! Give him a hand!
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    Quote Originally Posted by ShneekeyTheLost View Post
    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
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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
    Last edited by dman11235; 2008-10-02 at 09:28 PM.
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    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.

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    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.
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    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.

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    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?


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    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?
    Last edited by Mr.Bookworm; 2008-10-06 at 10:26 AM.
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  28. - Top - End - #28
    Ogre in the Playground
     
    ocato's Avatar

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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    Maybe I'll play, you know, for funsies.
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    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.
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  29. - Top - End - #29
    Ettin in the Playground
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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
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  30. - Top - End - #30
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: [Class/Magic] Cartomancy (Seeking Help With Cards)

    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.
    Guide to the Magus, the Pathfinder Gish class.

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