This material is published under the OGL 1.0a.
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Tarot Mage Spells[edit]
1st-Level Spells[edit]
Abjur |
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Conj |
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Div |
Good Advice: Ask the spirits a Yes/No Question that will be answered truthfully.
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Good News: Divine the best possible outcome of any specific action.
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Insight: Discern the alignment of living creatures in range.
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Intuition: Increases Caster's ability to detect lies and abnormalities in behavior.
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Ench |
Boldness: Allies gain a +2 to Will saves but suffer a -2 penalty to AC. Allies can fight below 0 hit points.
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Calm: Similar to Calm Emotions.
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Charm: Similar to Charm Person.
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Comfort: Disconnects a target from their senses, removing pain and impairing them.
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Dedicated: Target receives a +2 bonus to the Craft Skill.
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Diplomacy: Target receives a +2 bonus to Diplomacy checks.
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Emotional Rewards: Target gains a +2 bonus to Wisdom score.
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Enjoyment: NPC reaction rolls gain a +3 bonus, and targets receive a +2 bonus to resist fear and despair.
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Moderation: Provides a +2 bonus to saves against spells or abilties that affect emotions.
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Personal Doubt: Fills the targets with doubt and hesitation, giving them a -1 penalty to most rolls.
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Evoc |
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Illus |
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Necro |
Teacher: Summons the spirit of a teacher to grant bonuses to skill, access to untrained skills, or weapon or armor proficiency.
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Trans |
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Univ |
Power: Boosts caster level for a short amount of time.
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Success: Grants a +1 bonus to all attacks and saving throws, to allies within 50 feet.
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2nd-Level Spells[edit]
Abjur |
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Conj |
Vigor: Heals 1d4+1 (5d4+5 Maximum) points of damage per level, and removes nonlethal damage or fatigue.
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Div |
Clarity: Caster's senses can penetrate fog and other obstacles, or the caster gains a +2 bonus to Listen and Spot checks.
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Goals Understood: Similar to Augury.
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Overcome: Provides a +20 insight bonus for the next ability or skill check.
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Progress In Consciousness: Grants a +4 to all intelligence based skill checks.
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Ench |
Anger: Targets suffer a −1 penalty to all actions; becomes hostile all, including allies.
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Compassion: Targets can take no aggressive actions towards others.
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Confidence: Targets gain a +2 bonus to all rolls.
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Cooperation: Allows for sharing of thoughts and skills.
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Courage: Targets gain a +2 bonus against fear, and a +2 bonus to attacks and skill checks.
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Deceit: Target will believe the caster.
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Depression: Similar to Emotion (despair).
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Expression: True emotions of targets are exposed.
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Failure: Target suffers a -1 penalty to all rolls and may not be able to start a new action.
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Harmony: Soothes a group of creatures into a serene state of mind.
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Passion: A lesser form of Emotion
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Patience: Instills the targets with a sense of patience and calm, granting +2 to saving throws against anger, rage, and rashness.
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Rashness: Fills targets with recklessness, granting a +2 to Strength and Constitution, but -1 to AC and Will Saves.
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Satisfaction: Makes all targets satisfied and unaggressive.
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Tears: Causes the targets to burst into tears, partially blinding them.
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Evoc |
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Illus |
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Necro |
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Trans |
Logic: Grants an enhancement bonus to intelligence and can benefit skill checks.
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Persuasive: Grants 1d4+1 points of enhancement bonus to Charisma.
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Struggle: Bestows a -2 penalty to most physical actions by targeting the muscles of the target.
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Univ |
Balance: Up to three creatures gain a +2 bonus to Will Saving Throws.
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Risk: Bestows +1 bonus to attack and damage to all creatures, as well as allowing overcoming of damage reduction.
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3rd-Level Spells[edit]
Abjur |
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Conj |
Healing Magic: Similar to Cure Moderate Wounds
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Health: Similar to Remove Disease
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Messenger: Sends a mundane message, in either text or voice, to a known individual on the same plane.
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Rest: Allows the caster and allies to gain a full night's rest in only 4 hours.
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Rest After Labor: Removes fatigue and exhaustion that comes from labor or movement.
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Rest After War: Removes fatigue and exhaustion that comes from martial conflicts, as well as heal subdual damage.
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Revenue: Target gains a +5 bonus to Profession Skill when attempting to earn money.
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Summon Small Elemental: Summons a Small Elemental, with type depending on the card used as the focus.
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Div |
Clairaudience: Allows the Caster to hear what is happening in a certain locale.
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Clairvoyance: Allows the Caster to see what is happening in a certain locale.
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Discovery: Target receives a +4 bonus to Search, Listen and Spot checks, but becomes more vulnerable to spells that affect the senses.
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Ench |
Confusion, Tarot: Similar to Confusion.
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Discipline: Target receives a +2 bonus against spells that affect emotions, and against skills such as Bluff and Intimidate.
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Emotional Maturity: Target gains a +4 bonus to Wisdom score.
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Greed: Compel a group of creatures to sabotage each other out of greed and self-interest.
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Motivated: Motivates targets, granting the a +2 morale bonus to attack rolls, ability checks, skill checks, and weapon damage.
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Pleasure: Lulls targets into a stupor of pleasure, similar to stunning.
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Purpose: Grants a +3 to Will and Fortitude saves, and a +2 to attack rolls.
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Shared Love: Causes all affected targets to have mutual interests or passions.
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Evoc |
Blast: Bolt of magical force does 1d6+1 per level.
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Energy Unleashed: Caster takes a number of d4 points of damage, and deals an equal number of d12 to creatures within a 25ft radius.
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Good or Evil Energy II: Loose a bolt of Good or Evil energy at a target.
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Illus |
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Necro |
Fatigue: Weakens the target to the point of exhaustion.
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Trans |
Action: Target gains a +4 AC bonus, an extra move action, and can move one and one-half times his normal rate.
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Affect Environment: Caster is able to affect the weather in a 1-mile radius.
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Combine Forces: Unites the strength of allies within a 10-foot radius.
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Combine Ideas: Unites the intelligence of allies within a 10-foot radius.
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Increased Knowledge: Temporarily boost the Knowledge skill in one specific field.
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Talented: Grants a +2 circumstance bonus to skill checks.
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Univ |
Good Luck: Grant one creature a gift of good fortune.
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Patience and Study: Cast a spell from any other spell list, arcane or divine, of 1st level or lower.
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Trickery: Grants a +2 to Bluff, Diplomacy, Disguise, Forgery, Perform and Sense Motive.
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Willpower: Target gains a +2 morale bonus to all will saves, and can attempt a new will save to shake off an ongoing effect.
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4th-Level Spells[edit]
Abjur |
Emotional Stability: Creates a moveable shield that provides a +2 bonus against compulsion spells.
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Spiritual Strength: Grants target +2 to AC and Saving Throws against undead and necromancy.
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Conj |
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Div |
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Ench |
Assuredness: Targets gain a +2 bonus to attacks and saving throws against fear and +2 to Bluff and Diplomacy checks.
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Deception: Allows Caster to lie with Impunity.
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Ecstasy: Targets' sense of euphoria prevents them from taking aggressive action.
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Emotion: Similar to Emotion.
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Emotional Balance: Target gains a +4 bonus to saves against Compulsion spells.
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Hope: A more powerful version of Emotion (Hope).
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Paranoia: Makes all targets paranoid and lowers their dispositions toward each other.
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Responsibility: Bestows the responsibility of leadership on an individual.
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Romance: Similar to Charm Person, but makes the target romantically smitten.
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Spiritual Centering: Restores a target's self-confidence and restores divine spellcasting.
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Spiritual Doubt: Shake the faith of targets, separating them from their divine abilities.
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Evoc |
Secrets: Contacts a known individual and have an undetectable conversation.
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Illus |
Illusory Attack: Attack one target from a distance with an illusory flying weapon.
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Necro |
Disease: Similar to Contagion.
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Spying: Scry on targets through the eyes and ears of the dead.
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Trans |
Change: Similar to Baleful Polymorph.
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Emotional Aid for Mental Trial: After suffering a mental attack, the target gains a +6 bonus to will saves.
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Inquisitive: Temporarily boosts the senses of the target.
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Mental Balance: Gives all allies within 25 feet a +4 to will saves.
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Strength of Mind: Grants target a +3 bonus to all Will Saves against Illusions or Enchantments.
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Strife: Deals 1d4 damage (10d4 maximum) to multiple targets and restricts their physical actions.
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Univ |
Journey: Increases Caster's overland travel speed.
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Prosperity: Increases potential treasure or selling gains by 15% for the day.
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5th-Level Spells[edit]
Abjur |
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Conj |
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Div |
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Ench |
Feeblemind, Tarot: Similar to Feeblemind.
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Misery: Throws targets into despair, bestowing a -4 penalty on most rolls.
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Peace: Forces all within the area of effect to cease violence.
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Rejoicing: Fills targets with an overwhelming desire to celebrate and rejoice.
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Suffer: Bestows a -2 penalty to all rolls to all targets.
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Evoc |
Disruption: Creates a bolt of force that does 1d6 points of damage, 12d6 maximum.
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Illus |
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Necro |
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Trans |
Duality: Creates a material simulacrum of the target.
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Growth: Similar to Enlarge Person.
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Mental Speed: Similar to haste, but affects mental processes.
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Physical Power: Grants 1d4+1 points to any two physical ability scores.
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Univ |
Journey for Others: Increases caster's and allies' overland travel speed.
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Projects Realized: Reduces amount of time necessary to craft items, and boosts Craft skill by +4.
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Sorcery: Cast a spell from any other spell list, arcane or divine, of 3rd level or lower.
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Travel: Allows expedited overland movement through difficult terrains.
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6th-Level Spells[edit]
Abjur |
Test By Fire: Performs a dangerous, fiery test on the target, but afterwards grants them immunity to fire.
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Victory: Protective circle, centered on target, inspires allies and gives them +2 to many defensive rolls.
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Conj |
Business Gains: Target gains a +15 bonus to Profession Skill when attempting to earn money.
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Emotional Healing: Negates the effects of 6th-level or lower Compulsion Spells.
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Outsider: Summons Outsiders.
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Protector: Summon a Guardian Spirit that wards off attacks.
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Div |
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Ench |
Authority: Target gains a +6 bonus to leadership.
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Love Spell: Forges a bond of love between two targets.
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Outset: Similar to Geas/Quest.
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Spiritual Growth: Grants target 1d6+1 bonus to Wisdom, and boosts cleric and paladin divine abilities.
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Evoc |
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Illus |
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Necro |
Upheaval: Creates a wall of negative energy, dealing 1d8+2 (15d8+30 max) to all living creatures in range.
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Trans |
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Univ |
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8th-Level Spells[edit]
Abjur |
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Conj |
Legacy: Summons a powerful magical item, and attunes it to your target.
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Div |
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Ench |
Adjust Beliefs: Caster can alter the alignment of target.
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Dread: Targets suffer an overwhelming sense of fear.
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Marriage: Links two allies together so that they share abilities and damage.
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Evoc |
Conquest: Creates a cone of energy that does 8d6 points of damage.
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Illus |
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Necro |
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Trans |
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Univ |
Achieve Goals: Grants target a +3 Luck Bonus to all rolls to achieve a tangible goal.
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Metaphysics: Cast a spell from any other spell list, arcane or divine, of 6th level or lower.
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All these lists are organized alphabetically and divided by school.
Open Game Content (place problems on the discussion page).
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